wait @Melter can you give example of what you mean i'm not quite sure. when designing this map our goal was primarily to represent the song in as cool of a way as we could think of (which a big part of is as you mention trying to come up with visuals to try to convey like a story / arc of the song)
but for the drop 01:51:872 (1,1,1,2,1,2,1,2) - etc the goal was to have like a rly fast cascading falling feeling with the movement, like so u feel like ur getting washed away when playing, maybe it didn't have the effect we aimed for
and regarding marking specific parts of the map stand out maybe it's not so obvious but we put a lot of effort to make sure the movement was constrained in parts that is not the drop (everything pre drop, sans 00:40:795 sans sliderart - section, is in bottom half, or even lower of the playfield) and the goal was that the song feels subdued, almost cramped even until the drop and then the drop comes and then it explodes out so you finally get to fling ur cursor everywhere around the screen and its like a release.
i do think there is a sense where only focusing on visuals is limiting, but we did at least consciously try to do other things. perhaps we didn't do a good enough job making these decisions actually stand out/executing them, or perhaps we could have been more experimental with other choices in the map, and those are all very valid criticisms.
ok thats a lot of yapping i just wanted to say that we did try to do interesting things lol
ah, thank you for the detailed feedback! i do agree that we ended up sacrificing some aspects of song representation for visuals in that sense then.
i feel like it's really really hard to do everything without tradeoffs, ig that will come another day oh well.
wait @Melter can you give example of what you mean i'm not quite sure. when designing this map our goal was primarily to represent the song in as cool of a way as we could think of (which a big part of is as you mention trying to come up with visuals to try to convey like a story / arc of the song)
but for the drop 01:51:872 (1,1,1,2,1,2,1,2) - etc the goal was to have like a rly fast cascading falling feeling with the movement, like so u feel like ur getting washed away when playing, maybe it didn't have the effect we aimed for
and regarding marking specific parts of the map stand out maybe it's not so obvious but we put a lot of effort to make sure the movement was constrained in parts that is not the drop (everything pre drop, sans 00:40:795 sans sliderart - section, is in bottom half, or even lower of the playfield) and the goal was that the song feels subdued, almost cramped even until the drop and then the drop comes and then it explodes out so you finally get to fling ur cursor everywhere around the screen and its like a release.
i do think there is a sense where only focusing on visuals is limiting, but we did at least consciously try to do other things. perhaps we didn't do a good enough job making these decisions actually stand out/executing them, or perhaps we could have been more experimental with other choices in the map, and those are all very valid criticisms.
ok thats a lot of yapping i just wanted to say that we did try to do interesting things lol
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i am 16 inches
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