from pm /o/ \o\
[Moon & Stars
and all the priti stuffz]
Fack music theory essay mod omg
All of these are
SUGGESTIONS, you can say "fack this" and ignore it like a bawss.
[
Distancing inconsistency]
Generic essay for my idea on using jumps:
Jumps. They are fun hue. I personally think jumps are somewhere around 1.5x+. Jumps are used for emphasis! (or to make your map ridiculously hard) I use vocals for determining whether to use jumps or not. One good case to use jumps are when there are sudden spike in pitch or a note in the vocals or just sheer increase in volume. Applying this, you can also fiddle around with general distance snap you use while mapping out non jumpy patterns. Eg: slow, calm vocal part with 0.8x~1.2x with like maybe 1.5x jumps, kiai time: 1.5x used generally, 2.0x maybe even 3.0x used. To summarize: use jumps according to vocals!
Side note: you can use jumps if there are sudden increase in volume or concentration of riffs by other instruments as well, but i just prefer vocals.
00:16:387 (3,4) - - Keep ds consisent, use 2.0x
00:16:141 (1,2) - I would stack this, since I personally don't see why it should be like this when you decided this 00:18:109 (1,2,3) should be stacked.(refer to rant about stacks below)
[
Blankets]
No rants here
but...blankets section needs more love
The only thing I'll say here is that you should use more blankets.
[
Flow, Patterns, all the goodies related to playability]
Little background explanation for mapping style I'll be modding this by:Percussion mapping. This song has some quite strong, non-negligible drum beats that should be mapped out. My style (or should I say what I think I should do but never do it because I'm lazy as if I was a guinea pig in real life) is that using a circle on a strong beat is a must. For example, you had slider end mapped out on parts where there are strong drum beats (eg. 00:19:338 (6) - ). Well, DONT DO THAT
(don't take it personal pls) I believe it's 120 times better to actually use circles on parts of the songs like that. My idea of fun patterns are that flow is mapped to string instrument, jumps according to vocals and hitsounding/timing on percussion. When they are executed properly (pfft anything executed properly) its a fun pattern
, so I'll mod your patterns/flow with this in mind.
Another long explanation about stacking the stackening has begun:
Stacks, they can be fun
(and easy way out if you are lazy to mapu) I use stacks as a break from long continuous flow. Or, you could use stacks for mapping out streams of 1/2 or 1/4 that is monotone (like drum rolls for eg... but you can use reverse sliders as well pfft). The important thing about stacks are that they put a STOP at the flow. Now, when used with good understanding of the song, you can use it as a mini break time (although the song is quite slow and it doesn't need to be used that way) or to make the song harder in a way. For example, 1/4 stacked triples jump. Because they put a stop to the flow, it can also be used to put a smoother transition from one direction to another. Well enough ranting.
oh not againPassive sliders:
wtf is... a passive slider? slider that starts on red tick and ending on white tick. The white ticks are areas which is used for "active" hitsounding, red ticks on other hand are used for "passive" hitsounding, hence the name passive sliders. Passive hitsounding areas usually have nothing, or little to hitsound, so generally ppl use whistles or leave that spot empty. On the otherhand, active hitsounding area is usually the place to go wild and put clap+finish together. Active hitsounding, white ticks, are a good place to put an 'active' hit object like a start of a slider or a circle. So, to make it short, don't put slider ends on white ticks pls.
00:17:371 (6) - There is a HUGE drum bass hit in the red tick. I would take out the slider and put it like this
00:18:600 (4) - Oh snap a passive slider, passive sliders can be used in some cases thou. It's just me that hates it like a hater. But in this case, there is a HUGE active hitsounding that can be done on slider end so I'll just switch to 2 circles.
00:19:338 (6) - Although it's a good to go slider, a circle can be used in the place of slider end. So it's up to you if you wanna keep it or not.
00:19:338 (6,1,2) - I dislike ISOSCELES triangle. Make it an equilateral triangle!
00:21:797 (6) - Same issue as 00:19:338 (6) - + slider shape can be neater
00:23:273 (4) - ^^
00:24:502 (4,5) - I would do circle - slider, not slider - circle.
00:26:715 (5) - Consider repositioning to make a triangle \o/ (x:224, y:260
00:27:207 (6) - remove and rearrange like
00:29:666 (6) - change to 1/2 slider, add a circle at 00:30:158 (7) -
00:29:912 (1) - move to 00:30:404 (1) -
Just a comment
00:31:879 (1,2,3,4,5,6) - this part LITERALLY made me feel confused for a moment.
00:31:879 (1,2) - MAYBE use anti jumps for extra emphasis?
00:33:600 (6) - personally, I would blanket this to (5)
00:34:584 (3,4) - Two circles without mapping red and blue ticks in between. There isn't really much to map on blue tick for this imo. (mappable vocal syllable change at white ticks only for this case)
00:35:568 (1) - Don't use this, although the vocals do sound like it has something on blue tick, but it doesn't.
00:36:059 (2) - 2 circles desu! a strong beat on red tick!
00:36:551 (3,4,5,6) - Would change to 2 1/2 sliders
00:37:535 (1) - You can either use 3 circles, or slider - circle, but no slider end on white tick pls.
00:38:764 (5,6,7) - Triangle desu~
00:40:240 (2,3,4,5,6) - Try this
00:42:453 (8) - 1/2 1 reverse.
00:44:174 (3) - try this.
00:45:158 (5,6,7) - uhhh try thix
00:47:371 (2) - 10/10 would blanket this to (1)
00:47:863 (3,4) - remove and put 1/2 reverse slider
00:49:092 (7) - circle here, 00:49:338 - start 1/2 slider here, remove 00:49:584 (1) - , NC the new 1/2 slider
00:50:076 (4,5) - remove (5) and make (4) reverse.
00:50:814 (6,7) - I would make this 1/2 slider while keeping the blue tick circle after it
00:54:010 (2,3) - remove 3, reverse 2.
00:55:240 (1,2) - remove 2, make 1 1/1 slider.
00:56:469 (5) - Wouldn't stack this on 6.
00:56:715 (6,7) - remove, make 00:56:961 (8) - start at 00:56:715 and go to 00:57:453 (you are mapping to vocals right?)
00:57:699 (1,2,3,4,5,6) - I dunno, I would remap this. It is hard to map to sub vocals.
01:00:650 (5,6,7) - Overmap. 1/2 slider winz.
Just a comment
01:02:617 (6) - THIS IS OK (but I would still not do it), since there is no strong drum hit or anything on here, but the slider end is on a DOWNBEAT (big white tick), which is preferred place to start a new hit object.
01:02:371 (4,5) - My mind keeps telling me this is overmap D:
01:03:969 (3,4) - ^^
01:05:199 (8,9) - Hitsounding is blue tick is baaaaaaad idea + overmap, why not make 01:04:830 (7,8,9) - just one long slider? (idk, i can't really hear the music with the volume of hitsounds)
01:05:814 (2,3,4) - looks like overmap to me, how bout u?
01:06:551 (6,7,8) - yeah this too, I would put a circle on 01:07:043
[
Timing]
I barely noticed the SV increase since the base SV is so low, try 1.5x?
and silent notes are unrankable (circles, slider ends/starts with 5% volume)
[
Hitsounding]
Kiai Times: DONT USE NORMAL. FULL STOP.
Lemme give you some hitsounds you could use in this rar file.
http://puu.sh/am30a/cddfaa73ef.zip rawr
Yeah, I burnt out. But it was since due to similar 'problems' coming up over and over : eg. passive sliders, having slider ends on area which could have circles instead, dem triples.