Kagetsu wrote:
[General][Yoyo kagirinaku]
- 05:56:350 - there are two different lines at the same point with different samplesets, which is unrankableFixed
- tickrate 2 doesn't make any sense for the 1/3 section, it would be better to go with tickrate 1 (althought i know you won't change this because the whole map is based on ticksounds which is also something i disagree with) Yea it's either scrapping a big concept of the map or keep it as it is. I don't find the tickrate to be that big of a problem tho so I'd rather keep it.
- there are a lot of places where you abuse the slider leniency concept, stuff like 00:08:494 (1,2,3) - isn't acceptable, because it looks exactly like an 1/2 pattern (due to reduced sv). As stated earlier in the thread, this exact example is higher spacing just for the sole reasong of preparing the player for what's to come. I'd rather have them break here (8 seconds into the map), than 4 minutes into the map. However I can NC all of them to make it easier to spot.
they're all around the map tho so i won't be pointing them all because it's tiring for you to read. i'll just mention the most noteworthy onesstuff04:22:219 (2,3,4) - NC'd for visibility
01:53:725 (1,2,3) - Don't find it to be a problem becausethe a big theme of the map is rotational patterns, the spacing may vary even thought the music may be the same. But that's due to the limitation of patterns that could work with the theme and structure of the map.
04:38:835 (1,2,3) - ^
04:13:912 (1,1) - ^
04:15:758 (1,1) - ^
05:21:296 (1,2,3) -^- there are a lot of sliders that pass through important sounds. extending sliders is fine as long as they don't ignore significant sounds, which is the case for a large portion of the map
- related to the point above, there are also tons of slidertails that lands on important sounds, (like this 01:03:725 (3) -) you should aim to make these beats clickable instead of relegating them to slidertailsIt's following the structure of the section by using smooth shaped sliders for vocals and straight/red anchors for piano. It's also starting on a strong beat of the piano.
i don't think this is ready yet, the map might look cool, it uses a lot of cool patterns and the hitsounding is cool, yet it lacks of consistency and spacing emphasis concepts.Thanks I guess, I appreciate the mod, but I do think you went a bit too much into subjective things. The map got a set structure it follows for the sections, with different emphasis on different things. The way sliders are used and what shape and how it flows is all consistent throughout the map. Spacing was more or less what got hurt due to how it's mapped and I tink that's perfectly fine due to how everything else is cohesive and neat.
- 00:05:956 - it would work better as two circles instead, the slider starting on a blue tick isn't really expectable and also ignores the strong sound on 00:06:033 - Same reasoning as above, this type of slider is used a lot within the map, I want the player to know early what's about to come and how it's played, and also tbf a slider at the blue tick is easier to hit than a double starting at a blue tick.
- 00:08:494 (1,2,3) - i don't think this is acceptable, the low sv combined with such high spacing makes it really difficult to play, i get your idea of extending sliders because of guitar but the spacing is just exaggerated Answered this earlier in the post, NC'd for visibility.
- 00:17:110 (2,3,4,5) - the spacing is so inconsistent compared to stuff like 00:24:494 (2,3,4,5) - despite they representing the same stuff in the music Agreed, toned down the spacing on beat 3 and 5.
- 00:32:494 (1,2,3) - 00:39:879 (1,2,3) - apart from the fact that they're overspaced, i don't really get why is it so inconsistent compared with 00:25:110 (1,2,3) - . the 1/4 spacing concept isn't really clear here, sometimes you even double the distance despite the music being the same as previous] Because 00:25:110 is in a section that is arguably much calmer even though the guitar is the same. Just listen to how the drums switch in intensity at 00:29:725 (1) - Did put the spacing of 00:39:879 (1,2,3) more in line with the previous one.
- 01:16:802 (1,2,3) - this is extremely inconsistent compared with 01:20:494 (1,2,3) - 01:24:187 (1,2,3) - 01:31:571 (1,2,3) - 01:35:263 (1,2,3) - in terms of feeling, i don't really get why It's not tho? The first of the few strictly follows the difference in the vocals. The 3rd beat the vocalist lowers the pitch a lot. The others kinda "flow" together since the pitch is either steadily rising, or steadily decreasing. It's the same for the same section that comes later on in the map too. So it's consistent, since it happens twice in the map, and that's what I meant it to do.
- 01:46:340 (1,2,3) - compared to 01:53:725 (1,2,3) - "we are the one" they're exactly the same musically speaking, yet the way it feels and how the second one is super spaced for no reason doesn't really convince me First one you pointed has lower spacing due to how much more "uncomfortable" it is to play. It requires more snapping between the slider end to slider head, while the others steadily flow into eachother, and to still emhpasize the lyrics I hightened the spacing.
- 02:14:956 (1) - this is kinda weird, i wouldn't recommend to use such a simple shape for this type of slider, it looks like stuff like 02:00:187 (1) - so people will probably break the combo here because of unexpected sv change[color=#FF0000In my honest opinion I find this to be quite ridiculous. The song and the way the section is mapped is screaming for a lower spacing and lower SV. It's not sudden since it's been getting calmer and calmer, the spacing is getting lower and lower. I honestly don't see the problem with the SV at all. And the slider you gave as an example of being similar is just only that, similar. One is half a circle, the other one a full circle.[/color]
- 02:22:340 - well this section is kinda the same as previous one, a lot of sliders ignoring important sounds and also the slider tick providing false feedback Same as last section, following vocals to 100%. So that's more thatn enough to justify sliders ending on a strong piano beat. And the hitsounding is basically adding my own "spice" to the section, if it's annoying I can just remove it lol.
- 03:21:417 (1) - this kinda bugs me, why is (1) part of the same pattern, music has clearly changed so why don't do something visually similar?Because I didn't want the spacing to be too big due to the extreme rythm change. It used to be singles there instead, that were more spaced and differed fromt he previous pattern, but from player feedback it was too hard to quickly switch rythm. Therefore I decided to do something simple, by just keeping the same spacing, and same way of patterning from the previous pattern and then start from after that with something new. It's all for a playable point of view.
- 03:30:886 (1,2,1,2,1,2) - probably the hardest part in the whole map. it doesn't feel quite right, these beats aren't the same intensity, they all being clickable makes the rhythm very unintuitive. try to use some sliders on stronger beats and ending them on less intense beatsThat would firstly break the concistency of the section, and secondly make no sense due to how the crashes are being used by the drummer. The spacing is emphasising the crashes. And since there were no crashes in the previous same same but differentn sounding places like 03:23:501 (1,2,3,4,5,6) - and 03:29:503 (1,2,3,4,5,6) - the spacing is different. And this whole section is indeed the hardest part of the map SOLELY because of the rythm.
- from 04:28:681 - there's nothing much more to explain, there are the same issues as before, inconsistencies between similar instances in the music, (04:33:296 (1,2,3) - compared to 04:48:065 (1,2,3) - the first one doesn't emphasize anything while the second one does) and lack of emphasis in many instances (this one 05:01:450 (3,4) - for example) Fixed 04:48:065 (1,2,3) - by ctrl+g beat 2 05:01:450 (3,4) Follows the structure of that section with stacked beats. It's also alot calmer than the chorus, so there's that too.
- also the ending is kinda odd to play due to the fade out, but i guess there's nothing much to do about it xdI can shorten the map, but I genuinely don't see the point of that. Like why not map what's possible to map instead of half-assing it and ending earlier.
Kencho can rebubble this once you fix the bold thing if he feels like doing it. We'll see if i'll continue to push this forward.
glThanks