Wrote this mod during a single lesson so it was kinda quickly written. By mapping choices i meant rhythm generally and mostly universally for the map begin inconsistentDashyy- wrote:
00:51:129 (1,2) - Spacing like this just doesn't feel correct since the 2 is mapped on a snare drum which is supposed to be a strong beat. This could be fine for 3/4 slider->hitcircle but not for 1/2 sider->hitcircle. You might of course prioritize vocals but i don't think it'd fit to this kind of a song on this level since you follow the instrumentals through mapping choices while representing vocals through patterning and that doesn't really go hand in hand i was expecting some criticism on this so i guess i'll explain my reasons. yes, i was prioritizing vocals, as every circle leads into a jump to slider, where the next vocal verse is sung. now lets talk about what you mentioned here: i put sliders on "count" "the" "times", and times is held out for longer than normal, so i decided to map instruments on rather than making a long slider. stuff like that has been done on maps such as https://osu.ppy.sh/b/913490&m=0
for the part about the mapping choices or smth, i honestly don't understand what you mean. i tried to keep the style of the map consistent, so hopefully it's not too much of an issue that my patterns are too varying lol. if u could explain this point a little better that would help a ton.
This is basically what i mean. In one part you clearly prioritize the vocals through patterning but in the next one you have super high spacing for a snare drum (prioritize drums through spacing even though there are vocals). osu! is a rhythm game and in rhythm games it's not really a good thing that a level constantly changes it's focus as it will create an experience that does not... work with itselfDashyy- wrote:
Regarding the issue stated above if you are following vocals, why do you suddenly change the spacing emphasis to prioritize the melody here 00:53:247 (4,5,6,7) - ? 00:53:600 - Is definitely not that strong of a vocal snare hit, but not following vocals
Since you are prioritizing vocals in the kiais (mostly) why aren't you for example prioritizing them here 00:34:188 (1,2,3,4,5) - in this pattern nor in generally in this section... or the next section?
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It's not a big deal (+the visual look is subjective so i didn't point it out) and different kind of movement is a really nice feeling element. It only comes a problem when you consistently do one thing and then throw a single significantly different concept into the mix. My point was bit badly represented since I quickly wrote this mod but simply put, i'd love to see more different kind of concepts since most of the time the movement goes pretty quickly to this 01:02:952 (3,4,5,1,2,3,4) - kind of back and forth movement. When you are modding my map, I use a ton of different movement ideas but I change it all the time which makes the map feel much more interesting atleast imoDashyy- wrote:
00:51:129 (1,2,3,4,5) - This kind of continuing ellipse movement feels weird when compared to the usual back and forth style. Most of the time you use ellipse movement for couple of objects 01:05:247 (1,2,3) - but then change back to the back and forth style 01:05:776 (3,4,5,6,7,8) - i like to use varying movement with the same rhythm. it shouldn't be too big of an issue playability wise
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Also by invisible structure I mean structure that is not visible on the playfield for the player. Most of it can be seen with hit animations off since you can structure the map so the patterning about a second before can be taken into the count. I'll quote my map (again) since that would be the easiest way of showing this. 02:33:990 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8) - Over these ~4 seconds nothing, taking even sliderbodies into the count, overlaps unless it's pretty much perfectly stacked. That kind of patterning can be seen throughout the map with intentional exceptions which actually improves the overall structure and visual patterning. This is not necessary for the sake of ranking process as it's not showing for the player directly but you could think about it in future maps. For your hard diff i kinda pointed that out as the sliderbodies and hitcircles were pretty badly overlapping (and because similar stuff happens in hard and insane a lot c: )
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The mapset is really nice no matter what but you should consider the consistency throughout the mapset in rhythm choice, emphasis and through that pattern choice as inconsistency does not really work out too well in a rhythm game D: