mega rip
thanks so much for the mod! i learned a lot about spread and lower diffs that i didn't know beforeIrreversible wrote:
Hi! helo
[Easy]
00:05:496 (4) - To soften up the angle a bit, and make it thus easier to play for a beginner, I'd place it somewhere near 480 172. You'd have to readjust things, but it's worth it.
00:08:255 (4) - Same idea as above. fixed both
00:11:358 (1,2) - What do you think about having 2/1 sliders here? Reason would be that the part is about to change, and you could easen up the rhythm a bit, to make 00:12:737 (3) - more special. It would also help calming down the density a bit, since it appears to be slightly high. made the slider 2/1 and changed the pattern a little bit
00:14:806 (2) - Blanket? Or was it not intended? Would be fine too. fixed
00:19:634 (1,2) - That blanket stuff goes with all of those - fix them up if you think you've missed it out, leave it like this if it's inteded to be slightly off. fixed
00:36:186 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - Don't worry - I've just highlighted it up because there seemed to be one flaw within the part: the rhythm density. Please, again refering to above, try to get in at least some more 2/1. It will help easen up the rhythm and be less exhausting for this level. It will also help to get a bit more diversity throughout the parts - I feel like you've mapped everything really similar, which destroys the effect of this song - I think it's pretty diverse, so the map should be diverse too. incorporated 2/1 into the rhythm after the kiai, due to the kiai being more intense i'm keeping the 1/1 there and instead using 2/1 afterwards: a lot of patterns were slightly rearranged to accommodate this
01:22:737 (4,1,2) - This stack might be too confusing for this level. I'd remove it, just to be save. fixed, but i want you to know that it was aboslute hell fixing this
01:27:220 (3) - This, again, for diversity, could be a 2/1 slider. Or somewhere else, I don't mind really - as long as I see improvement in rhythm. i agree that this is good for 2/1 because of the sound, i made this one 2/1 and the other sound thats the same as this one later one 2/1 as well, hopefully that helps with the density/diversity
tl:dr - Try improving the rhythm diversity, so you can get something slightly more interesting, and less exhausting. Map itself was designed fine - apart from the 1-2 stacks which seemed too difficult for my taste. diversified
[Normal]
I don't have problems with this difficulty, but similar to the Easy, I feel like the rhythm could be somewhat more diverse. Please look into it again, and try adding some more 2/1 (not too many, since it's a normal - but however, maybe some interesting sliders would still be interesting!) maybe, because due to the stacks etc., this Normal is rather on the challenging side. I feel like there is no real "break" for the player to get some recovery. added 2/1 to the second after the first kiai where i added it in the Easy: i think this is the most fitting place for 2/1 to be, the other sections seem to have varied enough rhythm with the 1/2 sliders and stacks so hopefully this adds just the right amount of variety to the map
[Hard]
00:28:427 (2) - I'd suggest normal spacing, because there's nothing too outstanding on that beat. I'd make it equal between 1 and 2 and 3. made the distance somewhat even while keeping the structure and the flow i was going for
00:29:289 (1,2) - Is that hitsound intentioanl? It sounds off. fixed, before icon i'll comb through every diff one last time to make sure no hitsounds are out of place
00:55:496 (1,2) - I personally feel like it's too early to have a spaced off rhythm like this. If you could work with repeat sliders, this would be great - otherwise I think that the difficulty curve will be slightly bad here, because you've introduced a lot of new things already (1/4 mainly). changed to a repeat slider and spacing the circle more, hopefully this should be a lot more readable
01:03:082 (3,4,1) - I am pretty sure that people won't be able to tell the difference between those here. If you could somehow about this, it would be great. imo, here the difference in rhythm is pretty clear to the player because 01:03:772 (1,2) - are touching, also it goes from triplet to quad repeat which i think is much less of a readability issue than the rhythms you pointed out later in the map (which im changing). from the fact that these two notes are touching + 00:58:255 (1,2) - the player already played it here so the rhythm should be pretty apparent (its the same thing flipped 180)
01:25:151 (2,3) - Same, this is not readable for this level. agreed, changed all instances of this rhythm
01:30:668 (2,3) - ^. ^
01:41:013 (1) - I am not actually sure if this is unrankable - because of the covered repeat. I'm not sure however, if it actually is covered, so you might wanna recheck that. this isn't covered, the pattern/repeat also isn't confusing because of the structure, but based on purely RC this isn't unrankable iirc unless i'm missing something, i asked around and checked but if worse comes to worse i can change it
tl:dr - Map has got some really creative stuff going! But you have to make sure that everything is readable. The increase in difficulty, concerning the 1/4, is pretty high - so you should not overwhelm the players with different kinds of 1/4. I believe that these ones should be reworked, but I'm sure you can find a solution there. tried to make the 1/4 rhythms more readable and fair to the player: hopefully it is okay! i thought about making an advanced diff for a while but imo this is the closest i can get to fully following the song at it's most basic rhythmic level and an advanced would be kind of the same as Normal
[Insane]
00:13:427 (1,2,3,4) - this sounded really off and felt awkward to play. Please listen to the song again and try to match the placed rhythm more fitting. i don't really understand because the rhythm is the same as it is in all the others diffs: the instrument is 7 1/4 notes, which are supported by the drums at 00:13:772 (2,3,4) - so that is why i made it clickable there in comparison to 00:13:427 (1) - which is more of a building sound: maybe i am misunderstanding what you mean
Hmm, now comes a part which I'm not too sure about. I'm speaking of 00:26:358 (1,2,3,4) - etc. Playing triplets of four (quadruples?) appears interesting - if it happens once or twice. But considering that it happens multiple times now, followed by a lot of doublets, I think this is a true challenge. Especially parts like these 00:28:944 (5,6,1,2,3,4,5,6,7,8) - appear over the top for now. I would suggest that you try to replace some of those with a 1/4 slider instead - for example all these 00:29:289 (1,2,3,4,5,6,7,8) - . It would still give a similar effect, yet is way easier to play - and i think this would be a good idea to balance it out a bit. Could I ask you to consider this properly and try to balance it? that makes sense, i changed 2 of them to sliders, to make the rhythm less clickably dense but still fitting, please let me know if this is sufficient, this new pattern seems fair to me for the player
Loving the kiai - but got 2 little adjustments, or 3. Can you imagine having 01:22:220 (3) - those placed in a more intuitive way? Having it placed at a point like 210 16 would make it more easier and more fluent to play. This goes for 01:24:978 (3) - 01:27:048 (5) - 01:38:082 (3) - . I tried figuring why you did it that way, but I couldn't really find a pattern so I assume it's ok to suggest it. sure, i was afraid about placing it here for fear it wouldn't be readable but i can see how it is more intuitive this way, it doesnt really change the flow either so i changed all
tl:dr - Nerfing the rhythm in this part would already fix the problem. It's ok to have the rhyhtm per se - just the fix would make it more approachable. hopefully the changes made were sufficient!
[fanzhen's Another]
<3 agree
[Extra]
Ok, I think there won't be any spread-fixing approaches anymore now, haha. i hope!
00:13:427 - I think leaving out this beat would increase the tension in a positive way. i can see how this would increase the tension, but i think that the current rhythm is a lot better for playability + i think leaving out the beat would really confuse the player as 00:13:599 (2) - is about as prominent as 00:13:427 (1): if i instead started the rhythm on 00:13:513 - it would be awkward to acc + play because it wouldn't be fair for the player to expect for the rhythm to start there based on the sound
00:25:668 (2) - I am aware of the ocnsistency of the placement of this object in general,. but I think that more spacing would make it more intuitive. Give it a try and see how it works - that goes for all parts like this. 00:31:185 (2) - i want there to be next to no aim difficulty in this section due to the rhythm: this kind of spacing is consistent in both the structure and the previous spacing in the section before it 00:14:806: after playing around with different higher spaced patterns i think it is better to keep it like this to keep the expanding spacing for each pattern, but if it's a super big deal i can just space it out a little bit it's not a hard fix
00:27:220 (1,2) - I just feel like this kind of repeat sliders overwrite the song in not a good way. Don't you think you could come up with something more interesting? 00:32:737 (1,2) - here too. The hitsounding doen't really fit either, does it? The song doesn't go that ham. the most prominent sound to me here is the constant high pitched 1/4, that's what the repeat sliders are mapped to: i think that the repeats are fitting for the music and also allow a nice break from the dense rhythms both times they occur
01:00:927 (5,1) - Avoid this tiny overlap? Don't know why it's here. this overlap is here for 2 reasons: the first is to make sure the 1/4 jump spacing is fair because spacing it fully would make it look like 1/2 with how low spacing all the 1/2 has been so far, and second is because 01:00:755 (3,4,5) - is exactly halfway up 00:59:892 (1) - and 01:01:013 (1) - is on the end of 00:59:892 (1) - so it is for structure and consistency, which i think justifies that it looks just a tiny bit silly
tl:dr - not much to fix tbh i hope my explanations were sufficient for this diff: if you think there is anything pressing that absolutely needs changing or that my reasoning isn't strong enough please just let me know and i can reconsider or explain my perspective more
[Expert]
00:02:048 (1) - Come ooon you can do better blankets. U RITE, fixed i hope weird shape D:
00:02:048 (1,1,2,3,4,1) - In my personal opinion you shouldn't spam the rhythm here. There will be enough density later on - I suggest thy oufollow the vocals - mainly 00:02:565 (3,4,1) - . You'd have to redo the hitsounding slightly, to make it fit, but I think it'll be for the better. made the first two a slider to emphasize the last 3 notes more
00:58:255 (1,2,3,4,1) - That seemed.. somehow really difficult, no? lol I haven't encountered something like this in the map before and it does a ppear a bit spiky. I mean having it in the kiai is ok, since everything is difficult. hmmmmmmmm.... i can understand where you're coming from, but i think it's important to have this pattern the way it is in the map: i could make it a normal square but it fits the sound very well + prepares the player for the flow that's coming later in the map, i can understand how it's the first time it happens in the map, but it comes from a completely "cold open" with the hold slider at 00:57:910 (1) - and playtesters didn't seem to struggle with it particularly on sightread: if anything i will just change it to be a normal square but the pattern is super fitting with the sound imo so i am reluctant to change it for now
[I. HS-EX]
00:02:392 (1,2,1,2,1) - Same as in EX imo because of the higher difficulty + the patterning, this is a lot more fitting and the pattern works well with the sound: this is my reasoning for keeping it clickable in the top diff as well, but if necessary i can change it, i just think this emphasis works with the sounds a lot better than it did in Expert
00:13:427 (1,2,3,4,1,2,3) - Same problem actually. Sometimes I just feel like less is more, do you know where I'm coming from? It would make the map so much more interesting. i think it is okay here as the sounds are very clear and there is a hard stop on 00:13:944 (3) - which i am also going to add to the top diff for consistency (since its a 1/4 slider rn in the top diff): this hard stop makes the rhythm + pattern super interesting and crisp to play
00:14:806 (1,2,1,2,1,2) - omg.. this is incredimentally fast.. loljk cool idea with the build up haha it gets fast... eventually
00:32:565 (1,2,1,2,1,2,1,2,3,4) - You should be careful wit hthe hitsounds. Sometimes you place heavy hitsounds for parts which actually deserved less. Having objects here is perfectly fine - I just wouldn't accentuate them like dat. i will ask around and get opinions on how to fix because i am not the best hitsounded, i might lower hitsound volume here? is that a solution? fanzhen did the hitsounds i just adapted them to the harder diffs so i am trying not to mess too much with his hitsounding
00:36:186 (1) - let's start the party LOL omg i love fast sliders ZOOM
01:19:979 (1) - Ok I see what you did there, but I'd suggest a 1/16 slider with maybe 5.0x SV. The effect would be so cooler LOL Maybe not that excessive but you should see where I'm coming frmo. for me, i think the slow slider before really really fast sliders coming in the kiai is cooler: if i make it a fast slider it'll seem cheap and random for the player who will 100% miss the slider end
crazyyy thank you
[unhinged]
00:02:392 (1,2,1,2) - Same as always. this pattern is kind of in the middle of the one from expert and the one from hi speed eXtReMe for me, instead of changing the rhythm i buffed the spacing between 00:02:479 (2,1) - to emphasize the vocal sounds more like you wanted: hopefully this is a good compromise solution
I honestly don't have something to say in this map - to me it seems reasonably mapped. I feel like if I mentioned something in the earlier diffs, it applies to this one as well - so please give your best to make the fixes consistent with your map. consistency'd (hopefully)
Irreversible wrote:
Hi! hello owo
[Lolirii's Collab Expert]
01:00:237 (4,5) - That stack seems unnecessarily mean.. don't you think you'd want to keep the flow you have so far and somehow get rid off it? I wanted the stack because of the stopping effect, and because 01:00:410 (5) - is a slider players shouldn't make a mess if they overstream.
01:01:186 (1,2,1,2,1,2) - omg lol, very creative Thanks uwu
01:05:755 (4,5) - Same. I do know why you did it, but I think it's not a very good solution to this. People will probably spam over it and will be left with "why did i 100 or miss here" Same reason as 01:00:237 (4,5) -
01:10:324 (2) - NC Fixed
01:19:634 (1,2,1) - While I adored the part before, I think this pattern in general doesn't fit. 01:19:806 (2) - is so different to 01:19:634 (1) - , and thus imo shouldn't be copied. I'm sure you can come up with something more creative, considering what you've pulled off so far. wobble impact
01:32:048 (1,2,3,4,5,6,7,8) - the ds here looks somehow weird.. intentional? I think I wanted to decrease the spacing before but apparently ignored it later on. Fixed lol
woww i loved it lol, but i don't even know the mappers <3 from mentorship program
thank you for the modShiirn wrote:
One of the biggest things you need to look out for when taking liberties with the rhythm is staying consistent within your own theme; even moreso when you have a song like polygon, that's inherently unpredictable and has many changes in rhythm.
That said:
[unhinged]The kiai was better than I expected but it still screams out "This is a map made for watching high-level players play it, not to be played itself" and that always churns my guts. Sure, you reach a broader audience by making it more fun for the 99% to watch, but if you're spurning your target audience for their audience, that doesn't bode well. something to understand that may be a somewhat foreign concept in mapping: i actually made this map for myself, as an expression of how i felt the music should be represented, which i know is kind of a crazy idea in 2017
- 00:27:910 (1,2,3) - This is fine, but it just makes 00:29:289 (1,2) - play awkwardly. I really suggest making the 1/4 sliders into full 1/2s to maintain a more consistent rhythm, especially since you're ignoring the strong beats for the weaker ones (which are admittedly more interesting). If there's a problem with skipping over 00:29:634 - , remember that you skipped over 00:28:255 - just fine. okay so to explain: 00:29:289 - this is emphasizing the high pitched double rhythm that is also supported by the synth and later the drums (hence the change from sliders to doubles halfway through) as seen in here ---> 00:29:289 (1,2,1,2,1,2,1,2) - now with that in mind, 00:27:910 (1,2,3) - is following the low pitched synth here which is most prominent: these two patterns have nothing to do with each other and do not make each other 'awkward' as much as a normal 1/4 slider makes a 1/2 slider near it uncomfortable, its technical and reading based but certainly not uncomfortable, this part was changed from making 00:29:289 (1,2) - clickable previously, and playtesters have all agreed this new rhythm + patterning is quite comfortable
- 00:31:358 (1,2,3) - Cool, you enhance that triple in the backgrou- 00:32:048 (1,2) - there's literally nothing here. I can understand filling in the song to make your rhythms more consistent but if the song itself does nothing at all to even hint that you should fill it in, you probably shouldn't because then you'd be mapping it wrong. The same actually goes for 00:32:565 (2,1,2,3) - the hitsounding makes this seem like something it isn't. you're adding a rhythm with hitsounding that you're not actually emphasizing because it doesn't actually exist.. If that isn't deceptive to the player, I don't know what is. there are drums there you should try and give it a listen on 50% and see if you can hear it better lol... i don't know what else to say other than they are a slightly lower pitch than last time so i can understand if you have trouble hearing them but they not only exist but deserved to be clickable for both rhythm consistency and proper emphasis of the sound
- 00:45:496 (1,2) - I wonder if you've had this playtested. Due to how you space out the patterns, 90% of players capable of playing this map will always read this as one of the insane 1/4 jumps. Can't you move it around like 00:46:703 (1,2) - ? Change the angles and the spacing to make it clear that this isn't a crazy 1/4 jump. Part of it comes from the fact that there feels like there should be a click 00:45:582 - here due to how you've usually mapped the song, but there isn't. (same with 00:42:824 - but that's a different problem) i can see how this might appear to be 'unreadable' or unreasonable but it really isn't, literally no one has ever misread this as 1/4 because it's very very very very clear due to 00:44:806 (1,2,1,2) - that is isn't: the 1/4 sliders reset the reading of the player and allow them to read this easily as 1/2 + the flow is very cool as it and changing it or buffing the spacing would make it feel off,
you'll also note the spaced 1/4 directly after this is spaced less in order to be readable- 00:50:151 (2,3,1) - 00:50:668 (1,2,3) - yeah uh some how, some way, these should have the same numbering in combo patterning because hahahaha yeah.... for readability! note the no nc between 00:49:979 (1,2) - which is consistent: just because it isn't NC'd to accommodate the way you're thinking of the patterns doesn't mean it's inconsistent
- 01:00:582 (1,2,3) - There's literally nothing here to justify such high spacing. It's inconsistent with your own patterning, there's nothing in the song, and there's no noticeable or feasible reason for it to be this large. the emphasis on these notes is much more in the music than the other's around it?? the triplet click is much stronger and more emphasized in the song than anything else here
- 01:07:048 (3) - Should have some form of snare or clap hitsound. added! it was missing a whistle though
- 01:45:928 (2,3) - Don't you think these should be made more separate from the 1 due to how the 2,3, are on different instruments from the 1? i hear it more as there are 3 notes there of the instrument that you hear at 2/3 but the drum hit just covers it, since you can hear the beginning of the sound at 1 before the drum beat covers it
- 01:48:686 (2,3) - ^idk it's consistent i guess
- 01:52:910 (2,3,4,5) - Yeah i can see the purpose of "Final buzz of the map, it's 1/6 instead of 1/4 to be harder" and i can tell you that's bullshit just make it 1/8 sliders or something please. This isn't "a final challenge" it's just a slap in the face. ok i will make 1/8 buzz slider but i think you're kind of looking at this wrong, but it had been suggested before so i think its a good idea to make it a buzz: this isn't difficult at all for the player to play and feels quite cathartic lol it's not unfair or anything it just felt fitting to me, but since there was so many complaint about it i will change
this map isn't going to be pp for anyone, i didn't map it for a crazy cookiezi play, i mapped it because i love this song: if i really wanted to map this just for attention why would i spend 3 months making like 9 diffs all with different concepts when i could have just made a 6 diff set with all gds
the playability of this map has been more than proven, not only by over 50 playtesters (seeing as for a while i had a hard time finding a time where people WEREN'T playing the map a month ago), but by the fact that i can play it myself and fundamentally understand the kind of flow that is comfortable to a high level tech player simply by being a high level tech player
edit: why kancolle tag bg
is that really necessary for you to say lolShiirn wrote:
That said, now people can call me an autist for writing an essay about why I think a mapper should change two notes in a circle clicking game and how I'm an elitist asshole for trying to explain my view.
okay but it's like that for playability as explained: i could make it circles again but it would be bad for playability so this is a compromise, this is just your perspective, it's not objectively correctShiirn wrote:
stuff
also fixed some stuff from shiirn's post (or what's left of it) (basically remapped the 00:47:220 - section) along with something minor that i can't remember. Thanks!Irreversible wrote:
[Bonzi's Extreme]
00:00:324 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3) - Sorry, but this is heavily overmapped. I don't disagree with certain accentuating objects, but this seems to much considering even further that this is only the intro. I don't hear anything on 00:01:617 (6) - etc. yeah i agree, let's try something else i guess
00:02:392 (1,2,1,2) - Check what I've wrote about that in the other diffs, please. As i see it, there's not much of a clear difference between vocals/non-vocals (at least until you go to the editor and listen at 50%), so there's no real need to lower intensity just for that, imo.
01:31:358 (1) - Let's talk about these for a second. The first part of the kiai apperaed fine for me, because you are really speeded up, it shouldn't be too much of a hassle to do those streams ( I mean it's really difficult but if you accelereate enough, it should feel fine to play). However, these slow you down completely and the distance between 01:31:617 (4,1) - is insane. I am actually not really supporting those, because I feel like this feels terribly off to play, considering how fluent your map was so far. I suggest that you add a 1/4 slider instead of 01:31:530 (3,4) - , so that the player can go to the next patterns fluently. 01:34:117 (1) - Same in this and somehow 01:36:875 (1) - ,although here you have acceleration again in some part. 01:39:633 (1) - Here its somehow ok again.. I'd consider it for the first two, even tho it breaks the patterns a bit, but for the playabilitys sake I think it's needed. about that, lets just say... uhh... The 2nd kiai half is the result of a little something.
anyway, about the distance between 01:31:617 (4,1) - and similiars: i don't know man, i feel like doing what you said would pretty much take away a big chunk of the sense of difficulty this section has, since then, compared to 1st half it would become basically a cakewalk.
Anyway, i agree about the distance beign a little too insane, so i've moved around some objects a bit to tone it down.
01:53:168 - Add a circle? It seems not finished without it. Feels off however you place it, it's just very easy to misread that way. It's ok with either a slider or just nothing, a circle just doesn't do it imo
I really like the concept of this map - it shows the variety of this song greatly. Please do me a favor and remap the first part and think about the second part in the insane again tho. I don't really think the second half of the kiai is really a problem as a whole,even if it's basically the result of me trying not to get my diff higher than kaifin's.The intro was a part that i mostly overlooked, i payed little attention to it and failed to notice that it's mostly random clicking and trying not to get a 100, the idea seemed cool but meh, too bad. Thanks for the mod!
thank you!Einja wrote:
this is fucking amazing
axion v2 lol
Irreversible wrote:
[Lolirii's Collab Expert]
00:20:324 (1,2,1,2,3,1,2,1,2) - I don't quite understand the rhythm, I mean I like 00:20:324 (1,2,1,2) - , but why is 00:21:013 (1,2,1,2) - so fundamentally different? i made 00:21:013 (1) - a 1/4 slider to make the rhythm consistent and slightly adjusted 00:21:186 (2) - to compensate for the new pattern
LowComboFC wrote:
@loli 00:37:910 (1,2,3,4,5,1,2,3,4,5) - u screwed this stream up lol, why is there emphasis on the blue tick? either emphasize it 00:38:255 (5) - here or even 00:38:168 (4) - here if u want to follow the sound but the current way doesn't really follow anything fixed it
edit: also here 00:43:427 (1,2,3,4,5,1,2,3,4,5) - fixed it
F1r3tar wrote:
spread would sound more cool if you renamed Bonzi's diff to "Bonzi's Ultra"
agreed, congrats on passbyfar wrote:
btw get gud folks! Haha
Kaifin wrote:
this map will only ever die if it hits the loved section
they're snapped to the spacey sound for all of 00:55:497 (2,1,2,3,4) -Genjuro wrote:
Extra diff:
00:55:755 (1,3) - These 2 circles are not snapped to the beat. I don't know if this was intended but felt really uncomfortable while playing the map
if you're a bn who was gonna mod: feel free to do so if you have interest in nominatingKaifin wrote:
this map will only ever die if it hits the loved section
squirrelpascals wrote:
polygonunhingedill do my best to judge but im bad at playing the game x) me too
• 00:15:841 (1,2,1,2) - Why do you all the sudden choose to ignore what you were mapping to at 00:14:806 (1,2,1,2,1,2) - ? The blue ticks here arent strong and you choose to use sliders at 00:18:599 (1,2) - [color=#8000FF]the bass does a little riff hence the use of circles, i'm not ignoring what i was mapping previously, i'm transitioning to the 00:16:186 (1,2) - by using circles and mapping to both the bass and the previous rhythm by having the strong points of the pattern be spaced they way they are 00:15:927 (2,1) - [/color]
• 00:16:617 (2,3) - feels very overexaggerated for such a small wound i dont think thats a small sound, its pretty impactful and the big movement fits the pitch/tone
• 00:22:220 (1) - inconsistent nc from 00:16:703 (3) - fixed
• 00:24:375 - Ignored a pretty strong vocal sound here, important because all of the stream before it at 00:23:944 (1,2,3,4) - followed these voices i understand but it gives the rhythm that follows more impact if i ignore it and map it as 1/2
• 00:26:358 (1) - remvoe nc here, break s your pattern of having an nc every beat for this section and nothing about this note musically stands out. You seem to do this sometimes consistently at other places like 00:31:703 (1) - but I cant see why its necessary necessary for reading, its for the player: with this level of density/overlapping rhythm it just makes things clear to the player
• 00:29:289 (1,2,1,2,1,2,1,2) - This rhythm choise feels very random, 00:29:720 - is ignored based on the hissy sounds that stand out here, 00:29:892 (2) - doesn't feel like it applies, and the kick at 00:29:979 - is ignored also. Also don't agree to the growing spacing in this pattern, how does that apply itself to the music? i explained how this fits to the music earlier in the thread, but can explain again in tldr: its following the song lol... 00:29:289 - the rhythm comes in here, then becomes louder and more echoy at 00:29:806 - which is why the spacing increases
• 00:38:599 - Seems to be the strongest note out of 00:38:427 (1,2,1,2) -, dont know why you chose to ignore. You can say that your not mapping to drums but that doesn't change the fact that this note is very obvious to the play. Same for 00:44:117 - following the song vs following the drums:
the player does NOT hear this note, and the casual listener does NOT hear this note, only the mapper hears this note. leaving out the white tick gives the SONG's rhythm more emphasis, mapping it would seem like overmapping to the player and isn't fitting to the rhythm of the song at all
• 00:38:686 (1,2) - 00:39:979 (1,2) - Comparing spacing like this makes me unsure of how a player would determine a 1/4 jump from a 1/2 jump the first is consistent with the others which makes it readable, the second is right after a 1/2 jump so it kind of "resets" the reading for the player: you can ask players about this and they'll tell you it's fine, no one has ever misread this as 1/4 and it is definitely not an issue
• 00:54:289 (2,3) - Seeems overspaced compared to when you use a lot of the closer streams here. Don't hear anything strong on 00:54:375 (3) - for this you don't hear the really loud whirring sound in the background?????????? its the same sound at 00:52:737 - if that helps
• 00:55:496 (1) - Again, don't understand your singlie note combos. Also, with 00:55:496 (1,2,1,2) - you seem to all the sudden ignore all the sounds you mapped the streams to at 00:54:634 (2,3,4,5,6,1,2) - (the pew noises) i'm following the sounds in the song so i'm not really sure what to say to that, the single note combo is for aesthetic and readability, as the slider velocity decreases
• 00:59:806 (1) - I feel like the blue tick that this slider ends on deserves more of a clicking rhythm than the current slider head, based on the sound you follow right before it at 00:59:634 (1,2) - i can see what you mean, but the hold actually gives it more emphasis than a click would here:
if i made it a click, it'd just be a stream and that'd be a complete shitshow for emphasis, so doing it this way gives more emphasis and fits the song better
• 01:05:324 (1,1) - 01:05:668 (3,1) - I know im modding a map full of long 1/4 jumps, but these spacings are much higher than what you choose to use at the first half of this bookmarked part (from 00:58:255 - ) and might be seen as unexpected unexpected?????? i dont really think that's true,
xilver suggested i changed this pattern and i agreed, the spacing is larger because it is a sudden shift in the note that plays at 01:05:755 (1) - 01:05:324 (1,1) - this spacing is effectively 1/2 so i dont think thats a good comparison btw
• 01:27:910 (1,1) - Since you don't use a lot ov overlapping shapes like this in the kiai this might confuse the player lol no it wont, never seen anyone who can read this have any trouble with a small overlap
i seem to understand the kiai better for some reasonIncrementally Hi-Speed Extreme• Why "Incrementally?" tbh it would only make sense to say this if you had two High Speed Extremes, since "Incrementally" Hgih Speed implies harder difficulty compared to another "High Speed Extreme. WOuld be better to just call this high speed i changed it cause it more accurately fits the map: incremental means "slowly increasing" which is what the map does, it slowly increases in speed, it was called Hi Speed before but xilver pointed out that it wasnt fitting so i changed it to this
• 00:06:961 (3,4,1,1) - The flow here feels jerky and uncomfortable to hit accurately why? feels fine to me and others its just a wiggle,
not a standard pattern but is fine
• 00:09:979 (1,2,3) - like the previous diff, dont find this same rhythm that applicable here following da song >:/
• 00:44:117 (1,2,1) - Might be difficult to sightread because you didn't introduce a spacing concept like this earlier in the map, would just shock the player i understand why you might think that, but its not the case: since it's stacked it allows the pattern to be perfectly readable on sightread,
if it wasnt stacked it'd be fucked tho
• 00:44:461 (2) - nc for downbeat done, changed the nc on 00:44:289 (3) - too so it was consistent
• 00:45:841 (1,2) - Looks like it reads as a 1/2 jump with this bigger spacing, same for 00:51:702 (5,6) - 00:52:651 (2,1) - it doesnt, since it comes directly after two 1/4 sliders and the NCing is consistent it is fine for readability
• 00:47:220 (1) - Don't like how you undermapped with this slider but then continued to map the following part more in depth mini break to give the player a rest/introduce the slower SV
• 00:54:461 -00:55:841 - Ignored? Your'e skipping over a lot of strong beats in favor of a seemingly random rhythm skipping the beat to follow the song's rhythm rather than the drum's rhythm, there is a very clear rhythm to the instruments here
• 01:04:979 (3,1,2) - Flow here looks like it would be uncomfortable because of your spacing decrease at 1,2 and the wide jump angle. the shift in flow works really really well with the sound, it's not really uncomfortable to play (at least at this skill level that the target audience for the map is at)
and instead offers a nice emphasis
• 01:26:789 (2) - Sounds like a stream or some 1/4 rhythm should go under this slider, the notes under this slider are stronger than some that you chose to map streams to. same on 01:32:306 (2) - 01:37:824 (2) - [/color]
• 01:29:979 (4) - nc on bownbeat fixed
• 01:40:668 (1) - sliderbreak centeral getting good central, its not unfcable or fast to the point that it's random, just a different kind of difficulty
• 01:48:599 (4) - nc, because you start ncing every 2 beats at 01:49:289 - so follow this pattern did itExpert• 00:43:944 (1,2) - 00:38:427 (1,2) - These large 1/4 jumps feel kind of spontaneous, the notes that underlie these jumps aren't really strong compared to at something like 00:40:668 (1,2) - i disagree, sounds are just as strong and they're well set up
• 00:46:358 (1,2) - More likely to be read as a 1/4 gap. (00:45:841 (1,2) - ) stacked
• 00:53:082 - Don't like how you left this stronger note on a sliderend, also this 00:52:737 (1,2) - feels pretty underspaced compared to a lot of the 1/2 jumps you use here (00:53:599 (5,1) - 00:53:858 (2,1) - ) spacing chills out to emphasis the dramatic shift in the density of rhythm, making the drum beat clickable here would be shitty rhythm and wouldnt emphasize the held nature of 00:52:737 (1) -
• 00:54:375 - The note on this slidertail feels stronger, considering that you're mapping to the pew noises (like at 00:54:375 - ). Same for 00:56:013 (4) - , skipping over notes like 00:55:841 - makes the entire rhythm at 00:55:841 - feel randomly done it isn't random... i'm mapping to the song you should delete the notes and listen or listen beyond just the drums
• 00:53:082 - Again, don't see why this should be left as a single-note combo well 00:52:565 (1) - is combo'd for reading then 00:52:737 (1) - needs to be combo'd cause its the start of the next phrase
• 00:58:513 (4,1) - When being introduced to this part of the map, this looks like a 1/2 jump when you compare it to all the small 1/4 spacing at 00:58:255 (1,2,3,4) - no it doesnt? you're suggesting the player would play 4 1/4 jumps, ending on a blue tick, and then instinctively read this as a blue tick to blue tick 1/2 rhythm? hell no they read it as 1/4 because they KNOW that the drum beat is coming on the white tick and it just makes sense for the player
• 01:01:272 - Not a big fan of how you ignored this after mapping to this with such spacing at 01:00:668 (1,2) - yeah cause the first time it's incredibly prominent then i completely switch what i'm mapping to.. it's literally an echo it's barely even hearable to the player or even registers as a note in the song, mapping it would be both incredibly awkward and unfitting
• 01:24:030 (4,1,2) - The big jump at 01:24:030 (4,1) - and then the stop in flow to hit 01:24:289 (2) - doesn't look like it plays fluently and yet it does, you don't really stop as much as you just circularly flow from the end of 01:24:117 (1) - to the head of 01:24:289 (2) - it is really flowy
• 01:26:703 (1) - inconsistent nc from 01:21:013 (1,2,3,4) - fixed
• 01:36:186 (1,2,3,4,1,2,1,2) - organizes chaos, it looks like someone would just flail their cursor in a circle to hit this accurately. some sort of offset stack with 01:36:530 (1,2,1,2) - would make this easier to understand, like this. (Hope that is an understandable screenshot lol) i liked the idea you suggested but it'd be unplayable, at least for this difficulty level, decided on changing it to something less confusing
• 01:39:117 (1) - moving this nc to 01:39:289 (2) - will follow more of your 1-2 1-2 nc patterns. Also, why is 01:39:117 (1,2) - spaced so closely compared to 01:38:944 (1,1) - 01:39:289 (2,3) - ? emphasis on the sound + the rhythm is the reason for the spacing, it fits the song, as for the NCing its the same reason, it just fits the emphasis of the sound better to have it nc'd this way to me, and it's consistent with the other time i do this
As much as I wanted to mod every diff in this set, I just don't think that I have the stamina to do it, given that I'm not that motivated to bubble this set either. I'm hoping that my input for the higher diffs was useful though. (You don't have to mod anything back, since I didn't completely finish my mod) i hope you understand my replies and consider this in the future: listen more to the song than the drums, white tick random drum beats that aren't a part of any synth rhythms don't mean shit to the player: if i had mapped every single white tick the map would be overmapped as hell and would feel awful to play despite technically having every note in the song be placed on a beat
sometimes it gives more emphasis to everything else to leave something out, not mapping a note can mean everything else feels and plays so so so much better than if everything single note was just mapped
Loved might actually be a good place for this, even though a lot of people like to refer to loved as "trash," but hear me out. I think these are the types of creative maps that loved was meant for in the first place (not all maps in the loved category are bad). I probably would have put a star icon on this too, but Irre beat me to it, so if you do decide to love this and get some exposure on the set before doing anything else (you have plenty of kd and favs to do so) it looks like you still have some support for the set if you want to unlove it later and keep pushing. I kind of hope you do too, this set is hella fun. the stigma with loved makes me not want to have it there, people who mapped for loved are stupid imo
i need you to push owo set has lots of exposure and a billion playtests just need BNs with the balls to push it, i doubt there would be any community backlash to my map trying to be ranked like alien, no player seems to hate my map, only stuck up mappers who think anything that isn't normal is bad and overmapped
on a side note i dont understand why modders are questioning my rhythm choices in some diffs, but then not bringing it up again in others,
such as at 00:29:289 - where there is a very clear rhythm in the song which i follow in literally every diff
Good luck thanks for the mod its much appreciated even after i basically quit the map