クサヤ温泉Brinewater Springs

Brinewater Springs

A compact, nearly single-lane stage where long downhill slopes from each base lead into a narrow middle. There are almost no paintable walls, so most fights happen on flat ground, pushing and pulling over the height difference along the slopes. Sightlines run easily from the high spots at each end into the middle, so it's long been seen as long-range friendly, but ver. 8.0.0 reworked it, including expanding the low ground on the sides.

Small map with little paintable turfLong slopes make fights about height and push/pullAlmost no paintable wallsSightlines from each base's high ground into the middle (favors long range)Few routes, so fights tend to be head-on

Splat Zones

Zones tips

  • The zone is very small, so strong-painting specials and subs like Booyah Bomb and Triple Inkstrike can retake it in one go.
  • Zoning is safer from the high ground on your side. When you've lost the zone, don't just go through the middle; use the left drop-down route and the narrow path on the right too.

Tower Control

Tower tips

  • Ver. 8.0.0 added a checkpoint and moved them around, but the second half is still built in a way that's rough on defenders.
  • On defense, put everything into holding the entrance to the slope on your side and don't let them climb it. Paint the sponges near the sign and use them as cover.
  • On offense, each section is short, so buy time with specials and push through. Some say Big Bubbler, Inkjet and Crab Tank work well here.

Rainmaker

Rainmaker tips

  • Heading straight for the checkpoint means getting shot freely from the enemy's high ground. Back off once to break their line of fire, then swing wide to the left.
  • In front of the goal, fire Rainmaker shots at the stepped side while teammates hold the slope side, and you can inch your way in.
  • Defenders can also drop from the high ground into the middle to flank.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • The map is small, so no matter which route you take, controlling the middle comes first.
  • The basket is tucked in deep, so you often can't reach it unless you get close to where the slope starts going up.
  • Carrying a power clam along the Inkrail route gets you spotted easily, so make the front your main push and use the Inkrail as a decoy.

Turf War

Turf tips

  • Long-range players should pressure the middle from your high ground or halfway up the slope, and spread paint so teammates can move.
  • In the middle, fight from spots that block sightlines from the enemy's high ground. Going deep onto the enemy's platforms gets you shot freely.
  • Mix in the narrow path to the right of the slope and the low route that drops down near the sign on the left, so they can't read where you're coming from.

Update changes