Itasha_S13 wrote:
I don't really like jumps on 00:54:726 (1,2,3,4,5,6,7,8) - considering 00:51:250 (1,2,3,4,5,6,7,8,1) - 00:58:150 (1,2,3,4,5,6,7,8) - 01:01:580 (1,2,3,4,5,6,7,8) - because pattern on 00:54:726 (1,2,3,4,5,6,7,8) - doesn't move.. like the jumps are static in the same side of the screen unlike the others that makes a movement, it fits the song. but 00:54:726 (1,2,3,4,5,6,7,8) - doesnt do that. I think something like this would fit better and keep the idea of that moving Im talking about to fit the guitar https://osu.ppy.sh/ss/8647226 i think the current positioning is fine, and the sections are seprated enough not to feel that related. Also the jumps are quite central, of course a bit to the left, but not to the point where its disorientating or cumbersome to hand positioning.
01:07:259 (1) - check timing on this I think its a bit late It was slightly late, i adjusted a bit for good measure.
Gokateigo wrote:
mod
- 00:01:621 - this sound fuck my ears, if you want to map ugly things don't do a perfect curve This is all part of establishing a baseline aesthetic. There needs to be something that demonstrates the map is breaking apart as the vocals kick in and the song becomes more clearly harsher.
- 00:17:766 (1,2,3,4) - nice curves/square for an ugly map ^
- 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4) - perfect pentagons are bad for an ugly map ^ Though i ended up fixing it to something else
- 00:51:250 (1,2,3,4,5,6,7,8) - back and forths fit better here and it'll be moe playable This is also back and forths. and this plays just fine.
It's just angled a bit to help with transitioning to the side of the screen.- 00:58:150 (1,2,3,4,5,6,7,8) - ^ No. THis is perfectly fine and they are already back and forths, they just also have movements that go in a singular direction.
- 01:01:580 (1,2,3,4,5,6,7,8) - ^ ^ honestly see nothing wrong.
- 01:06:090 (1) - this spinner is full of strong sounds I want to use a spinner because people will still play spinners as a fast gameplay element. When you see a spinner, you move really fast, you don't sit idly by so the intensity is kept. I don't want to use streams because the timing is really messed up, and the section doesn't call for intense rhythm because they are preceded by slow sliders.
- 01:10:902 (1) - ^ ^
- 01:15:702 (1) - ^ ^
- 01:23:493 (1) - ctrl g ? + redo the pattern if you do it No, I want the patterns to be asymmetrical. It creates some uneasiness in the object placement that the player is now accustomed to.
- 01:25:434 (6) - map something ugly here the vocals are different Okay sure, applied to the two below too.
- 01:27:148 (5) - ^
- 01:28:862 (5) - ^
- 01:38:058 (1,2,3,4,5,6,7,8) - this (and the other similar patterns) are the worst thing in the map, you can do ugly things which look good, you should do ugly slider-same slider reversed-ugly slider-... it'll look good but it'll be ugly I absolutely disagree then. I think they are the best thing in the map honestly.
- 01:41:487 (1) - for all this part : nc on bpm changes no thanks, I don't want to NC just for bpm changes. My NC is rhythmic. the bpm changes aren't rhythmic and not predictable so its best to give players a visual rhythm to keep with. The BPM changes are very slight too, mainly due to offset shifts that ended up being recalculated for bpms.
- 02:02:564 (2,3,4,5) - do a normal jump maybe ? the sounds are strong and this part is pretty calm Nah, I like this arrangement a lot better. it's small, but still forces players to make 90 degree snaps or alternates.
- 02:25:494 (1,2,3,4,5) - it's not enough spaced, it's just before a fast part I think this is perfectly fine. Just because its before a fast part doesn't mean it should be faster if the atmosphere doesn't really suggest ain increase. really, the song doesn't really explode until the downbeat so creating abuildup effect wont work here, especially when theres a 2/1 gap.
- 02:51:908 (1,1) - make this possible to hit with a point where you can put your cusor and wait, it's pretty hard at 280bpm No. I want the player to have to move up and down.
- 02:55:471 (1,2,1,2,1,2,1,2,1) - all the transition snares have a little spacing but this one is cross screen and really hard to play, why ? This is the high point of the map before the transition and there is a lot of build up going into it.
- 03:07:390 (1) - it reminds me of ugly sliders,... in the calm part It's not... You see sliders like this all the time in regular maps.
- 03:15:390 (1,2) - clockwise 03:16:390 (3,4,5,6) - counter clockwise, why ? Flow shift...?
- 03:31:498 (1,2,3,4,5,6) - ^ but goes counter clockwise/clockwise Why is this even important? I'm just switching flows to make things more enjoyable.
- 03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - "ugly" part callback and it's perfect squares, it should be a bit ugly No.
This is all part of the winny upload section which is the pretty section. The map is divided by genre please, not by the vocal, which isnt even harsh here.- 04:09:581 - this part is singed by the guy of the ugly part, it should be (again) a bit ugly No, for the same reasons as above.
- 04:32:302 (1,2,3,4) - nc no thanks. why?
- 04:33:754 (1) - (and similar sliders) no, it's just bad, all the stop stop before are 2 normal sliders, but it changes at a random moment It's not a random moment, its the final verse. im using slider art as a means to emphasyze the lyrics and the song instead of just regular mapping because I think this is a more creative approach.
my opiniongl I guessThis map sucks tbh, you shitmapped a huge part because you think metal is disgusting, Mazzerin maps death metal and thinks song representation is more important than aesthetics. His maps are NOT ugly af, they are a bit ugly sometimes (with really ugly sounds, not everything) but his style fits very well to metal, you should map something similar to his style in the "ugly" part and map ugly sliders when they are in the middle of the calm part because you can't change your style for 2 objects. If you map something like this I'll bee happy if it's ranked, it's just a random shit map atm for me
Painketsu wrote:
I don't mind this map's aesthetics or concept at all, I think variety is always good and I disagree with the popular idea that a map being clean makes it good.
Gonna do a small flow and cursor movement mod since I feel like it's where the map has most flaws.I think it's a hard map but it's not unplayable by any means, shouldn't be unrankable imo
- 00:28:922 (1,2,3,4) - this little square kinda kills the cursor speed built up previously and aesthetically feels out of place, I think an irregular shape with a bit more spacing (same movement is fine) would be better. I gave a better angle from 3>4>5 to offset the movement a bit so there doesn't need to be as much precision in maintaining a linear movement from 4>5
- 00:32:760 (3) - I don't see much reason for this to be ctrl+Gd, this will be prone to confuse players causing a late hit, please keep in mind that with how the game works right now you need to hit this slider a bit early otherwise it will reach the first repeat and cause a sliderbreak even if it's within the hit window (first repeat is 54ms after the start so with this OD that means you'd break if you hit basically anything later than a 300). it's because the previous sliders were really big in spacing. Also the Ctrl+G is better because you are naturally going to move upward playing the slider given the inward flow,
which helps keep you from breaking.- 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4) - this doesn't fit at all imo, you theme almost all sliders "ugly" and with uneven spacings but this a "perfect shape", I think this comes from you being used to mapping like this (not saying it's a bad thing) but imo this pattern is out of place here, I'd personally go with something more in tone with the map's theme and difficulty, check this for an idea: https://gfycat.com/gifs/detail/HotOpulentGosling And more importantly than aesthetics, using a cursor-snap-based small jump section is a great setup for the next big one here 00:40:385 (2) - your current pattern is based on constant circle movement so it doesn't transition very well. I fixed it, though its still a pretty pattern because I want to show the visual breaking apart as the voice becomes harsher and tenser.
- 00:40:385 (2,3,4,5,6,1,2,3,4) - I think you could improve this flow to be less awkward but it's not terrible so I wont go into detail unless requested. I think its already fine as is/..
- 01:01:258 (4,5,6,1) - this almost square-like flow is one of the most awkward in the whole map, this comes after a whole section of acute angled jumps, I think this can be improved, first thing that comes to mind would be 01:01:258 (4) - on x:163 y:326, 01:01:366 (5) - on x:319 y:233, 01:01:473 (6) - on x:30 y:189 and 01:01:580 (1) - a bit closer to 01:01:794 (3) - , the reduced spacing from 6 to 1 increses the emphasis of the back and forths making them more powerful. Fixed it.
- 02:25:494 (1,2,3,4,5) - I disagree with this shape, aesthetics aside, I don't see how this would play better than angled jumps and they would fit better imo. Its there for juxtaposition with the next section. It just makes the kicksliders in the next section stand out more than they would if i used an ugly pattern. Also i think this arrangement can kind of be alternated and give people a sensation that maybe they can alternate stuff but nope.
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I think its too far in to implement this idea. I don't really like it anyways since imo that doesn't really have any aesthetic consistency anyways, or its really hard to tell given the AR anyways. But thanks. Could be useful for my other maximum the hormone mapCXu wrote:
Have you thought about mapping in a way where each pattern/combo is messy, but how the patterns/combos interact with each other on the playfield is more organized? While the song is indeed, well, "messy", it does have an overarching structure as music mostly do with just how it's structured. Since you're trying to make the patterns ugly to reflect the song, making the patterns the patterns make more organized (?? lolidk) could improve the map aesthetically while still keeping the core idea of ugly vs not ugly. You have some more structural mapping in there already. At least it sounds like a good idea in my head xd
So like idk doing something like this at 01:39:451 (1) -
The slider on its own is still ugly, but it doesn't bleed into the previous sliderpattern, so they can more easily be seen in isolation, if that makes sense.
Just a thought, and it would be quite a bit of work if you were to do this, but I might as well throw the idea out there.

LimePixel wrote:
Honestly, can't pass the map but from playing with NF I really enjoyed it. It's pretty obvious why it's mapped so differently, and I think song representation is more important than aesthetics.
Small possible problems I noticed:
-02:56:316 (1) - This is touching the health bar slightly It's fine to touch the health bar and I think this arrangement is good for symmetry and works well as the final jump location.
-04:30:366 (3,4,5,6) - This felt odd, there's no major difference in anything for 04:30:610 (4) to be emphasized with higher spacing I think its fine, i'm just using a spacing here thats more reflective of the pattern (hexagon) and not really respecting emphasis. It's fine imo cuz i think respecting emphasis everywhere on this section of the map becomes a bit predictable and boring too.
I don't see why this wouldn't be rankable, since it accurately represents the song. Besides, only mapping in the usual 'safe' way (or pp mapping, with tv size songs) is going to result in player burnout and tons of the same map with different songs behind them.
I think i replied to these all already in your earlier mod.Gokateigo wrote:
ok last post in this thread since all of you can't understand my point and I'm bored of repeating the same thing everything
- I know this map is made to be ugly, I know a lot of people like it (even if the user rating says the opposite but whatever), I know Monstrata knows what he's doing with the editor so stop saying I'm an ignorant because you're wrong
BUTOk this is literally my mod but extended, but now eveything is justified I guess (inb4 some fanboy saying I'm totally wrong) (I'll only answer to real posts now, not the usual "lol your opinion doesn't matter here")
- The gimmick is pushed too far sometimes, especially at the kickslider part : it can be ugly and good at the same time, I've already explained it in my mod, i won't say it again (fuck I'm lazy)
- The gimmick isn't used in some ugly parts, I looked at the map and modded it with the gimmick in head, sometimes the map has good patterns (perfect angles, flows perfectly...) in ugly parts like these perfect pentagons here 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4,5) - or the squares here 03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - it's not a really ugly part with the vocals etc, but it uses the same instruments + the high sound in the bg literally fuck your ears
- The gimmick is a bit useless/wrong : Ok, contrast, bla bla bla, I know, but the contrast is just obvious with the difficulty 8*/4* not obvious enough ? ok, there are a few ways to map metal like Mazzerin's style "omg you suck Mazz's dick kys" first : fuck you and it was an example, Maakeli is also a good metal mapper, pishi is a good metal mapper, Sayaka is a good metal mapper (restricted for shit but we're not here to talk about that). You get my point, there are other ways to map this and they're all better
- Some jumps are weird and uncomfortable : "it's the point of the map lol" It can be ugly and comfortable, some jumps look like normal patterns (triangles, stars,...) but with extended ds for spacing emphasis, back and forths/really sharp angles/wide angles are better than this imo and can be ugly
- Some patterns have nosense spacing : thinking especially about these 00:58:150 (1,2,3,4,5,6,7,8) - the DS goes at weird spots, it's just 2 (maybe 3) repeated sounds so the ds shouldn't change that much (+ 01:01:580 (1,2,3,4,5,6,7,8) - this one is just too spaced)
I'm also thinking about this one 04:33:754 (1) - this part was just 2 sliders 1/2 for stop stop and it's reverse sliders at a random point
Ended up fixing this with Gokateigo's original mod so i guess this is fixed?Logic Agent wrote:
i don't care about any of this drama but i think there's an aesthetic inconsistency you might consider changing unless it was intentional.
00:17:766 and 01:22:624 are obviously supposed to be similar with the whole guitar going ham and the vocals increasing in intensity, however in the first section you start using "ugly" 1/2 sliders way sooner than you do in the second section. 00:23:986 (5) Here is the first to show that some kind of aesthetic change is gonna start and then after that the last slider in every group of four is ugly.
01:30:362 (4) - but here you waited until pretty far into the section to start making slightly ugly sliders to indicate the change again, maybe cause the section itself is longer before the vocals start yelling again? i dunno, just something i thought i'd ask about. don't mind me if it was intentional/ you've already brought it up, but you could probably start doing slightly ugly ones 01:27:148 (5) here or something.
but yeah, good luck with... all this. my opinion on this map has changed significantly since i voted it a 1/10 almost a year ago
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Thanks for the mods everyone~