StarrStyx wrote:
Didn't pointed out all issues since I doubt if it this map could work in the current design.
It's honestly painful to see this in qualified. The map only contains flow and nothing else than that. Although I do pay attention to aesthetics myself sometimes, since when is flow not the most important aspect in mapping? I'd sacrifice aesthetics over flow just to make it play better.
Well I'd say, flow is like 20% of the map. It doesn't mean it's not important; 20% is already really big aspect. However that doesn't mean you can sacrifice every other little 10%, 5% elements for that one 20%. I honestly can't see much of any other logic behind your map.
00:06:596 (1,2,3,4,1,2,3,4) - The flow is kind of perpendicular, but still it's not even close to be a proper 'perpendicular pattern', because the angle differs for every jumps and visually, nothing is perpendicular. You can't call angles that differs from 70~110 degree a perpendicular pattern. They're just randomly placed jumps that provides 'similar' movement.
00:36:596 (1,2,1,2,1,2,3) - Seems you misunderstood what Sonnyc said. What Sonnyc said is that your map has
no difference than the previous parts because you used the same kind of spacing/jumps, while the music has drastically changed. You may have thought stacking 00:36:596 (1,2) - 00:37:057 (1,2) - made this part very unique than others, but that''s not what Sonnyc felt.