i don't think you quite understand how this game works so imagine turn 1 i shoot a missile at konami and then force them to allow me me to have coin toss win every time with funny little dark warrior engine in my deck and then turn 1 NUMBER 86: HEROIC CHAMPION;@ILOVESEQUEL and i also told konami to make sure that you couldn't do this ever this is the game we are playing man
INTELLIGENT EXTRATERRESTRIAL LIFE FORMS ARE FORCED TO STAY SILENT IN THE FEAR OF BEING ELIMINATED BY A MORE TECHNOLOGICALLY ADVANCED BUT MORE EXCEEDINGLY PARANOID SOCIETY
these maps are so fun i also really love the pokie map of this song because of how well structured it is but also the insane diffs in this set take so many fun liberties with gameplay like 00:47:637 (1,2,3,4,5,6,7,8,9) - kind of strict patterning that breaks established structure throughout the map as a transition from the first halves of the kiais to what comes after its like wtf lmfao why would u do that but its kinda fire if they wanted to make that stand out more than anything or like making the transition out from the kiai (to the next one etc.) all double spam n shit so funny 00:52:568 -
or like the stuff in yasora's diff with rhythm choice esp in this section 00:27:911 - it feels like ur freestylin over this song its fun af and then the way they introduce the first 2 measures in the chorus 00:42:294 (1) - 00:43:938 (1) - with 0.5x slider for first measure and then 1x slider for the second one with both patterns 00:42:294 (1,2,3,4,5,6,1,2,3,4,5,6) - taking up the same space on the playfield + the movements between 00:42:911 (2,3,4,5,6) - 00:44:555 (2,3,4,5,6) - essentially reversing with the 2nd measure ending on 00:45:582 (6) - directing the map to a new area of the playfield + movement exiting the constrains of the left side of screen focus its just so good whether intentional or not like there's stuff like this in random old maps always fascinates me
yeah like that drop section I thought was really cool, but coming from 01:46:795 - 01:51:872 section right before it felt like there was a really lackluster transition between these two ideas to where it felt like visual theming took precedence over more tactile elements in this map
(e.g. having some sort of progression such as like making tapping more intense over time in this section, slowly increasing density over time in that section to introduce how dense 01:51:872 - is tapping wise, etc. something like that that could be directly felt in gameplay)
though I can see it intentionally constructed that way to make the "explosion" of movement in this section 01:51:872 - that more intense, I think that when compared to the section immediately prior 01:31:564 - it feels like too much of a drop off in overall map activity beyond the fact that rhythm in this section 01:46:795 - is slightly different
i did also notice playfield usage ideas in sections before the kiai, and i thought those ideas were really cool, especially patterns like this 00:17:718 (1,2,1,2,1,2,1,2,1,1,1,1,1,2,3,1,2,3,4,5) - I think look sick and the buildup there is executed pretty well, and additionally I did notice the cramped atmosphere that you guys did between the first parts of the map and the things after the kiai, but when I go to play those initial sections it felt like there were weird drop-offs in overall momentum (tapping, movement within individual patterns, overall activity, etc) between sections like 00:30:641 - 00:40:795 - 00:53:487 -
where the first section is like "cool ok they decided to make it relatively dense off the get-go, and decided to introduce patterning like 00:35:718 (1,2,1,1,1,1,2,3,1,2,3) - that mirrors the way that other "explosive" patterning ideas are executed in the map, and then you get to the part right after 00:40:795 - and it's kinda like oh well none of the momentum (lol) established in the section before is transferred into a different element of the map, so it kinda just feels like I go from one visually constructed idea in the map to a seemingly unrelated idea in this 00:40:795 - section... like the patterning there is beautiful but when experiencing this map for me it feels like those two ideas don't have much relation between eachother beyond the fact that playfield usage in that section in general is constrained compared to latter parts of the map
now if it's something like oh like 00:40:795 - to 00:45:756 is similarly dense to the previous section 00:30:641 - and then the parts after 00:45:872 - (to 00:50:487 -) cool down in overall activity (mostly concerning density w/ tapping here) i could understand that, especially with 00:48:410 (1) - slider being different from the petal sliders seen throughout the rest of this section and then movement subsequently being directed in a more subdued manner compared to previous measures, but there's not much of an indication of that "cool-down" in measures before 00:48:410 - since the movement within patterns before there is still kinda intense the entire time (even when the density starts lowering after 00:45:756 - to 00:48:410 - the spacing stays relatively the same within patterns (especially here 00:47:603 (1,2,1) - this 1/2 jump kinda feels more intense movement wise than anything really before)
and then with this section 00:50:949 - I can 100% understand why density drops off a lot here vs previous 2 sections (cool pattern btw 00:50:949 (1,1,1,1,1,1,1,1,1,1) - ), but within the section you have that pattern that I highlighted that introduces a lot of tension (even if not through tapping, the visual density of that pattern introduces tension without being super heavy on tapping, and then stuff after it 00:53:487 - feels like it's not making use of that built tension (stuff like 00:53:718 (3,1) - being 1/2 sliders at a pretty high sv instead of 1/4 or something to continue on with the tension created by the pattern before
i think stuff like this is why i seem to disagree with this map's decision and feel like they are direct downstreams of "visuals first" mindsets, there's a lot of cool ideas in this map but they don't really seem to be supported by elements more intricately related to elements that are less linked to the visual side of mapping
just my thoughts though
sorry for late response i have syndrome called having to spend 8 hours at unfamiliar building for 4 days
it's actually pretty fun when you learn this map and it has sensible difficulty progression throughout (hardest after preview point) and doesn't use perfect stack spam to inflate reading difficulty, pretty good actually
i do think people would be more willing to reapproach this map's ideas sometime down the line if not for the comments so i'd say it has relevance in that case
but idk not sure how this site works
why did i miss
I just mapped this in my head and the map was better
this guy on twitter is like sales ban rhongo for me only
i don't think you quite understand how this game works so imagine turn 1 i shoot a missile at konami and then force them to allow me me to have coin toss win every time with funny little dark warrior engine in my deck and then turn 1 NUMBER 86: HEROIC CHAMPION;@ILOVESEQUEL and i also told konami to make sure that you couldn't do this ever this is the game we are playing man
its not penis music u 2 werent ensouled at birth
02:19:885 (2,3,4,5,6,7) - this jump too hard on dt
INTELLIGENT EXTRATERRESTRIAL LIFE FORMS ARE FORCED TO STAY SILENT IN THE FEAR OF BEING ELIMINATED BY A MORE TECHNOLOGICALLY ADVANCED BUT MORE EXCEEDINGLY PARANOID SOCIETY
china already has like 100 dollars from me through yostar what do you mean get off majsoul
u really can just do anything in mapping but invisible force WONT LET ME DO FUCKING ANYTHING LIKE NICE FUCKING GAME I GUESS
these maps are so fun i also really love the pokie map of this song because of how well structured it is but also the insane diffs in this set take so many fun liberties with gameplay like 00:47:637 (1,2,3,4,5,6,7,8,9) - kind of strict patterning that breaks established structure throughout the map as a transition from the first halves of the kiais to what comes after its like wtf lmfao why would u do that but its kinda fire if they wanted to make that stand out more than anything or like making the transition out from the kiai (to the next one etc.) all double spam n shit so funny 00:52:568 -
or like the stuff in yasora's diff with rhythm choice esp in this section 00:27:911 - it feels like ur freestylin over this song its fun af and then the way they introduce the first 2 measures in the chorus 00:42:294 (1) - 00:43:938 (1) - with 0.5x slider for first measure and then 1x slider for the second one with both patterns 00:42:294 (1,2,3,4,5,6,1,2,3,4,5,6) - taking up the same space on the playfield + the movements between 00:42:911 (2,3,4,5,6) - 00:44:555 (2,3,4,5,6) - essentially reversing with the 2nd measure ending on 00:45:582 (6) - directing the map to a new area of the playfield + movement exiting the constrains of the left side of screen focus its just so good whether intentional or not like there's stuff like this in random old maps always fascinates me
great but should have been od9>
Ddude irs been three year this is harassment
y do i not like this map
AHAHAHHAHA I FUCKING LOVE DOUBLE TIME
This top diff is acftually insane
y the sv so high
this map is fucking nuts man
im just like clare
yeah like that drop section I thought was really cool, but coming from 01:46:795 - 01:51:872 section right before it felt like there was a really lackluster transition between these two ideas to where it felt like visual theming took precedence over more tactile elements in this map
(e.g. having some sort of progression such as like making tapping more intense over time in this section, slowly increasing density over time in that section to introduce how dense 01:51:872 - is tapping wise, etc. something like that that could be directly felt in gameplay)
though I can see it intentionally constructed that way to make the "explosion" of movement in this section 01:51:872 - that more intense, I think that when compared to the section immediately prior 01:31:564 - it feels like too much of a drop off in overall map activity beyond the fact that rhythm in this section 01:46:795 - is slightly different
i did also notice playfield usage ideas in sections before the kiai, and i thought those ideas were really cool, especially patterns like this 00:17:718 (1,2,1,2,1,2,1,2,1,1,1,1,1,2,3,1,2,3,4,5) - I think look sick and the buildup there is executed pretty well, and additionally I did notice the cramped atmosphere that you guys did between the first parts of the map and the things after the kiai, but when I go to play those initial sections it felt like there were weird drop-offs in overall momentum (tapping, movement within individual patterns, overall activity, etc) between sections like 00:30:641 - 00:40:795 - 00:53:487 -
where the first section is like "cool ok they decided to make it relatively dense off the get-go, and decided to introduce patterning like 00:35:718 (1,2,1,1,1,1,2,3,1,2,3) - that mirrors the way that other "explosive" patterning ideas are executed in the map, and then you get to the part right after 00:40:795 - and it's kinda like oh well none of the momentum (lol) established in the section before is transferred into a different element of the map, so it kinda just feels like I go from one visually constructed idea in the map to a seemingly unrelated idea in this 00:40:795 - section... like the patterning there is beautiful but when experiencing this map for me it feels like those two ideas don't have much relation between eachother beyond the fact that playfield usage in that section in general is constrained compared to latter parts of the map
now if it's something like oh like 00:40:795 - to 00:45:756 is similarly dense to the previous section 00:30:641 - and then the parts after 00:45:872 - (to 00:50:487 -) cool down in overall activity (mostly concerning density w/ tapping here) i could understand that, especially with 00:48:410 (1) - slider being different from the petal sliders seen throughout the rest of this section and then movement subsequently being directed in a more subdued manner compared to previous measures, but there's not much of an indication of that "cool-down" in measures before 00:48:410 - since the movement within patterns before there is still kinda intense the entire time (even when the density starts lowering after 00:45:756 - to 00:48:410 - the spacing stays relatively the same within patterns (especially here 00:47:603 (1,2,1) - this 1/2 jump kinda feels more intense movement wise than anything really before)
and then with this section 00:50:949 - I can 100% understand why density drops off a lot here vs previous 2 sections (cool pattern btw 00:50:949 (1,1,1,1,1,1,1,1,1,1) - ), but within the section you have that pattern that I highlighted that introduces a lot of tension (even if not through tapping, the visual density of that pattern introduces tension without being super heavy on tapping, and then stuff after it 00:53:487 - feels like it's not making use of that built tension (stuff like 00:53:718 (3,1) - being 1/2 sliders at a pretty high sv instead of 1/4 or something to continue on with the tension created by the pattern before
or 00:54:641 (1,1,2,3,1,1,1,2) - having a lot of gaps in tapping makes 00:56:256 (1,1,1,1,1,1,2,1,2,1,1,1,1,2,3,1,2,3,1,2,3,1,2,3) - this section where the map seems to be building up in tension with the patterning there seem really weak, since there's not much immediately prior for it to build up from
or 00:58:564 (1,1,1,2,3,1,2,3,1,2,3,1,2,3) - feeling weird and unrelated in elements beyond visual for similar reasons as i've mentioned)
i think stuff like this is why i seem to disagree with this map's decision and feel like they are direct downstreams of "visuals first" mindsets, there's a lot of cool ideas in this map but they don't really seem to be supported by elements more intricately related to elements that are less linked to the visual side of mapping
just my thoughts though
sorry for late response i have syndrome called having to spend 8 hours at unfamiliar building for 4 days
*the wafer diff i only played the keitaro diff like once
it's actually pretty fun when you learn this map and it has sensible difficulty progression throughout (hardest after preview point) and doesn't use perfect stack spam to inflate reading difficulty, pretty good actually
i am on riichi city
i do think people would be more willing to reapproach this map's ideas sometime down the line if not for the comments so i'd say it has relevance in that case
but idk not sure how this site works