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SCRATON - Retrospect Me

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Topic Starter
Drimm
This beatmap was submitted using in-game submission on Friday, September 22, 2017 at 1:11:42 PM

Artist: SCRATON
Title: Retrospect Me
Tags: tommy scraton mad wubs with good intentions pon3
BPM: 130
Filesize: 9035kb
Play Time: 05:58
Difficulties Available:
  1. Nostalgia (5.5 stars, 581 notes)
  2. old (5.59 stars, 1154 notes)
Download: SCRATON - Retrospect Me
Information: Scores/Beatmap Listing
---------------
wip


various changes
1/30/2017 - Uploaded map
2/24/2017 - Finished map
*some amount of tweaks were made
3/7/2017 - Artist changed name to SCRATON.
3/10/2017 - Added KnightC0re's mod
3/13/2017 - Added Rad-'s mod
3/14/2017 - Added davidminh0111's mod
3/15/2017 - Finished map (for sure)
3/17/2017 - Added Neoskylove's mod
3/20/2017 - Added PandaHero's mod (also re-dl because i suck at hitsounding)
3/24/2017 - Added gottagof4ast's mod
5/3/2017 - Added Kaifin's mod
8/20/2017 - ?
SynapseStorm
This is an amazing map, I just wish to see what the finished map would look like and hope that others would discover this as well.
KnightC0re
00:06:434(1) - It'd be cool if this is on the same place as 00:04:558(1)
00:35:049(9) - New combo here
01:01:126 - Be careful with this pattern (I don't have problem with this, but someone else might, but probably not a big deal)
01:19:011(6) - Move this further, it might come out better
01:33:203(2) - This is touching the edge of the screen, try moving up a bit
02:02:742(1,2) - Move closer as it's quieter now
02:39:665 - Put break here, just to look cooler
02:46:357 - Here as well
03:09:203 - ^
03:15:896 - ^
03:19:934 - ^
03:26:742 - ^ (I think of these because they add suspense or something)
04:07:011(1) - Move this to make people know the gap... somehow

Everything else is perfect in my concern. This map is awesome.
Topic Starter
Drimm

KnightC0re wrote:

00:06:434(1) - It'd be cool if this is on the same place as 00:04:558(1) Fixed
00:35:049(9) - New combo here If more people mention this as a problem, i'll change this
01:01:126 - Be careful with this pattern (I don't have problem with this, but someone else might, but probably not a big deal) I changed 01:01:819 (1,2,3,4,5) - to hopefully fit in with 01:01:126 this pattern
01:19:011(6) - Move this further, it might come out better This is distance snapped 1.3x, just like every pattern similar to this one
01:33:203(2) - This is touching the edge of the screen, try moving up a bit Fixed
02:02:742(1,2) - Move closer as it's quieter now Fixed
02:39:665 - Put break here, just to look cooler Added
02:46:357 - Here as well Added
03:09:203 - ^ Added
03:15:896 - ^ Added
03:19:934 - ^ Added
03:26:742 - ^ (I think of these because they add suspense or something) Added
04:07:011(1) - Move this to make people know the gap... somehow Tried to make it stand out more

Everything else is perfect in my concern. This map is awesome. Thanks!

SynapseStorm wrote:

This is an amazing map, I just wish to see what the finished map would look like and hope that others would discover this as well.
Thanks for the kind words, they meant a lot when I first saw them.
Rad-
Hello! From my queue.

00:06:434 (1,2,3,4,1) - CTRL+G looks better (and plays too without the weird spacing in between
00:29:338 (1) - This spinner is too close, make it start on the white tick
00:35:049 (9) - NC
00:36:203 (1) - Remove NC
00:35:511 (3,4,5) - And avoid this overlapping
00:36:896 (7) - NC
00:38:742 (6,1) - Switch these NCs
00:44:049 (1,2) - Switch NC
01:00:896 (1) - Remove NC
01:02:280 (5) - NC
01:17:049 (7,8,9) - Try making this spacing a bit more consistent and avoid the overlap
01:19:011 (6) - CTRL+G would be better for this imo
01:26:049 (6,7) - Spacing here confuses a bit as well, try to distant it more
01:26:396 (8) - CTRL+G again
01:30:088 (8) - ^ these sliders are better as i mentioned, but i will stop repeating now
01:30:896 (1,2,3,4) - These kinds of sliders are better when they get more and more distant and not the other way around, because they get too close inside, it gets really confusing, so try to reverse that.
01:31:357 (5) - After very short sliders, you should change New combo as well to give player better reading feedback
01:32:742 (1,2,3,4) - These sliders are placed ok, the problem is when you then change it to 01:36:203 (3,4,5) - , where they start on red ticks, it gets confusing very much, so place them all on white ticks for better gameplay and reading playability, do this to rest of the patterns similar like these.
01:38:973 (6) - NC
01:46:703 (6) - NC
02:04:588 (1,2,3,4,1) - CTRL+G again
02:27:203 (1) - Remove NC, just like you did on the start of the map
02:27:492 (1) - Also make this spinner start on the white tick
02:39:896 - Remove break
02:46:588 - ^This as well
02:53:742 (1,2,3,4,1,2,3) - Suggestion: make these triples have less and then even less spacing between them, sort of like you did with the sliders
03:37:588 (5) - NC

The issues repeat a bit, so you now know what to do at least.

The map is good, just needs some polishing for better quality :)
Another suggestion would be to map the rest of the song towards the end, since it started on a low intense part and being a marathon, it would make for a cool outro to play, instead of ending so suddenly.

Good Luck!
Topic Starter
Drimm

Rad- wrote:

Hello! From my queue.

00:06:434 (1,2,3,4,1) - CTRL+G looks better (and plays too without the weird spacing in betweenchanged
00:29:338 (1) - This spinner is too close, make it start on the white tick changed
00:35:049 (9) - NC changed
00:36:203 (1) - Remove NC changed
00:35:511 (3,4,5) - And avoid this overlapping fixed
00:36:896 (7) - NC changed
00:38:742 (6,1) - Switch these NCs changed
00:44:049 (1,2) - Switch NC changed
01:00:896 (1) - Remove NC changed
01:02:280 (5) - NC changed
01:17:049 (7,8,9) - Try making this spacing a bit more consistent and avoid the overlap changed
01:19:011 (6) - CTRL+G would be better for this imo every pattern like this was changed
01:26:049 (6,7) - Spacing here confuses a bit as well, try to distant it more changed
01:26:396 (8) - CTRL+G again
01:30:088 (8) - ^ these sliders are better as i mentioned, but i will stop repeating now
01:30:896 (1,2,3,4) - These kinds of sliders are better when they get more and more distant and not the other way around, because they get too close inside, it gets really confusing, so try to reverse that. changed
01:31:357 (5) - After very short sliders, you should change New combo as well to give player better reading feedback (hopefully) fixed
01:32:742 (1,2,3,4) - These sliders are placed ok, the problem is when you then change it to 01:36:203 (3,4,5) - , where they start on red ticks, it gets confusing very much, so place them all on white ticks for better gameplay and reading playability, do this to rest of the patterns similar like these. changed all of these patterns
01:38:973 (6) - NC changed
01:46:703 (6) - NC changed
02:04:588 (1,2,3,4,1) - CTRL+G againye
02:27:203 (1) - Remove NC, just like you did on the start of the mapchanged
02:27:492 (1) - Also make this spinner start on the white tick changed
02:39:896 - Remove break removed most of these breaks, except for the break after the spinner
02:46:588 - ^This as well
02:53:742 (1,2,3,4,1,2,3) - Suggestion: make these triples have less and then even less spacing between them, sort of like you did with the sliders ye
03:37:588 (5) - NC changed

The issues repeat a bit, so you now know what to do at least. hopefully

The map is good, just needs some polishing for better quality :)
Another suggestion would be to map the rest of the song towards the end, since it started on a low intense part and being a marathon, it would make for a cool outro to play, instead of ending so suddenly. i'll probably do that

Good Luck!
davidminh0111
Mod:
-03:20:049: Make the slider more longer till the red tick
-03:30:434: It's okay to do the slider looks like this but i think you should make it more beautiful
-03:37:126: Your sliders overlap and look confuse
Topic Starter
Drimm

davidminh0111 wrote:

Mod:
-03:20:049: Make the slider more longer till the red tick changed
-03:30:434: It's okay to do the slider looks like this but i think you should make it more beautiful I changed the slider's look a bit. Emphasis on a bit.
-03:37:126: Your sliders overlap and look confuse If it was spaced more, it would be rough to play.
Affirmation
Q

[asdf]
00:35:511 (3,4) - make similar DS with 00:36:203 (4,5,6) - .
01:01:126 (1,2,3,4,5) - 01:01:819 (1,2,3,4,1) - hard to play.
01:03:203 - clickable beat. like 01:05:049 (2) -
01:33:203 (2,3) - make consistency DS
01:37:819 (1,2,3) - 01:38:857 (6,1) - 01:39:319 (3,4) - this is really hard to play, looks just kidding to players.
03:21:896 (1,1) - don't need NC
Just copy and paste map, I think

GL
Topic Starter
Drimm

Neoskylove wrote:

Q

[asdf]
00:35:511 (3,4) - make similar DS with 00:36:203 (4,5,6) - . changed
01:01:126 (1,2,3,4,5) - 01:01:819 (1,2,3,4,1) - hard to play. This bit is supposed to introduce the idea that 1/4 beats can be jumps, but I'll change it if others think it shouldn't be there.
01:03:203 - clickable beat. like 01:05:049 (2) - changed all patterns like this
01:33:203 (2,3) - make consistency DS changed
01:37:819 (1,2,3) - 01:38:857 (6,1) - 01:39:319 (3,4) - this is really hard to play, looks just kidding to players. the 1/4 jumps have been there for the section before that, so they appear in the kiai's too. I'll change the doubles if more people think they're a problem.
03:21:896 (1,1) - don't need NC changed
Just copy and paste map, I think

GL
PandaHero
Hello, NM from my Q

General:


1. You have two unsnapped greenlines:
00:03:225
01:02:729
2. Check AiMod, it says that stack leniency is larger than 0.9 or smaller than 0.3.
3. Hitsounds:
Hitsounds are too loud imo. Decrease it to ~60-70%
I recommend to use soft sampleset for parts like this - 00:03:665.
4. Try to place objects carefully, without dirty overlaps, map will be looks better.


[Nostalgia]
00:24:896 (1,2) - make these objects parallel to each other
00:24:896 (1,2,1,2) - try to place these patterns symmetricaly to the centre of play field, smth like this
00:26:742 (1,2,1,2) - ^
01:30:434 (1,2,3,4,5,1) - this place looks inaccurately, I recommend you to place 01:30:896 (2,4) - together on 01:31:357 (1) - head, and 01:31:011 (3,5) - on 01:30:434 (1) - head. Screenshot
02:03:895 (2,1) - bad flow here, because I want to continue move right and up again, I recommend to make smth like this
02:05:511 (1,2) - if you did this ^, stack 02:05:511 (1) - and 02:04:588 (1)
02:05:511 (1,2,1,2,1,2) - looks a bit random, here is my variant of this place:
1. https://osu.ppy.sh/ss/7614366
2. https://osu.ppy.sh/ss/7614374
02:21:203 (1,2,1,2) - move it up?
02:26:742 (1,2,3) - ctrl+h for better flow?
04:25:357 (5,1) - make a blanket here?
04:36:896 (5,1) - same here: https://osu.ppy.sh/ss/7614491
04:39:203 (1,2,3,4,5,6) - looks a bit random, here is my suggestion
04:43:819 (1,2,3) - make a perfect blanket here:
Stack 05:02:050 (4) - and 05:01:357 (1) - head?
05:15:665 (5,1) - ^
05:16:588 (3,6) - ^
05:22:588 (3,5) -
05:22:819 (4) - move it to X:317 Y:286 to avoid of overlaps.
05:54:434 (1,2,3) - make a perfect centre symmetry here?
05:55:819 (1,2,3) - ^

Good luck~
Topic Starter
Drimm

PandaHero wrote:

Hello, NM from my Q

General:


1. You have two unsnapped greenlines: fixed
00:03:225
01:02:729
2. Check AiMod, it says that stack leniency is larger than 0.9 or smaller than 0.3. fixed
3. Hitsounds:
Hitsounds are too loud imo. Decrease it to ~60-70% changed
I recommend to use soft sampleset for parts like this - 00:03:665. changed
4. Try to place objects carefully, without dirty overlaps, map will be looks better. attempted


[Nostalgia]
00:24:896 (1,2) - make these objects parallel to each other changed
00:24:896 (1,2,1,2) - try to place these patterns symmetricaly to the centre of play field, smth like this changed
00:26:742 (1,2,1,2) - ^ changed
01:30:434 (1,2,3,4,5,1) - this place looks inaccurately, I recommend you to place 01:30:896 (2,4) - together on 01:31:357 (1) - head, and 01:31:011 (3,5) - on 01:30:434 (1) - head. Screenshot changed
02:03:895 (2,1) - bad flow here, because I want to continue move right and up again, I recommend to make smth like this changed
02:05:511 (1,2) - if you did this ^, stack 02:05:511 (1) - and 02:04:588 (1) ye
02:05:511 (1,2,1,2,1,2) - looks a bit random, here is my variant of this place: changed
1. https://osu.ppy.sh/ss/7614366
2. https://osu.ppy.sh/ss/7614374
02:21:203 (1,2,1,2) - move it up? changed
02:26:742 (1,2,3) - ctrl+h for better flow? changed
04:25:357 (5,1) - make a blanket here? the slider flows better into the next pattern
04:36:896 (5,1) - same here: https://osu.ppy.sh/ss/7614491 changed
04:39:203 (1,2,3,4,5,6) - looks a bit random, here is my suggestion changed
04:43:819 (1,2,3) - make a perfect blanket here: changed
Stack 05:02:050 (4) - and 05:01:357 (1) - head? ye
05:15:665 (5,1) - ^ ye
05:16:588 (3,6) - ^ ye
05:22:588 (3,5) - ye?
05:22:819 (4) - move it to X:317 Y:286 to avoid of overlaps. changed
05:54:434 (1,2,3) - make a perfect centre symmetry here? changed
05:55:819 (1,2,3) - ^ changed

Good luck~ Thanks
Stack
NM from my queue

Nostalgia
00:13:588 (3,1) - Overlap

00:28:819 (2) - Stack this on top of the sliderhead of 00:27:895 (2)

00:31:819 (1,3) - Overlap

01:03:434 (3,1) - Overlap

01:11:511 (7,1) - Overlap, even if its on the cornerof the slider, I don't think it looks nice.

01:12:665 (3,5) - Overlap

01:19:011 (6,1) - Overlap

01:30:434 (1) - Whis slider overlaps with alot of things

01:31:819 (3) - Put this more up so it doesn't intersect with 01:30:896 (2,4,1,3)

01:31:819 (3,1) - maybe make sliderends stack fully

01:38:280 (4,1) - Overlap

02:11:973 (1,2) - ^

03:11:742 (5,2) - ^

03:34:126 (1,5) - ^

03:37:126 (1,2,3,4,1) - Insanely difficult to read corrcetly and not mis sliderends beacause of the overlap

03:39:319 (6,1) - Overlap

03:42:203 (5,7) - ^

03:44:973 (2,3,1) - So much overlap

03:52:241 (2,1) - Overlap

03:54:088 (6) - Move this to the left to avoid overlap

from here to the end only overlap problems butnot going to list them all

This map just has a ton of overlap, so if u fix that it'll be alot better.
Pretty fun so far though

Gl with the map :)
Topic Starter
Drimm

gottagof4ast wrote:

NM from my queue

Nostalgia
00:13:588 (3,1) - Overlap changed

00:28:819 (2) - Stack this on top of the sliderhead of 00:27:895 (2) changed

00:31:819 (1,3) - Overlap changed

01:03:434 (3,1) - Overlap changed

01:11:511 (7,1) - Overlap, even if its on the cornerof the slider, I don't think it looks nice. changed

01:12:665 (3,5) - Overlap changed

01:19:011 (6,1) - Overlap changed

01:30:434 (1) - Whis slider overlaps with alot of things changed

01:31:819 (3) - Put this more up so it doesn't intersect with 01:30:896 (2,4,1,3) changed

01:31:819 (3,1) - maybe make sliderends stack fully doesn't really fit too well here

01:38:280 (4,1) - Overlap changed

02:11:973 (1,2) - ^ ye

03:11:742 (5,2) - ^ ye

03:34:126 (1,5) - ^ ye

03:37:126 (1,2,3,4,1) - Insanely difficult to read corrcetly and not mis sliderends beacause of the overlap Tried to make this pattern fit in more with the similar patterns to this one.

03:39:319 (6,1) - Overlap changed

03:42:203 (5,7) - ^ changed

03:44:973 (2,3,1) - So much overlap changed

03:52:241 (2,1) - Overlap changed

03:54:088 (6) - Move this to the left to avoid overlap changed

from here to the end only overlap problems butnot going to list them all

This map just has a ton of overlap, so if u fix that it'll be alot better. Tried to fix or change overlaps where I could, but some patterns just played worse by trying to make them not overlap, such as 03:47:049 (1,2,1) - this pattern.
Pretty fun so far though

Gl with the map :) tyty
Kaifin
45 minute irc
02:06 dreamynightmare: hiya
02:06 Kaifin: hello
02:06 *Kaifin is editing [https://osu.ppy.sh/b/1195168 SCRATON - Retrospect Me [Nostalgia]]
02:06 Kaifin: okay so i wanted to irc because
02:06 Kaifin: i didnt know what was going on with your map lol
02:07 Kaifin: it is very well conceptually executed
02:07 Kaifin: like in terms of consistency
02:08 Kaifin: but in terms of like basic mapping skill (structure/aesthetic/flow) it is lacking
02:08 dreamynightmare: ok
02:08 Kaifin: so i figured the best way to convey that would be through text chat
02:08 dreamynightmare: makes sense
02:09 Kaifin: okay so which out of those 3
02:09 Kaifin: do you want to go over first
02:09 dreamynightmare: structure
02:09 Kaifin: okay so good stuff first
02:10 Kaifin: 00:11:049 (1) -
02:10 Kaifin: stuff like using the same slider shape for these sounds is cool
02:10 Kaifin: its a good idea
02:10 Kaifin: especially because you repeat it over and over in the map its cool and consistent
02:10 Kaifin: you do a lot of directly stacked structure which i personally like as a mappe r
02:10 Kaifin: like 00:11:049 (1) -
02:10 Kaifin: woops wrong link
02:10 Kaifin: 00:03:665 (1,2,1,2,1,2) -
02:10 Kaifin: like this
02:11 Kaifin: just to define my definition of structure btw in case it's kind of foggy or unclear
02:11 Kaifin: what i mean by structure is
02:11 Kaifin: "placing the notes in a way that makes logical sense" compared to all the other notes
02:11 Kaifin: make sense?
02:11 Kaifin: anyways this is good 00:03:665 (1,2,1,2,1,2) - you do the overlap here
02:11 dreamynightmare: yes
02:12 Kaifin: but you immediately break your structure with
02:12 Kaifin: 00:06:434 (1,2,3,4) -
02:12 Kaifin: which isn't really connected at all to the previous notes
02:13 Kaifin: save for the tiny overlap , it's not the same angle, it doesn't have any logical connection to the previous notes, it's just there
02:14 Kaifin: what i'm getting at is that you need to be connecting your patterns in a logical way or else your placements will end up just looking messy
02:14 dreamynightmare: ok
02:14 Kaifin: heres an example of a well structured well executed pattern
02:14 Kaifin: 00:14:280 (1,2,3,1,2,3,1,2) -
02:14 Kaifin: they're all even distance apart
02:15 Kaifin: simple pattern, makes sense for the repeated sound, emphasizes it well
02:15 Kaifin: now the best part is
02:15 Kaifin: 00:16:819 (1,2) -
02:15 Kaifin: how this new pattern is now connected to the last one
02:15 Kaifin: by this simple structure choice
02:16 Kaifin: it is very important if you're doing repeated patterns like this that they have some sort of logical connection to one another
02:17 Kaifin: this might be like a big burden to think of when you're mapping but a good rule of thumb
02:17 Kaifin: is to really think about why you're placing objects where you're placing them
02:17 dreamynightmare: ok
02:18 Kaifin: nothing you place should be random
02:18 Kaifin: an example of where something like this could be improved is 00:53:742 (1,2,3,1,2,3,4) -
02:18 Kaifin: the pattern implies the two squares are connected
02:18 Kaifin: the two squares are completely different angles
02:19 Kaifin: + the placement of 00:54:434 (1,2,3,4) - doesn't really have any reasoning that i can see
02:19 Kaifin: either aesthetically, structurally or just flow wise
02:19 Kaifin: now this is a very GENERAL thing so it's something that i think would be more useful to you going forwards
02:19 Kaifin: rather than going through all your patterns in this map and ending up making massive changes (unless thats what you want to do that is)
02:20 Kaifin: does all of this make sense so far
02:20 Kaifin: hopefully this is helpful
02:21 dreamynightmare: yes
02:21 dreamynightmare: i'm kind of wrapping my head around it
02:21 Kaifin: i also don't mean to come off as harsh or whatever cause you clearly put work into your map
02:21 Kaifin: if you want a very blatant example heres a great one
02:21 Kaifin: of structure
02:21 *Kaifin is editing [https://osu.ppy.sh/b/927487 EYKHA (CV : Sawashiro Miyuki) LOU (CV : Uchida Maaya) MERYL (CV : Terui Haruka) - Delta Decision [Illuminati:on]]
02:22 Kaifin: 00:12:153 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
02:22 Kaifin: click this link
02:23 Kaifin: if you've never seen this its pretty wtf tier
02:23 dreamynightmare: i've seen it before
02:23 Kaifin: monstrata maps all of his patterns on a hexagon grid
02:23 Kaifin: this makes him the extreme example of structure
02:24 Kaifin: every placement is logical because it's literally on a grid
02:24 Kaifin: part of why it was so easy for him to rank maps like quaver and inferno
02:24 *Kaifin is editing [https://osu.ppy.sh/b/1195168 SCRATON - Retrospect Me [Nostalgia]]
02:24 Kaifin: back to the map though
02:24 Kaifin: you obviously do not need to be that extreme
02:24 Kaifin: thats just a good example
02:25 Kaifin: the major flaw really isnt the structure as much as it is the aesthetic
02:25 Kaifin: because the aesthetic is also killing your structure (or vice versa? idk)
02:26 Kaifin: now when i mean aesthetic, i'm mostly talking about how things look based on your structure
02:26 Kaifin: not based on your slider shapes or anything like that because that's purely subjective
02:26 Kaifin: now subjectively a lot of people might not like your aesthetic but you know thats a different discussion for a different day
02:26 Kaifin: 01:57:896 (6,1,2,3,4,5) -
02:26 Kaifin: 01:57:896 (6,3,4) -
02:27 Kaifin: this is the best example i found
02:27 Kaifin: whats wrong here in the stuff in the bit thats highlighted
02:28 Kaifin: like in that small section
02:29 Kaifin: most of your aesthetic flaws boil down to structural problems
02:29 Kaifin: (that question wasnt rhetorical btw lol)
02:29 Kaifin: as an example of this
02:29 Kaifin: see how many different overlaps you do
02:29 Kaifin: all overlapped a different amount
02:29 Kaifin: in this small segment, close enough to be recognizable to the player
02:30 Kaifin: 01:57:203 (3,1) -
02:30 Kaifin: 1
02:30 Kaifin: 01:58:357 (3,4) - 2
02:30 Kaifin: 01:58:126 (1,5) - 3
02:30 Kaifin: 01:59:511 (1,1) - 4
02:30 Kaifin: 01:59:626 (2,2) - 5
02:30 Kaifin: 02:00:203 (3,4) - 6
02:30 Kaifin: which is also barely touching 02:00:896 (1) -
02:31 Kaifin: these overlaps along with the slider body overlaps like 01:56:280 (5) - with 01:56:742 (1,2,3) -
02:31 Kaifin: are what are dragging your map down aesthetically the most
02:32 Kaifin: now: one thing to take away from this is don't think that overlaps are inherently bad
02:32 Kaifin: overlaps can be very good
02:32 Kaifin: a good use of overlaps in your map would be
02:32 Kaifin: 01:34:588 (1,2,3,4,5,6) -
02:33 Kaifin: if it was logically strucutred
02:33 Kaifin: these overlaps would be very good
02:33 Kaifin: things can overlap as long as it makes logical sense and isn't just random
02:33 Kaifin: the moment you introduce randomness to overlaps, your map starts getting cluttered
02:33 Kaifin: as for a good example of how to use overlaps in your structure very wel
02:33 Kaifin: here's another extreme example
02:33 *Kaifin is editing [https://osu.ppy.sh/b/692088 Rise Against - Drones [Extra]]
02:33 Kaifin: 01:21:075 -
02:34 Kaifin: 01:21:777 (3,1,3,1) -
02:35 Kaifin: you can see that throughout the map as well, pishi uses a lot of overlaps
02:35 Kaifin: 01:31:213 (1,3,5) -
02:35 Kaifin: while the map isn't perfectly clean
02:35 Kaifin: it's still very well strucutred
02:35 Kaifin: structured*
02:35 Kaifin: 01:32:647 (2,3,1,3) -
02:36 Kaifin: you'll note that he uses the same (or in this case nearly the same i think thats a little off but its neglible) amount of overlaps
02:36 Kaifin: between his patterns that are close to each other
02:36 Kaifin: okay last thing is flow
02:36 *Kaifin is editing [https://osu.ppy.sh/b/1195168 SCRATON - Retrospect Me [Nostalgia]]
02:36 Kaifin: and its mostly positive feedback
02:37 Kaifin: i have to comb through it one more time to double check but your flow was definitely
02:37 Kaifin: the stand out positive of your map
02:37 Kaifin: other than the concept/ideas uses
02:37 Kaifin: used*
02:37 Kaifin: now if i said circular flow
02:37 Kaifin: do you know what i mean by that?
02:37 dreamynightmare: yes
02:38 Kaifin: clearly based on your mapping you do
02:38 Kaifin: because it all flows very well
02:38 Kaifin: 01:28:588 (1,2,3,4,5) -
02:38 Kaifin: the flow in patterns like this is very good
02:38 Kaifin: you also have some basics of higher bpm flow down which is great, whether or not unintentional
02:39 Kaifin: a good rule of thumb is
02:39 Kaifin: the faster a movement is
02:39 Kaifin: the sharper and clearer it should be
02:39 Kaifin: 01:35:973 (1,2,3) -
02:39 Kaifin: triangles are a very good choice for your 1/4 jumps
02:39 Kaifin: noting in that pishi map in that segment that i showed you for the structure
02:39 Kaifin: those jumps were like 220 or something
02:39 Kaifin: in comparison to the rest of the map
02:39 Kaifin: so they're all very very sharp and punctuated
02:40 Kaifin: this isn't the exact same thing but just a notable example
02:40 Kaifin: 01:43:126 (6,1,2,3) -
02:40 Kaifin: one thing i'll say is i'd be careful with this
02:40 Kaifin: because the circular flow is going clockwise from 01:41:973 (1,2,3,4,5,6) -
02:40 Kaifin: and then you switch it on a dime with a very uncomfortable unclear motion from 01:43:126 (6,1) -
02:41 Kaifin: if the triangle started on the left side like
02:41 Kaifin: http://puu.sh/vsm4R/2d7ad3ba56.jpg
02:41 Kaifin: like here or something (i deleted the other two notes and just moved the 1
02:41 Kaifin: it would make more sense flow wise
02:41 Kaifin: okay that is the end of my
02:42 Kaifin: long winded spiel
02:42 Kaifin: hopefully that is in some way helpful to you
02:42 Kaifin: you have good potential!
02:42 Kaifin: and i think you'll make super cool maps once you get the basics more down
02:42 dreamynightmare: i'll try
02:42 Kaifin: you grasped circular flow as a concept very well
02:42 dreamynightmare: thanks for doing this
02:42 Kaifin: so the others will come ezpz
02:42 Kaifin: no problem
02:42 Kaifin: hopefully it was helpful and not spirit killing
02:43 Kaifin: if you have any questions or want me to check your new maps in the future hit me up
02:43 Kaifin: also one final thing
02:43 Kaifin: mapping is too subjective to be taught by 1 person
02:43 Kaifin: so i'd recommend seeking out good mappers/mappers you respect and showing them your maps as the most efficient way to learn/get feedback
02:43 Kaifin: okay savelogging
VINXIS
4/24/2017 - (Kaifin's mod) Slowly cleaning up map, 33% done

if this is 33% then holy
Topic Starter
Drimm

VINXIS wrote:

4/24/2017 - (Kaifin's mod) Slowly cleaning up map, 33% done

if this is 33% then holy
i'm slowwwwwwwwwwwwwwwww
BanchoBot
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