- Might be worth cutting the start of the mp3. It takes up a bit of file space and I doubt many ppl are interested in listening to the lead in.
o. I don't think anyone thought of this lol, I'll work on getting it cut.
- 02:28:950 (1) - I don't really get the point in colour haxing to be quite honest (for the lower diffs at least). You only used 2 combo colours for the easy. The only time you used a third colour for the normal was for 02:28:950 (1) which was somewhat irrelevant as they were many places that had 1/3 reverse sliders so I don't see what meaningful purpose it servers. I would just cut out the other 2 colours if I were you Response below
Soo, I'm gonna drop a little box here that I can copy paste later on in case this comes up somewhere else.
yaspo wrote:The difficulties that are mapped by me (so not sdafsf's and mithew's Extra) are all built around the same concept. This concept being that the map goes from left to right to left to right to ... you get it. Combo colours also follow this system, red colours go from left to right, blue combo colours go from right to left. While I tried to keep its impact very minimal and made sure to keep things consistent, this concept does affect rhythm in a few places. Some arranges might look like they're not optimal, colour haxing might seem weird, maybe you don't like the amount of horizontality this causes, etc etc, it's all a result of this left-right concept. While you're free to point out and suggest anything, in some places I might use the concept as a way to explain my choices.
- It's deemed unrankable to silence both the slider slide and sliderticks (by adjusting the volume of the timing points like you did in the beginning) at the same time unsilenced sliderslides in Easy
- In the beginning you have a lot of varying combo lengths and I couldn't spot a real reason for it looking at your patterns. I would suggestion having all your combos throughout the map 1 every 2 measures Left-right concept explained above
- 01:05:226 (2) - Because of the beats you follow with the slider nodes it would much easier to follow if you mapped the beat 01:06:307 rather than the 2 adjacent blue ticks as this is far more predominant. You could use this https://i.imgur.com/Mi2G6VG.png or if you really don't like breaking polarity with circles as most mappers don't you could try this https://i.imgur.com/Acbmqux.png I disagree that this makes things easier to follow. Due to the constant 1/2 gaps before, any 3/4 gap will be hard to grasp on an Easy. I also believe that skipping a sound is confusing when the music is mostly silent aside from a single instrument. These 2 things combined are why I opted to make the first hearable sound clickable. Lastly, I am aware of the 3/4 gap here 01:06:848 (4,1) - but this one is fitting in the sense that it indicates change. The map changes BPM and snapping after this, so I feel like it's better to reserve the 3/4 gap for that occasion.
- I'm just going to throw my suggestion for the rhythm in the very beginning of the song https://i.imgur.com/79SFRvU.png . The blue ticks (where the reverse lands on) are more predominant. This new suggestion also avoids long sliders as well as having a break between objects making it much more beginner friendly As explained before, I don't really like skipping too many sounds in a quiet section like this. The reverses also make it rather difficult to introduce the left-right concept; the way it's currently laid out makes it much clearer than a reverse ever could. The rhythm is interesting and fitting though, it'll just have a hard time fitting into this place in the map.No kds, I'll come back and mod the other diffs at a later time Too bad you don't want kds, you'd have been my first
- Rhythm suggestion for beginning https://i.imgur.com/qqU2tDJ.png Same reasons as the easy diff + I think it's more fitting to the song This rhythm works better than the easy one, but the reverse problem remains. Additionally, I'd like to follow the harmony (the constant 1/2 layer on white and red ticks) instead of the melody, as I feel like it's a strong asset to the vibe of this section, and it functions like a sort of pseudo-percussion.
- 01:58:950 - ok so there are 2 timing points here, looks intentional for hitsounding reasons but is the volume setting intentional too? It's lower here than the first 2 sliders 01:57:075 (2,3) oh, I intended a build-up in hitsound volume, not sure what happened there. Fixed across all difficulties.
- 02:28:950 (1) - Colour-haxing explained before
- 02:15:356 (2,3,4,5) - Try not to have patterns like this. When you have circles (4) that go behind the slider you followed (2) it can make it very hard to read. Something like this would eliminate that https://osu.ppy.sh/ss/9224657 but of course many other patterns would do. Did a thing, should be good now.
Kisses' edit wrote:
ok so several things. It wouldn't be needed to keep the other 2 colours for the other diffs and apply them in places such as 02:28:950 (1,2) in the normal for example; it breaks your very concept.
The 2 extra colours are just there as a reserve in the lower diffs, in case I needed a second red or a second blue in a very specific situation. In the Normal I did need it, so I used it. It still obeys the concept as I intended it.
But to be quite honest this concept doesn't really have a real purpose to it or function. This is especially true in the lower diffs where it wouldn't matter at all. A lot of concepts are set down to serve a purpose eg Hollow wing's Deconstruction Star had circles place horizontally and perfectly vertical sliders to have direct impact on gameplay by dictating their cursor movement, or a map I made quite recently https://osu.ppy.sh/s/630109 where I made the combo colours reflect the speed of the different SV speeds I used in the map.
It serves a very real purpose, in my opinion. The combo colour usage is not the main concept, it simply aids in displaying it. Going from left to right to left is the concept. It adds a certain vibe to the map which I feel other maps don't have, which I can't really put to more specific words. Aside from that it also forces me to manage movement and placement in a different way than I usually do, so there's that. I agree that it doesn't do much in lower diffs aside from affecting object arrangment, but that doesn't hurt the difficulties. I just did it in the low diffs because it seemed like a nice touch. If we're going to take Hollow Wings as an example, Odura Mizushibuki has the same kind of thing going on; general placement and difficulty concepts appear strongly throughout the whole spread (sadly I'm not even close to being Hollow Wings).
In this concept I don't think many people would have guessed your intentions behind it and the varying NCs skews up the hp drain throughout the map. With all this said I don't think it's unrankable as such but I would recommend against having it in your lower difficulties because of the hp reason and I believe difficulties made for beginners should avoid patterns and concepts that can cause unfavourable gameplay.
People missing the concept is my fault, making things clear is hard. That doesn't mean it's not there, and it should be really clear once informed. I don't think any map or idea should be affected by HP. It's well known that the mechanics of HP drain don't make much sense, so I don't want to play by its rules either. If this really forms an issue, I could just lower the HP instead, even if that makes things "too easy".
Further more into your concept when you have 2 sets of pairs it messes up your image when you mix them together in patterns like 01:23:325 (1,2,3,1,2,3) (Another difficulty) . I can see that you used a different combo colour because wanted to keep distinctive combo lengths without using the same colour in the pair since you aren't changing direction but just doesn't blend well if you have that same combo colour be one of your primary colours in another section. I would recommend using adopting a 5th colour, or just having 1 pair of colours and extra colour to map your triplet patterns.
You're right, that's something I hadn't considdered while mapping the higher difficulties. I'll look into implementing one of your solutions or find alternatives.
It comes off as (illogical...?) to have your Insane + Another diff go about the concept differently than the other diffs. You have 4 colours in the insane and another alternating between sections, but don't do the same for the other diffs (apart from that one instance in normal). Also you have patterns such as 01:42:388 (2) - which don't adopt your concept despite going in different directions xd
I wanted to tone down the amount of colours in easy and normal, to provide a simpler image of the concept. Hard is .. idk, I might as well use all 4 colours there. As for your example, I don't think that's an issue. It's more about the general direction of the combo itself and trying to keep NCs from being too spammy rather than about each individual object.
Well you've prioritising play-ability over your concept here. This is one thing I firmly believe is that the lowest difficult should as simple as possible to appease those new to the game. Playing continuous sliders with no gaps bigger than 1/1 is a lot harder than you think. You need to actively click down and follow where as you wouldn't in a pause. I don't see how the rhythm could be more interesting as the one I pointed out; mine has 2 circles and a reverse slider where as yours consists of 3/2 + 1/2 sldiers, I don't see how that would be objectively more interesting. Also you talked about how you didn't like skipping too many sounds yet you skipped out on the biggest one at 00:59:280
You probably mean the inverse, but yes, I can see the advantage of adding some breaks now. This is more a result of my inexperience with Easy diffs, so I'll work on a solution. I never said or implied that your rhythm isn't interesting, I actually said the opposite, you may have misread it. As for the sound you pointed out, you can't have everything in easy diffs. More importantly, I already claimed that I'm following the harmony on the white and red ticks, you can see this thoughout all diffs. This means that the particular sound you pointed out doesn't carry the same importance to me as it does to you.
- 01:00:902 (1) - Not only do I not remember hearing this finish when modding the lower difficulties it sounds incredibly out of place. There isn't anything in the music that supports a finish. Remove it and replace it with a whistle, feels like you just added this just because it's a downbeat. This goes for 01:03:064 (1) - as well Had my reasons, but I agree that it's unfitting, Removed finish in Hard, Insane, Another
- 01:07:388 (1) - Can you give me your reasons as to why you chose to emphasise this object with so much spacing but didn't do the same for 01:09:263 (1) - and 01:11:138 (1) - etc I feel like the first occurence of that sound is much more impactful than the others. The reasons for that are that it breaks the quiet section very abruptly and that it's also more than just that sound. It's a turning point for the song, bpm and snapping change at this point. That said, I do agree that I might have spaced it out a bit too far considdering the difficulty has no other jumps, so reduced a bit.
- 01:00:902 (1) - Same as hard Fixed
- 01:14:888 (1) - I don't see why the SV of this section has to be lower than 01:29:888 (1) when it's not THAT much different, most ppl would even see it as just a repeated section I don't see it as a fully repeated section. While the music generally stays the same, it gets louder in both background and foreground, and some instruments get added. In that sense, I felt like the entire section is more intense than the previous one and portrayed it as such.
Rhythms get more dense, spacing increases a bit and SV goes up as well.
So there are a few more things I would have pointed out but I'm just going to wait until more people of the mentorship program mod this so I can see their point of view first
w ~ Thanks for modding and gratz on getting my first ever kd \o/