[General]
It plays, really weirdly. I don't even know where to begin with this, the rhythm choices are questionable, distance is rarely emphasised because of distance snap, there are overlaps o' plenty, flow is off here and there, slider ends are on strong sounds. I mean if I wanted to I could just stop writing the mod right here and let you find all the problems listed above on your own but since I'm such a niceguy I'll point them out anyways
I ususally don't put my mods in boxes like this but since I knew this was going to a looong one I did it, enjoy ~
"Easy" and "Unamashi's Normal" has different drain time from all other diffs. 3.06 minutes and 3.08 minutes respectively while "Hard" and "Insane" has 3.07 minutes.
"Easy" is not an easy, it's a "Normal".
The song on all diffs should start here 00:01:145 -
[Rhythm choice]
00:09:882 (1,2,3) - "Sliders should start on strong sounds and end on sounds with equal or relatively less strength". The slider end is a passive note and should therefore not end on a sound that's better emphasised with something that's clickable. This is part of the
Ranking Criteria Guidelines00:15:708 (3) - ^^
00:18:911 (5) - ^^
00:23:717 (3) - ^^
00:33:475 (3) - ^^
00:40:756 (1) - ^^
00:43:523 (2) - ^^
00:45:416 (1) - ^^
00:57:358 (1) - ^^
01:10:319 (3) - ^^
00:12:649 (4,5) - 00:12:212 (3) - This slider doesn't end on a sound strong than its head, but rather it ends on a
held vocal, since you map the vocal on (4,5) it's clear that you prioritize vocals hence making (3) ending on a sound that would be better emphasised with a clickable object like a circle or 1/4 slider.
00:12:649 (4,5) - Overmapped, (4) is a held sound and should therefore not be a burst, clicking on (5) is like clicking on nothing, like clicking on a sound in the song that doesn't even exist or vanished into the aether.
00:13:669 (4,1) -
What's happening here?! For a start, the tiny sound on 00:14:251 - does not warrant making (1) a repeating slider. 00:14:543 (2) - This focus on vocals but both (4) and (1) don't because (4)
ends on a strong vocal that (1) isn't mapping, and (2) is the exact same sound as 00:13:960 - yet mapped entirely opposite of (4). And (4)'s slider head starts on 00:13:669 - which is such an insignificant sound it's barely audible.
00:14:834 - Undermapped, if you wanted to capture the ticking sound here there should be a circle on yellow instead of the timegap, othervise with the low pitch of the sound people don't even know that 00:14:979 (3,4) - is following it, and once again it feels like the clicking the burst is like clicking nothing.
00:17:018 (4) - Exactly the same as 00:17:455 (1,2,3) - on all accounts other than histsounding, distance is the same, shape is the same, pattern is the same,
even though (4) is a vocal sound that has absolutely nothing to do with (1, 2, 3). Adding a new combo is not enough to differ a sound if it's mapped the way it is.
00:27:212 (1) - Streams are quite uncomfortable in 103 BPM, but that's not a big problem because it's subjective, although what is a problem is that this stream follows no logic because even though it follows vocals it's inconsistant with the rest of the map that uses repeat sliders or regular sliders to emphasise the same thing and also it misses sounds worth emphasizing like 00:27:358 (2,3)
00:30:708 - Missed a sound. And the repeat arrow on a repeat slider is a passive note just like the slider end and should therefor not be used to emphasise 00:31:144
00:32:018 - Same, slider head has no sound while the repeat arrow emphasise the important sound.
00:33:620 - Vocal sound is on blue tick here.
00:34:348 - ^^
00:35:805 (3) - Held sound, also it's inconsistant with how you mapped it earlier here 00:17:018 (4)
00:47:455 (1,2,3) - Not only does (1) end on a strong vocal sound which you clearly should emphasise since you've been emphasising vocals only up until that but also the sound on (1) is very different from (2, 3) yet there is no distinction in the pattern used to show for that.
01:08:572 (4,5,1) - Don't know if I missed any but I think this is the first 1/8 beat-snap devisor burst used so far in the song, not only does it add inconsistency but it's also blatant over mapping, given that there ain't no sound worth emphasising on 01:08:644 (5) -, it's only a held sound on (4).
01:10:975 (6) - Wow okay, on this there actually is a sound, but if you couldn't tell this is so insignificant that it might as well be treated like a held sound once again from (5) instead of blatantly overmapping like this.
01:16:144 (3,1) - After reading everything I already mentioned above this is self explanatory, also I've mentioned this much and I'm only 36% through the entire song so I think this is a good a time as any to move on to the next topic!
[Aesthetics]
00:10:611 (2,2) - A few overlaps here and there for the sake of gameplay does not equal bad,
but consistently overlapping almost all the time does equal bad. With more thought put behind object placements, a mapper can avoid overlaps almost altogether
in most cases.
00:17:455 (1,3) - ^^
00:22:552 (1,3) - ^^
00:23:717 (3,4) - ^^
00:24:009 (4,1) - ^^
00:29:979 (3,4) - ^^
00:29:979 (3,4) - ^^
00:36:970 (3,4,1) - ^^
00:40:174 (2,3) - ^^
00:45:416 (1,3,1) - ^^
00:48:911 (1,2,1) - ^^
00:50:368 (2,2,3) - ^^
00:54:154 (3,3) - ^^
01:06:387 (1,3) - ^^
00:13:232 (3,4,1,2) - Overlap fiesta! Good thing I saw this because big clusters of objects overlapping each other are the
worst offenders in terms of aesthetics/visuals which is similar to what I already mentioned above.
00:26:484 (2,1,2,3,1,2,1) - ^^
00:43:523 (2,3,4,5,1) - ^^
00:45:999 (3,2,3,2,3) - ^^
00:57:358 (1,2,3,1,2) - ^^
01:15:125 (1,3,1,3,4) - ^^
00:14:543 (2,3) - Stack slider end to slider head instead of overlapping.
00:15:562 (2,1) - Stack this as well.
00:16:290 (1,1) - ^^
00:28:523 (1,3) - ^^
00:39:300 (3,2) - ^^
00:42:358 (2,3) - ^^
00:50:950 (1,4) - ^^
00:51:096 (2,1) - ^^
01:14:543 (1,1) - ^^
00:15:125 (1,2) - Hard visual flow break, slider implies movement somewhere else even though with slider leniency abuse it doesn't break flow, regardless sliders should imply movement. This is also even more important for curved sliders.
00:21:533 (1,2) - ^^
00:28:523 (1,1) - ^^
00:40:174 (2,1) - ^^
00:45:416 (1,2) - ^^
00:49:494 (3,1) - ^^
00:52:407 (1,2) - ^^
00:25:028 (2,3) - You did a good job on blanketing, I couldn't find alot of blankets that where off but this is one of them.
00:18:911 (5) - And this one as well ^^
00:48:329 (1) - This should be moved to x267 y119 to be symmetrical with 00:47:455 (1)
Once again I'll stop at 36% into the song because as much as I love writing wall-of-text mods such as this it's taking forever and it's extremely unnecessary lol
Let's move on!
[Distance Snap]
Distance snap is a double edged sword in that it is both a massively helpful tool to give a map consistent spacing with time/distance equality, but the problem here lies that a song is never "monotone", meaning that different sounds stand out by having different volumes, pitches, and parts of the song always differs in intensity like the intro is usually not as rhythmically intense as the chorus, etc. I'm sure you've heard the word "Distance Emphasis" before, but if you havn't, let me tell you what it is.
"Distance Emphasis" is essentially the opposite of distance snap, meaning you put strain on a player by increasing distance between two objects depending on the intensity of the sound. Not only does this give off a satisfying psychological (aesthetic) response to the player but it also helps keep the map less stale and repetetive by adding a little bit of veriety, which is something this map lacks. Because around 90% of this map is distance snapped, I will only mention a few sounds that deserves more intense emphasis through distance, the rest is up to you to find.
00:21:533 (1) - Because SV on (1) is higher, distance between 00:21:533 (1,2) - should be increased to match said SV change.
00:26:193 (1,2) - ^^
00:10:611 (2,3) - Increase distance to emphasise sound on 00:11:047
00:11:921 (2,3) - Incre.. ^^ sound on 00:12:212
00:12:722 (5,1) - ^^ 00:12:795
00:12:795 (1,2) - ^^ 00:13:086
00:13:378 - sound on..
You get the idea.
Also while we're on the topic of distance, the low distance snap couppled with the wierd movements/angles makes the map extremely iffy to play, because at parts like 00:12:212 (3,4,5,1,2,3) - and 00:09:882 (1,2,3) - where you take all these factors into account movement is very odd.
More on that here!
[Gameplay and Object placements]
00:09:882 (1,2,3) - What is going on here? Too many uncomfortable movements..
(See picture "1" in the bottom of this post)*00:15:125 (1,2,3) - ^^
00:15:708 (3,1,2) - ^^
00:12:649 (4,5,1) - 00:14:979 (3,4,1) - Bursts at 1/8 beatsnap divisor doesn't fit at all with the rest of the song. And most of the time they don't even serve a purpose because, like I already mentioned in the rhythm section of this mod, the sound they emphasise is so insignificant.
00:18:766 (4,5) - Takes me back to what I already mentioned but distance here is so tiny, even tinier than what was previously used 00:17:892 (2,3) - which not only contradicts the distance snap you've been using up until that point but is the exact opposite of what should be used to clearly emphasise the sounds.
00:20:659 (2,1,2) - Avoid wide angles, not only does the angle it's currently at implying different movement but even if this was angled correctly it'd still break the flow.
(See picture "2" in the bottom of this post)*00:16:290 (1,2) - 00:25:028 (2,3) - While anti-jumps like these (which are frequently used) is not a bad thing, overuse of them is a bad thing because they put unnecessary strain on the player.
00:27:212 (1) - I already mentioned what I think of 103BPM streams but aside from that, it leads poorly into 00:27:941 (1,2)
00:28:523 (1,1) - This has the same distance as almost everything else yet it has a much bigger timegap, making this essentially a guaranteed 100/50 points or even combo breaker.
00:29:979 (3,4) - Awkward flow
00:30:853 (4,1,2) - ^^
00:35:513 (1,2,3) - Very unfomfortable to play mainly because of the flow break here 00:34:640 (2,1) -
00:38:135 (1,1) - When breaking flow try and use stationary movement, slow movement or linear movement, instead of breaking expectation like this. Although I wil ladmit because of the time gap I had no real issue playing this.
00:40:174 (2) - Flow break but done well because it follows linear movement, although what isn't done well is that this does not lead into 00:40:174 (2,1) - good at all and (1) the repeat slider actually breaks movement even more.