Ok, i'm not very talkative on this forum, but this time it's just too much for me...
Explaining your patterning is actually a good thing because peoples can give you tips and make you a better mapper, if beginners mapper don't try new patterning and stay in the "safe zone" they are mostly never gonna progress.
Oh and one last thing, if someone really want to get into mapping, I don't think he is gonna be in the "tl;dr" mindset. If you want to make a guide, make a real one, and ask others mappers what they think about it.
Bye! xd
Eh... I mean, no needs to undermap an intense part/overmap a slow one because of "music consistency". I know what you want to explain, but this is actually not a rule to follow, you can create really good maps without making it at a constant same diff from A to Z.Aqo wrote:
1. Make sure no part is too easy or too hard, keep the difficulty as consistent as possible for each pattern.
Ok for the first point, but I mean explaining why your notes are like this or like that is not a bad thing actually. For example I have a lot of trouble understanding Agka's patterns sometimes but I don't go like "Kmon theses pattern are too weird delete then and remake".Aqo wrote:
2. Put notes in a way that fits the music in a clear enough way that people can understand it while playing. If you need to explain to somebody how your notes fit the music, then it's not clear enough, and you should delete and place new ones.
Explaining your patterning is actually a good thing because peoples can give you tips and make you a better mapper, if beginners mapper don't try new patterning and stay in the "safe zone" they are mostly never gonna progress.
I kinda agree with this one, but one more time you can actually make anything looks good with some experience. Some peoples are probably gonna say "You can chart the same "part" (for example a chorus) different time with complete differents style without making it worse" And that true. So yeah, I don't think this is a real rule to follow (even if I personally apply it on my maps).Aqo wrote:
3. Be consistent with the music. If the music repeats, your chart repeats. If the music changes, your chart changes. Analyze the entire song before you start putting notes and put markers for yourself with green lines or bookmarks to know where segments repeat or change.
Yeah you're right on this one, but the final objective is to make the whole map memorable ? No ?Aqo wrote:
4. Make parts of your chart stand out. Especially slow parts that are low-density in the music and thus in your chart, use this chance to make a unique pattern shape that will be memorable for the player. Make a chart that people can recognize while watching the notes scroll with music muted.
LOL. Really ? I mean for real ? jack is one of the most important pattern in mapping, you can use it to emphasize sounds, make a pattern less repetitive... Or just because jacks are fun ? It's like saying handstream is bad because it's harder than jumpstream or whatever others stupid thing. Seriously wow.Aqo wrote:
5. About jacks: keep them for special occasions. Jacks play bad. Only use them for really unique or rare sounds in the music that stand out a lot.
So you mean I should delete 3/4 of my maps just because I can't play them ? Don't be abble to play your maps doesn't make them bad, instead you can like just ask for testplay or review from another mapper... No you're probably right, it's time for Jinjin to quit mapping xd.Aqo wrote:
6. Playtest your own chart to find whether it's fun. Use speed mods if you need. DT if it's too easy, to know where the diff spikes are. HT if it's too hard. If you can't even playtest it on HT, delete and start over, because it's most likely bad.
I personally use this trick and it's working pretty well tbh, you're right about this.Aqo wrote:
7. The trick to not run out of motivation and not finish your chart, is to not chart chronologically. Instead, pick out parts of the song that you like at random, and chart them. Linking all the parts you charted in random sections of the song will be much faster afterwards.
Oh and one last thing, if someone really want to get into mapping, I don't think he is gonna be in the "tl;dr" mindset. If you want to make a guide, make a real one, and ask others mappers what they think about it.
Bye! xd