Ok I can see you're really determined to apply for the BN test, as shown throughout the mod. I really hope for your succeed. There are a lot I didn't apply but still I can see the opportunity in you. Thanks for the mod :3Mombei wrote:
From my modding queue
[Dispersion of Lights]
For this map, I'm going to take an unusual route and analyze types of issues on their own. I usually wouldn't do this, but this map is clearly divided in sections that have distinct types of flaws.
Let's get started.Rhythm Issues[00:06:837 - 01:07:008]
Many of the sliders here are off rhythm-wise. The song barely has any delay on those sounds, but they are placed a whole 1/2 late. I've tried it myself and normalizing the rhythm so all sliders end up on a red tick makes the map a lot more intuitive to play, and it doesn't sound half bad.
Namely, these sliders are 00:13:865 (2) - 00:15:065 (1) - 00:16:608 (2) - 00:22:094 (2) - 00:34:437 (1) - 00:35:637 (2) - 00:38:551 (2)
Please be careful with 00:34:437 (1) - it's actually too long and should end on 00:35:465 - while 00:35:980 (2) - should start on 00:35:637 - and be long enough to end on 00:36:837 . The same applies for almost all instances of this error. Ok so I checked them with 25% playback rate and fixed 00:09:580 (1) - 00:20:551 (1) - 00:37:008 (1) - 00:35:808 (2) - and that's all I found are late. I also tried to move them 1/2 gap earlier and the others seem off much more than where they are atm so, that's all I changed. I mainly heard the changes in the pitch are mostly on blue ticks, but the press in the rhythm are all fine, that's why I decided to change just 4 of them. The 00:37:008 (1) - is definitely not starting on 00:35:637 - because you can clearly hear the brrr sound starting on red tick tho
[01:07:694 - 01:30:126]
Although loosely, the vocals are followed, but the rhythm doesn't have a proper structure.
Take 01:07:694 (1,2,1,2) - Here there's a click and then a release on every... syllable I guess? Why are 01:07:694 and 01:08:380 special, and get a click?
The answer is that they're not and this rhythm structure is wrong.
Emphasis should be an all syllables, but it's fair to keep a slider for a prolonged sound, or to fill in the gap. Therefore, this is the correct rhythm structure for this pattern. But I bet you're going to say something like "this part is calmer so, so"- don't.
If you don't want to give this section a lot of intensity (which you wouldn't with that pattern anyways, because the song is so slow), you can use a passive version of this rhythm, like this. Point is, as it stands, that rhythm is wrong.
On to 01:09:751 (1,2,3)
3 doesn't even land on a notable sound. 1 should be shorter and 2 should take 1's tail's place. 3 should be longer. here
You're giving slidertails too much importance and ruining the tactile feedback from the patterns because of it.
01:13:180 (2,3,4,1,2,3) - exact same.
Yes I'm using sliders to express the prolonged vocal. And if you work on songs much you'll find what words have more intensity than others, even tho the pitch, the rhythm and the sound in behind is the same, because that's where the artist "press" the intention of those who listen to the song in. I believe you can recognize the one I'm talking about is the "see", that's why it's clickable. 01:09:065 - is a sliderend for sure, because the pitch is going down and it help emphasize the "through" better, and I believe that's fine. 01:10:780 (2,3) - with these I think you can understand that I'm expressing the change in the pitch through a circle and a slider for a prolonged vocal. So did I make it clear enough to you?
01:22:464 (4) - should go all the way to the red tick before 01:23:150 (1). "with" ends on the red tick. the vocal is already a bit off itself, so I'm just simplifying the rhythm with 1/1 gap, and I don't get why you want me to end the slider on red tick, while there's a bigger change on white tick,
where I'm ending it on (actually blue tick but as I said the vocal is off so I can't blame it tho)
[01:34:437 - 02:18:322]
There aren't any notable rhythm flaws in this section. Well structured.
[02:21:065 - 03:24:151]
There aren't any notable rhythm flaws in this section. It's hard to mess up a 1-2 drum-snare structure, I guess.
[03:26:894 - 04:10:779]
03:29:294 (7) - No matter how many times I listen to this and play it out, this slider should be 2 circles, period. no I'm not following the rhythm here, it's just simply kicks and snares
03:51:922 (2) - Either give 03:52:265 - a clickacle object or be consistent with this and make 03:52:437 (3,4) - 03:52:951 (1,2,3) - 03:53:294 (3,4,5) - groups of 3. There is too much variation in composition for a section that's literally identical all the way.
03:54:322 (1,2,3,4,1,2,3,4,5) - Same applies. ok so I understand what you're trying to say to me in this part, but believe it or not, this is somehow the best way to map it. Yes consistent is mostly good, but not 100% in this situation. It's a long section and there's only kicks/snares all the way, which is what I'm following. Expressing them by different patterns will give the section some diversity and by that it won't be boring when players play it tho.
[04:10:437 - 04:32:722]
04:29:979 (1,2,1,1,1,1,1) - Simplifying rhythms is a thing, but this is bad. =
04:30:322 (1) - This should not be the start of the slider. Replace with a circle.
04:30:494 - This should be the start of the first slider. You put the most important drum on a reverse arrow. Give it a click.
04:31:694 - 04:32:208 - should have clicks.
this is what this rhythm should look like funny how you're explaining every line by the next line lol ok so here's my turn to explain. I'm following the violin here, I'm not simplifying the rhythm at all. Those drums are not what I intended to follow,
that's why the hitsound helped me. And because I'm following the violin, each slider start has an increase on the pitch, and that's make the current pattern I'm using
[04:32:722 - 05:16:694]
There aren't any notable rhythm issues in this section; although there are inconsistencies, it is nothing worth mentioning.
[05:41:637 - 06:03:237]
this one's ok too.Object placement issuesYup, we're doing this again.
[00:06:837 - 01:07:008]
Well, there isn't any spacing and the sliders don't make sudden 180* turns, so I suppose this section is alright
[01:07:694 - 01:30:126]
01:09:751 (1,2,3) - Is there a reason to break implied cursor movement from 1's slider body? No? thought so. Make them play into each other, perhaps it would be easier for you if you changed 1's slider shape. well I don't think there are anything bad about it. I mean when (1) is completely faded away, the (3) is not even faded in yet, so making (2) going somewhere then return to (3) is just a simple pattern which you can find in most of the osu! beatmaps tho
01:15:233 (1,3) - either ovelap slidertail and head, or blanket 3's sliderbody to 1's slidertail. This overlap just looks bad. yea it might look bad but not to me. And as I explained above about the fade in fade out thingy, you can read that again and I believe that's all I wanna explain
01:18:693 (1,2,1,2,1,2,1) - What's with this? The pattern itself is meh, but why is 01:20:750 (1) - further away as if it were a pattern on its own? You should either normalize the pattern by placing the last 1 as you have all other objects in this pattern, or change the pattern entirely to maybe look good. fixed
[01:34:437 - 02:18:322]
01:35:465 (4,5) - Again, no reason to break circular flow. And even if you want to, this overlap looks bad. Use this blanket instead good idea but no, this is just a small thing in a dnb map and I believe like 90% of players feel ok with this. Have you seen other wubby maps, where overlap takes all the credit?
01:39:923 (1,2,3,4,5) - If you're going to revert circular flow for every instance of this pattern, then why do these play into each other? Be consistent with flow choices. diversity stuff again. It only seems a bit off compare to others so Imma keep it in mind if someone else complain about it again
01:42:665 (1,2,3) - 2 is a lot further away from 1 than 3 even though 1 and 3 are the same sound. Normalize spacing. I'm following the violin, which is 2 and 3 are the same instead so
01:43:865 (5,5,6) - Another half-overlap. Either use an hexagrid or overlap them properly it's my choice, and I don't feel like it's bad
01:46:608 (5,3) - Again? 5 is already faded away when 3 appears tho. Look, not all overlap need to be fixed and you should remember that
Okay, I think you have a misconception about overlaps and object placement. You're NOT making it easier for players to see these. You're making visual clutter. It is something a map does not need and should avoid. This happens sooo many more times throughout the whole map. I'll point some out for you, but the solution is always the same; either use an hexagrid structure or perfectly overlap them. Half-assed overlaps make a map look bad. You should be able to tell where they are since you probably placed them that way on purpose.
01:51:922 (4,6,4) - either overlap all of them or space them evenly. This is clutter. Ok you're not paying attention. 01:51:922 (4,6) - is in a different pattern than 01:53:122 (4) - tho
01:57:065 (3,4,5,6,7,8) - 6-7-8 plays awfully after 3-4-5. You should follow circular flow and avoid 180* turns in flow (without a reason, that is) will keep this
02:00:322 (5,2,4,1) - Clutter not
02:03:579 (1,2,3,4,5,6) - This sort of thing only looks decent when the spacing is minimal unecessary tho
02:06:151 (6,1,2,3,4,5,6) - Clutter absolutely not
02:15:579 (1,2) - Make this barely aesthetic bu placing 2 on an hexagrid, like this then the spacing would be so wrong, so no
02:16:608 (5,6,7,1,2,3,4,5) - Clutter. This sort of visual progressions should be done with minimal spacing as I've shown you. If you space them too further apart it will just look unpolished and bad.
If I make the gap same for mostly all objects, they're fine. Not that big gap is always bad tho
[02:21:065 - 03:24:151]
02:22:779 (1,2) - Inconsistent spacing with 02:23:122 (3,4) - 02:23:465 (5,6) - , which are inconsistent with 02:23:808 (1) . What's the point of a reverse spacing progression if you're just going to put a CS jump right after? It just throws players off. There's no reason to have the map be unintuitive. Having less spacing for each 1-2 is fine but here it's too extreme. Being consistent here is absolutely wrong in many ways dude. Don't you notice the pitch in rhythm? And the (1) slider is because it's a strong beat. What's the point of DnB if you can't even emphasize the rhythm and or the drums?
02:25:522 (1,2,3,4,5,6) - I get the pattern, but at least make it look good consistent spacing between 12 and 34 is not my type
02:27:751 (3,2) - Clutter not tho
02:28:437 (2,3) - Missed overlap what do you mean?
02:29:294 (1,2) - These should play into each other. Either rearrange or ctrlG 2 those 2 are different in rhythm and pattern, so no
02:30:322 (4) - Uncomfortable flow. You should ctrlG 5, flip it and blanket definitely not a good idea. 02:30:494 (4,5) - down pitch. 02:30:837 (5,6) - up pitch. That's why I choose the pattern, to express the correct pitch using the correct spacing emphasis
02:32:037 (1,2,3,4,1,2,3,4) - Again, use minimal spacing for the best effect ok so lemme say something. The big gap I'm using for the whole map satisfies me and maybe satisfies others too, so I'm not gonna change it. And my opinion is that you should mod more DnB map to know why I'm saying this. Trust me if you go on complaining about these you might get your head blown when you mod other maps.
02:33:408 (1) - This is much better off as a blanket that it is as a part of the progression I don't get what you mean. Is there anything wrong not to blanket this?
02:34:437 (4) - Missed overlap/blanket with 02:33:237 (4) 02:33:408 (1,2,3,4) - seperated pattern, the only connection is the (1) so don't ask me why again.
02:34:779 (1,2,3,4,1,2,3,4) - This actually looks ok but apply the same changes just to be consistent see, I'm using the small gap because the spacing of the 8 objects is basically huge. Using big gap would be a huge mistake. Now you know why I chose to map like that?
02:58:094 (5) - This would be a lot better if it was just a smaller version of the other 2 sliders rather than a cut version.here well it's because the spacing. I wanna keep those consistent due to the rhythm of the song tho. Besides I think the cut version looks funnier
[All other sections]
Object placement issues are pretty much the same across the map. Unjustified changed in circular flow - visual clutter - inconsistent spacing
I believe you got the gist of what you should be doing. the gist got it, the work nah xd xd
At last, I am done. This took quite a lot of effort so if you're just going to ignore you I'll actually chase you down irl.
Thank you for using my queue