i think finishes need to be much much more sparing throughout the map! their placement is great in isolation, and listening back to snippets before writing this I thought maybe i was dumb because actually they sounded totally fine, but the problem happens when you hear a longer section: it is too many cymbal hits! they lose their impact when they're too commonplace
especially in the "quiet" sections, where we practically only have the bass and vocals, the cymbals are much more powerful than what the song is giving: 00:50:805 - 01:01:506 needs no cymbals in my humble opinion, apart from possibly at the notes at the start and or end, and the intro section can only really take about one or two well placed ones before it starts being too much emphasis (i would personally only keep 00:11:060 (1) and possibly 00:06:474 (1))
similarly on the line of thought of "finishes provide a lot of emphasis", that large amount of emphasis helps establish your beats (and in particular your downbeats), which is why i think 00:15:455 (6,1) ends up sounding a bit lopsided, despite being a great idea. the emphasis on 6 is good and helps avoid making the hitsounding sound too straight and march-like, but the emphasis given by the cymbal is so strong that it ends up feeling like 6 is the downbeat, and without any prominent hitsounds on the downbeat, it falls a bit to the wayside and messes with the feeling of the groove of the song, which has a strong point on the downbeats
there are other similar moments where cymbals land before important beats, which similarly i think are good ideas apart from the cymbal being too powerful compared to the hitsounds on the strong beat after, so i would keep the idea but tweak it a bit
alternatively, or on top of reducing the amount of finishes, replacing them with a less intense finish hitsound might help with this stuff (sorry for the wall of text)
really minor thing but i don't particularly love the 1/4 filler here? there's a lot of 1/4 that really accurately reflects some interesting vocals in the song (in particular, I love 00:11:060 (1,2,3,4,5) as a pattern), or drum action, or even just like the undrlying beat, but there's also a couple moments where I think including all the sounds makes for a bit of a weird pattern:
for example, at 00:31:888 (4,5,6) there is technically a sound on 5, but it's a drum sound and it kinda fades into the background because it's part of the backing beat of the whole song, and the map has been mainly following vocals for the past however long. so mapping 5 gives it much more emphasis (for breaking out of that "mapping vocals" pattern that was generally happening) than i think the drum deserves and i'm not sure it worked well for me, but like i say there is technically something there so this is really just a minor personal nitpick
00:19:468 (3,4) - there's a pretty noticeable drum sound between these two, and considering the map has been simplifying vocals and following the drums more so far, it felt a bit out of place to miss the 3/4 drum pattern in order to go for the vocals
I would take the chance to start following the vocals here (00:20:232 (1)). this is a memorable, distinct looking pattern, and you're switching from following drums to vocals on a change between vocal phrases rather than in the middle of the singer's vocals where you have it currently
00:37:621 (6) - I would cut this slider in half, you're focusing on the vocals here (I think at least) and so hitting the vocal at 00:37:812 would be nicer
personally i think it's much more apt as a low extra than as an insane with the longer bursts and bigger jumps (most of the points i brought up would be non-issues for an extra, and indeed the map it reminded me of is also an extra), but maybe the 160bpm offsets that enough for it to be a tricky insane, i'm no spread sage
idk if you already have had it playtested, but that would be good, see if players at an insane level are ready for this one
sick, i love it, the flow is so delicious, reminds me of one of my favourite maps ever and its going straight into my favourites
01:13:735 (1,1,1) - after having this triplet of nced notes be mapped onto background vocals it feels a bit weird to have them mapped as filler here, especially with how much they stand out visually
maybe a reverse slider or just un-ncing the 2nd two notes?
00:34:372 (1,1,1,1) - the ncing here is pretty confusing given that we've just had two of these nc doubles, and they were both 1/8 gaps starting on a white tick, whereas here it's a 1/4 gap starting on a blue tick; made especially confusing by these doubles being over/near the same "bling" vocal from the singer
ncing the blings like in the kiai or removing the nc from the 1/4 double would be better (imo)
01:11:824 (1,2,3,4,5,6) - would be neat if this used the same sort of progressive pattern as here 00:59:595 (1,2,3,1,2,3) & 00:53:481 (1,2,3,1,2,3)
00:28:258 (7,8,9,1,2,3,4,5) - same spacing being used here for a 1/2 (00:28:449 (9,1)) and 1/4 (00:28:926 (2,3)) jump might be a bit hard to read for players at this level
i didnt even notice the 1/4 jumps for the earlier parts of the map, but the combination of using small spacing for the 1/4 gap here (00:27:875 (5,6)) and then large spacing for the 1/2 gap and 1/4 gap so close together, was what got me
maybe stack 00:28:926 (2,3) like 00:27:875 (5,6)?
00:03:990 (1,1,2,3,4,5) - super minor but is there any reason for this nc pattern instead of 1,2,1,... or 1,2,3,...? (or even 3,4,5,... with no nc)
the blue tick doesn't seem especially notable, whereas there's vocal emphasis on the white tick, which makes me hear the burst as breaking down into a double and a quint
01:41:979 (1,2,1) - Is this an intentional broken stack? Doesn't seem to be emphasising anything, and I can't spot it happening anywhere else, so I'm imagining it's accidental
I talked a lot of general mapping concepts so I'll just quickly list them here!
Sectioning: the music tends to be similar in short chunks of time, and those short chunks of time are very important to consider when you're mapping.
Consistency: generally you want to keep using the same ideas for the same section, and if a similar section comes up again, you'll want to reuse those ideas again. This can be stuff as fundamental as flow or rhythm, but also ranges down to tiny details (but don't spend forever worrying about the tiny details!). When a different/contrasting section comes up, you can change your ideas to highlight the difference.
This really is what I consider the single most important concept in mapping - you can do absolutely anything, as long as you do it consistently (and preferably, you should have some reasoning behind it too).
No point in writing about flow and rhythm here again because you already had a great grasp of it before I talked to you.
Inconsistency: you can use inconsistency to emphasise important details, such as a weird note, or a note that was way louder than all the others, etc. This only works well if it's clear what your ideas are for the section, because otherwise it all looks inconsistent.
I like what you have so far, and I'm sure you'll continue improving even more as a mapper as you continue!
Storyboard Review!
00:18:529 - I'd suggest adding some sort of effect to help emphasise the downbeat/beginning of the kiai section.
(Maybe something like "scale up and fade out a copy of the bg"?)
00:36:991 - I'd say to put some sort of change here to show it's a different section of the music, doesn't need to be anything fancy just noticeably different!
00:55:452 - Personally I'd have this instantly snap to black, but that's just personal preference so I didn't put it in a suggestion thingy. Fading works well as well!
Really cute sb, very simple, but does what it's meant to more or less, which is like 90% of the way there c:
omg wtf this is a modv1 mapset : eyes:
We spoke in dms ;) so you already know but I'm putting it here for kds:
Definitely wayy too hard as it stands to be a bottom diff Normal:
The mapset has some very good rhythmic choice imo, and some good starts on other mapping concepts. Good luck!
Generally you have really good rhythmic choice, but your spacing and flow need a bit more work (which is fine c:).
SPACING:
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Generally, spacing is used to emphasise sounds. Like with all emphasis, the way that it works is through contrast - you set up an expectation, and then you break it in important parts to emphasise how important they are.
This means that you should (generally) have lower spacing in calm sections, than in intense sections. However, notice that this doesn't have to be the case, there just has to be a noticeable contrast. However however, big spacing is commonly used for emphasis because it's much harder to hit than small spacing.
You use spacing well in the chorus section [01:22:284 - 01:30:420], which imo is the most important section (out of the ones you've mapped). On the other hand, you use similar spacing everywhere else (especially for 1/4) so the chorus isn't really as exciting as it should be, not because the spacing isn't big, but because all the other spacing is big as well.
FLOW:
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With flow it's the same thing: create an expectation and then break it in important parts for emphasis.
The general consensus is the following are most "normal":
00:59:911 (8,9,10) - Having the slider begin at the exact same time another slider ends isn't rankable (see first rule in https://osu.ppy.sh/help/wiki/Ranking_Criteria#general)
It's fine to keep it like that, because it's still playable, but you won't be able to rank a map if it has that kind of gameplay in it.
00:51:775 (8) - I think having complex sliders to emphasis the sound is a good idea, but the kind of slider you make here is more messy than complex. This is because you mainly have arbitrarily placed anchors and the slider just wiggles around randomly without looking like a proper shape :p
You should try playing around to see what kind of slidershapes you can come up with, maybe something like this [https://puu.sh/G3Y5c/6fbac503d2.png] or maybe something different
00:31:436 (7,8,9) - These sliders flow pretty awkwardly, because they're in a weird midsection where they're not slow enough to be easy for Insane players, but they're not fast enough to be played like circles.
This leads to a lot of quick sharp movements if players follow the sliders, which is pretty hard to pull off at this level.
[VISUALS: https://puu.sh/FYYVv/40073779ce.png]
This is fine if you're aware and you want that to be the case, but it's important to always consider how things will play.
You could try something like this [https://puu.sh/FYZ03/5a29a2cbd2.png] if you want to play around with different flow.
00:49:996 (3) - Very minor and pedantic thing, but the slider should probably be 1/8 shorter
01:16:182 (1,2,3,4,5,6) - I'd use the same rhythm as you did for 00:19:233 (1,2,3,4,5) to help players to read the 1/4 double. It can be really hard for players at this level to catch rhythms over 3/4 gaps, as they often look very similar to 1/2 gaps.
If you use the same rhythm/visuals each time, it makes it a lot easier for players to grasp (especially since you introduced it so early on)
In terms of active 1/4 rhythms, I'd keep it to 5 circles max at the most intense/exciting sections. For the less intense sections, I'd say 3 max, but obviously these are just guidelines based on my own opinion.
Generally, you want to avoid having too many 1/4 clicks in a row, because players get tired often. You've done this well though, and there aren't really any sections where the 1/4 is too tiring.
However, you could add a little bit more active 1/4, especially at the more intense sections (but don't go too overboard :P)
In terms of 1/4 sliders, you want a good amount of time after the slider for players to let go and then be able to click again, without having to let go too early. I'd say the minimum for this is 1/2, but use your judgement from case to case.
00:49:742 (1) - I'd personally trim this (and other similar sliders) to only 1 repeat [https://puu.sh/FXRlI/6cde166b93.png]
Going from holding the slider to clicking again in the space of 1/4 will be hard for players at this level to do accurately, so it's best if you give a bit of time for players to let go and reclick. And (luckily) there is no sound at 00:50:123, so we can cut that last repeat out without unmapping the important sounds