Shiirn wrote:
Suggestions
Major suggestions
Unrankable issuesGeneral
- Ya'll salty. DQs are for quality reasons and discussion. If you don't want your map to be DQ'd, make sure it's boring as shit or so objectively unassailable that people can't raise a finger against your logical arguements.
- If people are raising a big stink about your map you are either doing something very, very right or very, very wrong. Try to make sure you're actually on the side of righteous logic.
- To save everyone's time and ability to suffer posts that are vaguely similar to massive walls, I will be going over these difficulties in reverse order!
My Hero!
- First and foremost, the question I have to ask is: Why do you have this difficulty? Your extra is perfectly functional and stresses the upper limits of what difficulty this song can bring. And above all, your extra is good. I don't see the point in having a special overkill difficulty that's basically the extra except with all the knobs turned up.
- CS4.2 is fine. Whatever. Do whatever.
- OD is seriously overkill, especially since the timing appears to be slightly off, and I am too lazy to make damn sure it's perfect.
- I think most of the problem people have is that your spacing is so high across the entire map that you lose focus on what parts of the song are actually powerful. If you're constantly jumping around nonstop at full power, you lose emphasis. You're not able to make certain notes strong or feel good to hit. While it certainly can be fun to have massive jumpspam maps, you can do this while still respecting the music. If you want to make a massive jump map, try mapping something a bit more intense? The mapping you've done here isn't objectively bad, you follow most musical cues accurately (outside of the terrible kiai), if over-zealously, it's just not a good fit for this song. I utilize other key aspects in this map to allow for players to experience feel rather than spacing. This is because, as this difficulty is intended to more proficient players, the spacing involved is nothing that warrants any increase in strain on the player through slow parts. This is the purpose of those anti jumps, break flow, this allows the players to feel more weight on the end of the sentences she sings (thats why every anti jump is in the location where the note that you stop on is the last syllable in the string of words and the note after is weak (aka no claps). This section is jumpy in the first place because you can clearly listen to the beat and notice the primordial 1/2 that CONSTANTLY is a part of this section. People may ask "Why is this section more circles than kiai?" but that is because the begining rhythmically has more 1/2 than the kiai. I utilize sliders and more powerful jumps in the kiai to highlight it's feel.
- Seriously, this kiai is fucked. It gets worse every time the stars burst out. The spacing is pretty much random and has no ties to musical cues whatsoever (the larger jumps aren't tied to hihats or snares or thumps at all, and the shorter distances often appear when they are) and for lack of my better judgement I find myself wondering if you truly did do this "for the PPz".
- You can call this all "subjective to player skill" but that's not a good argument. Just because someone can play it doesn't mean it's good. The whole concept of nearly random 1/2 jumps in sections is exactly what is wrong with modern mapping. It can be fun to play, yes, but it shouldn't be in a damn eroge OP map. Map drumstep or something. Sometimes jumps are made for the purpose of being visually consistent. I CANNOT perfectly coorelate every jump with the perfect intensity associated with it. If you wonder why I do certain jumps, you can ask me. Most of my spacing is done for a reason, and I take pride in it. Just because has a symbol doesnt mean that the song has the feel that warrants a large jump, and thats what you people don't seem to understand.
- 00:01:269 (1,1,2) - While these make sense from a musical standpoint, you're less than two seconds in and already asking for nearly half screen jump skips. this jump is easy because it is returning to a previously aimed location therefore the strain in aim is alot less because the person who this difficulty is intended for should easily still have that location in approximate muscle memory. Not only that but this jump satisfys the downbeat for the song start extremely well
- 00:25:020 (2,3) - Let me give you a quick tip here. 1/2 doubles stacked on top of eachother will always vaguely play like ass. This is due to the concept of momentum and forcing the player to literally stop all of their movement. It plays badly. Always. Space these out a bit maybe, even if it's just a dozen pixels, to allow the illusion of movement if nothing else. With a small circle size you're basically locking player cursors here and it kills flow. I've already talked about this, this was 100% intended for the song's purpose.
- 00:25:913 (7,1) - ^ This doesn't play as bad since it's red->white and there's only one of them and it ends into a new stanza. That's like 3 criteria. It's generally not worth the trouble. I've already talked about this, this was 100% intended for the song's purpose.
- 00:26:627 (4,5) - ^ Pretty much the only person I've seen do these 1/2 doubles right in recent history is hollow wings and you're not hollow wings and you're not experienced enough to be throwing so many gimmicks at the wall at least one of them will stick. lmao ok so if I was a "well known mapper" I could do this. stfu, that's not helping a mod that's just belittling me
- 00:41:448 (1) - unnecessary NC. You had no problem letting the combo go to 8,9 literally two combos before this. applied
- 00:46:270 (1,1,1) - : | :)?
- 00:48:591 (1) - more unnecessary NC. applied
- 00:53:234 (1,3) - you can blanket these.
They were blanketed (air blanket as I call it)- I'm... not even going to go over the of spacing in the kiai. This is not flow. The jumps are angled and spaced pretty much at random with no... yeah i mean I'd rather discuss this with you personally to see what you're trying to do here because I'm not sure if you genuinely think you're doing a good job here or you're just pretending to think you are so you can get a lazy map ranked. There are some jumps that I think work really well and some that could be better. I discuss this in my video but I didnt reall'y make a huge talk about the angles and designs of these jumps. I basically just stated that I tried to overal red tick more as that beat was less powerful, but I didnt do that for the first kiai of the jump section, I might change this to evolk more consistency.
Extra
- I said it before and I'll say it again: Your extra is good. It deftly stresses the upper limits of difficulty that this song can provide, and, while silly at times, is far less objectionable than My Hero. This should be the top difficulty for the song. It fits and it plays well and it's fun without using obscene difficulty setups to make a damn 6* map out of an eroge OP. Come on.
- 00:01:091 (3,1,2,3) - kinda killer from the start adjusted slightly
- 00:02:698 (4) - This can stack almost perfectly underneath 00:01:091 (3,2) - , why not do so? stacked over 2 but not 3, got too close to 1.
- 00:10:377 (1,3) - not blanketted perfectly
I'm pretty sure this is blanketed correctly.- 00:14:305 (6,7) - Remember my comments on My Hero! ? yeah this is even worse since it fucks with the pattern. I can consider changing this since this isnt the top difficulty but again, this was intended
- 00:18:055 (3,4) - This one is actually pretty okay. It feels far less shit to do a single 1/2 double by jumping into it from a white->red tick than having to jump from red->white tick like most do. This applies differently to repeated 1/2 doubles. same
- 00:25:913 (7,1) - Again, this is pretty okay. same
- 00:51:805 (1,2) - An example of fairly meh 1/2 doubles. same
- I don't want to constantly mention them so from here on out if you see a pair of stacked 1/2 circles that start on the white tick, remember that it almost always plays badly. If it starts on the red tick, it's at least somewhat okay. don't really agree but okay
- The rest is fine! The kiai is a bit overdone but it's not crazy and honestly plays surprisingly well. oh wow! almost like my hero! does to those who the difficulty is intended for!
Insane
- 00:01:091 (3,1,2,3) - i'm going to have to mention this every difficulty aren't i adjusted
- wow this diff is actually really fucking fun.
this comment is just hilarious to me because this difficulty is extremely similar in design to my hero. Why is this difficulty extremely fun to you? Oh yes because it's intended for a player around your skill level! My Hero! is basically the same except for some slightly changes that cater towards more top ranking players but you all hate that because you're not skilled enough to enjoy what it is...
I'll skip the easier difficulties as this map was qualified before and should be fine. I hope. same