nice very good no complaints 1:55 obligatory semantics comment: style isn't necessarily visual, more generally style is the common results of someone's decision-making process, so while it can often be seen in a mapper's visual choices, it also manifests in their gameplay choices also 7:09 he will not draw the correct movement lines on the 4 slider 7:17 spits out cereal
cool video, i'll throw my two cents in 3:53- this is anecdotal (well duh its an example after all) considering nothing really puts this down as being inherently better since you can use both options to contrast whatever happens in the song; considering we're talking about outros we can safely assume that there's going to be a difference in tone either way - this can also apply to stuff where song goes into absolute climax and you decide to put something insanely slow (again, movement mechanic) in contrast to it being i.e. sliderspam - i call it antiemphasis and it can work wonders since it throws people off so hard and can have an even better effect on goals that you have stated. On the same note it's also worth mentioning how visuals skew with the pure idea of movement (and vice versa altho former is way stronger but that's a topic for another day) and how they're interconnected this same concept can also apply to 1:58 considering your goal can be to throw people offguard for a more entertaining experience, it's all fair game god bless you mentioned 1:45 because 99% of people get the idea it has to be something profound and that creates complete form over content situation in most cases
Nice, happy to see someone actually explain their thought processes for visual spacing for a change. I've started my first 2-3 maps recently and haven't finished any due to roadblocks in conceptualising 'what exactly makes a "good map" good'. Though I've watched a bunch of pishifat's videos, fact is I'm an old man who wants to map with my antiquated values, so it's more important to me to know the underlying reasoning for 'what makes people complacent of a pattern' rather than outright copying other successful maps' patterns that I only understand intuitively to be 'good'. Interestingly enough: that bit about the jumps' angles & the bit about mirroring certain logic, is stuff that's really hard to cotton-onto when you're starting off. It's easy to look at wide jumps and think 'big jump = harder' when in reality it's the shifts in hand momentum that complicate even smaller jumps (half the reason I love looking at eiri- & yf_bmp maps). Subbed. Looking forward to your future tutorials!
I agree that visuals can exist as an expression of music, i dont think visual spacing is the end all be all of "visuals" just a potential implementation of visuals. I see visuals as visual cues which dont always take the form of visual spacing. Otherwise interesting video I never thought to break down the peripheries like this. :P
gamer
Please come back, I want to hear that "Hello there!" one more time
nice
very good
no complaints
1:55 obligatory semantics comment: style isn't necessarily visual, more generally style is the common results of someone's decision-making process, so while it can often be seen in a mapper's visual choices, it also manifests in their gameplay choices
also
7:09 he will not draw the correct movement lines on the 4 slider
7:17 spits out cereal
cool video, i'll throw my two cents in
3:53- this is anecdotal (well duh its an example after all) considering nothing really puts this down as being inherently better since you can use both options to contrast whatever happens in the song; considering we're talking about outros we can safely assume that there's going to be a difference in tone either way - this can also apply to stuff where song goes into absolute climax and you decide to put something insanely slow (again, movement mechanic) in contrast to it being i.e. sliderspam - i call it antiemphasis and it can work wonders since it throws people off so hard and can have an even better effect on goals that you have stated. On the same note it's also worth mentioning how visuals skew with the pure idea of movement (and vice versa altho former is way stronger but that's a topic for another day) and how they're interconnected
this same concept can also apply to 1:58 considering your goal can be to throw people offguard for a more entertaining experience, it's all fair game
god bless you mentioned 1:45 because 99% of people get the idea it has to be something profound and that creates complete form over content situation in most cases
We need more mapping videos on yt frfr. Pishi's cool n all but also super outdated. Go gettem overcode
Nice, happy to see someone actually explain their thought processes for visual spacing for a change. I've started my first 2-3 maps recently and haven't finished any due to roadblocks in conceptualising 'what exactly makes a "good map" good'.
Though I've watched a bunch of pishifat's videos, fact is I'm an old man who wants to map with my antiquated values, so it's more important to me to know the underlying reasoning for 'what makes people complacent of a pattern' rather than outright copying other successful maps' patterns that I only understand intuitively to be 'good'.
Interestingly enough: that bit about the jumps' angles & the bit about mirroring certain logic, is stuff that's really hard to cotton-onto when you're starting off. It's easy to look at wide jumps and think 'big jump = harder' when in reality it's the shifts in hand momentum that complicate even smaller jumps (half the reason I love looking at eiri- & yf_bmp maps).
Subbed. Looking forward to your future tutorials!
TYSM! I've just gotten into mapping recently and this really helped a lot.
Subbed!
finally another mapping video on youtube
You helped me understand why theory is so important for mapping even for a hobbyist such as myself, unlike a lot of other video creators. Thanks!
phenomenal
Hope you keep this up
nice video
your maps are great, keep up the good work!
Thanks ill send this video to new mapper i hate
hyped for this series
I agree that visuals can exist as an expression of music, i dont think visual spacing is the end all be all of "visuals" just a potential implementation of visuals. I see visuals as visual cues which dont always take the form of visual spacing.
Otherwise interesting video I never thought to break down the peripheries like this. :P
theres way more to visuals than visual spacing, i havent watched this video in forever but i didnt mean it that way
really cool video!
the prophecy is finally being fulfilled
Good video! Love your maps btw
Love you mr code
Yes
aaa no osu!mapping 02 sad, this is good
thank you mr code
nice video!
good video
im never making it 😢
thx olc
Very sic
real
madiba
Activate Windows
meow
activate your windows, or just buy a mac
You should teach in college