I'll consider your suggestion and have a talk with BNsGordon123 wrote:
Привет, вижу что у тебя тут намечается Qualy и хотелось бы немного помочь, я не БН, но все же)
Смотрел карты(уже ранкнутые) на эту же песню и увидел в тегах иероглифы и задался вопросом, а почему у тебя их нету?
В общем :
【BOFU2016】http://bmsoffighters.net/bofu2016/
BMS : http://manbow.nothing.sh/event/event.cg ... &event=110
Artist : LeaF https://soundcloud.com/leaf-7
Illustration : セシル◇タイト https://twitter.com/ceciltite
Movie : 想起 https://twitter.com/recallv
Тебе всего лишь стоит при следующем апдейте (когда будут давать квали) добавить:
официального автора иллюстраций LeaF - セシル◇タイト
официального автора муви(видео) LeaF (https://www.youtube.com/watch?v=dYCQrXx8hLw вот оно кстати) - 想起
а так же команду LeaF - 孤高クローバー- - - - - - - - - - - - - - - - - - - - - - - -
Metadata proofs(если будут просить,но у тебя все нормально) :
1) https://soundcloud.com/leaf-7/alice-in-misanthrope
2) http://manbow.nothing.sh/event/event.cg ... &event=110
В случае если ты уже знал/-ла про все это, то стоило бы уже давно добавить эту информацию!
Technically it seems more like a commentary than a mod so I'd assume than that is so. But anyways I will have to clear some things out. Whole extra diff fully represents music and no, grid snap has not been used once since when the mapping has started till the bubble, all of that has been done manually following the concept easily seen on the map. Insane looks different (so do other diffs in one way or another) because I meant since the very beginning to map those differently cos rhythm density changes so does rhythm especially in so rhythm heavy music like that and I didn't want to map it with the same style just decreasing the spacing. With that said insane turned out to be somewhat generic diif which may appeal to most players. I think you may have not checked the map enough and have jumped to the conclusions.eiri- wrote:
Hello.
I feel like there are some general issues with the top two difficulties. But most notably, Misanthropy. (Hitsounding as well.)Main issues are: Grid usage, patterning / emphasis, and movement.
- The mapset really feels like it disconnects from one difficulty to another. The Insane feels a lot more well thought out, and doesn't just focus on one direction for most of the map. Misanthropy feels like the grid snap was on for the whole thing. and while you can argue that it's just the style, it just doesn't feel like it's as thought out as the other difficulties, due to their usage of varying patterns. The only thing really tying the whole difficulty together is the fact that all the patterns are diagonal. This doesn't make for a good experience in play, since it's just the same thing for ~2:30m. Stuff like 00:29:512 - to 00:31:779 - , etc feel like you're just recycling the same patterns throughout the entirety of each rhythm's duration. Whilst in the Insane, the patterning is at least somewhat different across each verse. ie 00:28:989 - to 00:31:779 - Even though it's the same pattern copied and pasted, it flows a lot better due to the angles used.
- 00:40:151 - Rather than feeling flowy, and easy to read, these sliders feel quite random and opposite to what the music is providing here. Major example being 00:43:640 - and 00:43:989 - . This jump feels quite massive in comparison to any of the other 1/4 jumps that you've used, and is a whole lot harder to feel comfortable in play, and flow wise. Same thing goes for when you repeat this 00:40:500 - and 00:40:849 - , except at a much steeper angle. The flow movement aspect between a lot of your 1/4 jump patterns feel rather arbitrary, and inconsistent. In terms of movement, the difficulty would also benefit from more consistently using angled sliders and patterns. This would provide at least some sort of consistency throughout the while copied and pasted patterns present. Going beyond that, using non angled sliders, curves, anything really, would increase emphasis and add much more flow to patterns like 00:49:919 - and 00:50:268 - , or 00:55:500 - and 00:55:849 - .
- The hitsounding also feels kind of mediocre. I understand that you're using just the default hitsounds, but when you're also spamming the drum finish for everything, it makes all the sounds sound alike, when in reality, they are not. For example, in the kiai he could switch from spamming the finish to using the soft whistle for the bells in the melody, so they stand out more. Or really, any other sound choice would be nice, considering it all just sounds like one big mess right now. ( 00:29:861 - , 00:31:256 - , 00:34:047 - , etc) Something else that I noticed was how there's no variation between the different finishes that the song provides. The best example would be when there's quite audibly, three different finishes being used at 01:13:681 - , 01:14:374 - , and 01:15:068 - , yet only the default drum finish is used. Even an occasional soft finish would work well to break up the monotony of these hitsound choices.
- Due to your choices with excessively using the grid, the playability of patterns suffer, and it's not even for the sake of aesthetics. Having things so straight makes creating emphasis to other things not only not play well, it devalues the interpretation of the pattern. It's not really that big of a concern since everyone does this now, but the top difficulty is quite heavily copied and pasted. Yes, you can say, well it's for consistency, but it doesn't even feel like it's for consistency due to the fact that when it's repeated, the patterns aren't even angled the same way, throwing the player off in terms of expectancy.
- Grid usage is also an issue. A lot of the patterns feel incredibly cramped and due to this, they lose a lot of emphasis, even though the song is consistently changing. ie 01:24:160 (4,5,6,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,1) - focuses just on one side of the grid, and doesn't change with the song's intonation at all. Most of the patterns feel like they're all following the same rhythmic layer, even though they're very clearly not, making some of the rhythms harder to read than others. 02:08:832 - Hanzer stream into a normal stream with this type of spacing is quite easily misread due to how the mapper earlier mapped the double rhythms. Instead of having everything parallel or vertical, they could have made use of different variations of rotations, which would not only improve gameplay, it would also make for better visual opportunities and variation.
Nitpicking aside, a lot of concepts that were introduced could be polished, and better brought out with more mods and paying more attention to different layers of the music. This especially applies to things that you have hitsounded. (ie 01:21:631 - and 01:21:718 - are hitsounded like a double, yet the patterning is in the form of a triple. Feels quite misleading tbh.)