tl;dr i'm denying everything so if that pisses anyone off stop reading here, but I don't expect an icon from Okorin so if you want reasoning and explanations regardless of the fact that i'm not trying to justify my choices away in attempts to get an icon anyway (you fucking know who you are) you're in a good spot
Logic agent is not using sliders for the drum sound, but the background "waaaa"-ish sound that is most certainly audible from 01:31:215 - onwards,b ut since it starts at 01:30:529 - it's far more consistent to start there. The clicks after this point follow the standard patterning for a buildup section - a pair of clicks a measure before they're turned into only clicks for the final buildup measure. This is absolutely bog-standard and it blows my mind that this is an issue at all. These concepts - more independent rhythms based on measure patterns rather than repetitive ones based on entire sections - are concepts that are commonly introduced in Hard-level difficulties. Which this is.
And the favoring of the bottom seems irrelevant to me. The map flows where the map flows, consciously pushing the map upwards seems counter-productive. This is, of course, up to Logic in the end, and if he wants to remap the section to more favorably balance the quarters, sure thing.
i don't understand your claim about spacing changes on the final two sliders, they're perfectly readable and distance changes are always deceptively high-looking with really low slider velocity.
on Entelechia:
00:54:529 (1,1,2,3,4,1) - has always been spaced. As has 01:05:500 (1,1,2,3,4,1) - . The pattern appears in the second kiai with 01:43:900 (1,1,2,3,4,1) - and 01:54:872 (1,1,2,3,4,1) - , but is more muted on the first because it is much more in the background.
For the 01:34:643 (1,2,3,4,5,6,1,2,3,4,1) - buildup:
if you can't hear the triplets at 01:34:815 (2,3,4) - and 01:35:158 (5,6,1) - I can't help you here. If you can, read the following:
As a buildup section, it falls upon the mapper to properly bring a sense of rising intensity before a final pulse of release. Buildup sections are one of the few times I actually press for a map to have maximum playability, even if it's at the sacrifice of some map-wide consistency: The buildup is among the most memorable moments of the map. Pretty much every map's preview time has a clip of the buildup before the burst of the kiai, and this map is no exception.
That said, care that I literally said the words map-wide consistency. 01:34:643 (1,4,1,2,3,4,1) - are all sliders when previously they were just circles. Why did I do this? because triplets are much easier to play when they've got a slider on the end, and flow much better when doing so, due to the momentum flow sliders give players. It's way to make a set of triples actually curve rather than be rough, linear movements. And once I've made the choice to make 01:34:643 (1,2,3,4,5,6) - move in curved fashions rather than linear ones, I've locked in "Snares = 1/4 sliders" for the cusp of the buildup. 01:35:329 (1,2,3,4,1) - in this combo, 2 is the actual start of the final movement, but I stick with 4-pattern because it's far more playable. Ongaku does as well, but uses circles because he doesn't use the triplets, but he also mostly ignores melody emphasis in his second chorus so it's clear he's making entirely different choices from me.
For the usage of 1/4 sliders in the second chorus:
The melody is a much more vital part of this chorus, and the 1/4 sliders serve several purposes:
I could very easily go back over the map and just change it all to the plain, standard means of mapping that section like Ongaku did (very damn well, mind you), but that isn't able to capture my vision of the song and thus I personally don't want to do it. If it's a big enough issue to stop the map from being ranked, so be it, but it's an extremely playable, fun map that takes a few small liberties that I hope to use to bring the players more fun and immersion.
There are no unfair gimmicks, there are no intentionally confusing or over or underwhelming sections, there are no completely arbitrary ppjump/sr-boosting sections, and there is no single reason I can see that this map is unrankable, except that it's pushing a few creative liberties that you might not be as used to as "pp jump sections", "sr-boosting back-and-forths", "sharp-angle jump patterns", etc. And that's fine. I'm only pushy for people to actually check things, whether they actually do anything to push my maps forward is of their own accord.
I suggested you checking this song because it is by far the most normal of my current maps, and the most likely to actually avoid literally any drama whatsoever because it's so bog-standard. Apparently I was wrong, and so I am sorry for wasting your time and my own. You don't have any obligation to check anything else and I appreciate you getting around to saying your piece on Cosmo Memory.
Thanks for your time, and sorry for wasting it.
Logic agent is not using sliders for the drum sound, but the background "waaaa"-ish sound that is most certainly audible from 01:31:215 - onwards,b ut since it starts at 01:30:529 - it's far more consistent to start there. The clicks after this point follow the standard patterning for a buildup section - a pair of clicks a measure before they're turned into only clicks for the final buildup measure. This is absolutely bog-standard and it blows my mind that this is an issue at all. These concepts - more independent rhythms based on measure patterns rather than repetitive ones based on entire sections - are concepts that are commonly introduced in Hard-level difficulties. Which this is.
And the favoring of the bottom seems irrelevant to me. The map flows where the map flows, consciously pushing the map upwards seems counter-productive. This is, of course, up to Logic in the end, and if he wants to remap the section to more favorably balance the quarters, sure thing.
i don't understand your claim about spacing changes on the final two sliders, they're perfectly readable and distance changes are always deceptively high-looking with really low slider velocity.
on Entelechia:
00:54:529 (1,1,2,3,4,1) - has always been spaced. As has 01:05:500 (1,1,2,3,4,1) - . The pattern appears in the second kiai with 01:43:900 (1,1,2,3,4,1) - and 01:54:872 (1,1,2,3,4,1) - , but is more muted on the first because it is much more in the background.
For the 01:34:643 (1,2,3,4,5,6,1,2,3,4,1) - buildup:
if you can't hear the triplets at 01:34:815 (2,3,4) - and 01:35:158 (5,6,1) - I can't help you here. If you can, read the following:
As a buildup section, it falls upon the mapper to properly bring a sense of rising intensity before a final pulse of release. Buildup sections are one of the few times I actually press for a map to have maximum playability, even if it's at the sacrifice of some map-wide consistency: The buildup is among the most memorable moments of the map. Pretty much every map's preview time has a clip of the buildup before the burst of the kiai, and this map is no exception.
That said, care that I literally said the words map-wide consistency. 01:34:643 (1,4,1,2,3,4,1) - are all sliders when previously they were just circles. Why did I do this? because triplets are much easier to play when they've got a slider on the end, and flow much better when doing so, due to the momentum flow sliders give players. It's way to make a set of triples actually curve rather than be rough, linear movements. And once I've made the choice to make 01:34:643 (1,2,3,4,5,6) - move in curved fashions rather than linear ones, I've locked in "Snares = 1/4 sliders" for the cusp of the buildup. 01:35:329 (1,2,3,4,1) - in this combo, 2 is the actual start of the final movement, but I stick with 4-pattern because it's far more playable. Ongaku does as well, but uses circles because he doesn't use the triplets, but he also mostly ignores melody emphasis in his second chorus so it's clear he's making entirely different choices from me.
For the usage of 1/4 sliders in the second chorus:
The melody is a much more vital part of this chorus, and the 1/4 sliders serve several purposes:
- They add another level of movement-suddenness on the player. Since they're sliders, the player will instinctively hover over the slider for longer than he will over a circle. It's ingrained and almost never goes away. This makes the second kiai feel jumpier even though the spacing is actually lower.
- It differentiates the drum/bass layer from the melody layer. By including click points such as 01:37:386 (2) - , 01:38:072 (2) - , 01:40:815 (2) - , etc, the layers are properly seperated for the player. It's very easy to tell which sliders and circles are following the overarching melody versus the constant drum/snare later, because they always swap slider -> circle and circle->slider when appropriate.
- Note that this means that sometimes, the drum layer uses 1/4 sliders and at other times uses circles, this can appear to be inconsistent if you're just looking at the different layers as data points. If the melody only ever used circles and the snares only ever had sliders, they'd be completely distinct and never overlap. So, the inclusion of the sliders allows me to actually have both layers actually appear to work in harmony instead of needing to constantly swing the player back and forth between the two. So the player just plays Cosmo Memory, not the individual drum/snare/melody layers.
I could very easily go back over the map and just change it all to the plain, standard means of mapping that section like Ongaku did (very damn well, mind you), but that isn't able to capture my vision of the song and thus I personally don't want to do it. If it's a big enough issue to stop the map from being ranked, so be it, but it's an extremely playable, fun map that takes a few small liberties that I hope to use to bring the players more fun and immersion.
There are no unfair gimmicks, there are no intentionally confusing or over or underwhelming sections, there are no completely arbitrary ppjump/sr-boosting sections, and there is no single reason I can see that this map is unrankable, except that it's pushing a few creative liberties that you might not be as used to as "pp jump sections", "sr-boosting back-and-forths", "sharp-angle jump patterns", etc. And that's fine. I'm only pushy for people to actually check things, whether they actually do anything to push my maps forward is of their own accord.
I suggested you checking this song because it is by far the most normal of my current maps, and the most likely to actually avoid literally any drama whatsoever because it's so bog-standard. Apparently I was wrong, and so I am sorry for wasting your time and my own. You don't have any obligation to check anything else and I appreciate you getting around to saying your piece on Cosmo Memory.
Thanks for your time, and sorry for wasting it.