cool map, epic rhythm, but I'm never a huge fan of the constant big jumps to the opposite side of the screen jamesjan employs, cus it kinda fissures the map into a sequence of disjointed patterns, weakening any emphasis that could have come from such things if used more sparingly, and breaking any continuity of momentum
guitar stuff fucks, but I find the cutstreams too intense relative to the rest of the map, and when they get spaced out it doesn't actually make them harder so it kinda flops the progression from intro to chorus
slow sections r nice, kiai is a fun gameplay challenge tho kinda short for it, but having both in the same map makes no sense. a good map with an inherent flaw
shiirn map. nice wet kind of impact and emphasis, overall just really well executed gameplay. the ouroboros stuff is a cool gimmick that actually embeds itself within the gameplay and visual experience in a seamless way
lots of cool stuff, pipe sliders, 1/4 patterns, e.t.c., but the gameplay spikes really kill it on the execution side, and it seems to fail at coming together cohesively as a whole on the visual side. good map with flaws
schizo rhythm but it really does something, there's a momentum where it almost feels like the map is throwing you around like a ball which makes 00:42:736 - really fit the vibe of the song in a really unique indirect way. there's cool stuff in the calm sections too, like 01:44:479 (1,2,3,4,1,2,3,4,5,1) - . xilver killed it on this one for me
one of the best of UC's works for me. again clear sectional contrast through playfield traversal, the intro is chock full of neat rhythm and representation 00:20:828 (5,6) - love these for the flams, 00:27:256 (1,2,3) - all these 3 circle patterns feel great, 00:31:066 (1,2,3) - follow a line and break off perfectly fits the vibe of the guitar, 00:51:780 (5,6,7,8,9,1,2,3,4) - 02:10:113 (1) -
the kiais really hit hard, emphasising the song well, with many interesting ideas for contrast, and the use of bursts bringing in the left hand for building tension is brilliant; if you feel any emotional connection to the song then 04:20:113 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20) - is an experience you just do not get from any other map
classic sectional contrast from UC; compare how the cursor travels in the intro vs. the chorus, and then look at the whole map. every pattern manages to feel tailor-made for the song, 01:16:762 (5,6,1,2,1,2,3,4) - see 5-6 followed by the big 1-2-1 triangle for the drum crashes, but also see 6-1-2 for the vocals, with 2-3-4 hovering back over covered space to fit how "that" lingers, and 5-6 are also picking up on the bass continuing from the objects before them. there is so much
personally I think the choruses aren't as impactful as they could be even though the contrast is there, but 01:22:507 - this section fucks, amazing rhythm, the curved sliders fit the timbre of the bass and synth, here we have non black-and-white use of playfield traversal to follow harmonic changes and for highlights like 01:40:379 (73,74,75,76,77,78,79,80) -
[Ultra] love this map; difficulty progression throughout always feels appropriate, and does well to highlight the energy of the song, and the rhythm fits strongly while having a degree of interest. the gameplay experience adds to the song in the best way for me. slow sections are well executed and keep a unique kind of momentum, while the kiais are full of fire. 03:41:199 (1,2,3,4,5,6,1,2) - go off
ratio
true and true
benibotans all over ur walls
nice uniqueish 1/4 gameplay, the curvey bursts near the end r cute, good quality overall
[Uberzolik
[Hidden Another] is hilarious go play it DT, but also not good. song is a belter
cool map, epic rhythm, but I'm never a huge fan of the constant big jumps to the opposite side of the screen jamesjan employs, cus it kinda fissures the map into a sequence of disjointed patterns, weakening any emphasis that could have come from such things if used more sparingly, and breaking any continuity of momentum
lovely map
me when I say guitar in a song with no guitar
guitar stuff fucks, but I find the cutstreams too intense relative to the rest of the map, and when they get spaced out it doesn't actually make them harder so it kinda flops the progression from intro to chorus
HW does a solid but not much wowzers
slow sections r nice, kiai is a fun gameplay challenge tho kinda short for it, but having both in the same map makes no sense. a good map with an inherent flaw
bounce and slide e.t.c. e.t.c. only wish the visual impression was less homogeneous
00:36:970 (2,3,4) -
00:40:959 (1,2,3) -
01:37:129 (3,1,2) -
00:46:704 (1,2,1,2,1,2,1,2,1) - 01:47:981 (1,2,1,2,1,2,1,2,1,2,1) -
02:33:300 (1,2,3,4,5,6,7,8,1) - and the whole section before and after it
love the energy of the 1/8 sections, the 1/4 zigzags go hard, and the rest of the map is just solidly good as usual for HW
shiirn map. nice wet kind of impact and emphasis, overall just really well executed gameplay. the ouroboros stuff is a cool gimmick that actually embeds itself within the gameplay and visual experience in a seamless way
lots of cool stuff, pipe sliders, 1/4 patterns, e.t.c., but the gameplay spikes really kill it on the execution side, and it seems to fail at coming together cohesively as a whole on the visual side. good map with flaws
schizo rhythm but it really does something, there's a momentum where it almost feels like the map is throwing you around like a ball which makes 00:42:736 - really fit the vibe of the song in a really unique indirect way. there's cool stuff in the calm sections too, like 01:44:479 (1,2,3,4,1,2,3,4,5,1) - . xilver killed it on this one for me
this man really did map the song
one of the best of UC's works for me. again clear sectional contrast through playfield traversal, the intro is chock full of neat rhythm and representation 00:20:828 (5,6) - love these for the flams, 00:27:256 (1,2,3) - all these 3 circle patterns feel great, 00:31:066 (1,2,3) - follow a line and break off perfectly fits the vibe of the guitar, 00:51:780 (5,6,7,8,9,1,2,3,4) - 02:10:113 (1) -
the kiais really hit hard, emphasising the song well, with many interesting ideas for contrast, and the use of bursts bringing in the left hand for building tension is brilliant; if you feel any emotional connection to the song then 04:20:113 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20) - is an experience you just do not get from any other map
02:48:447 (2,3,4,5,6,7,1) - look at these sliders
classic sectional contrast from UC; compare how the cursor travels in the intro vs. the chorus, and then look at the whole map. every pattern manages to feel tailor-made for the song, 01:16:762 (5,6,1,2,1,2,3,4) - see 5-6 followed by the big 1-2-1 triangle for the drum crashes, but also see 6-1-2 for the vocals, with 2-3-4 hovering back over covered space to fit how "that" lingers, and 5-6 are also picking up on the bass continuing from the objects before them. there is so much
personally I think the choruses aren't as impactful as they could be even though the contrast is there, but 01:22:507 - this section fucks, amazing rhythm, the curved sliders fit the timbre of the bass and synth, here we have non black-and-white use of playfield traversal to follow harmonic changes and for highlights like 01:40:379 (73,74,75,76,77,78,79,80) -
[Ultra] love this map; difficulty progression throughout always feels appropriate, and does well to highlight the energy of the song, and the rhythm fits strongly while having a degree of interest. the gameplay experience adds to the song in the best way for me. slow sections are well executed and keep a unique kind of momentum, while the kiais are full of fire. 03:41:199 (1,2,3,4,5,6,1,2) - go off
the only exception to the consistency of execution here that strikes me is 03:46:599 (1,2,1,2,1,2,1,1,2,1,2) - svs kill the pattern