forum

Metrik - Freefall (feat. Reija Lee)

posted
Total Posts
4
Topic Starter
_Kurisu
This map has been deleted on the request of its creator. It is no longer available.
MokouSmoke
hi hi, sorry for delay~
Apologies in advance for the formatting mess lol

Rhythm:
Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
  1. Your NCs are kinda funky. They follow instrumental phrasing instead of downbeats which is ok, you just have to be more careful about it. TBH, it would be easiest to just NC on the downbeats, but if you don't want to there are some things that can be fixed. Examples:
    1. NC at 00:13:869 (6) - since new instrument sound and SV change.
    2. 00:24:386 (1,4) - swap NC since new section with synth sound begins at (4)
    3. 00:25:938 (1,2) - swap NC since synth changes pitch at (2)
    4. 00:27:490 (1,2) - swap NC
    5. compare 00:25:593 (3,1,2) - 00:31:628 (8,9,1) - sound identical, but NC patterns are different. Should be more consistent
    6. 01:00:766 (8,1) - swap NC since new vocal phrase begins at (8)
  2. 00:46:628 (4) - break this into a 1/2 slider + note so that you capture drum sound at 00:46:628 (4) - and the strong downbeat at 00:46:972 - is clickable
  3. 00:51:110 (1,2,3,4,5) - 00:52:834 (6) - 00:55:421 (2,3,4,5,6,7) - 01:32:834 (2,3,4,5,6,7) - etc... these are all overmapped since there aren't any strong (or any) sounds on the blue ticks. You should try your best to follow the sounds in the music, instead of creating your own rhythms that don't fit.
  4. 00:57:576 - here however there's a strong drum sound here that you should really follow.
  5. 00:58:697 (7) - not sure what this repeated slider is following. there are some percussion sounds at 00:58:869 - 00:59:041 - that kinda get covered up by the slider
  6. 01:05:766 (4) - break into two notes so strong vocal and drum sound at 01:05:938 - is clickable. will also help with spacing issue at 01:05:766 (4,1) - which needs much bigger spacing since it's 1/1 gap
  7. 01:08:266 - 01:08:524 - missing some strong drum sounds
  8. 01:36:455 (4,5,6,7,8) - strong beats are 01:36:628 - 01:36:972 - with the drums and downbeat, but this rhythm puts emphasis on 01:36:800 - instead :/
  9. 02:06:972 - 02:09:731 - strong downbeat needs something clickable
Flow:
Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.
  1. some parts that could be further improved, but in general it flows pretty well. Pretty nice for your first beatmap :)
Spacing:
For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music

  1. 00:03:869 (5,1,2) - 00:09:214 (5,1,2) - it's nice to go for variety, but these don't make any sense since the distance between (5,1) is way different than from (1,2). If you want to go for anti-jumps, it would be much better to just stack (1,2) instead like you do at 00:08:352 (1,2) -
  2. 00:18:524 (7,1,2) - these changing SVs are a little weird. personally, I wouldn't use any SV changes at all, since the instrument sound at 00:13:869 (6) - is just adding another layer of music and the general intensity of the song doesn't change. If you want to keep them though, I would nerf 00:18:007 (4,5,6,7) - and not use sliders to keep the calm feel that you're creating with the long sliders
  3. 00:25:593 (3,1,2) - spacing doesn't make sense. no reason (3,1) should be so close together. Probably better to just DS here
  4. 01:00:938 (1,2) - don't shrink the spacing here. nothing in song to suggest that and overlap looks bad
  5. 01:13:179 (2,1,2) - 01:14:903 (3,4,1) - 01:21:110 (6,7,8,9,10) - 01:29:731 (3,4,5) - etc... these aren't nice because it uses the same spacing for both 1/2 and 1/1 rhtyhm
  6. 02:16:455 (1,2) - ctrl+g lol, don't be HW
  7. instrument sounds add some more intensity to 02:18:007 (2,3,4) - so 02:17:662 (1,2) - should be equally or more spaced than 02:16:972 (4,5,6,7) -
Aesthetics:
People like pretty maps, so make your maps pretty!

Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).

Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
  1. ctrl+c/v -> copy/paste
  2. ctrl+g -> reverse selection
  3. ctrl+h/j -> flip horizontally/vertically
  4. ctrl+shift+d -> create polygon
  1. 00:13:524 (5,6,7,1) - avoid overlaps here. not necessary and look bad. Also, a lot of these slider shapes can be improved with some sort of blanketing or better symmetry imo. Right now they look kinda random. I'll just throw some blanketing ideas for you to consider, but really there's endless possibilities http://puu.sh/pcipw/d03faa73b4.jpg
  2. 00:24:386 (1,2,3) - 00:25:421 (1,2,3) - 00:55:421 (2,3,4,5,6,7) - etc... turn off grid snap and make sure these are equally spaced. it's quite noticeable http://puu.sh/pciWk/f2e1f5e9ec.jpg
  3. 00:44:214 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - looks kinda ugly. One way to make nice streams is to start by making a slider and then use ctrl+shift+f to convert it into a stream
Other stuff:
  1. 00:35:938 (1,1,1,1,1,1,1,1,1) - you can be way more creative here x.x The song intensity doesn't change much from the previous section, which makes this part feel really undermapped
In general, pretty good job for your first beatmap! Biggest concern for me are the 1/4 rhythms and repeat sliders that don't seem to fit the song since they de-emphasize strong sounds that occur on all those repeat ends. good luck and let me know if you have any questions~
Topic Starter
_Kurisu

MokouSmoke wrote:

hi hi, sorry for delay~
Apologies in advance for the formatting mess lol

Rhythm:
Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
  1. Your NCs are kinda funky. They follow instrumental phrasing instead of downbeats which is ok, you just have to be more careful about it. TBH, it would be easiest to just NC on the downbeats, but if you don't want to there are some things that can be fixed. Examples:
    1. NC at 00:13:869 (6) - since new instrument sound and SV change.
    2. 00:24:386 (1,4) - swap NC since new section with synth sound begins at (4)
    3. 00:25:938 (1,2) - swap NC since synth changes pitch at (2)
    4. 00:27:490 (1,2) - swap NC
    5. compare 00:25:593 (3,1,2) - 00:31:628 (8,9,1) - sound identical, but NC patterns are different. Should be more consistent
    6. 01:00:766 (8,1) - swap NC since new vocal phrase begins at (8)
  2. 00:46:628 (4) - break this into a 1/2 slider + note so that you capture drum sound at 00:46:628 (4) - and the strong downbeat at 00:46:972 - is clickable
  3. 00:51:110 (1,2,3,4,5) - 00:52:834 (6) - 00:55:421 (2,3,4,5,6,7) - 01:32:834 (2,3,4,5,6,7) - etc... these are all overmapped since there aren't any strong (or any) sounds on the blue ticks. You should try your best to follow the sounds in the music, instead of creating your own rhythms that don't fit.
  4. 00:57:576 - here however there's a strong drum sound here that you should really follow.
  5. 00:58:697 (7) - not sure what this repeated slider is following. there are some percussion sounds at 00:58:869 - 00:59:041 - that kinda get covered up by the slider
  6. 01:05:766 (4) - break into two notes so strong vocal and drum sound at 01:05:938 - is clickable. will also help with spacing issue at 01:05:766 (4,1) - which needs much bigger spacing since it's 1/1 gap
  7. 01:08:266 - 01:08:524 - missing some strong drum sounds
  8. 01:36:455 (4,5,6,7,8) - strong beats are 01:36:628 - 01:36:972 - with the drums and downbeat, but this rhythm puts emphasis on 01:36:800 - instead :/
  9. 02:06:972 - 02:09:731 - strong downbeat needs something clickable
Flow:
Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.
  1. some parts that could be further improved, but in general it flows pretty well. Pretty nice for your first beatmap :)
Spacing:
For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music

  1. 00:03:869 (5,1,2) - 00:09:214 (5,1,2) - it's nice to go for variety, but these don't make any sense since the distance between (5,1) is way different than from (1,2). If you want to go for anti-jumps, it would be much better to just stack (1,2) instead like you do at 00:08:352 (1,2) -
  2. 00:18:524 (7,1,2) - these changing SVs are a little weird. personally, I wouldn't use any SV changes at all, since the instrument sound at 00:13:869 (6) - is just adding another layer of music and the general intensity of the song doesn't change. If you want to keep them though, I would nerf 00:18:007 (4,5,6,7) - and not use sliders to keep the calm feel that you're creating with the long sliders
  3. 00:25:593 (3,1,2) - spacing doesn't make sense. no reason (3,1) should be so close together. Probably better to just DS here
  4. 01:00:938 (1,2) - don't shrink the spacing here. nothing in song to suggest that and overlap looks bad
  5. 01:13:179 (2,1,2) - 01:14:903 (3,4,1) - 01:21:110 (6,7,8,9,10) - 01:29:731 (3,4,5) - etc... these aren't nice because it uses the same spacing for both 1/2 and 1/1 rhtyhm
  6. 02:16:455 (1,2) - ctrl+g lol, don't be HW
  7. instrument sounds add some more intensity to 02:18:007 (2,3,4) - so 02:17:662 (1,2) - should be equally or more spaced than 02:16:972 (4,5,6,7) -
Aesthetics:
People like pretty maps, so make your maps pretty!

Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).

Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
  1. ctrl+c/v -> copy/paste
  2. ctrl+g -> reverse selection
  3. ctrl+h/j -> flip horizontally/vertically
  4. ctrl+shift+d -> create polygon
  1. 00:13:524 (5,6,7,1) - avoid overlaps here. not necessary and look bad. Also, a lot of these slider shapes can be improved with some sort of blanketing or better symmetry imo. Right now they look kinda random. I'll just throw some blanketing ideas for you to consider, but really there's endless possibilities http://puu.sh/pcipw/d03faa73b4.jpg
  2. 00:24:386 (1,2,3) - 00:25:421 (1,2,3) - 00:55:421 (2,3,4,5,6,7) - etc... turn off grid snap and make sure these are equally spaced. it's quite noticeable http://puu.sh/pciWk/f2e1f5e9ec.jpg
  3. 00:44:214 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - looks kinda ugly. One way to make nice streams is to start by making a slider and then use ctrl+shift+f to convert it into a stream
Other stuff:
  1. 00:35:938 (1,1,1,1,1,1,1,1,1) - you can be way more creative here x.x The song intensity doesn't change much from the previous section, which makes this part feel really undermapped
In general, pretty good job for your first beatmap! Biggest concern for me are the 1/4 rhythms and repeat sliders that don't seem to fit the song since they de-emphasize strong sounds that occur on all those repeat ends. good luck and let me know if you have any questions~
Thanks a lot ! I will try my best to make it better, thanks for your time :D
leckso
Some of the streams could be cleaner spacing wise, and I wouldn't mind a few longer sliders here and there. It all feels a bit.. chopped off at times. But other than that, interesting patterns and timing, caught me off guard the first time I played. I really enjoyed this c: Fun map!
Please sign in to reply.

New reply