Splatoon/Blackbelly Skatepark

As the smallest map in the game, conflicts and splats will be frequent in the claustrophobic center of the map. Take control of the tower at the center for a crucial vantage point that overlooks the entire area.

Layout
Blackbelly Skatepark has a uniquely wide open area for each team's base. From the spawn point, there is a narrow path leading left and three hills straight ahead and to the right. There is a small barrier on the largest hill that can be used for cover. These hills can only be climbed by swimming up in friendly ink. A fairly flat area leads to the left entrance into the middle section, where there's tall wall that can be inked from both sides. There's also a steep slope that seperates the skating area from the flat corridor that serves as the main route to the middle. There is a raised platform along with an inkable wall on this flat area, with a grate on the other side of the wall.

A large column is found to the right with grates on the walls which can be swam up by inking the wall it's attached to. It overlooks a half pipe with two walls jutting out at their middle. The half pipe leads to the right entrance to the center region through a ramp, where there's a flat platform perpendicular to the main entryway. Nearby is a series of ramps that go up to a vantage point that serves as a popular sniper perch, but most players just ink up the wall to reach it quickly. This sniper perch can only be reached from the half-pipe, it is inaccessible to players coming in from the center.

A tall tower is the dominant feature of the middle area. The top is the highest point on the map, which can be reached from inking the two steep slopes on its side or the rest of its completely vertical walls. Two elevated platforms are located perpendicular to the steep ramps which must also be inked to get on top. The rest of the area is flat low ground with a small half pipe below the wide wall covering each team's left route into mid.

Turf War
Exclusive in Turf Wars are two barriers at the center of the sideways entrance into mid, near the sniper perch.

Splat Zones
BLackbelly Skatepark's Splat Zones are located at two corners below the tower, partially covered by a grate. There isn't a lot of distance between both zones compared to other dual zone maps due to the size of Blackbelly Skatepark, but it's not easy to control both either. These zones are the smallest in the game, so small that a Suction Bomb or a splatted enemy on the zone will leave enough ink to claim it immediately. The zones themselves are very claustrophobic, surrounded by walls on three sides and only one primary retreat route. Thus, it is very important to avoid fighting on the zone, and instead ink it from a distance if possible. For weapons that lack range, focus on flanking enemies and scrambling their defenses instead. Bomb spamming is also quite prevalent here, being a safe way to wrest control of the zones. The Inkstrike is a good special for this mode as well, since it can not only safely claim an entire zone by itself, but also clear enemies from the pillar at the center of the map.

As usual, the central pillar is a vital area to secure. It is a powerful vantage point with full view of every path to and from the two control points. It lets you scatter ink on to the point from a relatively safe distance. Long range weapons like to use this spot to snipe at enemy defenses, while rollers and close-range shooters can use the height to ambush players passing below. It is still a very exposed position and is even more fiercely contested in this mode due to its close proximity to the main objectives. Other common sniper perches on this map still see use for both attack and defense, and they are a bit safer since they are far from the splat zones, which usually causes non-snipers to neglect them.

If your team currently has control over both points, claiming the central pillar will give you a massive advantage. Use this position to continuously pressure enemies coming in from the front. Opponents can often sneak through the side routes, so having players patrolling the exits of both flanking paths should take care of any stragglers. You can always try pushing in to their base, but it's not really worthwhile since a couple of splats from your side will usually be enough for them to regain the zone at the enemy's side of the base. You can only build a score lead by controlling both zones at once, and with how volatile zone ownership changes on this map, you must press your advantage to keep the enemy out.

In the opposite situation where your team is in control of neither zone, your first priority is to regain control of the zone closest to your base. The main entrance to the middle of the map is the most straightforward path to the zone where you can readily fire at it, but also leaves you wide open to enemy fire. The half pipe route is slower but receives less enemy attention, which lets you approach the zone from behind. It is also important to force enemies off of the pillar, either through long-range harassment or a direct ambush. Failing that, always be ready to take on enemies dropping from above as you attempt to push forward. The platforms leading into the half pipe sections are also common hiding spots for defenders when approaching the enemy side zone, as they can cut off your retreat and corner you against other enemies.

Tower Control
The tower starts on the tall pillar at the center. It takes about 10 units of distance to descend to ground level and starts moving toward the flat area below the sniper perch. After crossing the halfway point, it winds around and goes through the half-pipe to reach the goal at the end.

Rainmaker
Like in Tower Control, the Rainmaker is located at the top of the tower. The elevated platforms around the tower have additional inkable boxes on them. A sizable pillar is added to the main entryway into the center. The goal is on the largest hill, while the barrier that used to be on that hill has been moved to the hill on the right.