It's hard to understand ;_;ziin wrote:
I'm still not getting it.
And how to improve bad flow?
How can you recogize it's bad or not?
It's hard to understand ;_;ziin wrote:
I'm still not getting it.
It's okay, we learn through experience, right? So people that understand this can teach you through your own map when they mod it. But the first step lies with you being open to suggestions.Miya wrote:
It's hard to understand ;_;
And how to improve bad flow?
How can you recogize it's bad or not?
I open to any suggeston, but i want to keep my point of view too. >.<those wrote:
It's okay, we learn through experience, right? So people that understand this can teach you through your own map when they mod it. But the first step lies with you being open to suggestions.Miya wrote:
It's hard to understand ;_;
And how to improve bad flow?
How can you recogize it's bad or not?
That totally depends on when and where in the map you are. Oftentimes it's very obvious when it's bad, but other times it fits. It's very difficult to come up with an exact location in time and space because there are numerous ways to interpret something, and some ways are better than others.Miya wrote:
If i look into the pic, pattern that makes very extreme angle makes the flow bad, is it right?
1. I think that's more of a pattern thing than how the objects are placed in relation to each other.Saturos-fangirl wrote:
You've left out a couple types here that I'd like to mention.
1. Central focus - where all notes in a combo lead to one particular area or note
2. Infinity flow - also known as figure 8 flow, where the notes loop around and intersect each other while still forming a constantly curved shape.
3. Shaped flow - in which the notes form a basic shape such as a star, an octagon, a heart, etc. Mostly used to be evocative of either the "feel" of the music, the lyrics, or something symbolic to the song
I'll add screenshots later.
Yes totally, 'bad' flow can be great for some parts in music. Having contrasting flow in a map can create memora... well I guess I'm just repeating what RJ said, he's 100% right.RandomJibberish wrote:
I wholeheartedly endorse this thread. One thing I'd like to note is that smooth flow is not and probably should not be followed 100% of the time: occasional more awkward to play angular patterns can create interesting and memorable sections of the map against particularly dramatic bits of the music. Should be done sparingly, though.
If the player has to change direction because of a sharp turn, then yes it would be 'bad' flow. This can be intentional, though, and it's not a wrong thingMiya wrote:
If i look into the pic, pattern that makes very extreme angle makes the flow bad, is it right?
Yes totally, small angles on Linear flow is awesome (and prevents the map from becoming rectangular, haha).NatsumeRin wrote:
>:( I think those definations are really great... though there's always more kinds of flows than you could think about, but the main ones are explained well.
Something i'd like to add (All my opinions):
A linear flow works best when it curves a bit from a note to the next one, a totally linear placement usually feels too straight and not flexible enough.
Also, this could be recognized as a kind of linear flow too. (constantly curve to one side)
Oval flow does not only included slider-slider patterns, circles could be used there too. (I know spacing may looks random to some of you guys, but try to get how the track works.)
Dropoff flow is usually combined with the first two mentioned, in fact.
If you could use the flows mentioned well and have your idea to the music you map, you're already a decent mapper.
(About "how to judge good flow/bad flow): Well... map/play more ww.
(About some back-forth patterns, some shaped patterns): Flow is not what the mapper pays most attention now, they will still play good when the patterns is limited in a small area, example:
This pattern won't have a good flow, but it provides another kind of feeling to the players (when it follows the music, or in a slow pattern), in the picture, 5-6-1 gets a simple linear flow to be out of the pattern area.
Completely random jumps at very severe angles. Second would be completely random anti-jumps that don't fit the music at all. I can do both of those, of course, but that's mainly due to testplaying so many of those while modding.nanda2009 wrote:
so.. err... what's the common bad flow in most of beatmaps you saw?
pattern with extreme angle?