Thanks for this mod. It really helped me a lot. I learned very much about what's ew and not ew (to play).pishifat wrote:
SPOILERwhat is sentence structure
00:02:756 (1,2,3,4,5,6,7) - tbh different spacing from 00:02:211 (1,2,3,4,5,6,7) - to show guitar is doing hold thing. 00:07:120 (1,2,3,4,5,6,7,8) - may need to do somehting consistent with this if that's done
00:09:847 (1) - 3/4 > 1/1. starting long af streams on whtie tick > blue tick
00:17:415 (16,1) - 05:27:232 (8,1) - 04:50:141 (16,1) - spacing slightly2small minorinconsistency oook
00:39:301 (1) - tfw you hit ctrl w instead of just w (hitsound is borken)
00:35:483 (5,6) - ew use sliderbody in a way indicative of movement instead of lolitworksgoodenough
00:49:120 (17) - 04:21:846 (3) - nc t b h
01:10:938 (1) - no emphasis pourquoi below 01:11:074 (2) - works k for spacingemphasis
01:12:028 (2,1) - tfw hitsounds are set up for tickrate2 but ur using 1. would be able to get those snares easy with a custom hitsound for drum-slidertick20
(ignoring the 1/2 here is actually silly but o k)
01:14:210 (1,2,3) - UH this really isnt 1/3 tho it's just bassy1/4
02:30:574 (1) - more lack of emphasis:( in 1/2 spam, downbeats are like the most important thing to emphasize :(:( the lack of emphasis is kinda everywhere on the map but this was just the easiest example to show lol.
02:46:938 (1,2,1,2,1,2) - ew groupings of 3 tho like song doesnt support groups of 2 lol. u did it right the second time at least
02:53:847 (1,2) - tbh for unintuitive rhythm, a revesre slider's gonna be a lot more understandable. rn it's like a spam click cant-tell-if-1/4-or-1/3-from-approach-cirles-sf dvsvcvx-fsd ok
03:07:120 (2) - ctrlg'd without the nc makes for cooler symmetry cuz it'll be like actually symmetrical lol
03:28:392 (1) - like basics of sliders dont do the ew. not ew
03:31:119 (3) - tail tho it's the same sound you're lcikcing as 2 and 3 so should be clicking there too o o o o. 03:39:846 (3,1) - is bueno
03:34:937 (4,1) - this baby spacing tho wha larger >
03:43:937 (1,2) - 1/8 sliders in calm section so intense. the 1/8 thing you're hearing is like not even a distinct sound it's the guitar coming in for the red tick where 1 starts:( reverse or just going with 1/4 slider >
03:49:118 (1,1) - double nc tho removing second one is strong
03:50:959 (1) - how to cause combobreaks people are gonna assume this is starting on mr white tick because that's what your constant 1/1 clicking so far has taught the player to do. starting slider on white tick despite vocal being barely earlier >
04:12:982 (12,13,1) - tbh equal spacing better. kinda awkward to emphasize last object of a triple throguh increased spacing. works fine for actual streams tho
04:51:300 (1,2) - remember the ew from 3:28 dont do the ew
05:19:664 (1,2,3,4) - equalspacing like 05:18:573 (1,2,3,4) - i dont get the smaller 2-3 logic lol
05:24:300 (2) - sounds like you're trying to follow guitar with the surrounding notes but guitar does 1/2 here yet you're doing 3/4 wh a t
05:50:209 (1) - tail snapping tho
05:49:664 (1,2,3,4,1,2,3,4) - uh thesre are like the only 1/4 jumps u sure about this
if anything replacing the 3,4 with 1/4 sliders would work to separate. the 1/4 circlejumps are like not fitting with what u do everywhere else tho
06:42:027 (7) - nc for reasons z
06:44:664 (6,1) - should just have a jump cuz lolgic 06:56:209 (1) - ok ur just giving up on the emphasis spacing thing here ok ok ok could u consistency or
06:54:937 (1,2,3) - confusing af holy would you ever do this it's like one spaced circle in the stream lol. either reverseslider for 1,2 or make 1 part of el streamo
07:08:027 (1,2,1,1) - ncs on white ticks only makes awk snaps like this easier to interpret tb h
07:37:118 (1,2) - consdering things slowing down gonna be pain to know when to click 2 here. tail of 1 ending where 2 is rn >
(also timing here is kinda what)
08:04:321 (1,2,3) - same as that other 1/3 stream where like it's legit just 1/4 i forgot the timestamp rip
here is the essay portion of the exam:
the way you place circles in the section 00:27:301 (1) - here is k and it makes it look like you understand sharp angles are ez playability wise
but then there's stuff like 00:22:938 (1,2,3,4,1,2,3,4) - 01:15:710 (2,1,2,1,2,1) - which is ouch because movement between each object is wide and anti-snapping. some guy made a video explaining why a few days ago he's saying exactly what id be saying so listenpls
00:42:983 (5,6,7,8) - 01:26:483 (1,2,3,4,5,6,7,8,9) - are similar momentum-stressful things (even tho they're not necessarily 1/2 jumps). it's like slow down for triple, speed up for gap, slow down for triple. sucks when it's all linear but it's okay when directions change between triple->gap
01:38:483 (2,3,4) - even stuff like this is the same concept, but most mappers sitll do this anyway lol im probably the only one triggered by it
oh and using less comfortable movement like these isn't always required. like when music is doing something unique, using movement that isn't normal works great. switching between comfy movement and uncomfy movement without regard to that tho is less great
the other complaint is essentially how clean your placements are. like it's so general i dont really know how to explain it.
people handle clean placements by using certain concepts throughout the map that make their placements structured in some way, and while your map does use concepts throughout, there's still a lot of whatsgoingon
like using overlapping objects as an example, 01:00:301 (1,1,1,1) - 01:06:847 (3,2) - 01:09:847 (1,2,3,4,1,2,3,4) - stuff like this i understand. they have musical reasons and have consistent amounts of object overlap
but then there's 02:49:983 (2,3) - 00:23:347 (4,3) - 00:24:983 (7,8,3) - 00:25:938 (1,2,3,4,1,2,3) - 01:09:029 (3,6) - 02:08:074 (3,6) - 02:16:938 (1,2) - etc its just overlaps becasue thats where it flows or something idk
05:03:437 (2,3,4,1,2,3) - things like this are like half okay, where if you were to create a context of "this is how much overlap objects get" like you did with 01:09:847 (1,2,3,4,1,2,3,4) - , you could make this thing cleaner while still including overlaps
anyway, the same sort of "why is this overlapping this amount/at all" idea could apply to non-overlaps through "why is this object this close to this other object" like 03:47:209 (2,3,4) - not seeing logic in spacing between 2-3 and 2-4 (yet can with zzz), 03:51:573 (1,2,3) - 2 complementing 1 but not 3 (yet better with zzz) 04:07:664 (1,2,3,4,5,6) - being like not symmetrical, yet zzz. legit just tons of ways to make things look less random with low effort
ik these probably sound like dumb things, but when they are relevant like everywhere it becomes something i dont care about words im sleeping gn
The 1/4-sliders you mentioned with momentum are actually not meant to be played by snapping. You pretty much flow with the stream and the direction the sliderend is going here 01:15:574 (1,2,1,2,1,2) and these 00:22:938 (1,2,3,4) are totally snappable. You just ignore the sliderends completely here. It is bascially a normal spaced 1/2 beat you click. I don't know, if i am the only person, who enjoys playing these kind of sliderjumps, but well, if they are considered 'bad' I will change them, but I'd like to wait for other opinions.
The overlaps you mentioned are random most of the time. They happen because I want to have consistent spacing between some objects or stick with a specific pattern or keep emphasis on dominant notes in streams by making the player make a sharp turn, which also can lead to some overlaps. Also many of them are not even 'existent' while playing because of the high AR.