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goreshit - o'er the flood

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HootOwlStar
amazing mapset. good luck!
Nao Tomori
d
Yoges
Idk why this is giving me shit frames in the editor even when the storyboad is doing nothing. Nice map btw.
strickluke
Call me back if you'd like me to redo the combo colors! I'd be happy to do so for this great map :D

also ☆☆ two kds!
-Mo-
flare.png is loaded twice at 254478 with the exact same commands and is adding unneeded SB load.

The glitch files at the top of the .osb have duplicate and redundant Move and Scale commands. You can remove all of them (leave one Scale) to reduce the file size.
Topic Starter
Izzywing
Oh, thanks for the feedback on the SB, I'll try to fix it soon.
Topic Starter
Izzywing
jokomo said he'd try to take a look and optimize the SB, which is very much appreciated

4/19 edit: jako took a look, just getting the OG code from Spaghetti so that he can make progress on it.

As for the map itself, I've made some minor changes myself, I'll include them in the update for the next BN. I'll edit this post with a changelog soon. Credit to MrSergio for ircing a lot of these with me.

01:00:714 (4) - Was made clickable (clap was on slidertail before)
01:00:870 (5,6,7,8,9,1) - adjusted rhythm to emphasize claps better https://puu.sh/vpk6d/50cbdd4965.jpg
01:37:364 (1,2) - these reverse sliders with claps on the end have been slider+circle to ensure the clap is clickable. While I don't entirely go out of my way to make the claps the foucs, these were particularly inconsistent than before.
02:09:684 (2,3) - these stacking circles have been changed to 1/2 sliders. Sergio discussed with me that the staying still part of these patterns weren't good for play-ability (a bit of a simplification, but regardless..) and I agree with him.
02:35:354 (1) - hitsounded with clap instead of whistle
03:04:891 (1,2,3,4) - spacing increased. A bit underwhelming before.
03:09:529 (5,6,7,8,9,10) - rhythm changed from two kicksliders.
03:14:787 (1,2,3,4) - was made far less underwhelming. the spacing on the final spaced stream was raised by DS .1 to compensate.
fixed some missing claps in the post kiai.
squirrelpascals
will this get ranked faster if i give it more kudosu

+2
Topic Starter
Izzywing
Okay, self popped to update with the above minor fixes ~
Monstrata
Repairing. #1
Pyo
What happened to the boat? ;-;
Topic Starter
Izzywing

Shumpei wrote:

What happened to the boat? ;-;
not much a little boat can do against a storm like that :(
sheela
[SB]
  1. If you want, I optimized your .png files to make their fileseize smaller (at least 240KB can be saved). I also optimized your white.jpg to .png to bring down the size to 362 bytes instead of 32.5KB. But that's really your choice.
[deluge]
  1. 01:37:208 (9) - So the tail is not snapped by 2ms according to AiMod.
  2. 01:09:374 (4,5,6) - The atmosphere in between 00:56:539 - until 01:16:333 - felt calm until (4,5,6) disrupted it in my opinion, because the "big" spacing for the kicksliders doesn't support the music and it felt out of blue. I recommend you reduce the spacing to meet the consistency with the spacing during this section of the map.
  3. 01:30:869 (8) - A 1/4 slider here suits better because of the noticeable beat on 01:30:946 - and stays consistent with the other 1/4 similar rhythms.
  4. 02:23:138 (1,2,3,1,2,3,1,2,1) - This pattern one has varied spacing and placement which breaks the consistency with the other patterns like 01:23:757 (1,2,3,1,2,3,1,2,1) - 01:33:654 (1,2,3,1,2,3,1,2,1) - etc. But because you did the same to 02:33:034 (1,2,3,1,2,3,1,2,1) - this means that they are different for this specific section with the upper octave piano in the piano. Though please enlighten me if I'm wrong since both parts 01:55:921 - and 02:15:714 - are similar to me, therefore you shouldn't break the consistency.
  5. 02:48:343 (3) - What if you added a sharp turn or a glitchy break on the slider at 02:48:498 - ? It might turn ugly, but it's a nice idea to represent the glitch sound in the music.
  6. 02:44:788 (3) - ^ this too; you can try something like this: https://puu.sh/vI2vl/7d3a8e2346.png
  7. 02:53:756 (1,2) - Make the distance smaller as they hit the same sounds as 02:53:293 (1,2,3) -, which is why I don't think the big spacing makes sense. Maybe place (2) under 02:53:602 (3) - like x:86 y:210, or stack them?
  8. 03:33:575 (4,1) - I'd move them more up to have a more fluid movement between 03:33:343 (2,3,4) -, unless it's just me that thinks the almost-flat angle between 03:33:421 (3,4) - doesn't play well with the kickslider.
  9. 03:52:210 (1,2,3,1,2,3,1,2,1) - Have the combos to decrease their spacing gradually to follow the fade-out in the music?
  10. 04:25:612 (3,4) - In my opinion these sliders don't fit with the 2/1 slider rhythm (especially like 04:16:953 (1,2) - ) you had built up during the slow part of the song. Therefore these were just added out of blue and disrupt the consistency. Would be better if you remove (4) and extended (3) to 04:26:230 -.
  11. 05:08:911 (1) - I think this should be moved to 05:09:065 - instead since that's where a new note is played (faintly).
This map is really fun to play! So whenever I can check the fixed SB, I'll be able to nominate it. Until then call me back for a recheck!
Topic Starter
Izzywing

sheela wrote:

Will see if I need to use the optimized images. Thanks for doing that!

[deluge]
  1. 01:37:208 (9) - So the tail is not snapped by 2ms according to AiMod. Fixed
  2. 01:09:374 (4,5,6) - The atmosphere in between 00:56:539 - until 01:16:333 - felt calm until (4,5,6) disrupted it in my opinion, because the "big" spacing for the kicksliders doesn't support the music and it felt out of blue. I recommend you reduce the spacing to meet the consistency with the spacing during this section of the map. Agreed. I nerfed this pattern and fixed the aesthetics a bit as well!
  3. 01:30:869 (8) - A 1/4 slider here suits better because of the noticeable beat on 01:30:946 - and stays consistent with the other 1/4 similar rhythms. I used a double based rhythm instead, similar to the kind of one I would use for01:40:457 (4) - to be consistent. I also fixed 02:00:251 (5) - in this regard. I didn't change the instances of this rhythm in the song where i represented it with a stream because there's no inconsistent kickslider usage for those representations.
  4. 02:23:138 (1,2,3,1,2,3,1,2,1) - This pattern one has varied spacing and placement which breaks the consistency with the other patterns like 01:23:757 (1,2,3,1,2,3,1,2,1) - 01:33:654 (1,2,3,1,2,3,1,2,1) - etc. But because you did the same to 02:33:034 (1,2,3,1,2,3,1,2,1) - this means that they are different for this specific section with the upper octave piano in the piano. Though please enlighten me if I'm wrong since both parts 01:55:921 - and 02:15:714 - are similar to me, therefore you shouldn't break the consistency. Great point! Instead of changing this section, I have instead changed the previous one's jump sections to be like a transition from the original pattern to the ones at 02:23:138 (1) - and etc. So check out what I've done for 02:03:343 (1) - and 02:13:240 (1).
    It's not as intense of a change as the later ones, because the music doesn't fully incorporate the higher octave piano yet.


    Also, in case this comes up later, 02:53:293 (1) - is one of the "unique" jump sections because I consider it like the final warnings right before the "storm" that the player is about to experience ;)
  5. 02:48:343 (3) - What if you added a sharp turn or a glitchy break on the slider at 02:48:498 - ? It might turn ugly, but it's a nice idea to represent the glitch sound in the music.
  6. 02:44:788 (3) - ^ this too; you can try something like this: https://puu.sh/vI2vl/7d3a8e2346.png

    Tried something for both of these, but from what I can tell from playing it's not really noticeable what exactly that sharp turn/glitchy break is for because you can barely hear the sound when playing. so it just ends up looking ugly for no reason.
  7. 02:53:756 (1,2) - Make the distance smaller as they hit the same sounds as 02:53:293 (1,2,3) -, which is why I don't think the big spacing makes sense. Maybe place (2) under 02:53:602 (3) - like x:86 y:210, or stack them? Applied
  8. 03:33:575 (4,1) - I'd move them more up to have a more fluid movement between 03:33:343 (2,3,4) -, unless it's just me that thinks the almost-flat angle between 03:33:421 (3,4) - doesn't play well with the kickslider. Sure
  9. 03:52:210 (1,2,3,1,2,3,1,2,1) - Have the combos to decrease their spacing gradually to follow the fade-out in the music? cool idea!
  10. 04:25:612 (3,4) - In my opinion these sliders don't fit with the 2/1 slider rhythm (especially like 04:16:953 (1,2) - ) you had built up during the slow part of the song. Therefore these were just added out of blue and disrupt the consistency. Would be better if you remove (4) and extended (3) to 04:26:230 -. I don't think you should compare those two sliders exactly. The sounds at 04:25:612 (3,4) - are much more noticeable on every white tick there,
    so I mapped it as 1/1 sliders to differentiate it from the sliders you mentioned which did not have that.

  11. 05:08:911 (1) - I think this should be moved to 05:09:065 - instead since that's where a new note is played (faintly). Sure, actually agree.
    Didn't change the ending because it doesn't really matter where the slider ends I don't think.
This map is really fun to play! So whenever I can check the fixed SB, I'll be able to nominate it. Until then call me back for a recheck!
EDIT - SB updated so we should be good to go in that regard.
sheela
Sorry for the sudden absence!

Hmm, I see a little improvement to the .osb file, but I didn't expect the filesize to be increased by ~30KB of the previous file. There are some still useless and duplicated codes that could be removed to optimize at the max the storyboard and filesize of the file.
Here's a little list of what I changed in the code if you want to know
  1. Removed the extra "/" in the file addresses. It brings redundant bytes to the filesize and a single slash is enough.
  2. Under SB/lilboatglitch#.png is full of duplicated commands that can be reduced to few lines; the scale command and the move command can just be triggered once instead of repeating every 10ms. But the whole lilboatglitch can be reduced by an animation command.
    This also applies to bgGlitch.
  3. Replaced move commands with MX instead, like cloud.png that move only on the x axis.
  4. Any move command with only one x,y component is removed and replaced the coordinates after the file address with the component instead (except the ones under lightning#.png)
These modifications bring a saving of ~80KB comparing to the current version of .osb. You can find the new code here: https://puu.sh/vOihH/e878410d86.osb

  1. 01:09:839 (7,8,9,10,1,2,3,4,5) - First this is touching a little the HP bar. Second you can move this pattern to the right, at like x:181 to have a smoother flow between 01:09:683 (6) - and the curve 01:09:839 (7,8,9,10,1) -.
  2. 01:39:993 (2) - 02:11:231 (4) - 04:13:241 (1) - These touch the HP bar.
Call me back!
Topic Starter
Izzywing
Fixed all the HP drain touching ones except for 04:13:241 (1), this slider takes place in the simpler slow section anyway, so I don't see this interfering with gameplay, which is what that guideline is intended to prevent.

Also fixed a few things on my own, below, that I noticed.

For one, apparently the red color'd buzz sliders didnt have the normal clap for some reason..apparently they all had whistles and i just noticed this lol. Rhythm here 01:35:817 (6,7,1) - adjusted to match (the claps only happen for where the buzz slider is now, before the entire thing was a buzzslider and that didnt make much sense)

01:16:024 (1) - Actually does the same (the claps are only at the end) but I actually prefer one entire buzz slider here because it provides a small break after this longer stream right before it, before the player has to move into the first set of denser rhythms. Adjusted hitsounding on this though.

Also, 01:28:705 (1,2) - was flipped upside down to avoid breaking the ranking criteria rule that sliders can only completely cover up another sliders sliderbody if it has completely dissapeared, which wasn't the case here.

And of course, obs updated.

Thanks a bunch!
Yuii-
ATTENTION:

04:14:477 - E V YVER THI NG A FT ER R T H IS T IEM E STAMP IS INAUDIBLE. YO U N EED TO CON SI DER INC FEREAS IGN GTHE VVO LEUM AN D ADD SO ME S P I C Y 8-) 8-) 8-) 8-) H I TOS UNDING BECA SUSE TH ERE IS N O FEEDKCA AT A LAL L!!!!!!!!!!!! :|

IT FE LE S SO EM PTY RIHG TNOW,. JNO PWHISTLES!!!!!!!!
Topic Starter
Izzywing
whoops, raised volume to 30% for that section, but i kept it at 15 for the slider art

thanks yuii!!

edit - also noting that the final section before the slow part is intentionally mapped without whistles, as the song is coming to close i thought it be cooler to just use claps there as part of the transition into the slow section (which itself uses only whistles)
sheela
split a 1/1 slider into a circle and a 1/2 slider because the beat in the middle is more prominent.

here's your bubble #2

good luck!
Topic Starter
Izzywing
Thanks sheela! Think its bubble 1 tho cos I had to fix snapping issues
Monstrata
#2 then.
Kondou-Shinichi
Hype?????
Log Off Now
O N E M O R E
sheela

Log Off Now wrote:

O N E M O R E
not anymore
Topic Starter
Izzywing
holly molly

btw this was bubbled before the tier split and sheela was able to qualify it for that reason. Also thanks to the new rule saying that approval length maps need just 2 bns instead of 3.

Thanks so much to everyone who supported this, now to get through the qualified stage!
ZekeyHache
yaaay
Plaudible

ezek wrote:

yaaay
Mismagius
idk how to say this without coming out as an asshole or someone who wants to unqualify the map (there are some genuinely good parts of the map) but really felt like the structure is kinda bad, some of the streams (for example, 01:47:880 (4,5,6,7,8,9,1) - 02:29:942 (4,5,6,7,8,9,10,11) - 03:05:199 (1,2,3,4,5,6,7) - ) really didnt flow well imo, there is some questionable jump flow (01:11:075 (9,10,11,1) - 02:31:798 (1,2,3,4) - ) as well, the drum beats sometimes get mapped in the wrong rhythm which is pretty bad in a breakcore map (01:28:705 (1,2) - ). also i had HUGE difficulty playing stuff like this 01:57:777 (4,5,6,7,8,9,1) - without sliderbreaking, the rhythm just doesn't feel intuitive as grumd's map did (and that was mapped like 5 years ago).

again i don't really wanna come out as an asshole or make a full mod for this because this is just personal observation, the map is nice and all but there's just something that doesn't feel good about it, which is a shame because a modernization of grumd's map gave me really high expectations. sorry :(

also i'm purely speaking as a player btw, this was all result of my playthroughs on the map, didn't really want to look at it as a mapper because it wouldn't make much sense now
Topic Starter
Izzywing

Blue Dragon wrote:

idk how to say this without coming out as an asshole or someone who wants to unqualify the map (there are some genuinely good parts of the map) but really felt like the structure is kinda bad, some of the streams (for example, 01:47:880 (4,5,6,7,8,9,1) - 02:29:942 (4,5,6,7,8,9,10,11) - 03:05:199 (1,2,3,4,5,6,7) - ) really didnt flow well imo, there is some questionable jump flow (01:11:075 (9,10,11,1) - 02:31:798 (1,2,3,4) - ) as well, the drum beats sometimes get mapped in the wrong rhythm which is pretty bad in a breakcore map (01:28:705 (1,2) - ). also i had HUGE difficulty playing stuff like this 01:57:777 (4,5,6,7,8,9,1) - without sliderbreaking, the rhythm just doesn't feel intuitive as grumd's map did (and that was mapped like 5 years ago).

again i don't really wanna come out as an asshole or make a full mod for this because this is just personal observation, the map is nice and all but there's just something that doesn't feel good about it, which is a shame because a modernization of grumd's map gave me really high expectations. sorry :(

also i'm purely speaking as a player btw, this was all result of my playthroughs on the map, didn't really want to look at it as a mapper because it wouldn't make much sense now
No offense taken, seeing stuff like this on my maps means people are actually playing them, lol. This is the first ever post-qualify mod any one of my maps has ever gotten.

The rhythm intuitivity thing is something I'll comment that I didn't really want to hold back in terms of representing the songs rhythm. As much as I like grumd's map, some the song's cool 1/4 rhythms weren't really represented and I wanted to do that in my map.

A lot of the things you called bad flow I wouldn't really say are actual playability issues, feels kinda subjective to me. For example I think 01:11:075 (9,10,11,1) - plays perfectly fine.

stuff like 01:57:777 (4,5,6,7,8,9) - have been pretty positive in terms of feedback from my playtesters. they seem weird at first but they're actually rather intuitive when you figure them out imo. They follow the rhythm of the song well and I'd love to keep them.

I know this isn't a really great response to your points but I'm not really sure what to respond to. A lot of the stuff you mentioned was just...this feels bad to play as a player, and those points feel kinda subjective me is all. I really appreciate that you took the time to make your post, because as I said before; this is the first post qualify "mod" a map of mine as ever gotten lol

EDIT - Forgot to address your structure comment, you didn't go in depth so I don't how to respond to that. I guess this reply boils down to I appreciate the perspective, and if this map ever gets dq'd I'll be sure to keep all of your comments in mind when making changes. I just don't anything you said has convinced me to actually make any changes yet.
Mismagius
honestly after the first bunch of playthroughs most of the issues disappeared. some of the streams i mentioned in the first point still flow in a really weird way but that's probably me being used to the grumd map.

nice map, hope that wasn't taken too badly :D
Kyouren
Gratzz for:
  1. Hobbes2 for first approved map
  2. Spaghetti for first SB ranked <3
Cellina
nice one gratz ~
-Mo-
Congrats!
Wormi
why does it have a heart instead of a flame tho?
CookieBite

Worminators wrote:

why does it have a heart instead of a flame tho?
new bn rule :thinking:
Nao Tomori
should b flame cuz approval thO
AruOtta
Congratz :3
LowAccuracySS
itshappening.jpg
intiaz
congrats!
Plaudible
gratzuhobbesuhohohohohoh
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