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DJ Striden - Level One

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Topic Starter
Syns_old_1
This map has been deleted on the request of its creator. It is no longer available.
bassoons
IRC mod, gl getting it done!

13:32 bassoons: so you got a technically pretty playable map
13:32 bassoons: that's pretty good
13:33 bassoons: you'd want to get it to reflect the music more, next
13:33 bassoons: and have some sort of styling structure
13:33 HeyItsSins: Alright :D
13:34 bassoons: like 00:03:569 (1) - and 00:05:444 (1) - you've put in a wider spacing to have a bit of a jump at the end of the sequence
13:34 bassoons: which is cool and all in and of itself
13:34 bassoons: but doesn't make much sense when relating to the music its covering
13:35 HeyItsSins: I see
13:35 bassoons: the exact same pitch note was a slider end, at 00:02:397 (2) - and 00:04:272 (2) - not hard at all
13:36 bassoons: but then 'arbitrarily' you want there to be a jump on the second repeat of the phrase
13:36 HeyItsSins: I understand
13:36 bassoons: makes much more sense IMHO to take away the NC (new combo) 00:03:569 (1) - , and simply make the jump between 00:03:569 (1,1) - which reflects the start of the new phrase
13:38 bassoons: 00:16:929 (1) - the start of the chorus, all the sliders are very samey and the flow is easy / circular yes, but playing through it almost gets boring
13:38 bassoons: just for example, to reflect that the first treble note is slightly different from the second (it slides down in pitch, then stays the same)
13:39 bassoons: you could have 00:16:929 (1) - be a curving slider
13:39 bassoons: and 00:17:397 (2) - be a straight one
13:39 HeyItsSins: oh
13:39 bassoons: or have 00:16:929 (1) - be a slightly higher SV ( slider velocity) and 00:17:397 (2) - a slightly lower SV
13:41 bassoons: can you imagine the sound of the treble note, at 00:16:929 (1) - "sounding" like a slide? so maybe someone 'slides down it faster' i.e the slider is faster
13:41 bassoons: and then 00:17:397 (2) - is a more stationary wiggle of a sound, doesn't change pitch, perhaps indicating a lower SV
13:42 bassoons: that's what my imagination comes up with
13:42 HeyItsSins: wow
13:42 HeyItsSins: you just gave me a whole new way to thing about that
13:42 HeyItsSins: think*
13:43 bassoons: stuff like, 00:48:100 (3,4) - with a 'surprising' two sharp high pinging notes
13:43 bassoons: can be a natural indication to add in a harder jump than normal
13:44 bassoons: 01:48:804 (1,2,1) - and 01:50:679 (1,2,1) -
13:44 HeyItsSins: but since the music calmed down I changed the spacing ;-;
13:45 bassoons: its all relative. you make it harder than the current spacing around it
13:45 bassoons: the first one, ok you used three curving sliders in a circle 01:48:804 (1,2,1) -
13:45 HeyItsSins: mhm
13:45 bassoons: second one, you change to straight sliders - 01:50:679 (1,2) -
13:45 bassoons: so I expected a straight slider, following the consistent change in shape
13:46 bassoons: but got another 01:51:616 (1) - curved slider instead
13:46 HeyItsSins: mhm
13:46 bassoons: so IMHO if you interweave lots of design language with little reasons for why things are placed the way they are and shaped the way they are
13:47 bassoons: that's how you create a better and better aesthetically well-put-together map
13:47 HeyItsSins: alright
13:47 bassoons: like, say an artist, goes to paint, but he says "ok I'm going to paint a city scape, but ONLY using straight lines, no curves in my strokes"
13:48 bassoons: now if he can pull that off well, using that big constraint, then it can create a really visually striking painting
13:48 bassoons: maybe more-so than if he had just free painted it
13:49 HeyItsSins: Basically I should my aesthetics consistent
13:49 bassoons: so if you can come up with the same kind of constraints, or design language, usually based loosely off the music, then that can be a great way to help you place things in a meaningful way
13:49 HeyItsSins: 01:50:679 (1) - I changed my sliders to be straight
13:50 HeyItsSins: but kept a curved slider at 01:51:616 (1) -
13:50 HeyItsSins: which is unexpected
13:52 HeyItsSins: tysm for the mod ;u;
13:52 HeyItsSins: you really helped me understand what I can do to make a more visually appealing and consistent map ;0;
13:52 bassoons: so you've got a pretty good vanilla map that's not doing much wrong
13:52 bassoons: but in the same vain it's not very interesting or varied
13:53 bassoons: i remember while playing the chorus thinking 'geez this is curved slider over and over and over again'
13:53 bassoons: now that's not to say you want to chuck in random different sliders every time...
13:53 HeyItsSins: I tend to have the problem a lot
13:53 bassoons: but find some small reason in the music to have some different sliders in some places
13:54 HeyItsSins: I'm bad and reflecting minor changes in the song into my map
13:54 HeyItsSins: so my slider/ placement is usually really restricted
13:54 HeyItsSins: which makes my maps boring and redundant
13:55 bassoons: well its better learning how to "follow the rules" well and create a "boring / normal" map that still basically plays fine
13:55 bassoons: and then slowly learn how to deviate and experiment from that
13:55 bassoons: then the other way around, I think
13:55 HeyItsSins: :your words are too kind
13:55 HeyItsSins: I'm gonna cri ;u;
13:57 bassoons: as you play other people's osu maps try and look out for ways they've altered how their map is playing to reflect the music at that moment in time
13:57 bassoons: eventually you build a whole bank of little tricks other people have used for one thing or another, and can start picking and choosing to add them to your maps
13:57 HeyItsSins: alright
13:57 HeyItsSins: thank you again :D
14:01 bassoons: like in
14:01 *bassoons is editing [https://osu.ppy.sh/b/489533 Tujamo & Plastik Funk feat. Sneakbo - Dr. Who! (Smooth Remix) [Extra]]
14:01 bassoons: 00:20:791 (1,2,3,1,2,3,1,2,3,1,2,3) -
14:01 bassoons: mapper could have just had 4 triples the same
14:02 bassoons: but the drums are going down in pitch, seemingly 'losing energy'
14:02 bassoons: so each triple gets progressively closer together
14:02 HeyItsSins: I see
14:02 bassoons: easier to play, your cursors movement also has less energy
14:02 bassoons: makes a lot of sense
14:03 bassoons: there are thousands of other little examples in maps
14:03 HeyItsSins: wow
14:03 HeyItsSins: that's a lot of thought put into reflecting the song
14:04 HeyItsSins: someone a player wouldn't even notice
14:04 bassoons: the best maps have overarching themes they can use to vary how different whole sections look and/or play that reflect the music, through different chorus / bridge / verse / whole thing
14:04 HeyItsSins: is it the same thing here 00:58:205 (2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12) -
14:05 HeyItsSins: it's like the opposite
14:05 HeyItsSins: the music gets more intense
14:05 HeyItsSins: so the spacing grows larger
14:05 HeyItsSins: but 01:00:274 (10,11,12) -
14:06 HeyItsSins: kinda contradicts that ;-;
14:06 bassoons: yeah right well spotted
14:07 bassoons: well being devils advocate for 01:00:274 (10,11,12) - , you might argue the mapper put that as a sort of 'break' for the player
14:07 bassoons: to then transition into the kick sliders
14:07 HeyItsSins: ahh that makes sense
14:07 HeyItsSins: with this video someone showed me about pacing
14:08 HeyItsSins: it gets intense calm and then intense again
14:08 bassoons: if that diff was like 5.5* instead, you might argue that a player that good no longer needs a break and so that triple could be intensely spaced as well
14:09 HeyItsSins: I see
14:10 bassoons: or maybe the mapper just thought 'fuck it' and put the triple in the middle of the triangle he create with the previous 3
14:10 bassoons: or maybe that was a master plan to have a break triple all along :D
14:10 HeyItsSins: well that makes everything a lot less straight forward
14:11 bassoons: well you just experiment at your own pace
14:11 HeyItsSins: :> thank you
14:11 HeyItsSins: I understand a lot clearly
14:12 HeyItsSins: this month I'll practice
14:12 bassoons: you have spacing, and shape, and flow, and rhythm, and velocity, and all these other factors to learn to meld and vary to make a map reflect the music well and play interestingly for the player at the same time
14:12 bassoons: mastering them all takes a lot of time, unless you are the mozart of mapping xD
14:13 HeyItsSins: lel
Topic Starter
Syns_old_1
Thanks again ^^
sakebi
from modding queue

mod
01:27:944 (1,1) - the jump doesn't fit with the speed of the music

couldn't really find anything else, this is a pretty solid map
Topic Starter
Syns_old_1
01:27:944 (1,1) - the jump doesn't fit with the speed of the music fixed :D

couldn't really find anything else, this is a pretty solid map
thank you ^^
Yahuri
from q

General
-sliderslide hitsound is really distracting, i would recommend silencing it in the skin
-interesting custom hitsounds :D

wow
-i didnt point out blankets but most of them could use some polishing
00:02:632 - 00:03:569 (1) - these aren't getting the same amount of emphasis despite having the same pitch/intensity. the first note has no click, but the second note gets both a click and a jump, i think you should make it consistent
00:04:507 - 00:05:444 (1) - ^
00:06:382 - 00:07:319 (1) - ^
00:09:429 (1,2) - 00:10:600 (1,2) - why are the jumps spaced differently when both 2s have the same sound?
00:16:929 (1,2) - 00:20:679 (1,2) - ^
00:17:866 (3,1,2) - 00:21:616 (3,1,2) - ^
00:10:600 (1,4) - fix stack?
00:22:554 (1,2) - blanket?
00:35:679 (5,6,1,2,3) - like before, rhythm and jump patterns are inconsistent even though the music is the same
00:39:429 (1,2,1,2,1) - ^
00:43:179 (1,2,1,2,3) - ^
00:48:100 (3,4) - i think you should increase jump here to emphasize that interesting sound on 4 (it also has clap)
00:59:350 (1,2) - ^
01:03:100 (1,2) - ^
01:06:850 (1,2) - ^
01:10:600 (1,2) - ^
01:14:350 (1,2) - ^
00:51:616 (2,3) - inconsistent rhythm emphasis, the instrument thing doesnt get a click here 00:51:850 - but youve been putting clicks there before
01:07:554 (1,2) - this slider shape works very well for the instrument that plays here, so i would like to see it more. for example, here 01:01:929 (1,2)
01:16:929 (1,2,3,4,5,1) - try using a hexgrid here? (tail1, tail2, 3, 4, 5, 1)
01:23:960 (6,7,1) - very linear jumps are uncomfortable to play, so make the angle sharper?
01:28:179 (1,2,3,4,1,2,3,4,1,2,3,4) - why did you change the rhythm pattern here? the piano is still playing. rhythm change should start here imo 01:39:429
01:18:335 (5,1) - well youre pretty consistent on making the music like this a jump except i dont agree with it lol
01:57:241 (3) - extend to here? 01:57:534 -

-basically a lot of inconsistent emphasis through rhythm and jump DS, so keep that in mind for future maps (and this one too if you decide to keep working on it Dx) the song is incredibly repetitive but oh well lol

Good luck!
Affirmation
Q

[wow]
where's BG
00:01:929 (1,2,3,4,5) - bad overlap for see.
00:23:257 (1,2) - 00:23:608 (2,1) - DS check.
01:57:710 (4,5) - stack error

WIP?
Topic Starter
Syns_old_1

Neoskylove wrote:

Q

[wow]
where's BG oops :P
00:01:929 (1,2,3,4,5) - bad overlap for see. fixed
00:23:257 (1,2) - 00:23:608 (2,1) - DS check. fixed
01:57:710 (4,5) - stack error fixed

WIP? read desc
Thanks a lot for the mod! :D
Topic Starter
Syns_old_1

Yahuri wrote:

from q

General
-sliderslide hitsound is really distracting, i would recommend silencing it in the skin
-interesting custom hitsounds :D makes it seem like a bad thing lol

wow
-i didnt point out blankets but most of them could use some polishing
00:02:632 - 00:03:569 (1) - these aren't getting the same amount of emphasis despite having the same pitch/intensity. the first note has no click, but the second note gets both a click and a jump, i think you should make it consistent
00:04:507 - 00:05:444 (1) - ^
00:06:382 - 00:07:319 (1) - ^
00:09:429 (1,2) - 00:10:600 (1,2) - why are the jumps spaced differently when both 2s have the same sound?
00:16:929 (1,2) - 00:20:679 (1,2) - ^
00:17:866 (3,1,2) - 00:21:616 (3,1,2) - ^
00:10:600 (1,4) - fix stack?
00:22:554 (1,2) - blanket?
00:35:679 (5,6,1,2,3) - like before, rhythm and jump patterns are inconsistent even though the music is the same
00:39:429 (1,2,1,2,1) - ^
00:43:179 (1,2,1,2,3) - ^
00:48:100 (3,4) - i think you should increase jump here to emphasize that interesting sound on 4 (it also has clap)
00:59:350 (1,2) - ^
01:03:100 (1,2) - ^
01:06:850 (1,2) - ^
01:10:600 (1,2) - ^
01:14:350 (1,2) - ^
00:51:616 (2,3) - inconsistent rhythm emphasis, the instrument thing doesnt get a click here 00:51:850 - but youve been putting clicks there before
01:07:554 (1,2) - this slider shape works very well for the instrument that plays here, so i would like to see it more. for example, here 01:01:929 (1,2)
01:16:929 (1,2,3,4,5,1) - try using a hexgrid here? (tail1, tail2, 3, 4, 5, 1)
01:23:960 (6,7,1) - very linear jumps are uncomfortable to play, so make the angle sharper?
01:28:179 (1,2,3,4,1,2,3,4,1,2,3,4) - why did you change the rhythm pattern here? the piano is still playing. rhythm change should start here imo 01:39:429
01:18:335 (5,1) - well youre pretty consistent on making the music like this a jump except i dont agree with it lol
01:57:241 (3) - extend to here? 01:57:534 -

-basically a lot of inconsistent emphasis through rhythm and jump DS, so keep that in mind for future maps (and this one too if you decide to keep working on it Dx) the song is incredibly repetitive but oh well lol

Good luck!
ADASHD Thanks so much for such a long post :D (really means a lot)
I fixed everything and took note on things I should improve more future maps I'll update the map soon (hopefully)
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