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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.


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.

Mode strategies[edit]

Turf War[edit]

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[edit]

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[edit]

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.

The tower's position in the initial scuffle is precarious as it takes place on the boxes. While the pole provides a little extra cover and the height makes you harder to hit from below, you are still descending toward a group of enemies while your allies must rush around the boxes to support the push. If an enemy gets on to the tower as well, you'll have to do battle on top of the boxes with very little space to maneuver, or simply disengage for the time being. While it is fairly hard to hit players on the tower as it descends, you can gain the height advantage by climbing and attacking from the boxes.

The next stretch of the tower's journey takes place on open ground, so general strategies for this map applies here. The defending team has the slight advantage here due to the tower being closer to spawn, and they can also use the crate to attack players on the tower as it approaches. As the tower moves across the ground, you can climb it from any direction around it. As the tower passes by the defender's crate, attackers can get on to the crate and use it to push into the defender's upper platforms, but this tactic leaves them exposed. Using the inkable wall at the side regions also lets you reach the enemy's upper region, but you have to go through narrow passageways with no room to strafe.

After the 50 point mark, the tower fully enters the defending team's tiered platform region. All paths the attacker can take are risky and easily defensible, but the tower itself briefly provides an extra means of getting over the uninkable ledge to the higher floors above. Once resistance here capitulates, the attackers can set up camp on the middle platform and apply continuous pressure to get the tower to the goal.


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 Rainmaker holder is splatted.

When bursting the Rainmaker's bubble, both teams may be separated but they can clearly see the state of the bubble shield, and can be caught by the blast as well. If your team can't match the enemy team's firepower when attacking the shield, it's a good idea to flank the enemy team while they are focused on the bubble.

Pushing straight down the center path is a daunting task, since enemies can freely move around the carrier and take them out. However, the Rainmaker can be put to good use by shooting down snipers staying on the crate and upper platforms. The tarped ramp leaves the carrier very vulnerable while traveling on it, but lets the attacking team assess enemy threats as they push onward. The side path is straightforward and narrow which helps with suppressing enemies with Rainmaker shots, but similarly leaves little room for the carrier and can slow to a stalemate. The route up the ledge using the metal block is more indirect and briefly leaves the carrier vulnerable as they move around the corner over the grate. A common trait of all three paths is that if the carrier dies on these paths, the bubble shield that results blocks the path completely, forcing players to burst the shield or take another route.

After getting on to the middle platform, the carrier's goal is to get on to the platform above as quickly as possible. The middle platform offers little to no protection and enemies can fire at the carrier from every direction. The metal blocks here are vital for getting on to the ledge on the right swiftly. Once the Rainmaker is on the highest platform, the defenders can still hold them back using the height advantage from the crate and the larger room to move around in, while fighting off attackers coming up to assist in the ending push.