Yeah, it was very helpful! Thanks a bunch, and if you feel like I didn't explain properly why I didn't agree with some of your points, feel free to ask!Wishkey wrote:
Oh hell yeah someone mapping Ghost
General
You sure about your timing? Seems like you basicly get the same with these 2 timing points since now a few feel off
128 BPM offset 765, 4/4 signature
128 BPM offset 4046 3/4 signature
When I timed the map, I thought the map wasn't quantized, so I started timing it as I would with a song that wasn't quantized. Only later did I realize, that it was in fact quantized, but since both ways of timing it gives roughly the same result, I see no reason to change what I have.
Check for: preview point/combo colors/tags like metal/rock/choir/... Fixed all that
Won't become relevant if your gonna do the timing change but 00:20:912 (1) - make sure at the end of the slider that the red and green timing points have the same volume Fixed that as well
Normal
HitsoundingDidn't add custom hitsounds, but did hitsound the entire map
- So no hitsounds yet? bit weird now to have custom hitsounds enabled but you have no custom hitsounds, would add some in your map (make sure theres a 1 after the file name if your gonna use custom hitsound1) otherwise just use the default setting in the timing section
- dunno if you already hitsounded it before but deleted it but here some general stuff just incase: for stuff like 00:24:210 (2,4) - etc could use a clap/drumclap to represent the snares for example
- 00:26:562 (1) -,00:34:979 (5) - etc snare+cymbals so might aswell put a clap/drumclap and a finish(if you gonna use a custom finish cymbal)
IntroDid that when I hitsounded it
- 00:15:733 (3,4,1) - you could emphasize the downbeats during this section a bitmore imo because here is the tone shift like for example now the spacing between (3,4) is the same as (4,1) why not make (4,1) bigger here because it goes higher in tone and vice versa for sections if it goes lower in tone
Good point. Did that.- what do you think a bout soft sample set for the intro, since there really isnt a strong beat to follow yet other then the vocals and to represent the tone a bit more
RestI feel like the 1/3 are definitely connected to the slider before. Added NC to the slider though
- 00:34:510 (2) - NC, bit of lonely combo now and it show a bit that the next note will be more connected when its a (2) so a bit of an indicator that its gonna be a 1/4, like you did with 01:19:051 (3,4) -
Did it this way to emphazise the snare hit on the beginning of the stream. Added a nc on 00:34:979 (1) - though- 00:34:862 (4,5) - since its still an insane diff, would just make it the same distance here or have 00:34:745 (3,4) - increase gradually a bit aswell so its in the middle of (1,2) and (5) since heres also the change in drums
Fixed this I think? Not sure exactly what you meant- 00:42:971 (5) - control j (+control h if you want) for some better flow from 00:42:736 (4) - and into 00:43:440 (1) -
[I like the way it flows now better (it kinda works to separate the two combos)- 00:45:658 (2,1) - thats really hard to read currently and a bit tricky for a normal diff, could maybe change (1,2) into a 1/4 slider aswell for consistency with 00:34:276 (1) -
First of all, don't pay too much attention to the name "normal" it's just a generic name I choose for my difficulties, if I can't think of anything better. Second of all, this was made this way very deliberately, and it's one of the things that I don't think I'm going to change, no matter what. It's a bit tricky at first, but once you get the hang of it, I think it plays very well- 00:46:715 (3,1) - 00:48:114 (3,1) - yeah dude no one is gonna know these are 3/4 and not 1/2 with this kind of spacing being the exact same as all your 1/2s either reduce the spacing a bit or shorten the sliders to 1/2 (still a drum beat there so your choice)
Sure, I doubt anybody is going to combo through that on a sight read, but it follows the music well, and I don't mind sacrificing a bit of playability, if I think it follows the song better- 00:57:965 (2,3,4,5) - 01:03:575 (2,3,4,5) -, etc these kind off patterns could be less random a bit, like more coherent for example why not make 00:57:965 (2,3) - the same ds as 00:58:431 (4,5) - so you have a bit of structure as a base while keeping the emphasizes on the strong beat with the jump being intact. I got this a lot while playing that the combos seem a bit random placed most of time, like only placed based on the sound aka your ds here for emphasizing but not taking in account the combo pattern and it surroundings like overlaps/visual distance between notes/placement of the next combo with considering the previous combo etc as a whole. But might be your style so, it just felt a bit random while playing to me
I generally don't pay too much attention to the visuals of my maps. But the example you took out was actually very deliberate. By having 00:58:431 (4,5) - be a shorter ds, 00:58:897 (1,2,3) - becomes comparatively more intense, and it also separates the two patterns as well (like the slider before)- 01:01:229 (4,5,1) - flows kinda bad with that sudden stop in that linear flow, would create a bit more of angle maybe something like this to rate (1) Did something like that
- 01:12:487 (4,2) - might aswell stack these since theyre so close, will look a bit nicer Yup
- 01:14:362 (1,3) - ^ Yup
- 01:17:639 (3,4) - rip combo again insane 1/4 jumps man Same explanation as before
- 01:37:811 (1,2) - seem a bit random now placed in the rythm since there're only 2, since the vocals still continue after. could make 01:38:749 (3,4,5,6) - these sliders aswell
While I want to emphasize the vocals, I don't want to completely move away from following the guitar yet (I also think this transitions a bit better into the next bit- 01:41:552 (7) - NC for the switch to 1/3
Hope it helped and GL with the map dude! osu needs more Ghost