Sweet Surrender

fanzhen's Extra

ok since everyone is voicing his opinion, here is my two cents:before I start, I have to mention that I do like ProBox personally, and its just my opinion. Ill be ok if it gonna get thru, cuz this map gonna shift the meta a lot, which is always nice.so here we go:Two quotes:"If you got to write paragraphs to explain stuff you mapped - you failed as a mapper" (c) Shiirn"Nobody is special just because hes trying to be special" (c) LoctavI might be mistaken in wording but you got the thing, right? I truly believe these two quotes are describing quite nicely what is happened in this mapset. You guys tried to squeeze the shit out of your minds to make the player be like "WAAAAAOW" but in reality players are like "WTFFFFFFFFF"Here is quick explanation of why that is the case here: basically you guys kinda ignored progression as a concept in some parts, or just made the shit to escalate way too rapidly.00:36:618 (1,1,1,2,1,2,1,2) - basically you dont tell the player what is fast and what is slow, these are completely the same.00:41:118 (1,2,1,2) - same thing00:55:930 (1,1,2,3) - I mentioned that thing already, you didnt prepare the player for such flow burst.01:01:368 (1,2,3,4) - the way you make escalation here is way different from 00:49:368 (1,2,3,4,1,2,3) - these are the same music phrases but ehhhhhh in first one you do 3.3x > 3.3x > 3.3x> 3.3x > 5.7x > 5.7xIn the second one theres is like: 2.3x > 3.9x > 4.2x > 4.3xWhat i mean here, is that you dont really know what it is when you see it. The structure you built is deluding. Here is another example:00:55:930 (1,1,2,3) - and 01:24:243 (1,1,2,3) - these are literally the same pattern-wsem so the player is getting ready for huge triplet, but LOLJK its not. its 1/2s.01:25:180 - 01:36:618 - this part is done really nicely!01:45:055 (2,3,4) - thats too much in my opinion, its ok when you break the triplets into something like 01:36:805 (2,3,4) - its cool and at least has a flow in it (but still, its 1/4s the f...?) This is also the place where most of players fail.01:53:680 (2,1) - compare it to 01:51:805 (2,1) - this spike is HUGE and indicates literally nothing (another Candy-Candy chorus), here you got a strong beat 01:53:868 (1) - and no spacing to the previous slider end at all.02:08:305 (1,1) - these are equal, you increasing the sv instead02:08:868 (1) - same, have no idea why you choosing patterning over logic here02:15:805 (1) - 02:16:180 - 02:16:555 - 02:16:930 - this stuff if where most of players fails at, why? because you didnt restructure these slow sliders (at least make them straight like here 00:42:993 (1) - or here 02:18:243 (1) - )02:21:805 (1) - 02:22:180 (1) - same02:55:930 - so this thing. It lacks 3 (flow, emphasis, structure) out of 4 the most important things in mapping (rhythm is left). You basically removed the visual aspect of the game here. Everyone gets misses/100s/50s cuz of it. I would suggest to make an offset x=2 at least.03:15:243 (1) - you sacrificed structure/flow for aesthetics here. But how is this expected?Few words about hitsounds in general:00:39:055 (2) - 00:39:430 (2) - this hitsounds are really questionable, i mean, i basically have no idea why is 00:39:055 (2) - has a Normal and not add/soft+whistle (like this 00:39:430 (2) - )ORwhy is 00:39:430 (2) - add/soft+whistle? You got 4 sounds, 00:38:868 - 00:39:055 - 00:39:243 - 00:39:430 - 1,3 are loud, 2,4 are quiet, but instead of replicating this into music you make these 3 as loud ones 00:38:868 (1,2,1) - and the last one 00:39:430 (2) - as a quite, despite all of them has the same placement and speed.00:52:180 (1,2,3) - its really hard to read, you did kinda similar thing with triplet here 00:48:618 (1,2,3,4) - but it was rather a hold-stream.02:00:618 (1,1) - 02:09:993 (1) - 03:06:243 (1) - I think that sliders like that should be more simple form-wise, because most of players are struggling in hitting these (i actually watched Yaong's and OPJames replays). My suggestion is to nerf it, like 20% less SV. Let people bitch about fast sliders on hollow wings maps.00:23:118 (1) - it doesnt reflect the music properly, 00:23:868 - this thing is a new sound measure, even being a part of 00:23:118 - doesnt make it that dependent to previous vocal phrase.00:08:118 (1) - actually its an aesthetic thing but still triggers me. THAT RED ANCHOR!!!!!!!!!Overall I can say that you can fix all of the major issues in like 20 mins of ur time and requalify this. Theres not that much to cry about but still you got to make this a bit more readable.I know there are no standards in regards of slider art but...00:00:618 (1,1,1,1,2,1,1,1) - how do the reflect the song? they are completely random, doest correlate with each other. Hello its 2017 you can make more simplistic and at the same time more nice stuff.00:46:743 (1) - you could make this look way better, since you started that grid:01:01:368 (1) - and this 00:49:368 (1) - i honestly think you should kinda choose what kind of pattern you use for that sounds. I Still think that escalating distance is better than double-jump-double-jump.03:30:618 (1) - I mean... 03:27:618 (1) - 03:29:118 (1) - 03:24:618 (1) - 03:26:118 (1) - and suddenly a cringed something 03:30:618 (1) - and 03:32:118 (1) - 03:33:618 (1) -03:35:868 - here shud be an NC I guess?01:37:180 - I think it should be 1/2 instead of 3/4, since it lacks the clap like 01:37:930 - here.02:05:118 (4) - 02:02:118 (4) - this might be a slider end? just like in top diff? youre mapping vocals there, that drum sound implied to be on slider end.(i removed custom hitsounds):02:28:180 - 02:28:368 - 02:28:555 - 02:29:305 - 02:29:680 - etc what happened here?02:24:618 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - turn off the custom hitsounds and listen.like... youre making rhythm from claps on 02:25:368 -but ignoring the normal-hitnormal 02:27:243 - which is referring to 02:25:743 - 02:26:493 - so I guess it might be like02:24:993 - here might be a normal-hitnormal02:26:868 (7) - might be a copy of 02:25:368 (3) - (add/normal, clap+whistle)02:27:618 - from here we got 02:28:180 - 02:28:368 - 02:28:555 - suddenlywhy? I mean I know Im not supposed to ask that but, explain please why did you do that in that way. Its just irregular and wrong (in my opinion).02:59:868 (1,2,3,4,5,6,7,8) - sounds nice but, is this a proper reflection of objects? (circled 1/4s stream)03:04:555 (3,4,5) - same thing, please explain why you picked drums there.even after that it makes me question your logic of hitsounding, since its pretty irregular how you place them.So in few words, please fix hitsounds, they are inconsistent (in my opinion, ill be glad if you would explain it for me)I would actually check the other diff but it took me 2 hours to write this already.So in conclusion I wanna say that this map is quite revolutional in some kind of meaning? Cuz after that people gonna abuse huge sv/ds spikes and others nice stuff, but as I mentioned above, I buelieve it still needs like a day or two to make shit work.Dont take this mod personally, I Know how it feels when everyone attacking you without a reason (from ur perspective) but you CAN STILL get away with that, if you really want to - go ahead and reject everything with some vague wording w/e. The real question here is what consequences we are going to go thru after that. I mean, on a long run.