What I think of your expression towards my map, I find it pretty... impudent and overly malicious. But at least I tried keeping myself and other things positive to avoid such drastic acts. But there, I've already reconsidered those "nonsensical" jump streams you've told long ago. I'm actually wrong and faulty for not poking you to tell that before you looked through my top difficulty.Nao Tomori wrote: 1f93x
hello there! i have some concerns about the top difficulty of this map, which i haven't been able to address in a forum post until now. i believe these issues detract from the quality of the map far too much to be overlooked.
[cool!]
00:35:628 (1) - i think that the massive spacing increase on this slider is disproportionate to the song itself, i recommend either nerfing this jump or increasing 00:35:308 (5,6) - spacing to make it less of a contrast. Reduced the distance spacing just a few bit instead. An intense beat here like this is also worth even a small jump to stress the downbeat. As long as the density is in equal to both music and the notes' itself.
00:47:675 - don't understand why we have a break here during a build up section, and then during the other half of the build up section we get a spinner which completely destroys any form of flow, cursor movement, rhythm intensity or general involvement in the song as a whole. i highly suggest you add in actual notes on the very prominent, loud, and blatantly important drums here in order to demonstrate the increasing intensity of the song. I wouldn't map the break time part because of density or difficulty-spiking reasons that would do something look seriously bewildered, or... some "abominable" complexity objects, or anything that's similar. Especially on harder diffs where there are some jumps, or what-so, that should probably sustain just quite a small time. I probably dislike that, so implementing a break time on this just a whole one single track would be best for some kind of preparation to the chorus. Which also brings me something else in other subjectivity, I've redone mapping this so-called "build up" section where the spinner was you've mentioned after that break time. Since it sounds like it has more intensity than the previous song tracks, I gave those notes an expanding distance spacing as well to highlight the drums, maybe the snares too.
01:13:606 (7) - relatively minor, i believe the direction change on this stream should be on 7 since that's where the vocals change. By the sound of the vocals, it barely "changes" until the next downbeat, though from what I hear. So rather than hearing the vocals and following it in every part over other greater instruments seem a bit deteriorating in my personal view. I think the direction is very straight-forward and commonly clear to stream which seems compatible to the established pattern, especially since there are already a lot of changes in the music and the notes. For short, it's probably like "right here follows drums, right there is vocals" or whatever consistency is. If only I ever have a single doubt in my mind, I would already made this as a small change onto that. I guess it's too late for that~
all of those issues are not really why i popped though, because the main reasons are these:
00:00:840 -
01:08:500 -
01:20:947 -
01:21:266 -
basically, a bunch of jump streams. i am of the strong belief that these jump streams are very unjustified and out of place in the map. if you listen to the song, there is nothing on the small white ticks indicating such an abrupt movement.
00:00:761 (4,5,6) - this jump creates a sharp direction change, which is awkward enough, but since there's absolutely nothing changing in the drum riff the player has no indication that the jump is even going to occur.
01:08:420 (6,7) - this one is even worse since it's a jump back and forth that's also mapped to some really quiet drums and has a jump based on the vocals which it isn't really following at all.
01:20:867 (10,1,2) - this one has a similar issue though it doesn't have a backward awkward angle at least
01:21:186 (4,1,2) - this one on the other hand is really bad since the jump and spacing increase is mapped to the vocals stopping. the song intensity is decreasing and there's a really high pressure movement. that doesn't make any sense to me.
I've already redone those jump streams since the time you've told me in the beginning, and thought you wouldn't check this map again next time. Well, I guess this whole time finding a BN to pop the bubble wasn't the best option. But hey, better late than never ;p
the fact that these jump streams are used is a problem in of itself to me, but the fact that they're only used in the very intro and the very end is also an issue. it's entirely possible to build the map around overmapped 1/4 jumpstreams, but you don't use them consistently at all so it just makes them really sudden, even more unfitting than normal, and generally low quality to me.
please let me know what you think now that my personal problem has been expressed
So jokes aside, everything should be done by now.
Or, if you want me to take another look of this difficulty with the rest of them and do something a little better or worse, then sure. But you're partly responsible.