14:11 squirrelpascals: hey lets irc in a little bit
14:12 BOUYAAA: hi
14:12 BOUYAAA: alright
14:13 BOUYAAA: lemme look through your post
14:13 squirrelpascals: okay
14:13 BOUYAAA: anything specific you wanna talk about
14:13 BOUYAAA: cuz i inityially had alot to say
14:14 squirrelpascals: just anything that you disagree with in my latest post
14:15 BOUYAAA: so about these 00:00:123 (1,2,3,4,5,6,7,8) -
14:15 BOUYAAA: it was more about questioning your concept
14:16 squirrelpascals: okay
14:17 squirrelpascals: did my explanation clear anything up for you
14:18 BOUYAAA: iç mean i still disagree with it
14:18 BOUYAAA: but not much i can do
14:18 squirrelpascals: yeah tbh, im not likely to change this because the map focuses a lot around it
14:18 squirrelpascals: im looking for more specifics things
14:19 BOUYAAA: well sure i can understand
14:20 BOUYAAA: 00:25:292 (2,3) - these i still have a issue with
14:21 BOUYAAA: i don't think active hitobject is justified on these
14:21 BOUYAAA: 00:29:057 (2,3) - like this one you can barely notice a change at full speed
14:22 BOUYAAA: maybe it strikes me more because i directly imagine how it's played
14:22 squirrelpascals: that one is more noticable to me with the effect volume off tbh, hitsound kind of covers it up
14:22 squirrelpascals: which might not be the case for you but im putting it out there
14:23 BOUYAAA: i liten in timing pannel
14:23 squirrelpascals: ah alright
14:23 squirrelpascals: would you say its justafiable to map to a pitch change in general though?
14:23 squirrelpascals: like not specifically this map
14:25 BOUYAAA: Well
14:25 BOUYAAA: i'm ok with mapping sounds with an attack
14:26 BOUYAAA: Would you map active hitobjects on string bends?
14:27 squirrelpascals: as long as its a noticable change in the note
14:27 squirrelpascals: to me this is
14:27 squirrelpascals: because lower tones become more obvious here 00:29:175 -
14:27 BOUYAAA: so lets say you hear a guitar solo
14:28 BOUYAAA: for 1 measure there are 8 successive 1/2 bends on the same note
14:28 BOUYAAA: do you map it as a stream?
14:29 squirrelpascals: if they were like really quick bends then yeah
14:29 squirrelpascals: but putting a slider over all of those bends would feel underrepresentative of the music
14:31 BOUYAAA: That's probably where we disagree lol
14:31 BOUYAAA: The problem i have rn is that almost every note that is strummed (if that's a thing) is mapped on an active hitobject
14:32 squirrelpascals: yeah, i had a feeling it would come down to that concept
14:32 BOUYAAA: this one is player as a finger slide and is just there to add an effect
14:33 BOUYAAA: pretty sure it's represented with an arrow in the sheet music
14:33 squirrelpascals: okay thats pretty interesting
14:34 squirrelpascals: i dont know if its in the sheet music for this song, but its a noticable effect so i wouldnt be too suprised
14:34 squirrelpascals: i dont want it to be too stressful to play either, so i thought that a double would work fine for these
14:35 BOUYAAA: what i'd have done in this case
14:35 BOUYAAA: to contrast with the rest of the section
14:35 BOUYAAA: is use a distinct copypatsed (or not) slidershape
14:36 squirrelpascals: oh so like aesthetics
14:36 BOUYAAA: yes
14:37 squirrelpascals: yee
14:37 BOUYAAA: just so that the player associates the shape with the sound
14:37 squirrelpascals: to me skipping over it in the rhythm entirely just feels kinda strange lol
14:37 squirrelpascals: but yeah i see how your way would work
14:39 BOUYAAA: moving on
14:39 BOUYAAA: i still don't get why you think 04:09:935 (2,3,4) - warrants so much spacing
14:39 BOUYAAA: like
14:39 BOUYAAA: i get the angles and all
14:40 squirrelpascals: what i was thinking with spacing
14:40 BOUYAAA: but seeing that snares already have that spacing this certainly doesn't deserve as much emphasis
14:40 squirrelpascals: is how this higher chord 04:08:757 - contrasts with this chord 04:01:211 -
14:41 squirrelpascals: i mean i guess i could be more consistent with it though
14:41 squirrelpascals: in my triples in general
14:41 squirrelpascals: looking at 04:12:291 (3,4,1) -
14:41 BOUYAAA: i mean i hear the chord change
14:41 BOUYAAA: but how does this triple have anything to do with that
14:42 squirrelpascals: faster movement in this part = more emphasis
14:42 squirrelpascals: i scaled the second triple i mentioned by 1.1
14:43 BOUYAAA: the general spacing seems the same though
14:43 squirrelpascals: since fluent movement is really what im going though in this part
14:43 BOUYAAA: talking about fluent movement
14:44 BOUYAAA: 04:09:935 (2,3,4) - xd
14:44 squirrelpascals: fluent in speed
14:44 BOUYAAA: 04:11:113 (3,4) -
14:44 squirrelpascals: not as in everything is linear
14:44 squirrelpascals: but i want the speed to keep going
14:44 squirrelpascals: you know
14:45 squirrelpascals: 04:09:935 (2,3,4) - i still find the screech to justify this angle
14:46 BOUYAAA: no i'm fine with that
14:46 squirrelpascals: ok
14:47 BOUYAAA: i still think that the barely audible triples should be differentiated
14:47 BOUYAAA: 04:25:003 (2,3,4) - and probably not in that way lol
14:48 squirrelpascals: do you not like the angular movement there
14:48 BOUYAAA: it's o weird these jumps are here
14:49 BOUYAAA: the sounds are modified so much you can barely hear the individual notes
14:49 BOUYAAA: and yet they're pretty much harder than all the player has seen so far
14:50 BOUYAAA: 04:31:013 (2) - eeeeeh
14:50 BOUYAAA: idk man
14:51 squirrelpascals: well since all the kiai parts are pretty similar ill take every difference in the music i can find and show it in some way xp
14:52 squirrelpascals: for example what i did with the screech
14:52 squirrelpascals: 04:31:013 (2) - ended up being kinda awkward because of my rhythm choice for 04:30:424 (1) - and thre snares at 04:31:131 (3,4,1) -
14:53 BOUYAAA: 02:48:224 (3) - same thing with this not being 1/1, i get that you want some variation but why not make things vary more than just that? lol
14:53 squirrelpascals: if you didnt see i tried making that more consistent with 02:52:233 (4,5) -
14:54 BOUYAAA: i mentionned one
14:54 BOUYAAA: but i think it's pretty obvious rn i have an issues with the similar ones aswell lol
14:56 BOUYAAA: 01:48:877 (4) - here is an example on how you did a pich change later in the song
14:56 BOUYAAA: works better for me
14:56 BOUYAAA: sorry if this is getting messy
14:56 squirrelpascals: no worries
14:57 squirrelpascals: yeah the bend here was slower so i decided to do something different
14:57 squirrelpascals: i would have still been fine with putting a circle on the blue tick if someone made me thoug :v
14:58 squirrelpascals: and what do you mean by "vary more than just that"
14:58 squirrelpascals: kinda confused because you didnt seem to have issues with rhythm varience before
14:59 BOUYAAA: i mentionned this one because it's the only one in the first part of the kiai that's not 1/1
14:59 BOUYAAA: you told me it's done for variation
14:59 squirrelpascals: wait do you have the latest version of the map
15:00 BOUYAAA: and i tell you that variation doesn't work that well when 1 is different from 10 other similar ones lol
15:00 BOUYAAA: yes
15:00 squirrelpascals: ok
15:00 BOUYAAA: ah you changed another
15:00 squirrelpascals: yeah thats what i tried to mention xp
15:00 BOUYAAA: yea ok my bad sorry
15:01 squirrelpascals: i kinda agreed with you that i didnt commit enough to varying that
15:01 squirrelpascals: its cool
15:01 BOUYAAA: yea works better this way
15:01 squirrelpascals: yee
15:04 BOUYAAA: idk how much you wanna go on with this
15:04 BOUYAAA: i mentionned details in my post but really my issues are more on basic concepts you use
15:05 BOUYAAA: those i'm sure you're not gonna change lol
15:05 squirrelpascals: yeah that was the thing :/
15:06 squirrelpascals: your points had a lot to do with the map in general so i just want to try to clarify as much as possible
15:06 squirrelpascals: some things we might handle differently with mapping in general
15:07 BOUYAAA: maybe
15:08 BOUYAAA: i mentionned aesthetics in my mod
15:08 BOUYAAA: imo thigs could be polished up alot
15:08 BOUYAAA: visual spacing, angles, slidershapes
15:09 BOUYAAA: i feel like most of it is kinda random-ish-but-not-rly
15:10 squirrelpascals: yeah i tried to do things a little bit differently with the map visuals
15:10 BOUYAAA: it struggles to show rules in how you placed things
15:10 BOUYAAA: i feel like it hurts your map somethimes
15:10 squirrelpascals: more of a freestyle kind of mapping-ish
15:11 squirrelpascals: tbh, after looking at this map for so long it will probably be hard to find where visuals can be improved myself xD
15:11 squirrelpascals: since i dont really get a "fresh look" at the map
15:12 BOUYAAA: idk talking with mappers i think some people are more receptive to this than others
15:12 BOUYAAA: there is no consistency in angles and shapes used
15:13 BOUYAAA: sometimes you angle alot, sometimes not
15:13 BOUYAAA: sometimes your curves are sharp, sometimes they're almost straight lines
15:14 squirrelpascals: yeah i kinda see mixed feedback also
15:14 BOUYAAA: 01:33:115 (2) - do you think this looks good
15:14 squirrelpascals: a lot of my mods said "i could go over some 'nazi' things in the map but everything else looks good"
15:14 squirrelpascals: so those might have been the 'nazi' things
15:15 squirrelpascals: ehh for THAT one
15:15 squirrelpascals: it kinda bugged me in qualified, i think im going to change it
15:16 BOUYAAA: lemme give you an example on how this can actually affect ideas
15:16 squirrelpascals: ok
15:16 squirrelpascals: [https://i.imgur.com/SkNNXTb.png neater shape]
15:16 BOUYAAA: 01:09:796 (2,3,4) - if i got this right the angle change represents the pitch changing right?
15:16 squirrelpascals: yes
15:17 BOUYAAA: well in this case this can be missed in gameplay
15:17 BOUYAAA: just because the angles you use in your map are all over the place
15:18 squirrelpascals: ok i see where you were going with this
15:18 BOUYAAA: if you had a consistent way of placing objects throughout the map patterns like this really stand out
15:19 squirrelpascals: yeah i see
15:19 squirrelpascals: that one i thought worked pretty well because its consistent between 4 objects
15:19 squirrelpascals: rather than just like 2
15:20 squirrelpascals: 01:06:031 (1,2,3,4) - same thing here how these objects go down the playfeild with pitch
15:20 squirrelpascals: 01:06:031 (1,2) - same pitch, top of the screen and up a little bit from 1,2
15:20 squirrelpascals: 01:06:266 (2,3,4) - pitch starts falling, you get the idea
15:21 BOUYAAA: yes
15:22 squirrelpascals: i guess what im trying to get to here is
15:22 squirrelpascals: i subconsiously tried to make these things obvious
15:22 squirrelpascals: even if my aesthetic choices kind of hurt the way i did this
15:24 BOUYAAA: idk i see alot of people talking shit about meta aesthetics
15:24 BOUYAAA: but when you want to do stuff like that it works great
15:26 squirrelpascals: when you want to do meta things you mean?
15:26 BOUYAAA: idk the whole tilt things by 5 degrees from x and y axis thing
15:27 BOUYAAA: like how 99% of all ranked maps look the same etcetc
15:27 squirrelpascals: yeah i feel you
15:28 squirrelpascals: blanket everything, isogrids etc
15:28 BOUYAAA: well i like that
15:28 BOUYAAA: lol
15:29 squirrelpascals: i mean as far as meta aesthetics go
15:29 squirrelpascals: its not a bad thing to like
15:30 BOUYAAA: well i think you get my thought now
15:30 BOUYAAA: i wont push further
15:30 squirrelpascals: i understand yeah
15:31 squirrelpascals: thanks man
15:31 BOUYAAA: np
15:31 BOUYAAA: gl for qualification
15:31 squirrelpascals: thank you