Thanks yuii!
Anyways, discussed some things with Desperate-kun. I'm sure i've already discussed everything regarding the spacing, but it's all scattered throughout the thread, and I think it'd be best to tie everything together in one cohesive post. I don't doubt that there will still be grievances and disagreements between members of the modding community. If everyone had the same views, maps would be so bland.
The spacing is large to capture the intensity of the song. What can qualify this spacing? First of all, we have to consider the entire jump section. The intensity is building, from my interpretation of it. And my interpretation stems from the pitch increasing, and the feeling I get from the song. Pitch increase is generally a supported explanation of increased spacing nowadays, and a good indicator of intensity. The atmosphere just feels foreboding, like everything is building up to a certain moment. I've developed this theme further through how I've named my difficulties, ultimately finishing with "The Eclipse" which, in the Berserk story, is the pivotal event in the story where basically all hell breaks lose. From the music, this is the sort of feeling I get, and its a feeling I want to give to players. When you play jumps that are the same spacing, you don't feel this sense of stress and strain that comes from having to increase your speed slightly more, and more, and more to land every consecutive jump after it. I think this feeling is absolutely necessary to enjoy the song, and its why "same intensity (which i disagree on) = same spacing" doesn't fit here for me.
As for why they have to be that large, I think the spacing is necessary to convey a level of intensity that continues to build on the previous difficulty, creating a theme that runs throughout all the difficulties. Why this spacing? Why not scale it down by 0.9x or something? I think the argument boils down to what spacing you consider acceptable, and what you consider "too much". And we all define things differently. I do want to create these really difficult maps to challenge top players, but I also believe the spacing here fits the difficulty I want to convey. What difficulty do I want to convey? Well, we have to consider the deathstreams too then, because I believe the streams are the highlights of the map, not the jumps. The jumps are by comparison, much easier to land, than the streams. We are just a lot more critical of jumps because we see jump techniques a lot more often (due to pp maps) than stream techniques. I encourage you to step back from that, and consider it from a top player. Jumps are easier, they are a lot less demanding, rhythmically, and they are so rife in the current meta. Furthermore, I'm confident the jumps I've set up are angled and spaced in a way that make them intuitive to play. So yes, if you want to ignore the ideas behind the jumps, and their relation, you can say that I map these jumps for difficulty. I can't give you an objective reason why I shouldn't reduce the spacing. But you can't give me an objective reason for why I can't increase the spacing. Its too large can be met with "its not too large/your suggestion is too small etc..." and its a spacing philosophy we have to respect on both sides. I can only say that the jumps are spaced that far apart because I think they reflect the song's intensity relative to every player bracket that the star rating would attribute them to: (top 100 / top 1000 / top 5000 / top 20000 etc... ). Can they be smaller, yes. Can they be larger, yes. I've already considered the spacing a lot, and nerfed it from its original 7.77 stars (I originally wanted 7.77/6.66/5.55/4.44 etc...) and I believe what I have now is a good representation of the intended difficulty.
"Why is the first part easier than the second part" is another discussion I think Bonsai touched upon. For that I want to create two sections in the song, an easier section, and a harder section as the player plays through the song. I don't want the player to have this mindset of "oh, the difficult part is coming again" in their head. I think "oh, the difficult is coming" fits the foreboding theme a lot better. As well, ending big is just another commonplace technique you see in many maps. End in a bang, not a whimper, right? Both sections are very similar musically (you can even call them identical) so I think considering their placement in the song is key here. One is much earlier, when the player hasn't really listened to much of the song, or experienced the growing despair. It's too early to really home in on this "growing intensity" theme, and honestly, quaver is a much better representation of this theme as I have a good 2.5 minutes to convey it instead of only 90 seconds here. Lets put this in the perspective of a gradient. If you want Blue to be the base like, and Purple to be the most intense part of a song,
Putting just Blue and Purple wouldn't look that nice.
The more colors you can have in between, the better the effect will become.
That's the idea of growing intensity instead of jumping straight into really big jumps.
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I hope that clarifies my intentions and reasonings better. I'll now go through mods again before pushing this forward. I guess quaver is going to happen first, then.