User:PiePanda999

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Revision as of 01:31, 11 January 2019 by PiePanda999 (talk | contribs)

Uh...

I guess I'm just working on adding even more detail to Octo Expansion gameplay (I hope it's not a pain to sift through...), as well as touching up detail on other areas...

À Propos de Moi

I'm an Octoling! I like heavy weapons, like the Kensa Dynamo Roller, the Tenta Brella, and the Hydra Splatling. My favorite variety of weapon might be Rollers or Splatlings. I've joined Splatoon pretty recently, but I've passed level 50 already!

Favorite stages (and why!)~

Name Why
File:The Reef Thumbnail.jpg
The Reef
This is a popular spot to hang out while not in Battle. The Reef was the first stage shown off for Splatoon 2, and was the only stage playable in the Switch Presentation Demo. The area under the bridge still counts towards the overall turf count, a series first.
File:Musselforge Fitness Thumbnail.jpg
Musselforge Fitness
A stage based off a gym featuring an extensive rock climbing wall that extends over the map. It features many rough slopes that are located throughout the stage. Along with The Reef, this stage was playable in the Global Testfire. Initial Release
File:Starfish Mainstage Thumbnail.jpg
Starfish Mainstage
A stage based off a concert venue. This stage has many tight corners, slopes and obstacles, especially in the centre. This was one of the 15:00-17:00 (PT) stages in the Splatfest World Premier. The translated Japanese name is "Longspine Urchin Outskirts Concert Hall." Initial Release
S2 Stage Humpback Pump Track.png
Humpback Pump Track
A stage based off an indoor BMX track, with lots of curvy ups and downs. This stage uses more abstract shapes in the centre to make it harder to interact with the other enemies. This was one of the 17:00-19:00 (PT) stages in the Splatfest World Premier. Initial Release
File:Inkblot Art Academy Thumbnail.jpg
Inkblot Art Academy
A stage based off an outdoor art school. It has varying levels, highest being near the Spawn appoints and lowest being on the wings. This was one of the 15:00-17:00 (PT) Stages in the Splatfest World Premier. It has artwork displayed around the stage like Museum d'Alfonsino. Initial Release
File:Moray Towers 2 Thumbnail.jpg
Moray Towers
Returning from the first game, it has been enhanced with at least 4 new Inkrails, which help short range weapons counter Chargers more easily. There has also been some more ground added, making falling off more difficult than before. This was one of the 17:00-19:00 (PT) Stages in the Splatfest World Premier. Initial Release
File:Port Mackerel 2 Thumbnail.jpg
Port Mackerel
Returning from the first game, its layout has been slightly modified and it has been enhanced with Sponge Blocks. The containers that used to crowd the centre are absent, allowing players to climb on top of containers, while still having a very close quarters area. Initial Release
S2 Stage Manta Maria.png
Manta Maria
A stage set on a large boat. There are gridded platforms around the masts, allowing long-range weapons like Chargers to keep control of large areas. 25 August 2017
S2 Stage Kelp Dome.png
Kelp Dome
Returning from the first game, featuring extra grates and turf. 16 September 2017
S2 Stage Snapper Canal.png
Snapper Canal
A stage set in a suburban area. A river flows through the middle of the stage. The stage is square-shaped, large and open. 6 October 2017
S2 Stage Arowana Mall.png
Arowana Mall
Returning from the first game, Arowana Mall is a narrow battlefield that is set at an outdoor mall, decorated with stores, plants, and advertisements. It features two lower sections and one raised section in the center of the map that connects the lower sections. 2 February 2018
S2 Stage Wahoo World.png
Wahoo World
Wahoo World is designed based on a carnival. It has moving platforms in and around the center. There are also bridges that expand and contract at 30 second intervals. 1 June 2018
S2 Stage New Albacore Hotel.png
New Albacore Hotel
New Albacore Hotel is designed based on a pool at a hotel. There are various drops that lead to water, and the stage is very open. 1 July 2018
S2 Stage Skipper Pavilion.png
Skipper Pavilion
Based on a traditional Japanese theater, it is laterally-symmetrical stage that the spawn starts in high platforms and goes down until the center. 2 October 2018
S2 Stage Walleye Warehouse.png
Walleye Warehouse
I like this stage a lot. The idea is pretty fun, and I like that it's very movement-centric. My problems with this level are mainly the design. The center's always jam-packed, but the thinner corridors are kind of lonely. They should be leading to exciting one-on-ones, but nobody's ever there, presumably because you'd only take them if you wanted to flank; it isn't getting you anywhere new or anywhere particularly quickly.
S2 Stage Goby Arena.png
Goby Arena
The stage leads to exciting matches, but the problem is the "density" of the stage. What I mean by this is that the center always has tons of people, and basically everywhere else is empty.
S2 Stage Ancho-V Games.png
Ancho-V Games
The fans are cool, I guess, but the rest of the design doesn't seem to be centered around it much. The fan-platforms are usually up, making the center area (similarly to Goby Arena) much smaller than it should be. Trying to get near the other team's spawn is too hard, considering you're out in the open most of the time, essentially making it a fight over who takes the center.
S2 Stage Shellendorf Institute.png
Shellendorf Institute
The stage almost feels as though it's trying to split your team up! Brellas, splatlings, brushes, and chargers often take the advantage on the glass roof, attacking from above, while everything else stays below. Because of this, encounters usually end up quite similarly, making for fun but uninteresting games.
File:Sturgeon Shipyard Thumbnail.jpg
Sturgeon Shipyard
While the moving platforms could have been a neat gimmick, it wasn't executed very well. Nobody really uses them to their advantage, when it could have, theoretically, opened up entirely new paths. Plus, the center area is always a war-zone. The slopes make it difficult to see what's above, and the enemy can see when you're coming.
S2 Stage Camp Triggerfish.png
Camp Triggerfish
The sides feel too disconnected. Considering that there are only a few ways to get to the other area / spawn, none of them safe, every push is either so successful the match is decided in a minute or fails and nothing happens.
S2 Stage MakoMart.png
MakoMart
The aisles make this stage a lot less enjoyable. You're always getting attacked by someone from above!
S2 Stage Piranha Pit.png
Piranha Pit
The distance between the spawns, given the fact they're probably the closest in the game, makes matches a lot less fun due to being splatted most of the time! I don't like the sections to the side, either, because they really take you out of the action and always seem like a chore to ink.
S2 Stage Blackbelly Skatepark.png
Blackbelly Skatepark
Ugh. The worst! The stage is a pain to get around, considering you can't just walk up the slopes, and the design isn't very good either. Tower Control here often leads to what I'd consider to be the most annoying and painful matches in the entire game.