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Sayuri - Heikousen

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Topic Starter
Juris
This beatmap was submitted using in-game submission on Monday, January 23, 2017 at 11:39:32 PM

Artist: Sayuri
Title: Heikousen
Source: クズの本懐
BPM: 148
Filesize: 2643kb
Play Time: 01:27
Difficulties Available:
  1. Extra (5.65 stars, 327 notes)
Download: Sayuri - Heikousen
Information: Scores/Beatmap Listing
---------------
Easy - In Progess
Norma; - In Progress
Hard - In Progress
Insane - In Progess
Extra - Needs Mods, help with stream section and maybe timing

GD's welcome, just message me in game first
Moonlit
Hey man your timing seems fine but you need to take a closer look at your jump spacing. It feels very random.

For example this section: 01:11:430 (6,7,8,9) - has greater spacing than: 01:07:189 (1,2,3,4,5,6,7,8,9,10) - even though the second set of notes is a more energetic part of the music. Try to envision the song's intensity while you choose your spacing and circles/sliders. Also, try to retain some level of consistency in your overall spacing (across the whole map). It can be frustrating when the difficulty suddenly spikes up during what was a comfortable play.

Apart from that there are some basic things that can be quickly fixed regarding aesthetics.

  • 00:53:681 (4,5) - Using very angular, asymmetric 1/2 beat sliders looks messy. Simplicity with these sliders is key, but you could experiment with symmetrical "V" sliders that overlap themselves, such that the player does not have to move to follow the slider.

    00:55:880 (5) - In a similar vein, having sliderends barely overlapping looks messy. overlap them more, or open it up to prevent overlapping. You may wish to change the slider velocity to alleviate the issue.

    00:58:079 (1,2) - Again a similar idea as above, except this time it is about sliders on top of sliders.

    01:05:618 (5) - Unless you are mapping symmetry, using sliders at 90 degrees to the playfield is not visually appealing (it is reminiscent of old maps i guess). Try rotating it 5-10 degrees. 01:08:760 (11) - 45 degree angles are similar

    01:13:629 (1,2,3,4,5,6,7) - Here you seem to be trying to follow the drums because you omit the vocals on the red tick. But for most of the map you are following the vocals with your use of sliders (look at the combo just before). This is confusing to play and is made worse by the stacking you chose in your placement.
I would recommend to commit to one or the other. Given how you mapped the rest of the song, following the vocals at the expense of drums would be best.

Apart from the issues with spacing you use flow and direction changes pretty well. Work on making your jump patterns more clear through proper spacing and angles. Make judgements about the intensity of the music at any given time and stick to it. Maybe think about it like a graph if you are visually inclined.

For a first map this is not bad. Keep at it.
Topic Starter
Juris

Moonlit Bliss wrote:

Hey man your timing seems fine but you need to take a closer look at your jump spacing. It feels very random.

For example this section: 01:11:430 (6,7,8,9) - has greater spacing than: 01:07:189 (1,2,3,4,5,6,7,8,9,10) - even though the second set of notes is a more energetic part of the music. Try to envision the song's intensity while you choose your spacing and circles/sliders. Also, try to retain some level of consistency in your overall spacing (across the whole map). It can be frustrating when the difficulty suddenly spikes up during what was a comfortable play.

Apart from that there are some basic things that can be quickly fixed regarding aesthetics.

  • 00:53:681 (4,5) - Using very angular, asymmetric 1/2 beat sliders looks messy. Simplicity with these sliders is key, but you could experiment with symmetrical "V" sliders that overlap themselves, such that the player does not have to move to follow the slider.

    00:55:880 (5) - In a similar vein, having sliderends barely overlapping looks messy. overlap them more, or open it up to prevent overlapping. You may wish to change the slider velocity to alleviate the issue.

    00:58:079 (1,2) - Again a similar idea as above, except this time it is about sliders on top of sliders.

    01:05:618 (5) - Unless you are mapping symmetry, using sliders at 90 degrees to the playfield is not visually appealing (it is reminiscent of old maps i guess). Try rotating it 5-10 degrees. 01:08:760 (11) - 45 degree angles are similar

    01:13:629 (1,2,3,4,5,6,7) - Here you seem to be trying to follow the drums because you omit the vocals on the red tick. But for most of the map you are following the vocals with your use of sliders (look at the combo just before). This is confusing to play and is made worse by the stacking you chose in your placement.
I would recommend to commit to one or the other. Given how you mapped the rest of the song, following the vocals at the expense of drums would be best.

Apart from the issues with spacing you use flow and direction changes pretty well. Work on making your jump patterns more clear through proper spacing and angles. Make judgements about the intensity of the music at any given time and stick to it. Maybe think about it like a graph if you are visually inclined.

For a first map this is not bad. Keep at it.
Thanks for the feedback. To do with the sliders, I like to use sliders in such a way to break up the map and prepare you for whats to come. That is, so you have a bit of time to read whats coming or get a feel for bpm. That's how I do it with my mapping style atleast. I'll remap the aesthetic of those particular sliders but at 00:53:681 (4,5) - I would prefer not to change this. I'll try to find suitable spacing for each sections to map to the intensity of the song.

Its difficult for me to map since I can play these sorts of maps, so I can almost fc my own map since I can play extra diffs, but not everybody can :S tho this difficulty isnt for everybody and I do hope players take this into consideration.
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