Thanks for the mod!
AyanokoRin wrote:get mv2 reee I don't even know how to get mv2 for older maps LUL. That being said I like mv1 anyways, so you just have to bear with it ¯\_(ツ)_/¯
reee the overlapping object has disappeared long before the next comes lol. Hell, it's almost disappeared before the object before that too. Srsly though, what's your mindset on overlaps? Things like this has absolutely no matter. And this mindset is fairly bad considering there are literally bound to be "unseen overlaps" like this since the playground is so small.
- first of all, notice how ctrl + a doesnt cover the entirety of the grid, but rather a kind of round-cornered rectangle ; i didnt notice difficulties with moving around the playfield, but keep in mind to use the entirety of the space thats given to you when mapping because it can give you even more liberty regarding object placement First of all, after skimming through few ranked maps for reference, this is actually better than fairly many. It's pretty much almost all the way used anyways. Actually, imho, using it all the way to the corners just for the sake of using it will more likely create those "difficulties with moving around the playfield" lol. I don't see any poin in this. You shouldn't force the usage of full playfield on mapping but rather comment if the mapper didn't naturally use most of it but rather stuffed his map to specific parts.
- 00:50:434 (1,2) - 2 doesnt follow implied slider flow unlike the other iterations of this rhythm, meaning that the flow logic set up throughout the phrase should place it here. thats of course blatently offscreen, so i suggest playing around with 00:50:434 (1) - to find a workaround ( and at the same time avoid the overlap with 00:48:272 (1,1) - since you seem to be preferring perfect stacks when it comes to sliders ) Where to begin? Flow isn't really any problem here, section is so calm and sparse flow is almost nonexistent anyways. That's not even relevant though since how it flows is fairly similarly done to the rest, not like it should be to the same direction compared to the slider just for the sake of it. Point is just that the path of the cursor is fairly smooth and the distance is 'bout the same. Now for the overlap, not really gonna happen. Not only are they far away from each other (the former disappears for good before the latter appears. Even in editor.) but there are actual visible pattern ideas I want to preserve (see the fading blanket on 00:49:353 (2,1) - and triple on 00:49:353 (2,3,1) - and then the constant spacings. It's not possible to combine all these with stacking those, and when it's not particularly important issue it'll get skipped)
- 01:03:677 (2,5) - again, this overlap/closeness contradicts the cleaner aesthetics of its context, and there surely is the space to move it slightly upwards I don't think it's overlapping? But anyways since here I actually can execute it (somehow, it's not "just move it" I have fairly strict things goin on here y'know) I moved it a little
- 05:56:109 (3) - this particular circles aesthetics stand out because the overlap with 05:55:568 (2) - is different from your usual ones ( they are closer to the sliderend theyre overlapped with in the other cases ) ; that is fine in itself, but it becomes a problem at 05:58:676 (3) - when the same overlap is used with an entirely different rhythm since the player will have associated it with a 1/2 gap instead of a 3/2 one Okay so hold on a second, I didn't quite get what you mean. I see your concerns about 05:55:568 (2,3) - in comparison to other similar places done slightly differently and whatnot and then in comparison to different rhythm such as 05:57:730 (2,3) - getting done differently. That part makes sense, but how'd the change be from 1/2 to 3/2 and not 1/4 as it is there? Typo? Doesn't matter, I don't really see problems with this, so here comes the
essayexplanation part. Since you didn't have problems with slightly different ways of these for the same rhythms in different places I'll skip that and tackle on the rhythm instead. First, let's compare 05:56:109 (3) - and 05:58:676 (3) - ; actually no need for that much of an explanation, there's no way any player of this maps level would misread 1/4 for 3/2 or the other way. Lol. Also for more overall way, 1/4 always end up with the slider on tick (or rather, the sliderend not on tick) while rhythms up from that have sliderend on some actual sound (not sure if actually 100% of the time but pretty much, and if not, it's still on some more decipherable tick making more sense). Then for more difficult question, like how'd I differentiate 1/1 like 05:27:460 (3,4) - and 3/2 like 05:57:730 (2,3) - ? Well, I'm positive that's still not fairly big of a challenge for actual capable players (that you need to be to actually try to pass this). But skipping that, there's actually what you could use to see the difference, and it's to listen to the music. For examples these places I linked, the 1/1 is in a section that's based on it (or 2/1 or 4/1 or whatever you wanna use for it, point being it's straight) while 3/2 is in section where the base rhythm is 3/2, more swingy and containing those kind of leading notes like the example actually is itself too. TLDR: no change
- 05:56:649 (1,3) - ew overlap
stream seems fine to me except maybe the section at 09:05:023 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - cause chain 5 note streams kill stamina due to demanding a lot of finger control on top of the aim, also would probably turn 09:12:050 (9,10,11,12,13,14,15,16) - into 4 kicksliders since having the longest stream where the guitar isnt at its highest pitch seems contradictory of the intensity ( rhythmically fine because of the drum kicks as well ) Let's begin with the "longest stream". Okay so first of all guitar = stream, pitch ≠ stream. Pitch is only used for spacing, since regardless of the pitch, the guitar is still shredding (if the pitch went really down I'd prob change shit though since the intensity would go down way more than what constant stream would be, not the case here). "But then it's going to be more intense than the higher spaced parts". Is it? In one way true. And anyway, the song is thematically "intensifying" in some way all the way until 09:15:843 - even though the way we perceive it it would have already went down little. No change. For the 5 note groups then. What to say, I sure know it's taxing, but so what? This is what the song gives me. Actually, since I haven't used my thematic metaphors in this mod answer yet (I think) lemme give one here: imagine those drums being like the harsh hits the ocean gives you while you are trying to survive, draining you of energy. Without great focus they'll drown you in a sec. Also, combine with the long stream you had a problem with after this, I think the sections overall intensity is in fairly good balance actually, shifting to slightly different things with these 5s and the longer streams before and after.
Good luck !