02:56:727 - crash cymbal d
Zero__wind wrote: 1y6q53
recheck no kd
some minor stuff
rpeview point unsnapped, reset to 00:00:064 - instead preview point doesn't need to be snapped, prefer mine to avoid as much song select fade-in as possible
02:29:298 (1) - remove NC for consistency? it currently seems too frequent comparing its former and latter phrases done for both
04:46:455 (1) - ^
ok I think I generally checked this map for too many times thank you so much for all your help zero ;;
call me back
Gabe wrote: 4i6g6f
last icon was a bubble pop :thinking:
can't it since i'm not oko, but assuming this is true, then it should be bubble #2, i think.UndeadCapulet wrote: 1t2uc
@Xexxar oko says if you don't come back to discuss then your veto won't hold up
I hope the new intro rhythms are better for you
I agreeSophia wrote: 3x3i3d
04:00:183 (1) - lol what
Some parts of the map are okay, but others (specially this one) feel disgusting to play, and look lazy as heck.
This slider didn't make me feel like I was into the song, it felt like not playing a map and listening to some good vocals that could have been mapped but weren't.
"Lazy" is the only word I can use to describe this slider.
Monstrata wrote: 5o4w3u
A lot of progress was made between bubble-pop and qualification. From what I gathered, you were asked for your opinion and to recheck the map multiple times, but failed to do so for whatever reason. What you veto'ed on may well have been addressed and resolved, but either way, you didn't contribute any further to the discussion after veto'ing despite the discussion and changes that were made after your post, so your veto became invalidated. The decision was made by a member of a QAT.
its not the mappers responsibility to hold your veto.Xexxar wrote: 5a2638
No one informed me that there was progress being made on the map and yes, I still have issues with this map. I was under the impression I have a right to veto a map for what I believe to be fundamental flaws but I guess not? I supplied my reasons and sure, the mapper defended their points but I still heavily disagree with the overall design on this map, and nothing minor could be changed to fix the overarching flaws within this map. I will be ing Loctav because this is clearly a breach of the BNG Rules.
I HEAVILY disagree with the design of this map, this is not something I believe to be suitable for ranking and and making it 100% clear that I am and still have been VETOing this map with my bubble pop.Xexxar wrote: 5a2638
[Overall]
- I can continue but overall I believe this map is fundamentally flawed. Specifically deg your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable and not something fit for the ranked section of osu! You are going to claim that these overlaps are critical to the design and play style of your map, however I have a hard time believe that poorly constructed and inconsistent amounts of overlaps and slightly inconsistent distance between notes visually adds any difference in the play of your map.
- Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - .
- There doesn't seem to be reason for what is a slider and what isn't. During the kiai you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it.
- 01:56:298 (1,2,3,1,2) - also why are you blasting 2 kiai fountains
just for the record, I never said anything like that lolhi-mei wrote: 4k160
Dude you said EXACTLY the opposite to me 6 months ago when same drama appeared in my map.
Literally nobody in playerbase gonna notice how beautiful these irregularities are.Bonsai wrote: 5l2nj
I'm saying that a map can make sense in more ways than just "this single object represents this single beat".
Bonsai wrote: 5l2nj
-About that long slider: I originally thought it would just be lazy too but I read through UC's dozen of repeated explanations in previous mod-responses and asked further in irc. I realized that he wanted to express that section in a way that wouldn't have worked any other way, because breaks or regular rhythm just don't have the same effect as such a slider. This way, it actually differs from other sections that have similar vocal rhythms, and I find that justified since this section ins indeed very different to the others, it has a lot of tension and that tension is better built with that slider than with 'regular' mapping, or a break here (and instead mapping out the other break). I don't think anyone who cares enough to make a whole map of whatever lenght would just throw in some random slider bc they are lazy and don't care about how the map turns out to be. Assuming that someone doesn't care about their map like that is quite disrespectful imo.
I don't think you understand the map on a high enough baseline to even judge it or there's a huge perspective difference.Xexxar wrote: 5a2638
stuff
"there is no logical structure to beat placement at the beginning of the song. we have basically the same rhythm every measure but you effectively randomly change your rhythms with no structure or purpose....( truncated )"
"I can continue but overall I believe this map is fundamentally flawed. Specifically deg your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable....( truncated )"
I think the design is pretty acceptable for ranking, the song constantly shifts intensity and keeps doing different things, so the mapper decided to have somewhat variable visuals/rhythms based around that aspect of the song, making everything clean and structured would simply simplify the song, and is just a really meta-ish stupid decision.
"Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - ."
01:49:441 (1,2,3) - 01:56:298 (1,2,3,1) - those are indeed visually very counterintuitive from each other, however, those are rhythmically consistent and the mapper wants to challenge the player to depend less on the visuals and actively memorize the rhythms of the song, which is a really exotic concept I like cause it actually makes osu! a fucking rhythm game, your veto is basically "I can't read this pls chang"
"why are you blasting 2 kiai fountains "
Notice how those are spaced streams 01:56:298 (1,2,3,1) - and the song's vocals rises. So the first Kiai is for extra emphasize for that, the other Kiai is rhythmically consistent, check 01:49:870 -, Also it's not really good to say "why" when you try to veto something it makes it sound that you don't understand it rather than disagreeing with something.
"There doesn't seem to be reason for what is a slider and what isn't. During the kiai, you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it."
in a song like this rhythms can get really variable and constantly keep changing, the mapper simply decided to went for the vocals for the last part, the guitar/harp'ish chord and the vocals constantly changes intensity, so choosing one over the other is fine imo, and that's not even the same rhythmical phase lol.
"04:00:183 (1) - I didn't even mention this last time but, this isn't mapping to the song... it's just lazy mapping and is not acceptable."
the slow slider is just for the player to enjoy the vibe of the song, as people say people play this map mostly for the song :^) @zare
mapping it less dense or putting a break or anything would just make it less special cause the rest of the map is already interesting. so boring becomes the new interesting.
Naotoshi wrote: 2v95j
Xexxar trying to reapply his veto is probably the most logical thing happening on this thread. The intro rhythms have been explained over and over, forcing this map into generic clean boring ass patterning like the amazing full symmetry pachiru maps we all have seen 30 million times is retarded and purely subjective, the slider itself has been explained repeatedly and extensively and is not lazy mapping. Again, if Xexxar's veto should have held up then that is fine, but according to a member of the QAT it was invalidated. So please consider this before acting like idiots on the thread and trying to force your perspective of the song onto this map.
Natsu wrote: 1f6re
About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.
Find new BNs to veto xexxar's veto, that's what we are supposed to do in this situations, anyways I back up xexxar's mod (not the visual part, but the rhythm pats).bor wrote: 5s722g
Natsu wrote: 1f6re
About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.
You think about this, and realize that there was no disagreement with the response. the mapper tries to this person to reach an agreement for an entire month. what do you do in this case? give up on the map?
Natsu wrote: 1f6re
Find new BNs to veto xexxar's veto, that's what we are supposed to do in this situations, anyways I back up xexxar's mod (not the visual part, but the rhythm pats).
UndeadCapulet wrote: 1t2uc
Thanks for you concerns, Xexxar! And thanks for dividing everything up into main issues, it was well-worded and easy to read :>
Since your post ended up being about a lot of general things, it'd be better for me to discuss things more generally as well instead of going line by line. Hope that's okay, feel free to let me know if there was a bulletpoint you especially wanted a response to.
Also, since it's mostly general, some things may just be able to be summarized as "uh i disagree". I only have general responses to your general replies, so they might not feel satisfying (also, wording words is hard orz). Let me know if I need to elaborate further on anything.
If I'm reading things right, there are 4 main issues you have with the map: unappealing visuals, rhythm inconsistencies, 1/3 readability, and the intro. With that said:
InconsistencyConsistency is definitely something important in mapping. Songs are naturally repetitive, so concepts in a map should also repeat to express the song properly, and make the map feel cohesive and defined. Concerns like this are the ones I value the most in modding, so thank you for focusing on this more than visuals (though it would've been great if you hadn't focused on visuals at all ww).
I put a great deal of care into keeping rhythms and spacing consistent throughout the map, repeating for same-sounding sections of the song. You use the example of 01:58:870 (8) - vs 01:48:584 (6) - being a rhythm inconsistency, but I don't really see why, when 01:48:584 (6) - is ending a vocal verse and is matched by 04:33:170 (6) - , while 01:58:870 (8) - is in the middle of a vocal verse and has no relation. There is consistency, just not whatever you were looking for.
My response to Kisses' mod goes through nearly every note in the map. It discusses rhythm consistency, spacing consistency, and general concepts. If you have more specific examples of things I messed up on, I would love to hear them, since I don't really see your issue here. But check my reply to Kisses' reply first, since it talks about nearly everything.
Also, before Nao bubbled the map we spent like 4 hours going through pretty much every note, and Nao was happy with the justifications.
IntroThis is definitely the most questionable part of the map imo, I have no problems with somebody popping over this.
The start of the song is a constant spam of piano at 1/2 beat (well, 1/4 at double bpm but you know what I mean). But mapping this wouldn't feel satisfying in the big picture of the map, because this section of thee song is really, really quiet and weak feeling. So instead I mapped this section with the idea to:
I can try to walk through some of the intro to explain my thought process.
- introduce gameplay concepts that will appear throughout the map
- start with super minimal rhythming and slowly build in note density
- emphasize high pitched beats like 00:06:171 (4,5) - , 00:09:600 (5) - , etc.
Spacing is generally really low because I want as little motion as possible for this super quiet intro to contrast the bigger motions in the kiai sections. So you talk about ugly overlaps in the intro, that's why they're there.
00:00:172 (1) - to 00:13:029 (4) - is half a verse, and then it repeats starting at 00:13:886 (1) - with the introduction of a new instrument. The rhythms from the second half of the verse mirror the first half, with the exception of the added instruments. 00:00:172 (1,2,3,4) - matches 00:13:886 (1,2,3,4) - , 00:06:171 (4,5,1) - matches 00:19:886 (6,7,1) - , and so on. The second half is slightly more dense than the first half for previously explained reasons, but the previously emphasized beats are still the overall focus, unless something new shows up.
00:00:172 (1,2) - Is a really quiet start to a song, so I perfect stack. No cursor motion reflects the quiet start, as well as the 1/1 rhythm gap. Also, now the player knows this map has perfectly stacked objects.
00:02:743 (5,1) - The first introduction to a common theme in the map: Downbeats frequently reverse play direction. It's overlapped because the overall spacing is so slow, but I still need the heavy direction change here, so this is the resulting placement.
00:05:529 (3) - The first 1/2 beat shows up here, so to keep note density low I avoid mapping 00:04:029 - . It also helps to emphasize 00:06:171 (4) - when we get back to white tick clicking.
00:06:814 (5,1) - These are both really weak high tick piano beats, so they are stacked together to reduce motion, and the spacing from 00:06:171 (4) - is smaller. Lower spacing for weak stressed high pitches is a very common theme of the map.
00:08:529 (3,4) - First instance of multiple 1/2 clicks, note density is slowly increasing more and more.
00:09:600 (5) - Slidershape reduces motion here to emphasize the high pitch for similar reasons as above.
00:10:457 (1,2,3,4) - End of the first half of the verse, things get simplified to build into the next half, where the song begins to repeat itself. Another common theme of the map.
00:16:243 (5,6) - The first 1/2 jump, emphasizing the new instrumental. The player is now aware of 1/2 jumps. Spacing is slowly building in intensity as well. Also, this introduces sliders that feed back into the prior circle, another common theme.
00:16:457 (6,1) - As a quick example, this motion matches 00:02:743 (5,1) - , but larger. The whole intro works with this concept.
---
And so on. Mapping every piano beat would be very unfitting in the big picture imo, so I did this kind of thing instead. If you have suggestions for better rhythming, feel free to suggest them, I totally understand these rhythmings being questionable.
Hope I understood you properly, and I hope I made some form of sense in my ramblings.
Sorry to see you didn't enjoy my map. But I definitely don't think it's "fundamentally flawed", we just disagree about what should be focused on in mapping. If you can put the visual differences aside, I'd be happy to discuss further.
---
Also, to anyone following this thread, I'm considering changing the rhythms at 04:31:027 (1,2,3,4,5,6) - or 02:13:870 (1,2,3,4,5,6) - to be more consistent with each other. I originally wanted the second kiai to blend the two halves of the first kiai together (since it's half as long), but the better experience may just be to fully match everything. Would love to hear other opinions!
you also seem to misunderstand the issue with xexxar as people are claiming they tried to him for a month, only he is the one claiming nobody ed him. And if anything is asshole-ish its veto-ing a bubble on a map, abandoning it, and then trying to dq the map after a discussion about the parts that were in question already occured. Another asshole-ish thing to do would be posting on a thread without reading replies or understanding the situation and assuming something. So thanks so much for your time you really benefited this map thread.Shiirn wrote: 4dp13
If you think mapping the introduction will bore the player, you've failed as a mapper. Make it interesting, it's not hard.
If you (UndeadCapulet) need to constantly explain every note to someone, you have failed as a mapper, because if your map's themes or concepts need to be explained constantly, they're clearly not coherent and don't belong in the ranked section.
If your concept has people questioning what it even is to begin with, you've failed. There's a big difference between people "Not understanding" and "Not liking". It's quite possible to understand a map's concept and hate it. But when you can't understand the concept to begin with, (if there even is one other than "I think the intro rhythm is boring and would rather have my own entirely different one and just make it kind of consistent") there's no second step. It can't be liked or hated if it's not understood.
If your map needs a spoken or written tutorial, you've fucked up. Just change it and save everyone the headache.
saying a mapper has failed if people can't understand their purpose is a misguided approach. Sure I can use the wording you've used and find any newer mapper say "understand this" to a lot of widely accepted maps and get a response of "no". Though this wouldn't invalidate the mapper in any way. If anything its easier to argue if the modder doesn't understand the map they failed as a modder, though this can be logically falsified. Just because you don't understand it doesn't mean other people cannot. This is why explaining what a map is doing happens ever. As for them being explained constantly, don't you think people cannot read prior posts? Don't you think people who dislike the map or don't understand its concepts are much more likely to post asking about them than people posting on this map "hey I like this and fully understand your reasoning behind the map. this is really cool" because hey you can rate this map without even entering the thread itself. Asking someone to give up on their idea means you failed as a modder. Modders are supposed to take the mappers ideas and make them better when all you want to do is throw them away.
And for what it's worth "Nobody bothered ing Xexxar at all but he didn't show up for a month so clearly he doesn't care" is a hilariously asshole way of going about bying a veto. I expected better from you guys.
I don't agree with you on a point, the intro rhythm. (let's ignore the map design for this time, because I think that's something pretty personnal)Zero__wind wrote: 1y6q53
- I don't think the rhythm in intro part being problematic, the mapper has been consistently presenting the strongest notes with highest pitch in the whole part.
- Non-mainstream never directly makes a map bad.
I didn't hitsound this map, Naitoshi did (which you can see if you read the map description), so I suppose that's your issue with the hitsounding feeling separate from the beatmap. But that's a common and unavoidable thing among all collaborative efforts, and I've had enough positive opinions about the hitsounding to not be bothered by it. Will edit this post later after I get Naitoshi's comments on your specific hitsound modding.Natsu wrote: 1f6re
Diff
Reply to my mod, suggestion by suggestion, btw I'm also online in game if you want to discuss with me there.
- 00:06:171 (3,4) - things like this are super weird, I feels like your rhythm choices are arbitrary made, without much consistency, for example why 00:06:814 (4) - deserves to be mapped, while other similar ones are mapped as slider tails or just ignored? I think you really should be more consistent with your own rhythms and make an agreement with modders, because this is the main issue that people have with your map. your example is clearly a distinct and important highpitched note that only shows up here and 00:20:529 (4) - , please pay closer attention to the song before complaining about rhythm issues
- 00:12:171 (1) - The NC seems unnecessary to me, it doesn't highlight any big change in the music or a new measure dunno how that got there, fixed
- 00:29:100 (3) - are you really mapping her breath instead of the piano at the white tick? if your argument is that you're following vocals, then why this 00:53:100 (4) - isn't a 1/2 slider second timestamp is transitioning into the next section so i dont think extending the weak ending vocal is a good idea there
- 00:41:957 (2) - would you consider to use a 1/4 slider and then a circle at the red tick? to represent the vocals better as the other sliders do. If you notice the hold sound of the vocals stops at 00:42:171 - prefer mine to chain the vocal line together better, your suggested rhythm is too much clicking for me
- 01:35:529 (6,7,8,1) - 8 should be stacked and 1 should be the jump, I really don't understand why 6 and 7 are stacked and 8 doesn't (8 is the weaker beat there), just adding that this doesn't represent the song at all. this is just a special arrange to fit this point of the song that doesn't come up anywhere else, it emphasizes the 01:36:171 (1) - beat in a really nice way for me
- 01:56:727 (1,2,3) - The other thing that I really dislike about this map is the spacing being the same for different snaps in the same combos, I get that you want to make a tricky map, but I think your ways aren't the best, 02:07:013 (1,2,3,1,2,3) - 02:09:584 (1,2,1,2,3,1) - 02:53:084 (3,4,5) - i dont try to make a map tricky or anything like that, i just map to the song and then players with poor reading skill complain ww, the arranges you linked are simple enough to read with approach circles and are needed for cursor pacing for me so i won't be changing them
- 02:14:727 (2,3,4) - there are more examples, even at this one 3 is the stronger beat, but somehow you decide to make the jump at 4 i think the waiting of the cursor to click 3 is enough emphasis, and the snap to 4 fits well with the guitar vocals and drums for me
- 02:29:941 (5,6,7) - 02:34:013 (1,2,3) - you also should consider mapping the 1/3s in a different way than the 1/8s. not necessary, basic rhythm sense makes the 1/3 easy to expect bc it appears in the same parts of the song over and over
- 04:00:183 (1) - I love slider art, but let's be honest, musically talking this is not justified by anything in the song. This one 05:18:598 (1) - works well see p/5937014 for explanation of that slider, i will never ever change this for any reason ever ;-;
- 04:23:754 (1) - I don't like how this sounds, the change in the music starts at 04:23:968 - not before it clearly starts on the red tick, check at 25% speed if you must
- 00:46:243 (3) - why is this 1/4 repeat slider compared to 00:32:529 (2) - (from xexxar's mod) I also think you are being super inconsistent without a logic reason was originally to lead into the change in vocal rhythming, but either way seems to work well, so i'll change this
You're just trying to find things to point out his alleged incompetence. At least be observant about it...Xexxar wrote: 5a2638
wait, naotoshi bubbled a map he hitsounded?
"Do not nominate your own map, a collab map you participated in or a map you made a storyboard for. The entire modding process is focused around others ensuring that your map is ready for ranking, so doing this counteracts common sense."
that includes hitsounds lol
Natsu wrote: 1f6re
Diff
Reply to my mod, suggestion by suggestion, btw I'm also online in game if you want to discuss with me there.
- 01:25:029 (3) - The finish hitsound doesn't fit the song or your rhythm at all. To be honest I didn't notice the nice change in the music at 01:25:457 (4) - because of the previous unfitting hitsound. I disagree, it's quiet enough so I'm not sure how it correlates at all with the next part.
- 05:03:384 (3) - I really don't like your hitsounds, mainly because I feel they aren't done according to the map. For example why 05:03:384 (3) - have a super strong cymbal in the repeat? because there is a cymbal finish? and what make it sounds worst is the fact that these strong hitsounds aren't active beats in your map.I don't know, I really have this feeling with the hitsounds, map and song, like they don't act like a whole, but as a different things merged into a beatmap
Personally I don't think the hitsounds work well with your rhythms choices (sometimes). I believe it doesn't matter as long as they're consistent with the timestamps given by the rhythms
are posts like this really necessary? there's almost nothing constructive here.Shiirn wrote: 4dp13
that big slider is still one massive pussy copout.
no amount of bullshitting or whining or ranting will change these two facts. why can't you just man up and make these minor changes, UC?
Thank you for the check!emmy wrote: 66592g
00:16:457 (5) - i like this sound here, but have you tried shortening this slider to the red tick? the spacing to the next note would be a little more uniform, but i'm not sure if it'd play better. prefer to map the ending beat here
00:32:529 (3) - i like how this plays when ctrl+g'd; it flows into the following sliders a little better imo. really want the small spacing at 00:32:314 (2,3) - and the direction change at 00:32:529 (3,4) - to separate the lead into the next measure from the previous vocal line
02:56:727 (4) - aaa, please add a note here, it's so strong there used to be note here but a bunch of people convinced me it'd be better to just stick to the strong drumbeats, tho i am going to revise the note placements here and use a trick to show off the cymbal w/out making it clickable
These are literally two different BNs from the original iconers lolShiirn wrote: 4dp13
proof that as long as you keep gonig back to the same bns you'll eventually be able to sneak something through...maybe
Background images must not exceed a width of 1920 pixels and a height of 1200 pixels. Images with lower vertical or horizontal resolutions than that of the player's will be upscaled to fit the entire screen.
Naxess: sup
UndeadCapulet: o/
Naxess: Alright so I don't believe the slider to be acceptable in it's current state
Naxess: I do understand that you'd like to keep it, but it just misses out on way too many aspects as is
Naxess: It does work as contrast to other parts, but in this case it's a bit extreme, to the point where the only difference between it and a break is basically that you're holding down a button
Naxess: What do you think?
UndeadCapulet: i can understand where you're coming from, but there are other differences as well
UndeadCapulet: (btw sorry for slow responses, im rly slow typer/trying to word things well is hard)
Naxess: dw lol
UndeadCapulet: during a break hp drain stops, bg brightens, and the player can freely move the cursor how they please, even completely lifting their hand from the mouse/tablet
UndeadCapulet: it's a moment of relaxation
UndeadCapulet: my slider makes the player keep holding down a button and keep their cursor bound to the sliderbody, to try to work like a moment of tension
UndeadCapulet: and i think you read this? but its not my idea alone, i got it from another map that happened to have the same musical requirements
UndeadCapulet: (the long, constant background noise during the least intense part of the song to create tension before the last kiai)
Naxess: I see where you're coming from, but the song isn't just a really long held note going over these sections, it's background vocals, chorals, which in turn have moments of pause. Places where the tension is lifted. That's where the distinctions happen for the most part.
UndeadCapulet: ACTION is listening to [https://osu-ppy-sh.tvgratuite.org/b/722224 Sawai Miku - Colorful. (Asterisk DnB Remix)]
UndeadCapulet: it was this map, when it was first ed it had a long slow slider like mine
Naxess: For example, if you listen right before 04:07:040 - , and then listen to that beat, you'll notice the vocals gain in strength
UndeadCapulet: it was removed for hitsounding unrankability issues
UndeadCapulet: and if you check disqus comments people were sad about it
UndeadCapulet: it was placed from 03:33:117 - to 03:42:546 -
UndeadCapulet: or so
UndeadCapulet: i understand that there's other stuff going on in the song at that point, but i think drawing attention to those parts detracts from the map as a whole
Naxess: In what way?
UndeadCapulet: well, gonna try to not repeat myself but
UndeadCapulet: this part is technically quieter and less intense than any other point in the song
UndeadCapulet: but its super emotionally dense, it's the chorus vocals again, mika's about to cry, etc.
UndeadCapulet: and this point in the song is building up a ton of tension that will be released in the kiai
UndeadCapulet: i think breaking up this slider at all won't fit because it removes that feeling of tension
Naxess: Even while crying you need to breathe and release the tension though, if you want to put it that way.
Naxess: I mean even split up it will still build up towards kiai due to the difference in density, right?
UndeadCapulet: mm, i think any change in clicking, even 2 sliders vs 1, draws too much attention to a certain beat, even though this part of the song is so connected-feeling, and the release ruins the building of tension
UndeadCapulet: idk, i doubt i'll be able to convince you differently :x
UndeadCapulet: the best hope i can do is that, this is just a matter of opinion, and there are a bunch of people on both sides
UndeadCapulet: which is why i bring up things like the colorful map
Naxess: So basically you want to build tension, but that isn't possible any other way... that's the reasoning Bonsai mentioned hm hm
UndeadCapulet: mhm
Naxess: Even as I was making the first post, I knew that tension would be the dilemma faced here. The reason why I still made the post, regardless of knowing all this, is because said method of building tension is neither warranted by the song, nor reflective of it in gameplay. The song goes on with multiple distinctions throughout this section and plays an active role, not an idle one which solely holding down a button would suggest. This is where the dilemma happens. It's trading precise accentuation for overall accentuation, basically spreading out one prcinple throughout a large area. It's like undermapping in a way, but to an extreme degree where literally a single click corresponds to a whole section of a song. A time in which the player will solely hold down a button and rest, repositioning their hand properly and waiting for the 20 seconds to , rather than feeling strain or tension. So in conclusion, while I see your point, the method used misses more of the song than it reflects, and would ultimately be more determinental to gameplay and relevance to the song as a whole than anything.
UndeadCapulet: http://puu.sh/vK0oF/9dd116dcd6.jpg
UndeadCapulet: :x
Naxess: It probably truncated didn't it
UndeadCapulet: yeah that's what i was trying to show w/ the ss
Naxess: So basically the dilemma we're facing is
Naxess: Overall accentuation vs precise accentuation
UndeadCapulet: yep
UndeadCapulet: both ways are valid to me, but i prefer the one i've used
UndeadCapulet: and i guess you think only one is valid?
Naxess: It's undermapped to such an extreme degree that literally just one button s for a whole section
Naxess: And when listening to the song, there's much more going on
Naxess: I mean I sort of get where you're coming from with the tension, but the player will basically just hold down the key while repositioning and restig their hand
Naxess: rather than feeling strain or tension
Naxess: and in the end, it would ultimately be more determinental to the gameplay and the relevance to the song than anything else
Naxess: The importance to note in the dilemma is that it's not just a choice
Naxess: It's not just one or both are right
Naxess: There's a balance to be struck
Naxess: And I think we're edging a bit too far towards one side of that balance, especially when considering what the song has to offer
Naxess: Does this make sense?
UndeadCapulet: sorta, tho i always tend towards the extreme bc thats what i learned from all my fav mappers :P
Naxess: Just make sure not to go too extreme like this lol
UndeadCapulet: no, extremes always :v
UndeadCapulet: well, regardless of outcome, thanks for y'know
UndeadCapulet: actually discussing and stuff
Naxess: ye np np
UndeadCapulet: i appreciate it :3
UndeadCapulet: i do think there's also some weight to the fact that 5 bn's have pushed this forward leans to my favor, but i know that's not a strong argument :P
UndeadCapulet: if you could, a final post in the thread would be great
UndeadCapulet: just so there isn't like a
UndeadCapulet: "uh is this veto'd or not" thing like w/ earlier
Naxess: Ye I'll post and sum up stuff
UndeadCapulet: thanks~