i made a few minor changes to flow to make everything just a little smootherMonstrata wrote:
unhinged
00:03:341 (3,4,1) - This flows really poorly imo. Really expected something top/left to compliment the counterclockwise movement you had set up with 00:02:737 (1,1,2,3) - i nerfed this, i hope that it is a satisfactory nerf as i want to keep the same flow: the idea with the patterns like this one in this section (all of them are like this) is that the flow changes circular direction for emphasis on the 00:03:599 - note, thats the kind of emphasis i hear in the song and my interpretation of the sound: here's a paint diagram of the new flow now that i've nerfed it to make it a bit more flowy for the player, green is the counterclockwise flow and blue shows where it switches over
00:04:117 (1,2,3) - The spacing here seems really unnecessary to me. Actually, even using a circle on the blue tick felt unnecessary let alone a 1/4 jump here. Can I hear your reasoning for such a drastic movement? Because 00:04:203 - has very little support if any at all... Listen to it at like 50% playback, nothing lands on that note. The same can be said for 00:04:892 (4,5) - . I think the overmap just feels really blatant, and you use really difficult 1/4 movement here too, which makes it stand out even further. the first important distinction to make in my opinion is looking at these 1/4 patterns in the context of the map that they in: these are not hard patterns in the context of the rest of my map, these are the easiest 1/4 patterns in the entire map and dumbing down the difficulty in a section of medium intensity of the song would make the map itself inconsistent conceptually. second, the actual reasoning behind the notes and the "ghost note" on the blue tick that is being debated to exist even, the synth wavers on the 00:04:203 note, notice that 00:04:117 - and 00:04:289 - are the same tone, but 00:04:203 - is a completely different one, hence the existance of this note. as for why it's so emphasized + spaced, the first reason for that is the previous point about the entire MAP being difficult and this being a medium intensity point in the song, and the actual motion itself is meant to emphasize this waver in the synth that i mentioned previously, hopefully this was indepth enough to explain, this applies to all other instances of this note in this section: now with ALL OF THAT being said, i nerfed it a bit so that the higher emphasis patterns would have more emphasis LOL
00:05:151 (1,2,3,4) - This is a doublet rhythm. Since the diff is trying to be technical, you could emphasize the blue tick on 00:05:237 - instead.
i could do this, but there is a very clear note on every tick of this stream, and the small spacing into 00:05:496 (1) - shape and velocity is meant to emphasize the huge POW in the song that comes there, as the drum ticks at 00:05:151 (1,2,3,4) - that i'm mapping to have that muted, underwater sound to them that makes this pattern feel so satisfying to play, using the doublet rhythm won't provide the same tactile feeling/satisfaction + wont represent the sound i'm following here which i believe has the most emphasis in the music
00:05:841 (1,2,3) - The jump and circular movement you set up really causes players to want to play out slider 3. I think positioning 00:06:358 (1,2) - in a way that would encourage this movement would be more interesting. Right now you break flow on slider 3, and it benefits the player not to play the slider out but instead jump rightward. It causes your circular movement to really go to waste here. agreed, i changed this one in a similar fashion to the other pattern of this kind, moving the pattern up to keep true to the original flow while making it much more comfortable for the player
just taking a small space in the middle of your mod to say that i completely reworked the rhythms you mentioned as overmapped in the first segment of the map. the first rhythms i am 100% sure exist as there is literally a different synth note on them, but i agree that they shouldn't be as emphasized as they are so i have nerfed all of them, and instead slowly built up their spacing so that it hopefully works a bit better for you: the second ones after asking some opinions and listening closer myself i agree that it does not exist, and just extended every slider and switched some patterns around
00:08:255 (1,2,3) - This I can understand. Here the 1/4 would make sense. But stuff like 00:07:479 (3,4,5) - , its just overmapped. You can see how similar these two patterns are, yet one is clearly supported while one is not. If they play similarly, it causes the pattern that actually does have 1/4 support to feel like any pattern, whereas it should be emphasized and made to stand out. fixed, addressed above
00:09:634 (1,2,3) - Same, stuff like this just isn't supported at all imo. fixed, addressed above
00:10:410 (4,5) - Etc... I'm going to stop now, because issue of overmapping is just repeating itself. fixed, addressed above
00:13:772 (1,2,3,4) - One of these is not like the other (4) use a 1/4 slider for 3 isntead? you right, buffed the spacing to reflect the new patterning and to emphasize the triple and changed 3 to a kick
00:14:806 (1,2,1,2,1,2,1,2,1,2,1) - The sliders are good. Your decision to switch to circles is really odd though. Especially considering how you mapped 00:18:599 (1,2) - afterward. It's an unnecessary shift in rhythm that creates an inconsistency. there is a very very clear difference between the two sounds, with an audible drum/bass (not sure which cause i suk at music terms) click on each of these clickable notes, where as i chose to use sliders for the other due to the lack of that fill being there, and the difference in the synth rhythm
00:23:600 (2,1,1,2,3,4,1) - This is good though. The circle on 00:23:772 (1) - allows you to break into the stream rhythm since you allow the players to recognize theres a shift in rhythm due to there being a circle rather than a slider. If you want to integrate streams, you could do something like this instead. the reason the above has the flow that it does is because of the sound, i want the player to jet right into the fill like the song flies right into it, when you compare to the rather chilled spacing + sound of 00:18:944 - in comparison, this is much more chill pattern because of the peak of intensity that just came at 00:18:599 (1,2), making this dead stop have the right emphasis for this section. I am mentioning this one because i wanted to preemptively talk about the comparison between the two
00:25:151 (1,2,3,1,2) - The SV changes here don't seem necessary at all... rather, they make it seem like different rhythms are being used doe to their noticeably different lengths. ehhhhhhhhh it still has been very clear to every testplayer which sliders are 1/4 and which are 1/2, it is consistent and while i can understand the concern, this is perfectly readable for the player: as for why i did it, i wanted the player to have more movement on the longer sound of 00:25:237 (2), where as the 00:25:496 (1,2) - notes here sound a lot shorter, thus the lower sv which gives the rhythm a denser feel in this section
00:29:289 (1,2,1,2,1,2,1,2) - The double rhythm is really hard to read here. honestly, none of the rhythm layers here uses exclusively doubles. For example, there's a note on 00:29:720 - which separates it from the doublet you use on 00:29:289 (1,2) - .Additinally, following that double rhythm, it should actually be like 00:29:979 - circle here. and circle here instead. i really really really need to disagree with you here, listening to the lower synth that i begin following at 00:27:910 - in this doubles segment, you'll find that it follows all but 1 note of the doubles here (00:29:892 - a note which you could argue is implied and simply covered by the clutter of other sounds in this segment), this doubles rhythm exists in basically all of my difficulties of this map and i believe it is the clearest, most intuitive way to map this segment of the song. in terms of pure readability, it always had read fine to playtesters and i find myself that this is fine to read due to how the spacing first decreases with 00:29:289 (1,2,1,2) - before the use of spaced doubles, by the time the spaced doubles come the rhythm is very clear. i tried to use the rhythm that you provided but it just feels overmapped to me listening to the song, while it's technically supported i really dont think it represents the song as well as the current doubles rhythm does
00:32:737 (1,2,3,4,1,2,3,4,1) - If anything, don't the 1/4's fade out with the linear stream? shouldn't spacing get smaller if anything not bigger? i am trying to keep consistency with 00:27:220 (1,2,3,4,1,2,3,4) - which is increasing in spacing due to the sounds in that segment, i understand the sounds are different here but i think that this the sound isnt really a drastic change and the spacing stays quite low, i think the current stream shape here is acceptable given the music
00:34:979 (1,1) - Yea, these aren't really supported at all, mapping those 1/4 jumps just feel really overmapped. there are drum hits on these notes like very very very very loud and clear drum hits, not even like the other ones in the intro where it ended up being slightly questionable and i changed it, these DEFINITELY exist and are supported in the music. now, obviously the two blue tick notes you've highlighted shouldnt have any spacing emphasis on them, which i absolutely agree with! thats why it is patterned in a way that puts all the emphasis on 00:35:065 (2,2) - literally all the emphasis in this segment is on these two notes. you could argue the movement between these two notes 00:34:806 (1,1) - is too far but i'd say it is both warranted and necessary given the intensity of the sounds in the segment. to be double sure, i asked multiple people and these sounds 110% exist with drum beats
00:38:427 (1,2,1,2) - Really odd that you don't map the white tick considering you could actually map something 1/4 jumpy onto it for emphasis lol. that would feel incredibly overmapped and out of place because the whole of this kiai segment is following the rhythm that culminates in this doubles rhythm, the doubles rhythm which is foreshadowed at 00:34:979 - i will note just for reference
00:40:151 (2,1,2,1,2,1) - Man, i wish you did more stuff like this. This is really good. Great flow and angle usage lol. thank you i think that this flow really fits the sound here
00:52:737 (1) - Ca't believe im saying this, but this slider is really undermapped for the density of the rhythms you've been mapping to so far. yes it is, it's supposed to be a hard break in the song's density to provide a small break/buildup which starts here for the new section,
also to follow the massive "flowbreak" in the song itself with this loud jarring sound out of nowhere
00:57:737 (1,2) - Can you space the two sliders out more? I think its really easy to misread this as 1/4 streams due to how you've utilized 1/4's so far. sure spaced em, spaced them in all of their instances except the back and forth ones at 01:05:151 (1,2) - because they are already quite spaced
01:15:496 (1,2) - You could make these denser too, considering the 1/4's you've been using so far. The shift to such simple sliders is a bit odd. hmmmmm maybe it feels a little odd but i really think these space-y sounds need the long holds, i think having these very simple patterns right before the buildup is also good, this is ok as is imo but i could always change it to circles, i think that the holds just add a better feel
01:18:772 (1,2,1) - If you had put 01:19:030 (1) - on the white tick and mapped that jump, i would have been perfectly fine with it. Actually I would have said it fit amazingly well here. let me think about that one as you mod the other diffs, i think the current rhythm is exactly what i'm looking for though following the vocal, it feels kind of meme and too sudden for the player to make sure a jump even with that sound on the white tick, thats not in the forefront of the player's mind when they're playing this rhythm imo. if you think i need to space this more to make it easier to read lemme know but i think rn it is good placement + structure + fine to read so i dont wanna move it
01:25:582 (2,3) - At least ctrl+g? The flowbreak onto 2 isn't really warranted at all, and I think people are going to play that 1/4 square with at least a bit of rotating movement instead of just aiming at the center. 01:29:634 (1,2,3) - Is much better. on the contrary, in my opinion it is way way way more comfortable and satisfying to play with this being a flowbreak from 1-2, the sudden snap is very crisp and satisfying with the sound and since this entire segment has the same circular directional motion its a very satisfying payoff to the "buildup" of the flow of the entire segment. 1/4 jump patterns work when they are incredibly sharply angled and clear, and i think that making this circular flow as well would lose emphasis from the pattern, and also make it harder to hit for the player
01:29:979 (1,1,2,1,2) - This movement is considerably harder than 01:27:220 (1,1,2,1,2) - , With 01:27:220 (1,1,2,1,2) - I can land this mouse-only even lol, because while there is a jump onto the circle, the movement from circle > slider is very smooth. With 01:29:979 (1,1,2,1,2) - though, you are forced to break flow playing the slider ontop of snapping to it. used your suggestion in a tweaked way to fit my structure
01:30:668 (1,2,3,4,1,2,3) - Not a good movement imo. There is little to no flow here. The other patterns you used (in this same melody) were a lot better because they promoted angle shifts, but here it's just uh xP... switched it up
01:35:927 (1,2) - The flow here felt kinda odd. I think the direction you point slider 2 throws the flow off. You could try replicating the slider of 01:35:496 (1) - and do something like this: It'll continue the counterclockwise movement here rather than interrupting it with that sharp rightward movement you currently have. changed, also changed the direction of the following pattern to suit
01:47:910 - Not going to map this? ;c or 01:49:289 - ? no cause it doesn't follow the rhythm i'm following throughout the whole segment even though they are delicious drum hits
01:51:875 (3) - Doublet rhythm here. yes however there is a distinct drum hit on each note, i know i just said i've been following the synth the entire section but swapping to the stream here for the drums as they come in gives a nice sense of finality to the map + expresses the end of the song well
Rhythm after the kiai is a bit odd, but manageable, just some parts that felt like they ended up ignoring strong beats. Given how dense this map is, you can always map those beats out in an unemphasized manner and dictate what later you want the player to follow based on your spacing and rhythm choices. imo the rhythm choices in the section after the kiai are consistent and okay, but if you have any specific suggestions regarding this please let me know in the rest of your mod so i can think about it and apply/reply to them
The kiai is actually quite manageable. There are some places I think are hard to read, but I think anyone who can actually play this diff should have no trouble reading it at least after a 2nd run.
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I'll just go through top diff for now and test the waters. Take your time in replying, no rush~ thanks so much, incredibly helpful mod
hell ya round 1 done bring on monstrata mod part 2 (hopefully)