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Zebrahead - All For None And None For All

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-Shizuru
free pp map?
Kagetsu
late again

Mazziv wrote:

This song was mapped by caren,thats how i found out about it. Caren is also the biggest inspiration for me in terms of mapping.At first i named every diff with ''_sk'' at the end to show that,but later on people suggested to remove that due people could be thinking they were all made by caren.So i decided to just roll with the background she used.
to be honest this doesn't make much sense to me s: it's completely fine to use someone else maps as inspiration though your point is kinda weak as it doesn't provide a valid reason, i would say the same about caren's map, it doesn't change the fact that the bg is unrelated to the song

Mazziv wrote:

at the timing where i started this mapset i had little to no time so i went with a cut version.
i mean, i think you can do it better by cutting the ending part of the song and merging it with the end of the first chorus. it's a very common technique. the current cut sounds poorly done tbh

[]

those are the reasons that are holding me back from nominating this. of course you don't have to change your map if you think my points are invalid or maybe you like the map the way it is, though i don't think i'm going to nominate this map in its current state
Topic Starter
Mazziv

Kagetsu wrote:

late again

Mazziv wrote:

This song was mapped by caren,thats how i found out about it. Caren is also the biggest inspiration for me in terms of mapping.At first i named every diff with ''_sk'' at the end to show that,but later on people suggested to remove that due people could be thinking they were all made by caren.So i decided to just roll with the background she used.
to be honest this doesn't make much sense to me s: it's completely fine to use someone else maps as inspiration though your point is kinda weak as it doesn't provide a valid reason, i would say the same about caren's map, it doesn't change the fact that the bg is unrelated to the song after a long hiatus i come back and rank this. so i changed that!

Mazziv wrote:

at the timing where i started this mapset i had little to no time so i went with a cut version.
i mean, i think you can do it better by cutting the ending part of the song and merging it with the end of the first chorus. it's a very common technique. the current cut sounds poorly done tbh i really dont know how to make it better,i bought the song but i cant find a way to change the ending in a way that it fits

[]

those are the reasons that are holding me back from nominating this. of course you don't have to change your map if you think my points are invalid or maybe you like the map the way it is, though i don't think i'm going to nominate this map in its current state
Doormat
ok i'm 4 months late lol

[General]
  1. any reason why gders aren't in the diff names?
[Easy]
  1. 00:24:865 (3,4) - music has same vocal emphasis as 00:22:465 (3) - so follow same rhythm would be good idea yes
  2. 0:46:465 (3,4) - while ds is maintained, it looks a bit off compared to the rest of the map because of how close the slider borders are to each other. is it possible to change the angles to make them look less claustrophic?
[Normal]
  1. 00:44:965 (5,6,1) - three 1/2 rhythms in succession at 200 bpm might be pushing it a bit too much. can you simplify (5,6) into a 1/2 slider instead?
[Hard]
  1. 00:30:865 (1) - 00:32:065 (1) - 00:33:265 (1) - holy shit you don't need the finishes on the repeats/slider end, it sounds waaaaay too loud. just putting a finish on the slider start is good. alternatively, you can change the finishes on the repeats/slider end to whistles; that would work better than finishes
  2. 00:34:465 (1,2,3,4) - you could move the (3) closer so that (1,2,3,4) forms a square formation
  3. 00:35:665 (1,2,1,2) - this density decrease is incredibly underwhelming. after coming off of the bridge with an intense rhythm, this simplified rhythm for vocals breaks the excitement of the song. i highly recommend reworking the rhythm here; maybe follow the guitars or drums instead
  4. 00:40:465 (1,2,1) - 00:43:165 (1) - ^yeah
  5. seriously though, it starts to get more intense again at 00:44:665 (2) - so the density decrease at the beginning of the kiai just comes across as underwhelming and off
[Insane]
  1. 00:31:165 (3) - a whistle works more effectively than a finish tbh; there's no loud cymbal crash or anything so a finish for the sake of a finish ends up sounding out of place
  2. 00:32:365 (3) - 00:33:565 (3) - ^yeah
  3. 00:37:765 (4,5,1) - 1/4 spacing is too high and out of place given the rest of the map's spacing. highly recommend you nerf the spacing, or delete the (5)
hard kiai needs a bit of reworking; fix it and call me back after 1-2 mods
ReFaller
@Doormat Modding people prefered circle rather than slider and i'm okay with it.
Topic Starter
Mazziv

Doormat wrote:

ok i'm 4 months late lol

[General]
  1. any reason why gders aren't in the diff names?
originaly all diffs were named ''difficulty_sk'' because caren's map inspired me mapping the song so i just wanted to leave it as a small thanks but its too confusing so i rolled with lowcaps std diffnames

[Easy]
  1. 00:24:865 (3,4) - music has same vocal emphasis as 00:22:465 (3) - so follow same rhythm would be good idea yes yes but the vocals are clearly 1/2 thats why i made them 2 1/2 sliders
  2. 0:46:465 (3,4) - while ds is maintained, it looks a bit off compared to the rest of the map because of how close the slider borders are to each other. is it possible to change the angles to make them look less claustrophic? fixd! (i think)

[Insane]
  1. 00:31:165 (3) - a whistle works more effectively than a finish tbh; there's no loud cymbal crash or anything so a finish for the sake of a finish ends up sounding out of place done!
  2. 00:32:365 (3) - 00:33:565 (3) - ^yeah yea
  3. 00:37:765 (4,5,1) - 1/4 spacing is too high and out of place given the rest of the map's spacing. highly recommend you nerf the spacing, or delete the (5) deleted 5!
hard kiai needs a bit of reworking; fix it and call me back after 1-2 mods Will do fam!
Nowaie
In this song vocals are extremely important when it comes to the general intensity. The slow long sliders fit the change from the shouting really well. It might break the excitement but it fits to the change really well since the song kinda loses it's intensity as well. No changes regarding that.

EDIT:

Doormat wrote:

  1. 00:30:865 (1) - 00:32:065 (1) - 00:33:265 (1) - holy shit you don't need the finishes on the repeats/slider end, it sounds waaaaay too loud. just putting a finish on the slider start is good. alternatively, you can change the finishes on the repeats/slider end to whistles; that would work better than finishes Oh damn, these finishes were supposed to be on the drum sampleset. No wonder why they were too much for the song ^^'. I changed that so if they still are too loud just let me know
  2. 00:34:465 (1,2,3,4) - you could move the (3) closer so that (1,2,3,4) forms a square formation Fixed
Thanks for the mod

Update
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 30828
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.999999

[Metadata]
Title:All For None And None For All
TitleUnicode:All For None And None For All
Artist:Zebrahead
ArtistUnicode:Zebrahead
Creator:Mazziv
Version:Hard
Source:
Tags:DTM9 Nowa ReFaller cut version Phoenix
BeatmapID:1232223
BeatmapSetID:582254

[Difficulty]
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OverallDifficulty:6.5
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

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zev
anime feet
Topic Starter
Mazziv

zev wrote:

anime feet
no shoes allowed
Topic Starter
Mazziv
Set is not dead,just waiting for doormat re-check but he is busy with school so gonna take a while
Doormat

DTM9 Nowa wrote:

In this song vocals are extremely important when it comes to the general intensity. The slow long sliders fit the change from the shouting really well. It might break the excitement but it fits to the change really well since the song kinda loses it's intensity as well. No changes regarding that.
i strongly disagree; while song vocals do have a factor when it comes to general intensity, you also cannot ignore the instrumentals. by ignoring the instrumentals and going straight for the vocals you end up simplifying the song to something that one would expect in an Easy or Normal difficulty, not a Hard difficulty. your argument would be stronger if you hadn't made the second half of the chorus (starting at 00:44:665 (2) - ) more instrumental focused, which ends up clashing too much with the much less dense first half.

everything else is fine enough, i guess, but i don't agree with the logic for the oversimplified first half of the chorus in the Hard diff.
zev
spacing is immensely higher than a Normal nor an Easy difficulty you cannot really use that as a comparison imo

1/1 sliders fit the vocals quite nicely because naturally how sliders work they tend to make flow feel more loosely
which compliments the swinging feel of the vocals well i would say, just making it more dense for the sake of being a Hard difficulty is rather lame as this way raises song expression alot
Doormat

zev wrote:

spacing is immensely higher than a Normal nor an Easy difficulty you cannot really use that as a comparison imo

1/1 sliders fit the vocals quite nicely because naturally how sliders work they tend to make flow feel more loosely
which compliments the swinging feel of the vocals well i would say, just making it more dense for the sake of being a Hard difficulty is rather lame as this way raises song expression alot
i never explicitly said 1/1 sliders couldn't work, i said that the rhythm needs some reworking. i didn't say anything about flow either, so your comment about how sliders make flow feel more loosely is irrelevant to the conversation.

the map has a dense use of 1/2 spacing which it uses to build up intensity. that comes with an expectation that the chorus would at the very least keep that level of intensity, since it's the climax of the song. instead, the choice of the 1/1 gap in between those vocal notes at the start of the chorus breaks that feeling of intensity and it ends up feeling underwhelming. it's only exacerbated further when the density of the second half of the chorus is increased by that much. it creates a disparity between the two halves, and it results in the chorus feeling inconsistent with itself.

if a 1/1 gap was used at a less intense section of the song (like what you did at 00:30:865 (1,2,1,2,1,2) - ) i think it could work well, but i don't think that would work in the chorus's case since this is a really aggressive punk-rock song.

if you wanted to map to vocal emphasis, then make that more obvious and don't blend the instrumental track with the vocal track so much in the second half of the chorus. alternatively, and this is what i recommend you do, you could quite literally add a few stacked circles in between some of the 1/1 sliders to maintain the swinging feel of the vocals while making the density feel much more appropriate but hey apparently i have to spoonfeed you the answer.


then again this is just my opinion, and if you don't like what i'm suggesting then don't apply it. i still expect a response from the mapper and not from one of his friends to try and justify his mapping for him.

edit: fwiw the 1/1 gap at 00:39:265 (1,2,3) - works really well here.
Nowaie
Thanks for the passive aggressive feedback. Professional just like a BN should be :)

Also I don't even really know who zev is to begin with nor have I even talked to him directly afaik so his opinion is either presented by himself considering Mazziv only asked him to check the map



Doormat wrote:

i strongly disagree; while song vocals do have a factor when it comes to general intensity, you also cannot ignore the instrumentals. by ignoring the instrumentals and going straight for the vocals you end up simplifying the song to something that one would expect in an Easy or Normal difficulty, not a Hard difficulty.
The instrumentals aren't completely ignored at least Imo as the sliders do end on the snares (Though this is kinda subjective as you might see ignoring as not having anything clickable). Overall I haven't left any that prominent beats forgotten but they simply aren't as important as the vocals to me. Also considering the fact that I'm focusing on the vocals I think the simplification makes sense in this case.


Doormat wrote:

your argument would be stronger if you hadn't made the second half of the chorus (starting at 00:44:665 (2) - ) more instrumental focused, which ends up clashing too much with the much less dense first half.
Overall the second half isn't really focusing on the instrumentals any more than the first one. The vocals are still begin prioritized but they are just more dense than on the first half which might give a feeling that the mapping is focusing on the instrumentals which is not the case. There are few points though where I do change the focus on the instrumentals briefly (Most notably on this 00:49:615 (4,5) - kind of snares) but the drums are much, much more prominent there as they break up the stale general drum pattern the chorus has which imo makes it justified. The problem when considering the first half? There aren't that kind of special instrumental patterns in the first half.


Doormat wrote:

the map has a dense use of 1/2 spacing which it uses to build up intensity. that comes with an expectation that the chorus would at the very least keep that level of intensity, since it's the climax of the song. instead, the choice of the 1/1 gap in between those vocal notes at the start of the chorus breaks that feeling of intensity and it ends up feeling underwhelming. it's only exacerbated further when the density of the second half of the chorus is increased by that much. it creates a disparity between the two halves, and it results in the chorus feeling inconsistent with itself.
The mapping represents the vocals really well since they do slow down in a way and then speed up again. There is a clear disparity between the halves when it comes to vocal density especially (also the second half has more prominent instrumental patterns as I have mentioned before)


Doormat wrote:

if a 1/1 gap was used at a less intense section of the song (like what you did at 00:30:865 (1,2,1,2,1,2) - ) i think it could work well, but i don't think that would work in the chorus's case since this is a really aggressive punk-rock song.
The chorus does not have the same aggressive intense punk rock singing nor the guitar riffs the other intense parts of the song have.


Doormat wrote:

if you wanted to map to vocal emphasis, then make that more obvious and don't blend the instrumental track with the vocal track so much in the second half of the chorus. alternatively, and this is what i recommend you do, you could quite literally add a few stacked circles in between some of the 1/1 sliders to maintain the swinging feel of the vocals while making the density feel much more appropriate but hey apparently i have to spoonfeed you the answer.
Apparently I have to spoonfeed you that I'm not blending the instrumental track intentionally aside those few points which are justified Imo to the second half. The vocals just happen to land mostly on the same places as the instrumentals do since they (vocals) are more dense.


Doormat wrote:

First of all that would ruin the core idea by throwing in random clickables to the vocals. Secondly that example is actually an overmap as 00:36:115 - doesn't have a distinct beat. Thanks for the great suggestion


Doormat wrote:

then again this is just my opinion, and if you don't like what i'm suggesting then don't apply it. i still expect a response from the mapper and not from one of his friends to try and justify his mapping for him.
I was bit too busy with my maths courses so I wasn't able to respond to this earlier ^^ But there ya have it
Doormat
okay then, i got an answer i’m mostly satisfied enough with and since there’s nothing else holding this map back i don’t see any point in holding it back. willing to give this a shot at ranked, so here’s the bubble.

i’m sorry if my post seemed passive aggressive to you since that wasn’t my intention; while i understand that it is technically an overmap i’m suggesting, i still believe that it would have been the most optimal solution to help balance out the map’s feeling of intensity while maintaining the same core ideas you had in mind there.
Kalibe
from 00:49:915 (1) - claps are missing on places which should be used. it kinda ruins feedback for song uwu

also in easy diff same thing
Topic Starter
Mazziv

Kalibe wrote:

from 00:49:915 (1) - claps are missing on places which should be used. it kinda ruins feedback for song uwu

also in easy diff same thing
how does it ruin feedback? i dont think adding claps will change much tbh
Doormat

Mazziv wrote:

Kalibe wrote:

from 00:49:915 (1) - claps are missing on places which should be used. it kinda ruins feedback for song uwu

also in easy diff same thing
how does it ruin feedback? i dont think adding claps will change much tbh
actually i agree with kalibe; i could’ve sworn they were in there before. just compare the hitsounding there to the hitsounding in the Hard for example, and you can see that the use of claps has a very significant impact on the map. it’s not like this is something that isn’t very difficult to change either.....
Topic Starter
Mazziv
everything fixd!
Natsu
sorry for the delay
Topic Starter
Mazziv
thanks natsu <3
Kagetsu
it took so long LOL

gratz
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