I'm writing this post more for myself than anything else, but I'm gonna take a moment to discuss the mindset going into Fish Man and how I plan to tackle the map. In the past, water maps have always had an issue where most mappers feel obligated to play with massive heights in order to justify the use of low-gravity water. It sometimes results in untuitive routes and choppy flow, as we used to see in the old MM4DIV. Other times, I feel like it's not being used enough, and basically feels the same as making a jump onto a 64-pixel ledge. This is one of the reasons I'm not fond of MM9SPL. So how do I plan to tackle low gravity water? Here's a list and some justifications:
Keep the map below 2300x2300 pixels in width and length. (Compact, since traveling across a water map can feel like it takes a while)
Use AT LEAST 3 floors. (Encourage jumping around and taking advantage of low gravity water)
Keep the map at least 900 pixels tall (Encourage the creation of vertical paths)
Make sure players are NEVER forced to jump more than 160 pixels high. (Jumping around must feel comfortable)
Will this guarantee a good map? I don't know, we'll just have to see the final product. For now though, here's a screenshot to show how much open space I'm working with: