Maggi judging comments
> Dangerous Drew == Niko_Plays
General:
Bold move to go rice only on this song, I can definitely respect that - despite the minijack insanity happening in the first chorus (kinda reminds me of
beatmapsets/1628742#mania/3325111) it still ends up feeling... safe, somehow.
I wish there'd be:
(1) more different/higher snaps involved in spots like 00:57:320 with the held synths, and also during the "tech" sounding sections 01:46:555, and
(2) more focus on other layers than just the drums sometimes - 02:55:202 (175202|1,175378|1,175555|1,175731|3) - you could go doubles here for the vocals or change the patterns a bit to represent them to give some examples
Good consistency overall btw, nothing much to say about that, also no major stuff that would prevent this from getting ranked.
Gameplay:
is in that spot where I wouldn't mind playing the map - nothing unfair here, everything has been placed well - but I'm also not super excited about it either, which sums up my overall thoughts on this entry. Solid, but not crazy in a good or bad way.
> Earlier Younger == ERA medium kek
General:
Am getting a new mapper vibe here sadly. This map features some nice attention to detail, but ends up making way too many compromises to represent the vocal layer above everything else all the time, which doesn't do justice to the song as a whole.
To name an example, at 00:14:967 and 00:25:555 in the intro, there's an increase in intensity and focus shifts towards the drums, but the patterns stay pretty much the same. 00:25:555 (25555|1) - shouldn't be simplified in an Insane, 00:34:908 (34908|3) - long LNs while there's a stream happening in the other three columns don't play well, better to leave it out in that case.
Some big consistency issues as well, drums shift between having no notes at all (00:46:731) and three notes in the same section. 00:40:378 (40378|0,40378|1,40378|2) - these are neat, but stick out a bit because the snare (ex. 00:39:320 (39320|1,39320|3) - ) isn't always a triple as well to back them up.
Gameplay:
feels disconnected in some sections because the map's intensity doesn't follow the song's intensity accurately. Some of the small details I enjoyed a lot on the other hand, such as 00:43:202 to 00:48:849 or these LNs that are mixed in at 01:36:231 (96231|3,96320|0,96496|3,96761|2) - .
TL;DR there's a few core things you can work on:
- Consistency, always making sure there's x notes on y drum sound;
- asking yourself, what's the most important sound/motif in this particular section?;
- a lot of the streams do a staircase motion, try mixing it up a bit more!
> Listen Church == ERA Sirbeyy
General:
So first of all, why is one of the most intense parts at 01:35:437 unmapped
![Sad :(](https://osu.ppy.sh/forum/images/smilies/56.gif)
We're looking to potentially rank the winning map here, and leaving 21s empty is a huge detriment which I cannot just ignore even if everything else would be perfect. Furthermore, there are two stacked notes at 02:58:025 which also shouldn't happen.
00:05:084 (5084|3,5128|2) - most creative way I've seen to deal with these so good job c:, 00:23:437 (23437|0) - long LNs and streams on the other three columns don't play well together (at 00:34:731 you leave it out actually), and this keeps you from mapping out the drum stuff at 00:25:378 the same way you do at 01:32:967, presenting a consistency issue
Considering the attention you paid to placing LNs for all the vocals beforehand 01:22:731 to 01:30:672 just feels really bland, and the 01:56:614 section has some wrongly snapped LNs.
Gameplay:
here is where most of my issues with the map lie. The intro has long stretches of left and right hand bias 00:17:790 (17790|0,17967|0,18143|0,18231|1,18408|1,18496|0,18584|1,18672|0) - 00:19:467 (19467|2,19555|3,19643|2,19820|2,19908|3,19996|2,20084|3,20172|2) - .
The minijacks at 00:40:731 (40731|2,40731|3,40820|3,40908|2,40996|2) - shouldn't be on the same hand twice in a row, also patterns like 01:02:967 (62967|0,63055|0,63143|0,63143|3,63231|3,63320|0,63320|3) - are incredibly evil because of the combination with LNs.
Anchor + LN on the same hand as seen in 02:08:261 (128261|3,128261|2,128437|3,128614|3) - are really uncomfortable as well.
I think this one tries too hard to follow the music and nothing more for its own good, I could see myself liking the map a lot more if the structure would be a bit less stiff.
> Previous Apple == Maxim-Miau
General:
This gets pretty close to what I had envisioned. The map as a whole has a nice identity, lots of different ideas that are executed well, and is intense or chill when it needs to be intense or chill. No need for me to go modding/advice mode here.
Gonna nitpick the 8 stack at 00:31:908 (31908|1,32084|1,32261|1,32437|1,32614|1,32790|1,32967|1,33143|1) - that is a 4 stack in all other locations just because I can :^)
My only minor criticism would be the 1/8ths starting at 03:04:555, they feel a bit like forced variety when it would be totally fine to just continue your previous pattern.
Gameplay:
Obviously whoever made this knows their stuff, despite the map being decently difficult there's nothing out of place or to be said here. Well done! I can definitely see myself enjoying this map in the future.
> Us But == Vincus
General:
Dunno how this happened but there's a bunch of 1ms unsnaps in your map, would need to be fixed when looking at ranked, no big deal for the judging though.
00:23:437 (23437|3,24143|2,24849|1) - one LN being shorter and the other two full length is slightly messy, but avoids the super long LN + stream problem some of the other submissions had in an elegant way. Optimally you'd find some way to make them all the same length, maybe by always placing a note above them.
I wish there was some kind of interruption in the jumptrill at 00:25:908, also the "breakdown" in the music starting at 01:45:320 could be mapped in a slightly more intense way.
Good job on the intro and outro c:. I'm surprised that there weren't more submissions that went light hybrid in the outro, I think it fits very nicely.
Gameplay:
A bit of a lighter, more LN focused style than the other submissions, but very refreshing to see. It's apparent that the mapper knows how to place things for comfort, the mapping makes it very easy to just vibe to the song, and invites me to come play it.
> Whatever Perfectly == hexle
General:
Why'd you move the offset and not change it back D: It's... irritating for me to look at this map, listening to the hitsounds I could easily think that notes are wrongly snapped even though they aren't.
Looking at 00:27:120 (27120|1,27208|1,27297|1) - vs. 00:28:532 (28532|0,28620|0,28708|3) - there's already some inconsistencies that should be avoided, 00:49:179 (49179|3,49267|2,49355|1,49444|0) - no real reason to suddenly start with mini LNs and break the trill idea if you went with 00:43:885 (43885|3,43973|2,44061|3,44149|2) - beforehand.
Technically the mini LNs are unrankable as well, ranking guidelines say that long notes should be held for at least 1/12th of a beat.
The map in general is plagued by various ideas that were teased, and then not followed through upon sadly, or there wasn't enough attention put into them. I'd be willing to give this a lot more score if that were the case, and the drum consistency would also be there - there's plenty of single notes that should be doubles or triples (00:42:120 (42120|1) - ), and some chords that are actually too big (00:42:473 (42473|0,42473|3,42473|2) - ).
01:28:355 - the repitition thing is nice and the only submission to do it in such an obvious way, good to see the attention put into pitch relevancy at 02:41:767 as well.
02:53:414 - what bugs me about this section is how there's no real justification to do anchors, I think there should be something else instead to make this more interesting.
Gameplay:
ow, this minijack stack just comes out of nowhere to knock you out 01:38:944 (98944|3,99032|3,99120|3,99208|3,99297|3) - . The mini LNs are acc killers, 00:34:708 (34708|1,34885|2,35414|0,35502|3,35591|0,35679|3,35767|0) - is not so pleasant as well due to how long the trill is in addition to the long held LNs, should be avoided if possible.
In general the player is going to drop a lot of acc in this map without it really being their fault, also the connecting dots between individual patterns are often missing, which would help in enhancing the experience.
Just as a side note, OD/HP6 is quite low for an Insane difficulty and should be at least around 7.5 to 8.