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Keisuke Ito, Yasuhiro Kawagoe, Noriko Murakami - Partner no

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Ascendance
Sorry, it's my style.

Edit: Real talk, the BPM is really low, and since I want to avoid overlaps as well as create a bridge difficulty between the easy and the hard, I think it's fine how it is. Seeing as how it's a guideline and I fail to see how it's "unintuitive" (the difficulty is fairly straightforward and simple as the song is), I'll decline to fix your recommendation. Thanks for your concern, anyways!

Edit 2: GDer slider velocity can vary depending on how they map it in their style as well so nothing wrong there.
I Must Decrease
its a gd so the spread doesnt matter

Edit: Real talk, its my style is not really a solid argument here. We're dealing with a normal difficulty and a set in stone guide line for these types of difficulties. I don't believe that this type of structure is rational here. If you'd like I can contact other unparalleled tier 2 BNs and get their opinions.
Ascendance

Xexxar wrote:

its a gd so the spread doesnt matter
Instead of being a smartass, please be a kind nominator and enlighten me as to how it is detrimental to the spread the way it is now.

Bestow upon me your unparalleled tier 2 BN knowledge.

Edit to reply to your 4 edits:

Here's what SV1.3 + DS1.0x looks like. Really intuitive now, right? Honestly feels like you didn't even take a moment to look at the difficulty from a standpoint where you use basic common sense. The guideline is a guideline for a reason. Guidelines, according to the new RC, explicitly state that if there is a good reason to BREAK the guideline, then it's acceptable to do so. I've stated my reasoning and explained why the way I've mapped it is better than what you've presented to me. If you want to flaunt your power with your other tier 2 BN friends, be my guest. Hopefully you can be reasonable with the resolution of this mapset.
I Must Decrease
How about using SV 1.4 to match the other two diffs and DS 1.3 so that it more reasonably follows the guideline set forth by the ranking criteria.

Ascendance
Seems a bit too cramped for me, and that + the low AR could hinder readability. That's what I focused on in my difficulty, prioritizing gameplay and flow while still maintaining a decent enough spacing to be understandable. I'd highly appreciate if I could keep it the way it is. I'm adamant that the way I've mapped it is fine considering the broken guideline and that it does NOT hinder gameplay in any way.
Izzywing
I'll take this opportunity to fix a really ugly slider in my diff https://pastebin.com/raw/m6QSwk7r
I Must Decrease
In what way does raising the SV to match your distance snap hinder your flow and gameplay?
Ascendance

Xexxar wrote:

In what way does raising the SV to match your distance snap hinder your flow and gameplay?
Does 1.2SV + 2.0x match 1.4XV + 1.3x ?
Izzywing
tbh if I had mapped the normal I'd have done 1.6 SV (since thats higher than the 1.4 in my easy diff) and used DS 1.4 or something, which makes the spacing looks really similar to whats in the ascendance diff. That being said, fiery's diff is SV 1.4 so that would just create a bit of a different issue lol
Ascendance

Hobbes2 wrote:

tbh if I had mapped the normal I'd have done 1.6 SV (since thats higher than the 1.4 in my easy diff) and used DS 1.4 or something, which makes the spacing looks really similar to whats in the ascendance diff. That being said, fiery's diff is SV 1.4 so that would just create a bit of a different issue lol
Yeah that's the thing, Fiery's diff was the reason we had to add a middle diff in the first place.
I Must Decrease
They are obviously not the same. The issue I brought up is based on the massive discrepancy between your SV and your distance snap. Bringing the SV up and the distance snap down helps them become more equal and allows your diff to better fit the spread and improves playability. It also follows the ranking criteria's guidelines.
Ascendance

Xexxar wrote:

They are obviously not the same. The issue I brought up is based on the massive discrepancy between your SV and your distance snap. Bringing the SV up and the distance snap down helps them become more equal and allows your diff to better fit the spread and improves playability. It also follows the ranking criteria's guidelines.
The guidelines are exactly that, though. Guidelines. In no way do I need to follow them if I have valid reasoning behind my design choices. Having some extra distance between notes greatly increases readability (and lowers overlaps that could cause confusion) and in my opinion, that only adds to the "intuitive" nature of the difficulty itself.

In my opinion, your bubble pop has no real reasoning behind it besides "It's against a guideline, time to pop". If it was truly "set in stone" as you say it is, it would be a rule instead. Guidelines are there to prevent design choices with no actual meaning behind them. I've given several reasons as to why the way I've mapped it makes it acceptable to break said guideline. I implore you to reconsider your stance on the matter.
I Must Decrease
It appears that we cannot come to an agreement. I am sorry but by the powers vested upon me as a beatmap nominator I have no choice but to resort to vetoing this map for the issues I have laid out regarding this normal diff. Good luck in your future endeavors and remember to contact me if you decide to change your mind.
Battle
I was asked for my opinion
Xexxar - Today at 8:03 PM
hey
Bataille - Today at 8:17 PM
hello
Xexxar - Today at 8:17 PM
what do you think
of this map
https://osu.ppy.sh/b/1274819&m=0
the normal
diff
Bataille - Today at 8:18 PM
I've never checked it
but the song is cute
uh
1/4 sliders are kinda meh on normal
they can be mistaken for 1/2 clicks cuz the slider body
is nonexistent
antijumps are pretty bad on normals
Xexxar - Today at 8:19 PM
also
Bataille - Today at 8:20 PM
it's different yeah, but beginners aren't going to exactly be able to read it because they'll get confused that they're in the relatively same place as the last object
this is one ugly normal
I wouldn't exactly say that the DS itself isn't unrankable standalone since it's low bpm
however
the DS being 1.4 on two diffs is very questionable
in comparison to the 2.0
Xexxar - Today at 8:22 PM
mhm.
idk
Bataille - Today at 8:22 PM
because one, that's really fucking fast
compared to 1.4
and two
Xexxar - Today at 8:22 PM
i dont think thats necessarily an issue
Bataille - Today at 8:23 PM
both diffs also use the same SVs
so there's no reason to really have like
two of them 1.2 SV
1.4*
Xexxar - Today at 8:23 PM
yeah i mean
Bataille - Today at 8:25 PM
see the thing is for 2.0 sv you create unnecessarily difficult to intepret patterns
since slider ends and heads end up being more ambiguous
due to the spacing
yeah but that's my opinion on it
why am I the first person y'all message
Xexxar - Today at 8:26 PM
only one on
Bataille - Today at 8:26 PM
zz
I'll just post log
Topic Starter
fieryrage
name jeff

getting new normal and updated hobbes's slider thingy
also took the liberty to 00:35:070 (1,2) - fix these out-of-bounds things according to ezek, sr increased by 0.02 lol sick
Battle
Since 1/4 in this bpm functions at 160~ bpm, I would say that it's fine to use 1/4, however it should be used sparingly and not using sliders, like stated before their very short body makes it hard to distinguish from regular 1/2 circles
Ascendance
np I just had him remove my diff so it's so unintuitive i guess lole
I Must Decrease
Unfortunate it turned out this way. I think the diff had potential and just needed that fix but that's your choice to make. Once the new normal is in place my veto is void.
Ascendance
I would have rather seen a compromise rather than "do it my way or the veto stays" style of negotiation. I'm not you so of course I'll do things differently.

Edit: if it's any better, I'll go down to 1.7x but that's about it without ruining my intent I think.
polka
meanwhile here's polka with 2.0x


also fiery I dont think the hitsounds were copying they didn't sound right so I kinda just did my own???

also also I believe held "o" vowels in japanese are expressed in romaji as "ou" not "oo" could be wrong tho :x

boxy box
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Izzywing
@polk, stacking 1/2 (in this case 1/4) under a slidertail is against the guidelines for normal diffs, would recommend unstacking those 01:10:923 (5,6,1) -
polka
These new guidelines man holy

Ill take a look when i get home.
I Must Decrease
Be in mind that your metadata is actually incorrect. The title's romanization of the word オルゴール shouldn't be Orudooru. This is a loan word which means you need to use the origin word from the original language. The same is true with テーマ. The correct romanized title should be:

パートナーのテーマ オルゴール
Partner no Thema Orgel

Thema from German, Orgel from Dutch.
Topic Starter
fieryrage
ok so I misinterpreted metadata from kwan wops.

will fix once normal is sorted out
polka
k try this mb
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ArtistUnicode:いとうけいすけ、川越康弘、村上徳子
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Tags:pokemon pokémon super mystery dungeon theme music box pocket monsters nintendo the company game freak 3ds hobbes2 ascendance
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Topic Starter
fieryrage
adjusted ar and stuff to fit spread

should be Okay hand now besides some hitsounds
ZekeyHache
Hi

[polka's normal]
  1. Seems you forgot to silence the slider tracks on this diff
  2. 00:00:680 (2,3) - 00:01:960 (4,5) - 00:25:375 (4,5) - 01:29:948 (3,1) - list of blankets that need improvement
  3. 00:49:489 - is this break shortener intentional?
  4. 01:13:119 (2,4) - I would be neat for your style to align these
  5. 01:15:314 (5) - The curvatures feel aggressive compared to the song. I would be nice if you use something that doesn't make such movement, like this.
  6. 01:28:850 - I feel this beat is strong enough to be mapped, I highly suggest to put something here~
  7. 01:35:984 - 01:38:525 - are these break shorteners intentional?
Call me back once you get one more mod on this diff and anything else you want to fix gets fixed~ I don't mind of Hobbes mods it :v
Topic Starter
fieryrage
i'll get like two mods from hobbes and plaudible or smth

the Expert Normal Mappers
polka

ezek wrote:

Hi

[polka's normal]
  1. Seems you forgot to silence the slider tracks on this diff :arrow: Okay.
  2. 00:00:680 (2,3) - :arrow: this is fine.00:01:960 (4,5) - :arrow: fixed.00:25:375 (4,5) - :arrow: okay01:29:948 (3,1) - :arrow: okaylist of blankets that need improvement :arrow:
  3. 00:49:489 - is this break shortener intentional? :arrow: nope. fixed.
  4. 01:13:119 (2,4) - I would be neat for your style to align these :arrow: Going for a rotated diamond shape here.
  5. 01:15:314 (5) - The curvatures feel aggressive compared to the song. I would be nice if you use something that doesn't make such movement, like this.Made a wave slider.
  6. 01:28:850 - I feel this beat is strong enough to be mapped, I highly suggest to put something here~ :arrow: I disagree. Not compared to how loud all the other ticks have been.
  7. 01:35:984 - 01:38:525 - are these break shorteners intentional? :arrow: nope fixed.
Call me back once you get one more mod on this diff and anything else you want to fix gets fixed~ I don't mind of Hobbes mods it :v
Thanks for the mod ezek!
This sounds so boring with no finishers.... Fiery, can I keep them please? Or can I use your soft hit whistle for them instead?
can you copy ur sliderslide to custom2 as well thx
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 131
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Partner no Thema Orgel
TitleUnicode:パートナーのテーマ オルゴール
Artist:Keisuke Ito, Yasuhiro Kawagoe, Noriko Murakami
ArtistUnicode:いとうけいすけ、川越康弘、村上徳子
Creator:fieryrage
Version:polka's normal
Source:ポケモン超不思議のダンジョン
Tags:pokemon pokémon super mystery dungeon theme music box pocket monsters nintendo the company game freak 3ds hobbes2 polkamocha
BeatmapID:1301543
BeatmapSetID:566584

[Difficulty]
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SliderMultiplier:2
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//Storyboard Layer 3 (Foreground)
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Izzywing
polk

00:53:362 (3) - would NC here since its the start of a new section musically
00:56:289 (1,2) - broke polarity here with a 3/4 gap, consider shortening 00:56:289 (1) - to a single reverse and making 00:57:753 - a 3/4 reverse slider
01:32:509 - overmapped
01:28:484 (1,2,3) - and 01:31:411 (1,2,3,4) - are practically identical in the music but the latter is much denser. Consider removing 01:31:777 (2) - as well.
01:39:826 (1) - why not use a spinner like the other diffs, this really sticks out when you map it but the others dont :O

really feel like you skipped over some important sounds (like 00:27:021 - and the bell sounds in the start like 00:02:143 - ), but at least you were consistent so w/e
polka

Hobbes2 wrote:

polk

00:53:362 (3) - would NC here since its the start of a new section musicallyagreed
00:56:289 (1,2) - broke polarity here with a 3/4 gap, consider shortening 00:56:289 (1) - to a single reverse and making 00:57:753 - a 3/4 reverse slider :arrow: I did consider that, but I love the way the reverse slider plays too much. Sorry
01:32:509 - overmapped :arrow: I was mapping when it was really loud around me so I guess I heard something there. Oops.
01:28:484 (1,2,3) - and 01:31:411 (1,2,3,4) - are practically identical in the music but the latter is much denser. Consider removing 01:31:777 (2) - as well. :arrow: Fixed by making the less dense one denser.
01:39:826 (1) - why not use a spinner like the other diffs, this really sticks out when you map it but the others dont :O :arrow: I agree, but I think a spinner is kind of the lazy way out. I wanted to map the whole thing.

really feel like you skipped over some important sounds (like 00:27:021 - and the bell sounds in the start like 00:02:143 - ), but at least you were consistent so w/e :arrow: I noticed that as I was mapping, but it would have been hard to capture both the tings and the bell etc. without it getting super cluttered. So I stuck with one sound. Sorry.
fiery read my response to ezek theres some stuff concerning u back there thx ouo
osu file format v14

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Title:Partner no Thema Orgel
TitleUnicode:パートナーのテーマ オルゴール
Artist:Keisuke Ito, Yasuhiro Kawagoe, Noriko Murakami
ArtistUnicode:いとうけいすけ、川越康弘、村上徳子
Creator:fieryrage
Version:polka's normal
Source:ポケモン超不思議のダンジョン
Tags:pokemon pokémon super mystery dungeon theme music box pocket monsters nintendo the company game freak 3ds hobbes2 polkamocha
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Topic Starter
fieryrage
update with hitsounds eeeee

@polka yea sure add finishes if you want, i redid hitsound volumes, just feel like it's better if it's consistent across diffs tho
polka
Yay thanks lmao I was lowkey really attached to those

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TitleUnicode:パートナーのテーマ オルゴール
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ArtistUnicode:いとうけいすけ、川越康弘、村上徳子
Creator:fieryrage
Version:polka's normal
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ZekeyHache

ezek wrote:

~Bubbled~
I said "today" :v
Topic Starter
fieryrage
Where Is Xexar
Sonnyc
General.
Can we at least have some consistent ending spot? Even mappers of individual difficulties are different, this is supposed to be a mapset afterall. Assuring such consistency shouldn't really be so hard.

Normal.
01:35:436 - Consider removing this break as other difficulties are not having one here.
Fine work.

Hard.
00:22:631 (1) - I can't hear anything at the song here. This is overmapped.

Structure concept really lacks in this diff. I see some parts being managed to get consistently mapped at a consistent sound of the music but as a whole, the ideas felt weak in expressing the musics. Try comparing the music section after 00:00:314 - vs. 00:23:728 - . These two sections are really similar in song, but the maps didn't really looked similar as the song did. Mapping concepts with major difference were being used which didn't form a strong structure.

Also the overall technical levels didn't seem to be really high in general when you were intending stuffs to be similar.
  1. 00:00:314 (1,2,3,4) -
  2. 00:06:167 (2,1,2,3) -
While the song wasn't directly the same, they were having some similar melody development and it seems you were expressing that as a similar mapping concept. 1/4 linear slider, 1/2 curved reverse slider, and two 1/4 circles stacked. These were the basic rhythmic, and aesthetic concepts you successfully managed which created a basic structure. But imo things weren't really much developed further than that. One of the things you could be considering is the spacing concepts. 00:00:314 (1,2) - you can see a visual spacing between the tail of (1) and the reverse of (2). And at 00:06:167 (2,1) - you're presenting a very different spacing concept. Also the visual of that 1/4 slider & 1/2 slider had a different concept each. Take a look at the flows based on the visuals. 00:00:314 (1,2) - is having a sharp angle while 00:06:167 (2,1) - was wide. Further, the angle itself of the 1/2 curve sliders were different. http://puu.sh/w5D4l/c1a54fae0c.jpg At least they shared the same curve rate though.

In such case, I'd say the basic ideas were common each, but weren't technically polished further.

Popped over quality concern.
Izzywing
well since its popped heres a mod on fiery's diff (kds this time pls)

00:00:314 (1,2) - vs. 00:06:167 (2,1) - make the comboing consistent (so nc 00:00:680 (2) - ). same with 00:23:728 (1,2), etc etc.

00:35:801 (2,3,4,5,1,2) - vs. 00:38:362 (1,2,3,4,5) - I find the latter to be more intense (based on pitch, but just barely), but it's represented through easier gameplay with sliders instead of 1/2 circles. I'd use 1/2 circles for both, but give a sense of spacing progression to represent the increased pitch. Or, just switch the rhythms. Depends on what you're going for

To piggy back on this, 00:37:265 (1,2) - vs. 00:40:192 (4,5); compare intensities and pitch and then look at your spacing; you underspace the latter and overspace the former relative to the music.

00:41:289 (6,1) - Spacing here seems really small, especially compared to stuff like 00:13:484 (4,1) - and 00:03:240 (3,1) - where the music is much less intense. It would probably be better to nerf the latter examples, or you could buff this. Also depends on what you're going for

01:14:948 - feel like you can map this, expresses the contrast with 01:13:484 - which has no sound.

I've also adjusted the end of my diff to match with fiery's in terms of when the objects stop and the spinners start.

diff
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TitleUnicode:パートナーのテーマ オルゴール
Artist:Keisuke Ito, Yasuhiro Kawagoe, Noriko Murakami
ArtistUnicode:いとうけいすけ、川越康弘、村上徳子
Creator:fieryrage
Version:hobbes2's easy
Source:ポケモン超不思議のダンジョン
Tags:pokemon pokémon super mystery dungeon theme music box pocket monsters nintendo the company game freak 3ds hobbes2 polkamocha
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//Storyboard Sound Samples

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Topic Starter
fieryrage
loooooooooooooooooooooooooooooooooole time to Kill myself

responding soon
Topic Starter
fieryrage

Sonnyc wrote:

General.
Can we at least have some consistent ending spot? Even mappers of individual difficulties are different, this is supposed to be a mapset afterall. Assuring such consistency shouldn't really be so hard. fixed

Normal.
01:35:436 - Consider removing this break as other difficulties are not having one here. done
Fine work.

Hard.
00:22:631 (1) - I can't hear anything at the song here. This is overmapped. i honestly don't know what else to say other than this isn't. there's a sound there and it's completely noticeable. i'm not removing this.

Structure concept really lacks in this diff. I see some parts being managed to get consistently mapped at a consistent sound of the music but as a whole, the ideas felt weak in expressing the musics. Try comparing the music section after 00:00:314 - vs. 00:23:728 - . These two sections are really similar in song, but the maps didn't really looked similar as the song did. Mapping concepts with major difference were being used which didn't form a strong structure. as a hard diff the map shouldn't be copy-pasted every time the piano restarts, besides 00:03:606 (1) - 00:27:021 (1) - there's very noticeable differences in the song during those parts regardless. the only real difference was rhythm choice, but the song is so slow paced that i doubt it'll throw anyone off.

Also the overall technical levels didn't seem to be really high in general when you were intending stuffs to be similar.
  1. 00:00:314 (1,2,3,4) -
  2. 00:06:167 (2,1,2,3) -
While the song wasn't directly the same, they were having some similar melody development and it seems you were expressing that as a similar mapping concept. 1/4 linear slider, 1/2 curved reverse slider, and two 1/4 circles stacked. These were the basic rhythmic, and aesthetic concepts you successfully managed which created a basic structure. But imo things weren't really much developed further than that. One of the things you could be considering is the spacing concepts. 00:00:314 (1,2) - you can see a visual spacing between the tail of (1) and the reverse of (2). And at 00:06:167 (2,1) - you're presenting a very different spacing concept. Also the visual of that 1/4 slider & 1/2 slider had a different concept each. Take a look at the flows based on the visuals. 00:00:314 (1,2) - is having a sharp angle while 00:06:167 (2,1) - was wide. Further, the angle itself of the 1/2 curve sliders were different. http://puu.sh/w5D4l/c1a54fae0c.jpg At least they shared the same curve rate though. i don't understand this, do you mean the spacing should be the same for these parts? because the pitch lowers quite a bit in the latter section so i represented that with lower spacing

In such case, I'd say the basic ideas were common each, but weren't technically polished further.

Popped over quality concern.
hobbes

Hobbes2 wrote:

well since its popped heres a mod on fiery's diff (kds this time pls)

00:00:314 (1,2) - vs. 00:06:167 (2,1) - make the comboing consistent (so nc 00:00:680 (2) - ). same with 00:23:728 (1,2), etc etc. fixed

00:35:801 (2,3,4,5,1,2) - vs. 00:38:362 (1,2,3,4,5) - I find the latter to be more intense (based on pitch, but just barely), but it's represented through easier gameplay with sliders instead of 1/2 circles. I'd use 1/2 circles for both, but give a sense of spacing progression to represent the increased pitch. Or, just switch the rhythms. Depends on what you're going for i'm not doing the 1/2 circles because i want rhythm differentiation but fixed the spacing i guess

To piggy back on this, 00:37:265 (1,2) - vs. 00:40:192 (4,5); compare intensities and pitch and then look at your spacing; you underspace the latter and overspace the former relative to the music. fixed

00:41:289 (6,1) - Spacing here seems really small, especially compared to stuff like 00:13:484 (4,1) - and 00:03:240 (3,1) - where the music is much less intense. It would probably be better to nerf the latter examples, or you could buff this. Also depends on what you're going for i'm going for a pattern similar to 00:06:167 (1,2) - this with this one so the spacing's fine

01:14:948 - feel like you can map this, expresses the contrast with 01:13:484 - which has no sound. ok
Sonnyc
Thanks for the reply, I'll be explaining further in case you misunderstood my point.

fieryrage wrote:

Sonnyc wrote:

Hard.
Structure concept really lacks in this diff. I see some parts being managed to get consistently mapped at a consistent sound of the music but as a whole, the ideas felt weak in expressing the musics. Try comparing the music section after 00:00:314 - vs. 00:23:728 - . These two sections are really similar in song, but the maps didn't really looked similar as the song did. Mapping concepts with major difference were being used which didn't form a strong structure. as a hard diff the map shouldn't be copy-pasted every time the piano restarts, besides 00:03:606 (1) - 00:27:021 (1) - there's very noticeable differences in the song during those parts regardless. the only real difference was rhythm choice, but the song is so slow paced that i doubt it'll throw anyone off. // Guess you've interpreted this to be using the exact same pattern over and over when the song is similar which made you feel like an average boring copy paste, but that wasn't something I was meaning. Variations do create interesting beatmaps and taking advantage of that idea is nothing bad (actually something good). But seems like the way you felt on these parts were "the only real difference was rhythm choice" while I thought these part to be "really different each to the extent where it didn't felt like a variation but rather an inconsistency". Variation is something different being generated based on a similarity, while the inconsistency I'm meaning is just having the whole different concept from the beginning. This is what I was elaborating in terms of technical aspects of the map below. For example, 00:03:606 (1,2,3,4,5) - 00:27:021 (1,2,3) - the first pattern is a star formation and the second one is based on mirrored sliders which is a completely different mapping concept. Maybe the song was showing some difference, but the pattern composition in each parts are way different from the beginning which felt like an entirely different part of the song. 01:43:119 (1,2,3,4,1) - the idea could be also compared with this one which has got a really different spacing concept, and aesthetic concepts.


Also the overall technical levels didn't seem to be really high in general when you were intending stuffs to be similar.
  1. 00:00:314 (1,2,3,4) -
  2. 00:06:167 (2,1,2,3) -
While the song wasn't directly the same, they were having some similar melody development and it seems you were expressing that as a similar mapping concept. 1/4 linear slider, 1/2 curved reverse slider, and two 1/4 circles stacked. These were the basic rhythmic, and aesthetic concepts you successfully managed which created a basic structure. But imo things weren't really much developed further than that. One of the things you could be considering is the spacing concepts. 00:00:314 (1,2) - you can see a visual spacing between the tail of (1) and the reverse of (2). And at 00:06:167 (2,1) - you're presenting a very different spacing concept. Also the visual of that 1/4 slider & 1/2 slider had a different concept each. Take a look at the flows based on the visuals. 00:00:314 (1,2) - is having a sharp angle while 00:06:167 (2,1) - was wide. Further, the angle itself of the 1/2 curve sliders were different. http://puu.sh/w5D4l/c1a54fae0c.jpg At least they shared the same curve rate though. i don't understand this, do you mean the spacing should be the same for these parts? because the pitch lowers quite a bit in the latter section so i represented that with lower spacing // If you understood the part I made above clear, the thing I wanted to say about this one is that you could be assuring some technical similarity to make these work better as a variation. Since a lot of mapping aspects were already being different, the intention of using a different spacing concept based on different pitch wasn't really effective. If it was just the spacings that differed and other flow concept/aesthetic concept being the similar with the previous ones, then it would work well as a variation as you intended since it assures some similarity to get recognized as a pattern. And this case, a lot of things were being different each so I was just suggesting to make the spacings consistent at least to assure some minor consistency. Since I get your idea now, then I think you could be working on more similarity on the aesthetic concepts?
and yeah, I wasn't just talking about those particular parts but regarding the whole map with the same idea.
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