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.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.
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.