kill me v1[]
modding bach
not your usual mod.
I assume you want to get this ranked, and i furthermore assume that you enjoy listening to this song, otherwise you wouldn't have mapped it, because you may have noticed that that takes time, lots of.
But I'm pretty sure you don't want
p/4048738 something like this to happen just shortly after you got your first bubble and then end in disappointment like this guy.
So in the following i will try to explain as logically as possible
and actually be helpful contrary to tutuhaha sorry tutuhaha but that post will most likely not help at all lol[Emphasis]
How do you even emphasise things? Like in music you play a stronger note and that's emphasis.
What do you do in osssssss in order to emphasize things? You space them further, spacing them further, doing jumps and all that fancy stuff puts more pressure on the player and thus emphasizes an object in osu.
If you take that into consideration and look at your map again, you will notice that you overemphasize a lot, like really a lot of things. actual examples for this are:
Basically most of your beginning, the song is barely even starting and you do jumps like
00:02:945 (1,2,3,4) -
00:11:816 (1,2,3,4) -
00:06:978 (7,8,9) -
etc.
like this part is really really damn calm and what you do is space space space space which not only ends up in this thing losing structure, becoming messy, but also it ends up feeling overdone while playing it.
I will tell you in the end of this section of this mod what you can do to avoid this so keep reading lols
00:25:016 (7,8,9,10) -
this place is a nice example where one could ask themselves "what are you doing"
why?
00:24:532 (6,7,8,9) - because you just did super space here, and even changed sv of the first slider, so that this movement feels a bit more intense, but what does the song provide here:
00:25:016 (7,8) - a vocal and a clap in these 2, while 00:25:177 (8) - is much less focused because it has neither a vocal, nor a kick, just the guitar doing its thing on currently 1/4 beats, so spacing these two that far doesn't make that much sense going by that really simple principle of emphasis, which i described above.
00:25:339 (9) - then you have this one, yes this one should probably be spaced more to the previous object because the sound ith as is a vocal and - a crash or however you wanna call it - at least it's stronger than a clap so higher spacing would make sense.
00:25:661 (10) - then there's this one which is super close, to the previous slider and i just don't see why it should be, it has a vocal and something that sounds pretty similar to 00:25:016 (7) - sound wise, also the 2 vocals make up only one word so a smooth movement based on pitches would make for a nice effect, either more of a right left or top bottom movement, but they shouldn't be this close
.
I guess you see where I'm getting at,
some most of the patterns could make more sense with the song and i only looked at 25 seconds of the map and played it once.
How the fuck do i make more sense?
Making sense is actually pretty easy, i would just say just do, but i don't know if that's that clear at this point:
so let's take a look at what your song is, not what your map is, that comes later
Part I 00:00:204 - until 00:19:881 - a very soft guitar intro
Part II 00:19:881 - until 00:51:790 - long ( :^) ), soft, and held vocals, together with percussion
Part III 00:51:790 - starting here the song keeps picking up pace, it suddenly contains another instrument and the playing instruments get louder, the vocals slightly faster
Part IV 00:56:952 - a buildup until the kiai starts climaxing in the kiai start where the vocalist puts much more emotion in his voice
i assume you know what level of intensity the song contains for the next few parts
Part V 01:43:403 - and then it suddenly loses it's intensity and a similar section to the one in the beginning starts
Part VI 02:13:081 - starting here it builds up again and the kiai things repeat.
so now let's see what you got in the respective parts in the map:
Part I: 1.0x sliders and circle-jump patterns while the guitar holds are empathised by lowering slidervelocity.
Part II: a jumpy slider part similar to Part I
Part III: A buildup at first, you have
00:56:952 (1,2,3) - no movement
00:57:919 (1,2,3,4,5) - p much movement
00:59:532 (1) - a slider
00:59:855 (2,3,4,5) - arguably overmapped 1/8s
01:00:500 (6) - a 3/8 slider
and 1/8 patterns follow until kiai starts.
so your buildup is like this . . . . ...!!!!!!.!!! (the one dot inbetween is the 3/8 slider ok)
i hope this illustrates that nicely. Basically it's all slow and fitting at first then it increases at once and just explodes while the song does a rather smooth buildup, this is pretty rough.
Part IV: more intense jumps, frequent 1/8 patterns, looks a bit unorganised but certainly does fit intensity of the song
Part V: a few jumps here and there a few 1/8 patterns, nothing too hard but could be calmer.
So now look at these parts alone and what you mapped for them and now i'm going to ask you the following:
do these parts fit the song and emotions you want to portray?
answer this question on your own.
[Tidiness, Patterns]
wtf is a pattern, don't i use a lot of patterns already?
yes and no. You sure do use a lot of patterns already, but without knowing what they emphasize or what effect you want and what the song does at that moment.
This is pretty hard to explain correctly but basically you end up using a lot of different patterns like 00:10:526 (1,2,3,4,5,6,1,2,3) - , but without considering what effect they have while playing and if that effect fits the song or the emotion you want to convey
This is the point where some people who play this map will say something like "it was easy to play this map but it felt a bit weird sometimes"
the reason is that some patterns are either too intense or not intense enough for the respective part they are used in:
00:10:526 (1,2,3,4,5,6,1,2,3,4) - this is possibly too intense
00:39:855 (1) - this is probably not intense enough in terms of the rhythm is poorly chosen, just look at how 00:36:307 (1,2,3) - map to the vocal while this one completely ignores it uh ya that's a weird idea
00:59:855 (2,3,4,5,6) - i already explained how these destroy your buildup rite
01:01:790 (1,1,2,3,4) - while this is not intense enough 01:01:952 - 01:02:274 - have mappable instuments but mostly the stop from 01:02:919 (4,1) - is the thing that feels the most weird, the song just exploded in emotion and what you do is stopping
there are more places like this but these are the easiest to explain examples
Basically you misuse some patterns making them lose connection to your song.
Tidiness? Is this an issue?
Yes and no. how a map looks when it's getting ranked is up to the mapper which is why the ranking criteria doesn't have a rule that says "yo map must look nice to players". It totally doesn't have to,
but
(hi deetz pls no dmca)sometimes trying too hard to be creative and using a lot of different patterns, overlaps or just ways to do things, heck even different rhythms, can end in your map looking and playing worse than it would have if you just stuck to the idea that was most apparent and made most sense immediately.
sure it's nice to vary things up to make them interesting, but if your map is literally just variation people and modders will fail to see a system in your map and if they can't see a system in your map,
that's potentially bad, because if nobody but you understands the emotions and things you wanted to express when making it, you kind of failed at the thing you wanted to do, right?
another point in tidyness is the way you design your map and if it appeals to the average person who plays it, from experience i can say that i at least don't like overlaps between sliders and circles, if they don't look like i explicitly wanted that
left right comparison between unplanned looking and planned looking patterns:
This means just by stacking some objects differently or - consistently - throughout your map you can make a lot of patterns look nicer and actually planned for the people who play this
no left/right comparison necessary: if you have 2 things that just touch borders it may look weird, either overlap the objects more if the sliders are longer, stack beginnings/ends in some readable way or just avoid them touching at all.
00:13:752 (3,5,7) - yeeeeeeeeeeeeeeeeee
[Rhythmmmmmmmm]
mmmmmm at this point i start feeling like i rant too much, but i hope you appreciate these opinions and i hope i write these in a way that makes sense.
I can cut short on the lengthy explanation here because most of it is explained
p/3348550 in there
yead the first 3 posts, as they are relevant to your rhythm choices and then continue
here are some examples where you ignore things for no real good reason
00:29:694 (5) - 00:31:791 (4) - 00:39:371 (2) - 00:39:855 (1) - 00:50:339 (6) - 00:52:436 (5) - 00:53:565 (4) -
for the last 3:
00:50:339 (6) - wtf a vocal starts in the middle
00:52:436 (5) - a strong vocal starts on the end
00:53:726 - ;_;
[combos]
yo ncs are the easiest damn thing to self mod
here's a quick explanation on how to combo:
most songs have downbeats, yours does, too. They are called that way because musically a phrase or something like that either resets/starts over or that is the place where in most times really STRONG beats.
so putting new combos on things where new phrases start makes sense to you, right, but where else since you mapped this in a half bpm (which tutuhaha told you to change), well that's actually pretty easy just double the bpm on the first line and half the sv and your first measure looks like this:
the timeline is centered on a downbeat.
as you can see the guitar in 00:01:333 (4) - 00:03:913 (6) - 00:06:494 (6) - 00:09:074 (7) - pretty consistently goes over that thing, so adding combos on these sliders would fit
wohoo comboing
going by that you will see that you forgot to nc
00:14:397 (5) - and then go over that thing again spot things that are inconsistent with either the way you did the same thing previously like
01:16:145 (6,7,1) - 01:13:565 (1,2,3) -
or just missing like 01:17:597 (7) - 01:18:887 (6) - 01:22:758 (8) -
really, making sense with combos is really really easy
[]
so to cut this short, what i mentioned above applies to A LOT IF NOT ALMOST ALL places in your map
In my opinion it is kind of useless to get a lot mods on this because then the thing I mentioned in the very beginning will happen and chances are people will not know how to mod it and just tell you "do this, do that" while the more important things are of more fundamental nature.
So getting a lot of mods on this will most likely result in the overall quality of this map decreasing and not increasing, i would recommend redoing this with the most important things in mind while trying to do these "mistakes". If your map has a clear structure and makes sense with the song people can actually give you suggestions that make even more sense with the song or are generally things that you've never thought of.
I know this isn't very specific, but i hope i made sense and that this post doesn't demotivate you.
yes this was a pretty long remap pls, don't hate me ;w;