EDIT: nvm you're fine
UndeadCapulet wrote:Hello Xexxar. I hope you don't mind, but I'm going to drop a post-qualification mod on your map:I could've talked about a lot more, but it would've started getting redundant. If I've understood the map correctly, I don't think it's ready for rank as is. There are a lot of conflicting jump concepts, and it seems like it was mishandled in the modding process, with a lot of people trying to force more "traditional" jump concepts onto it. Or maybe I've misunderstood the map, in which case feel free to correct me. This is just what the map looks like it's going for. Either way, it would be nice if there was some more discussion, it's very hard to understand your intentions for the various jump patterns.
So from my understanding of how the My Hero diff is supposed to work, the spacing is based on the song's shifts in tone? So for example, the 00:01:448 (1,2,1) - spacing is so high because of the sudden introduction of guitar, as well as the burst into the introductory verse. That kind of thing? If that's the idea, then I think the execution could be a lot better.
- 00:12:520 (1,2) - This takes away a lot of the power from 00:12:877 (3,4,1) - , which doesn't match up with how you layed out 00:01:091 (3,1,1,2,1) - . i dont understand why you're comparing too different sections, these instruments that you point out are pretty much of the same intensity and power so I kept similar spacing.
- 00:23:234 (1,2,3,4,5) - This jump pattern is way more intense than the 00:20:377 (1,2,3) - slider patterns right before it. I don't see any real difference in the song here. I dont really agree here, I went with more of a vocal focus on the first slider section, with a emphasis on the strings for the second. It's a way to vary up the rhythm instead of creating things that are exactly the same because the music is the same AKA shiro
- 00:28:948 (1,2,3,4,1,2) - The slow increase in spacing kills a lot of the power of 00:30:020 (3,4,1) - , since the player already expects the spacing to be that high. again, as I stated last time this was DQ'd it's the use of angles here that allows for a build up of intensity. Rather than have several back and forths there is only one at the end which forces a direct change in motion on the player to allow for said feeling of intesnity when the player crashes down from 4 into 1. likewise building into a jump like this is not inherently bad.
- 00:34:127 (2,1) - The vast majority of your jump patterns use a slow spacing increase concept. This spacing could easily come across as another 1/2 jump. If that's the intended mechanic to show off how the song sort of "hovers" here, you should've done the same thing at 00:05:555 (6,1) - , it's pretty much the same effect. this is easily readable at this AR, However, I can somewhat see what you are saying regarding make it a stack, however I avoided it here due to the fact that there is also a 1/1 pause afterward, which I felt deserved the hang feeling more than the first 1/1. Otherwise it would be a double 1/1 stack which is WAY more awkward than anything else.
- 00:37:698 (2,3,4,5,6,7,8,9,1) - This all seems really unnecessary, it's even higher spaced than 00:41:448 (1,2) - , which is pretty nonsensical. (This also applies to 00:39:305 (2,3,4,5,6,7,8,1) - to an extent) the rhythm here follows the bounciness of the drums and the piano. It's not more spaced than 00:41:448 (1,2) save the final jump which is appropriate given the strength on that note.
- 00:45:913 (3) - Shouldn't this be NC'd to match up with all the following vocal NC spam? originally it was, however I removed it as per request of a BN due to the fact that the follow notes after are different in that there is no other instruments than cymbals and vocals which is why I NC'd them.
- 00:54:127 (4,5) - Spacing should be much lower, the vocals aren't as strong here and all power is being taken out of the snap into the downbeat. again, I don't really agree, the rhythm is fairly consistent throughout this part in design. If anything I could see to increase the spacing on the downbeat but I dont think nerfing that jump is suitable for the section.
- 00:56:091 (1,2,3,4) - The spacing is higher than the much stronger 00:56:984 (5,6,7,1) - vocals. I don't really agree with that. I think the first vocals are more powerful, but my opinion doesnt matter on this map anyway
- 01:00:020 (3,4) - I would probably lower the spacing to continue the decreasing effect. The downbeat will already feel strong enough because of the comparative distance between 4,1 and 3,4. the synth picks up on 01:00:020 (3) - thats why the spacing increases.
- Oh, and since you used that decreasing spacing effect, you should also do it at 00:10:913 (3,4,5,6,7,1) - , where the guitar is fading off. Pretty much the same concept imo. it does decrease, save the final cymbal which is a jump for the sake of said cymbal being a final powerful climax for the section.
- 01:04:127 (6,7) - Spacing is much higher than the stronger 01:04:305 (7,1) - vocal jump. the distance on the second jump has the emphasis of the slider's reverse direction plus it technically has higher distance anyway so idk what you're talking about
- There isn't enough difference between 01:05:734 (5,6) - and 01:06:091 (1,2) - for their respective musical effects, try lowering 01:06:091 (1,2) - 's spacing. what is that respective musical effect? Im okay with how this is designed but okay...
- Please work 01:18:218 (3) - into the following jump pattern somehow, this is basically the exact same as 00:01:091 (3,1,1,2) - musically but the effects are totally different. except for the fact that 01:17:861 (2) - has a clap on said beat which is an unexpected element in the music. They are not the same pattern and do not need to be treated as such.
- 01:23:575 (3,4) - This really detracts from the crazy strong 01:23:932 (1,2,3) - guitar. I can see myself adjusting this to making the spacing grow here with the pitch of the guitar better, but again, rather minor.
- 01:30:896 (1,2) - Spacing being on par with 01:34:289 (1,2) - is nonsensical. Applies to pretty much every jump in the outro. I mean I can buff the last jump, but I really think that said pattern is fine. Its the only note that isnt a slider with a clap so I feel that it has a sense of finality without spacing.
Also unrelated. I've never seen any other map be attacked this vigorously for justification on EVERY single jump in a map. Sometimes a pattern is just a pattern for the sake of being a pattern, like how can I make a visually appropriate map with every sngle jump being perfectly spaced to the beat that satisfies everyone's interpretation. I really don't understand how this map can be attacked for justification in spacing when styles such as symmetry and others exist. If this is what is expected of mapping I believe that symmetry style should never be ranked again (unless actually done properly to reflect proper intensity which it almost never is)