This argument is way too long lol
Well I hope this will be my last reply regarding this matter.
Naotoshi wrote:
my issue with this is the out-of-place acceleration that is required for 01:05:805 (1,2,3) - which constitutes an undue diff spike
Perhaps I wasn't clear enough. The acceleration is not out of place and the diff spike is not undue. They are both intentional to emphasize the transition. Also, imo the acceleration atm is fine and comfortable to play already.
Naotoshi wrote:
regarding 01:06:001 (3,4) - this is weird because you mapped the hai (01:06:001 - ) and then 2 drums (01:06:197 - ) the same way, when it makes sense to differentiate them since theyre different instruments. if you don't want to make the player hold down on the HAI, how about making both drums at 01:06:197 (4) - clickable since they're both rather strong?
Well this matter has been brought up several times tbh. You can read my replies to these if you view my previous replies to mods and stuff. Anyway uhh take my word for this: I have tried every rhythm I can with my mediocre mapping skill and here's why the other ones don't work as well as this one.
The map atm plays like this: the speed gradually builds up starting at 01:04:628 (1) - then reaches the peak at 01:06:001 (3,4) - then suddenly drops with the 0.75x SV slider 01:06:393 (1) - and lastly returns to normal at 01:06:785 (1) - .
Now if I were to change 01:06:197 (4) - to two circles I would need to do something like 00:59:922 (1,2,3) - to make the map playable and not too cancerous, but that is not something I want because right now the sudden speed drop at 01:06:393 (1) - is emphasizing the start of the second kiai part really well.
and with the rhythm you suggested i could do something like lengthening the 01:06:001 (3,8) - slider to 1/2 and increase the SV to keep the momentum going but that's not something I want either because firstly, as I said, it makes the strongest drum in the set unclickable and secondly the circle at 01:06:295 needs even higher DS than 01:05:805 (1,2) - which is a really inappropriately huge diff spike.
Tbh this is all about the emphasis choice which is subjective af. You might want to emphasize the hai sound but I prioritize 01:06:393 (1) - more. I admit that this rhythm makes the emphasis on the HAI thing a bit weak but with all things considered I still think this is the best choice xd.
Gonna reply to the other part later. I have stuff to do rn xd ok i'm back and it's 3am woohoo
If we're solely considering the visuals, there are a number of square based patterns bth, but most of them being 1/4 stuff lmao like 01:05:020 (2,3,4,5) - 01:12:863 (2,3,4,5) - and also some stuff are a bit hard to identify as a square like 01:00:118 (3,1,3,5) - 01:06:393 (1,1,3,5) -
Anyway uhh speaking about gameplay the square pattern here is one of those with circular flow and with 90 degrees stuff. Well maybe this is the only pattern that uses the circular flow, 90 degrees angles and high spacing together. Nevertheless I don't think the pattern sticks out that much visually or gameplay-wise. The reason is probably because lots of patterns in the kiai use these circular flow high spacing concept as well like 01:00:903 (3,4,5,1,2,3) - 01:07:177 (3,4,5,1,2,3) - except that they are triangle-square-ish stuff eeh idk. Well that's my best attempt at explaining why the square doesn't stick out that much xd.
The thing that has been keeping this argument going for so long is that these are very subjective issues. You have reasons to back your argument up and so do I. This has been a cycle of this is not okay because of A and this is okay because of B and repeat lmao and I don't expect you to understand every shit I map tbh cuz sometimes I don't even understand myself as well
K that's all