I wanted to show how out of touch I am when it comes to modern osu by showing how I map. Or am I mistaken?
Map in question: beatmapsets/1697166#osu/3467524
Map in question: beatmapsets/1697166#osu/3467524
Hey, thanks for this,Zelzatter Zero wrote:
The matter here isn't what the concept is but rather how you execute it.
Looking at the map, I can see very clearly that you focus too much on the concept but not the fundamental, having too many interesting ideas but barely have proper focus on any of them, making the end result to be really messy.
My suggestion is to only choose a few, maybe like 2-3, depending on your actual need, and develop them throughout the map.
Also the first Kiai of the song is notable for the growls (?) being at swing beat aka. 1/3 or 1/6 divisor, meanwhile you map them at 1/8 which is still straight beat so rankability-wise it's dead from the start. And that's just one of the many problem that I could find, with this being the one that sticks out the most for me.
Wow, didn't expect another reply, but thanks for sharing your opinions on it!EtheralAzure wrote:
Okay haven't seen a new map that seems to age well for decades, so I'd like to say sth
First of all, I'd like to tell u that u've chosen a tougher path.
Using grid snap all the time, lots of axial symmetry, an overwhelming amount of geometry plus cranky sliders? It's a mapping style from deep history.
When u pm a bn with a map featuring such style, it's like attending an interview in medieval armors. Fewer would be interested in it so it's definitely harder to hit ranked. (But still, if it's good enough u do have chance)
Secondly, u still have a long way to go. I'll list a few essential things that ur map lacks.
1) Maps should represent the creator's efforts, so in all styles of maps patterns having 2 symmetric axises (i.e. made up of 4 exact same patterns) are rarely used. Also, they often fail to distinguish the difference between micro music sections. Stuff like 00:24:726 (1,2,3,4,5,6,7,8) 00:30:000 (1,2,3,4,5,6,7,8) should be reduced.
2) Objects should be placed on the beat. This is obviously topdiff so few beats should be ignored. For example in this part: 01:09:375 (14,15,16), beats exist on 01:09:375 01:09:726 01:09:843 01:09:960 01:10:078 01:10:195 01:10:312; apparently u missed a lot of them. A better example is 01:10:312 which u can easily tell.
3) Slider shapes should be reasonable. Avoid those after 04:00:000 and anything else alike since they make no sense. If u cannot explain why when using complex slider shapes, then u'd better not use them. What's more, sliders aren't writing tools. Don't make too many letters with them. Only do that on special parts of the music (for instance, unique sounds or end of the music) That is to say, replace stuff like 02:30:000 (1,2) since they don't lie on anything special and using them skips a lot of beats.
4) Difficulty distribution should be proper. More intense part of the music should receive harder patterning, and extreme difficulty spikes should be avoided. U don't seem to have decent playing skills but are still supposed to know that 03:11:250 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,1,2,3,4,5,6,7,8,9,10,11,12,13,14) and 03:33:750 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) are far more difficult than the rest of the map.
(unfinished, will add more later
Yeah I'm glad that u take my advice into consideration, while I may issue a few according to ur reply!Kurboh wrote:
Wow, didn't expect another reply, but thanks for sharing your opinions on it!EtheralAzure wrote:
Okay haven't seen a new map that seems to age well for decades, so I'd like to say sth
First of all, I'd like to tell u that u've chosen a tougher path.
Using grid snap all the time, lots of axial symmetry, an overwhelming amount of geometry plus cranky sliders? It's a mapping style from deep history.
When u pm a bn with a map featuring such style, it's like attending an interview in medieval armors. Fewer would be interested in it so it's definitely harder to hit ranked. (But still, if it's good enough u do have chance)
Secondly, u still have a long way to go. I'll list a few essential things that ur map lacks.
1) Maps should represent the creator's efforts, so in all styles of maps patterns having 2 symmetric axises (i.e. made up of 4 exact same patterns) are rarely used. Also, they often fail to distinguish the difference between micro music sections. Stuff like 00:24:726 (1,2,3,4,5,6,7,8) 00:30:000 (1,2,3,4,5,6,7,8) should be reduced.
2) Objects should be placed on the beat. This is obviously topdiff so few beats should be ignored. For example in this part: 01:09:375 (14,15,16), beats exist on 01:09:375 01:09:726 01:09:843 01:09:960 01:10:078 01:10:195 01:10:312; apparently u missed a lot of them. A better example is 01:10:312 which u can easily tell.
3) Slider shapes should be reasonable. Avoid those after 04:00:000 and anything else alike since they make no sense. If u cannot explain why when using complex slider shapes, then u'd better not use them. What's more, sliders aren't writing tools. Don't make too many letters with them. Only do that on special parts of the music (for instance, unique sounds or end of the music) That is to say, replace stuff like 02:30:000 (1,2) since they don't lie on anything special and using them skips a lot of beats.
4) Difficulty distribution should be proper. More intense part of the music should receive harder patterning, and extreme difficulty spikes should be avoided. U don't seem to have decent playing skills but are still supposed to know that 03:11:250 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,1,2,3,4,5,6,7,8,9,10,11,12,13,14) and 03:33:750 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) are far more difficult than the rest of the map.
(unfinished, will add more later
For what you said at the beginning about me using grid snap, the reason I do this is mostly because those are the most common type of maps I play and which I like to play the most. So going for ranked for me is out of the question and it was mostly to make a difficult map.
As for ways to improve my mapping, I understand what you're trying to say.
- For the first thing you mentioned, about having too many objects, made it to fill out the beatmap with something to progressively make it more difficult (more on that later).
- For adding too few objects, was done mostly because I didn't know how to connect it better to the next part (on that example at least), and since I didn't wanna overcomplicate it.
- For the insane slider shapes, the idea of that part was to have a destructive second drop where you flick your cursor around at a very fast speed which was an idea that went waaaay out of control later on. As for the examples you pointed out (2:30 and 4:00), those parts were mostly done because I had no idea what to fill the space with because I got lazy (sorry, I'll be more professional eventually-w-)
- For the last thing, the same thing applies, didn't know how to fill space in some parts, went out of control because I thought the map deserved it (the poor map didn't deserve my extreme difficulty spikes lmao) and in general felt lazy
Anyways, what else I wanna mention is these are not excuses! I just thought I'd mention what I thought about while making the map. I'll try to be careful in making stuff better from now on maps in the future (maybe even if I remap this one day). And if you ever decide to add more to it, that would be nice as well!Also, when I decide to hitsound the entire thing you could review how I do that too even if its unlikely to happen soon after reading this *cough*
So yeee, thanks again for your feedback! ^^
~Kurb