Alright, now for the winber diff which actually has just some questionably unfair gameplay aspects.
- 01:00:243 (1,1) - This is too obscured. I guess i can tilt it the other way
- 00:12:618 - This section's sv changes are really unclear, mainly because at first glance it looks like you're lowering sv for the kicks, but then 00:15:243 (3) - should be lower, and 00:17:118 (1,2) - should be too. Basically here the unclarity of concept makes this whole section a pain to read and could be a lot better executed if a more consistent instrument/layer were emphasized with sv changes, as for now it just looks like they're made faster to be the same length and for the pattern which comes at the cost of readability and song expression. To be frank, the point was not to follow a specific instrument. It's to follow the general rhythm, and I knew fully well what I was doing is not particularly "easy" to read. The idea was make a pattern technically very easy to play for the experienced players, but give it a little more spice with the reading challenge. I also think it works particularly because I'm not moving the positions of the sliders at all. It's back and forth movement in the same spots pretty much the whole section. So basically what I'm focusing on is purely reading capability, though of course after 1 play through this section you can just "feel" the music and play it seamlessly anyway. I wasn't particularly trying to be very conventional to begin with in this map, and this is one of the variety of "colors" in style that the map gives
- 00:59:118 (2,3,4,5,6,1,2) - This part has a drastically lower density and intensity despite being still the same intensity in the song as the other parts. I think a buff is in order here to be consistent with how the other parts are represented. Alright since a few people are mentioning the same thing, I made the spacing a little bigger. I do agree the intensity is not particularly that much lower (if at all), but personally I felt like it was winding down
and not increasing in intensity at all, so I wanted to have the same feeling in the mapping, but I may "overemphasized" that fact.
- 01:25:930 (5) - If you're gonna follow the melody mainly with this pattern this note is better off removed imo. Same for 01:27:149 (3) - Not particularly following specific instruments here, but the general "feel". I didn't particularly feel like the song was exactly "progressing"
any where but not winding down in any way. The back and forth movement along side the very small spacing and slow progression of the pattern matches with the constant 1/1/tick vocals in the back as well as the "steady" intensity of the music imo. I know very well I'm not mapping everything in the music,
nor am I trying to follow one particular thing. I just wanted something relatively easy and smooth to play, but not giving a lowering intensity kind of feeling,
and I just decided to go with back and forth movements and stacks.
- 01:45:618 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Yeah... same as topdiff I really don't see what this is mapped to and it seems quite misrepresentative of the actual buildup which is less the intensity mapped but more a soft buildup to lead into the actual buildup. perhaps it depends on he person where the "build up" begins, but I think the whole wind sound effect is quite the build up and the vocals right after it is more of a weaker "suspense" before the next section. You can interpret it differently, but as long as you're intentions are clear and reasonable, I see nothing wrong with doing it this way. It has been accepted that you can map short kick sliders as held notes if done properly, so albet there is not discrete notes played in the fx,
the constant hitcircles match the continuous rise in the sound and intensity
- 02:00:618 (1) - These are fine. 02:09:430 (4,1) - When flow like this gets introduced, it gets questionable. It's quite an unfair gameplay element imo because you can't really be certain how far you have to move to 300 the first slider. Feels kinda rng. There is a special golden zone in timing that you need to hit as well as probably a spot on the slider itself to get a 300. if mastered, it's not too bad, but you actually don't need to move at all to get a 300
- 02:26:868 - Again contrast here is a bit much for the slight change in the melody, lowering sv to like 1.3x or something would be more reasonable. I'm also not really a fan of how 02:24:618 (1,2,1,2,1,2) - just sorta maps.. nothing. It's just 1/1 rhythm over the diverse rhythm choices the song is giving you here. small sliders follow vocals, big sliders follow the synth melody
- 03:02:868 (1,2,1,2,1,2,1,2) - Uhhhhhhhhhhhhhhh... this doesn't map anything specific and is really hard to expect. I think actually mapping the melody here would be more representative than this. The whole second section is a turnaround of the first. All sliders are hitcircles and all hitcircles are sliders in addition to the fact that all sliders are all very low SV. You may not agree with it, but I felt like the whole idea of the map was to really demonstrate the "colors" so to speak of the song as there is so many different things that are going on and that could be mapped, literalyl every section
is mapped very distinguishably different as well as mapped to different things depending on what felt prominent (or even just a different outlook on an already defined style)
- 03:18:617 (1,2,3,4,5,6,7,8) - This is very questionable as well. It's too unrealistic to fully 300 this pattern consistently because the distance to move to 300 the first slider is so unclear. It's also really awkward to hit these if you actually move to try to 300 the first slider. The #1 player on this diff didn't move at all to hit these and got a 300 on some and 100 on others based on the position of the stream after it. It just seems really unclear and the rng aspect of it is the unfair point that I'm making here. with good accuracy (rhythmically) you actually will 300 these. Also just as a side note, this is also in line with my previuos statement about emphasizing different parts of the music and colors, namely that i followed the streams in the back more strongly than the main synth melody. I'm just mentioning it cuz I am not just making different cuz I can. I feel like the theme of the map was this "colorfulness" so I just wanted to continue mapping different parts of the music (of course also out of fun as well, not just my mapping intent)
winber's diff, while still pretty intense, suffers from fewer issues than the topdiff. The only clear issues I see are misrepresentation of the song through mapping generic rhythm (see 01:45:618 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 02:24:618 (1,2,1,2,1,2) -03:02:868 (1,2,1,2,1,2,1,2) - etc) and the 1/8 slider gimmick is quite frankly unfair to play even if it's SSable. It's just really unclear how far to move to SS it, and as soon as you attempt to move to SS those, the reentry to the stream gets awkward.
true it's a little generic, but at the same time, it greatly contrasts with the difficulties of the other sections, whether it reading difficulty,
technical difficulty, or just accuracy difficulty, etc. Sure i'm trying to be "special", and whether or not I executed that unique style adequately or not is up to the player to decide, but I think if my intentions are clear, and the patterns are within reason, there are no reasons to condone maps like this. I think fanzhen's diff lies in the same boat, very different and unique, but although I felt the the emphasis and some patterns were whack as fuk, i appreciate the novelty and thought that went into some of the patterns.
within reason is a pretty broad statement, and will probably change as players get better, but the point is that mapping is technically still a creative outlet.
There is bad art, but there are also unique styles of art that are just different. it's just a matter of trying to interpret what exactly it's trying to evoke, rather than just basing its worth on first impressions
I hope you can give me a point-by-point reply and that we can come to a consensus.
EDIT: Apparently those things in winber's diff are SSable just really inconsistently it seems.