Also there's an unrankable issue in [Wring]Saturos-fangirl wrote:
holysoupSPOILERI understand that things have changed; for this reason I specifically spent some time catching up on modern modding standards before requesting to rejoin the BAT. It is rather rude and uninformed of you to assume that I would be on the team if my modding was subpar for any reason including being "out-of-date."
00:11:788 (3,5) - the complaint I had is that the pattern overlaps itself in such a way that one of the hitbursts covers a later circle, which is unnecessary and makes it more difficult to read as well as just plain looking ugly. It is not a difficult problem to fix, either, even if you want to keep the general shape of the pattern. It's a very consistent spacing with the previous parts, or are you suggesting to increase the spacing in the whole part? Seems not that good.
00:39:075 (4,1,2,3,4) - or more specifically 00:39:757 (3) - there is no reason, for the music or the pattern, that this needs to be as far away from 2 as it is. The jump is unnecessary and therefore should not be here. 00:39:757 (1,2) slider gives much more leniency than circles, i don't mind a jump, but it seems a bit far.
A side note here: it is completely possible to make an entertaining map with no jumps, using the same distance snap and the same slider velocity for the entire thing. If anything, these changes are gimmicks used by mappers to make their map seem more interesting without actually putting more effort or creativity into their maps. Check today's maps, or map something yourself then get players play it. It's nearly impossible.
02:12:484 (5) - I don't bother writing things out every single time they happen; I assume that if the mapper has been looking at my previous comments they can infer what the issue is that I am referring to without my walking them through it. I don't really get it.
02:26:802 (3) - this might be a foreign concept to you, but its actually quite thoroughly possible to make patterns without random jumps in them, and they tend to actually look better than ones with random jumps as well as being less gimmicky and stupid. The "jump" has a new combo and totally fine. What i'll say about this is the flow is a bit boring, my suggestion: http://puu.sh/zSUZI thought this community is all about helping others to make their beatmaps better and NOT completely trash their mapping. Not to mention the foul language you used in your mod, but damn, some people on the team always manages to surprise me. Your mod not only destroys mapper's spirit and trashes it completely I don't even think you're here to really help. All you did in your mod is criticize a mapping style that doesn't fit your taste. Are you serious?This is exceptionally disrespectful. If you look at posts I have made of other maps, you will note that if something isn't completely unacceptable, I tend to be okay with it or occasionally make a suggestion. However, I refuse to baby people who can't let go of bad habits that harm their maps. I don't dance around hoping that maybe they will notice the issue I'm referring to; I tell it like it is.
P.S. "My taste" has nothing to do with it. NO modern map fits "my taste" anymore and yet you see me bubbling maps anyways. If you really want to know what "my taste" is you can go download one of my pending maps and maybe take out some of your anger issues modding it. Thanks and have a nice day.
A mod post like this http://puu.sh/zT26 simply shows your disrespct to the mapper.... so really, what would you expect then?
wring:SPOILER00:30:552 (2) - there is no reason for this jump either pattern-wise or within the music. It is therefore unnecessary and it would be better for you to find a way of eliminating the jump altogether. It's just too common i don't even know where to start. in AR9, spacing is no longer that important to read maps. And if something is readable/playable, it shouldn't be a problem. btw, in this part, the hitsounds should probably be a clap at 00:30:212 (1)'s end + a clap at 00:30:893 (1)'s beginning instead of the clap on 00:30:552 (2) -
00:34:132 (4,2,1,2,1) - or more specifically 00:34:302 (1,2,3,1,2,3) - this is another example of a place where the spacing change between 1,2, and 3 is completely unnecessary as well as unexpected and therefore should not be there. 00:34:302 (1) - Start from here, i'd suggest a hitsounds like o x x o x x o x o x (x=clap o=normal), it may makes more sense to your patterns (3 in a group)
00:39:075 (4,1,2,3,4) - Well, the reason I am a BAT is because I have nice sense so thank you for the compliment. However, this is still something that needs to be changed before your map will be rankable.
Edit: someone has nicely pointed out that I actually linked the wrong timestamp, sorry about that! 00:39:246 (1,2,3,4) - this is the combo I am referring to.
For spacing, i suggest you to know more about AR9 trend, and how spacing changed in these years... Also the attitude is really... meh.
01:40:950 (4,1,2,1,2,3,1) - There isn't any particular problem with using jumps, but they should be in places where it makes sense with the music or where you have expectations of a jump for some reason or another (usually symmetry can force jumps, etc). You tend to just put them every which where, which makes things messy and not particularly intuitive. I agree with these part though, it's not a jumpy part (music)
01:55:950 (9) - Usually if I call something messy I mean that it looks bad and you could easily improve it, rather than that its not passable. cross sliders are common, and it don't stack with hitbursts so fine.
02:03:450 (7) - I would call it more "out of the way" than an interesting jump...its kind of off in the middle of nowhere in the opposite direction that you just moved. It would make more sense if it were in the same direction. http://puu.sh/zT16 something i may suggest, but it doesn't matter if the mapper wants to keep.
02:17:086 (6,7) - I don't usually like giving mappers ideas because I feel like it inserts my mapping style into theirs. However, since you ask this is a possible solution (although you would have to mess with 8 a bit too)
I don't have a problem with your map being a jumping map, but the places where it jumps should make sense rather than just be in whatever location you decided to put a jump. Usually good ways to make your map jumpy are 1) symmetry jumps, 2) combos in "exciting" phrases of music, 3) places where the actual rate of hits already slows down some, and 4) between phrases/combos. I hope that helps.
If either of you have any questions, ask me in IRC. I'm usually on either in #modhelp or you can pm me. I would be glad to discuss things with you but I cannot in good conscience rebubble this map at this time.
00:12:494 (1) - spinner's end not snapped.
I can't imagine why post those things instead of point out things really matter... sigh.