Mir wrote:
Sweet Surrender
- 00:14:118 - This SV in this section feels much too high for the calmness of the song. When a normal 1/2 slider goes half-way across the screen in a part that only has the addition of drums and a few more notes in the melody from 00:00:618 - I think it's a bit much. Lowering it to .8x or .9x would fit a lot more than 1.2x in my opinion. previous buiodup sliders wer 1.10 and they felt fin too, pretty natural to use 1.2 here.
- 01:36:618 (1,2,3,4,5) - This is not really acceptable imo, this sort of spacing/rhythm concept was never introduced before this and such a massive emphasis on 01:36:993 (4) - is so overrepresentative of the small variation in percussion there that it feels out of place. sure
- 01:50:118 (1,2,3) - The song's rhythm actually changes here, it's not the same as 01:49:368 (1,2,3) - at all. It's actually more along these lines than what you currently have. It feels really weird to play as it is too. right
- 01:53:493 (1,2,1,2,3) - would be nice to emphasize the "ooo" sound at 01:54:243 - like every other buildup does: 01:30:243 (1) - 00:41:868 (1,1,1,1) - 02:42:243 (1) - . Would look a lot more consistent and representative.sure
- 02:13:743 (3,1,2) - Also plays unintuitively imo, you need so much velocity to even begin to finish the entirety of 02:14:118 (1,2,1,2,1,2,1) - and this arrangement does not provide that initial speed at all. Would suggest a different arrangement (probably one that has a lot of pull-back movement like this) instead. can't see how it's an improvement considering there's basicaclly 0 player movement as he prepares for the next pattern. in fact i think a slider there might cause too much clutter which was something i tried to avoid
- 02:14:118 (1,2,1,2,1,2,1,1,2,1,2) - This is just a little bit overboard I think. It's not representative of the actual intensity here and the movement contradicts the concept of the pattern itself. Seeing as 02:14:118 (1,2,1,2,1,2) - decreases for the same pitch (which it shouldn't) but 02:14:868 (1,2,1,2,1) - doesn't. I think this section really needs to be reconsidered in terms of intensity. 02:17:118 (1,2,1,2,1,2,1,1,2,1,2,1) - As well suffers the same problems except the spacing is even higher than before (even though the song is the same intensity as the previous pattern) can see where you're coming from but i'm thinking more of the bigger picture here, where the spacing only increases when it's building up to the 1/8 parts, all other parts are decreasing instead, which to me is easier to read, and grasp the rhythm on.
- 02:15:618 (1,2,1,1,2,1,1,2,1,1,2,1) - This is frankly ridiculous, it's a completely new concept that plays so much differently from anything else in this kiai. Not only that but it increases in intensity when the song is constant throughout, the same flaw that 02:14:118 (1,2,1,2,1,2,1,1,2,1,2,1) - has. The reading spike this induces is quite high and unexpected and the biggest issue is just how out-of-the-blue this is and unfitting with the map in general. it's a ridiculous concept, yes. but i've pretty much made it out to be as clear as possible, with minimal clutter. anything smaller would be far too cluttered and probably feel too similar to the previous 1-2 sections, while anything larger would yeah you get the idea. also, stop bringing up spacing = intensity might as well unrank half the maps in qualified while you're at it. like you previously mentioned, momentum and pattern recognition plays a big part as too why increasing spacing makes sense, from a player's perspective. i'm open to changes & suggestions but right now it's where i'm satisfied with how it looks and plays.
- 02:24:149 (1,2,1,2,1,2) - Again while at least this time the pitch/intensity does increase, the spacing is just a bit overdone imo. I think just something like this would fit a lot more and give the same effect. very different feedback to the player, one requires far more aim rhythm than the other, which is fully intended
- 02:48:524 (4,1) - There's been some crazy jumps but this one seems a little excessive. sure
- 02:49:555 (1,2,3) - This rhythm doesn't even follow the song, like, at all. The start of this phrase is on 02:49:368 - which is in the previous pattern. 02:49:930 - This is the start of the next phrase but ends on the last note of the phrase of the previous pattern. Basically what I'm saying is if you deleted 02:49:368 (3) - and moved back 02:49:555 (1,2,3) - to that spot it would fit what the song is doing. 02:49:930 - This note also gets zero emphasis despite being fairly prominent and syncopated as it just blends into the previous pattern. sure, never really liked this section
- 02:50:118 (1,2,3,4,1,2,3,4,1) - Mapping all of this melody just to end on the drums at 02:50:868 (1,2,3) - seems a little sudden and a bit odd of a switch. I think that it would make more sense to continue following the melody as the drums are really secondary here, and the melody hits such a peak that gets ignored just to follow the 3/4 drums not even with sliders, but with circles. sure
- 02:52:180 (1,2,3) - This sounds no different in the song than 02:51:805 (1,2,3) - so adding 1/8 sliders doesn't really seem all that appropriate. sure
- 02:55:930 (1) - This note is overmapped, the melody starts on 02:56:024 - and for a pattern like this it would probably be beneficial to follow exactly what the melody is doing, especially since this is the only overmapped note in this stacked pattern. Apparently it is playable too but introducing this as a concept near the end of the map is a little bit unfair as well as this is very reading-heavy and no stacking like this was ever done before in the map. It feels like another out-of-the-blue addition to the map's already plentiful concepts. no its not
- 02:57:618 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8) - This is backwards, in my opinion. The song increases linearly from start to end, but the pattern density decreases from start to end. It would make more sense to start with circles and end with 1/8 sliders than vice versa here. clap thingies are got 1/8s and they slowly get overpowered by the buildup synth which i think is better represented with the looseness of circles
- 03:13:743 (1,2) - This feels awkward and doesn't follow the rhythm of the song here, what would be more accurate is this. This persists throughout this kiai and feels really off especially when there's barely anything on the blue tick there. there's plenty of anything going on the blue tick there
ailv wrote:
00:53:868 (1,2,3,4) - imo these prolly should move upward to match raising pitch and intensity imo no
00:54:618 (1) - ctrl-g to match pitch , u can move it up too to maintain same spacing imo no
00:55:368 (1,2,3,4) - nc imo no
01:40:368 (1,2,3) - why's the spacing so low here, compared to 01:39:618 (1,2,3,4) - or 01:41:118 (1,2,3,4) - or 01:45:618 (1,2,1,2,1,2) - ?
I don't really get why you ignore the 1/4th in these either. it's a gradual decrease in spacing so that the 1/1 stack feels more natural and not a 'stop-and-go' 1/1 stack.
02:23:680 (1) - why not two circles to maintain consistency with the prior section no idea what you're talking about
01:48:618 (1,2,3) - idk what this rhythm is supposed to capture, you missed the syncopated melody on 01:48:993 - 3/4 synths
hi-mei wrote:
Sweet Surrender
Structure:
00:55:930 (1,1,2,3) - I mentioned that thing already, you didnt prepare the player for such flow burst. flow burst bro
What i mean here, is that you dont really know what it is when you see it. The structure you built is deluding. Here is another example:
00:55:930 (1,1,2,3) - and 01:24:243 (1,1,2,3) - these are literally the same pattern-wsem so the player is getting ready for huge triplet, but LOLJK its not. its 1/2s. try playing the map, not looking in edit
01:45:055 (2,3,4) - thats too much in my opinion, its ok when you break the triplets into something like 01:36:805 (2,3,4) - its cool and at least has a flow in it (but still, its 1/4s the f...?) This is also the place where most of players fail. no its not
01:53:680 (2,1) - compare it to 01:51:805 (2,1) - this spike is HUGE and indicates literally nothing (another Candy-Candy chorus), here you got a strong beat 01:53:868 (1) - and no spacing to the previous slider end at all. not strong
02:15:805 (1) - 02:16:180 - 02:16:555 - 02:16:930 - this stuff if where most of players fails at, why? because you didnt restructure these slow sliders (at least make them straight like here 00:42:993 (1) - or here 02:18:243 (1) - ) the biggest flaw of this map in my opinion there is a restructure, with NC and lower spacing for the next note
02:55:930 - so this thing. It lacks 3 (flow, emphasis, structure) out of 4 the most important things in mapping (rhythm is left). You basically removed the visual aspect of the game here. Everyone gets misses/100s/50s cuz of it. I would suggest to make an offset x=2 at least. ?
03:15:243 (1) - you sacrificed structure/flow for aesthetics here. But how is this expected? hard to make sense of what you're saying, really
Hitsounding:
Few words about hitsounds in general:
01:12:805 - till this point there are no rhythm in your hitsounding at all, ???????????
00:39:055 (2) - 00:39:430 (2) - this hitsounds are really questionable, i mean, i basically have no idea why is 00:39:055 (2) - has a Normal and not add/soft+whistle (like this 00:39:430 (2) - )
OR
why is 00:39:430 (2) - add/soft+whistle? You got 4 sounds, 00:38:868 - 00:39:055 - 00:39:243 - 00:39:430 - 1,3 are loud, 2,4 are quiet, but instead of replicating this into music you make these 3 as loud ones 00:38:868 (1,2,1) - and the last one 00:39:430 (2) - as a quite, despite all of them has the same placement and speed. whistle
Flow:
00:52:180 (1,2,3) - its really hard to read, you did kinda similar thing with triplet here 00:48:618 (1,2,3,4) - but it was rather a hold-stream. where in the world are you drawing comparisons from these
02:00:618 (1,1) - 02:09:993 (1) - 03:06:243 (1) - I think that sliders like that should be more simple form-wise, because most of players are struggling in hitting these (i actually watched Yaong's and OPJames replays). My suggestion is to nerf it, like 20% less SV. Let people bitch about fast sliders on hollow wings maps.
Aesthetics:
00:23:118 (1) - it doesnt reflect the music properly, 00:23:868 - this thing is a new sound measure, even being a part of 00:23:118 - doesnt make it that dependent to previous vocal phrase. no
Kaifin wrote:
02:52:180 (1,2,3) - might want to make these a touch slower, really small window for the slider ends + it would read a little better since they're straight making them long af and can look like 1/4: just a minor thing though
reply to my mod, it's been requalified twice without a reply and going through the points in the editor it is clear you did not apply it without replying or anything like that i replied u bro dont fglame me