So I came here. I haven't made my own mapset for 3 months, and now I'm that one BN sparing my time checking this bubbled map.Cerulean Veyron wrote:
Thank you by the way.
Not even at least one BN could spare themselves checking any bubbled maps to either pop or qualify, assuming they're doing nothing other than selfishly mapping their own maps.
[Cool!]
I'm gonna say this map is lacking proper emphasis, and sometimes the rhythms are not understandable. So let's talk about them.
* 00:05:149 (2,3,4) - So you used 3 same kind of 1/2 sliders consecutively, while the sound of 00:05:787 (4) - a lot different from others. And you already know that as I can see you hitsounded it differently. You make players 'hold' the slider after clicking 00:05:787 - but the sound there is not as long as the ones on 00:05:149 - and 00:05:468 - , and also 00:05:947 - is a strong drum and also a huge pitch change, making it more important than 00:06:106 (5) - which only contains a drum. So it should be either https://puu.sh/uTdHY/9c65ed780c.jpg or https://puu.sh/uTdLm/326b88fc89.jpg to emphasize them properly.
* 00:06:585 (2,3,4,5,6,7,8,9,10,11,12,13) - The point when the sharp angle appears has nothing to do with the music structure. You're providing a harsh experience on 00:06:984 - this spot but it's literally one of the weakest drum in here. If there's no musical support of doing it, you should rather not use such sudden change.
* 00:08:819 (1,2,3,4,5) - I don't get the rhythm of this at all. You ignored a lot of obvious 1/4 drums ( 00:09:058 - 00:09:457 - 00:09:697 - 00:09:856 - ) nor followed the melody correctly.
The upper one is the melody and the bottom one is how you mapped it. The ones you made clickable/sliderend looks just random and doesn't emphasize things in a correct way. At least if you prioritized white ticks over red ticks (because that's how the song is basically structured) that would be a bit more understandable. But uhh, this is the hardest diff so there's no reason to make some strong sounds different than other strong sounds.
I also don't really get, why 00:08:899 - this no-sound is mapped as a sliderend while you ignored a lot of real 1/4s.
* 00:23:819 (4,5) - Why a jump? It's even bigger than 00:24:457 (2,3) - very clear distinct vocals?
* 00:25:255 (6,1) - The sound of 00:25:574 - is much stronger than 00:25:415 - so this feels like a wrong emphasis. It's just same as 00:17:596 (1) - 00:20:149 (1) - 00:22:702 (1) - .
* 00:30:999 (3,4,5,6,7,8) - No strong drum sound on 00:31:239 (6) - , and strong drum/vocal on 00:31:479 - , so why not https://puu.sh/uTf2U/e7f5db9ea1.jpg ? Also, considering that 00:31:479 - 00:31:638 - are both important vocal sounds, you could make bigger jumps for both of them. I'm not sure why these are so shrunk.
* 00:33:713 (4,5) - I'm very sad that these two different sounds are mapped with same 1/2 sliders. Both 00:34:032 - and 00:34:191 - are quite strong but the latter is represented much weaker as a sliderend.
* 00:34:032 (5,1) - And now I am prone to say that 00:34:351 - is important than both 00:34:032 - 00:34:191 - but 00:34:032 (5,1) - is way closer than 00:33:713 (4,5) - ? And even more than that, 00:34:511 - is the start of all of 00:34:351 (1,2,3,4) - these high vocals but you literally made 00:34:511 - like the weakest sound in this whole part.
* 00:35:628 (1,2) - Similar issue as above. To add something, 00:35:787 - is a sound more relevant to 00:35:947 - and 00:36:106 - so instead of repeating two 1/2 sliders, you should divide them into { 00:35:628 - } and { 00:35:787 - 00:35:947 - 00:36:106 - }
* 00:36:266 (3,4,5) - Not sure how reducing the spacing can emphasize strong&unique sounds.
* 00:38:340 - You really want to ignore this strong drum on the top diff?
* 00:45:042 (1) - Why NC? It makes no sense with the music or pattern, or whatever.
* 00:50:947 (1,2,3,4,5,6,7,8) - The spacing gets wider until 5, then it suddenly gets reduced? If this is a build up, the scale should constantly go larger, if not the same. These spacing changes just look like random.
* 00:53:979 (2,3) - 00:59:085 (2,3) - 01:04:191 (2,3) - 01:09:298 (2,3) - Again, why not a slider + circle? That makes much more sense with the music.
* 01:04:670 (4,5) - Unlike others there's no strong vocal nor a strong drum, so using a jump here seems a lot exaggerated.
* 01:14:404 (2,3,4) - Again same issue. 01:14:723 - is much stronger than 01:14:564 - , and 01:14:723 - is more related to 01:14:883 - 01:15:042 - so using two same kind of 1/2 sliders 01:14:564 (3,4) - doesn't really make sense. 01:14:404 (2,3) - should be slider + circle.
* 01:16:957 (2,3) - same
* 01:24:138 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5) - Pretty much same as 00:08:819 (1,2,3,4,5,6,7,8,9) - . You're putting just 'some' drums here and there without any strict reason behind it. You should try to stick to a layer of sound you want to prioritize, and focus on those to show players what you're trying to follow. The current rhythm just looks like a mess.
So let me summarize the main issues:
1. Sliderends cannot emphasize as much as clickable objects. But there are so many spots where weaker sounds are emphasized more than strong sounds. Not only a matter of clickable/non-clickable issues, but it also occurs through the wrong spacing emphasis.
2. One of the things that make sliderends even weaker than others is that the general spacing is way too large compared to the slider velocity. You can never provide enough emphasis through a sliderend with such a low sv. Just think of this: Would you feel strong enough when what you need to do is to just move slowly until the beat?
3. Those two drum sections. Using only some of them even without following the basic music structure is just random and doesn't make the map to follow the music correctly.
I would also add that the general spacing concept is lacking and most of the map just seems 'flowing' only. It sometimes has good patterns from part to part, but they mostly don't work nicely as part of the whole map's structure.
So I hope you would read through my mod and consider what you can try to improve in general.