00:09:110 (1,2,1,2) - The song hasn't even started yet you're doing huge spacing on, nothing.. I could understand if it were only for drums 00:08:945 (5,1) - , but 00:09:274 (2,1) - these notes are just so weak yet you give them such huge spacing for some reason.
00:09:110 (1) - You could just make this into a slider or majorly reduce spacing on 00:09:274 (2,1) - to better represent the song.
The only thing I want to mention. 00:09:274 (2) - 00:09:439 (1) - these spacing are unreasonable.
00:10:428 (1,2,1,2,1,2,1,2,1) - When it comes to progression in any form of art you usually do it by giving a hint of what's going to happen. In the song it shows an ascending intensity and that the song will be about that. However, it shows it in a much less intense way than compared to let's say in its chorus 00:46:880 (1,2,1,2,1,2,3) - which is about the same musically except the pitches are much higher and the noise louder. Yet, in the map you contradict that by making the former example much more spaced and I think you should strongly reconsider that by rescaling to about .8x to compared to its current spacing, as honestly it really is overspaced.
i nerfed 00:10:428 (1,2,1,2,1,2,1,2,1) - all the vertical jumps here via reducing the spacing. they used to be fullscreen vertical
00:16:979 (1,2,3,4,5,6) - Here is an example of you just doing huge jumps on specifically 1-2-3-4 which start a buildup. The song gives more emphasis to 00:17:631 (5,6) - which are, other than higher pitch, 4 kicks. The issue here is that you're emphasizing the weaker notes with large spacing jumps while using sliders for higher intensity notes, and I strongly advise you to reconsider and do the opposite.
i don't really see how the latter sliders are emphasized more, imo the first few notes are the most emphasized lol
00:17:957 (6) - i would understand emphasizing this only but i want to keep consistentcy in patterning since 00:18:935 (4,5) - i do this throughout the majority of the map
Then maybe you should consider making consistent something that better represents the song? In all those cases the 00:19:261 (5) - sounds the most intense, like here. I mentioned the whole pattern because you'd want 4 circles in a row I guess. I also commented on that pattern too later.
00:18:283 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,2) - Unrelated to my general concern but... sticking to the same place for so long just feels lackluster and tedious. The song is quite dynamic and the map has quite a few jumps, staying in one place makes it feel so static and just underwhelming. Please do something else here, switch to the right side for this 00:19:587 - measure for example.
i emphasize playability over screen usage since it's more important to me and what makes a fun map to play for me. it seems bland but there are people that do enjoy this regardless, and i don't think it's underwhelming since the song has very little to offer until the part where i switch, where the song shifts in tone
you can see this in a lot of my maps, i tend to have patterns at one side of the screen or focused around the center for playability and enjoyment for the player to play -- after all, maps are meant to be played, right?
Just because it plays in a plausible way doesn't mean it can't play nicely while still utilizing grid usage properly. The placement being like that feels off more as a player than a mapper, this is me talking from a player's perspective.
Pretty sure that nobody has anything against dynamic screen usage but plenty people have it against reusing same part of the grid for too long.
00:18:609 (2,3,4,5) - Don't think you should have 2-3 rhythmically emphasized when 00:19:261 (5) - these are two kicks and higher pitch which basically means much higher intensity and I think you should emphasize those sounds instead with rhythm and spacing. Currently 00:19:261 (5) - just has no emphasis even though the pitch is super loud.
00:20:892 (1,2,3,4,5,6,1,2) - The balance in rhythm is lacking, these are all really similar sounds yet you only use 4 circles on these 00:20:892 (1,2,3,4) - or circles in general. I mean it makes no sense to do that only there because circles on this spacing are much harder than sliders, you'd want to map them for example 00:21:870 (6) - here or 00:22:522 (2) - here too in order to better follow the general feel of the song if you plan to change rhythm without a change in song.
i don't see a huge issue with this pattern? it's similar to 00:16:979 (1,2,3,4,5,6) - this pattern and i'd rather keep the consistency here
00:24:805 (1,2,3,4,1,2,1,2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,1,2,1,2,3,4,1,2,1,2,1,1,1) - I think that just picturing the grid placement of a whole section (12 seconds) in, a jumpy 6.6* diff is enough of a post. https://i.imgur.com/P0Khn26.jpg Yeah, staying in one place is not good, feels static already mentioned that somwhere in this mod.
It just takes a bit of effort to make a map flow well and utilize the grid usage well, because everyone does that and everyone appreciates well used grid. I have yet to meet a person that enjoys static grid placement without a conceptual reason for it.
Taeyang for example treats it as the grid were smaller but you just treat it as "lets dynamically switch grid position, and oops I got stuck for 12 secs randomly here". And he actually uses it for playability because they're circles going in circles so its natural to stay in one place while you use back and forth horizontal or vertical.
i'm fairly certain the only people who care about grid or space usage are mappers and not players themselves. i've never once heard someone playing a map thinking to themselves "this needs more screen usage" or "wow, this pattern stays here for quite a while, really boring" -- if anything they actually complain more about extreme corners of the map being used (namely the bottom left and right corners). i personally have issues hitting patterns in the top right. i don't think having a pattern stay in one place for a while is inherently a bad thing for playability because of this.
Player's don't think, they feel it. They feel that something is off or doesn't feel good. It happens subconsciously, you can't expect any players to realize anything tbh. They just think about how many circles to click and where the next object is spacing wise.
Also, i'm not forcing corners.
00:26:109 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - This ties to me general issue of rhythm spread. You start the section 00:24:805 - in a really dense way but suddenly here there are no jumps, there is nothing intense in a quite intense section of a 6.6* map. Just using twice 4-5 1/2 rhythms in a row like 00:28:065 (3,4,5) - here and 00:29:370 (4,5) - here would make the rhythm feel more dynamic and just express the general intensity better.
i should prob word myself better here: the dense parts on this i would like to represent via triples rather than with circles overall, and 00:24:968 (2,4) - these are supposed to be introductory into those triples. if need be im fine with 00:25:457 (1,2,1,2) - nerfing these.
A triple even stops motion it makes it technically more dense but it's less intense than 3 1/2's in a row that are jumps. And really the overall feeling of this part is super easier compared to the previous 00:13:066 - section. You even start it super dense and drop the idea for some reason..
Idk why you try to avoid making your map fun in a 6.6* map, using circles really rarely for such a song on a section more intense than the previous is just too underwhelming.. The spacing and the density are the same or lower (density yeah) than the previous less intense section.
00:37:848 (1,2,3,4,5,6,1,2,3,4,1) - Addressing the concern of rhythm density, the first measure has 4 jumps but the second has no jumps, they are generally really similar, in fact the second more intense probably but only the first one gets jumps. Again this doesn't feel right to choose so randomly when to use intense patterns such as jumps, it makes up an inconsistent difficulty experience even though the song is quiteee consistent. You could for example 00:39:783 (3,4) - make these into circles.
00:39:783 (3,4) - https://i.imgur.com/0IQCdVL.jpg try this placement to give more emphasis for a higher pitch
00:43:977 (4) - would be better to avoid these kind of perfect overlaps for a better readability, cuz mostly you're using overlaps like this 00:38:977 (6) - , 00:47:525 (1,3) - 00:50:267 (2,2) - etc.
00:48:170 (1,2,3) - maybe jumps here instead, cuz these sounds that you're following not really noticanble compared to the strong beats here