Hi Shiro, I've been requested to extensively mod this so I'll try my best to help! I want you to know I'm very passionate about the quality of extras so that means I'll be overly critical in my mod. Don't be afraid to deny some points.
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obvious rhythm flaws or anything like that, but this mapping style simply doesn't work for a map this hard, it's very outdated and that becomes obvious to any experienced mapper who decides to thoroughly look into it.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.
- You've got 4 unsnapped objects in AIMod
- tengaku230.mp3 is not being used, right?
- So this is really just an opinion, but I think overall your map doesn't play as good as it could because you focused on aesthetics and patterns more than playability and flow. As mappers start to create more and more hard maps we're starting to notice that the ones who play the best are the ones who focus on flow and emphasize individual objects instead of creating flipped patterns and shapes. It's far too late to change this, but I thought I'd let you know for your next project.
- 00:12:644 (4,5,6) - I understand the intention is to map to the vibrations of the instrument but imo this is overmapping
- imo, the sv during the entire into is too high, it makes it awkward to play. I recommend to half it down, really. I also think all the ridiculous slider shapes are not needed (and certainly won't be if you lower the SV) as they don't really emphasize anything and honestly don't look as good as simple sliders would.
- 00:32:040 (5) - move this in a direction that changes flow, like you did with the previous slider. This is awkward to play because you are going in the same direction but have to stop in the middle to hit (4)
- 00:32:687 (5,6,7) - makes this part more confusing that it needs to be, equal spacing between all three objects but different rhythm. Put 6 closer to the stream and 7 higher up to also add a higher distance to the next object
- 00:38:247 (4) - move to x:226 y:138 - it creates better emphasis by letting 3 and 6 have big jumps. Also fits aesthetically in a line with the previous stack and the sliderend of 00:39:022 (8) -
- 00:40:704 (1) - I think this is mapped to the wrong rhythm, the flute is really hard to predict and challenging to sightread. Mapping to the drums would be a better option imo (4 1/3 notes starting from 00:40:832 - ) like you did at 00:44:971 (1) -
- 00:46:263 (5) - no reason for this to be a slider
- 00:50:531 (5,6,7,8,9,10) - I don't see the reason to repeat this pattern over and over, there's not such thing in the song and there's potential for something so much better here, you've got some big beats to emphasize and this really doesn't do them justice.
- 00:52:341 (3,4,5) - same point as earlier, 3 objects in the same direction with very different spacing makes for awkward gameplay
- 00:54:798 (1,2,3,4,5) - why a 5 note stream? (3) should be replaced by a slider as there are no strong notes in the song at 4 and 5
- 00:59:324 (8) - same as earlier, although now I see what you tried to map it to. It makes sense but you repeated the pattern for too long, the right rhythm to follow would be to add a circle before (8), the repeating noise you mapped on 2, 4 and 6 is on the white tick and not where 8 is currently placed
- 01:01:134 (5) - this finish noise is really out of place. Remove it
- 01:01:652 (7,8,9,10,11,12,13) - really bad looking stream shape, this is no longer 2010 shiro
- 01:12:126 (8,9,10,11,12) - according to the general pace this section is going at, this jump is really overdone, it would be better to play if the flow was crossflow and not linear http://i.imgur.com/tc3ZE4q.png
- 01:26:091 (7,8) - the repeating noise you mapped on 2, 4 and 6 is on the white tick and not where 8 is currently placed
- 01:39:928 (11) - looks bad placed where it is, move up maybe?
- 01:42:772 (4,5) - not a fan of that slidershape, I would try to make them more consistent with the shapes you mapped in the rest of this section
- 02:31:782 (7,8,9,10,11,12,13,14,15,16,17,18) - this plays fine but it's boring, you could change direction/angle every time the singer changes tone?(7, 11, 15, 18) like 04:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) -
- 02:36:307 (1,2,3,4,5,1,2,3,4,5) - please no copypaste, at least flip them in some way
- 02:39:281 - map something here, awkward break in gameplay
- entire section from 02:52:212 - to 03:00:229 - I don't like this at all, distance snap with patterns that honestly don't look that good, this is beginner mapper produce, you're an experienced mapper and this section feels lazy/rushed, it's just really low quality.
- 03:16:781 (1,2,3,4,5,6,7,8) - overmapping, imo.
- 03:17:815 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - please fix this stream shape, it doesn't look good, it's not symmetrical or anything, the angle change is different everytime for no reason, you can do better.
- 03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same thing. Also the end looks really bad 03:26:996 (15,16,1) -
- 03:34:238 (5) - why not use the same slider shape as the previous sliders to be consistent?
- 04:03:591 (7,8,9) - looks horrible, please fix shape
- 04:29:971 (5,1) - why are these so close to eachother?
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.