As I think I wrote at one point, I am currently making a more "common" map. I feel like I'm almost going ztrot territory in terms of not doing anything out of the ordinary with it, and I hope it will be considered good as a more "normal" map.
winber1 wrote:With my new found power, I will say this...
This is like the purest form of cognitive dissonance ever.
Perhaps you do like your map, whether or not it's because you are only looking at the positive sides, but first off the only reason readability and flow makes any sense to you for this map is because you mapped it and even if you don't have it memorized, subconsciously you generally where to move to hit notes. Try playing something similar to your map but mapped someone completely different and try to make sense of that map. I don't have any examples, but trust me you will not understand it at all.
You say you are doing this "on purpose." Okay then, show me, can you map what we general community call "good maps?" Or at least maps that flow, have consistency, and in general make use of reasonable distance snapping? Can you please map something normal, but can be considered good? You say you have captured everything you want with the music in mind, and I can very confidently say that is not true from years of experience, not in osu, but in music as well. You will never be able to see every single interpretation, but you still might prefer what you have.
In regards to experience, I have only about a year or so experience with osu! and even less experience with mapping. However, I've been playing music for 12 years. I've composed music for probably about 8 years. I'm currently taking the highest level music class in my school, and I've applied for a high level music school. I think it's safe to say I have enough musical experience.
And you seem to be under the impression consistent distance snapping creates good flow and good overall maps, which is also completely untrue. Most extra maps completely disregard distance snapping, as do I when I map, but it's about knowing good times when use larger spacing and when to use smaller spacing. The maps you have literally have the same type of jumps and spacing throughout the whole map. It would make more sense if you could tone down certain slower sections to emphasize its calmness and increase jumps in exciting sections to emphasize its impact.When I talk about consistent distance snapping or similar, I mean more consistent than what I make. There's one point where I have 3 notes on a line, spaced evenly on the timeline, however with much more distance between the two last ones, than the two first ones. I don't think you would ever see this kind of spacing in a ranked map.
"The maps you have literally have the same type of jumps and spacing throughout the whole map" really? This might be true with the needles map, it was my first map after all, but with Velvet Green, I made a very clear distinction between the calm verses and chorus, and the instrumental bits. It starts off quite difficult in the intro, calms down with the chorus and verse, and clearly spikes up in difficulty during the long instrumental bit in the middle.
Alright, perhaps you really like large spacing and you find that fun. I often do too, but then I would not choose something like velvet green to map insanely large jumps. I would try to find a song that I see fit for jumps like these, and that's what I do before I even choose a song. Your previous song Needles makes much more sense with large ass jumps, for instance.Mapping is a style of art, and although it's not too hard to get into, there are many things to think about before, during, and after the mapping process.I didn't start mapping Velvet Green with the mindset "I want to map big ass jumps". It's just what felt natural to map.
"Mapping is a style of art" and as with all art, it is subjective. We can discuss how bad or good this map is for whatever reasons, but at the end of the day, it's my piece of art, and if I think it's perfect, it is.
If you think I still don't understand what you are doing, then so be it. There are many ways to emphasize the music and use large spacing in an elegant manner, and while doing so also being extremely unique. Not many mappers have the unique aspect down, but there are a few where I can almost immediately tell who this was by, because they had developed something unique to their style, while still maintaining playability, fun, and challenge."while still maintaining playability, fun, and challenge." Again, the map is both playable fun and challenging to me, and ultimately that's the most important thing.