If you only play this map once, don't bother suggesting anything. As alien as it sounds, Routing is meant to be played multiple times to get a feel for how the music works. The map follows from the music. My maps are always hard to read because of this. If you want 3-retry-fcs, you're playing maps from the wrong mapper.-Kanzaki wrote:
Extra :
01:42:895 (1,2) - 01:43:520 (1,2) - These are emphasized just as same do you really believe these should be emphasized as the same and you think these are both strong. I believe second one isn't strong as the first one making that flows breaking as same on both isn't really good. They're slightly different and that's good enough for me.
01:28:415 (1) - the thing you followed with this slider 01:28:624 - is actually also here too, why leave empty Because the voice is a fucking nightmare to time and it's better to leave empty so it's not confusing as hell.
01:50:082 (1,2,3) - I don't know while what i am going to say is subjective, breaking flows this much on this sounds are way too much for me i don't think they are so strong to be like others. Flow doesn't matter here.
00:22:061 (2,3) - 00:15:395 (3,4) - I believe these are similar sounds on the song but the spacing is really different why is that The spacing is like, maybe a dozen pixels different and even the movements are similar....?
00:18:728 (3,4) - I totally don't agree with this spacing this one is calmer than others but spaced this much as same as others not good. Can you even play this difficulty? 1/4 spacing at 144 bpm between circles and sliders is actually extremely easy. I think you played it like once.
00:34:561 (3,4) - This could be high spaced like 00:29:561 (2,3) - and actually 00:34:561 (3,4) - is stronger than this too. The entire point is that the sharp movement is on 2,3. After that, 4 is simply ending the pattern, the spacing being low is irrelevant.
01:29:249 (4,5) - Not strong enough to flow break like this much again. Any suggestions regarding "flow" will be discarded. I intentionally break flow, and if you disagree with how I break flow, just call me a shitty mapper.
00:47:061 (4,5) - 00:50:395 (3,4) - aren't these similar some sort of spacing again different and way too much on first 50:395 has a much harder 1/4 roll after it that is the focus of the pattern. 47:061 focuses on the 1/6th roll and emphasizes that.
I don't know check if you agree or not most of them is subjective but generally this diff's flows are hell for me and does not plays good for me at all. That's just unfortunate then. I don't want to channel hollow wings here but if it plays badly for you, good. Not everyone is capable of playing maps intentionally made to bring challenges other than "1/2 jumps" and that's completely fine.
EvilElvis wrote:
Extra :
00:26:540 (2,3) - no-no this is the right one i guess 00:26:645 (3) - is actually representing the background 1/4 tremble. It plays fine.
Others are just suggestions:
00:31:332 (3,4) - would help keep strong beats clickable Strong beats being clickable is irrelevant. These two sliders are very simple to hit and are meant to be that way. Literally doubling the number of clicks to make sure that the strong beats "get their due" would make the experience completely different.
00:32:165 (2,3) - i'd say I disagree. I'm okay with how the current click patterns are.
There was more but i can't post all of them right now, if there will be a need in continuing this mod poke me via pm or something
In the interest of saving everyone's time, especially helpful passerby modders, let me say this:
Anything that is not directly unrankable and can be classified as "subjective" or "issues with consistency" will be subsequently denied.
Please don't waste my or your time as I have gone over every inch of this map and while I don't believe it is perfect nor that it reaches my vision of what this map can be, it is viable enough for the purposes of ranking. Anything that can be mentioned regarding consistency is inconsistent for a reason. You may not like the reason, but unless you are a QAT specifically going to DQ the map because you disagree with me, we're going to have to live with said disagreement staining our lives forevermore.
If you're disappointed in me as a mapper or you don't like this map: I don't care. This map started off as a simple happy, vibrant, barely contained explosion of energy, and now it's just a pile of conflicting opinions from people I barely respect, much less like, who forced themselves onto the map as if it were their civic duty to make me "see the light" and "accept consistency".
Routing, as are most of my maps, was about providing an experience to the player. The "issues" with consistency were intentional and brought to the player a sense of slight confusion, happy-go-lucky energy, and, if I did things right, a barely contained sense of panic while maintaining a full combo. This applies to all the difficulties (Well, maybe just Hyper and above, as that kind of experience isn't possible to give Normal level players), not just Comfort, and while a lot of my vision has been lost underneath a bunch of "mapping consistency experts" analyzing every object of my map, I've tried to make this map as palatable as possible for this poor modern community that is so obsessed with everything being structured and robotic because they're used to maps designed to give pp rather than designed to be fun.
Everyone has fun in different ways, and my maps are hopefully different enough to provide a variety of experiences to where an individual would find at least some of my maps very fun. If their tastes don't have a fit among my maps, then that's just unfortunate because they probably genuinely enjoy farming tvsize dnb maps to raise a number on their profile page.