Shiguma wrote:
Monstrata wrote:
03:22:735 (1,2,3,4,5) - I still don't get why these five notes are so much more massive in scope than 03:23:541 (1,2,3) - , when you first showed off the map to the public it was the other way around and while the spacing was still eye-rollingly, put-up-with-it-in-a-groaning-sort-of-way, stupid, it at least made more sense than this. This isn't the only example but it's the biggest one and for your sake and mine i'm not going to put you up to repeating your same reasoning for the 50th time. Well, Originally I wanted them big, but then someone made a really really good point that the last 3 notes are lower pitch than the first 5, so I reduced the spacing accordingly. So? Screw that guy, make the first five a tiny bit smaller and the last three bigger. The objective pitch can go fuck itself, listening to the music tells you that the final three notes are of more impact to the ending than the five notes before them. Idk... I think the first 5 notes deserve more impact actually...
If we're doing it by pitch, why is 03:21:444 (1,2) - less spacing than 03:21:767 (1,2) - when going from 1 to 2? Shouldn't the spacing be increasing throughout 03:21:444 (1,2,1,2,1,2,1,2)?
Nope. Spacing is lower here because I'm just using a different pattern entirely. Higher pitch doesn't need to have a higher spacing. I respect it sometimes, but not always, especially here where I want to utilize a rotational flow between jumps in order to emphasize 03:22:251 (2,1) - . The jumps are structured so that the wider angle of 03:22:251 (2,1) - creates a pivot angle that allows the player to be properly oriented for the final cross-screen jumps.And if we're doing it by pitch, why is 03:22:735 (1,2,3,4,5) - all random spacings? The 5 notes sound identical to each other, and you're not making any visual pattern using 03:22:735 (1,2,3,4,5) - either, so why is 03:22:735 (1,2) - 6.41x DS but then 03:22:896 (2,3) - only 5.48x DS?
How am I not making any visual pattern? ... But anyways, I want to utilize the entire screen using these jumps, encompassing as much of the play-area as possible. And then in 03:23:541 (1,2,3) - 03:23:864 (3) - is quite distinguishable from 03:23:541 (1,2) - yet the spacing is basically the same between 03:23:541 (1,2,3)?
That's fine. I want to use symmetry here to close out the pattern. 3 is distinguishable from the other 2 circles anyways, because there's a spinner following it, so players don't just click/release like usual jumps, then click, and proceed to spin, so when you play this, you do feel a shift in impact that matches the held crash sound of 3. Not everything needs to be distinguished by an increase in spacing. Circle > Circle and Circle > Spinner already creates a distinguishable change in play.Doesn't really make sense to me how you're claiming you're doing the spacing by pitch and then in the map I'm seeing inconsistent spacing when using your reasoning, and you're not really making any distinguishable visual pattern with 03:22:735 (1,2,3,4,5) - either so I'm not sure how it could be explained with that either.[/quote]
The pitch there suggests a more intense section, while Shiirn was arguing that the 3 notes at the end were more intense. I'm using pitch as an indicator of spacing, not an absolute measure of spacing. It's sad because I already respect pitch in many sections of the song. Too many. If i respected pitch less, I would be able to create even more interesting jump patterns, but there needs to be a good balance of respecting the song, and not completely following the song. I'm confident a good 95% of the map already respects the song well. You just pointed out sections where I intentionally didn't, and I really can't objectively argue that spacing "should" be how it is, other than that the patterns I've set up already play very well, are angled and structured in a way that make a lot of sense and create interesting flows and motions. However, if the entire map followed the higher pitch = higher spacing concept, it would be really bland as there would be far too many restrictions. Play the jumps, they won't throw you off. Your modding sense is just saying that it's not consistent with a popular mappign concept..., but maps are meant to be played, not viewed.