Splatoon/Urchin Underpass

This classic map has underwent several changes since its debut with Splatoon's release, but remains a compact yet simple map with few gimmicks.

Layout
The spawn point of Urchin Underpass is fairly complicated despite being a usually neglected area. It is a large, enclosed area with several slopes descending to the lower floor, as well as grates leading away from it. The area around the spawn is a high, wide level with railings surrounding the edges, and the only way up is through the winding ramp situated at the corner in front of the spawn point. The spiral ramp also has a walkway that leads to an alternate entrance in to the main arena.

Dropping down to the lower floor, the path toward the center of the map splits. One is an elevated path partially protected by railings and hard to reach for the enemy team, while the other is behind a grated wall squids and ink can easily pass through, but solid objects like bombs can't. A pillar juts out where the split paths converge, and is tall enough that only players from the upper level can jump to. Beyond the pillar is a steep ramp leading to a side area that functions as the team's battlements. There are large patches of uninkable ground as well as two openings that make for popular sniper outposts. The opening closer toward the middle has an inkable wall so that anyone from below can swim up to it.

A large multilayered hill marks the entrance to the center, while a narrow alley runs beside it. At the end of the alley is a small flat square, and beyond that is the frontlines where shots are traded, which has a ramp for daring jumps into enemy territory, a wall for cover and two ramps leading down into the gorge between either team's concrete platforms. The platform walls are all inkable, allowing for surprise attacks from within the gorge. Two trees are placed at either end of the gorge for cover.

Splat Zones
The single Splat Zone is snugly placed in the gorge, terminating near the two trees. Two low boxes have been added near the trees for additional cover.

Tower Control
The tower begins at the very center between the two small ramps of either team. It moves to the square and into the alley beside the hill. It continues to follow the path into the enemy base and comes to a stop at the winding ramp. The exit near the winding ramp now has an inkable block placed on the opposite side to give attackers another path to approach.

Rainmaker
The Rainmaker's initial position is at the center of the gorge, while the goal is on top of the winding ramp in front of spawn. An inkable block has been added at the split paths beside the pillar so that players can easily reach the higher path. There is another block placed beyond the grated wall to give another way on to the walkway at the top of the winding ramp.