I beg to differ here. The concept of using very polished 2012-2013 styled patterns does not go against the flow. As far as I observed the patterns, they do actually flow and use a consistent way of movement and angle changes. The mapping style works very well on such scope of difficulty. An inconsistent usage of slider shapes is a non-issue, in fact, they are more consistently used than in most average generic Extras.Azer wrote:
Final Verdict: I think this map is fundamentally flawed and here's why. You are using 2012-2013 era mapping concepts (distance snap, aesthetic patterns with no consideration for flow, trying too hard to fit blankets anywhere) that worked on 5 star maps on a 7 star map, it doesn't really work. Players who don't really pay attention to how mapping works won't mind this at all, it's fun to them and it doesn't have obvious rhythm flaws or anything like that, but this mapping style simply doesn't work for a map this hard, it's very outdated and that becomes obvious to any experienced mapper who decides to thoroughly look into it. Another big problem is very inconsistent use of slider shapes, sliders should look similar and when they have slightly different angles every time it has a huge impact on the quality of the map. Simply put I don't think this is good enough quality to go anywhere yet, there's a lot of work to do here and hopefully you can cooperate with modern mappers to understand where you did good and where you did wrong. Sorry to be so negative but I care about the quality of hard maps a lot and I want the community to produce the best quality material possible to inspire other mappers to dabble into hard mapping so we can have more good quality extras and less ar10 jumps lol xd bullshit.
I think your verdict mostly resolves around that you simply do not prefer the old-styled way of mapping. In my opinion, it does in fact work but is not following the current boring way of mapping things. It is following old conventions while trying to maintain a reasonable level of fast paced patterning. It is not overpatterned, AR10 works perfectly fine, it is not overmapped and every single approach to construct a section has a concept behind it that is throughoutly executed.
When I asked you to revise this beatmap, I hoped that you would point up flaws in the actual existent patterns and what are not working out in the shape and intention they were mapped in. Instead, you decided to call out the style itself not working as hard map. This is plain wrong.
I wholeheartly disagree of what you said in your final verdict on 95% of the levels you brought up. Every argument is simply resolving around this map not following the so called "modern mapping", which actually is just a derivation of "triangles everywhere, spacing is optional".
The usage of direction changes, consistent repeats, consistent angle changes, consistent cursor movement and expectable patterning works out perfectly fine here.