To begin there are a good amount of problems in insane but since its a first map its fine :^)
00:10:889 try to not skip loud beats // most of the time (if a song is timed correctly) and loud beat will land on the big white ticks.
*This doesn't mean always but its a good rule to follow when first starting out.
00:12:362 (5) - There isn't a beat here I would remove.
I kinda redid the rhythm here starting from 00:09:818 (4) - and ending 00:13:032 (1) -
*rhythm is the note placement on the actual timeline. (what most mappers call note placement they mean by location on playfield)
I didn't know that when I first started
00:14:103 (3,4,5,6) - Rhythmically its ok but when a player comes across this the may become confused
General Tip while I'm looking through the map it seems you kinda just randomly made slider shapes, which is ok but it makes the map seem "ugly" and "unorganized" This basically means copy (ctrl +c) sliders, and try to keep sliders consistent. inverness made a pretty lengthy guide on making neat sliders. It's a bit dated but its a very helpful read Making common sliders neat
00:36:603 - There is a very loud beat here I say add a 1/4 slider** and shorten the first slider so it ends 00:36:335 -
Little Slider Lesson
**1/4 sliders are
**1/2 sliders are
**1/1 Sliders are
00:42:228 (1,2,3,4,5) - Rhythmically wise ok but when you make the jump from 00:42:630 (4) - to 00:42:764 (5) - it feels weird because every jump prior is bigger.
00:43:032 (1) - This rhythmically wise is perfect but 00:45:175 (3) - is the same noise and thus should be the same slider shape
00:49:460 (5) - try to avoid sliders that go into each other it's hard for a player to tell whats happening.
refering to this slider
00:51:068 - There's a beat here so i suggest shortening the slider.
00:59:639 (3) - the flow here can be improved
if you see the red line the flow of the sliders is counter clockwise then on the three it switches, then goes back to counter which can slider break a player.
Easy fix would be to click on 00:59:639 (3) - and press ctrl + g which replaces slider head with slider tail.
Ends up looking like
01:03:389 (2,3,4) - this is good :^)
01:06:068 (6) - try to not have sliders overlap objects like this.
01:14:103 (1,2,3) - Mentioned earlier but same thing, when you overlap like this it can be confusing for players.
01:14:907 (4,5,1) - try to keep spacing the same.
01:15:175 (1) - and 00:30:175 (1) - try to not have such a huge sv (slider velocity) difference it's unexpected.
01:28:568 (1) - there's a lot of beats in this sliders I recommend mapping them.
01:30:710 (4) - same thing that white tick in the middle should be a clickable object too.
02:06:068 (2) - fix the over lap
02:16:916 (2) - same
02:19:996 (6) - beats in the slider 02:22:139 (1) - this one does it right
02:28:032 (5) - same
The End
Now I'm not exactly a good mapper but these are somethings that thought me a lot.
Beatmapping/Modding: Guide Compendium
Pishifats' YouTube Channel
I recommend to map more and don't give up.
As for this difficulty I recommend honestly remapping as it has many flaws that if I pointed out would take a lot more space.
I can't mod normals so I'll leave that for someone else.
00:10:889 try to not skip loud beats // most of the time (if a song is timed correctly) and loud beat will land on the big white ticks.
*This doesn't mean always but its a good rule to follow when first starting out.
00:12:362 (5) - There isn't a beat here I would remove.
I kinda redid the rhythm here starting from 00:09:818 (4) - and ending 00:13:032 (1) -
*rhythm is the note placement on the actual timeline. (what most mappers call note placement they mean by location on playfield)
I didn't know that when I first started
00:14:103 (3,4,5,6) - Rhythmically its ok but when a player comes across this the may become confused
General Tip while I'm looking through the map it seems you kinda just randomly made slider shapes, which is ok but it makes the map seem "ugly" and "unorganized" This basically means copy (ctrl +c) sliders, and try to keep sliders consistent. inverness made a pretty lengthy guide on making neat sliders. It's a bit dated but its a very helpful read Making common sliders neat
00:36:603 - There is a very loud beat here I say add a 1/4 slider** and shorten the first slider so it ends 00:36:335 -
Little Slider Lesson
**1/4 sliders are
**1/2 sliders are
**1/1 Sliders are
00:42:228 (1,2,3,4,5) - Rhythmically wise ok but when you make the jump from 00:42:630 (4) - to 00:42:764 (5) - it feels weird because every jump prior is bigger.
00:43:032 (1) - This rhythmically wise is perfect but 00:45:175 (3) - is the same noise and thus should be the same slider shape
00:49:460 (5) - try to avoid sliders that go into each other it's hard for a player to tell whats happening.
refering to this slider
00:51:068 - There's a beat here so i suggest shortening the slider.
00:59:639 (3) - the flow here can be improved
if you see the red line the flow of the sliders is counter clockwise then on the three it switches, then goes back to counter which can slider break a player.
Easy fix would be to click on 00:59:639 (3) - and press ctrl + g which replaces slider head with slider tail.
Ends up looking like
01:03:389 (2,3,4) - this is good :^)
01:06:068 (6) - try to not have sliders overlap objects like this.
01:14:103 (1,2,3) - Mentioned earlier but same thing, when you overlap like this it can be confusing for players.
01:14:907 (4,5,1) - try to keep spacing the same.
01:15:175 (1) - and 00:30:175 (1) - try to not have such a huge sv (slider velocity) difference it's unexpected.
01:28:568 (1) - there's a lot of beats in this sliders I recommend mapping them.
01:30:710 (4) - same thing that white tick in the middle should be a clickable object too.
02:06:068 (2) - fix the over lap
02:16:916 (2) - same
02:19:996 (6) - beats in the slider 02:22:139 (1) - this one does it right
02:28:032 (5) - same
Now that we're through the extreme obvious things lets get a little bit more technical :^)
The map has ONE extreme flaw and that's its overall structure.
Structure consist of many things such as:
- Flow
- Aesthetics
- Rhythm Consistency
There's prob more but that's how I see it
~~~Flow~~~
In my eyes flow is how does each object "flow" into the next as shown in my picture from before
Here when transfering from the 2 to the 3 the "flow" of a players movement is broken because they have to switch directions to hit the slider
(It is a very short slider so most people wont break but it's the easiest example)
The guide Charles445 made is actually really good and I would recommend reading.
Analyzing Flow in Beatmaps
If you rather watch a video Pishifat has a excellent flow video that explains this concept much better than I can.
also he's smarter than me. flow+sliders
and flow + circles
Aesthetics
Aesthetics in a beatmap are what I find challenging to explain because in my eyes it means "Does your map look good?"
Which "Good" is very subjective a general rule I follow is if it plays like a map from 2008 it needs work
Pishifat explains Aesthetics A lot better in his video
aesthetics
Rhythm Consistency
Ok this can be hard to understand but to keep it EXTREMELY simple
Do the same exact sounds look the same in the editor.
Structure consist of many things such as:
- Flow
- Aesthetics
- Rhythm Consistency
There's prob more but that's how I see it
~~~Flow~~~
Flow in beatmapping is a concept that doesn't have a true definition - many mappers have varying opinions on what flow is and how it should be.- Charles445
In my eyes flow is how does each object "flow" into the next as shown in my picture from before
Here when transfering from the 2 to the 3 the "flow" of a players movement is broken because they have to switch directions to hit the slider
(It is a very short slider so most people wont break but it's the easiest example)
The guide Charles445 made is actually really good and I would recommend reading.
Analyzing Flow in Beatmaps
If you rather watch a video Pishifat has a excellent flow video that explains this concept much better than I can.
also he's smarter than me. flow+sliders
and flow + circles
Aesthetics
Aesthetics in a beatmap are what I find challenging to explain because in my eyes it means "Does your map look good?"
Which "Good" is very subjective a general rule I follow is if it plays like a map from 2008 it needs work
Pishifat explains Aesthetics A lot better in his video
aesthetics
Rhythm Consistency
Ok this can be hard to understand but to keep it EXTREMELY simple
Do the same exact sounds look the same in the editor.
The End
Now I'm not exactly a good mapper but these are somethings that thought me a lot.
Beatmapping/Modding: Guide Compendium
Pishifats' YouTube Channel
I recommend to map more and don't give up.
As for this difficulty I recommend honestly remapping as it has many flaws that if I pointed out would take a lot more space.
I can't mod normals so I'll leave that for someone else.
This is my longest mod BY FAR
(´・◡・`)/Don't give up on mapping it may seem hard at first but you'll get it eventually
m4m map - https://osu.ppy.sh/s/573601
m4m map - https://osu.ppy.sh/s/573601