Oh get out. Just git outta here. Every mapper in qualified has to defend their map from attack, claiming they're rejecting it "just because they want to stay in qualified" is downright insulting. You're completely discarding every possible feeling the mapper might have on the flimsy basis of "well they're just bullshitting" which, generally speaking, is not an accurate metric by any sense. I personally tell whether someone is "bullshitting" by how much they contradict themselves and by their level of acceptance. Clearly, you do not.Lost The Lights wrote:
I'm not a standard player, neither a mapper, but Spaghetti made REALLY valid points, you're just rejecting it because you don't want your map disqualified, as any other mapper. In any case, you should rethink what Spaghetti said and ask for a DQ, since it will help you improve the quality of the map (which in my opinion is the most important thing about mapping).
Acting like this won't help you improve. If you got your map qualified, a disqualify is just to make sure the map gets better, and it will eventually get requalified, it's not the end of the world.
In any case, good luck with what you decide to do.
Is it so hard for people to stop and actually think about how patterns actually appear to the player? Concepts that apply at 200bpm completely disintegrate as velocity increases. Spacing becomes less of a factor than instant pattern recognition - patterns need to follow a predictable format that follows the music as closely as possible. Certain concepts become more important as the pace grows faster, while individual pitch blends into practical white noise that seriously doesn't even appear for a millisecond in the mind of the player. I'm saying this as is if they're self-explanatory because I truly, honestly believe not a single person here has even had an instant of consideration for how these patterns play at full speed. Everyone is sitting at 25%, 50%, or 75%, and judging the patterns as if this song was 160ish bpm. It is not.
I can safely say that the main conflicting opinions should be around Bloodthirsty, as it is the far more rhythmically complex of the two tracks. It's confusing and complex and I honestly haven't gone over it in its entirety. But only spaghetti has said anything really interesting about it and most of it was "I'm confused" rather than "I think this is wrong".
The Empress, on the other hand, is mapped using solid, playable (maybe not sustainably, certainly, players don't have the stamina to pull this shit off) concepts that are specifically tailored towards player capabilities at higher velocities - more rigid patterning than adherence to spacing, predictable rhythms that may lose "emphasis" or "not follow the music" quite as effectively as you might want them to be at 25% or 50%.
That said, there's no harm in actually discussing the baser points of the map, DQ or no DQ, as long as it isn't done purely to spite the 8* map or try to throw opinions around. This map has had plenty of opinions. I understand that many of you are experts - with experience far beyond mine - on 160-180bpm flow and standardized patterning and playability. And I respect that. Those concepts can work very well on a standardized DT map, pushing the BPM to 250 or 260 or so - but these aren't streamfests and they're just whack-a-mole contests at that point and honestly, conceptually speaking they're pretty fucking boring.
But stop expecting those concepts to work on a flat deathmetal track. Quit modding at 50% in the editor and start thinking at full speed as a player.