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- Halfslashed words of wisdom.
- Cursor pacing with sliders means awareness of what spacing between slider to another object actually feels like in play
- And using that to contrast with other spacings
- So for example, a good rule of thumb is
- 1x spacing means that the player will stop on the next object before they click it
- Since leniency lets them complete the slider and
- They are in position to hit the next object
- This is usually the case since players mostly move through sliders faster than they are
- 2x spacing roughly means that they'll move at the speed of the slider
- To the next object
- Thus giving a feel of fluid movement
- Above that, the player feels slowed down by the slider and
- Ends up snapping to the next object quickly
- ( this is for everyone else too, its a common thing people don't consider)
- But yeah, those distances are rough guidelines i use but not 100% accurate
- Direction relative to screen means that
- Across a given duration
- Movement follows a general trend in that
- It may go side to side, up to down, circular, diagonal
- And if you control that as a means to emphasize certain things in the song
- It makes things feel much more cohesive
- Concept maps do this but they focus on it as a restriction rather than
- Using it naturally lol
- Screen traversal refers to
- How the player moves around the screen across a set of objects
- One of the key indicators of newbie mappers
- Is that they cluster all of their patterns towards the center of the screen
- And go in circles
- Or zigzags
- The average mapper covers the screen fully these days but
- There is no real pattern to how the player traverses the screen
- But it's absolutely noticeable
- Anyways those things I mentioned are usually why
- Errr
- What separates good mappers from average/bad
- And why even some of your favorite mappers would be ones I consider average/bad
- They take patterns out of context then just throw them into a map
- And can get away with it because a majority of mappers cant even see the issues with them
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