Because different mappers = different interpretations. If he feels like there shouldn't be an object for a proper break he can just leave it blank, no matter if the other diffs mapped it or not.
Kyubey wrote:
Fix that unsnapped kiai in last diff.
[Mika's Advanced]
What the point of hp2.6 instead of hp3, when there's absolutely no noticeable difference in such a kind of difficulty? memes as far as i know, if it's really significant ill change it but otherwise *shrug*
01:46:986 - 01:49:900 - i don't understand why you mapped sliders in this part so those very loud beats land on their tails, when you mapped it differently in other parts. be consistent here please, sliders with those beats on tails sound and play totally weird, because you want to click those loud sounds This is likely simply due to confusion with the overarching melody being on opposite beats from the major beats, either way plays naturally so I didn't really care, but yeah it's inconsistent so I'll fix it. I talked with mikasa before on it briefly, but didn't really care either way. If you suggest a change, I'll change it to what we discussed.
[Ongaku's Another]
00:04:129 (1,3) - totally unpleasant overlap that doesn't really fit this part considering you haven't done overlaps like this in other places. also this part is calm and therefore doesn't need hard to read patterns so its difficulty will follow the current tension I've seen ongaku do this a lot so i never noticed this was the only time it was used. However, this movement and slider location is very in tune with the rest of the section. It follows the proper spacing emphasis the other patterns do, and while the overlap itself is only ever used once, the same argument can be made that all the other times this slider is used, that particular pattern is used only that one time. The fact that this one is an overlap shouldn't make it unusable simply because it can be "potentially confusing" (when it really isn't).
[Etnajkter]
00:09:272 (4,1) - why such a low spacing? shouldn't you emphasize it more just as you did with previous moments like this? The patterns just kind of worked out like that, I don't see any real problem with the spacing being "less emphasized". It's a very calm section and the movements aren't all that impactful to begin with.
01:56:586 (1,2,3,4,1) - this movement to last (1) feels really awkward, not only 3→4→1 becomes very linear but the spacing 4→1 is decreased sharply, when all the beats here sound kinda same. movement like https://qb.s-ul.eu/YhDMsdnA.jpg would feel much better, and it will also follow the kind of build up that is going here toward the last slider. also current movement not only extremely awkward but it also confused me while playing so i almost failed on the stream later because i didn't expect this uhhh thats a lot of words. I did the thing, it "plays more naturally therefore makes a better map" although i felt the initial way was perfectly fine as a back-and-forth representation reflecting the same back-and-forths the start of the map used. This way is more "curvy" and thus "plays better" so oh well e_e
Call me back.
Star rating is a shit metric.KittyAdventure wrote:
I mean Advanced diff is really far with hard diff (2.23 with 3.76) (Actually, I don't know about it ;__;)
The game is limited if you limit yourself to using the two keys to follow the music. You're forgetting that the thing that makes osu! unique is the aiming aspect. You can represent the music using a variety of different hit objects and spacings. You don't have to strictly map hit objects to different beats. You can map streams to emphasize a continuous sounds, you can map 1/2 jumps to the same, you can create your own mini sub rhythms, you can map hit objects to one sound while using flow and spacing to emphasize another sound, and you can switch between representing one sound of the song to another, et cetera. You can do all this while making a map that goes with the map very well.Shiirn wrote:
You're entitled to that opinion, I agree that the map doesn't quite capture the power of the music, but given the limitations of this game (we're given a board and two buttons to click with, as opposed to other rhythm games with 4+ keys or other layers of capability) it's not going to be possible to pull out the power without either absolutely redonkulous spacing, or heavy overmaps that ignore what makes the music feel powerful to begin with.
Bear in mind Cosmo Memory was literally composed for a different rhythm game; one with 7 keys to play with. If you look up the gameplay videos of it (or play them yourself!), it very accurately captures the power of the hits by using three keys at once, and still being able to simultaneously follow the 1/2 melody with 2-3 other keys.
I can't do that here, so I used slow sliders and massive spacing. It's not going to be as effective, but I decided it was the most suitable way to follow the music without butchering it by simply making the sections formless 1/2 clicking sections.
The issue with using the style that maps streams over continuous sounds and alternative interpretations to beats is that while I absolutely agree with you on this, and actually really want to map like this again, combining my old interpretive mapping style with my more modern structure and aesthetics, it's nearly impossible for me to rank something that doesn't adhere heavily to some form of modern standard.B1rd wrote:
The game is limited if you limit yourself to using the two keys to follow the music. You're forgetting that the thing that makes osu! unique is the aiming aspect. You can represent the music using a variety of different hit objects and spacings. You don't have to strictly map hit objects to different beats. You can map streams to emphasize a continuous sounds, you can map 1/2 jumps to the same, you can create your own mini sub rhythms, you can map hit objects to one sound while using flow and spacing to emphasize another sound, and you can switch between representing one sound of the song to another, et cetera. You can do all this while making a map that goes with the map very well.
I think with your current mapping you're actually ignoring what makes the music feel powerful. The long continuous sounds call for it objects that put the cursor in constant flowy motion, but with the spacing you've got you're emphasizing the background beat with the slow sliders and big transition jumps in between. You're also ignoring a lot of other background sounds that are great opportunities to map.
I had a go at mapping the song and I was able to fill the section with lots of fast 1/2 sliders, 1/4 sliders, spaced streams and jumps that are mapped to different parts of the music and follow the song well (sorry I don't know much music terminology). So I think a mapper like you should be able to do better.
btw, there is nothing really wrong with your newer creative style maps but I liked your old style better.