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Squarepusher - Dark Steering

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Topic Starter
dsco
This beatmap was submitted using in-game submission on Sunday, October 15, 2017 at 2:16:15 AM

Artist: Squarepusher
Title: Dark Steering
Tags: dubstep future idm electronic electronica ufabulum warp records glitch
BPM: 170
Filesize: 15778kb
Play Time: 06:02
Difficulties Available:
  1. Nuclear (6.99 stars, 1670 notes)
Download: Squarepusher - Dark Steering
Information: Scores/Beatmap Listing
---------------
celerih
No need to download the map to know it's worth putting as a favourite (:
Cookie
I remember when you attempting to finish this on stream and not liking it lol. It turned out really good!

03:21:148 (4) - WutFace
03:27:677 (2) - WHY ARE THESE IN THE SONG

But seriously, I didn't notice anything wrong when I went through it besides difficulty issues lmao I really like the long sliders you put in. Normally when people make big sliders, they turn out really ugly and jagged but you made everything in this map so visually appealing. 10/10 IGN
squirrelpascals
aesu
NOIN
M4M for this map: https://osu.ppy.sh/s/592207

[Nuclear]
  1. 00:24:228 (2,1) - This spacing seems too high here, the entire section has consistent 1/4 spacing except for these parts and the music doesn't seem to have any unique sounds to emphasize it. Applies to all similar instances.
  2. 01:15:140 (1,2) - A small rounding error.
  3. 01:23:169 - Maybe emphasize the loud sound here, though I guess it would just make it awkward to play.
  4. 03:27:669 (2) - The sound lasts a bit longer than the slider.
  5. 03:47:787 (1,2) - This spacing seems a bit low.
Really clean map. Good luck!
quila
Hello.

Nuclear

Notes:
1. I mod with hitsounds disabled.

General:
1. Lots of rounding errors. 01:11:975 (1,2) is a big one. fix them all, if you can.
2. I don't want to comment on all the angles, but do note that movement from the second to third notes in 150degree spaced 1/4 triplet is much harder than the same style movement at 180degree(where the cursour would move in a straight line throughout). i don't have the skill or knowledge for the harder parts of this map, but if you are confident in your placement it should be fine. 03:43:563 (1,2,3,4,5) - this sort of thing is very hard, and you might not want it that way.

Aesthetics and design (mostly suggestions):
00:39:946 (2,3) - there's no followpoint. moving either of these notes by 1 pixel would fix this, if it is unintended. this happens other places as well, maybe it is a part of rounding errors

02:02:346 (3) - this would be perfect as a 1/8 slider

03:11:975 (1) - to 03:34:387 (4) - stacking the 1/4s manually will create consistency when rotated.

03:56:269 (3,4,1,2,3) - these sounds appear once in the entire song, it's a nice place to do something unique.

04:32:446 (1,2,3) - Stacking looks bad.

04:47:799 (5,1,2,3,4,5,6,1,2,3,1,1,2,3,4,5,1,2,1,2,1,2) - do something really cool here.


Gameplay:
00:23:963 (1,2) - is (1) the same sound as 00:23:257 (4)'s sliderend :?

00:26:081 (1,2) - (1)'s SV should be higher than (2)'s to show a change in sound.

02:16:916 (1,2,3) - That's a very large spacing, i think a calmer spacing would better represent the music.

05:17:622 (1,2,3) - This one is especially hard to read considering the spacing used on the previous 3 1/2 notes.



I thought i could find more issues.. very sorry.

I'll send you the M4M map when it's complete.
Good luck.
Topic Starter
dsco

non-one wrote:

M4M for this map: https://osu.ppy.sh/s/592207

[Nuclear]
  1. 00:24:228 (2,1) - This spacing seems too high here, the entire section has consistent 1/4 spacing except for these parts and the music doesn't seem to have any unique sounds to emphasize it. Applies to all similar instances. will consider but given that there is a kick drum that plays only on every white tick (in general) in this section the groove gives this beat heavy emphasis
  2. 01:15:140 (1,2) - A small rounding error. fixed
  3. 01:23:169 - Maybe emphasize the loud sound here, though I guess it would just make it awkward to play. i think following this sound would overcomplicate the map since this synth sound is always in the background swelling, and its not always on the metronome
  4. 03:27:669 (2) - The sound lasts a bit longer than the slider. ye
  5. 03:47:787 (1,2) - This spacing seems a bit low. i think this was an accidental drag of a circle when hitsounding, it was fixed when i got to it so that seems to be the case
Really clean map. Good luck!
thank you!

4n3c wrote:

Hello.

Nuclear

Notes:
1. I mod with hitsounds disabled.

General:
1. Lots of rounding errors. 01:11:975 (1,2) is a big one. fix them all, if you can. fixed that one. most i didn't bother to fix if they weren't visible at the same time, i'll go back through and look for more
2. I don't want to comment on all the angles, but do note that movement from the second to third notes in 150degree spaced 1/4 triplet is much harder than the same style movement at 180degree(where the cursour would move in a straight line throughout). i don't have the skill or knowledge for the harder parts of this map, but if you are confident in your placement it should be fine. 03:43:563 (1,2,3,4,5) - this sort of thing is very hard, and you might not want it that way.

Aesthetics and design (mostly suggestions):
00:39:946 (2,3) - there's no followpoint. moving either of these notes by 1 pixel would fix this, if it is unintended. this happens other places as well, maybe it is a part of rounding errors fixed

02:02:346 (3) - this would be perfect as a 1/8 slider hmm, maybe. will consider, i think it would confuse player though

03:11:975 (1) - to 03:34:387 (4) - stacking the 1/4s manually will create consistency when rotated. personally not a fan of this look

03:56:269 (3,4,1,2,3) - these sounds appear once in the entire song, it's a nice place to do something unique. made these curvy to emphasis

04:32:446 (1,2,3) - Stacking looks bad. fixed

04:47:799 (5,1,2,3,4,5,6,1,2,3,1,1,2,3,4,5,1,2,1,2,1,2) - do something really cool here. :thinking:


Gameplay:
00:23:963 (1,2) - is (1) the same sound as 00:23:257 (4)'s sliderend :? no, 4's is much shorter and nearly instantaneous, the long slider is a drawn out bass drum sound

00:26:081 (1,2) - (1)'s SV should be higher than (2)'s to show a change in sound. i dont want to use more than 2 SVs early in the map, and i think 2 is too similar to be 0.5x

02:16:916 (1,2,3) - That's a very large spacing, i think a calmer spacing would better represent the music. i think out of context this may be true but this is after a 2 minute long build up and there's a lot of tension here

05:17:622 (1,2,3) - This one is especially hard to read considering the spacing used on the previous 3 1/2 notes. at this point the player will understand the map, though.



I thought i could find more issues.. very sorry.

I'll send you the M4M map when it's complete.
Good luck.
good mod, definitely things to consider, thanks a ton!
fieryrage
i modded cuz im bored

00:22:904 (1,1) - fixd already cuz i told u in irc but im saying here cuz i want this mod to look good
01:39:140 (1) - nc not really needed here
01:40:904 (1) - would personally change this slider shape, the loop makes this actual aids to play + the sv doesn't help either lul
02:16:904 (1,2,3) - how to make people sliderbreak 101 also 02:16:993 (2,3) - literally everyone told me overlaps that cover slider repeats are unrankable so
02:28:287 (2,3) - yea same deal here
02:37:375 (1) - separate this into two sliders? one can start on the white tick
nice break time snappings
03:05:068 (2) - uhhh is this audible cuz i dont hear anything here and compared to the other rhythms this is out of place
03:21:127 (4) - add a whistle sound on this entire slider so i can kill myself
03:27:656 (2) - seriuously who the fuck made this god damn song
03:34:539 (1) - where the kiai time at bros
04:12:656 (1,2,3,4,5) - this is a really awkward to hit pattern, i'd move 2 down to where 04:12:127 (5) - sliderhead is just to improve flow, it's honestly a bit too difficult here lol
05:02:068 (4) - nc
05:06:391 (2,3) - yea just make sure this is actually rankable cuz if it is im gonna be tilted cuz i changed like 100 patterns from this kinda stuff
06:01:141 (1) - this actually ends on the white tick

okj thanks
Topic Starter
dsco

fieryrage wrote:

i modded cuz im bored

00:22:904 (1,1) - fixd already cuz i told u in irc but im saying here cuz i want this mod to look good ye
01:39:140 (1) - nc not really needed here switched to 01:38:169 (1) -
01:40:904 (1) - would personally change this slider shape, the loop makes this actual aids to play + the sv doesn't help either lul maybe, the slider ticks make this extremely easy to hit tho
02:16:904 (1,2,3) - how to make people sliderbreak 101 also 02:16:993 (2,3) - literally everyone told me overlaps that cover slider repeats are unrankable so mite b but you have over 600ms to react so i think its arguable. given that theres no exact time range i dont know if its 100% unrankable. new RC sux tho lul
02:28:287 (2,3) - yea same deal here
02:37:375 (1) - separate this into two sliders? one can start on the white tick i think its less impactful that way. also to note i made this decrease in volume every 2 ticks
nice break time snappings hell yEa
03:05:068 (2) - uhhh is this audible cuz i dont hear anything here and compared to the other rhythms this is out of place ye i cant rly tell which are just the delay/echo and which are real notes, i removed tho i think ur rite
03:21:127 (4) - add a whistle sound on this entire slider so i can kill myself i did + 35%
03:27:656 (2) - seriuously who the fuck made this god damn song my dad =/
03:34:539 (1) - where the kiai time at bros o shit u rite
04:12:656 (1,2,3,4,5) - this is a really awkward to hit pattern, i'd move 2 down to where 04:12:127 (5) - sliderhead is just to improve flow, it's honestly a bit too difficult here lol mite as well,
05:02:068 (4) - nc ye
05:06:391 (2,3) - yea just make sure this is actually rankable cuz if it is im gonna be tilted cuz i changed like 100 patterns from this kinda stuff YE
06:01:141 (1) - this actually ends on the white tick o ya i forgot to resnap after adding red tick at break, thank u

okj thanks
hEll Yeah
7ambda
This will be the Atomosphere of 2017.
Halfslashed
M4M on this: https://osu.ppy.sh/s/624572

[Nuclear]
00:22:993 (2,3) - You could try flipping these like this to put a bit more emphasis on 2, since it'd fit the synth pattern or whatever better than a simple curve does. This would require moving some stuff around for aesthetics though.
00:27:228 (2,3,1) - It'd be cool to show off the blue tick synth here, since the current rhythm doesn't really permit for that. Try using two 1/4 sliders here instead.
00:36:052 (5,6) - It looks like you ran out of room here since this is conceptually much different movement wise than 00:30:404 (5,6,1). Due to 6 being placed so close to 5's head, the player doesn't even have to follow the slider and it makes that held synth feel really weak. I suggest looking into a way to arrange this similarly to 00:30:404 (5,6,1).
01:11:963 (1) - I think you forgot an SV decrease here based on what you did for this sort of sound at places like 01:00:669 (1) -.
02:17:081 (3) - This is cool and all but you don't use similar rhythm choices at 02:22:904 (1,2,3,4,5,6,7) - so this undermapping seems out of place, especially considering how similar these are musically. I know the synth sound or whatever is different here, so I suggest using a different undermapped rhythm like a circle with a 3/2 gap into a 3/2 slider or something.
03:59:597 (6) - I suggest using an SV decrease+ extended slider for this part since your curent 1/2 slider + 1/2 gap leads to a pace drop rather than a strong emphasis for the held synth here.
04:18:303 (1,2,3,4,5) - For how strong these are and that this is the end of the kiai, I think this is a relatively underwhelming pattern. Try using a zigzag pattern instead.

Good luck!
Topic Starter
dsco

Halfslashed wrote:

M4M on this: https://osu.ppy.sh/s/624572

[Nuclear]
00:22:993 (2,3) - You could try flipping these like this to put a bit more emphasis on 2, since it'd fit the synth pattern or whatever better than a simple curve does. This would require moving some stuff around for aesthetics though. i prefer to keep it very simple at the beginning and build off of it
00:27:228 (2,3,1) - It'd be cool to show off the blue tick synth here, since the current rhythm doesn't really permit for that. Try using two 1/4 sliders here instead. i actually considered this deeply but the song is inconsistent in that sometimes the red tick is more emphasized / the blue tick less audible
00:36:052 (5,6) - It looks like you ran out of room here since this is conceptually much different movement wise than 00:30:404 (5,6,1). Due to 6 being placed so close to 5's head, the player doesn't even have to follow the slider and it makes that held synth feel really weak. I suggest looking into a way to arrange this similarly to 00:30:404 (5,6,1). i think its fine as the players movement is influence in an upwards direction making 6,1 a strong contrast
01:11:963 (1) - I think you forgot an SV decrease here based on what you did for this sort of sound at places like 01:00:669 (1) -. since the song is increasing in energy and the 0.5x SV sound 00:22:552 (1) - 01:07:728 (1) - doesnt exist in this section i use normal SV
02:17:081 (3) - This is cool and all but you don't use similar rhythm choices at 02:22:904 (1,2,3,4,5,6,7) - so this undermapping seems out of place, especially considering how similar these are musically. I know the synth sound or whatever is different here, so I suggest using a different undermapped rhythm like a circle with a 3/2 gap into a 3/2 slider or something. the synth that is playing here isnt playing there, and its much louder than anything else in the music, drowning out the intricate synths
03:59:597 (6) - I suggest using an SV decrease+ extended slider for this part since your curent 1/2 slider + 1/2 gap leads to a pace drop rather than a strong emphasis for the held synth here. i made this 0.1x 3/4 slider
04:18:303 (1,2,3,4,5) - For how strong these are and that this is the end of the kiai, I think this is a relatively underwhelming pattern. Try using a zigzag pattern instead. increased sv

Good luck!
thanks a ton!
meii18
frankly i started to love your mapping style plus i like the song too
anyway here just to throw some points

[nuclear]
*00:52:904 (4,5) - the flow seems a bit forced ctrl+G'ing it would make the flow more smootlier
*01:31:022 (1) - lol that slidershape but it plays pretty rough tbh so maybe make another one which would play less rough? as the bpm is really high the player can easily do sliderbreak during aiming this slider
*02:16:993 (2,3) - this 1/4 hitcircle's hitburst hids 02:17:081 (3) - 's repeat which is not a good idea even if it looks like the repeat is visible enough still it's not allowed stacking the note on the repeat so better unstack it from (3)-'s repeat // 02:28:287 (2,3) - same // 05:28:983 (2,3) - etc.
*03:55:097 (4,5) - this flow is really really forced imo as 03:54:656 (2,3,1,2,3,4) - represents the circular flow but then it gets broken suddenly by 03:55:186 (5) - as you change it in a sudden way from circular flow to straight flow moving 03:55:186 (5) - to 251|104 would improve the flow and make it more smoothlier than before
*03:59:598 (1,1) - as the SV from this slider is really really low the player can easily make a sliderbreak on the next hitobject which has higher SV than the previous or even a miss the only way is t decrease the spacing in order to make the aim of the next hitobject possible // 04:02:421 (1,1) - same as above // 04:05:245 (1,1) - // 04:10:892 (1,1) - etc.

the kiai feels so overmapped ;_;
gl!
Topic Starter
dsco

ByBy wrote:

frankly i started to love your mapping style plus i like the song too
anyway here just to throw some points

[nuclear]
*00:52:904 (4,5) - the flow seems a bit forced ctrl+G'ing it would make the flow more smootlier dont see how you mean, i think the flow is fine and ctrl+g would mess with the consistent spacing concepts
*01:31:022 (1) - lol that slidershape but it plays pretty rough tbh so maybe make another one which would play less rough? as the bpm is really high the player can easily do sliderbreak during aiming this slider in such a difficult map i think this slider is fine, in playtesting it didn't come up as an issue
*02:16:993 (2,3) - this 1/4 hitcircle's hitburst hids 02:17:081 (3) - 's repeat which is not a good idea even if it looks like the repeat is visible enough still it's not allowed stacking the note on the repeat so better unstack it from (3)-'s repeat // 02:28:287 (2,3) - same // 05:28:983 (2,3) - etc. the player has more than 500ms to react to the reverse arrow and this is mostly a non-issue. this part of the ranking criteria was made during the version 1 osu skin with the hit-300 that had a red opaque background. this rule has leniency and i think this is well within it
*03:55:097 (4,5) - this flow is really really forced imo as 03:54:656 (2,3,1,2,3,4) - represents the circular flow but then it gets broken suddenly by 03:55:186 (5) - as you change it in a sudden way from circular flow to straight flow moving 03:55:186 (5) - to 251|104 would improve the flow and make it more smoothlier than before a lot of this map relies on implied flow, although the first four notes of this pattern are part of a hexagon, its moreso that 1,2,3 are part of one and the 3,4,5 are part of one facing the other direction
*03:59:598 (1,1) - as the SV from this slider is really really low the player can easily make a sliderbreak on the next hitobject which has higher SV than the previous or even a miss the only way is t decrease the spacing in order to make the aim of the next hitobject possible // 04:02:421 (1,1) - same as above // 04:05:245 (1,1) - // 04:10:892 (1,1) - etc. it is a 6.99* star map, this jump is well within a player's ability to hit if they are able to play this map

the kiai feels so overmapped ;_;
gl!

thanks for mod!
Kaifin
you should really rank this one
fat pear
im trigerd that u CLALED cAMELIA BAD
Monstrata
Hi.

00:23:610 (1,2,1) - These jumps felt really forced. The music doesn't really call for clicks on 2 even... like i don't hear a distinct note on 2 that requires clickablilty.
00:29:257 (1,2) - ^etc... same. Why not try some hold sliders? Like try a 3/8 hold or something and create emphasis through pressure instead since that would fit the sounds a bit better imo. They don't feel like sounds you should emphasize using spacing is what i really mean.
00:43:728 (1,1) - These are a pair, so map them similarly instead? Separate 00:43:904 (1,2) - cuz right now you make it seem like theyre grouped together which isn't correct rhythmically.
00:47:610 (7) - Maybe try a wiggle slider?
00:50:434 (3) - Just ideas. Similar aesthetic to 00:51:493 (4) -
01:06:669 (1,2,3) - This arrangement really breaks flow imo xP. You have a nice up/downward movement with the previous objects and 01:06:669 (1,2) - actually flows fine, but slider 3 kills it cuz you don't have an angle shift.
01:23:610 (1,2,3,4,1,2,3,1) - Oh, this flows incredibly well though. Nice.
01:33:846 (1,2) - This stack irks me. Try shifting SV on 01:33:846 (1) - to something weird to get the stack right? I usually do that lol, random 1.159234x SV while the rest are 1.00x
01:43:375 (1,2,1,2) - Take advantage of the momentum you built up here and stack 01:44:081 (3) - on 01:43:463 (2) - 's slider-end instead. Makes the pattern more enjoyable too cuz it prompts players to play out the full path of 2>3 instead of defaulting to slider-leniency due to the tightness of the angles.
02:00:669 (4) - But 4 is the strong note... why is it mapped to a pattern that basically ignores it in terms of emphasis.

03:36:215 (4,5) - Don't break the flow on 4 and again on 5. just break it on 5 like this:
03:39:127 (5) - 03:39:656 (5) - These are a lot easier than the previous ones. maybe swap their arrangements so the sharp angles are used later to create tension.
03:43:538 (1,2,3,4,5) - This is just pretty awkward due to the angles. They aren't a consistent angle or updown / leftright movement. Also the pivot (3rd note) isn't actually emphasized which kinda throws off the movement. Rest of your arrangements are good, just this one.
03:52:362 (5) - This way plays so much better and you get that central-axis flow from 4>5>6 cuz of that symmetry which is really cool when the slider is this fast (alternator style).
04:38:421 (5) - Rotate this 180 degrees on its head and it flows so well into the next pattern.
05:03:303 (2,3,4) - This stack is pretty lame going into the next pattern. Kinda breaks the momentum for a split second, which is enough I think to throw off a player when going into the circles right after xP.
05:56:421 - Slider-art or something? Tbh the spinners are lame. Anyone can do them.

[]

Just some comments. You are not obligated to apply any of this advice to this current map. Maybe future endeavors, if there's some sentiment that you can agree with:

I think you really overuse structures, and that's really your weakness right now as an honestly very creative mapper. This is what I would have produced two years ago if I knew my way around the editor like now. The patterns are creative in and of themselves, but they lose their novelty after you spam the same aesthetic for 3 minutes straight.

Another issue with this copy-pasting aesthetic is that you end up mapping different sounds identically, some of which i've pointed out for you to potentially fix through using nodes or other methods to express the difference in sounds. When every slider is linear, while expressing distinctly different wub noises, the sounds themselves, (especially the rare ones that occur like once every 4/8 measures) kind of lose their uniqueness.

That being said, the map is generally very solid and I can overlook my personal grievances with the map, though I hope you would take it into consideration for future maps (I don't expect you to remap this map by any means).
Topic Starter
dsco

Monstrata wrote:

Hi.

00:23:610 (1,2,1) - These jumps felt really forced. The music doesn't really call for clicks on 2 even... like i don't hear a distinct note on 2 that requires clickablilty. i think this rhythm fits the 'bounce' / groove of the music, something like the 3/8 hold mentioned below would put too much of a pause on the groove
00:29:257 (1,2) - ^etc... same. Why not try some hold sliders? Like try a 3/8 hold or something and create emphasis through pressure instead since that would fit the sounds a bit better imo. They don't feel like sounds you should emphasize using spacing is what i really mean.
00:43:728 (1,1) - These are a pair, so map them similarly instead? Separate 00:43:904 (1,2) - cuz right now you make it seem like theyre grouped together which isn't correct rhythmically. revised
00:47:610 (7) - Maybe try a wiggle slider? added a 'glitch' to the slider
00:50:434 (3) - Just ideas. Similar aesthetic to 00:51:493 (4) -
changed bit before so this should be less 'boring' now
01:06:669 (1,2,3) - This arrangement really breaks flow imo xP. You have a nice up/downward movement with the previous objects and 01:06:669 (1,2) - actually flows fine, but slider 3 kills it cuz you don't have an angle shift. rotated 3 180 degrees around tail
01:23:610 (1,2,3,4,1,2,3,1) - Oh, this flows incredibly well though. Nice. thanks daddy
01:33:846 (1,2) - This stack irks me. Try shifting SV on 01:33:846 (1) - to something weird to get the stack right? I usually do that lol, random 1.159234x SV while the rest are 1.00x fixed in different way, its cause my blankets were fucked lol
01:43:375 (1,2,1,2) - Take advantage of the momentum you built up here and stack 01:44:081 (3) - on 01:43:463 (2) - 's slider-end instead. Makes the pattern more enjoyable too cuz it prompts players to play out the full path of 2>3 instead of defaulting to slider-leniency due to the tightness of the angles. if i were to do this they'd have to shortcut 3's path even harder i think, and it makes it less symmetric
02:00:669 (4) - But 4 is the strong note... why is it mapped to a pattern that basically ignores it in terms of emphasis. altered

03:36:215 (4,5) - Don't break the flow on 4 and again on 5. just break it on 5 like this:
changed
03:39:127 (5) - 03:39:656 (5) - These are a lot easier than the previous ones. maybe swap their arrangements so the sharp angles are used later to create tension. changed circle 3 on first pattern
03:43:538 (1,2,3,4,5) - This is just pretty awkward due to the angles. They aren't a consistent angle or updown / leftright movement. Also the pivot (3rd note) isn't actually emphasized which kinda throws off the movement. Rest of your arrangements are good, just this one. altered
03:52:362 (5) - This way plays so much better and you get that central-axis flow from 4>5>6 cuz of that symmetry which is really cool when the slider is this fast (alternator style).
04:38:421 (5) - Rotate this 180 degrees on its head and it flows so well into the next pattern.
ye
05:03:303 (2,3,4) - This stack is pretty lame going into the next pattern. Kinda breaks the momentum for a split second, which is enough I think to throw off a player when going into the circles right after xP. agree
05:56:421 - Slider-art or something? Tbh the spinners are lame. Anyone can do them. this was my original plan but because none of those sounds are actually snapped, slider ticks existing and the sounds being random length killed my desire to map them, especially since i'd have to do so with less structure than i have done in this map

[]

Just some comments. You are not obligated to apply any of this advice to this current map. Maybe future endeavors, if there's some sentiment that you can agree with:

I think you really overuse structures, and that's really your weakness right now as an honestly very creative mapper. This is what I would have produced two years ago if I knew my way around the editor like now. The patterns are creative in and of themselves, but they lose their novelty after you spam the same aesthetic for 3 minutes straight.

Another issue with this copy-pasting aesthetic is that you end up mapping different sounds identically, some of which i've pointed out for you to potentially fix through using nodes or other methods to express the difference in sounds. When every slider is linear, while expressing distinctly different wub noises, the sounds themselves, (especially the rare ones that occur like once every 4/8 measures) kind of lose their uniqueness.

That being said, the map is generally very solid and I can overlook my personal grievances with the map, though I hope you would take it into consideration for future maps (I don't expect you to remap this map by any means).
i do sincerely appreciate the honesty, though i think you've only seen the select few of my maps where i consciously choose to do this. this is the more rationalist style of mapping that i use, giving a map an overall structure in which i implement within its constraints to express the song.. in other times i map much more 'instantaneously' / freely, such as sequence start, hale sola, everything changes. experiments in their own right :D
Monstrata
Fixed some minor stuff over irc. Some people were apparently wondering if these repeat sliders 02:16:904 (1,2,3) - were an issue. They are not, since even tho the circle is covering the repeat arrow, you have over a beat of gap between seeing the slider before you have to play the repeat. There is adequate time to react to the repeat arrow due to the slider's length, so I'm fine with keeping them how they are.

That said, nominated!
Vacuous

Monstrata wrote:

Some people were apparently wondering if these repeat sliders 02:16:904 (1,2,3) - were an issue. They are not, since even tho the circle is covering the repeat arrow, you have over a beat of gap between seeing the slider before you have to play the repeat. There is adequate time to react to the repeat arrow due to the slider's length, so I'm fine with keeping them how they are.
Some other bn is gonna pop it because rc isn't clear about it but w/e ¯\_(ツ)_/¯
Monstrata
Them some other BN is dumb :).
Mir
Nuclear
- 00:55:375 (1,2,3,1) - This movement seems very uncomfortable with how 3 is pointing the opposite way while 1>2>3 is forcing a back-and-forth movement which is then extended to the next 1. Seems to me like too much going on at once.
- 01:50:610 (3) - I think ctrl+g'ing this might provide a bit more fluid movement into 01:50:787 (1) - since at the moment it feels a bit too harsh on the 3 where 1 has more emphasis.
- 02:03:228 (3,2,3) - I feel like 02:03:846 (3) - is slightly out of place? https://i.imgur.com/227nHWK.png might fit more.
- 02:14:787 (5,2) - Stackerino.
- 03:21:127 - 03:27:656 - Needs more SV :(

I had to mod this on 75% to get what's going on at this speed. Jeez.

Whenever you're ready.
Topic Starter
dsco

Mir wrote:

Nuclear
- 00:55:375 (1,2,3,1) - This movement seems very uncomfortable with how 3 is pointing the opposite way while 1>2>3 is forcing a back-and-forth movement which is then extended to the next 1. Seems to me like too much going on at once. i think this pattern is ok in context of the map, and the small spacing from the heads of the sliders before gives decent preparation
- 01:50:610 (3) - I think ctrl+g'ing this might provide a bit more fluid movement into 01:50:787 (1) - since at the moment it feels a bit too harsh on the 3 where 1 has more emphasis. done
- 02:03:228 (3,2,3) - I feel like 02:03:846 (3) - is slightly out of place? https://i.imgur.com/227nHWK.png might fit more. fixed
- 02:14:787 (5,2) - Stackerino. fixed
- 03:21:127 - 03:27:656 - Needs more SV :( agree

I had to mod this on 75% to get what's going on at this speed. Jeez.

Whenever you're ready.
also added some keysounding during final kiai. should be all good!
Mir
Added keysounding therefore rebubbling.

Metadata: https://warp.net/releases/ufabulum/

Catlogs:
SPOILER
19:06 dsco: yo i updated the map :D
19:06 Mir: alright :D
19:07 dsco: i did add keysounding to kiai if you want to check that (its keysounded as soft hit whistle, not normals)
19:07 Mir: lmao good
19:07 Mir: alright i have to redl then
19:08 dsco: hitnormal keysounding makes me barf
19:09 Mir: yea seems good
19:09 Mir: gonna rebub though since adding keysounding is pretty major
19:10 dsco: gotcha
19:10 Mir: also do you have metadata somewhere
19:11 dsco: if you're referring to artist capitalization theres no real standardization for it, he changes it from album to album and uses both but, https://www.discogs.com/Squarepusher-Uf ... ter/435376 // https://warp.net/releases/ufabulum/
19:14 Mir: hm
19:14 Mir: i can't find anything better
19:14 Mir: but warp records seems to be affiliated with him
19:14 dsco: ye its his label
19:14 Mir: consider adding it to the tags?
19:14 dsco: good idea
19:15 dsco: anything else before i update?
19:15 Mir: nope that should be all

Let's go.~
squirrelpascals
Hey, that's two 8-)
Monstrata
Fixed a repeat slider where the arrow was really hard to see (imo).

Also some nazi stuff.

Qualified!!!!!!!!!
ignorance
really cool map must have took so much effort but feels overdone for the song imo xD
Voli
well, the aesthetic concept is cool but 03:39:303 (1,2,3,4) - 03:40:715 (1,2,3,4) - 03:41:597 (1,2,3,4) - 03:43:538 (1,2,3,4) - 03:46:362 (1,2,3,4) - 03:57:656 (1,2,3,4) - and so on all being spaced exactly the same doesn't really do the song much justice..

I don't really understand much of your note placements throughout the second half of the map. Not to mention it looks as if you didn't really take those 1/4 angles into account playability wise, a lot of the movements like 03:58:362 (2,1,2,3,4) - are really jarring for no (apparent) reason. Because all those notes have the same (pretty huge in comparison to slider spacing) spacing, the second half comes across as overdone in my eyes, as said above. It's already qualified now, but I'm not quite sure if this should be pushed just yet D:
Topic Starter
dsco
it seems you have missed the point of the map entirely and are conflating your nihilist style of mapping with this map's style, which is rationalist at its core. the entire aesthetic of this map is hinged on the spacings you are questioning, if you take a closer look you will see that nearly all objects share 1x or 2x spacing, which is more and more prevalent as the map progresses towards the kiai. you are looking at the map from a micro-scale and suggesting that things should be changing spacing on a measure to measure basis but that is not the level on which this map operates, and it is the entire point of the map to not do so (not to mention that spacing choices are entirely and inherently subjective, and not only this, but spacing choices are not existential; context of a pattern matters for its difficulty. this is why the second kiai is harder than the first, and only so). the map is a machine, not a body of water. it's a map of endurance and restraint, not free form self expression.

the very spacings you say do not do the song justice are working in the opposite tone to establish a greater contextual emphasis for the song rather than an instantaneous expression. let's say i increased the spacing gradually for those patterns you highlighted; what then? you could pick any two notes in the patterns themselves and ask why those spacings are not different, since 2 has a different tone than 3, and so on. this is a macro-scale map, and its aesthetic operates on this rigid structure.

also vinxis wanted me to post this cause he is currently silenced
diraimur
To be fair, you have to have a very high IQ to understand Squarepusher - Dark Steering [Nuclear]. This map is extremely subtle, and without a solid grasp of theoretical geometry most of the hexagons will go over a typical player’s head. There’s also dsco’s rationalist outlook, which is deftly woven into his map- his personal distance snaps draws heavily from djpop, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these distances, to realise that they’re not just exciting to play- they say something deep about LIFE. As a consequence people who dislike this map truly ARE idiots- of course they wouldn’t appreciate, for instance, the distance in map’s existential distance snap “one” which itself is a cryptic reference to number Wau from mathematics. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as dsco’s genius wit unfolds itself on their computer screens. What fools.. how I pity them. 😂

And yes, by the way, i DO have a hexagon tattoo. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 PP points of my own (preferably lower) beforehand. Nothin personnel kid 😎
Voli
I'm saying that the aesthetic concept that you've chosen is visually cool but, in my opinion, it doesn't really translate well into a playable map (because in essence, it is still a level in a game).

This is mostly due to the way you've prioritized your aesthetic concept over translating this into something that follows the music well (what you call ''analyzing the map on a micro-scale''). I'm just not certain we should be pushing maps that decide to largely ignore the gameplay aspect in its entirety. Spacing every note the same regardless of song context obviously has huge implications for how something plays.

You seem to be talking of maps as ''expressions'', which they partly are, but from my perspective mapping still is translating your concept and interpretation of the song into a playable entity. You can't just throw one of these aside entirely and hope for the best. I hope that sums up my concerns with this map more clearly.
Topic Starter
dsco

Voli wrote:

I'm saying that the aesthetic concept that you've chosen is visually cool but, in my opinion, it doesn't really translate well into a playable map (because in essence, it is still a level in a game).

Due to the way you've prioritized your aesthetic concept over translating this into something that follows the music well (what you call ''analyzing the map on a micro-scale''). I'm just not certain we should be pushing maps that decide to largely ignore the gameplay aspect in its entirety. Spacing every note the same regardless of song context obviously has huge implications for how something plays.

You seem to be talking of maps as ''expressions'', which they partly are, but from my perspective mapping still is translating your concept and interpretation of the song into a playable entity. You can't just throw one of these aside entirely and hope for the best. I hope that sums up my concerns with this map more clearly.
i am in ways more confused about your argument than before when you bring up playability. are you implying that the part is too spaced for the player base or too spaced relative to the rest of the music? or are you saying the spacing is not varied enough? i'll address all

as far as playability, if you cannot play the map, then the map is not for you. that's fine. some maps are harder than others and it's not required to play my map or even enjoy my map. i am able to enjoy my map at my rank, and i'm sure both people above and below my rank can enjoy it as well.
for too spaced relative to the beginning, i believe this is too subjective an argument to hold any objective truth for me or you, i believe it's quite fitting given that the entire first half is in a half time groove (snares on the 3 of each measure instead of 2 and 4) and the kiai is in regular time groove, so the pace of the music is heightened, thusly i increase the SV to 1.5x and use the same distance snap as the first half of the music. i find it hard to see that this would be disagreeable enough to call rankability into question

and if i understand what i think your core argument is, you think the spacing isn't varied enough for each different pitch that the bassline arpeggio is based off of in the kiai. i think bringing this up is subjective at best and unfounded at worst. all the groups of 4 circle/1 slider patterns in the pre-kiai and kiai are simply different arpeggios of a root note and i do not think they build towards or away from anything by themselves (the bassline follows a 1-2-3-4-3-2-1 pattern, just as the keysounded melody in the kiai, which resolves with no tension). its the context of the music (like in my patterns) that gives them emphasis. the bassline by itself resolves each repeat and doesn't progressively get higher in pitch or more tense in tone. the background music, however, especially in the drums or the melody that i keysounded in the kiai, do build. the drums get more frenetic and dense, the background synths get less cutoff and more prominent, and with this more dense rhythm difficulty naturally comes. and you can even see that i choose different spacings between each bassline here: 04:05:598 (1,2,1,1,2,3,4,5,1,2,1,2,3,4,5,1,2,3,4,5,1,2,1) -. note especially that these basslines that the rhythm groupings are centralized around have not changed since the original kiai, but the background music is much more glitchy, erratic and noisy.
and to sum up the point of my last post, the operative scope at which you choose your spacing values is completely and absolutely a human choice with no right or wrong answer, and to call into question the rankability of a certain scope is subjective at best. the choices with context to each part of the map is absolutely something to bring up or question, or the map in relation to itself, but that is quite clearly not the case with this map (or at least, with what you have argued).

hopefully my perspective is more understood now.
Ambrew
this map is from outer space

(these back and forth triples are the most annoying thing, hard to read, feels dumb, how is this ranked)
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