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This beatmap was submitted using in-game submission on Wednesday, December 13, 2017 at 1:14:09 AM

Artist: Camellia
Title: Light it up
Tags: Dubstep Wubstep Artcore Melodic Marathon Technical Fast Sliders
BPM: 175
Filesize: 9675kb
Play Time: 06:01
Difficulties Available:

Download: Camellia - Light it up
Information: Scores/Beatmap Listing
---------------
S P L I T S T R E A M S

(done, looking for playtests and feedback for remap)

Not sure if for rank, but this song was really fun to map.

(guess it is for rank now thanks mentorship)

Hope you enjoy.
Last edited by Opsi on , edited 34 times in total.
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Cymbal Sounder
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Terrible map, horrible spacing

fix it

kds pls
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Star Shooter
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Police get this little man off my property
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Naotoshi wrote:
kiai


intro
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hello, from my queue~


General
  • n/a


Brilliance
  • 00:19:482 (2,1) - I quite don't understand this gap, it has the same sound as 00:19:825 (1,2,3) - but you left it unmapped which I don't think was a good choice, it is awkward during the gameplay cause you have to figure out while playing that there is a awkward pause and them the circles begin following a rhythm that has started way before.
  • 00:25:482 (1) - slowing SV here don't make too much sense, it could be better if the slider shape was a bit disturbed like the sound, but if you aim for consistency, I think you should increase the SV above the standard for this section just like you did here 00:28:054 (1,2) - . Here as well 05:21:711 (1) -
  • 00:53:254 (1,2,1,2,1,2) - I think there should be a limit of overlapping sliders you can put in a row, not that this is confusing (I think that players that are able to play this kind of difficulty will hardly every be caught by this) however, I think you should stack only two at the same time, or making a slighly placement change, like this: https://i.imgur.com/EEGapkL.png
  • 01:11:425 (1,2,1,2,1,2) - So, I get the 1,2 comboing here, but the spacing transition is very awkward, because this distance 01:11:597 (2,1) - is very large and justify the NC, but this one 01:11:940 (2,1) - looks more like a distanced-snapped pattern and it looks really weird with the NC. 01:11:768 (1,2) - Why don't you just Control-G these so it makes the transtition a lot better?
  • 01:38:854 - I wish you had mapped the stream sound
  • 02:11:340 (4,1) - super nazi i know but please make them parallel my eyes are hurting :o
  • 04:57:882 (3,4,5) - These sliders (and more after) starting on the upbeat sound really weird, the song doesn't support them quite well as if they were on the downbeat
  • 05:27:025 (2) - This slider is really hard to follow, it doesn't start on anything solid, 05:27:025 (2,3) - Control G would make them better
  • 05:43:140 (1,1,2,3) - Same mentioned earlier (and there are a couple more)

I really like the map, I doubt you'll have much trouble ranking it, it's very polished and well-built. GL~
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Lumael wrote:
hello, from my queue~


General
  • n/a


Brilliance
  • 00:19:482 (2,1) - I quite don't understand this gap, it has the same sound as 00:19:825 (1,2,3) - but you left it unmapped which I don't think was a good choice, it is awkward during the gameplay cause you have to figure out while playing that there is a awkward pause and them the circles begin following a rhythm that has started way before.

    left it as a circle to show it was the final part of the section, but you're right that it's inconsistent, changed it to a slider like the other ones
  • 00:25:482 (1) - slowing SV here don't make too much sense, it could be better if the slider shape was a bit disturbed like the sound, but if you aim for consistency, I think you should increase the SV above the standard for this section just like you did here 00:28:054 (1,2) - . Here as well 05:21:711 (1) -

    think the sound warrants a low SV change compared to the others, but I'll decrease it and distort the slider further to show that properly
  • 00:53:254 (1,2,1,2,1,2) - I think there should be a limit of overlapping sliders you can put in a row, not that this is confusing (I think that players that are able to play this kind of difficulty will hardly every be caught by this) however, I think you should stack only two at the same time, or making a slighly placement change, like this: https://i.imgur.com/EEGapkL.png

    eh, I think it's okay since the song doesn't change at all here and the patterns before were based on overlapping as well, so it's a good way to reflect the song and should be readable based on similar prior rhythm
  • 01:11:425 (1,2,1,2,1,2) - So, I get the 1,2 comboing here, but the spacing transition is very awkward, because this distance 01:11:597 (2,1) - is very large and justify the NC, but this one 01:11:940 (2,1) - looks more like a distanced-snapped pattern and it looks really weird with the NC. 01:11:768 (1,2) - Why don't you just Control-G these so it makes the transtition a lot better?

    wanted edgy wide angle movement lol but you're right that motion is unequal so fixed
  • 01:38:854 - I wish you had mapped the stream sound

    can kind of hear it but it's nowhere near as the vocals it's currently mapped to
  • 02:11:340 (4,1) - super nazi i know but please make them parallel my eyes are hurting :o

    fixed rotated by 1 degree lmao
  • 04:57:882 (3,4,5) - These sliders (and more after) starting on the upbeat sound really weird, the song doesn't support them quite well as if they were on the downbeat

    eh, I think it's okay since the synth pulses on each sliderhead so the rhythm, and similar to following offbeat sliders like 05:00:625 (3,4) -
    and 05:01:997 (3,4) -

  • 05:27:025 (2) - This slider is really hard to follow, it doesn't start on anything solid, 05:27:025 (2,3) - Control G would make them better

    agreed, but moved it down to 05:27:025 (2) - instead
  • 05:43:140 (1,1,2,3) - Same mentioned earlier (and there are a couple more)

    fixed up the pattern a bit so 05:43:140 (1,1) - overlap, but think there shouldn't be a slider this time since there's no background synth unlike the intro

I really like the map, I doubt you'll have much trouble ranking it, it's very polished and well-built. GL~


Thanks a bunch for the mod!
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at least this map is actually weird like the song lol *cough* nozhomo

02:33:368 (1) - why dont u make this 1/2 like the other ones like 02:32:682 (1) - , 02:31:997 (1) - lo

02:50:511 (1,1,1,1) - do u really need all these ncs lo

03:06:282 (1,1,1) - same lo

03:10:140 (1,2,3,1) - i dont like streams starting on blue ticks cause theyre usually harder to read

03:14:168 (1) - this probably isnt rankable cause it looks like u might be able to go really any direction from the slider head

u've got some really high spacings in some places, like at 00:37:140 (1,2) - , where its really f'n high spacing but theres not really much to be emphasized there. watch out cuh

when did u get so much better at mapping tho holy CRAPOli/...,.,
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Brilliance


this mod was made for a assignment by my Mentor in the Mentorship program on mapping analysis. I'm mentioning this since I might also point out concepts just for the sake of me noticing them and not improving the map, but most suggestion will try to improve the map.

there are 3 main aspects I noticed were problematic as a whole Spacing, NC structure and the way you utilize slider leniency.

    Slider Leniency

      there are a few patterns in the map I think that don't play as intended, as some require the player to not actually move. You mostly handle basic jumps out of 1/2 and longer sliders or stuff with 1/4 out of sliders well like 00:17:940 (1,1,2,3,4) - , but you treat a lot of 1/4 sliders more like people would treat 1/2 which is assuming that players will go through the whole shape, while most 1/4 actually plays more like circle jumps because of slider leniency. I'll go a bit into detail

      • 00:01:140 - for example the sliders you use in the intro need no movement, you can just stay with your cursor on the slider head, click and snap to the next object. I think you rather intended the player to fully move through the slider rather than staying on the head as it contrast badly with the movement needed here 00:03:368 (1,2,3) - and the sliders in the outro 05:52:225 (1,2) - since these actually need at least some movement to not miss a slider end. I'd suggest either higher SV in the intro or even better something like CTRL + G for the sliders since that would encourage the player to move to the next object through the slider body. *edit you could also move the circles spaced away from the head which isn't really straining because of leniency.
      • 00:24:968 (1,2,3,1) - this pattern has 2 issues. First of all 1/4 sliders actually play more like hitcircles spacing wise because of slider leniency so your jump into 2 feels really small almost like DS so treating the two 1/4 sliders as jumps between the heads would work better.
      • 00:25:311 (3,1) - a similar problem happens here as above since players can just ignore the slider body of 3 and snap to 00:25:482 (1) - in this case it would also be better to treat 3 into 1 more like a normal circle jump, maybe even bigger now since 1 is a really strong sound
      • 00:28:225 (2) - this shape actually uses leniency very well since it's just far enough so you can't treat it like a hold note
      • 00:30:111 (1,1,2) - these kinda work in a sense that they play like circle jumps, but I think compared to a lot of your jumps in this section they are actually spaced fairly weirdly. If you imagine the pattern more like this 00:30:111 (1,1) - is a really small jump compared to let's say 00:23:597 (4,1,2) - which all have way weaker sounds. I'd suggest spacing the sliders out more or nerving the others and try to keep the spacing between 00:30:111 (1,1) - more more similar to 00:30:282 (1,2) - since the 2nd one is like twice the size. I think you might also wanna unstack 00:29:940 (1,1) - since there isn't that much emphasis on 00:30:111 (1) -
      • 00:33:711 (1,2,1) - this plays like DS because of the 1/4 slider and the overall low spacing into the downbeat 00:33:882 (2,1) - which doesn't add any emphasis to this really strong sound as really small spacing into even smaller spacing doesn't add any strain on the player. It would be more appropriate to either space out all of these like jumps or have a big jump into 00:33:882 (2) - stacked on top of 00:34:054 (1) - to add emphasis by suddenly going from less motion through the stack to lots of motion from the slider into the next object
      • 00:34:740 (1,2) - these aren't really fitting since the low spacing makes them play almost like anit-jumps which I don't think is fitting as you only mapped this sound with big jumps so far
      • 00:39:540 (1,2,3) - these have not much movement since you can just snap between the heads. I think something like this would work better as snapping between the heads needs a bigger motion (might even be still not enough) and the jump here 00:39:882 (3,1) - actually doesn't unnecessarily force the player to play the last shape in a way more uncomfortable way than the rest of these. You might wanna change it to fit your aesthetic better though.
      • 00:40:911 (1,2,3) - the player can also just snap between the heads here so 1 into 2 is a far bigger jump than 2 into 3. 2 into 3 actually needs to follow the shape a bit, but I think that's more unpredictable than anything and still makes 1 into 2 bigger. I think something like this would work better
      • 00:41:940 (1) - kinda meh use of this shape since it doesn't require any movement, but could require some if you'd use a more simple curve. It makes more sense to have little than no movement here
      • 00:44:682 (1) - players can abuse this shape by just moving slightly upwards and staying in the slider tail area. I'd suggest to use a more simple or rather wider shape to encourage the player more to play the shape as intended.
      • 00:45:711 - pretty much all the 1/2 sliders in this section are so small that instead of following the shape players will just snap as I stated before in other suggestion, but in this section specifically I think more implied movement would represent the calmness of the section better than having to snap between slider heads.
      • 00:53:254 (1,2,1,2,1,2) - I guess it's intentional that you can stay here in just one spot, think this kinda fits in this case even if I personally would prefer more movement.
      • 00:54:968 (2,1) - this jump is stronger than this one 00:55:825 (4,1) - but the 2nd one has the stronger sound
      • 01:08:340 (1,2,1,2,1,2,1,2) - I kinda like how you emphasize the strong sounds with wide angles here, but you didn't really use them anywhere else besides the intro and outro
      • 01:16:225 (1) - good shape, slider ticks also force movement through it well
      • 01:17:597 (1) - suboptimal slider plays just like a hold note
      • 01:18:968 (1) - good shape same as the other good one above
      • 01:25:825 (1) - not sure if the speed here is intentional since it could have even more movement with a simpler shape, but I guess it works
      • 01:36:797 (1) - bad shape it's fast enough for players to not want to play it fully so they'll just go down a bit and don't move much even though the sounds is really strong and more movement would reflect it better like 01:25:825 (1) -
        I think I could go on with shapes, but I guess you get how you might wanna change a lot of those
      • 02:34:054 (1,1,1) - kinda funny as this is the most intense shape to play in the entire song almost
      • 02:54:454 (3,1) - this is one of the only 1/1 jumps in the map and spacing it like just a normal 1/2 jump is really uncomfortable and doesn't really add any emphasis in this case as the jump before isn't big enough to justify it as a anti-jump please space that one out about twice as much
      • 03:14:168 (1) - it's really hard to interpret in which direction to move here since both slider end and head are both on the crossing into 4 directions, players might break combo on this without actually being at fault as this isn't introduced in the map at all

      Overall a lot of this applies to other places and is one of the central issues I see your map having so you'll need to look through a lof of the map with this more in mind I think


    Spacing

      Your spacing overall varies a lot in section and some really calm parts have less spacing then more intense parts like compare 04:39:197 (4,5) - to 00:03:368 (1,2,3) - or 05:34:568 (2,1) - to 02:04:397 (6,1) - it's really hard to actually compare your spacing clearly in relation to each other between sections you start using jumps 3/4 of the screen size almost in the first 30 seconds 00:30:625 (1,2) - or fullscreen 00:36:968 (2,1) -.

      Another aspect would be your 1/4 jumps, you introduce them early on which is nice and actually fitting the song 00:27:454 (4,1) - but they are used in somewhat inconsistent ways. The most notable would be that the kick drum often receives the same spacing as all the other sounds even when it's technically the strongest instrument in the section. for example it even lands on a slider end here 03:52:568 - . There's also these overlapping 1/4 notes occasionally which don't make much sense as they aren't consistently expressing the same thing, compare 03:51:968 (1,2,1,2) - to 03:54:025 (1,2) - the interval repeats, but you didn't repeat the small spacing.


    NC



    Praise and overall concept section

      overall the playfield usage is nice and you also use it evenly not just on a makro scale, but try to fill the screen at all times and the visual design is obviously 10/10 and has even some really creative shapes that often even work really well some patterns even have some more complex geometry I can appreciate like 01:08:340 (1,2,1,2,1,2,1,2,1) - also good use of slider art even looking good over longer periods of time example



gl with the set, I hope you can actually use this to look through the map and try to find similar issues I didn't mention because it being redundant, if you'd want to I could do some irc mod with you too in case you want me to adress literally everything... I hope I got the fundamental flaws apparently
Last edited by Celektus on , edited 15 times in total.
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quick maffs

Brilliance:
00:03:368 (1) - there's a triple here so like maybe can you 1/4 slider these?
00:33:711 (1,2) - maybe make these both 1/4 sliders so it's more lenient? they're also the same sound so having same rhythm would be nice
00:49:826 (5,6) - nothing rly changed here so why the flip in orientation?
00:53:254 (1,2,1,2,1,2) - kinda random variation tbh, too drastic from your previous patterns like 00:51:197 (1,2,3,4,5,6) - or 00:48:454 (1,2,3,4,5,6) -
01:18:968 (1,1,2,3,1) - really big 1/4 spacing for sliderend stream uh. i think removing 01:20:425 - would fit for this spacing or move the pattern closer together
01:32:168 (3,4,5) - this movement...,,,,, how about https://i.imgur.com/sTDCEra.jpg and then you can do https://i.imgur.com/VZaxsvb.jpg after
01:37:654 (3,4) - slider 3 implies upwards flow so why 4 downwards? :(
02:00:111 - there is a sound here so pls map it to the stream for maximum expression!!
02:01:311 (1,1) - fix this stack
02:33:197 (1) - ?_? looks kinda weird dont u think, try this or smth https://i.imgur.com/h8cGYkd.jpg ?
03:08:682 (1,1,2,3,1) - yea spacing
03:14:168 (1) - unrank can u make sliderend clearer
04:21:197 (3) - can u like https://i.imgur.com/v9FwoZJ.png ty
04:29:853 (2,1) - reverse is pretty edgy u can move it
04:47:597 (5,3) - this looks like it should blanket but :? https://i.imgur.com/tBP04K1.png

g im good modder i swear
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Bergy
Bergy wrote:
at least this map is actually weird like the song lol *cough* nozhomo

02:33:368 (1) - why dont u make this 1/2 like the other ones like 02:32:682 (1) - , 02:31:997 (1) - lo

fukin HECK ill think of smth

02:50:511 (1,1,1,1) - do u really need all these ncs lo

considering I NC'ed with each pitch change so far, ye

03:06:282 (1,1,1) - same lo

fine u fukin sponge

03:10:140 (1,2,3,1) - i dont like streams starting on blue ticks cause theyre usually harder to read

ur fault for bein illiterate don't want this to be full burst like 03:18:282 (1,2,3,4,1) - since sound's fainter

03:14:168 (1) - this probably isnt rankable cause it looks like u might be able to go really any direction from the slider head

ur a fukin nazi that cant appreciate my aRT

u've got some really high spacings in some places, like at 00:37:140 (1,2) - , where its really f'n high spacing but theres not really much to be emphasized there. watch out cuh

was meant to be more intense as this section went on and numerically it's not that much higher spacing from prev measures just cause slider goes directly against jump soOo

nerfed a bit and will look for other I guess


when did u get so much better at mapping tho holy CRAPOli/...,.,

hired people to map most of it tbh


much thank for mod berg


Cele
Celektus wrote:

Brilliance


this mod was made for a assignment by my Mentor in the Mentorship program on mapping analysis. I'm mentioning this since I might also point out concepts just for the sake of me noticing them and not improving the map, but most suggestion will try to improve the map.


ok big boi let's see what u got

there are 3 main aspects I noticed were problematic as a whole Spacing, NC structure and the way you utilize slider leniency.

    Slider Leniency

      there are a few patterns in the map I think that don't play as intended, as some require the player to not actually move. You mostly handle basic jumps out of 1/2 and longer sliders or stuff with 1/4 out of sliders well like 00:17:940 (1,1,2,3,4) - , but you treat a lot of 1/4 sliders more like people would treat 1/2 which is assuming that players will go through the whole shape, while most 1/4 actually plays more like circle jumps because of slider leniency. I'll go a bit into detail

      • 00:01:140 - for example the sliders you use in the intro need no movement, you can just stay with your cursor on the slider head, click and snap to the next object. I think you rather intended the player to fully move through the slider rather than staying on the head as it contrast badly with the movement needed here 00:03:368 (1,2,3) - and the sliders in the outro 05:52:225 (1,2) - since these actually need at least some movement to not miss a slider end. I'd suggest either higher SV in the intro or even better something like CTRL + G for the sliders since that would encourage the player to move to the next object through the slider body. *edit you could also move the circles spaced away from the head which isn't really straining because of leniency.

        honestly think it's about implied movement, not about what "could" be done, but rather "should," for example HW's Notch Hell is often cheesed by players using just slidernodes and ignoring the intended movement entirely. This is on a much less extreme scale though, so I'll change it to higher SV so players can't cheese

      • 00:24:968 (1,2,3,1) - this pattern has 2 issues. First of all 1/4 sliders actually play more like hitcircles spacing wise because of slider leniency so your jump into 2 feels really small almost like DS so treating the two 1/4 sliders as jumps between the heads would work better.

        that's fair, I didn't like it either so changed these to better emphasize the sounds

      • 00:25:311 (3,1) - a similar problem happens here as above since players can just ignore the slider body of 3 and snap to 00:25:482 (1) - in this case it would also be better to treat 3 into 1 more like a normal circle jump, maybe even bigger now since 1 is a really strong sound

        yeeeee
      • 00:28:225 (2) - this shape actually uses leniency very well since it's just far enough so you can't treat it like a hold note
      • 00:30:111 (1,1,2) - these kinda work in a sense that the play like circle jumps, but I think compared to a lot of your jumps in this section they are actually spaced fairly weirdly. If you imagine the pattern more like this 00:30:111 (1,1) - is a really small jump compared to let's say 00:23:597 (4,1,2) - which all have way weaker sounds. I'd suggest spacing the sliders out more or nerving the others and try to keep the spacing between 00:30:111 (1,1) - more more similar to 00:30:282 (1,2) - since the 2nd one is like twice the size. I think you might also wanna unstack 00:29:940 (1,1) - since there isn't that much emphasis on 00:30:111 (1) -

        will do to take snare into account like you said and reflect emphasis with spacing ye
      • 00:33:711 (1,2,1) - this plays like DS because of the 1/4 slider and the overall low spacing into the downbeat 00:33:882 (2,1) - this doesn't add any emphasis to this really strong sound as really small spacing into even smaller spacing doesn't add any emphasis. It would be more appropriate to either spacing out all of these like jumps or have a big jump into 00:33:882 (2) - stacked on top of 00:34:054 (1) - to add emphasis by suddenly going from less motion through the stack to lots of motion from the slider into the next object

        you're right, also fixed with a different rhythm as well!
      • 00:34:740 (1,2) - these aren't really fitting since the low spacing makes them play almost like anit-jumps which I don't is fitting as you only mapped this sound with big jumps so far

        I actually disagree here because I want these to be clickable, yet not as weak as regular circle jumps or as dense as 1/4 sliders; it's also almost the first time this sound occurs in the vocals, so I can set a consistent precedent for how I map this.
      • 00:39:540 (1,2,3) - these have not much movement since you can just snap between the heads. I think something like this would work better as snapping between the heads needs a bigger motion (might even be still not enough) and the jump here 00:39:882 (3,1) - actually doesn't unnecessarily force the player to play the last shape in a way more uncomfortable way than the rest of these. You might wanna change it to fit your aesthetic better though

        the rhythmic density with consecutive 1/4 sliders in a row and still high SV reflecting intensity implies faster movement, and the following triple going against the motion of the jump (slightly, so mostly just stopping motion to still emphasize)
      • 00:40:911 (1,2,3) - the player can also just snap between the heads here so 1 into 2 is a far bigger jump than 2 into 3. 2 into 3 actually needs to follow the shape a bit, but I think that's more unpredictable than anything and still makes 1 into 2 bigger. I think something like this would work better

        definitely agree about unequal motion here, thanks for pointing it out
      • 00:41:940 (1) - kinda meh use of this shape since it doesn't require any movement, but could require some if you'd use a more simple curve. It makes more sense to have little than no movement here^

        having no movement here is the point to emphasize this sound along with a e s t h e t i c
      • 00:44:682 (1) - players can abuse this shape by just moving slightly upwards and staying in the slider tail area. I'd suggest to use a more simple or rather wider shape to encourage the player more to play the shape as intended.

        mm, I disagree again here; this argument can be made for many sliders that are supposed to encourage tight circular flow, and theoretically by that line of thinking even common shapes like circle sliders can be considered inherently bad due to its technically low minimum movement; I think this still emphasizes this sound as well visually even if the player chooses to cheese SL abuse, which isn't encouraged in anyway by the map at this point.
      • 00:45:711 - pretty much all the 1/2 sliders in this section are actually so small that instead of following the shape players will just snap as I stated before in other suggestion, but in this section specifically I think more implied movement would represent the calmness of the section better than having to snap between slider heads.

        lack of movement in each slider, low click density, and spacing ensures this is perfectly fine to play for a calm section imo
      • 00:53:254 (1,2,1,2,1,2) - I guess it's intentional that you can stay here in just one spot, think this kinda fits in this case even if I personally would prefer more movement.

        yeah I changed it up a bit since people can't appreciate my art angery
      • 00:54:968 (2,1) - this jump is stronger than this one 00:55:825 (4,1) - but the 2nd one has the stronger sound

        woops u rite
      • 01:08:340 (1,2,1,2,1,2,1,2) - I kinda like how you emphasize the strong sounds with wide angles here, but you didn't really use them anywhere else besides the intro and outro

        01:14:168 (1,2,1,2,1,2) - 02:50:168 (1,2,1,1,1,1) - 02:52:911 (1,2,1,2,1,2) - all encourage wide angle movement, should be consistent enough
      • 01:16:225 (1) - good shape, slider ticks also force movement through it well
      • 01:17:597 (1) - suboptimal slider plays just like a hold note

        wait wat teh fUk why's it ONLY 1.5X SFDDSIFSD
      • 01:18:968 (1) - good shape same as the other good one above
      • 01:25:825 (1) - not sure if the speed here is intentional since it could have even more movement with a simpler shape, but I guess it works

        designed the slider so it wouldn't be TOO fast, and the visual design better reflects the sound ye
      • 01:36:797 (1) - bad shape it's fast enough for players to not want to play it fully so they'll just go down a bit and don't move much even though the sounds is really strong and more movement would reflect it better like 01:25:825 (1) -

        I think you're on the wrong track of mind with assuming that the player will deliberately cheese to make playing something easier; many sliders' "minimum movement" are far lower than they are actually implied to be, and slider leniency isn't inherently abused unless the map is built to do so. Furthermore, the previous slider would be much more uncomfortable to play and read due to the more active rhythm and density in this section.

        I think I could go on with shapes, but I guess you get how you might wanna change a lot of those
      • 02:34:054 (1,1,1) - kinda funny as this is the most intense shape to play in the entire song almost

        In theory, perhaps, but again, you're thinking in terms of bare minimum movement...
      • 02:54:454 (3,1) - this is one of the only 1/1 jumps in the map and spacing it like just a normal 1/2 jump is really unimaginative and doesn't really add any emphasis in this case as the jump before isn't big enough to justify it as a anti-jump please space that one out about twice as much

        PLS
        01:07:482 (3,1) -
        01:10:225 (2,1) -
        01:12:968 (3,1) -
        01:15:710 (3,1) -
        02:46:225 (3,1) -
        02:48:968 (3,1) -
        02:51:711 (3,1) -

        They're not supposed to have uniform intensity considering it's already rather calm so would rather be ineffective, they're supposed to be uniform visually to show they're the same sound.

      • 03:14:168 (1) - it's really hard to interpret in which direction to move here since both slider end and head are both on the crossing into 4 directions, players might break combo on this without actually being at fault as this isn't introduced in the map at all

      yeah changed feels bad

      Overall a lot of this applies to other places and is one of the central issues I see your map having so you'll need to look through a lof of the map with this more in mind I think


    Spacing

      Your spacing overall varies a lot in section and some really calm parts have less spacing then more intense parts like compare 04:39:197 (4,5) - to 00:03:368 (1,2,3) - or 05:34:568 (2,1) - to 02:04:397 (6,1) - it's really hard to actually compare your spacing in relation to each other between sections you start using jumps 3/4 of the screen size almost in the first 30 seconds 00:30:625 (1,2) - or fullscreen 00:36:968 (2,1) -.

      In contrast, object density also plays a huge part in the map's intensity, which you seem to ignore, largely because you seem to consider many sliders as hitcircles under the assumption of constantly abusing slider leniency. By comparing spacing like this, you're also ignoring said spacing within the section's context; it shouldn't be on an "absolute" scale.

      Another aspect would be your 1/4 jumps, you introduce them early on which is nice and actually fitting the song 00:27:454 (4,1) - but the don't really appear into the last drop and there they are used on inconsistent ways. The most notable would be that the kick drum often revives the same spacing as all the other sounds even when it's technically the strongest instrument in the section. for example it even lands on a slider end here 03:52:568 - . There's also these overlapping 1/4 notes occasionally which don't make much sense as they aren't consistently expressing the same thing, compare 03:51:968 (1,2,1,2) - to 03:54:025 (1,2) - the interval repeats, but you didn't repeat the small spacing.

      Again, you seem to largely ignore the context of the section itself. I'll take a moment to discuss this particular section with you; in terms of playability AND musically, spacing is consistent. The regular doubles on blue ticks such as 03:51:968 (1,2) - , 03:52:654 (1,2) - , 03:53:340 (1,2) - , etc are always partially stacked (if not, almost) due to how much more obscenely difficult and unpleasant this section would be to play with the spacing of 03:51:711 (3,4) - in the map, and is thus using lower spacing for weaker doubles for the sake of gameplay, while stronger doubles such as 03:52:225 (1,2) - are given larger and harsher angles due to the discrepancy between the base and the synth melody, or making exceptions with higher pitches and volume such as 04:00:882 (1,2) - 03:55:397 (2,3) - with smoother flow.

      Furthermore, I'm deliberately not making the drums clickable for 1/4 jumps as you say in this section because I'm mapping to the melodic synth instead (which is arguably the highlight of the song here), and this section in the song is entirely unique and unprecedented for such a change in what I map to; again, taken out of context, it would definitely be awkward but inconsistent, but it's often not the case if not so.



    NC

      Your NC structure is not really emphasizing anything in particular, most NC happen more than once in on measure. I can't really see a clear structure to them other than splitting small patterns aesthetically like the first section uses them every 2 objects which takes away emphasis from other possible elements of the song like Downbeats 00:02:511 (1) - , changes or switching between instruments 00:03:368 (1,2,3) - , transitions 00:28:054 (1,2,3) - etc.
      I'll point out some is specifically disagree with

      NC's sole purpose is not for the sake of emphasis, visual clarity and aesthetic is fine should it not ignore any preset structure/rule for no reason, and ye like I discussed with you its consistency is developed in the map

      also since we did discuss it im goin to meme ur ass


      • 00:01:825 (1) - the NC here is unnecessary as it just removed emphasis on the downbeat.

        ALL

      • 000:13:140 (1,1) - I don't even understand why you used NCs here

        since this is understandable it's cause I broke the back and forth motion and a follow line may cause a misread to 1/2 cause of the larger spacing here
      • 00:15:882 (1) - takes away emphasis from the downbeat

        NO
      • 00:17:082 (1,1,1,1,1) - emphasizes nothing

        CHANGE
      • 00:19:311 (1) - it would make more sense to NC 00:19:482 (2) - since that one could be justified as emphasizing a different instrument

        NC'ed both actually since I still want the 12341 combo on the partially split streams to prepare the player for actual ones
      • 00:22:740 (1) - takes away emphasis from he downbeat and using NC to hint at SV changes in case you tried to do that wouldn't be needed as going from low to lower isn't that noticable.


      • 00:23:768 (1,1) - 00:24:968 (1) - these are unnecessary as there's no 1 2 pattern in the song and they take away emphasis from the downbeat and instrument change here 00:25:482 (1) - same for the rest of the section except for 00:28:054 (1,2,3) - for example
      • 00:30:282 (1) - I actually wouldn't NC this once as grouping the 3 basses together would make more sense I'd then only NC here again 00:30:797 (1) - to signal another change in instrumentation
      • 00:32:682 (1) - SV signaling takes away emphasis from the pattern here 00:33:025 (1,2,1,2,1,2,1,2) -
      • 00:33:025 (1,2,1,2,1,2,1,2) - also the NC spam here is unnecessary too
      • 00:57:711 (1,2,1,2,1,2) - there's no 1 2 pattern in the song and neither does the section build up in intensity, the pattern itself should be enough to emphasize the Lead. honestly there's no need for any specific NC structure in this section 00:45:025 - besides downbeat emphasis
      • 01:39:882 - 1 2 NC would actually fit here to represent the build up
      • 01:45:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - NC makes sense here
      • 01:50:854 - you could group a few instrument more together here like 01:50:854 (1,1,2) - 01:52:225 (1,2,1,2) - 01:59:597 (3,1,2,3,4,5) -
      • 02:00:625 (1,1,1) - the NC spam here is unnecessary, if you tried to hint at SV then I think it isn't needed as players can interpret the gradual increase in spacing
      • 02:50:511 (1,1,1,1,1) - really unnecessary NC spam

        not really, considering I NC'ed with each pitch change for these sections so it fits since it changes pitch on each 1/2 for the first time

        pretty much anything above repeats the whole map so I'll stop here and suggest to re-do your NC structure as right now it often doesn't emphasize any stanza or instrumentation in the song.

        My NC's are mainly designed for visual clarity and readability rather than a strict 4/4 structure; as we've discussed, my opinion is that NC structure is developed in the context of the map, not as an absolute ruleset that needs to be explained by the song itself rather than the map, so I think a lot of the ones you listed are fine from my perspective, hope you understand

        I'll still look over for inconsistencies though, I'm pretty sure some are still there


    Praise and overall concept section

      overall the playfield usage is nice and you also use it evenly not just on a makro scale, but try to fill the screen at all times and the visual design is obviously 10/10 and has even some really creative shapes that often even work really well some patterns even have some more complex geometry I can appreciate like 01:08:340 (1,2,1,2,1,2,1,2,1) - also good use of slider art even looking good over longer periods of time example



gl with the set, I hope you can actually use this to look through the map and try to find similar issues I didn't mention because it being redundant, if you'd want to I could do some irc mod with you too in case you want me to adress literally everything... I hope I got the fundamental flaws apparently


Thanks for the YUGE mod Cele, gl with momslashed


Mir

quote="Mir"quick maffs

Brilliance:
00:03:368 (1) - there's a triple here so like maybe can you 1/4 slider these?

considered it but then it's weird not accounting for 00:03:282 - and I'd rather keep this rhythmically simple in the beginning by just mapping to the main synth

00:33:711 (1,2) - maybe make these both 1/4 sliders so it's more lenient? they're also the same sound so having same rhythm would be nice

feels too dense as pure 1/4 and I think these vocals feel slightly "punchier" but I'll lower spacing surrounding them to make up for lack of rhythm leniency

00:49:826 (5,6) - nothing rly changed here so why the flip in orientation?

assthics

00:53:254 (1,2,1,2,1,2) - kinda random variation tbh, too drastic from your previous patterns like 00:51:197 (1,2,3,4,5,6) - or 00:48:454 (1,2,3,4,5,6) -

fine might think of something since you can't appreciate my eDGINEss

01:18:968 (1,1,2,3,1) - really big 1/4 spacing for sliderend stream uh. i think removing 01:20:425 - would fit for this spacing or move the pattern closer together

moved closer but I think it should be lenient enough along with the high spacing + low SV in this section

01:32:168 (3,4,5) - this movement...,,,,, how about https://i.imgur.com/sTDCEra.jpg and then you can do https://i.imgur.com/VZaxsvb.jpg after

nah, emphasized snare and downbeats with lower spacing (still sharper flow) on offbeats are better here

01:37:654 (3,4) - slider 3 implies upwards flow so why 4 downwards? :(

cause the song changes here so I want to emphasize that through going against the path of the slider, same at 03:27:882 (4) -

02:00:111 - there is a sound here so pls map it to the stream for maximum expression!!

hoyl fUKC THIS ACTUALLY MAKES THIS 10X EASIER TO MAP AND PLAY THANK YOU AAAAAAAAAA

02:01:311 (1,1) - fix this stack

SDFSDFJPSDFOISDJFP

02:33:197 (1) - ?_? looks kinda weird dont u think, try this or smth https://i.imgur.com/h8cGYkd.jpg ?

circular version of 02:32:511 (1) - pls no haterino it's beautiful on the inside

03:08:682 (1,1,2,3,1) - yea spacing

nah this one's eASy

03:14:168 (1) - unrank can u make sliderend clearer

normies can't appreciate my art smH

04:21:197 (3) - can u like https://i.imgur.com/v9FwoZJ.png ty

this rhythm's a bit cancerous with more 1/4's in a row compared to first part but need to use this in order to emphasize the vibrating synth or w/e in the background on 04:21:197 (3) - this time

04:29:853 (2,1) - reverse is pretty edgy u can move it

ur actually a nazi fUk

04:47:597 (5,3) - this looks like it should blanket but :? https://i.imgur.com/tBP04K1.png

you have a point so I ruined it even more since I don't want it overlapping that much

g im good modder i swear

assthic modders never good modders

I was going to say thanks but then I remembered I need to mod your cancer
Last edited by Opsi on , edited 2 times in total.
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Hello!

General stuff:

  • Your meta is wrong for now. かめりあ - real title. Camellia - just romanised title. Best way to take meta from nozhomi's ranked version.
  • Will be cool idea to structurise combocolours for intensity of map or u can go for another way

Map:

Overall looks well polished. So i will point nazi a bit xd


Good map. Kiai spacing looks a bit randomly for me. I think u can structurise spacing more better on kiai parts.
I wish u find ur nominator on this. best of luck o/
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NeilPerry
NeilPerry wrote:
Hello!

General stuff:

  • Your meta is wrong for now. かめりあ - real title. Camellia - just romanised title. Best way to take meta from nozhomi's ranked version.

    wjpioafpfsof fixed
  • Will be cool idea to structurise combocolours for intensity of map or u can go for another way

    ye going to colorhax once I get my lazy ass moving

Map:

Overall looks well polished. So i will point nazi a bit xd

ffs god fukin daMN it neil:b:erry

  • 00:20:168 (3,1) - not perfectly stacked in angle of sliderbody

    I wish death upon ur descendants
  • 01:16:225 (1) - what abt make it more even and symmetrical?

    dfdsfsDFsdfsa
  • 01:58:825 (1) - nc this for more intuatively playability

    ok u rite
  • 02:00:197 (3,4,5,1) - make it more straight linear

    nah fuk I'm mapping this in a different way
  • 02:17:940 (1) - this shape should be more polished

    ur head should be more polished
  • 02:21:711 (1,2) - that spaced too high with no reason. 02:21:797 (2) - this beat not giving sense to be emphazed with big spacing. (for example this
  • 01:57:111 (2) - has reason)

    that's fair, originally wanted to just have same spacing as the second one but should still be readable
  • 03:29:254 (1,4) - what about to stack them>?

    jokes on u u nazi I stack to 5 instead
  • 03:32:168 (1) - unnecessary nc

    woopsies
  • 03:34:397 (6) - should be nced for consistency

    actually don't want this to be NC'ed since it shows that double rhythm is continued unlike the previous half measure combos
  • 03:44:597 (4,1) - that super hard to read. 03:44:340 (1,1) - what about stack them to make flow more linear?

    don't think it's that hard tbh, and stacking would remove the current emphasis
  • 04:11:254 (1,3) - stack

    dIE
  • 04:14:425 (3,4) - try to avoid that kind of pixel overlaps

    moved slightly up but I don't think the player is going to focus on non-simultaneous overlaps when they're playing this spaghetti
  • 05:09:711 (3,4,5) - angle looks weird. try smthing like this https://puu.sh/yEz5C/e3582837b5.jpg

    it's fuckin straight what more do you wANt
  • 05:18:111 (2) - what abt to nc this? like it starts another kind of sound

    nah kicksliders should be enough to show that, and I'm worried excessive NC might screw up reading
  • 05:26:511 (1) - unnecessary nc

    wanted to say assthics but have to agre
  • 05:54:968 (1) - this is unsnapped

    fUKc

Good map. Kiai spacing looks a bit randomly for me. I think u can structurise spacing more better on kiai parts.
I wish u find ur nominator on this. best of luck o/

aight will do, thanks


Thanks for the mod now get outta here u filthy blanket modder rEe
Last edited by Opsi on , edited 1 time in total.
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Mod from PMs.


General
  • Unsnaps:
    05:37:391 - Slider end
    05:37:478 - Slider start
    05:37:558 - Slider end
  • HP could be a bit to low in my opinion, maybe 5.6/6.6? (Considering you went for x.6 in all other diff settings)



Brilliance

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ok since nobody mentioned lets fix the most apparent and biggest (xd) issue here T H E C O M B O C O L O U R S

Here is a code where I did my own and you can copypaste them and see how you like them!

open me for sick code
Code:
[Colours]
Combo1 : 128,255,204
Combo2 : 254,101,154
Combo3 : 255,64,69
Combo4 : 254,226,160
Combo5 : 47,244,255
Combo6 : 163,70,255
Combo7 : 255,124,81
Combo8 : 244,200,108


haxing would be cool aswell ;)
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