Splatoon/Port Mackerel

The first thing that comes to mind when Port Mackerel is mentioned is its hallways. This map consists almost entirely of narrow corridors criss-crossing each other. Either keep your distance by zoning foes out with ranged weapons, or use sharp corners to get the jump on enemies.

Layout
The area around spawn is moderately spacious and slightly raised, with four paths leading out of it. The two middle paths go straight forward, with two more hallways connecting them. Two flank routes are also available to the left and right above ground level. They sometimes branch out to the central paths, but ultimately ends at the large clearing of each team. These clearings are the only open areas on the map. They are rectangular and wide, with three bumps placed at the middle.

The center of the stage consists of three paths through a grid of containers, along with three horizontal paths connecting each. There are little nooks along the paths for cover. It is possible to get on to most of the containers on this stage, but they can't be inked.

Turf War
Turf War has two barriers separating the bumps at either team's clearings. It also has a pair of vehicles moving through two of the horizontal paths at the center, which can push players and block shots. The vehicles can be inked, letting players get on the vehicles or reach the top of the containers.

Splat Zones
There are two splat zones, one of each at the left corner of either team's clearing. The barriers from Turf War are carried over here.

Tower Control
Due to the mostly flat terrain of the map, the tower is roughly half the height it is in other maps. It is located at the center of the stage and leaves the central grid through the middle path. It then turns left and goes down the enemy's right path from spawn. After that, it makes two more right angle turns to switch to the opposite path, ending its journey by ascending up the container in front of spawn. An inkable wall has been added below the left flank route to assist in the push into enemy territory.

The 100-80 range is where the tower will spend its time most of the match. The tower fits snugly in the middle of the intersection between paths, providing cover and blocking vision against any enemies on the other side. Getting on the tower is dangerous since the short height means that enemies can easily nick you. Try to take control of one of the side routes and flank foes from there or take control of the entire grid to be able to push out. If you don't completely secure the central area, the tower is potentially vulnerable to attack from up to 3 directions, incredibly hard for people on the tower to survive. Splash Walls are especially useful here, as the tower will pass through the wall but enemies will be blocked.

The next big hurdle is the wide clearing. The tower is still very vulnerable to enemies attacking from multiple directions. Watch out for the left ledge where the tower enters the enemy hallways, as foes can get the drop on you here. This section of the path is another stalemate-likely area, and is the ideal spot for the defending team to stop the push. There is plenty of space to maneuver around enemies, while chargers and splatlings can snipe foes off from the flank routes. This increased space also helps the attackers, as they can spread out and engage the enemy team with more visual coordination.

Once the tower enters the hallway, it is now possible for players to jump on to the flank route from the tower. This final stretch is still difficult to push through as the defenders can come from the sides or above, but it also places immense pressure on the defending team. The ability for enemies to get on the flank routes gives the attackers a lot of momentum to push, and can keep the defending team from sneaking around the tower and attacking from behind. For close matches, the tower will rarely get to the goal, but the battle is all but concluded once it reaches the 10s.

Rainmaker
The Rainmaker spawns at the center of the grid. The goal is on the container in front of spawn, which can be climbed up using a steep ramp. An inkable wall has been added to the middle-left route from spawn.