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MHFsilver

Thoughts on Resort

Dec 3rd, 2015
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  1. Mahi-Mahi Resort
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  3. Splat Zones: The map has a single zone which I was not expecting. When looking back at the original trailer, the map looked a lot bigger than it actually is. But upon running around in Turf Wars to begin with, we noticed it's actually not that big. So the map has a single zone smack dab in the middle of the map. The zone is surrounded by some good spots for chargers to sit and it has a lot of options to approach the zone. The zone is pretty open so a lot of weapons should have no issue covering the zone from a safe spot. One thing we found out is the water level will change once a team gets the score below 60 or the timer drops to 2:30, whichever happens first. After reaching 60, even if the enemy team takes the zone and gets to 60 as well, the water level does not adjust again. It will only change once it seems.
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  5. Tower Control: The tower gets put on a platform in the middle of the map. The platform fills where the zone is and the tower takes a really odd path. It goes around a platform then just kinda goes straight. This path allows for chargers to play easy defense. Once the tower is past the platform where it makes an odd spin around it, chargers can sit back by spawn and still get you. This spot is only really good for Scoped E-Liters (we tried using the Splatterscope and it doesn't reach to counter the spot). So this map is going to be an E-Liter heavy map so normal Splat Charger and Kelp get easily out-done on this map sadly. The water level is always in the changed form.
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  7. Rainmaker: The Rainmaker is placed where the tower gets put. What's odd is the platform it starts on has blocks that prevent you from shooting from certain angles, unless the shield is already big, you're going to have to jump down and shoot it from below. Once you have it, there are a lot of paths to take and because of this, the map has a very odd point measuring system as just taking the Rainmaker and jumping down already brings it to 81. The water level adjusts once a team passes 40 or the timer hits 2:30. I can see KOs on this map being very easy as there is a quick route that is kinda dangerous (a bit of parkour). We didn't time it but we all agreed that there is an ideal path for fast KOs.
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  9. Overall: I like the map. It's all nice and bright and peaceful looking. The water looks good and so does the background. My only issue with the map is how odd the path of the tower is but other than that, it's fine. This will probably end up being one of my favorite maps.
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