Splat Zones is the best version of KotH I've played. It's a genius twist to change the mode from controlling a zone from being inside it, to keeping it inked. The way control of mid shifts suddenly, when the pushing team ends up 'flipping' a zone, and it turns 100% in their color is one of the interesting interactions enabled by the turf mechanic. And these interactions create depth and strategy. The turf mechanic adds decision making of when to try contest the zone versus going for a kill or chasing. The ability to control an zone while outside the zone plays into the positioning in setting up defensive hold. You can cover chokes, and utilize stealth, but if you spread too thin, then the enemy can easily set up pick offs and push you out. No one wants to die inside the zone because doing so usually leads to the flipping of the zone, however, the zone usually has important pathways, and you often have to risk being inside the zone.
Every mode in Splatoon utilizes and benefits from the turf mechanic. Each puts a unique spin on the concept as well.
- SZ has you focusing your turf control and battles in mid, and has a timer counting how long you had 'control'. The capturing mechanic of the zones puts an interesting twist on that map control, as capping a zone makes it cleanly your color, and puts pressure on the enemy team in terms of coverage and movement.
- TC is like other payload modes, except the tower provides interesting cover as you push into the enemy's side. It exemplifies the platforming elements of Splatoon, by serving as a jumping pad to reach otherwise unobtainable elevated platforms and vantage points. Pushing it also slowly builds your special meter which further illustrates that the tower itself helps support your push.
- Rainmaker gives the carrier reduced mobility and CQC. But all rainmaker maps have multiple paths to the objective. The rainmaker is designed to be poor at inking paths for itself, so the carrier relies on the team to create pathways for it while it provides long range support. At the mode's best ( and most fun), the carrier jukes enemies and avoids even firing the weapon, while teammates provide the very paths to swim in as well protect the rainmaker from flanks. It reminds me of rugby or American football. The vulnerability of the carrier is similar to CTF, but the dependency of the carrier on its team for its very movement, which of course is linked to turf control adds distinctive layer to this mode.
While I think the modes, themselves, are amazing, they could've benefited a lot from a better map selection that exemplifies the unique mechanics and 'feeling' of each mode, as well as better special and gear ability balance. The Splatoon dev team have proven themselves by making really smart balance and design changes over time. Especially with the changes they are making in Splatoon 2.
In Splatoon 2, the rainmaker's attack is now worse at getting surprise kills and worse at painting, but is better at supporting teammates. If you look at the new ink pattern of the attack, it creates a thin trail of ink and then a huge circle of ink at the sight of the explosion. It's better at creating useful, usable turf at mid to long range, supporting the teams turf coverage, as well as better at creating dangerous zones during teamfights and traps and pincers. The delayed explosion, coupled with the ability to lob a shot, allows you to smoke out common "sharking" locations, by actually forcing movement from behind cover or from platforms they were planning to drop down from. The thin path still allows you to create short paths of ink to swim in, but given how narrow they are, even with a max charge, it will only be useful for sneaking in when there are no enemies or making that final climb to the goal. The removal of zooka, bubble and kraken will remove 'free' ways to stop the push.
The tower control changes are brilliant. The tower path is shorter, and the checkpoints are located at interesting intersections of map design that highlight both the towers vantage against drop downs and its ability to serve as the only means of getting onto enemy-side platforms. It gives the pushing team time to set up map control, and it hopefully will prevent 'meat-grinder' locations on the tower path, where its generally impossible to set up enough control, by the time the tower reaches said location, which almost always ends up in the tower getting wiped by a drop down roller or shooter, or a set up blaster. Of course, it was previously possible to either stall the tower manually, or to farm an invuln special for those locations, but the learning curve for 'stalling' the tower ran counter to what the game seemed to be communicating, which lead a lot of people to adopt a simplistic mindset of "NO ONE IS PUSHING THE TOWER" and suicidal play style when it came to TC. The punctuated nature of the towers movement, if paired with level design, should serve to smooth out the learning curve of the mode, and incentive good play. The shorter tower path will make it easier to avoid designing "hail mary" sections of certain tower path designs in Splatoon, like the final stretch of Bluefin, Urchin Underpass, or Camp Trigger fish. The problem with those final sections, are that they get so close to the enemy base, that they don't offer the enemy team a way to set up vision or pressure on drop down locations. The only way to get reliable way to get a KO in a lot of TC matches is to get a wipe near the end or to stack krakens. These issues were present with the mode since the beginning, but the QRSJ exacerbated all these issues.. The main issue with TC was that it was by design heavily reliant on circumstance. Given the speed at which the tower moved, you needed to win several teamfights in a row reach the threshold to start gaining points from mid. With the QRSJ meta, the defending team could essentially delay the tower so much that the only way to get a good advantage was to get several wipes on the push. After getting this advantage, which is highly dependent on circumstances of the game when the 'play' happened, the winning team could delay the tower themselves using QRSJ. QR has been heavily nerfed, and SJ has been removed. Towers move faster now, and the path is shorter. Not only that, due to the 1 time per checkpoint system, your previously successful pushes give you a large advantage in terms of time for the rest of the game. It's now much more likely that after winning a fight, you will be able to approach your previous score, and put actual pressure on the enemy team. If you manage to break through all checkpoints in the early and mid game, then the chances of getting a KO are real.