- Preferences: touhou > tv/size, vocaloid, and similar > rhythm/videogame music >> else
If your song is from 東方Project and has a female vocalist, feel free to post even if closed. I'll probably take a quick look at it- see last post for rules/details
- My map: https://osu.ppy.sh/s/453680
- If you prefer reverse M4M, let me know in your post
- If you already modded my map because I posted in your queue, let me know and I will give you a NM back
- The most helpful feedback I got as a new mapper were general comments regarding how I should structure my map in turns of rhythm, flow, spacing and aesthetics. These guidelines are applicable to virtually any song and I will list some of the ones that I think are important below. IF YOU ASK FOR THIS MOD, I WILL LITERALLY JUST COPY WHAT I WROTE BELOW, AND GIVE YOU EXAMPLES FROM YOUR BEATMAP WHERE THESE ISSUES OCCUR IF APPLICABLE
- I will mod 1, maybe 2 diffs. Don't expect me to point out every instance where your map can be improved, as the point of this mod is to encourage self-modding and improve your skills as a mapper.
The mod you will receive
Rhythm:
- Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
- If you're following the drums/vocal/instrument in your song, don't just suddenly switch to mapping a different part of the song unless you have a strong reason to. Otherwise, you will confuse new players.
- Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.
- Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above.
- For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music
- People like pretty maps, so make your maps pretty!
- Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).
- Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
- ctrl+c/v -> copy/paste
- ctrl+g -> reverse selection
- ctrl+h/j -> flip horizontally/vertically
- ctrl+shift+d -> create polygon