I personally love the hardest diff, I think it captures the music a lot with the emphasis. finally qualified tho WOOOOO
Star rating is a shit metric.KittyAdventure wrote:
I mean Advanced diff is really far with hard diff (2.23 with 3.76) (Actually, I don't know about it ;__;)
The game is limited if you limit yourself to using the two keys to follow the music. You're forgetting that the thing that makes osu! unique is the aiming aspect. You can represent the music using a variety of different hit objects and spacings. You don't have to strictly map hit objects to different beats. You can map streams to emphasize a continuous sounds, you can map 1/2 jumps to the same, you can create your own mini sub rhythms, you can map hit objects to one sound while using flow and spacing to emphasize another sound, and you can switch between representing one sound of the song to another, et cetera. You can do all this while making a map that goes with the map very well.Shiirn wrote:
You're entitled to that opinion, I agree that the map doesn't quite capture the power of the music, but given the limitations of this game (we're given a board and two buttons to click with, as opposed to other rhythm games with 4+ keys or other layers of capability) it's not going to be possible to pull out the power without either absolutely redonkulous spacing, or heavy overmaps that ignore what makes the music feel powerful to begin with.
Bear in mind Cosmo Memory was literally composed for a different rhythm game; one with 7 keys to play with. If you look up the gameplay videos of it (or play them yourself!), it very accurately captures the power of the hits by using three keys at once, and still being able to simultaneously follow the 1/2 melody with 2-3 other keys.
I can't do that here, so I used slow sliders and massive spacing. It's not going to be as effective, but I decided it was the most suitable way to follow the music without butchering it by simply making the sections formless 1/2 clicking sections.
The issue with using the style that maps streams over continuous sounds and alternative interpretations to beats is that while I absolutely agree with you on this, and actually really want to map like this again, combining my old interpretive mapping style with my more modern structure and aesthetics, it's nearly impossible for me to rank something that doesn't adhere heavily to some form of modern standard.B1rd wrote:
The game is limited if you limit yourself to using the two keys to follow the music. You're forgetting that the thing that makes osu! unique is the aiming aspect. You can represent the music using a variety of different hit objects and spacings. You don't have to strictly map hit objects to different beats. You can map streams to emphasize a continuous sounds, you can map 1/2 jumps to the same, you can create your own mini sub rhythms, you can map hit objects to one sound while using flow and spacing to emphasize another sound, and you can switch between representing one sound of the song to another, et cetera. You can do all this while making a map that goes with the map very well.
I think with your current mapping you're actually ignoring what makes the music feel powerful. The long continuous sounds call for it objects that put the cursor in constant flowy motion, but with the spacing you've got you're emphasizing the background beat with the slow sliders and big transition jumps in between. You're also ignoring a lot of other background sounds that are great opportunities to map.
I had a go at mapping the song and I was able to fill the section with lots of fast 1/2 sliders, 1/4 sliders, spaced streams and jumps that are mapped to different parts of the music and follow the song well (sorry I don't know much music terminology). So I think a mapper like you should be able to do better.
btw, there is nothing really wrong with your newer creative style maps but I liked your old style better.