mapped by jerwyk
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This beatmap wasn't updated since 17 April 2023 so it was graveyarded...
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03:12:716 (1) - Cool slider

00:40:961 (1,1,1,1) - Cool pattern and idea

I also like this song very much, if you have nothing against it, I maybe wanna create my own map for this song later.

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I like this song too. Please remap it if you can :)

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Also, NC (New Combo), you use them very poorly. Use NC for separating patterns. There is also common suggestion "Make NC on every big white tick" but that's because in most songs you have beginning of your pattern there since it's downbeat (that's from music theory, you can learn it a bit on your own if you want to)

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~Patterning~

So, you aren't using patterns, even if you know what they are. Let's talk about music at the first place. Music itself is very repetative, that means, each song has some parts/small sections which are repeating again and again. When you map this musical pattern once - you make your own pattern which represents this musical pattern. And next time when you hear this pattern in the music, you should map it the same way (almost the same).

How we build patterns? Well, at the first place you need to hear this pattern in the song. Let's see few examples in your song.

Let's start with simple. Kiai. in most songs kiai has almost zero changes every time you hear it. That's part of music theory, when you create a song you should keep the chorus same or almost the same every time, so it makes sense for kiai to be the same. But should you just copy-paste your already mapped kiai every time you map new kiai? - No. You need to keep the same rhythm, and similar movement and spacing, but you don't want to just copy your entire part and place it again.

00:32:025, 01:23:088 - 2 similar section which have same musical patterns.

Now let's find some pattern inside sections.

00:22:769 (1,2,3,4,5,6,7), 00:25:322 (4,5,6,7,8,1,2), 00:32:982 (1,2,3,4,5,6) - that's one pattern, but you see, you kinda mapped first two the same way, but, why there is no new combo 00:25:322 (4)? And third time you mapped it completly different. You should have mapped it almost the same way as you did first 2 times, well, at least keep rhythm the same (you can change rhythm in your patterns sometimes, but let's just think for now that you should keep the same rhythm, so it will be easier for you to implement this).

00:47:344 (1,1,2,3,4,1,2,3,4,5,6,7), 00:49:897 (1,1,2,3,4,5,1,2,3,1,2,3,4,5), 00:57:557 (1,1,2,3,4,5,6,7,8,9,1,2,3), 01:00:110 (4,1,2,3,4,5,1,2,3,1,2,3,4,5) - this is one pattern too, but you again mapped it completely different. There are some similar things, but overall it doesn't look like pattern in your map, but it is in the song.

So, let's talk about how we build patterns. To build pattern you just listen to the song, and think which sounds of this pattern you want to emphasize (strong sounds), then you create your pattern whic emphasize this sound with certain type of movement (spacing), think about slider shapes and so on. Now, next time when you want to use this pattern, you need to change it somehow. So, what should you keep in your pattern and what can be changed? So, you should keep:

  • Combo colors. If your pattern strats with new combo - it should start with new combo every time.
  • Distance between each object. If you have large spacing for the second note, you want the same large spacing for this note every time.
  • Type of movement, if your pattern had some sharp-agnle jumps, they should stay sharp-agnles, not wide or linear.
  • Rhythm, in most cases you keep the same rhythm for pattern
  • Slider shapes should keep the same idea. It means that if you used for any reason curve slider shape first time, if you think this shape is important for your pattern, you should keep this slider shape every time, but if you think it's not important part of the patter, you can switch it's shape from time to time, but you should keep the same movement. For example changing very curve slider shape into straight slider can be bad in some cases, since they provide different type of movement.

That's it. It's only basics but it should be enough for now.

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~Overmapping~

  • Overmapping: placing notes on ticks which have no sound/almost no sound.

You use a lot of overmapped tripples, but I can't understand why. If you want to make your map harder, you actually just need to map this song with all it's sounds properly. This song is very intese overall so it could be 6 stars+ without overmapping.

00:33:700 (4), 00:35:296 (3), 00:44:072 (2), 00:44:392 (2), 00:49:099 (3,4), 00:55:721 (6) - That's overmapping. But, probably the biggest thing which I can't uderstand that, you overmapped those triples, but you haven't mapped theese triples which are in the song: 03:03:780, 01:07:610. Probably you just didn't hear them, but it looks strange anyway )(

People use overmapping to increase intesity of some parts of the song, if you think this section needs more objects to be as intense as it should be. if we talk about overmapped tripples, they are being used in most cases to add more emphasis for the last note in that tripple. You really should never use overmapping unless you understand mapping pretty well.

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~Spacing/Intensity~

  • Spacing: distance between 2 objects
  • DS: distance snap, same as spacing just other name wich you can hear often

Intesity. Spacing and Number of objects on the playfield decide how Intese is this section of the song. Each song has Parts/Sections. Before mapping any song (that's my personal suggestion, idk how other mappers do), you should make bookmarks (Ctrl+B) at the end of every section. Then you listen carefully each of this section and decide how intense it should be. For example in 99% of maps your most intese part of the map will be kiai (chorus), that means that kiai will show the largest DS and all other "hard" stuff. On the other hand, your most calm part of the song should have the lowest DS and rhythm, movement as calm as possible. In that way we can make CONTRAST, in mapping everything is contrast. Player should see and feel the difference between calm and intese parts. Between slow slider and fast, etc.

So when you map each part of the song, the first thing you need to think about is "How intese this part should be comparing to kiai" (if kiai is the most intense part).

That's all about intesity. I will just show you end of some parts of the song: End of first section 00:16:705, End of second 00:37:131, etc.

Spacing. You should rise your spacing to emphasize strong sounds. I will just show few examples, because this topic is not that easy to explain you will understand it more with experience.

00:21:493 (5,6) - Spacing between theese notes way too small. Just listen this sound is the stronger sound of this entier section: 00:21:812 - 00:26:838. It means it should have the highest DS for this section COMPARING to other objects. But, right now theese jumps 00:22:131 (7,8,9,10,1,2,3,4,5) - have higher spacing than that sound, it shouldn't be like this.

00:24:205 (8,9) - This one listen and think on your own, including what I've already said. How small it is comparing to other sounds.

00:39:684 (1,2,3,4,5,6,7,8) - Extremly spaced stream. It's about intesity, 00:37:131 - 00:40:801, this section overall pretty calm, I agree that that stream should be the most intense part of this section, but you overdid it a lot, it's the WIDEST stream on the entire map if I am not missing something.

00:42:237 - 00:46:067 - This is very calm section, but you even overmapped triples here, wow.

Your kiai has very, very small spacing comparing to other map, players won't feel anything while playing, since you already showed them parts which were much more intense then your kiai. 00:52:610 (1,2,3,1,2,3,1) - Well, maybe theese jumps pretty intense comparing to other map, but it still feels bland overall.

So, I'll finish here, since showing more examples will take a lot of time, and I hope this will be enough. You should keep in mind 3 things: Intesity of sections, Spacing and Contrast.

Oh, let's explain you one more thing. As I said we wanna emphasize strong sounds. Let's imagine we have 2 sections of the song, very calm and kiai. For example, in calm section our normal DS will be 1, then in this section if you want to emphasize some strong sounds you will use DS 1.5. Then, in kiai for normal spacing you will use for example DS 1.5 and DS 2 for strong sounds. That's only example, of course you shouldn't use distance snap turned on, but you can check it from time to time, so you don't overdo it.

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~Rhythm Choice~

Terminology:

  • Music Layers: Every instrument in the song plays on it's own layer. So if I say "follow one layer" it means follow one instrument. In every song there are bunch of different instruments and each of them is playing at the same time on it's own music layer. Vocals - instrument too.
  • Active Rhythm: notes and slider heads
  • Passive Rhythm: slider ends
  • Ignored Sounds: Every note (sound), that being unmapped or placed inside slider body
  • Filler Rhythm: Anything that can be played in a way that player won't be confused. For example if you follow vocals, and there is drum tripple, so it should be mapped in most cases, since it won't confuse the player.

Your map has huge problems with rhythm, so let's talk about basics. To build rhythm in your map, you should choose one instrument and make your ACTIVE rhythm based on that instrument. So let's say you decided to map vocals - you are mapping vocals, if there is a part in the song in which there is no vocals, you just choose other instrument to map for this part. There are a bit more advanced way to build rhythm and choose music layers, but right now this should be enough for you, and everything more complex you will learn just by improving in mapping. Now let's go to actual problems:

00:06:493 - 00:16:705 - In this section, we have drums and really strong guitar. So we should choose guitar as main instrument, since I can see this for example 00:07:610 (1,2) and other object which follow guitar. Right now it looks like you trying to map everything.

00:07:291 (4,5) - This should be one slider, since there is guitar sound. Also, theese 00:08:567 (4,5), 00:10:801 (3,4), 00:12:397 (4,5), 00:14:950 (2,3)

00:09:844 (4) - This slider should end here 00:10:003, since guitar sound ends there.

00:10:163 (1) - This slider should be 3/4 (which means it should end on blue tick here 00:10:402), then here 00:10:482 - you should place a note, since there is Active guitar sound. I can't understand why didn't do this, since you did it later 00:12:716 (1,2).

00:11:918 (2,3,4,5) - You mapped it same as this 00:13:354 (4,5,6,7), but sounds are completely different. 00:13:354 (4) - this slider should end here 00:13:594, also this note 00:13:993 (7) - can be kick slider (slider of 1/4 length)

This section 00:17:025 - 00:21:812, I see you wanna follow vocals, that's good choice, but let's see what we have.

00:17:025 (1) - Should end on blue tick, 00:17:663 - place 1/2 slider here, since it is an active vocals sound. We need slider because 00:17:822 (2) - this note is kick drum, so we don't wanna make active rhythm here if we don't have vocals here also, so if there will be slider end, that drum sound will be played Passively (Passive Rhythm).

00:18:301 - Active vocals. Should place a note here

There is the same 00:19:578 (1,2,3) as above.

00:21:333 - Ignored vocals sound, there should be active rhythm.

Now, about this section 00:22:131 - 00:26:759. I think you wanted to follow vocals, but you again trying to follow everything in the song. For this section there are 2 good options as I think: Vocals or Guitar. I personaly prefer vocals, but if you decide to map guitar and your active rhythm will be guitar, then it will be as good as vocals. The problem occurs when you try to mix your rhythm like you did, players just don't know what listen to. So as I think you wanna follow vocals, my suggestion would be based on that.

00:22:769 (1,2) - This should be 3/4 slider.

00:23:248 (4,5) - This is one slider.

The same goes for this 00:25:322 (4,5,6,7,8). Since this is the same musical pattern. We'll talk about pattern later.

About this section, 00:26:918 - 00:32:025 - a lot of ignored sounds.

00:26:918 - Ignored downbeat? But why? If you want to follow vocals in this section, you should just put 1/2 slider here 00:26:918 - since there is no vocals right now, but when they start (00:27:237), you start following them.

00:27:237 (1,2) - This is one slider

00:30:190, 00:30:349 - Ignored sounds. You mapped theese drums 00:28:913 (1,2,3,4,5), but why you didn't map them now?

So, when you wanna follow vocals, but you song is like in this secction, you really should map all that drums in most cases. For example this will be 3 circles 00:29:312 (6). Same for this 00:30:588 (6).

Let's stop talking about rhythm for now, since every next section of the song has actually almost the same mistakes. So I hope thise examples which I shown you should be enough to understand rhythm.

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So, I analyzed this map and honestly there are a lot of problems, so let's talk about each of them. Here is the list of all problems, and I will make seperate message for each of them so it will be easier to focus on one topic at the same time.

  • Rhythm Choice
  • Spacing
  • Intesity
  • Overmapping
  • Consistency/Patterning
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