Maybe you should start reading my stuff carefully and properly, it's noticable that you didn't do that in your first answer already
Everything else I didn't comment was just irrelevant or stuff that isn't nearly as important as the stuff I commented.
The lower spacing of 00:19:197 (2,3) - is still not really justified, you emphasized the melody with bigger spacing but totally ignore it here which I find still questionable as you didn't answer that. The transition from 2 to 3 seems completely fine since there's a percussion, ok fine, but 1) why is it not hitsounded at all to give the player feedback that there's a percussion and 2) why is 00:19:733 (5,6) - mapped even stronger without really having anything it could emphasize?Raikozen wrote:
i guess i won't blame you if you won't hear it for the first time, but theres actually a quite quiet 1/2 percussion beat in this part
I don't really understand how it can even reflect the same pitch when the pitch is noticably lower and the previous pitch was like 2-3 seconds ago, so basically not relevant at all anymore.Raikozen wrote:
ok i might kinda agree that this is a bit overhauled, but it also reflects the same pitch change as previously, i do that in other things you pointed out as well
Fair enough, but there's still no reason to map the second build-up less intense when the intention of you is still the same there. Previously you cared about percussion and tried to give it extra emphasis, but 00:31:518 (3) - here you suddenly stop doing it. Not only that, 00:32:858 (1,3) - these have pretty much the same issue. And the overall spacing shouldn't be that much lower, it seems that the melody has a little lower pitch, but the spacing is going so much lower with barely a noticable change when not listening to it multiple times.Raikozen wrote:
the reason for that is that i bulit up for hitfinish on 00:31:786 (1) -
That's a reasoning you could use in any map if there's an actual stream leading into a new section. And there's still no reasoning on why you would avoid mapping to the strong drums in the background then.Raikozen wrote:
this is the one objective thing i kinda agree on, i just noticed theres no 1/4 in melody there LOL but still the whole section builds up nicely to the next post-stream section so it's actually negligible if there is a stream there or not since it's still a transition to another part of the music without the noises in the previous one, and the stream shows how you can distinguish that from the previous part
No vocals? I clearly hear 00:43:706 - an S here and an U 00:43:840 - here, so there are actually vocals lol.Raikozen wrote:
are you deaf? there are no 1/2 vocals in there, this is a perfect place to use two 1/1 sliders
well... and later on i map melody cuz there are no vocals in there?
and then i emphasized vocals cuz they are the most dominant thing? i legit dont wanna be obnoxious at this point but holy fucking shit could you like rehear stuff before you say something?
You are exactly repeating what I was saying and I gave you the reasoning on why it's not working as intended. If a map is built around (screen)jumps then they need to be special and emphasized, which can't happen here if you are using them in the whole map and thus not really giving the feeling of the structure you claim to use. Yes the song has great build-ups for sure, but you can emphasize everything differently (not only different spacing) so make everything feel more intuitive and unique.Raikozen wrote:
you might not have noticed, but whole map is bulit around these screenjumps, and that's the style i followed in this map. this map is made to make it feel massive and spacious, so it gives the extra vibe to the expirienced player who plays it, since the song itself has some great buildup points in my opinion, and it fits well also
I'm not saying that jumps outside of the kiai can't be larger than or equal to kiai jumps, however it's simply not possible here because the kiais are by far stronger because of the stronger melody and higher pitched voice so mapping them just the same is not mapping the difficulty accordingly to the music and reflecting it properly. Is that really that non-sense? I don't think so, and a lot of others don't think so either, so you have to do it properly because this is still a community-driven game.Raikozen wrote:
how ununderstandable that i put 1/2 jumps on a fucking 1/2 vocal section? also could you stop going full turbo shiirn autism with your "kiai emphasis" bullshit since it makes zero fucking sense making it a golden unspoken rule of mapping that is forbidden to be broke. if there are jumps that fit and might be bigger than some kiai jumps, why cant i just use them and why would i have to follow some nonsense principal?
When using the default skin which is common sense when discussing about hitsounding, it's way too hard to notice it which doesn't make sense considering the ghost-stream has a lot better hitsounding that gives good feedback even though there's no stream in the music...Raikozen wrote:
there is a change from normal to drum hitsounding in 01:09:420 (3,4,5) - and a hitclap on 01:09:956 (5) -
My bad that I worded it wrong. What I meant is that you aren't using a 1/1 slider for the long vocals like you did 01:20:000 (1,1,4) - and so onRaikozen wrote:
do i need to put a fucking 130 decibel megaphone right in front of your ear so you can hear that a vocal note starts over here?
This is common sense for you maybe, but not for some modders (like me in this example) or any player who doesn't analyze every damn map to learn different mapping techniques or anything like that.Raikozen wrote:
in most maps, if there's a burst at the end of the slider, it's most likely 1/4 and it has TWO notes (remember capsed numbers, they are important!)
if there are THREE ( :O ) notes in a 1/4 song that isnt a gimmicky map with doubles all the way, it means it's most likely 1/3!
Everything else I didn't comment was just irrelevant or stuff that isn't nearly as important as the stuff I commented.