Nice work!
Kujinn wrote:
Nice work! thank you!
thanks for modding!CraEZy wrote:
nice map
from q
maybe get silent slider slide? ill think about it, if that silences the slider ticks it might work for the calm parts.
00:39:309 (1,2) - blanket better? seems fine
00:41:723 (3,1) - ^ okay
i dont really have any other problems with the map lol, im noob modder anywayas
really nice work, i would bubble if i were bn lLOl thanks
no kds unless this was actually helpful thanks lol dont worry, kd as long as you contribute.
thanks for moddingNeoskylove wrote:
Q
[asdf]
01:17:930 (1,2) - too far seeing, can be hard to read moved
01:34:137 (3,2,2,2) - stack can be good imo. ? is stacked already
02:24:826 (1,2,3,4,5,6,7,8,1) - DS should be bigger than 02:24:137 (1,2,3,4,5,6,7,8) - disagree
04:11:033 (1,2,1,2) - looks too big DS small nerf
gL ty
Good mod, thanks!Mombei wrote:
From my modding queue
I want to try something new with this mod - namely formatting - hopefully I can make this very clear and aesthetically pleasing. Let's begin. Thank you.
You queued for a Full NMDetached
- 00:00:689 (1,2,3) - I believe it would be a nice touch to gently ramp up the volume (e.g. 10%/15%/20%), since the song does that. Done.
- 00:02:757 (1) - You could further expand on the theme of the first three objects by remapping this bit like this. In order to accomplish that just move (current) 1's greenlines over to (current) 2 and make another greenline that keep x2 SV but changes the volume to 30% (like the current greenline currently does). I believe this would add a layer of depth to your map. Adjust 00:03:447 (3) - 's position slightly, of course. Although this is a nice suggestion, I don’t think I should do this because the next 2 sliders after the first 3 are different sounds, so I think they should stand out a bit.
- 00:17:240 (1,2,3) - This pattern isn't in line with the next two instances (00:19:999 (1,2,3,4) - 00:22:757 (1,2,3,4) - ) in that it misses a slider in the gap between the reverse and the hitcircles. Since the song is identical throughout this bit, you should either add another slider, or remove the other two. Either way will be fine, just as long as you're consistent. The missing slider that is present in the next two patterns is mapped to the EE sound you hear in the background. I think it would feel off if I didn’t map them, or if I made all the patterns the same rhythm.
- 00:36:205 (4) - I was looking through the map the other day and I noticed that since then you added some curve to a lot of sliders that were just straight. Maybe this is an oversight? Anyhow, this would look and play slightly better if you tilted it downward a little. Oversight, fixed.
- 00:38:619 (2,3) - 00:39:998 (2,3) - etc. from this point onwards it seems you haven't changed the tilt yet. As little as 5 degrees of tilt will make them look a lot better. It fits with the overall aesthetic of the map, an idea of contemporary/modern structure. I’ll curve them instead, since the first 2 sliders are curved.
- 00:58:619 - I noticed that later in the map you hs the build-up differently. Again, you should be consistent with this kind of thing. Either hs all buildups with normal sampleset and additions, or use your custom hs (AFTER you fix them - read below!) Now they should use all the same hitsounds.
- 01:06:722 (4) - This single circle feels a bit random and it doesn't seem to have any real criteria behind its placement. I suggest you move it so that it makes a triangle shape with 01:05:516 (1,3) - you can do that easily by copy-pasting 1-3, rotating by 60 degrees (shortcut Ctrl+Shift+R) and overlapping with the original 1-3. This arrangement gives the map an organized look and places 4 closer to the stream so that it's safer to hit for players. If I didn't misunderstand, this makes the 3-4 jump harder than the 4-1 jump, when I think they should be around the same. I will just stack 4 under 01:05:860 (3). Also, the pattern flows the same way, so I don’t think it is totally random.
- 01:09:653 - I think your custom hitsound sets are fundamentally flawed. On bits like 01:11:033 (1) - 01:11:722 (4) - you can hear how the hitwhistle changes sample set from normal to soft, and that is, to say the least, jarring. I came up with a very simple fix - all you have to do is move you custom soft-hitclap to normal-hitfinish. Then, for all instances of this specific combination of hitsounds, arrange Samplesets and Additions like so, and of course change claps to finishes. This way you can keep normal hitwhistle throughout the entire thing while your soft sampleset + custom hs combo doesn't change either. Yeah I wasn’t using the default skin when I was mapping this (which isn’t a good thing) so I did not notice. This took a lot of time, and I think I did it just a bit differently. But hopefully everything should be consistent. Fixed (hopefully).
- 01:10:171 (3) - 01:12:929 (3) - 01:15:688 (3) - etc. - I believe all of these don't quite follow the drumline going on in the song. If you keep placement exactly the same and rearrange those sliders this way, you'll be able to hs the sliderhead (you should probably make this change afte fixing the custom hitsounds issue first, so that you won't have to hitsound these twice. You should avoid unnecessary work like that. Patterns play out essentially the same and the map is more relevant to the song. Fix any hitcircles after the sliders any way you see fit, though I doubt much tweaking will be needed. Hmm, I want to generally follow the melody in these sections. The drums to me are just a compliment, but I might consider this.
- 01:31:722 - I think this section is very good. I love it a lot. I can only give you one piece of advice, for aesthetic composition - I think it's pretty lame that when patterns repeat, object placement perfectly loops. I find the concept the everything moves down to the right very cool and aesthetically pleasing - you should capitalize on it as much as you can. All you have to do is take the second instance of patterns you copy-paste (i.e. 01:34:481 (1,2,1,2,1,2) - 01:37:240 (1,2,1,2,1,2) - 01:39:998 (1,2,1,2,1,2) - ) and move them down to the right, exactly as much as they would've moved if they were directly stacked under the previous pattern. Despite that, it does make sense that the position would reset when the song loops itself, so it is up to your interpretation. In my opinion, I think the aesthetic parts here seem fine to me, and I think the way the objects are placed are pretty clean already. I find it already kinda hard to notice the looping. But anyway, I want to make everything flow rather smoothly in this section, and I actually found this kinda hard to do with such a concept, because changing direction is really tedious here. That’s why I don’t really want to modify this part of the song unless it’s actually fundamentally flawed, which it hopefully isn’t.
- 02:25:516 (1,2,3,1,2,3) - The concept you're using isn't inherently wrong - it can be cool to express closer sounds with higher spacing and sounds further apart with lower spacing - but your execution here is poor.02:26:033 (3,1) - is visually identical to 02:26:464 (2,3) - which, according to this pattern's concept, should be a 1/2 gap, but it's not. I think the safest thing you can do is arrange 3 so that it's a triangle with 02:26:205 (1,2) - it's the best looking way to have the spacing be even. Alright so what I did was I made them have high spacing, so I think now it should be fine.
- 02:26:895 - I believe this bit onwards should use your custom HS. (again, after you fix it) What the hell, what happened to the hitsounds here. Fixed and applied.
- 02:48:964 - The same concept as the last instance of this section applies here aswell. (01:31:722 - ) Refer above.
- 03:24:826 (4,5) - This, too, is just like the other instance of this issue. (00:17:240 (1,2,3) - ) Refer above.
- 03:53:790 (1,2,3,1,2,3) - This bit follows conventional spacing. I think you should either use conventional spacing in both instances of this (the other one being 02:25:516 (1,2,3,1,2,3) - ) or use your concept of inverted spacing on both of them. Point being, you shouldn't use both. Idk what conventional or inverted spacing means ;; but I still applied the same concept here.
- 04:17:237 - Again (01:31:722 - 02:48:964 - ). Refer above.
- 04:42:064 (4,5,6) - Again (00:17:240 (1,2,3) - 03:24:826 (4,5) - ). Refer above.
- 04:50:339 (1) - I think you're better off removing NC here. This NC makes sense in my opinion.
- 05:02:064 - This is where the spinner should end, since it's where all sound completely stops. Also, I think it's not very good to just mute the spinner. It would be a nice touch to make the volume decrease each bar from 30% to 5% as the song fades out (I'd suggest 5% less volume each bar/big white tick). Fixed.
That's all. Thanks for using my queue!
YashaPlay wrote:
Hello from my modding queue!ExtraVery nice. Very. Thanks!
Thanks for the mod!Enkrypton wrote:
From my queue, i usually don't do 5min song but i love Feint <3
Detached
00:21:378 (2) - angle this up a little maybe so it matches the curve on 00:19:999 (1) - imo it looks and flows better I keep this.
01:10:171 (3) - move down a little to form straight line with 01:10:516 (4,5) - Sure.
02:11:722 (1,2,3,4,5) - same as above, try to form straight line I do not know how to apply it here/what you mean ;;
02:19:998 (1,2,3) - maybe try to have 02:19:998 (1) - in the center of 02:20:688 (2,3) - Sure.
02:33:447 (2,1) - i would just stack to avoid the half-overlap that looks kinda inconsistent Fixed.
02:38:964 (2,1) - blanket might be a little off (or im blind) i moved it 1 unit own and to the right using grid size 4 and it looked better I just adjusted the curve, but I don't think there was a big difference.
02:42:067 (1,2) - if your trying to make parallel, its off by 1 degrees CCW Fixed.
03:27:584 (1,2) - see first mod I keep this.
03:30:343 (1,2) - ^ I rotated the slider.
03:53:014 (8,1) - check DS This is fine now.
I really like your change in mapping style for the last Kiai time Thanks!
04:47:581 (1,2) - see first mod I keep this.
04:51:115 (1) - your spinning in to silence here There is sound.
thanks for the mod!LeQuack wrote:
NM from my QueueDetached
- 00:32:412 (1) - The Emphasis of this NC is way less when compared to the NC's beforehand, i would suggest either increasing the DS or changing the direction of the slider so it is better emphasized This note is not meant to be emphasized (if it is I don't see how), so I am not sure what you mean.
- 01:00:688 (3,4,5) - I think this would go off the screen during gameplay Moved it.
- 01:08:274 (1,2,3,4,5,6,7,8,1,2,3,4,1) - I think a spinner would be more suitable because the sound of the drum is barely audible at this time The drums aren't exactly gone, they are just really high pitched, and I think that adds to the intensity. Even if there aren't drums there's still a 1/4 in the background. But anyway, I think a spinner would kill the intensity for here, because you just suddenly stop clicking and its a short spinner.
- 02:04:826 - Y do all the sliders here not end on the blue tick like at the start, right now you are missing one of the most important sounds in this section This section repeats three times. The first time there aren't claps, so mapped only to melody (pretty obvious). Second time there are claps, which is a new sound, so to make a difference, I mapped to claps while taking account of the melody (stacks). To switch it up a bit, the third time I mapped to melody while taking account of the claps (sliderheads follow claps). In my opinion, this section is not significant enough to be mapped the same. If this is bad enough then I will just change it, but I think variety is consistent here.
- 02:43:102 (1) - This isn't stacked properly on 02:42:412 (2) - Fixed.
- 03:28:964 (2) - Not necessary slider imo, this part is meant to be not that dense so i think you should only follow the main sounds This slider follows a sound I think is significant enough to map.
GL
Sminebrasil wrote:
Detached
02:04:826 (1) - Put a circle in the end of slider, because this White tick is a strong song, and must be clicked (and this section don't is calm)This section is calm and this section both takes in the melody and claps for account, mainly the claps. The reason there is a slider is to vary things and to follow the melody too. So, I do not think this needs to be clicked.Okay.
02:06:205 (1) - same ^
02:07:584 (1) - same ^
02:08:964 (1) - same ^
02:10:343 (1) - same ^
02:11:722 (1) - ^ ^
02:13:102 (1) - ^ ^
02:14:481 (1) - ^ ^
03:02:757 (1,2,1,2,1,2) - its a suggestion, decrease the spacing for a better representation of the song,because this sound is more low The spacing is already decreased. Also, there is a clear difference between low spacing version of this pattern and high spacing version of this pattern.
04:25:512 (1,2,1,2,1,2) - same ^ but keeping this 04:26:547 (1,2) - This part is intense and it is a buildup, so spacing goes up.
Thanks for the mod!Ohwow wrote:
from my q
04:51:115 (1) - I know that you're stretching this spinner to go over 5 minutes, but this spinner feels way too long. There's barely any audio for half of that spinner There's still some audio, but I'll make audio louder.
00:03:447 (1) - Need to fix this slider here, it's noticeable in gameplay: https://i.gyazo.com/217e26a717586a7efcb ... f57584.jpg Skin had sliderends for me, now fixed.
00:26:205 (3,4,1) - poor flow Didn't feel anything but I could see why - fixed
00:35:171 - You should alternate the user between a 3/4 repeating slider and a 3/4 slider + a circle. For example, 00:39:309 (1) - should be Slider+circle, 00:43:447 (1) - should be repeating, and 00:46:205 (1) - should be repeating. I just made 00:36:550 (1) - repeating.
00:58:619 (1,2) - No blankets? It's fine lol, if it helps I made them a bit more curved.
01:17:929 (1,2) - blanket Fixed
01:14:653 (5,1) - can blanket better Fixed
01:24:826 (1,2) - etc etc fix duh blankets yo, not gonna list anymore. Ok ok
01:31:722 (1,2,1,2,1,2) - I don't think you need to NC every other note in this section. Mappers usually do this to distinguish the 1-2 pair sounds (Mostly used in Drum-Clap pairs, Kneesocks pp jump is a classic example). Some people may argue it helps with reading as well. However in this case, they are already stacked, so NCing won't really help. I just think 1-2 NC makes a lot of sense here for this section. The sound keeps repeating itself, and when different sounds come in (11 notes later), the back and forth and NC usage break and change.
4
01:42:757 (1) - this slider really stands out, being the only slider in this whole section. It is mapped to finish in the background and I want to give players a break.
Also speed up the SV on the kiais, it just feels underwhelming for me atm. Fine for me.
Speaking of SV on kiais, why is the SV on the first kiai different from the 2nd kiai? Second kiai is a bit more melodic than first kiai, it's missing the intensity the first kiai has. So, I handled this by making the second kiai have lower SV.
Not sure why you changed the bpm on the 3rd kiai, it should still be 174 bpm since there is some triples that you mapped in there. In fact, I'm not even sure why the bpm changes throughout the whole song. Well, the kick-snare happens half as often, so I think this part might be 87 bpm. Beatport says it is 87 bpm and some parts fit to be 87bpm, like the calm parts. I think the timing right now is a bit controversial and more up to interpretation, but we will see.
02:25:516 (1,2,3,1,2,3) - Too big of spacing, it makes the kiai right after seem underwhelming. They are big because they are on blue ticks. Players might get confused if the spacing was smaller, since they would look 1/2.
sorry i have to mention again, 03:15:860 (5,1) - this blanket doens't look pretty. Do something like this: https://i.gyazo.com/b5cceb2dd154137b180 ... f9f502.jpg Tried something a bit different but fixed.
04:28:271 (1) - should ctrl+g so it could continue the clockwise flow that the jumps before had provided. You're right.
dats it gl
Thanks for modding!Juiceys wrote:
Queue:
00:56:895 (3,4) - this could be blanketed better. Sure.
01:31:722 (1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,4,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,4) - In all the parts like this, This is so repetitive, it's just the same 10 notes repeated 10 times, I think you could make this more interesting by mapping things like the drums. Sorry, but I like this concept and in my opinion it is a major map concept. It represents the song perfectly for that section too. I'll probably not change this.
01:31:722 (1,2,1,2,1,2,1,2,1) - Like for this section, over just 1/2 circle spam, you can do something like
01:56:550 (1,2,3) - There's like, no sound to justify having objects here. I think you should just leave it blank. Spinner instead.
02:26:895 (1,2,3,4,1,2,3,1,2,3,4,5,6) - This kiai, is these same objects repeated a few times, you need to add variety in your mapping to make it interesting. Alright.
03:55:169 (1,2,1,2,3,1,2,3,1,2) - ^ Really the same thing here, You need to map the music in different ways so the map isn't so repetitive. I'll think about it, the 3rd kiai is so different I don't think it needs to vary a lot.
Thanks for the mods!Cherry Blossom wrote:
Hi, from my modding queue.Detached
- 01:04:309 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - These jumps play a bit forced because the previous section is really calm and slow, and jumping from something really slow to very spaced jumps makes these jumps a little too difficult. Consider reducing the distance between circles, to introduce the next section better. I agree, it reminds me of this map and it was quite sudden. Fixed.
- 01:26:550 (2,3) - it would be better if there is a higher distance between these objects, visually these objects look close but the distance between is 1.80. It is more comfortable to play this kind of motion (zig zag flow) when there is a higher distance between theese objects. Here there is also a distance of 1.80 01:29:309 (2,3) - but, this is more natural to play, and it looks fine as it is. Alright, they are ~2.2x now.
- 01:56:550 (1,2) - You should not really map this part, there is nothing clearly audible and your reversed slider are actually mapped on nothing. Spinner.
- 02:28:102 (3) - Looks like a spacing issue, the distance with the next and previous object is not the same, but visually it's not easy to see it. consider making the spacing consistent here to make a perfect square. (if it were intentional) i don't really think it's a good idea to reduce the distance between 02:28:102 (3,1) - because this note 02:28:274 (1) - is a strong beat and it should be emphasized, so a higher distance or an equal distance is more suitable, you used a higher spacing with the next ones like 02:44:653 (3,1) - . Same for 02:30:860 (3) - Fixed.
Good Luck ~
ty for the mod!non-one wrote:
mod
00:00:689 (1,2,3) - Spinner would be a lot better here Yeah.
01:30:343 (1) - I would make this slider repeat twice but either way is fine Yeah its fine.
01:53:705 (1,1) - Only one spinner would fit here better Hmm I think 2 is fine, first one is for the sound thats fading away, and the second is for the one thats getting louder.
02:04:826 (1,2,3,4,5,6) - a rhythm like would follow the song better https://puu.sh/wYwDJ/8fe91cac0e.png Alright fine.
02:39:912 (4,5) - this jump feels small, applies to all similar instances Woops, fixed all of them.
03:13:791 (3) - make this into a repeat slider to follow the song properly, this is the only part where you ignored the song Okay.
04:07:065 (1,2,3,1,2,3,1,2) - an alternative rhythm choice for the second half of the kiai https://puu.sh/wYwQq/b2fadfc2f3.jpg Okay, I finally did that.
04:25:512 (1,1,1,1,1,2,3) - I think these should have a consistent spacing in the grid, also the triple isnt perfectly aligned Okay.
gl
Finally a mod, thanks!Hikan wrote:
hi, random
delete "fall away" from tags since you already had it at title Okay.here we gogl to you.00:48:964 (4) - idk if you changed these from someone's mod but yea I think reverse 2 times on those slider would be really fun. Maybe like, this is 2017 and I cant see it very much, people will recognize them well because the last circle is supposed to be a part of the reverse slider, it is still the same sound but only higher pitch right? Putting a lonely circle there make it feel lack of density between it and the previous reverse. Furthermore they are not really strong sounds since the sounds after those are even stronger. I think both are fine. This part was not really meant to be dense anyway, nothing so significant is happening in the song. Both rhythms work, but I still prefer mine.
01:00:688 (3,4,5) - they looks kinda dense, how about just 1/2 reverse?Nope, song is more dense here and these sounds stand out too.I'm stupid, fixed.
01:09:309 (1,2,1) - this spacing is pretty weird since it make no sense, 01:09:481 (2) - this is a pretty low sound to push the kiai on so spacing from (2,1) can be that big, but have another big spacing at (1,2) doesnt call anything. Small spacing at (1,2) while the big spacing at (2,1) would fit this circumstance pretty much imo. in case you didnt know how to do that I nerfed it, but I did not make it so small.
Ok so i see you skipped some of blue ticks sound, that is still acceptable but it will make your map feel lack of hitsound, reconsider it someday. I will consider this as an additional variation for the second half, but I'm not sure if I will put this yet.
01:25:343 (3,1) - swap this nc would be nice since (1,2) is kinda too short combo for the kiai These NCs happen because there are both drums on 01:25:860 (1,2) - and that doesn't happen very often in the kiai.
01:30:343 (1) - 2 reverse too? There is not drum or clap. But there is a sound, also both rhythms are fine.
01:31:722 - Hey pattern is really cool I like it xd Thanks!
01:33:274 (2,1,2,2,3) - how about a perfect star here? I think you know how to do it 01:36:205 (1,2,2,3,4) - 01:38:791 (2,1,2,2,3) - Sure!
02:04:740 - end your spinner here would be nice, make the part more unpredictable I don't want a rough entry into this section
02:25:516 (1,1,1,2,1,1) - doesnt this combo work more? https://puu.sh/x5WpX/82781769c1.png I was just trying to make this section look readable but yeah, this is better.
02:39:826 (3,4) - keep the triplet, double tap is harder than trip you know. I wont point all of them out but it depends on you. Harder? I didn't feel much of a difference. That is because it is just a circle and a slider. So it's technically a triple where you only click twice. But it is just as long as a triple, so no finger control is lost. Anyway, second half of this kiai prioritizes the drums a bit more, so there are doubles (kinda).
03:53:790 (1,1,1,2,1,1) - same, tbh I dont know how this will work lol Fixed.
03:56:893 (3,1,2) - i think increasing sv here would be a nice idea or ppl will misunderstanding it with 1/4. This is fine because the first slider of this section is already really slow and it isn't 1/4 length, so people would adjust accordingly.
03:56:720 (2,3) - ctrl g this for a better rhythm I believe 03:59:479 (2,3) - etc. - For a bit of variation, the second part of the kiai does this. First part prioritizes the melody more and second part prioritizes the drums a bit more.
05:02:064 - so if you are scaring about this cant get approval, try telling someone to extend the last sound for a few seconds (not me idk lol) - Will fix this soon.
short mod because 3am sorry.
Also adjusted the end and the small kiai, so -0.11 SR. Different MP3 as well. (Hopefully the adjustments are okay!)Monstrata wrote:
Detached
Unused hitsounds:
normal-hitclap2.wav
01:00:688 (3,4,5) - Use a 1/2 repeat instead? the circle on the red tick is a lot weaker than the other two. Oh, I forgot I was listening to the hitsounds... I did a 1/2 slider + circle instead, if thats fine. (Sorry to the mod above you!)
01:08:964 (1) - Changing NC here isn't necessary, the color actually causes the stream to look rather weird. Yeah, removed NC.
01:31:722 (1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,4,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,4,1,2,1,2,1,2,1,2,1,2,1,2,3,1) - This is very good. But you overuse counterclockwise rotation and this type of pattern causes mouse drift really quickly. For 01:34:481 (1,2,1,2,1,2,1,2,1,2) - Set it up something like this: so the movement is right-ward instead of leftward to balance the movement. Fixed all.
02:32:067 (1) - Move it up like this: gives a better rotation and flow to it. I think having it above 5 also makes it more satisfying to land. Okay.
02:40:343 (6) - Ctrl+Ging flows a lot better. Gives it that nice inward flow into slider 1 and helps set up the rotational movement on the next combo a lot better. Yup.
02:51:895 (2,2,2) - Was this intentional? they aren't stacked perfectly (Though doing manual stacks is a good idea too, you could consider exploring it since you did all stacks in the first half of the map.) They should be good now, I think? I also added some manual stacks elsewhere, like at the end of the map.
Slow sliders for the third chorus are really smart. Good way to map the change in intensity of the map without compromising spacing and emphasis.
[]
Impressive considering you don't have any ranked maps yet. :D Not going to be zero for long though, call me back when you've replied! Also if you have metadata for the song, please link it to me. (I can source it if you don't have one though). I don't know how to get correct metadata, but everywhere you look it's always "Feint - Fall Away" (Youtube, iTunes, Spotify, Beatport - Also Feint uploaded this song to his channel, if you check the links to the song in the description the song names all match) so I think metadata is accurate right now.
fuck, fixed, thank you!!CookieBite wrote:
did you adjust the timing after you changed your mp3? the timing seems completely off here
<3 thank you!Monstrata wrote:
Metadata looks good.
Alright, here's your bubble!
I didn't realize this was bubbled and I was going over the hitsounds and I fixed this already. thank you!Strategas wrote:
hi
if you need a bn for this, get rid of default normal sample whistles in 00:36:606 (1) - to 00:58:675 (1) - section and I'll qualify, you can add custom hitsound for them or just use soft additions
all goodStrategas wrote:
forgot to remove whistles from slider bodies too 00:47:640 (1) - 00:50:399 (1) - 00:53:158 (1) - 00:55:916 (1) -
might aswell polish 03:16:606 (1) - to look more like 04:33:844 (1) -
Appreciate your concerns, but here are my explanations. If you have any more doubts, please reply and I will try to clarify my intentions as best as I can.Mir wrote:
01:10:227 (3) - Ignoring the blue tick drum here and for most of the first kiai 01:12:985 (3) - 01:15:744 (3) - 01:18:503 (3) - and then not ignoring it for some 01:11:434 (2,3,4) - 01:14:192 (2,3,4) - 01:09:709 to 01:11:089 - Well first, I didn't even hear the blue tick drum for quite a while. Back to the point, this is pretty melodic, pretty much just following the melody here. 01:11:089 to 01:12:468 - I can hear a new low pitched sound in the background come in, that just happens to follow the drums. I can definitely hear it. Also, it sounds off to map the blue tick, and it sounds off to not map the background thing.
but then having triples 02:27:468 (2,3,4) - for the second kiai where there were sliders earlier - I can hear 1/4, or at least a faint 1/4, or some fluctuating sound. These sounds are not the same in the first kiai.
and then putting in 02:39:882 (3,4) - these doubles which were never used before? 02:42:640 (3,4) - they're very unexpected especially considering they weren't introduced in the previous kiai. It is fine if you think this is unexpected. But to me, you don't lose any finger control, this is easily readable because we know already that thats how 1/4 sliders look like, this prevents awkward 3/4 timing, this isn't hard, etc. I think if this was actually unexpected, then I believe that more than one person would have pointed it out (and that other person based their reasons by saying it was more difficult than triples, which I don't think is true since this type of double lasts just as long as a triple and therefore no finger control is lost. Also, regular doubles were introduced before.)
Also, like I said at the beginning, rhythm changes a bit every half of a kiai. The fact that the second kiai is just melody + drums, and not like the first kiai which is melody + drums + bass (is that the word? idk, some other instrument not present in the second kiai) makes me want to follow the drums for the second half. And to prevent awkwardness, stuff like this is used.
I feel like these blue tick drums you ignore should be either consistently ignored (please no) or consistently mapped like the second kiai but atm it feels really inconsistent. Both choruses are different. However if I actually have to do this then I will definitely not ignore blue tick lol
Also the jump sections seem very plain in terms of concepts, just back-and-forth for so long without even any rotation gets tedious to play after a while imo, so maybe you can take that into consideration as well? I understand you and I definitely see where you are coming from, it is just back and forth circles after all. But is there any other concept that is not just as plain? You could say adding sliders in the 7th and 8th beats (01:33:847 -, 01:34:192 -, and other instances) would be better. I do think this would make this section easier, but is it a better concept? I don't think so. Following the drumbeat in the background isn't much better than following the melody. Following the melody and the drumbeat using the current variation concept, would be just strange. Combining both drums and melody are ok, but the point is, I don't believe there is a rhythm with a "better concept". Also this is a major map concept.
I'm not exactly sure what you mean by no rotation, but I think you mean that you are saying that the second pattern's rotation isn't really following the first (as in, 1st pattern: clockwise, 2nd pattern: counter-clockwise). I play this map and I don't really feel this issue. This also 100% prevents mouse drift too. Of course, adding rotation is acceptable, but I believe both are acceptable.