00:12:770 (1) - 00:17:744 (1) - 00:20:231 (1) - 00:25:205 (1) - 00:30:179 (1) - 00:57:537 (1) - 01:00:024 (1) - definitely feel like it'd be worth it to add finishes on these notes at the very least, cymbals here would be nice to have emphasized on the hitsounding
hello! this is a veto!
section at 00:05:153 - and also from 00:34:998 - onwards on the top diff and EXPERT barely follow the song...
maybe try doing something other than using the same angle and spacing for the entire section going around in circles swapping circular flow every 1 or 2 measures. song has plenty of vocal inflections, drums of varying intensity, u could at least try to map some aspect of the song imo
1446290#2554012/6983745 friendly reminder that stuff like this is better to veto for and discuss after as to avoid whatever happened on rakata :)
should discuss what ur concern with it "not following the song" actually is as i and others can tell pretty easily ?
here's some noncircular flow in that section you mentioned (even though it's not a problem, especially in this short of a map) 00:07:174 (4,5,6,1) - 00:13:702 (4,1,2,3,1) -
anyways, don't care to argue and butt heads, just send it to mediation
as a veto, or even a modpost coming from a BN, I don't think this has enough substance to really work to be honest
a lot of people here don't even really understand what you're on about within this map's context (me included)
make a real post before continuing discourse or moving on to mediation
ok more concrete things,
main issue is that everything is expressed the exact same way, leaving the map extremely bland, and it does not really feel like anything is represented very meaningfully. the patterns with 1/4 rhythms are all fine since they obviously have to be mapped differently, but this applies to pretty much everything else in those sections.
i'll point out my issues for the top diff, my concerns with the expert are basically the same and i don't really want to make the same points twice (i also have a feeling the timestamps might fit either difficulty anyway)
spacing wise, everything feels like its spaced almost the exact same, so almost nothing feels emphasised through spacing. some of the most intense parts of the chorus like 00:39:972 (1,2,3,4) -, 00:49:920 (1,2,3,4) - don't feel any different from any other pattern in the section since its mapped with the same spacing and easy rhythms. angle wise, almost everything is the equally spaced sharp angle which all play the same so there is also almost no contrast again.
for the circular flow thing, changing every measure or two is not inherently incorrect, but it doesn't really do much to express the song either. handling it this way doesnt really help to represent anything other than the structure of the song which is the exact same as 99% of other osu songs.
all of the above combined make the map extremely monotonous. examples:
00:36:552 (2) - 00:39:039 (2) - 00:46:500 (2) - are stronger vocals, and they feel meaningless thrown into the middle of some jump pattern where every other circle is played the same, especially when you have patterns on weaker vocals like 00:35:775 (4,5,6) - 00:38:262 (3,4) - also mapped as jumps. even if you're focused on drums, the drums on all of these are the same kicks so you can emphasise other layers of the song at the same time. distorted(?) vocals liek 00:39:350 (4,5,6) - 00:49:298 (4,5,6) - are also mapped in the same way as anything else, unless they have triples on them. the only thing that actually gives contrast to different vocals are how there are 1/1 sliders on the downbeat vocal + finish places (00:37:485 (1) - , 00:39:972 (1) - ) which is just a consequence of them being 1/1 sliders since the movement into them or out of them are also the same as anything else in the map.
00:35:464 (3) - 00:36:086 (6) - 00:36:708 (3) - 00:37:951 (2) - 00:38:573 (5) - judging based on the rhythm, it feels like snares are being prioritised in the map to some degree, yet they're all also mapped as some part of a sharp angle jump pattern, like any other sound in the song so they dont really get any emphasis either. like compared to the kicks that come before them like 00:35:775 (4,5) - 00:36:397 (1,2) - , 00:38:262 (3,4) - how do they feel any different? because half of them are on sliderheads? what about any aspect of mapping other than rhythm?
basically the same thing for the intro, strongest notes in the melody 00:13:702 (4,1,2,3) - don't feel any different from anything else just some comfortable slider movement. or if you take the two measures from 00:07:796 - , 00:08:884 (1,2) - higher pitched + feels more intense compared to 00:07:796 (1,2,3) - , but they play the exact same. none of the stronger notes in the melody feel any different to anything else so they feel underrepresented
drumming wise, 00:05:619 - 00:06:241 - 00:06:863 - 00:07:485 - 00:08:107 - 00:08:728 - 00:11:215 - how do any of the snares stand out from kicks like 00:05:930 - 00:07:796 - 00:10:904 - or places with nothing like 00:06:086 - 00:07:640 - 00:11:060 - ? or how do the kicks differ from the snares?
for rhythms that are focused pretty heavily on drums, i feel like the placements don't really reflect that very well, nor do they reflect notable parts of the melody
of course i am not saying you need to follow songs sound for sound, i don't think that's how people experience music. i just think you could do a little more than using the same angles same spacing same cursor spinning for entire sections since that doesn't really represent anything. i don't think i can make any suggestions that wouldn't need the map to be significantly changed since it's a section wide thing, not just whatever timestamps i posted.
also i see the mapper is new, sorry for bringing drama to your map. i don't think there was any reason for prior discussion over something like this anyway, but sorry if that made it seem aggressive
didn't think i'd have to type this much and i didnt want to, but i expected people to extract more than "this guy hates circular flow" out of my post
i can get behind the spacing stuff, 00:40:438 (2,3,4) - 00:50:386 (2,3) - 00:30:801 (3,3) - in particular i feel like these could actually be jumps rather than the sliders they are currently considering the drum's emphasis during these parts (top diff, dunno if this applies to expert diff)
everything else feels...kinda unnecessary imo?
i somewhat said this already on the other veto, but i don't think only using sharp angled jumps is a bad thing; you say "it all plays the same", but there are very distinct sections of the map that pretty clearly do not play the same (stuff like 00:37:485 (1,2,3,4,5) - this plays much different than a general jump pattern such as 00:38:884 (1,2,3,4) - this, just as an example)
the rest of the mod just feels like a "tl;dr you should emphasize kicks and snares differently" which doesn't make much sense at all considering they're both intense drum rhythms, what's done currently works fine imo :s
agree with the point about 00:39:972 (1,2,3,4) - , obvious increase in intensity in the song yet the map gets easier
point about strong vocals being underrepresented don't totally agree, the vocals are marginally more intense - if anything, i agree with "throwing vocals in random jump patterns" being a poor decision but also not one i'd be adamant on having to change
agree that 00:39:350 (4,5,6) - could be mapped differently, say 2 1/2 sliders, but it would make the kiai overall less intense so there are pros and cons to this
the point about kicks/snares being emphasized differently - i mainly think this is a core issue behind maps like these always using hilariously low sv relative to the spacing, causing a huge disconnect between jumps and sliders. sliderends end up feeling extremely weak because they require absolutely no movement and are therefore the equivalent of not being mapped at all. so yes, i agree that intensity is all over the place, but it's rather a combination of forcing low sv while also not paying attention to when you're using those sliders
agree with 00:13:702 (4,1,2,3) - lacking emphasis. visuals do a minimal job here, but they play identical to the previous patterns
Okay, I think it's apparent that I was going for a more general intensity between the sections rather than specifically reflecting individual sounds. Some expectations for very clearly more intense portions. The sections I'm talking about are 00:00:335 - 00:05:153 - 00:15:568 - 00:20:231 - 00:25:205 - 00:30:179 - 00:34:998 - and 00:52:407 -
I don't see why sharp angle jumps the way I used them are inherently wrong, nor the circular flow pattern I used
I disagree that the strong vocals and weaker vocals are represented too similarly. Strong vocals in the kiai section to me sound just as intense as the snares that are in these jump patterns. Jump patterns in the kiai follow this pretty consistent pattern of two strong vocals and a snare, Ex. 00:35:775 (4,5,6) - 00:38:262 (3,4,5) - 00:38:884 (1,2,3) - 00:46:345 (1,2,3) - Which I felt called for pretty similar spacing. Also the so-called stronger and weaker vocals you are referring to in the kiai sound almost identical to me, like you mentioned the downbeat vocals are all mapped as 1/1 sliders which is the only section where is hear any significant change to the intensity of the vocals.
Everything else in between sounds identical to me with the exception of the background vocals, which I did try to reflect when I felt there was nothing else. Ex 00:39:350 (4) - 00:49:298 (4) -
I will consider changing some parts related to emphasis, like fiery and uber said. But I can't really get behind much else right now.
Just gonna leave a quick reply here for now.
Things like 00:39:661 (5,6,1) - don't have spacing contrast, but you fail to see flow change emphasis here that reflects downbeat. 00:38:884 (1,2,3,4) - circular flow into 00:39:661 (5,6,1) - horizontal zig zag flow change.
Spacing isn't needed here in general either way IMO, but I'm limited on time rn so this is the best I can reply with for now.
Overall, I think the map is perfectly fine how it is and my opinion won't really change. Really liked this map the first time mapper requested it to me and how everything is emphasized and all, so probably we should mediate this.
sure your sections contrast each other, im more concerned aobut what happens inside those sections
most of the examples i gave are not really things i care about on their own, my point was that with everything combined, it really doesn't feel like there isnt much emphasis placed on anything. drum pattern wasn't very well represented, nor were the melodies or anything else. just feels like some map put with the song, rather than a map of the song
if you dont see anything wrong, ive tried my best to explain it, just try to think about it more holistically maybe rather than each timestamp on its own. otherwise i dont really see any reason to continue discussing this either so mediation sou nds fine
its fine as long its fit the guideline wheres said "Cut songs should maintain the general impression and intensity of the full song. Cuts that change the structure of the full song (such as excluding or rearranging a song's intro/verse/chorus/outro) can lead to misrepresentation of it and often cause unsatisfying playing experiences. This does not apply to official cuts or recreations of official cuts."
in current audio we have all whats need to fit the guideline (intro,verse,chorus,outro) so i dont see a problem in this lol
@aakki it was not defended well at all, his original post simply said it was a "bad idea" and then said "include more stuff than just intro, verse, chorus and outro stuffed into barely a minute" which doesnt really provide justification as to why the cut is bad or how to fix it other than "map the full song" which clearly isnt the mappers intent
Personally I think the cut is fine for this kind of song as the chorus kinda starts a lot sooner than you would typically expect. This is basically one of those shorter anime OPs if you really think about it but I don't think it's a bad cut as I don't think the song has much more to offer for a cut.
See https://osu.ppy.sh/beatmapsets/818349#osu/1786960 for example (this song is pretty cute but it's rly short too)
cut vers are all about the creative freedom of turning a full ver into the song you want to map but I guess it's not allowed anymore? cool.
it's got slow buildup at start, intense section, calm to buildup, long chorus, then ending, seems fine to me
sorry, can't agree that 1 min cuts are inherently bad if they represent most parts of the song
feel like you should remove the kiai flashes 00:51:319 (1) - here on the lower two difficulties (NORMAL and HARD) and keep this as a single kiai time, there's nothing active for most/all of the flashes so they feel kinda pointless and distracting for new players
00:15:578 - 00:15:889 - 00:16:199 - etc all white ticks you definitely need to hs these kick sounds with some sort of feedback, drum sampleset is fine
Also hs needs some sort of whistle structure because some sections currently have no whistles in them such as this section 00:25:215 - despite there being many prominent melodies such as vocals, lmk if you need help with this
Tbh overall hs kinda needs to be reworked, first off the thing about whistles, most sections don't include them but I think it would be extremely beneficial to the overall feedback if you whistled each section to it's most prominent melody, those being either guitar or vocals in this song.
Also things like this 00:44:023 (1,2,3,4,5,6,1,2,3,4,5,6,1) - aren't hs'd properly at all, missing every other hs on 1/4 stream despite prominent feedback in the song.
Similar thing here, missing 1/4 hs 00:14:878 - 00:41:614 - 00:41:925 - etc
00:20:785 (3) - missing drum feedback
00:36:951 (5), 00:46:899 (5) - because u overmapped triples should make this a clap or a drum-hitnormal
also u should add whistles for vocals n stuff because currently i believe whistles arent used at all