lol 3 pages and no mod yet wew
okay subdividing this to per mapper basis
um
i suggest all the mappers look through these points in case of overlap
i need a break now, will post the other half soon hopefully
but what the actual f is the second half of this map seriously the gimmick level just ascended to hell hoyl
okay subdividing this to per mapper basis
FoxyGrandpa (00:44:631 - to 01:06:869 - )
00:44:980 (1) - 00:45:503 (1) - I don't see any reason to NC these sliders
00:49:514 (1,2,3,4,5,6,7,8) - I suggest reordering this to (1,3,5,7,8,6,4,2) [in other words, a smooth circle] so that it's more readable as to when the pattern ends since you don't buffer any time between 00:50:125 (8,1) -
00:50:125 (8,1) - buffer please ^
00:52:828 (1,2) - 00:53:352 (1,2) - these sliders with perfect overlaps are unrankable: "When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in." https://osu.ppy.sh/wiki/Standard_Ranking_Criteria General Rules; simply alternating these to down/up/down will not work either, since the first slider needs at least 2 white ticks to fade out. Try using shift+arrowkeys to adjust per pixel to prevent these overlaps
00:53:701 (1) - 00:54:224 (1) - still no reason to NC these as far as I can tell
01:04:340 (1,2,1,2,1,2,1,2,1,2) - these rotations don't make any sense... if there is logic to these angles, please explain. Otherwise, a more flow-centric approach would be preferable here since you're using complex rhythms with these combos. Additionally, consider move the green point 01:05:212 - to 01:05:125 - for consistency
00:49:514 (1,2,3,4,5,6,7,8) - I suggest reordering this to (1,3,5,7,8,6,4,2) [in other words, a smooth circle] so that it's more readable as to when the pattern ends since you don't buffer any time between 00:50:125 (8,1) -
00:50:125 (8,1) - buffer please ^
00:52:828 (1,2) - 00:53:352 (1,2) - these sliders with perfect overlaps are unrankable: "When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in." https://osu.ppy.sh/wiki/Standard_Ranking_Criteria General Rules; simply alternating these to down/up/down will not work either, since the first slider needs at least 2 white ticks to fade out. Try using shift+arrowkeys to adjust per pixel to prevent these overlaps
00:53:701 (1) - 00:54:224 (1) - still no reason to NC these as far as I can tell
01:04:340 (1,2,1,2,1,2,1,2,1,2) - these rotations don't make any sense... if there is logic to these angles, please explain. Otherwise, a more flow-centric approach would be preferable here since you're using complex rhythms with these combos. Additionally, consider move the green point 01:05:212 - to 01:05:125 - for consistency
fanzhen0019 (01:06:956 - to 01:29:107 - )
01:16:724 (1,2) - This angular transition is much more severe than the previous combos using these curves; although easily justified by the upcoming buildup, this is still mostly difficult to expect after 7 occurrences of the same thing previous to this. Flow into / out of is still good, though. Might require some tinkering to 'fix' if necessary
01:18:468 (2,1,2,3,4) - stream entrance breaks flow here but not at 01:19:863 (2,1,2,3,4) - 01:21:433 (2,1,2,3,4) - or 01:22:829 (2,1,2,3,4) - , perhaps revise slider placement from below 01:18:119 (1) - to above it? [https://osu.ppy.sh/ss/7606989]
01:17:421 (1,2) - There is no way to know that these repeat an additional time compared to the previous repeaters. Seeing that you don't use these full-length repeaters again until 01:21:956 (5) - (two additional measures later), I feel it would be safer to follow the previous iteration 01:14:630 (1,2,3,4) - and just make both of these repeat only once [https://osu.ppy.sh/ss/7607153]
01:24:747 (1,2) - Genius buildup here! I would suggest vertically flipping these two [https://osu.ppy.sh/ss/7607055] for the following reasons:
> Allows for players to continue snapping up and down without breaking sequence
> Improves readability that this is a 1/4 jump by placing two sliders of the same orientation next to each other (strongly indicates indicates 01:24:747 (1) - will move down)
> Improves flow from 01:24:834 (2) - into the upcoming difficult full-screen slider section
Really amazing buildup section, great job!
01:18:468 (2,1,2,3,4) - stream entrance breaks flow here but not at 01:19:863 (2,1,2,3,4) - 01:21:433 (2,1,2,3,4) - or 01:22:829 (2,1,2,3,4) - , perhaps revise slider placement from below 01:18:119 (1) - to above it? [https://osu.ppy.sh/ss/7606989]
01:17:421 (1,2) - There is no way to know that these repeat an additional time compared to the previous repeaters. Seeing that you don't use these full-length repeaters again until 01:21:956 (5) - (two additional measures later), I feel it would be safer to follow the previous iteration 01:14:630 (1,2,3,4) - and just make both of these repeat only once [https://osu.ppy.sh/ss/7607153]
01:24:747 (1,2) - Genius buildup here! I would suggest vertically flipping these two [https://osu.ppy.sh/ss/7607055] for the following reasons:
> Allows for players to continue snapping up and down without breaking sequence
> Improves readability that this is a 1/4 jump by placing two sliders of the same orientation next to each other (strongly indicates indicates 01:24:747 (1) - will move down)
> Improves flow from 01:24:834 (2) - into the upcoming difficult full-screen slider section
Really amazing buildup section, great job!
LowComboFC (01:29:282 - to 01:51:520 - )
01:29:282 (1) - If this slider looked like [this] it would flow better into 01:29:631 (2) - instead of breaking flow immediately into a new section full of mostly circular flow, which can be jarring (it was for me ;-;)
besides this, the section is pretty straightforward. i will comment that flow changes are not truly consistent, but since visually this doesn't appear to be the focus of this section, I don't mind it for the rest of the section -- technical patterning is more important here, and will for the most part distract players enough to not realize flow is imperfect. Pleasing aesthetics here as well, and not much more stands out to me here. Good job!
besides this, the section is pretty straightforward. i will comment that flow changes are not truly consistent, but since visually this doesn't appear to be the focus of this section, I don't mind it for the rest of the section -- technical patterning is more important here, and will for the most part distract players enough to not realize flow is imperfect. Pleasing aesthetics here as well, and not much more stands out to me here. Good job!
revurii (01:51:607 - to 02:13:846 -
01:52:131 (2,1) - unbelievably dramatic 1/4 jump increase. Be careful with this, although still playable, this transition is massive and surprising and generally inadvisable for me. At the very least, be more consistent with your 1/4 jump spacing -- after this point, it's mostly impossible to tell what is and what isn't a 1/4 jump, and that makes playing this section... inconvenient, even when the rest that use this pattern are the opposite flavor.
01:55:619 (4) - or 01:55:619 (4) - should be NC'd, since at least one of this is obviously different SV during gameplay. Same case later, as in 02:00:852 (2,3,4) -
02:12:799 (2) - awkward blanketing due to angle of (2), no need to change this unless you're determined
02:13:584 (1) - Not properly centered with 02:13:061 (1) - and since it will make hardly any difference while playing, make sure to improve this visually: the white nodes of 02:13:584 (1) - can be more shallow to more accurately blanket 02:13:061 (1) - while preserving its shape, like so. Note that you can basically blanket the interior slider by tracing the exterior slider's slidertrack line (the white center of sliderstyle 2) with the interior slider's border
01:55:619 (4) - or 01:55:619 (4) - should be NC'd, since at least one of this is obviously different SV during gameplay. Same case later, as in 02:00:852 (2,3,4) -
02:12:799 (2) - awkward blanketing due to angle of (2), no need to change this unless you're determined
02:13:584 (1) - Not properly centered with 02:13:061 (1) - and since it will make hardly any difference while playing, make sure to improve this visually: the white nodes of 02:13:584 (1) - can be more shallow to more accurately blanket 02:13:061 (1) - while preserving its shape, like so. Note that you can basically blanket the interior slider by tracing the exterior slider's slidertrack line (the white center of sliderstyle 2) with the interior slider's border
Flezlin (02:13:933 - to 02:36:259 - )
Um........
yeah... I can't find anything to point out...
who do you think you are, ProBox?
stop that.
yeah... I can't find anything to point out...
who do you think you are, ProBox?
stop that.
Lama Poluna (too lazy to write timestamps anymore)
\02:36:520 - where's the kick here? what happened?? NANI???? I think you missed an SV point here, or something weird happened, since this slider should end on a blue tick according to the rest of this section.
02:40:793 (1,2) - The strong curve here is a bit awkward both in entrance and exit, perhaps something like this would be a little better
02:45:677 (3,4) - 02:50:910 (1,2) - I'm not going to mention awkward flow since these are visually oriented patterns, but keep flow in mind all the time™
02:50:038 (5,6) - unintroduced gimmick like this should be introduced earlier in your section if you intend to use them, so either stack this, make all three even, or find a way to do this more often and earlier
02:52:000 (2) - NC any time you use a new SV that is noticably different from the previous group of objects
02:52:000 (2,3,4,5) - here, the rhythm you favor is much different than 02:40:793 (1,2,1,2) -, not sure if intentional or not since it could be justified either way. Please explain what you're highlighting in either of these sections, I guess, or at least think about it, to ensure good cohesion 👍
02:53:003 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1) - sv nightmare fuel confirmed
02:40:793 (1,2) - The strong curve here is a bit awkward both in entrance and exit, perhaps something like this would be a little better
02:45:677 (3,4) - 02:50:910 (1,2) - I'm not going to mention awkward flow since these are visually oriented patterns, but keep flow in mind all the time™
02:50:038 (5,6) - unintroduced gimmick like this should be introduced earlier in your section if you intend to use them, so either stack this, make all three even, or find a way to do this more often and earlier
02:52:000 (2) - NC any time you use a new SV that is noticably different from the previous group of objects
02:52:000 (2,3,4,5) - here, the rhythm you favor is much different than 02:40:793 (1,2,1,2) -, not sure if intentional or not since it could be justified either way. Please explain what you're highlighting in either of these sections, I guess, or at least think about it, to ensure good cohesion 👍
02:53:003 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1) - sv nightmare fuel confirmed
um
i suggest all the mappers look through these points in case of overlap
i need a break now, will post the other half soon hopefully
but what the actual f is the second half of this map seriously the gimmick level just ascended to hell hoyl