Nao Tomori wrote:
WORSTPOLACKEU wrote:
Stuff
you missed the point entirely.
a map playing "well" (or comfortably, which is what you mean ofc) has absolutely nothing to do with its quality. it's really really easy to make a map that has a high star rating and plays perfectly comfortably since it uses exclusively sharp angles and has no major spacing changes, etc etc etc. that's what raikozen did here. there's nothing WRONG with doing that either. It does, I'd rather see high star rating map that plays comfortably because of the angles than 5~~starish map that has awkward movements here and there. Also you missed my point a bit aswell but it doesn't really matter I guess.
the issue with this map that most people who modded it are talking about is from the theory side of it, where what "should be emphasized" is not and what "should be followed" is not. talking about how it plays is entirely irrelevant since any player that can play 8 star maps with some level of ability won't be put off by high spacing sharp angles or overmapped streams. therefore, people are talking about how raikozen could, in their opinion, use objects to represent the song better from a theory perspective.
I understand that, yet I think that if a map is qualified, it means it's good so unless something really breaking the map comes up it could be DQ'd but not when they mention theories about rhythms or different representation of the song that doesn't fit with Raiikozen's vision of the map and he has said so himself I believe and explained why he doesn't want to make it that way.
Also playing the map IS relevant. There is entirely different aspect to people that can play the map and people that can map AND play the map. Yeah the sharp angles make it comfortable but playing helps, it always does since that's what the map is done for. And yeah, I notice the overmapped streams or high spacing sharp notes if they are there, but if they fit with the song for example, overmap to make the flow better or to keep momentum, is a good idea and has been used in many maps.Abt the map.
Only thing I find a bit awkward would be this 02:55:625 (1,2) - i would do something about the spacing 02:55:491 (2,1) - and the flow is very linear opposed to the 2x2 jumps after that that have a clear vision so this stands out as something. Your map is focused on sharp jumps, this is a linear flow which is really coming out of nowhere on the jumps and opposes your idea as a whole, players are introduced to the sharp angle jumps throughout the song, never is a linear flow that requires you to do 3 jumps in a row with the same movement in the song elsewhere. This stands out and while it looks like a good pattern it flows awkwardly.
03:16:652 (3) - You follow vocals all the time in this part when suddenly you decide to skip the vocal start there on 03:16:518 - While this plays well, it doesn't make sense with your current logic imo, should follow the vocals the way you did and maybe not give so much spacing to 03:17:322 (2) - as you did.
Suggestions:
01:15:179 (1,2) - I'd maybe reduce spacing here since I don't see a reason for this jump.
01:39:554 (3) - Maybe increase spacing to make this more prominent than the jump after this since I feel this should be the one that is more spaced.
01:43:974 (2) - try x363 y300 for this one, imo flows better, no awkward stop before the stream unless you want that! I'd do it that way to make the jump to the stream instead of putting it right beside it so it creates a stop movement, feels like the stop in movement should start on the stream not before.
01:45:849 (1) - Increase spacing a bit? 01:47:188 (2) - put this higher up stack with the note 01:46:518 (3) - imo for better flow in the jumps, I dislike the go-back to the same spot in that spot in the song. Then put 01:47:054 (1) - on x145 y150 and the pattern is following kind of the same logic it does at the beginning, don't know if that's what you want to go for but that would be my opinion.
Too much blabla there
Screens of how I would do this pattern ->
01:45:447 (1,2,3) -
http://puu.sh/uLnHC/2f8314816b.jpg01:45:849 (1,2,3) -
http://puu.sh/uLnII/2524bd6598.jpg01:46:250 (1,2,3) -
http://puu.sh/uLnJ8/47a7b4aba4.jpg01:46:652 (1,2,3) -
http://puu.sh/uLnKh/f6edfeb797.jpg01:47:054 (1,2,3,1,2,3) -
http://puu.sh/uLnLq/5080158e56.jpgThat plays pretty well imo and keeps that same flow but I don't know, that's just my suggestion if you'd like to take it before req.
02:19:197 (1,1,1) - Make this look more consistent ion spacing between them ?
02:18:929 (1,2,1,2,1,2) - Also I feel that the ascending spacing is very irregular, the beat is kinda the same so either make same distance or ascend it by same amount because it goes from small jump to a big one into a little bit bigger one which imo doesn't make much sense.
02:26:965 (3) - Why not stack this on 02:27:366 (1) - to make a REALLY nice emphasis? It gives feel to the beat on the
03:27:500 (1) - Put it even lower, start on x198 y311 or something like that, fits really well with the vocal going down in pitch and the increased spacing for the next note after this slider fits really nice! Maybe even put 03:28:304 (4) - lower aswell but you lose the overlap that way so I don't know, I'd like the movement going more down as it ascends with the pitch even more than it is right now!
03:28:036 (3,4,1) -
http://puu.sh/uLoFn/728b3a8a7b.jpg would place it like that!
Also noticed --> 03:28:036 (3,1) - woops, intentional? Angle is not the same there.
03:30:179 (1,2) - More spacing, all of your 2 jump sections here have increased spacing but this doesn't have that much more than the previous one, either make the previous one less or this one more, your call. I'd just move 03:30:313 (2) - more to the right and down
03:31:183 (3) - Don't know why triple out here because it gives nothing to the map except the forced triple, unless you have an idea with this I can't see I'd just do a jump or stacked jump on the slider.
03:37:009 (1) - x311 y44 ? smth like that? At the same time 03:37:947 (2) - x141 y131 I think those positions fit better.
03:41:429 (1,1,1,1) - What is the reason for NCing here, I'd rather NC spam short sliders after that because those are special and those sliders you NC spammed are normal and don't bring anything new to the map.
03:43:974 (2) - x277 y362 ples fits so good
03:47:188 (2) - How about placing it like that?
http://puu.sh/uLpdg/47704ef24d.jpgYou blanket end of 03:47:858 (1) - at the same time, that's just a suggestion though your works aswell!
03:55:358 (1,2,1,2) - I dislike this random change at the end, it doesn't start anywhere, it just is there after all those crossjumps I'd do something else here
Possibly something like
http://puu.sh/uLpnp/b67ecfe720.jpgThat's it for me I guess.