Splatoon/Walleye Warehouse

Walleye Warehouse is a simple, linear, no frills map, so strong fundamantals go a long way here. The wide open center contrasts with the sharp corners and narrow alleys at the map's fringes, accommodating both direct and sneaky playstyles.

Layout
The spawn area is a narrow hallway with a single slope leading down, and is notorious for being easily covered by the entirety of a Killer Wail. In front of the spawn is a moderately open area with multiple paths leading away, and a large crate for last ditch defenses. The only way on to this level is through a large tarp ramp, forcing players to walk up in their vulnerable humanoid forms. The right path from spawn and right opening of the middle floor form a long route to the side areas of the center arena. The left path winds around the outer side of the map in to the opposite side area, with grates extending out from occasional openings in the walls that serve as sniper perches.

Going from the middle floor to the main floor is a simple drop, but the most direct opposite path is using another tarp-covered ramp. Beside the ramp is a crate that can only be jumped on to from the top floor, and is a great long-range harassment perch. The center is a large square with a U-shaped stack of boxes in the middle, fully-inkable. On either side are the side areas, similar to the main area in shape and size, with some boxes of their own at their center, as well as a large wall for cover.

Turf War
There is a single barrier at the center of each team's middle tier platform that isn't present in other modes.

Walleye Warehouse's linear layout naturally creates a slowly spreading inking pattern at the start, with the center being inked up quickly and the squares on either side becoming contested regions. The stack of boxes in the center divides the two sides, going around or over it can be risky since it pits you against the brunt of the enemy team. Swimming on to the box in particular makes you very exposed to chargers, which are quite strong on this map in general due to the long sight lines.

Control of the sides are vital for securing the center, since it will give teammates at the middle safe passage around the boxes while dividing the enemies' attention by harassment off to the side. Even if the enemy manages to claim the center, if your team has both squares to the side secured, your foes won't be able to hold on to their territory for long. The wall is a good spot to hide Beakons behind and also to duck into when opponents push in, but you can be cornered here when fighting multiple foes. The square to your spawn's left has more cover and gives you a safe, high ledge for clearing out enemies before you choose to drop down, but is more indirect. The one on the right has a path leading to it that is quickly reached from spawn, but its difficult to flush out enemies camping up on the ledge that surrounds it.

An issue with Walleye Warehouse is the tendency for matches to become lopsided since it's hard to mount a comeback when the enemy has control of the center region. The tiered platforms at either team's base creates blindspots for the home team, as enemies can be both unseen and hard to hit if they hug the walls, in the meantime the limited cover toward the center means that players have to flush out enemies waiting in ambush while contending with harassment from long-range weapons. When fighting from behind, be aware of common hiding spots, mainly the corner path covered by a grate or the small corner at the start of the lane leading to the right side region.

When claiming extra turf through Inkstrikes, a great target is the corner with the crate near the enemy's spawn. This area tends to be neglected due to being out of the way of common paths to the center.

Splat Zones
The zone is only the width of the box formation at the center, but long enough to stretch to the cargo crates of either team. Metal blocks have been added to the side areas to act as cover and ambush spots.

The position of the zone demands similar tactics in this mode as in Turf Wars. 50% of the zone is on the other side of the central box stack, so securing the side regions is paramount to victory. The additions to the side areas are minimal, though the block at the lane leading into the side region can give a swimming squid extended cover while being able to assess the situation at the center by sight. You need to keep a constant team presence and map control of the enemy's half of the map once you have the zone, because retreating back to your side will let them neutralize the zone with ease.

Tower Control
The tower starts off snug inside the box formation, then takes a nearly straight path up multiple levels until its terminus near the crate right outside of spawn. A metal block has been added in the side areas so that players can swim on to the ledges above.

Rainmaker
The Rainmaker is on the box formation and the goal is in front of spawn, right past the last tarp-covered ramp. All the changes to the map from other Ranked Mode games are carried over, as well as several new blocks for better mobility among the three levels leading up to the goal. A Rainmaker-prohibited area is present at the end of the tall ledges in the side areas. If the carrier wanders inside, the Rainmaker timer will tick down faster and it will respawn in its original position if the Rainmeker holder is splatted.