forum

Mapping is terrible.

posted
Total Posts
20
Topic Starter
Klop52
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.
Sanch-KK
agree
-Mikan
True
Octostomp
Partially sounds like you're playing maps that are either too hard or easy for your skill. I'd use the Recommended Difficulty search filter.
Topic Starter
Klop52

Octostomp wrote:

Partially sounds like you're playing maps that are either too hard or easy for your skill. I'd use the Recommended Difficulty search filter.
I don't think so. I play maps with difficulty levels 4 and 5, it's my average.

In general, the most popular maps are made with correct rhythmic patterns, the rest for the most part represent unnecessary rhythmic beats and a shift in emphasis from a strong beat to a weak one (broken rhythm), the problem is that this occurs where the song itself does not contain what is described, i.e. a map developer deliberately added something of his own, something is technically wrong. From incorrect rhythmic patterns, for example, it is necessary to play sixteenth notes or even thirty-seconds notes where a music does not allow for their presence or harmonious presence. Also, many maps are made inconveniently and unpleasantly in terms of sliders and regular balls, sliders are where they are not needed.

Answer me, why add a broken rhythm to a song where it is not appropriate? Why do i need to press a same spot 10 times in a row when the rhythm of a song doesn't imply such an insane amount of hits per second? Perhaps I did not explain my complaints quite correctly, but I really find most of the maps in OSU disgusting, because as a person with a musical education I see a lot of mistakes in the construction of rhythm. The problem is not that I can’t go through such maps, the problem is that it contradicts my rhythmic hearing, I have to artificially adjust to the rhythm of a map, not a song.
Djulus
you aren't wrong
milr_
wrong
lewski
how can one be so right and so wrong at the same time
Cami
i think im gonna have to stay neutral on this one seeing as you are both wrong and right
McEndu
You knew the theory. Now try some mapping yourself and take it to rank! Good luck!

If this proves very hard a road for you, I can only agree.
bigredhunterhat
Be the change you wish to see in the world...
Zelzatter Zero
good, you have the rhythm aspect fine and ready, now try ranking a map!
McEndu

Zelzatter Zero wrote:

good, you have the rhythm aspect fine and ready, now try ranking a map!
Oh, and forgot to mention the massively boosted amount of kudos (not kudosu) for new mappers this time around
Sophie Twilight
Spoken like a true music nerd that doesn't know how mapping works.
Lp9
its all subjective anyway lol
Lightin
Fire
jubilea
facts
Simcur

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.
Nanofranne
something about dunning-kruger stuff
m666

Simcur wrote:

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.
Normal people: how's it going
Please sign in to reply.

New reply