Created by Squiggly
The Octo Calamari stage is a nicely balanced example of how several features come together effectively. It's nice to see a central Splatoon theme included in a quieter fashion as well, unlike, say, Dr. Phil.
This one is a more straightforward stage without specific gimmicks meant to alter your experience. You've got several platforms to fight on, but the gray ones and larger green block are the only stable ones.
The round pink platform that seems it would be the perfect recovery tool rotates, which makes grabbing on rather more difficult than you might think at first. Those two blue ones don't offer firm footing either.
One of the things that makes this stage worthwhile is the second main platform towards the stage's bottom. These out of the way areas aren't too common in Smash stages; the Temple of Time and Palutena's Temple come to mind, but not many others.
Off-center fighting areas like this are perfect for larger matches if you're trying to lure a single fighter to you or want the added risk of being so near the boundaries.
The warp points deserve attention too. A lot of creations are using them, but not necessarily in an effective way. These actually add to the experience because while they do transport you away from immediate danger, they also put you in a dangerous position.