[General]
Your map is unrankable, period. It's a song that I'd love to see ranked though! I'd say your best bet as a mapper is to start over on this one, because inevitably when you pick maps that are too complex for your current mapping skill level you will find yourself scrapping them. And that's okay! We all have done it countless of times with countless of maps and in the end, that's how you improve as a mapper. Taking criticism, scrapping maps and implementing what you learn on every single map and mod to make something better.
More technical reasons why it's unrankable (Will focus on the insane map for this, because focusing on this difficulty will prove my point later):
- There seems to be little to no thought behind object placements.
- Already 2 seconds into the insane map you're mapping 1/2 sliders over.. what instrument? It's not following the guitar very well and the drums are only ever full beat and they don't require sliders to be mapped effectively (TL;DR Start listening closely to every sound on every tick before placing a circle or a slider on it, for example. I personally listen to about a 2-3 second bit of the song around 3-4 times depending on the complexity of the sounds before I place anything.)
- Another example of this is 00:27:807 (3,1) . You map the vocals, but it's poorly timed, and therefor close to unreadable. Not only is the offset off on everything here, you can easily hear it is if you listen to this part with 25% or 50% speed. But 00:27:255 (2) - starts 1/2 beat too early for mapping the vocal (also it overlaps with 00:27:807 (3,1) ) And to add insult to injury you start this part by mapping the drum taps! Which goes against mapping this section of vocals and sets an unnatural expectation for the player to follow! 00:25:518 (1,2,3,4)
- The flow can be very, wierd. Sure, it does follow circular flow to some degree, and you don't have to follow circular flow to make a good map. But, the quicker a map gets the more important it is to follow good flow, and having alot of circles stacked on top of cliders which forces the player to stand still with the cursor feels horrid to play. To add insult to injury those same circles that are stacked are mapped with a 1/2 time gap which is insanely long.
- To ellaborate further on my previous point about flow. Here's a few examples of pretty horrid angles which ruins it.
00:11:623 (6,7,8) - 00:12:255 (8,9) - 00:13:518 (5,6,1)
As you can tell, these sliders don't lead into each other well for various reasons. Mainly because they're either pointing at a slight downward angle or simply because the speed combined with the fact that the slider leading up to it is close, and has a 1/2 beatgap and 1/2 circle on top of it.
- 00:13:518 (5,1) - Aesthetically, you should aim to use as little variation as possible when it comes to sliders with sharp red anchors and regularly curved sliders. A good map can have both curved and sharp sliders, of course. But you should be able to justify having different shapes for different reasons because curved and sharp sliders have different impacts.
- You should use more spacing between sliders. You have quick sliders in a quick 190 BPM song. Therefore to get the most natural movement possible for a player the spacing should be equivalent to the speed so that the player never has to slow down his cursor.
Distance/Time = Speed.
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And here's some other a little more specific stuff.[insane]
00:18:728 (7,8,9,10,11,12,13) - If there's no particular change in speed or rhythm density in the song, use consistent spacing in the stream.
00:13:202 (3,6) - If you feel you're forced to continue flow in a direction where a circle/slider will overlap a previous one, make sure you
stack them instead of overlapping them.
00:09:097 (5,6) - When using repeat sliders, try and make them smaller, with more kicks, or to make them not repeat more than once. There's a fine line between making repeat sliders big enough or not big enough to be readable when you make them repeat more than once.
For example: With small repeat sliders you intuitively hold them down because there is no way to know how many times it will repeat simply because you don't have enough time to see the second repeat arrow. Any rules can apply to these because a player will just look at when the next approach circles come for the next note.
With medium repeat sliders you intuitively only think they will repeat once because it's possible, but veeeery hard to see if they'll repeat more than once.
With big sliders, you have plenty of time to see if it will repeat more than once, and so any rules can apply to them.
(I wrote way too much on this one but hopefully this explains it)00:37:360 (2) - Ahem, this takes me back to what I mentioned earlier, listen to the sounds in the song and there's a drum roll here that's just begging to be mapped.
00:45:728 (1,2) - This is another example of poor flow. 00:44:465 (1,2,3,4,5,6,7,8) - these jumps are called snaps. And they're not bad! These repeatedly used snap jumps is something I like in the song, as it's a well-executed way of repeated movement back and forth which the player can interpret and get used to immediately. But after moving the cursor back and forth for so long. 00:45:728 (1,2) - Waiting for a full beat and then clicking a circle stacked directly under the last jump feels awful for movement.
00:50:149 (3,4,5,6,7,8) - Exactly the same as above ^^
01:18:412 (8,9,10) - Almost the same as above, the only difference is this time you use a weird angle to break the snaps between 01:18:412 (8,9) . 01:18:570 (9,10) - Still has the same issue as the rest above ^^
00:44:939 (4,6,3) - Whops, overlaps everywhere. The entire section following 00:46:360 (3) - is overlapping with the snap jumps I just complimented.
01:28:676 (1,2) - With the low AR, it's downright impossible to know when the stream is going to start if you start the stream off with a repeat slider. You either break at the slider or get one million 100 scores in the stream.
01:29:623 (9,10,11,12) - Same as above but to add insult to injury this also overlaps with the previous stream. And the repeat sliders are repeating too many times.
01:35:939 (4) - Ending a repeat slider on a strong white cymbal noise, then waiting for a full beat for the next circle. Kill me now.
Sorry, I'm harsh on this one, but that's an unforgivable error. Not only are there plenty of sounds during the full beat after the repeat slider that you can map. But you should also NEVER end a slider/repeat slider on a more important sound.
(To quote pishifat: "Start sliders on strong sounds and end them on sounds with equal or relatively less strength")Oh yeah, I was so caught up in modding that I almost forgot to mention this.
01:41:939 (3,4) - I see this alot, the circle, waiting for 1/2 beat than a very quick repeat back and forth. This does not feel good to play, at all. It's impossible to know the slider velocity is going to be so quick, so when a player holds their cursor for the 1/2 circle in a static position, they see the long repeat slider and think that it will be a slow slider. When in reality they go from 0 to 100 with lightning speed. You did this frequently in your map and it's always for me at least a guaranteed 100 during playtests.
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Now let's look at the technical side of the beatmap!- I failed to find anything that was hit sounded. Believe it or not, you need to hit sound the map to get it to ranked. It's booring but we all have to do it.
- AR 8 Is very slow for a 190 BPM beatmap and a 5* difficulty.
- Always look at AiMod!
- If you're not gonna map it, 01:46:202 (20) The end from this point on needs to be cut from the MP3 in order to be rankable.