today is december 1st right
asdf = minor/suggestion
asdf = why please
asdf = seriously ugh
popping because of multiple unrankable issues and overall quality concerns.
special thanks to okoratu for modding this alongside me. everything listed here is what both of us agreed were issues.
[general]
bye
asdf = minor/suggestion
asdf = why please
asdf = seriously ugh
popping because of multiple unrankable issues and overall quality concerns.
special thanks to okoratu for modding this alongside me. everything listed here is what both of us agreed were issues.
[general]
- include the name of each track/album used in the tags. there's currently no way to search for any of the actual songs played in the compilation, which is uh bad.
- the following uninherited timing sections need to have their bar lines omitted: 09:24:550 - 09:28:043 - 09:31:413 - 09:34:841 - 09:38:269 -
- if you want to time the intro to "the box," the empty space between 09:18:572 - and 09:25:493 - needs that extra 155bpm point around 09:21:143 - . reason is the same reason each of the points listed above has a 155bpmthing. this will need the bar line omitted too, and another 140bpm point to reset it afterwards of course.
- the only kiai time you used at 19:36:196 - really does not fit as a climactic part of the music at all. sure, it may be near the end of the song, but anyone could tell you that starting the kiai at 18:18:954 (1) - and 19:03:092 (1) - makes much more sense. as a second option, including a kiai flash after the final slider at 19:47:230 - would also make more sense than waht you've got for an end-of-map climax thing. given that you hadn't included any kiai time for any of the other songs in this compilation though, it might be best to just leave out kiai time altogether.
- the offset for "suffer" is like 15 milliseconds late
bonfire 1
- 00:23:566 (6,7) - it would make a lot of sense to change these two circles to a 1/2 slider, as is done at 00:26:324 (7) - 00:29:083 (7) - . this would help differentiate the sound played on 1/2 ticks for 00:23:049 (3,4,5) - from the... uh lack of that sound on 00:23:566 (6,7) - . you had done so in the only other two instances properly so i assume you understand what i'm talking about
- 00:44:255 (1,2,3) - using the exact same spacing for the 1/1 gap between 1,2 and the 1/2 gap between 2,3 is really counter-intuitive, especially without a directional change between the objects. like just arranging it any other way would be fine really. i can accept how it's done at 00:47:014 (5,1) - and 00:48:393 (5,6) - because at that point it's clear what the rhythm is, but as the thing introducing the rhythm, wtfspacing is no
- 00:44:255 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,8,9) - the way you've divided your new combos here makes no sense. the same rhythm repeats itself four times, but you've got three combos of different lengths. new combos on each downbeat would make a lot more sense than what you've currently got.
- 02:22:186 (6,7) - need a new combo here for readability of the anti-jump.
power glove - 02:33:546 (1,1) - i'm assuming the second object's sliderbody touching the first's tail is a mistake of some sort. overlap should be the same as 02:48:546 (1,1) - yea
- 03:27:921 (1) - would make a lot more sense if this were snapped to 1/8 instead of 1/16. this would provide the exact same effect (hold slider stuff), but be more appropriate since the song's drum roll is a 1/8 rhythm and not using 1/16 would allow for a safer hit window
antidote - 05:06:603 (1,2,3,4,5,6,1,2,3,4,5) - rhythm here is completely inappropriate. compared to everything mapped up until this point (for this song), rhythms were following the high pitched instrument on 1/2 beats, but then you suddenly switch to completely un-sightreadable 3/4 rhythms out of nowhere even though there's nothing musically different in this section at all compared to the previous stuff. you also choose to ignore the same 3/4 noises starting immediately after this section at 05:10:353 (1) - by switching from 3/4 circles to 1/1 circles which just doesn't make for comfortable playing. the easiest solutoin would be to follow the same rhythms used at 04:55:353 (1) - instead of this nonsense.
- 05:23:478 (1) - again, this would be way more appropriate if snapped to 1/8 ticks instead of 1/16 since the song actually has noises on each 1/8 tick. this slider should also end on 05:24:356 - since that's where the sound stops. (that's the 1/8 tick before the white tick that you've currently got the slider ending)
- 05:27:228 (1,2,3,4,5,6) - 05:42:228 (1,2,3,4,5) - there needs to be some sort of clear differentiation between these two rhythms. the offbeat wubs are present at 05:42:228 (1,2,3,4,5) - but you've chosen to ignore them now in place of the newly appeared rhythm. however, the 1/4 sliders at 5:42 are really similar to 1/4 sliders at 5:27, so one could easily interpret that 5:42's 1/4 sliders are following the same wubs that they had just played a few seconds earlier. your best option would be to get rid of the 1/4 sliders which follow the wubthings at 5:27 and use a completely different rhythm (whether that be following the wubs or some other background instrument). there's also the question of how accurately rhythms like this can be played, but if the wubs aren't mapped as they are now this won't be an issue.
- 05:40:196 (4) - you've mapped the start of a new section with a slider end. considering the amount of emphasis there is just in the song here and on your storyboard, using a slider end here just makes all possible impact feel terrible. 06:08:946 (1,2,3,1) - does the exact same part of the song a whole lot better since 06:10:353 (1) - is on the start of the next musical phrase. just use the same rhythm. please.
- 06:23:478 (1,2,3,4,5,6,7,8,9,1) - suddenly switching to huge 1/3 jumps is completely unreadable. if you insist on mapping the 1/3 rhythms here, use reverse sliders. (or another intuitive use of 1/3)
internet friends - 07:26:408 (3,4,5) - using three 1/4 sliders here does not match the music nearly as well as the way you handled this literally every other time it happened. using this rhythm would make a lot more sense. it should be familiar considering you did it like everywhere in this song and it fits well.
rage valley - 07:58:312 (10,11,1) - you'llwant to space these in a way that follows distnace snap more, since moving from a 3/4 rhythm to a 1/2 rhythm while keeping the same spacing is super hard to interpret
- 07:58:940 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you just showed with 07:55:148 (1,2,3,4,5,6,7,8,9,10,11) - that the 3/4 beats were important, then now you decide to emphasize each white tick. there is nothing worth emphasizing on teh white ticks here, so doing this makes no sense. using rhythms that follow those 3/4 beats actually fits the music for the section you're using reverse sliders. as for the rest of the build up, non-reverse 1/4 sliders are also inappropriate since they don't take into account the emphasized 3/4 beats at all.
- 08:27:491 (2) - should have a new combo here for consistency with the everywhere-else-after-slow-slider like 08:14:366 (1) - 08:16:241 (1) - 08:18:116 (1) - 08:19:991 (1) - etc
- 08:58:898 - no reason for the gap here at all. if you're going to argue about it being consistent with your longer sliders, see next point.
- 09:00:773 (3) - 09:08:273 (3) - shortening these so they're 1/1 sliders would make way more sense than your current rhythm-ignoring 7/4 (lol) sliders. downbeats here are emphasized as much as you can emphasize anything, so not even having an object on them makes no sense.
- 09:13:429 (4) - this would be a lot more appropriate if it followed the song's 1/4 rhythms instead, since that way the final downbeat can actually be mapped as something clickable/with impact. something like this would work. making it symmetrical is ezpz
the box - 09:37:004 (4,5,6) - these should be replaced with a repeating slider as you showed with 09:26:778 (4) - 09:30:148 (4) - 09:33:576 (4) - . your triangle pattern doesn't override how the section emphasizes four beats.
- 09:37:004 (4,5,6,7,8,9,10,11,12) - extreme spacing change from 09:34:841 (1,2,3,4,5,6) - is too much. would be better to just use sliders as previously done, but if you insist on using 1/3 circles, 1.1x ds would be more appropriate. save the larger spacing for when the song actually starts at 09:39:148 (1) -
suffer - 11:15:250 (1,2,3,4,5,6) - seriously... this is not going to work. combo breaks 11 minutes into a map not fun. space it like 11:01:536 (1,2,3,4,5,6) - or do something different. sudden 1/3 jumps are not practical though.
- 11:27:143 (3,4) - 11:28:858 (3,4) - these kinds of overlaps are just bad to play. having 3 just not exactly on top of 4's body makes for a lot more practical reading, like 11:30:572 (3,4) - . <-- this one does it perfectly.
save the world this is where the map goes to shit - 11:46:950 (1) - 12:02:310 (7) - combo inconsistencyyyyyyyy
- 11:48:390 (5) - you need to map the downbeat at 11:48:870 - as you have done everywhere else. there is absolutely no reason why you should be ignoring this one in particular.
- 12:13:590 (1) - 12:21:270 (1) - ignoring the strong instrumental noise on the downbeat is really uncomfortable. you mapped the same thing properly at 12:09:750 (4,5) - 12:17:430 (7,1) - so i'm not seeing a reason why not to do it here. prioritizing vocals is fine, but if you're disregarding other strong beats in the instrumental part (which are much more sensible to follow in a rhythm game), you're doing it wrong. vocals should not override stronger instrumental beats.
- 12:27:030 (5) - 12:30:870 (4) - BUTCHERING THAT RHYTHM
- 12:28:950 (1) - ugh
- 12:32:790 (1) -
- so many rhythmic issues to point out on this song. vocals are killing you. just because you would rather map vocals in spots doesn't mean you should ignore the other important beats as well. in a song where everything is 1/2 in both vocals and instrumentals, adjusting so that you don't miss anything isn't impossible.
- 12:55:590 (1) - should be snapped to 1/12 instead of 1/16 becuase there are actual sounds on each 1/12 tick. apologies in advance for the storyboard
- 13:01:830 (1) - 13:09:510 (1) - 13:40:230 (1) - etc. extending sliders which have way more prominent beats on the 1/2 ticks makes no sense. you could really make way more appropriate rhythms than spamming 3/4 sliders in a section that actual instrumental variety.
crush on you a lot of wrecked rhythms from extended sliders here too - 14:14:586 (1) - what i said about vocals overriding instrument things :/
- 14:18:034 (3) - pls^
- 15:13:379 (1,2,3) - extending these makes no sense. at all. 15:15:103 (7) - would have made sense to extend yet it's the ONLY ONE THAT ISN'T there's more unnecessary extended sliders later on which i won't be mentioning specifically.
- 15:20:965 (1) - probably most rhyhtmically correct place so far good job
- 16:21:138 (4) - not understanding this slider's purpose. would make a lot more sense to just use a rhythm similar to 16:17:862 (1,2,3,4) - since it's the same thing in the song pretty much. you can do the wiggly stuff if you really want to but ignoring prominent beats nah
fire hive - 16:35:737 - 16:49:451 - uh... why are you not including objects here? like really, there's no reason why these sounds should be ignored. using slider ends to cover them like 16:55:880 (1) - 16:42:165 (9) - would work.
- 16:42:165 (9,1) - 16:55:880 (1,2) - comboing inconsistencyzzzzz. doing it like 16:42:165 (9,1) - is better imo.
- 16:55:665 (12) - would be more suited to be a slider end to differentiate from the synth instrument you;'ve been emphasizing up til now
- 17:26:594 (5,1,2) - 1/2 jump from 5->1 and 1/4 jump from 1->2 are the exact same screen distance. usually 1/4 sliderjumps are fine, but right after this you have that usual long line of 1/4 sliders which would be bad to also interpret as 1/4 sliderjump for obvious reasons
- 17:31:451 - ummmmmmmmmmmmmmmmmmmmmmmmm
bonfire 2 - 18:16:454 (4,1) - please don't do variably spaced 1/4 stuff 18 MINUTES INTO THE MAP ok
- 18:18:437 (3) - object is unnecessary. use yourself as a reference at 00:54:255 (1,2) - . makes for a more intense climax if there's less objects during the build up anyway riteyes
- 19:00:678 (4,5,1) - http://i.gyazo.com/a2f8d4fcd8b3a9460e743eeb3ce8bbe5.png spacing like this would be fine
- 19:22:747 (4,5,1) - ^ you're just killing any possible combos at this point
- 19:24:816 (9) - you've got a slider end on like one of the most important beats in teh song. really just use a clickable object like you did at 02:01:497 (1) -
- 19:43:351 (1,2) - what's with this totally unreadable rhythm? if you really wnat to have something on the blue tick, either do a triple or what you had done at 02:08:393 (6,7) - ...which isn't possible so do the other thing. think of the children (who are going to ragequit at the end of a 19 minute map).
- 19:45:161 (2,3,4) - holy what is momentum. jump should definitely be less uh deadly
- 19:45:678 (5,6,7) - what i said about 02:22:531 (7) - would also apply here. same fix as well.
bye