FORGET PORT MACKEREL, WE GOIN' TO THE ART MUSEUM BOYS!
Museum D'Alfonsino
Five rotating platforms. Wide areas. Art everywhere. This map has it all. Here's the breakdown. As I mentioned, there's spinning platforms from spawn to spawn. Two overlooking the center which has it's own spinning platform. There are wide areas around them, at different heights.
Turf(and in general): The wide areas are fun for inking, there's enough flanks to get around, and the spinning platforms allow more dynamic gameplay. The centerpiece platform will test your timing in order to reach enemy base. This is the only way to get to enemy base, so you should be fine from being spawn camped for the most part. The two tall spinning platforms are great to get some height, but it foating can get in your way, so Chargers don't dominate as much. The left flank is pretty much useless, here, and in Ranked. Don't expect it to save you in the last 30 seconds. The rtwo right paths are quick ways allowing you to get to the center fast, this comes in handy in the other modes. As for the weapon diversity, this map has something for every type of weapon.
9/10
Ranked:
Splat Zones- Crowded. The zone is tiny compared to what you'd expect. The center spinning platform can make inking the zone tough at times. It's not easy going in with a Tentatek or Roller(barring dynamos), so weapons with a bit of range will fare well. Although, if you happen to die in the chaos in the zone, the spawn is put closer to the center in order to let you get right back in the action. The two right paths can help you a lot, but expect to be attacked. Many areas, if occupied by the enemy could be hard to take back.
7/10
Tower Control- I really like Tower here. Fighting for the tower is a bit easier here, take a few enemies out, you're good to go. The wide area around it helps, so you won't get splatted early. Being the one on the tower isn't as bad, the giant spinning platform you go by can protect you and your team, a.d you can help take out enemies. Like in the Splat Zones, the spawn is closer to the action. The only con is if your team is on the losing side of the stick.
8.5/10
Rainmaker- A mix of both. It starts out a little crowded, but the wide areas help you get around and aviod attacks. Bringing the Rainmaker, the right path is the way to go because of the protection the spinning plaforms gives. The left is faster, but is potentially dangerous. This is easier for last-minute pushes though. Getting closer to the podium, there is another two paths to take. The left is much easier this time, it is much harder to reach for the enemy team. The right has you going closer to the enemy spawn, which is dangerous. If you're the one trying to stop the rainmaker, be diligent, if you let the rainmaker get up their left path, it's game over. Action-packed, and extremely fun, if you're smart.
9/10
Tell me what you thought of this! I changed the format a little, I think it's a bit easier to express my opinions. If I need any improvements do speak!