Holy moly that's a lot of reqs
ok I'll update in a bit with all accepted requests. All others will be rejected unfortunately.
Once again it might take me a while to finish modding everything but hopefully I'll finish in a decent amount of time
Accepted requests:
Artificial Snow (Dergo) (Done!)
Jingle (_underjoy)
Engage-Rex- (Virtue-)
One More Night (Carol)
Kusabi (Rivals_7)
squartatrice (Dr Lou) (going to give some general layering advice)
waitin' for u (rokinado)
Chemical Cookie (Agayers)
Maps outside of my queue that I need to mod:
M4M request for [Shana Lesus], currently waiting to find out the map I need to mod (Done!)
Classic Pursuit (BringoBrango)
Ok list fully updated. Unfortunately all other requests have been rejected, mainly due to either:
A. Maps harboring large potential playability issues that I find uncomfortable to deal with
B. TV Size mapsets, I'm sorry but I'm really not into those right now
C. Layering issues that cause the map to be really really inconsistent overall.
Regardless I wish you all luck on your mapsets, sorry that I can't help.
If I can give some general advice for newer mappers: it's important to make maps that are consistent conceptually. When you're matching patterns to the music, your map will have a lot more impact on mappers, modders, and players if you follow these tips:
1. Following pitch is almost always a really good idea I usually like using left to right pitch relevancy (lower pitches on the left, higher on the right) but following pitch in some way will help to improve map quality by quite a bit since it helps players feel like they're following the music, and it'll help make your pattern structures a lot tighter
2. Don't be afraid to be at least a little repetitive in your patterns, and especially overall concepts. When the music is exactly the same in two sections I think it makes more sense to make them the same (or at least very similar, like if you mirror patterns) rather than make the 2 sections different. This works on a small scale (say, one white line to another white line in the editor) as well as a large scale (say, one 30 second kiai vs another 30 second kiai). You'd be surprised how much repetition can help make a map amazing without making things boring (here's an example from one of my favorite mappers:
https://osu.ppy.sh/beatmapsets/905658#mania/1890197 )
3. If you want to keep sections consistent, make sure to double check previous parts in the music to make sure that your concepts line up. This includes LN usage btw, I think even LN maps need to have some conceptual consistency. Here's a solid LN map with looser layering that pulls off a more intutive style decently:
https://osu.ppy.sh/beatmapsets/989858#taiko/2097287
4. Look at maps you like to play in the editor! It's a really good way to get inspiration and learn how to implement concepts.
Disclaimer: This is just my viewpoint on mapping. Not every mapper and not every BN will agree with this and that's totally fine. After all mapping is super subjective to begin with and many people will have different standpoints on what makes a good map and, at least to me, there's no objectively correct way to map since some people like certain styles and dislike others. But at least in my opinion these tips will help to make your maps stand out a little more
Hope this is a little helpful!