*pants* Finally.. finished.. replying..Nokashi wrote:
Hello There!
Still on vacation but I am managing with a 30fps laptop and the goodwill of helping Mr.Mir
Probably this is a mod of lower quality but bear with meNightfall
- 00:00:100 - 00:22:168 - About this section:
- Even though the first set of 1/1 reverse ( by set i mean every 4 1/1 reverses ) land on something really faint on the reverse tick, the subtle bell sound, The second set doesnt in fact have the bell ring on the reverse, especially 00:08:375 (3,4) - .( either that or im going deaf) Would ruin the consistent patterning but it would work better as either 1/2 slider circle for the accentuation on the following white ticks, or a simple 1/1 - I'm not really following that, I'm following the overall tone of the specific beat so the reverse and end land on random stuff depending on what the song is doing variation-wise so that's why they're the same in position
- 00:11:134 (1,2,3,4) - With the introduction of a new synth i would expect something in a form of a pattern switch to accentuate the new sound. Same applies on the next set well, where the same synth is even more impactful - again it's a very subtle addition and i don't think is worth emphasizing that much cuz the tones im following are all the same there
- 00:20:789 (4,5,6,7) - It feels really awkward that you make a more dense and more impactful vocal rhythm require less movement than a reverse thats mapped to subtle bells. I would definitely offer more spacing here - both require very little movement but circles are clickable and reverses arent so there's tapping involved here too
- 00:22:168 (1) - Would be more optimal to end the reverse here 00:24:927 - so as to make 00:26:306 - clickable, much as 00:27:686 (1) - is clickable - the only way to make this work is by leaving it unclickable since 00:29:065 - exists and i want the reverses to be here on this sound where 00:24:927 - also has that sound so a reverse goes here but then where do i make the other sound clickable? i think ending the reverse on that sound is good enough cuz it's emphasis through it's end and having it clickable next is just a consequence of this game not letting me do what i want xd
- 00:34:582 (1,2) - Comparing the distance travalled between these weaker sounds and the distance between 00:35:962 (2,3) - makes the latter rather underwhelming
- 00:46:996 - a 1/1 slider here would break the silence of this rather large gap between 00:46:306 (3,4) - nah the break is intentional
- 00:48:375 (6,7) - This is in no way expected to the player. its 1/3 tick later than than previous 1/3 snaps yet its directly stacked and not overlapped like 00:48:260 (5,6) - . Offering double that spacing would be a more logical choice, and would also provide some more visual distance so the snap is distinguished - this is inconsistent so fixed anyways, i want it slightly overlapped so it's easier to read
00:58:031 - Again a 1/1 slider here would make this large rhythm gap way more interesting01:02:168 (3,4) - Same as 00:48:375 (6,7) -- 01:04:927 (1) - Im suprised you didnt map the 1/1 vocals here, even though u did it here 00:20:789 (4,5,6,7) - which was supported on relatively weaker background sounds
- 01:17:341 (1) - ANGERY HULK SLIDER MOVING AT INCREDIBLY HIHG SPED - tfw it's 1.0x
- 01:29:927 (3,4) - The snare here is way more impactful than the following kicks. The movement to get to it however isnt as impactful and is easily overshadowed by the Humungous spacing here 01:30:358 (5,6) -. Due to slider leniency 3 isnt even going to be followed fully, so the movement to 4 is minimal
- 01:31:134 (1,2) - IMO this is really cluttered and doesnt really accentuate the wub on 2, because there almost no movement. The sudden movement stop also hinders the follow towards the next object - addressed this in yami's mod, it's more about the whole whirring noise constantly present in the kiai, it's not here so i made the movement a lot less to reflect that
- 01:32:168 (2,3) - Stack owo - wha i see nothing ;-;
- 01:33:720 (9,10) - Would be way neater if these babies retained the circlular flow introduced in the previous rhythm something like this would suffice
- 01:38:634 (3,4,5,6,7,8) - The angling of the stream here is a but awkward considering that there isnt anything relatively stronger here 01:38:806 (5,6) - that would ask for a snappy transition. Mapping this as a curve altogether would help with song expression - the wub comes in there tho
- 01:40:962 (3) - ctrl-h here and then restacking on top of the previous project would make the pattern less cluttered and also offer a more snappy movement thats fitting to the kick on 4 - did something similar
- 01:43:893 (3) - This is supposed to be a 1/2 slider, consistency with 01:32:858 (3) -
- 01:51:306 (5,6) - Would expect more spacing here considering the impact of the snare, and also taking into account the bigger spacing on the counterpart in the following stanza here 01:56:824 (5,6) -
- 02:03:203 (2,3) - You could make the direction change more apparent here by ctrl g ing 3 and adding more spacing - hmm i don't think it's necessary, the sv kinda already emphasizes this change
- 02:10:444 (4,5,1) - Uhh i get that the synth is dying down but ehh this is pretty cluttered, i get the reading challenge introduced but spreading them out on the playfield more would encourage more movement - it's not really that hard. Plus a lot of movement isn't what I'm going for I'm going for specific circular movement here
- 02:17:686 (8,9,10,1) - I find the angling here too harsh, considering the similar counter in the first kiai of the same rhythm incorporated a more circular flow. Also it would have been nicer if object placement wasnt as cluttered - tried something with more circular stuff on the last triple
- 02:26:651 (2) - This is like completely hidden under the previous slider. The only way to predict that its a slider is because this sound is consistently expressed with sliders. However i would make the slider placement more clear ( i might be too close minded when it comes to patterning with such a cluttered basis but bear with me here )
- 02:31:479 (7,8) - I dont really see the movement i expected here, nor a similar movement that other similar kickslider pattern introduced. Due to slider leniency, the movevement is minimal and the cursor almost moves at a straight line, which is not the case for other kickslider patterns, which are more snappy in their movements, or more circular
- 02:34:237 (8,1) - 1/4 snapping with slider-end -> slider head stacked, and directly after this there is a 1/2 snapping with the same placement here 02:34:927 (2,3) - . I would suggest some differentiation here
- 02:36:651 (3) - Uhh the sliderend is sooo strong its a shame its not clickable, in contrast with 02:35:444 (4,5) - which is way more fitting musically - i'm following the bass shifts here, you know me i barely ever follow drums in dnb songs/sections I always find other things to follow xD
02:39:410 (3,4) - Similar point here^
Side Note: I guess the 3 1/4 snapping-connected sliders are consistently used every second measure, so the strong kick on sliderend is consistetly used. I still think its kinda awkward musically but its still consistently used. Not gonna point it out anymore but yeah here are my two cents - owo addressed- 02:46:306 (3,4) - 3->4 would generally be expected to be spaced less than 4->5, and it actually is most of the time, but the former jump here is way stronger than the latter, making a synth -> kick jump stronger than a kick -> snare jump
02:56:651 - 03:15:272 - my nitpicky notes about the starting section of the song apply here as well- 03:15:272 - 03:18:031 - You could insert break time here. Think about the children and their health points diminishing!! In order to keep the impact of the vocals you could drag the break time back up to here 03:18:031 - it wouldn't affect hp that much and the effect is too good to kill with a break imo
- 03:18:720 (1,2,3) - A somewhat neat suggestion about these; If you remember the "ANGERY HULK SLIDER MOVING AT HIGH SPEEDS" section, u used the more intense green combo colour to signify the SV increase. Since theres still an SV mechanic used here, why not use the saturated version of the green colour ( like, the other green ) on the slightly faster sliders to give a neat effect! - they are using the saturated green?
- 03:26:996 (1) - I think this should be coloured the strong green cuz FAST HULK SLIDER - nuh uh these aren't the same type!
- 03:38:031 (1) - Green Hulk slider as well cuz yadda yadda fast boi
- 04:04:410 (7,8,1) - Would space this out a bit more its 0.10x DS lower than most edgy bois like this one
- 04:08:031 (5,6) - Swithing them around on the timeline would go a long way to emphasizing this jump 04:08:203 (6,1) - better, in a sense that the jump here 04:07:858 (4,5) - would be made more linear and the directly following jump would be an intense downward movement that would accentuate the sound better
- 04:13:548 (8) - You could make this into a 1/2 slider instead to offer a vocal hold. Even you have strictly mapped the strong bassline, and the kicks i feel like the break is a bit too much this into the kiai - mh i want to emphasize the drums here since it's largely a drum breakdown
- 04:15:272 (6) - Probably subjective but you could ctrl g this and move it more upwards to make the movement to the edgy boi - moved a bit closer but leniency will have the movement kinda irrelevant
- 04:24:065 (4) - Unintentional normal sampleset here?
- 04:35:445 (3) - To be consistent with your patterning i would have expected this to be subtly overlapped under 04:34:927 (1) - , giving off a similar effect with the 2 kicks here 04:33:548 (2,3,4) -
- 04:39:582 (2,3,4) - Why no triple here. Would have been waayyy more impactful - again listening to the whirring noise in the back it's very consistent unlike for 04:42:168 (2,3,4) - and etc which it spikes for the sliders
- 04:44:582 (1,2,3,1,2,3,1,2,3,1,2,3) - This is SEXY - thank you owo
- 04:46:478 (3,1) - However this could be more spaced!
- 04:59:410 (1) - You could do utilize the green colorhaxing mechanic on these fast bois as well for the neat effect. This applies to all following iterations of the fast bois of this section and also the similar fast bois in the previous but similar section here 01:50:444 - which i totally forgot to mention cause im a """"""good"""""" modder - the green thingies are more for the bigger contrasts in the softer sections than fast bois in the more active sections cuz they just.. happen (more for readability than anything actually) so I don't think I need them here
05:30:789 - Same as 03:18:720 (1,2,3) - regarding using the saturated green combo colour to emphasize the fast bois. And also using the more "green" green combo colour for the ultra fast bois like 05:39:410 (1) -
This should cover everything i have to say. Really interesting map with truly intuitive mechanics and ideas, as expected by you! One more mir map done. Im waiting for my next assignment
Best of Luck!! Although this thing is pretty ready
Edit: Side note: 01:32:168 (2,3) - you kinda missplaced the timeline here, before halfy's mod 01:32:168 (2) - ended here 01:32:772 - . However now this is not the case. Also this wasnt brought up in halfy's mod so the different snap could be and unintentional mistake - yeah fixed
x.x
Thanks Nokashi!!