thanks for responding civilly, appreciate it.
grumd wrote:alright so let me make it clear.
fieryrage wrote:ok so i'm gonna throw my two cents again mainly focused on grumd's diff
00:11:248 (4,5,6,7,8,9) - this is a fairly huge jump pattern for stuff that's barely intensified in the music, there's only like 3 notes here that warrant jumps
what notes warrant jumps and what notes do not is subject to my judgement and interpretation. moreso, what notes should be considered as jumps is also subjective. this pattern is fairly easy compared to some other patterns in this map, therefore i dont see a problem.
00:13:731 (1,2) - lol what why is this so big
this is the only reasonable point in your whole mod, but its so minor that i dont feel like fixing it because i like the visuals of this pattern
00:20:076 (5,6) - there's like nothing in the music to be mapped here so idk why you mapped these two notes, but you do this a lot so i guess it's ok enough since it's not intensified as much as other notes like this
i can clearly hear two notes in the music, i dont see a problem
00:21:593 (7) - missing clap?
no, its intended to have a whistle instead here, just same as here 00:27:800 (5) -
00:22:558 (3,4) - more jumps that aren't intensified in the music
are you kidding here? hardest bassline in the song here. this map is built around emphasizing bass
00:24:627 (8,9) - this one especially, near full-screen jump that has no intensity, why?
it's smaller than half of other jumps of the kiai. and the synth is pretty dope which warrants a flashy play according to my view
00:26:007 (6,1) - alright so this is basically the hardest pattern to hit in the entire song due to that anklebreak (or whatever it's called idk these new mapping terms) and it really doesn't fit here either, it'd be better just to keep the flow here, nothing in the song really changes to warrant a huge flow change like this
00:30:972 (6,7) - .
to be honest i'm basically just kind of repeating myself from the mod of this map i made over 3 months ago.
your mod from 3 months ago was rejected for a reason
i still don't think the jumps here are warranted in a lot of cases, it seems like extreme overmapping (and it probably is); not to mention the general feeling of unpolishedness the difficulty presents in terms of spacing (i guess that's what grumd was going for, though). this set should've ended at nogard's extra.
if you were gonna keep the diff then at least add a difficulty in-between, a 1.1 star gap is pretty damn big considering the other diffs have nowhere near that big of a gap in-between.
your one and only concern is that jumps are too big in my diff.
this is not a calm song about love and happiness, this is electronic fast paced music which calls for a fast and fun map.
how huge my jumps are gonna be is only for me to decide. the only thing i really need to worry about is jumps and pace to be proportional to music's loudness / pitch / mood / whatever. i repeat, proportional. i can have fullscreen jumps at the loudest basslines, as long as less loud parts have smaller jumps, preferrably proportional to how loud i feel it is.
the fact that you dont understand why i think a certain part of the music needs more emphasis doesnt mean that a reason for that does not exist.
i built this map mainly around bass sounds, and people like monstrata understood this and gave me useful tips how to improve my map according to my view and ideas. you only refuse to understand and bash my mapping.
i can understand that you're not very experienced as a modder and mapper, and that as an experienced player you can be annoyed at hard maps because it's becoming kinda mainstream, but it doesnt make your points valid.
i provided you reasons and explanations. thanks for modding.
yes, it is pretty annoying that a majority of high-star rating diffs these days overuse jumps as a means to inflate difficulty--as a mapper myself i'm guilty of doing that. hence the main concern being the big jumps. while i agree this is an energetic song, i don't think (and this is a personal opinion, so you're more than welcome to disagree) it really warrants full-screen jumps just because the song itself isn't really that intense at its core. to me, the song is a happy-go-lucky upbeat tempo song, albeit with pretty twisted lyrics. i personally thought the tempo wasn't warranting of big jumps (except for the hard bass drum kicks); i thought this was represented pretty well in the next extra diff and the others below it. i thought your diff was a bit wonky in terms of the flow of some jumps when it really didn't need it (00:26:007 (6,1,2,3) - this is the jump pattern i almost always broke on (screenshot doesn't have the few tries that i retried), the jump between 00:26:007 (6,1) - as i stated was pretty awkward to hit which caused that most of the time)--however that's your style, so i respect that, and it's perfectly playable.
i guess the point i was/am trying to make was while i liked the flow of the map and a lot of the anti-flow mechanics (00:09:869 (3,4,5) - spacing like this for example, also 00:11:938 (9,1) - this stuff i absolutely adore), i just didn't feel like the big jumps fit. but i guess what can you do, you can't always agree on stuff like this lol
granted, i can definitely see your point and the purpose to the jumps now, and i thank you for clarifying that. admittedly i didn't really hear the bass lines all too well, but that's probably just because i'm an idiot and can't music theory worth ass.
hope i didn't come across too brash originally, i do like the map, just not really a fan of how big the jumps are. it's a similar case to the Lemur diffs for me.