WHO CUT ME OFF anyway the angle at 01:46:935 (1,2) transforms into a sharp entry angle /w rotation for pitch at 01:47:510 (3,4) not only to represent the increasing pitch of the melody but also to transition into prioritizing drums
i think a part of its success is due to how using the doubles to acknowledge percussion allows uberzolik to hard focus one layer of the map, which is a philosophy that extends to the entire map. when anything rises above the surface of the expressive vocals, it's given full priority. drum fills become barreling streams and wide angle jumps.
the movement is both one of the best in osu and deceptively simple: the wide angle at 01:40:405 (1,2,3,4) carries across all repetitions. the sharp entry angle into a kickslider at 01:44:251 (4,5) carries over into 01:45:979 (6,7,8). the
↓ even though this map is amazing i'm honestly not sure if i could explain why it's amazing to someone who doesn't get it without going object by object. a map with off-kilter angles that happen more as the song gets more intense, occasional symmetry, and messy streams isn't some grand ambition for a map, but everything is executed and paced so excellently that it's one of the greatest maps i've ever seen
i actually like the map and the score is agreeable but these comments are ass lol. just say what in the map resonates with u, dont act like its wikipedia page. actually i should do that now
the way that the difficulty curves upward through tangible changes to established patterns formed a lot of my design philosophy towards difficulty and repetition (especially the realization that 02:52:455 (1,2,3,4,5,6) was just the back and forth sliders and 02:59:697 (3,4,5) was just the triangle), the patterns where a shared relative angle lets patterns branch off from a 5 degree slider for emphasis e.g. 01:43:835 (2,3,4) are sick and got to my mapping secondhand (through pishifat's handlebars lmao). also i'm not sure if this is true but the vertical sliders at 03:15:904 may have awoken something in me regarding sections of vertical sliders
02:14:595 this is the best part bc slidershape qualities are consistently correlated to sounds in the music (which they usually aren't 02:06:537 (1,2,1,2,1)) and cursor speed is used well (which it usually isnt, i don't need to post a timestamp for this do i). the movement emphasis is kinda bizarre in this map cuz its actually there - most aes flex maps either play it safe (halgoh) or don't even get that far and just stop caring (any high density avalon mentee) - but it's not done well at all. it's not bad in the slow parts but it flops in the choruses when he tries to do stuff like this 03:48:537.
the slidershapes all fit together in theme but they're all very distinct yet constantly used for the same sounds: if ak74 could sort that out and made a map with similar visual contrast to rrtyui (e.g atomosphere or dorchadas) with good movement emphasis it would be game ending
when i was at COE there was a StepManiaX machine nearby so i was like hell yea. imagine my surprise when i stomp right a few times and see the dude with the glasses in front of the pink spiral and Dan Balan starts blasting. also the chart was just streams it was kinda heat
UNDEADCAPULET 8/14
ok im gonna get crucified for this but the fact that it just became 3* harder in the back half dropped this by an entire point. sorry guys. the mapping is excellent tho
UNDEADCAPULET 7/14
this is probably my favorite so far although that might be skill bias. feels like there's less filler than any of her other maps so far
the mid distant future
i want sounan back
WHO CUT ME OFF anyway the angle at 01:46:935 (1,2) transforms into a sharp entry angle /w rotation for pitch at 01:47:510 (3,4) not only to represent the increasing pitch of the melody but also to transition into prioritizing drums
i think a part of its success is due to how using the doubles to acknowledge percussion allows uberzolik to hard focus one layer of the map, which is a philosophy that extends to the entire map. when anything rises above the surface of the expressive vocals, it's given full priority. drum fills become barreling streams and wide angle jumps.
the movement is both one of the best in osu and deceptively simple: the wide angle at 01:40:405 (1,2,3,4) carries across all repetitions. the sharp entry angle into a kickslider at 01:44:251 (4,5) carries over into 01:45:979 (6,7,8). the
↓ even though this map is amazing i'm honestly not sure if i could explain why it's amazing to someone who doesn't get it without going object by object. a map with off-kilter angles that happen more as the song gets more intense, occasional symmetry, and messy streams isn't some grand ambition for a map, but everything is executed and paced so excellently that it's one of the greatest maps i've ever seen
i actually like the map and the score is agreeable but these comments are ass lol. just say what in the map resonates with u, dont act like its wikipedia page. actually i should do that now
the way that the difficulty curves upward through tangible changes to established patterns formed a lot of my design philosophy towards difficulty and repetition (especially the realization that 02:52:455 (1,2,3,4,5,6) was just the back and forth sliders and 02:59:697 (3,4,5) was just the triangle), the patterns where a shared relative angle lets patterns branch off from a 5 degree slider for emphasis e.g. 01:43:835 (2,3,4) are sick and got to my mapping secondhand (through pishifat's handlebars lmao). also i'm not sure if this is true but the vertical sliders at 03:15:904 may have awoken something in me regarding sections of vertical sliders
02:14:595 this is the best part bc slidershape qualities are consistently correlated to sounds in the music (which they usually aren't 02:06:537 (1,2,1,2,1)) and cursor speed is used well (which it usually isnt, i don't need to post a timestamp for this do i). the movement emphasis is kinda bizarre in this map cuz its actually there - most aes flex maps either play it safe (halgoh) or don't even get that far and just stop caring (any high density avalon mentee) - but it's not done well at all. it's not bad in the slow parts but it flops in the choruses when he tries to do stuff like this 03:48:537.
the slidershapes all fit together in theme but they're all very distinct yet constantly used for the same sounds: if ak74 could sort that out and made a map with similar visual contrast to rrtyui (e.g atomosphere or dorchadas) with good movement emphasis it would be game ending
when i was at COE there was a StepManiaX machine nearby so i was like hell yea. imagine my surprise when i stomp right a few times and see the dude with the glasses in front of the pink spiral and Dan Balan starts blasting. also the chart was just streams it was kinda heat
most of the reason i think the choruses are cool is because it showcases HW's unique slider design sensibilities (until it doesnt 05:01:977 (1))
"this is aspire's peak and its not close lol" worst take ever ever ever
yall be like this map is really good because [legacy]
damn this shit tanked. i'm whatever on the concept but this execution has held up beautifully, there's only like 4 or 5 patterns i would change
schlagentrain
new one is worse
midiba [2]
the new diff sucks TANK IT TANK IT TANK IT
t-t-techno held up to nostalgia and this did NOT
great
he kept having 6 month training arcs on other people's sets and coming back twice as good as he was before
heat af
im the anthony fantano of undeadcapulet i cant write reviews anymore im gonna get doxxed
UNDEADCAPULET 8/14
ok im gonna get crucified for this but the fact that it just became 3* harder in the back half dropped this by an entire point. sorry guys. the mapping is excellent tho
im on a RAMPAGE and i dont like LUDICROUS DIFFSPIKES
UNDEADCAPULET 7/14
this is probably my favorite so far although that might be skill bias. feels like there's less filler than any of her other maps so far
UNDEADCAPULET 6/14
awesome map for people who skip to the chorus in the editor