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Combo Commander
409 posts
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Earned 1 kudosu.

Normal


  • 00:08:541 (4,5) - blanket is off, its askew like diagonally
    collapsed text
    Image
  • 00:10:659 (2,3,1) - this flow is super super super confusing for normal player: first the overlap of 00:09:953 (1,1) - is super cluttered and messy, second the doubling back motion of 00:11:012 (3,1) - is simply too complex for a low diff player especially when this is the lowest diff in the set: here is a suggestion for a potential new pattern (change to your taste)
    collapsed text
    Image
  • 00:13:482 (4,2) - this is also mindmeltingly complex for a normal player: the overlap of the slider bodies makes it basically unreadable and unfair for the player at this level: if there's one major rule you should be following when making lower diffs, its to keep things as SIMPLE as possible
  • 00:23:718 (2,3) - these objects overlap the HP bar, which is inadvisable in lower diffs as the player 110% has it on and is probably paying attention to it most of the time, it makes your diff look cluttered and messy
  • okay: so it's pretty clear from this diff that you are a new mapper, at least new to mapping lower diffs, so i'm just going to go over a couple points that you can apply to the rest of the diff because i think that would help you a lot more than specifics
  • NCs: your NC structure is kind of broken, generally you NC once every amount of bars (once every 4 bars aka every big white tick 00:29:718 - 00:28:306 - for examples of big white tick or another amount) which you do not do here, that is a general rule for NCing that's pretty easy to follow except in cases where you are NCing for emphasis
  • Keeping flow simple: pretty self explanatory, use the point i pointed out as an example: you want things to be incredibly basic and very very easy to understand for the player, making it always clear where the next object should be

    you have distance snapping down and your patterning is okay, but your aesthetics are messy and confusing + unclear


Hard


  • i'm going to use this diff to illustrate another mapping concept: patterning
  • this map has next to no patterns in it, despite clearly having a lot of objects, some of which are kind of related to each other
  • here is an example of a successfully executed pattern: 00:40:659 (4,5,6,7,8) - it is simple, just a pentagon but it works for this analogy, as taken together, this makes a clear, concise pattern and shape
  • now, here is an example of notes that just aren't a pattern: 00:00:071 (1,2,3,4,5) - when you highlight this, do you see a certain shape? do the notes relate to each other in any way? no, they're just kind of notes that have been placed on the timeline with no real distinct pattern or relation to one another: this applies to basically every pattern in this map barring the literal shapes
  • note that patterns dont HAVE to be shapes, they just have to be notes that have some sort of relation to each other in other to make some sort of whole combined entity when they are all placed: patterns can be several combos/bars of notes long or just 3 or 2 notes, it is just relative to what the song requires and what kind of mapping style you use
  • the number one issue with this diff is the lack of patterns, focusing on this will improve your structure, how fun your maps are, and most importantly make you a better mapper


from looking at your other diffs: this complaint about patterning is definitely the #1 thing you need to focus on right now

sorry i could not provide a more indepth mod for your map because it's simply not ready for modding: use this map as a learning experience and the next map you make will be 1000x better

don't give up! i hope this mini mapping lesson was helpful, if you want more help pm me in game :)
User avatar
Beat Clicker
55 posts
Offline
Kaifin wrote:

Normal


  • 00:08:541 (4,5) - blanket is off, its askew like diagonally
    collapsed text
    Image
  • 00:10:659 (2,3,1) - this flow is super super super confusing for normal player: first the overlap of 00:09:953 (1,1) - is super cluttered and messy, second the doubling back motion of 00:11:012 (3,1) - is simply too complex for a low diff player especially when this is the lowest diff in the set: here is a suggestion for a potential new pattern (change to your taste)
    collapsed text
    Image
  • 00:13:482 (4,2) - this is also mindmeltingly complex for a normal player: the overlap of the slider bodies makes it basically unreadable and unfair for the player at this level: if there's one major rule you should be following when making lower diffs, its to keep things as SIMPLE as possible
  • 00:23:718 (2,3) - these objects overlap the HP bar, which is inadvisable in lower diffs as the player 110% has it on and is probably paying attention to it most of the time, it makes your diff look cluttered and messy
  • okay: so it's pretty clear from this diff that you are a new mapper, at least new to mapping lower diffs, so i'm just going to go over a couple points that you can apply to the rest of the diff because i think that would help you a lot more than specifics
  • NCs: your NC structure is kind of broken, generally you NC once every amount of bars (once every 4 bars aka every big white tick 00:29:718 - 00:28:306 - for examples of big white tick or another amount) which you do not do here, that is a general rule for NCing that's pretty easy to follow except in cases where you are NCing for emphasis
  • Keeping flow simple: pretty self explanatory, use the point i pointed out as an example: you want things to be incredibly basic and very very easy to understand for the player, making it always clear where the next object should be

    you have distance snapping down and your patterning is okay, but your aesthetics are messy and confusing + unclear


Hard


  • i'm going to use this diff to illustrate another mapping concept: patterning
  • this map has next to no patterns in it, despite clearly having a lot of objects, some of which are kind of related to each other
  • here is an example of a successfully executed pattern: 00:40:659 (4,5,6,7,8) - it is simple, just a pentagon but it works for this analogy, as taken together, this makes a clear, concise pattern and shape
  • now, here is an example of notes that just aren't a pattern: 00:00:071 (1,2,3,4,5) - when you highlight this, do you see a certain shape? do the notes relate to each other in any way? no, they're just kind of notes that have been placed on the timeline with no real distinct pattern or relation to one another: this applies to basically every pattern in this map barring the literal shapes
  • note that patterns dont HAVE to be shapes, they just have to be notes that have some sort of relation to each other in other to make some sort of whole combined entity when they are all placed: patterns can be several combos/bars of notes long or just 3 or 2 notes, it is just relative to what the song requires and what kind of mapping style you use
  • the number one issue with this diff is the lack of patterns, focusing on this will improve your structure, how fun your maps are, and most importantly make you a better mapper


from looking at your other diffs: this complaint about patterning is definitely the #1 thing you need to focus on right now

sorry i could not provide a more indepth mod for your map because it's simply not ready for modding: use this map as a learning experience and the next map you make will be 1000x better

don't give up! i hope this mini mapping lesson was helpful, if you want more help pm me in game :)

-thank you for this, i'll review everything written in here and improve this mapset, maybe this wont go for ranked but maybe the next map will, thanks again
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