Klop52 wrote:
Most maps are made by people who simply have no idea how music and rhythm sections work. Why make a logical rhythm when you can just add 10 buttons in one place to make you break your fingers. Why do we need to logically distribute strong and weak beats, let's make a broken rhythm to confuse a player. I especially hate maps where the rhythm of a song is fast, but a mapper requires you to press slowly. Or maps where you only need to make three mistakes in a row and you lose.
Worried at the lack of an actual response so.
You are playing a lot of insane and even expert difficulties before you are ready. All your main plays are at best A ranks, mostly B ranks, and there are many C ranks. Your comfort level will be judged as that you can high acc A rank and S rank. Something tells me you are treating this as an 'aim game with rhythm' and not as a 'rhythm game' and therefore mistaking simply recognizing and hitting a note as the criteria for judging your ability. You need to be able to read, feel, and execute an accurate rhythm, like slow notes and rapid notes like triples and bursts.
While there is a truth to what you say about rhythmically intense songs mapped slowly, this is more to give beginners an access point to the songs they like. If it were mapped completely as felt, there would be practically no interesting music playable for beginners. If you want to feel more authentic intensity, then just play songs that are calmer.
As a rhythm game, it is important to highlight a core rhythm, and this may not be the one most obvious to you. Let us take the Skyclad map by Lasse you've played. They're one of my favorite mappers and I quite like this map (worth noting its one of their first, and since Steins;Gate is an older anime and the op are less 'energetic', feel most Steins;Gate maps aren't most high quality, though the map of Amadeus by Frostmourne is quite good)
It is worth keeping in mind osu is a single note game, so there must be a clear singular rhythm. This is one thing that distinguishes it from how rhythm works in musical instruments or in say guitar hero. The most obvious rhythm heard in this song is the vocals. But, mapping only this however would miss out for instance on the intensity of the song at numerous points and the dynamics of the drums, synths, and other prominent instruments. It'd also be boring. More difficult maps will generally map the drums and this song does that, so it *is* mapping to the rhythm. The early parts of this map are mapping to the prominent synth, the quarter note vocals + piano, and of course the drum which these parts together are making the real *core* rhythm separate from the main vocals. (edit: I misread, I thought you played this map but you played a different one: though perhaps you have played this one before I'd guess)
The '10 note spam' you describe are called bursts or streams. It often accompanies stuff like drum fills to emphasize a marked point of intensity. Again, without them, these parts would not be felt.
If you have any map you feel is truly conflicting with the rhythm, I'll be willing to look at it and give more specfic suited commentary.