from my queue~
[General]
I didn't want to get too specfic, but I think you're smart enough to apply what I said to the rest of your mapset. Good luck and if you have any questions, PM in-game ~
[General]
- I'm not a timing expert, but since it sound like an actual person is singing the song, some of the vocals need individual timing points (red lines) if you plan to follow vocals. Sorry, you'll need to find someone better than me to help you with that. Regardless, you should move offset to 411 since that's where you start mapping
It looks like you're a new mapper, so let me just keep my mod general
- Spacing - Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above. Just pick one DS and stick with it for the entire map
- Rhythm - pay close attention to the song and try to match your rhythms with the song as closely as possible. Examples:
- Both the synth and drums have a loud sound at 00:01:411 - yet this is completely skipped over by the slider.
- Same thing with 00:02:311 - this can be followed by using a 3/4 repeat slider starting at 00:02:011 -
- Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. So places like 00:06:811 - and 00:10:011 - 00:14:811 - 00:22:811 - etc... where the vocals or instruments land need something clickable. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
- 00:14:011 (3) - should start at 00:14:211 - to align with vocals and drums
- 00:14:811 (4,5,6) - rhythm can be simplifed and vocal at 00:15:411 - needs something clickable: http://puu.sh/otAC9/cbd9b55288.jpg
- 00:17:611 (4,5,6) - ctrl+g rhythm so strong vocal sounds at 00:17:811 - and 00:18:211 - are clickable
- etc...
- Aesthetics - People like pretty maps, so make your maps pretty!
- Blankets: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. Try to incorporate some these into your mapset
- Overlaps: they aren't pretty, so try to keep them to a minimum. For a normal diff, you shouldn't use too many 1/2 rhythms in a row, otherwise everything looks messy. Try to map the important beats and skip the ones that aren't as strong to minimize overlaps. For example, you could use notes instead of sliders at 00:03:811 (2,3) -
- Patterns and symmetry: pretty self-explanatory. Try using more ctrl+g -> reverse selection and ctrl+h/j -> flip horizontally/vertically for your sliders to improve the structure of your map
- Everything I said in normal applies here as well. In addition, don't use any 1/2 rhythms in easy diff, it's too hard for new players.
I didn't want to get too specfic, but I think you're smart enough to apply what I said to the rest of your mapset. Good luck and if you have any questions, PM in-game ~