Since I ended up writing more than changing, I hope you understood some of the intentions I had behind things I have made. Anyways, opinion read is opinion gained, even if there are no immediate alterations.Dammond wrote:
Hey Am I late? just in time to make me do the timing stuff again ^^ thus I'm gonna get on that and respond to this mod later when I check it since the timing will prob take so long I won't finish it today EDIT: allright let's go
Sorry, mostly general words in my mod. This map is really good in some ways (like a style overall) and not so in another...
[Overall][not-overall]
- So-so inconsistent spacing over the entire map. Especially in 1/2 and 1/4. May be there's a system, but seems like not. while this is true, the problematicness of this is highly subjective and depends on the song and all that jazz. So I'll be checking what examples you dug up for this
- 00:06:810 (2,3) - 1/2 rhythm, the next 2 sliders are 1/4: 00:07:994 (4,5) - and they're using the same spacing. How can I know it while playing? Well, I just randomly overpressed (I mean holding) the keys from one slider to another, and used alternating style. It's the only way how you can play it well, without knowing the map. And imo it's not really cool. It's hard for me ofc to comment on that "without knowing the map" since I obviously know the map, but basically, (this timestamp ain't exactly good example for that) 1/2 slider and slider that holds 1/4 longer play essentially the same, the distances in time between the parts you actually click are the same, and the difference in playing experience when talking about the tail is like "noticeable, but not affecting". On faster BPM songs and patterns in them or with higher overall spacing part it is clearly more noticeable and easily even uncomfortable. But here the part is slow, spacing is low and the difference isn't too drastic. That being said, I thought it was pretty common to singletap sliders up until very high bpms; even if they have 1/4 gap. (think of kickslider patterns, they are mostly singletapped). This ofc concerns only singletap playstyle.
- It happens all the time... 01:51:806 (5,6) - 01:52:990 (8,1) - 03:06:014 (1,2) - 03:09:172 (1,2) - and pretty haphazard I don't rly know why you picked that first place here. Those parts are, like, on the better side of relevant spacing on this map. While the spacing from each pattern of 2 sliders to the next is like not even close to equal (not intended to be anyways), the objects you highlighted here aren't good example of what you're trying to say. From the first part, those sliders 5 and 6 have clearly smaller spacing than the sliders before, basically from 1/2 to 1/4. Then the next place, the slider 8 is clearly slower. The spacing is comparable to the speed, and as I have meant here, it's as if dragging to the continuum, emphasising the feel the music has at these kind of places: the phrase ends, new begins, and the emphasis isn't too big, but there is this orchestral sound that leads forward as if tying them together or smth. Not only that, but I have continuously used similar patterning around the map for similar things. (should atleast :/)
- But hm... ok, at least it playable. And almost everything follows the music pretty good. But spacing is just a confused disaster. Talking about the spacing in jumps, there I could definitely think at places if I could make it more relevant.
- ...hm... yeah, imo spacing must be more consistent and clear overall. I see that sometimes it kinda emphasizing music, but lots of random stuff aswell ^ most of the stuff should be following smth tho. At times there might be sacrifices for the
greater goodvisuals but I tried to keep them so that it doesn't affect gameplay too noticeably- I would suggest you to nerf jumps, mapped to the vocal; they seems so disproportionately with drum-jumps. And buff the streams (I mean triples like 05:33:444 (3,4,5) - ). Both agree and not. First of all, for my jumps distance it's irrelevant if there is vocal or not. However, while I dislike mapping rhythms to the vocals (had to do that at parts here iirc, there was like nothing to map at times lol), vocals are very significant factor in the songs intensity, especially in case such as this where the instrumentals aren't too dominant or complex, but the vocals have both clean and harsh. And the intensity of song is straight comparable to the distance of the jumps. Therefore I'm redundant to "nerf jumps, mapped to the vocal". I would preferably instead nerf "jumps, having more distance than the intensity rly is". That is about what I got on earlier mod too, and after thinking of it, there aren't actually too much I would like to change. At some red-colored parts, where there aren't vocals, jumps could be toned. Most toning could be done during the choruses, which have pretty high spacing, maybe too high compared to the music. What's bugging me here tho, is that the highest spacing jumps are during the solo part. And that's actually somewhat justified, fitting to the music and also not bad to play. Therefore I'm slightly redundant on lowering the spacing too much on other parts, since that would cause the solo to be huge spike. Anyways decreasing some spacing from the list I mentioned in this wall of text
gl hf
- 00:20:625 (4,5,6) - weird spacing, compare to the nearest "style" made the spacing a little bigger. Looks better, is more similar to similar patterns.
- 01:22:597 (4,5) - why this spacing is bigger than 01:22:202 (2,3,4) - ? there's pretty strong drums, but you're using pointless jump for minor vocal. I mean... I see you're making a good view of objects, and that's great, but very often it doesn't fits the music What makes you think it's "minor vocal"? When I consider spacing, vocal is minor when it is either overshadowed by instruments or other vocals. Here is neither. Like, sure, it's not the most intense vocal this dude can strech out, but intensity and majority of the vocal (and everything else too for that matter) is decided by how it's relation to the other parts of the music work. Here it's actually the main "instrument" during those 4 and 5. 5 is basically a backslash from the most emphasised sound of the phrase, 4. The idea is that it's basically played the same the vocals done: first is the pressure, the emphasis (circle 4), but when the voice gets out it's as if flying forward. Just try singing >.< (or screaming here ¯\_(ツ)_/¯). While it is kinda meh when considering the emphasis in the song >< spacing, the different isn't huge and there is still idea behind it. Aaaand it's also repeated multiple times.
- 01:26:149 (5,6) - pointless jump too. Ok I think you are actually right here. Tho what bugs me is not that it's "pointless", but that the jump from 5 to 6 is bigger than from 6 to 1, while music-wise it should be vice versa. Changed the place of the circle 6,
rip triangle I made- 01:34:044 (6,7,1) - honestly, I don't hear in the music anything significant, to make the almos cross-screen jump Uh, I kinda disagree. I don't know if you were listening to this song as if comparing it to the metal you usually listen to, but, like, it doesn't get much more intense in this song than this. Not only that, but the jumps aren't that much bigger than what is around this map (on less intense, perhaps to-be-tuned parts too), and they play pretty nicely.
- 01:36:017 (1,2) - ^ ? These ain't "almost cross-screen jumps" you know? Actually pretty calm couple of jumps here. Maybe you had the earlier version of this map where I iirc had little too high spacing here Noticed tho that as with one example earlier, the distance compared between em wasn't relevant to the music and made small tuning
- 02:22:989 (1,2,3) - really unexpected thing over the calm tune True. That's the same case in the music too tho. Here it's indicated both with spacing and patterning that they are 1/3. It's still pretty hard to first time read tho, but keep in mind 152 bpm 1/3 is only 228bpm 1/2, thus making these more like low spacing jumps than high spacing streams. On map of this star level it can be assumed that the player could singletap (if that's his playstyle) few notes of that BPM. Also notable that the patterns used for 1/3 are pretty much identical, thus making it easier to read when familiar.
- I think it could be so nice to make the biggest jumps for drum parts and don't make jumps at all for vocal parts. Current state of jumps seems so random in respect to the music Yes, that could make it clearer, but also boring. Also, vocals are part of the music, so hell no are jumps mapped to vocal intensity random in respect to the music. True tho, that it's usually harder for the player to read vocal jumps. They are still not too uncommon. So as in this song vocals play important part, so do they in the map. Good point here though is how to weight intensity in drum jumps compared to vocal jumps
- 02:29:502 (5,6,1) - imo ds of these thing over the entire map can be bigger, just in case of jumps' scale and stuff like 02:22:989 (1,2,3) - and 03:39:566 (2,3,4) - . Atm these triples seems disproportionately Yeah you kinda are right. But playability wise (especially in lower BPM maps such as this) they mostly play horribly. Also, stacking triples can be used to emphasis, keeping in mind that it stops flow to the place. Keeping them as is.
- 02:44:897 (3,4,5,1) - inconsistent, compare to 01:16:478 (3,4,5,1) while it's slightly amusing considering the high amount of similar patterns (and the likely spacing inconsistencies there), you are right, and therefore I tuned down the latter one.
- 05:17:852 (1,2) - what does this ds means? Good find in a way. It's intended. You most likely noticed the spacing thingies I made during the last chorus part? This is in relatively similar fashion. The white notes here are emphasising the lack of emphasis (lul) during them. Like, there are this fillish feeling during those vocals, there are like no instruments, they are just basically leading to the pattern after. Thus the spacing is also increasing from very low to the last jump (3 -> 1). 1 and 3 are circles cuz there are instrument sound, 2 is emphasis-less vocal fill and thus made with slider than you need to click only once, the click having like no distance to the voice and note before.
Thanks for the mod!