upda3ted
ty!Feb wrote:
00:52:643 - rhythm changes here even though the whole part prioritizes the guitar with it being clickable the whole time but this doesn't have it clickable. fixed
01:37:720 - this does sound like 1/4 to me not 1/3. Vocals also don't land on 1/3 for me. this is 1/3, it's noticeably delayed on 1/4
02:46:027 (1) - should be nc'd for consistency. For refernce look at the other part, also you follow 4 full beats as ncing. done
03:05:104 (5,6,7) - to me it seems better to avoid this pattern until after the kiai were you do it quite frequently. There it just seems not fitting to the more linear cursor movement on the other objects. it's better to introduce this pattern earlier rather than later imo
04:22:950 (1) - uhm I think that's quite a lot of distance that got added compared to the other streams if we take into account that this does not sound much more intense than the streams prior. will have to ask idke about this, but i think it's fine the way it is rn, it flows into the next section nicely
04:23:643 (4,6) - I think you should be more consistent in this part. 6 in this case is mapped as slider, when its mapped as triplet 04:26:335 (5) - right after, so basically the rhythm is swapped here, even tho its repeating in rhythm. in general i worked with hobbes to make this more consistent so hopefully it should be better across the song now
04:33:027 (8,1) - minor thing, but spacing error probably oops
04:56:489 (3) - missing nc for this one. Prior kiais had it. done
05:05:720 (4,5,6,7,8,9,10,11) - super hard imo to predict the streamshape at this point when it never happened before even remotely close to that. honestly this is probably one of the easier streams to hit considering the cutstreams lol, i think it plays fine
ty!!!Ultima Fox wrote:
v1 lol
[Legend]
I problem I noticed with this map is there are parts where the focus of the rhythm switches back and forth from vocals to instruments, and while normally this wouldn't be too much of a problem this causes some parts where prominent drum sounds are ignored to be a little weird to play. For example, 02:42:335 (1,2,3,4,5,6) when the drums are being followed 100% to 02:43:566 (1,2) and 02:47:258 (1) where these drums are pushed off to the sidelines in favor of slow vocals that mess with the pace of the map. This really only applies to parts like 01:28:489 to 01:48:181 and 02:42:335 to 03:02:027 so perhaps take a look and see if you can incorporate the vocals without drastically changing the pace like I mentioned above. I don't find this to be a problem considering the slider ticks are mapped to the snares anyway, plus the vocals are a lot more prominent in the calmer sections instead of the chorus
02:25:720 (3,4) - why was the 1/4 ignored here but no where else hey what sup
02:28:797 (1) - this slider isn't visible at all, separate it from the stream I feel like at this difficulty this wouldn't be that big of an issue,
although I'm definitely willing to change it, I just feel like as it stands right now it'd contrast heavily with the rest of the song's mapping if I made it horizontal or something similar
03:09:412 (1,2,3,4) - here, 1 and 2 are 1/2 apart and 3 and 4 are 1/4 apard which can really catch the player off guard so try to make the change more obvious Okay!
03:26:950 (2,3,4,1,2,3,4,5,1,2,3,1) - this is a good example of what i explained at the beginning, the map suddenly switches from following the 1/4 drums to 1/2 which doesn't even really follow the vocals. what i would suggest is actually changing the 1/4 part here because before that a similar 1/2 ish pattern was being followed and it would make this part a lot more consistent. ok ur right on this one though, changed to follow vocals here
03:49:104 (1,2,3,4,5,6,7,8,9,10,11,12) - why is this stream combo so long lol, all the other ones were like 8 the nc pattern follows the guitar here, so even tho it's kind of out of place it does have purpose (especially considering it's just one stream pattern)
04:50:643 (3,4,5,6,1,2,3,4,5,6,7,8) - i feel like this should be emphasized a lot more than 04:51:566 (1,2,3,4,1,2,3,4) because of how much more intense it is I don't really see how this part is more intense tbh, the part that's more spaced currently feels a lot more intense lol. Even then, I like the buildup effect going into the kiai here as it is rn
yehaj
gl!
Riven wrote:
[Legend]
- 00:37:027 - , 00:38:258 - , 00:39:489 - would be cool if you stacked a circle on the blue tick of the sliderheads, it adds to a more interesting rhythm eeehh, would kinda make this harder to read imo if i did that, besides there's nothing really going on in the song at this point
- 00:39:566 (2,3) - why 1/4 sliders but previously reverses 00:37:104 (2,3) - . d
- 00:41:950 - how about a stacked stream with hitcircles on the sliderheads since the song has picked up in intensity? it's a bit odd that you ignore the same rhythm you mapped just a second ago. suggestion also applies to this 02:17:950 - the thing is here since the drums are a lot more potent here i'd rather just follow them exclusively, the only reason i was following the guitar originally was because there was nothing else to map there xd
- 00:56:489 (1) - stack this on the sliderend of 00:55:258 (1) - maybe? it's a bit too much rn reduced it differently by stacking 00:56:489 (1,1) - these two
- 02:27:258 (4,5,6,1,2,3,4) - this pattern focuses too much in one place. it's essentialy back and forth movement, but other parts like 02:32:335 (6,1,2,3,4) - aren't so it's not a gimmick specific section, try to use more of the mapping grid not really sure how to fix this considering i do this kinda stuff all over the map :s i think it's fine as is
- 03:14:643 (2,3) - i haven't seen this mapped with 1/2s anywhere else in the song, it's always 1/4 sliders or stream. oh and something else i noticed; 01:55:566 (1,2) - you extend the slider to 3/4 here, but you use 1/2 here 03:14:335 (1) - which is also inconsistent the latter point is mostly just due to the different collab parts, but i think 1/2 fits fine here as a little break between the streams
- 03:29:104 (1) - umm, stream? vocal fits a lot better here imo
- 03:36:489 (1,2,1,2,1,2,1,2,1,2,1,2) - this is the same sound but mapped with different rhythm not rly sure about this, should stick to 1 of them idk seems fine to me, the rhythm doesn't really change drastically anyways
- 05:12:797 (3) - double repeat on this is weird. could potentially cause a sliderbreak? seems like the blue tick note isn't really that emphasized so sure, why not
Nathan wrote:
03:05:104 (5,6) - the stacking here really makes this stand out amongst the other variations of this rhythm, but there's nothing particularly special about this case over the others; either space it normally like 03:10:027 (3,4,5) - or make it more consistent
03:12:720 (2,1) - err same thing as above for these two i basically just stack everything so i don't really think it's 'special' by being stacked xd
03:37:104 (1,2,1,2,1,2,1,2) - grouping in pairs doesn't sound/feel right to me, the strong points are at 03:37:104 - and 03:37:412 - and this part of the solo doesn't feel much more intense over others anyways
actually I'd probably swap its placements with 03:37:720 (1,2,3,4,1,2,3,4) - lol i think it fits fine both ways tbh
squirrelpascals wrote:
hey i'm here
• 02:28:797 (1) - Making this more obvious that this is an overlapping slider woul make this pattern a lot less frusturating. Offset this up and to the right? there's like no chance in hell you can break on this, the worst thing that'll happen is you get a missed sliderend for assuming it's a 1/2 gap,
and even then that probably won't happen -- i think this is good as is
• 03:04:489 (1,2) - WOah BrO this looke pretty overspaced. like x4 or x5 distance snap in b/t these would be optimal.fun suggestion pls useit's mostly spaced like this to keep the momentum from 03:04:335 (3,1) - this stuff, would be up for nerfing if that explanation doesnt float ur boat tho
• 03:50:027 (1) - Would suggest making this a kickslider, because it covers similar sounds with 03:50:181 (2) - and would cover this guitar note 03:50:104 - there's also a snare hit there too who woulda thought
• 04:29:566 (2,3,4,5,6,7) - Why did you stop using jumps here? After all the jump sections and the continued 1/2 emphasis on vocals, using this stream feels weird guitar has a lot more emphasis here than the vocals, im trying to imitate stuff like 02:36:489 (2,3,4,5,1,2,3,4,5,6) - this earlier as well
• 05:12:797 (3,1) - Even for the end part of this map, this is also pretty mean spacing, reducing to between like x4 and x5 ds b/t these notes would do it fixed via rivens mod
call me back
also deleted sliderslide hitsound because lol unrankable so goo dthing thats sortedKuron-kun wrote:
fiery is cute no
[Legend]
00:51:104 (3,3) - I don't really think the way you arranged these fit to the style you're mapping; they're way too gimmick for it. Instead of almost stacking the sliderend to the circles, you can move them a bit like this. Would fit a lot more and wouldn't be that inconsistent. I do it 02:28:720 (9,1) - throughout the map as seen here as well, so I don't really find it inconsistent considering it appears throughout the map; besides, most players are gonna be playing these as triples and 90% of the time won't get an 100 because of timing leniency with sliderends, I feel like it's fine as is
03:04:489 (1,2) - Now the jump here seems a bit too big, don't you think? There's nothing really strong in the instrumental/vocal on that beat that may demand a big jump like this one. Might consider moving to x:208 y:68 so there will be still a jump but not that big. ok some1 else pointed this out so looks like i gotta do it now
03:08:027 (3,1,2) - These 3 won't play really well because when you hit (3) you won't really be expecting a circle to be stacked to the previous slider and even if you do, you have to go back and forth, then hit a stream that's not pointing to the same direction as the previous circle intended to point to. My suggestion to fix this would be to move (1) to x:448 y:60 and maybe unstack the stream to improve flow, but that wouldn't really be necessary. (i hope you could understand me there lmao) I understand but your opinion is wrong Rofl (it flows fine considering i do that overlap all the time throughout the map, albeit to a less extreme degree i.e. 00:55:489 (2,3,1) - here and 02:40:797 (6,2) - here, don't really think it's that bad tbh)
03:14:335 (1) - Ctrl + G to improve the flow? There's no much reason to change the flow there :c don't really see an issue with this one either, flow isn't really broken that much and the downbeat has a bit more emphasis as it should imo
03:19:873 (4) - Not much of an issue but you were following these vocals with 3/4 sliders, this is the only part where you added a 3/4 with repeat. rofl i forgot to change this one L moments
03:50:873 (4,1) - Maybe space (1) from (4) to emphasize the strong beat and make a cool streamjump? o w o ehh I mean I don't do it 03:49:950 (12,1) - here or anywhere else so it'd be kinda out of place imo
03:54:181 - Insert a break here so this sudden stop will be as cool as the previous one!!! I can't because extending the pause to 03:54:489 where the guitar starts kills the break. sad!
meow
Hysteria wrote:
- [Legend]
00:04:101 (4,1) - Why the big spacing here and not to 00:04:851 (2) - ? You're inconsistent with how you put emphasis compared to further into the song.
00:05:101 (3,1) - ^
00:06:101 (3,1) - ^
00:08:101 (4,1) - ^
00:20:601 (2,3) - Here's where it becomes inconsistent, first section you put emphasis on the beat before the strongest one, as well as the strongest one half of the time. While here you only put emphasis on the strongest one and not the other one.
00:21:601 (2,3) - ^ my personal opinion: this is literally the beginning of the song, it's boring as hell, rhythm differentiation and spacing differentiation is basically the only way you can make this half enjoyable for people to play
00:50:950 (1,2,3) - Should make these more visible to increase readability so that the player doesn't get an unfair 100 or sliderbreak because of hidden sliderbodies and/or sliderends.
00:51:258 (1,2,3) - ^ mentioned before and I'll maintain my position: there is literally no way someone can sliderbreak on this if they read it as a triple, and getting an 100 on this means practically nothing since if they cared that much they could retry, it occurs other places in the map as well
01:02:643 (1,2,3) - Any reason for these to be spaced compared to the rest? are u for real right now
01:18:643 (1,2) - Flow and the forced movement here is objectively bad due to the spacing of the stream resulting in the speed the player approaches that point. Then you put a jump on the other side of where it would feel natural to go to. imo doesn't play nearly as bad as you're making it sound, it's a small anti-jump compared to a lot of the rest of the map lol
02:08:797 (1,2,3,4) - Wrong snapping. Guitar plays 1/3. no, it doesn't, the ranked taiko version has this following 1/4 as well
02:10:335 (1,2,1,2) - These four doesn't need such high SV due to the snapping. The repeats are already going so fast that an increased SV is just over the top, it's not needed. the guitar is at its highest pitch during all of these and it barely causes any issues playability-wise, don't really see the issue here
02:28:720 (9,1,2) - You can't spot the slider, and the implied movement will probably make the player get a cheap 100. Either change the implied movement or make it way more visible. will change this one since it's a lot less visible than the previous ones due to the direction it's going in
02:41:643 (7,1) - Could have made this a stream jump to be consistent with stream structure and stream usage you have used before, now it's just inconsistent. stream jump doesn't fit at all here
02:51:181 (4,1) - Suddently a stream jump where it doesnt call for one. While at other places within the map you overuse stream jumps where there's nothing calling for it be used. you can barely call this a stream jump, tbh, it's so minimal
03:11:873 (1,2) - Pretty harsh jump and plays pretty badly due to the fast movement from the previous stream. flows fine to me, no real issue hitting it
03:29:104 (1) - This with the added snares on sliderticks makes it feel really off tbh, the whole idea of snares on sliderticks to begin with is only obnoxious. If you want to map the snares, then make them clickables, putting a hitsound on a slidertick doesnt give it any more emphasis or value, it only a distraction for the player when all they are doing is holding down a button. It's like the active object's sound is delayed more or less. i understand your thoughts but other maps have done this concept as well, and i want to follow the long vocal here instead of mapping to the drums since i follow vocals mostly in this section
03:31:797 (4,1) - 03:33:027 (4,1) - Different spacing, arguably the same sounds. not really, there's less emphasis on the first stream
03:36:104 (9,1) - Taking the previous section into account this should be a jump no? there's not really a reason to have it be spaced lol
03:37:104 (1,2,1,2,1,2,1,2,1) - Doesnt make any sense rhythmically, it doesn't fit the music and it's incredibly difficult for no reason. The songs intensity here is lower than at other points yet this is much more difficult and more technical than needed. you can literally just play this as a straight line and hit it just fine, and how does it not fit the music when there's more emphasis on the ncs than the rest?
03:38:950 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - The riffs here are going wild yet you do nothing at all with the stream shape? It's not tehcnical, its just plain and boring. You set the bar for the technicality of the map in the beginning, either you follow it to 100% or it will come off as incredibly inconsistent. 03:39:412 (7,8,1) - this is basically the only place I can try to be technical, everything else wouldn't make any sense.
03:43:181 (5,6) - Same as the rest. the guitar is emphasized with this one
03:44:104 (4,1,4,1,4,1,4,1) - ^ these aren't even stream jumps??
03:46:335 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - Very bland in comparison to the rest of the sections no? Why go from crazy hanzer streams, huge stream jumps into a completely vanilla stream. The music calls for something else here, yet you do something normal. But at other parts when the songs calls for something normal you do something crazy. this is something I can actually understand, though I feel like the 03:46:797 (7,8,1,2) - overlap here is gimmicky enough as it is, brings back a more vintage lesjuh-era DF map style i.e. through the fire and flames
03:49:566 (7,8) - Sharp turn on blue tick? You havn't used this as a concept before, so you should change it. this doesn't affect playability at all
03:51:258 (1,2,3,4,5) - 03:53:720 (1,2,3,4,5) - 03:56:181 (1,2,3,4,5) - 03:58:643 (1,2,3,4,5) - Why are you increasing the spacing between these? There is nothing that is obviously different between them, yet the spacing is hugely different. buildup
04:30:643 (1,2,3,4,1,2,3,4) - Inconsistent with other sections of the song that sound identical. Like 01:26:027 (1,2,3,4,5,6,7,8,9,10,1) - or 01:06:335 (1,2,3,4,5,6,7,8) - or 02:39:873 (1,2,3,4,5,6,1) - The rhythm is pretty dense but on the one at 4:30 you just spam 1/2 jumps for no apparent reason. 04:31:258 (1) - this is the only note I can add a triple on to be consistent, I'm emphasizing the vocals here anyways
04:32:181 (4) - Stream should arguably start here, to put emhpasis on the right spot. Could just make the notes before be kicksliders or something since that would fit way better. it would be in heavy contrast with basically the entire map at that point if I did this lol
A lot of the mod is just the same thing getting repeated over and over.
The whole map feels incredibly inconsistent within itself and it's not even an issue that there's two different mappers, since they are even inconsistent within the sections you mapped individually. The biggest issues are definitely how you structure streams and how you put emphasis on the jumps within them. There's several cases where there's arguably nothing that calls for a stream jumps, yet you use them and at other places the song definitely calls for technical movement but the stream is just a linear one spaced stream.
It's like the map has multiple personality disorder since it doesn't really seem to know what it wants to be. You and I clearly have a different view of what the song supports, which is perfectly fine. I think that most of the stream jumps are supported in the music and aren't supported in the areas you highlighted for reasons stated above. All of the playability/flow issues mentioned were subjective and testplays showed that those sections are fine. I appreciate the thoughts, though.
To be honest, most of these aren't even subjective issues. They are flaws within the maps design and should therefore be handled correctly, by ironing them out. Stating that they are subjective or stating that we have different views of what the song supports just comes off as you trying to avoid the issues pointed out to get a smoother ride into ranked.fieryrage wrote:
Hysteria wrote:
- [Legend]
00:04:101 (4,1) - Why the big spacing here and not to 00:04:851 (2) - ? You're inconsistent with how you put emphasis compared to further into the song.
00:05:101 (3,1) - ^
00:06:101 (3,1) - ^
00:08:101 (4,1) - ^
00:20:601 (2,3) - Here's where it becomes inconsistent, first section you put emphasis on the beat before the strongest one, as well as the strongest one half of the time. While here you only put emphasis on the strongest one and not the other one.
00:21:601 (2,3) - ^ my personal opinion: this is literally the beginning of the song, it's boring as hell, rhythm differentiation and spacing differentiation is basically the only way you can make this half enjoyable for people to play
00:50:950 (1,2,3) - Should make these more visible to increase readability so that the player doesn't get an unfair 100 or sliderbreak because of hidden sliderbodies and/or sliderends.
00:51:258 (1,2,3) - ^ mentioned before and I'll maintain my position: there is literally no way someone can sliderbreak on this if they read it as a triple, and getting an 100 on this means practically nothing since if they cared that much they could retry, it occurs other places in the map as well
01:02:643 (1,2,3) - Any reason for these to be spaced compared to the rest? are u for real right now
01:18:643 (1,2) - Flow and the forced movement here is objectively bad due to the spacing of the stream resulting in the speed the player approaches that point. Then you put a jump on the other side of where it would feel natural to go to. imo doesn't play nearly as bad as you're making it sound, it's a small anti-jump compared to a lot of the rest of the map lol
02:08:797 (1,2,3,4) - Wrong snapping. Guitar plays 1/3. no, it doesn't, the ranked taiko version has this following 1/4 as well
02:10:335 (1,2,1,2) - These four doesn't need such high SV due to the snapping. The repeats are already going so fast that an increased SV is just over the top, it's not needed. the guitar is at its highest pitch during all of these and it barely causes any issues playability-wise, don't really see the issue here
02:28:720 (9,1,2) - You can't spot the slider, and the implied movement will probably make the player get a cheap 100. Either change the implied movement or make it way more visible. will change this one since it's a lot less visible than the previous ones due to the direction it's going in
02:41:643 (7,1) - Could have made this a stream jump to be consistent with stream structure and stream usage you have used before, now it's just inconsistent. stream jump doesn't fit at all here
02:51:181 (4,1) - Suddently a stream jump where it doesnt call for one. While at other places within the map you overuse stream jumps where there's nothing calling for it be used. you can barely call this a stream jump, tbh, it's so minimal
03:11:873 (1,2) - Pretty harsh jump and plays pretty badly due to the fast movement from the previous stream. flows fine to me, no real issue hitting it
03:29:104 (1) - This with the added snares on sliderticks makes it feel really off tbh, the whole idea of snares on sliderticks to begin with is only obnoxious. If you want to map the snares, then make them clickables, putting a hitsound on a slidertick doesnt give it any more emphasis or value, it only a distraction for the player when all they are doing is holding down a button. It's like the active object's sound is delayed more or less. i understand your thoughts but other maps have done this concept as well, and i want to follow the long vocal here instead of mapping to the drums since i follow vocals mostly in this section
03:31:797 (4,1) - 03:33:027 (4,1) - Different spacing, arguably the same sounds. not really, there's less emphasis on the first stream
03:36:104 (9,1) - Taking the previous section into account this should be a jump no? there's not really a reason to have it be spaced lol
03:37:104 (1,2,1,2,1,2,1,2,1) - Doesnt make any sense rhythmically, it doesn't fit the music and it's incredibly difficult for no reason. The songs intensity here is lower than at other points yet this is much more difficult and more technical than needed. you can literally just play this as a straight line and hit it just fine, and how does it not fit the music when there's more emphasis on the ncs than the rest?
03:38:950 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - The riffs here are going wild yet you do nothing at all with the stream shape? It's not tehcnical, its just plain and boring. You set the bar for the technicality of the map in the beginning, either you follow it to 100% or it will come off as incredibly inconsistent. 03:39:412 (7,8,1) - this is basically the only place I can try to be technical, everything else wouldn't make any sense.
03:43:181 (5,6) - Same as the rest. the guitar is emphasized with this one
03:44:104 (4,1,4,1,4,1,4,1) - ^ these aren't even stream jumps??
03:46:335 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - Very bland in comparison to the rest of the sections no? Why go from crazy hanzer streams, huge stream jumps into a completely vanilla stream. The music calls for something else here, yet you do something normal. But at other parts when the songs calls for something normal you do something crazy. this is something I can actually understand, though I feel like the 03:46:797 (7,8,1,2) - overlap here is gimmicky enough as it is, brings back a more vintage lesjuh-era DF map style i.e. through the fire and flames
03:49:566 (7,8) - Sharp turn on blue tick? You havn't used this as a concept before, so you should change it. this doesn't affect playability at all
03:51:258 (1,2,3,4,5) - 03:53:720 (1,2,3,4,5) - 03:56:181 (1,2,3,4,5) - 03:58:643 (1,2,3,4,5) - Why are you increasing the spacing between these? There is nothing that is obviously different between them, yet the spacing is hugely different. buildup
04:30:643 (1,2,3,4,1,2,3,4) - Inconsistent with other sections of the song that sound identical. Like 01:26:027 (1,2,3,4,5,6,7,8,9,10,1) - or 01:06:335 (1,2,3,4,5,6,7,8) - or 02:39:873 (1,2,3,4,5,6,1) - The rhythm is pretty dense but on the one at 4:30 you just spam 1/2 jumps for no apparent reason. 04:31:258 (1) - this is the only note I can add a triple on to be consistent, I'm emphasizing the vocals here anyways
04:32:181 (4) - Stream should arguably start here, to put emhpasis on the right spot. Could just make the notes before be kicksliders or something since that would fit way better. it would be in heavy contrast with basically the entire map at that point if I did this lol
A lot of the mod is just the same thing getting repeated over and over.
The whole map feels incredibly inconsistent within itself and it's not even an issue that there's two different mappers, since they are even inconsistent within the sections you mapped individually. The biggest issues are definitely how you structure streams and how you put emphasis on the jumps within them. There's several cases where there's arguably nothing that calls for a stream jumps, yet you use them and at other places the song definitely calls for technical movement but the stream is just a linear one spaced stream.
It's like the map has multiple personality disorder since it doesn't really seem to know what it wants to be. You and I clearly have a different view of what the song supports, which is perfectly fine. I think that most of the stream jumps are supported in the music and aren't supported in the areas you highlighted for reasons stated above. All of the playability/flow issues mentioned were subjective and testplays showed that those sections are fine. I appreciate the thoughts, though.
again, thank you for your thoughts, but i just disagree with most of what your mod points out. it feels like you're trying to make the map your own instead of trying to improve on what's already there. i really do appreciate the time and effort you put into modding this, though.Hysteria wrote:
To be honest, most of these aren't even subjective issues. yes they are, most of what you said can be boiled down to either "in my opinion this should be spaced more/less because it doesn't fit my interpretation of the song", which is fine for an average mod, but trying to pass stuff like that as an explicitly unrankable issue just doesn't work. you can think it's bad aesthetics or bad consistency all you want, i'm not gonna force you to change your opinion, but i feel like as it is right now the map is fine in terms of consistency with patterning and rhythm.
They are flaws within the maps design and should therefore be handled correctly, by ironing them out. Stating that they are subjective or stating that we have different views of what the song supports just comes off as you trying to avoid the issues pointed out to get a smoother ride into ranked. i've had multiple modders and bn's look at this map and they never pointed out any of the issues that you had with the map. that's obviously not a bad thing, just means your opinion is unique, but it doesn't mean i'm required to apply everything that you said. for those i didn't apply i (for the most part, kinda faded away by the end cuz i was tired admittedly) tried giving thoughtful and reasonable responses to your points, so i'm not really sure why you think i'm just brushing off what you say. also, i'm not trying to make this a "smooth ride into ranked", because i actually do care about the quality of my maps, i'm not just trying to make an arbitrary number go up on my profile.
Just because a ranked version uses wrongly snapped objects doesn't excuse you for doing the same. The guitar is a) Really off and is trying to play 1/4 but fails, or b) playing 1/3. Either way the most accurate representation of that section, as of right now would be to snap them at 1/3 since the guitar plays 2 beats between 02:08:797 - and 02:09:104 - 1/4 fits the playability best here in any case, randomly swapping to 1/3 in the middle of a stream plays horribly and the drums (as said above) follow 1/4, there's basically no reason not to follow a properly snapped rhythm than trying to imitate a guitar that goes wild (for the record, i still think the guitar here is 1/4, if you pointed out 03:47:566 (1,2,3,4,1,2) - i would understand a lot better since it actually is seemingly 1/3 here)
Sharp turns on blue ticks doesn't affect playability? I guess the reasoning behind why people tend to avoid doing that completely at random is void and null then. it is one continuous stream pattern, and people don't tend to avoid it, if you want other examples why not look at blue zenith which does it a fair amount more often? i hate to bring up the "lol other maps did the same thing so its fine!!" argument but this isn't an objectively wrong issue with the map lol
Catering to high ranked players is fine, but for the record, that you or idke or anyone in the top being able to play anything and everything doesn't mean it's automatically "playable". If that was the case most flow based issues or playability issues wouldn't even be issues to begin with. the great thing about being a high ranked player is yes, sure, you can playtest your own hard map and say "this plays well", but you also have lots of connections to other high ranked players who are willing to testplay. we weren't the only people that played this map. monko did, digitalhypno did, umbre did, plus i asked several others like squilly and aireu (not sure if they actually got back to me though xd)...there's a lot more than just us two. i asked for their thoughts and we applied their changes as necessary.
Either way, good luck with the continutation of this.
I never stated that everything was objectively wrong, I only stated that most of it is since most of the entire mod is pointing out the inconsistent use of stream jumps or similar things within the streams. Inconsistencies generally make the map look unpolished or badly structured. Which is ultimately usually an issue that BN's look at and for.Kuron-kun wrote:
Unsure about everything you mentioned to be objectively wrong.
They aren't objectively wrong.
Inconsistency with spacing and rhythm is subjective (and sometimes not even an issue) if they're properly addressed and aren't wrongly snapped and, at least, have a purpose inside the song.
As for the guitar being 1/3 or not: I can't really hear them being 1/3, even if I decrease playback rate by 75%. They are still following a 1/2 and 1/4 rhythm alongside the drums. And, well, if the guitar is actually 1/3, the drums are definitely 1/4, so, yeah, these aren't wrong.