mapped by WinterBird
submitted
ranked
This beatmap was ranked on 9 December 2024!
nominated by Confetto and Daycore
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changed

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Marked as resolved by WinterBird

00:13:629 (2,3,4,5,1,2,3,1) - what happened here

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fixed

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Marked as resolved by WinterBird

00:14:332 (1,2,1,2) - the grouping is really out of place, it doesn't represent the instruments nor the vocals.

i would 00:14:332 (1,2) - swap nc and 00:14:566 (2) - rearrange this closer to 00:14:801 (1,2) - so you can highlight the drums getting stronger at 00:14:566 - and complement the vocals at the same time. example

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sure, did something similar

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Marked as resolved by WinterBird

00:16:676 (1,2,1,2) - maybe increase the angle of these 1-2s to make it differ from 00:16:207 (1,2,1,2) so that it emphasises the vocals. Smthn like this

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did something similar

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Marked as resolved by WinterBird

00:19:898

you don't miss such drum rolls, so why did you do it now?

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added a circle on 00:19:898, applied on Extra and Ultra as well

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Marked as resolved by WinterBird

add kick hitsound for this one in all difficulties

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Reopened by Daycore

ok

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Marked as resolved by WinterBird

00:19:957 (1) - bring this further away from 00:19:723 (4) - cause right now it has little impact and also it would make this 00:19:957 (1,2) - similar spacing to 00:20:191 (1,2) - which i think makes more sense cause the music feels just as intense on both of these jumps

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ok

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Marked as resolved by WinterBird

00:20:895 (1,2) - this spacing could be buffed considering the spacing you have here 00:22:770 (1,2) - and here 00:24:645 (1,2) - and every time u put 2 sliders during this section

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oh yes, buffed spacing

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Marked as resolved by WinterBird

00:23:238 (1,2,1,2,1,2,1,2,3,1,2,1,2) & 00:26:988 (1,2,1,2,1,2,1,2,3,1,2,1,2)

could you do some ctrl+h things or rotate it or anything else to make it differ from 00:21:363 (1,2,1,2,1,2,1,2,3,1,2,1,2) & 00:25:113 (1,2,1,2,1,2,1,2,3,1,2,1,2)? it's just the same pattern basically and it doesn't really feel interesting to play

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The rotation and movement isn't all the same I think that's fine, the pattern itself is interesting enough to play imo

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Marked as resolved by WinterBird

00:33:551 (1,2,1,2) - 02:11:051 (1,2,1,2) - feels too spaced since the drums are decelerating, would go with much smaller and gradually decreasing spacing instead

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ok

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Marked as resolved by WinterBird

00:33:785 (1,2)

#4683529 (also applies for the ending section)

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ye

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Marked as resolved by WinterBird

reopen, refer to my response in the initial post

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Reopened by Daycore

prefer stacking

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Marked as resolved by WinterBird

00:43:160 (3,4) - turn this into a slider since this is more active than what you did here 00:58:160 (6) - when this section is a bit more intense. Alternatively you could turn 00:58:160 (6) into 2 notes

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ok, I keep latter as slider tho

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Marked as resolved by WinterBird

00:47:496 - There's a vocal sound, but no whistle supports it.

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fixed for all problematic diffs

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Marked as resolved by WinterBird
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no i think

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Marked as resolved by WinterBird

00:49:957 (1,2,1,2) - here I agree with gradually increasing the spacing.
00:50:426 (1,2,1,2) - meanwhile drums in this part are going down with intensity but the spacing is increasing.
I recommend following those drums more and lowering the spacing in the 2nd part of jump pattern instead of increasing.

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ok

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Marked as resolved by WinterBird

01:03:551 (4,1) - swap nc or 01:03:785 (1) - don't need nc here imo so you can group the drums more reasonably and highlight 01:04:020 (1) - better

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removed nc on 01:03:785 (1)

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Marked as resolved by WinterBird

01:04:957 (1,1) - these ncs are really out of place since 1-2 nc spam doesn't have to do anything with what the song is doing, would be better to unnc them

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ok

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Marked as resolved by WinterBird

01:05:895 (1,2,1,2,1,2) - these feel really weird as 1-2s you should change them to 3 note patterns and try to emphasise these 01:05:895 (1), 01:06:246 (2) - cause theyre important vocals

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ok made the patterns more visually appealing and emphasized the important vocals

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Marked as resolved by WinterBird

01:07:301 (1) - feels weird to passively map the 1/3 drums since you map them actively every other time, would be intuitive to map them here as well

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I would prefer keeping it as it makes the next jump part easier to hit

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Marked as resolved by WinterBird

01:07:301 (1,2) - would prefer nc on 2 cus vocal and better reading

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removed nc on 01:07:301 and added nc on 01:07:535

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Marked as resolved by WinterBird
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removed ncs

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Marked as resolved by WinterBird

01:11:051 (1) - unnc or 01:11:285 (4) - nc this? i don't see what you're trying to highlight with the current nc pattern

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Marked as resolved by WinterBird

01:11:520 (1) - 01:11:988 (3) - minor but they works well to be 3/4 sliders like 01:12:457 (1) -

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ok changed

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Marked as resolved by WinterBird

01:14:566 - I can't get why a finish sound is here, maybe misplaced?

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umm I prob misplaced then copied to other diffs also D: now it's removed

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Marked as resolved by WinterBird

01:15:562 (2)

add clap for additive feedback from additive rhythm

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okay

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Marked as resolved by WinterBird

01:15:628 (3)

this should be clap (check other diffs too)

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Reopened by Daycore

fixed for all diffs

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Marked as resolved by WinterBird

01:15:914 - silencing sliderends like this one can increase the contrast between slow-down section and next part making it feel more energetic.

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Same idea can be applied here 01:24:586.

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alright

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Marked as resolved by WinterBird

01:20:191 (3) - nc for 1-2s?

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nah

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Marked as resolved by WinterBird

01:20:426 (2,3,4,5,6) - all nc there maybe

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prefer keeping like it it now as it is quite obvious it's 1/3 pattern, asked a few top players to try it and they read it fine

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Marked as resolved by WinterBird

sure

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01:20:426 (1,2,3,4,5,6,1) - spacing goes too big considering this is still in the middle of the buildup

01:57:457 (1,2,3,4,5,6,1) - ^ but this time it's in the part where the intensity is going down gradually

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mega agree

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massively decreased spacing of both

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Marked as resolved by WinterBird

01:20:895 (1,2,1) - pattern seems to really forced ngl, ik it's 100% intentional to keep the jump chain pattern starts at the middle of the playfield so maybe you could move 01:21:246 (2) - towards to the middle instead

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rehaped 01:20:895 (1) and moved 01:21:246 (2) towards middle

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Marked as resolved by WinterBird

01:21:246 (2,1,2,1,2,1,2,1,2,1,2,1,2)

may do more soft spacing progression, so it could transit into drum emphasis more smoothly

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the current transition is fine imo, prefer what it is rn :P

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Marked as resolved by WinterBird

01:21:363 (1) - remove nc cus I think people will missread it cus is so high ar

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I don't think misread would be an issue here, but agree on removing nc because it can differentiate the sound on 01:21:715 and onwards

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Marked as resolved by WinterBird

01:25:113 (1,2) - this double doesnt really make much sense since every other time when the music is similar, like here 01:26:988 (1,2), u map them as normal jumps and the other times u do map doubles like 01:31:676 (1,2) - and 01:52:301 (1,2) - theyre on low intensity vocals

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fixed

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Marked as resolved by WinterBird

01:25:348 (3) - blanket this with 01:25:934 (3)

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i moved the jumps a bit so i overlapped with sliderhead of 01:25:875 (3)

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Marked as resolved by WinterBird

01:36:715 01:37:301 01:38:590 u suddenly map the vocals passively here but in the rest of the section theyre active. I think especially these 2 01:37:301 01:38:590 the vocals are quite important so it's worth having a clickable object on it like you do in the ultra diff

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ok, did what I did in Ultra diff

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Marked as resolved by WinterBird

01:38:238 (1,2) - imo 1/2 slider works better than filler rhythms here, as it intentionally slows down the map for a while and immediately requires drastic cursor accel for the next jump chain, which fits the part of the song really well I think

01:46:441 (2,3) - for the same reason

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I think the 2 circles is good for the buildup for the big jump section, so prefer not changing

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Marked as resolved by WinterBird

01:44:332 (1) - turn this into 3/4 and add a note cause u do it here 01:29:332 (1,2) -

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okay

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Marked as resolved by WinterBird

01:48:316 (3,1) - spacing is too small for 1/2 gap

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not really a problem, but buffing would be appreciated, yeah

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how tf this is under a problem stamp

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put the 01:48:396 (1) further away

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Marked as resolved by WinterBird

01:55:113 (1,2,3,4) - idk if it is exactly what you expected but this is really awkward to move and most of the other jumpy patterns are rather natural

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[!] agree, but this 01:55:113 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2) entire jump section doesn't really make sense since it emphasizes nothing with such overspaced patterns

i'd highly recommend avoiding spamming jumps and stick to the drums since vocal is prolonged here and you can't do anything around it

these jumps are not supported by the song and they'd make sense in a place like 02:09:645 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2), but definitely not here, so please work on it

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added some sliders to emphasize the drums

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Marked as resolved by WinterBird

01:56:051 - I think the whistle at here should be moved to 01:56:285, since it's better to emphasize the beginning of the vocal rather than the end of the vocal.

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kept whistle on 01:56:051 but also added on 01:56:285

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Marked as resolved by WinterBird

02:03:082 (1,2,1,2) - this is so evil lmao i think it works here 02:04:957 (1,2,1,2) - cause it emphasises the vocal but on the other one i dont think there's anything in the music to warrant such uncomfortable movement so just ctrl-g 02:03:082 (1,2) -

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idk why I did that :skull: but I fixed it now

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Marked as resolved by WinterBird

02:09:410 (1,2)

very very optional and completely up to you, you can ignore it if you don't like it, but you could use a 1/2 slider to give a short break before players enter the most intense jump section

that could make players feel more comfortable with hitting 02:09:645 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2)

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good idea but I prefer what it is rn :D

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Marked as resolved by WinterBird

02:11:051 (1,2,1,2) - personally think this should be an x pattern jump so it can have a better follow up with 02:11:520 (1) - there cus is so high bpm and I think right now it will put so much strain to change the angle to snap it there. So like -90 angle the second 1-2 and it should be fine

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A rotation like that causes sudden and purposeless linear aim, which I avoid throughout the set. I'm keeping current state to keep the consistency representing toms.

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Marked as resolved by WinterBird
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ok

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Marked as resolved by WinterBird

02:13:402 wasn't the section consist of so overdone jumps? kinda i get that this is 9* map and it during all the map consist of such big jumps, but honestly, 02:15:277 (1,2,3,1,2,3,1,2,3,1,2,3) - moment like looks so overdone, especialy in jumps 02:15:511 (3,1) - 02:15:862 (3,1) - 02:16:214 (3,1) - 02:16:214 (3,1,2,3,1) - where the spacing (according to ds panned) is ~4x (or above), while the section tried to maintain the 3,2x spacing? Kinda i have looked over all the map and i do not thinking that it is really worth to use so huge spacing, even if you remove this, SR will reduce on 1* (not the objective argument, but makes sense)

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I'd like to say that akitoshi diff has more pleasant progression of spacing in current case than this diff, and this moment do not looks so overdone, cuz section mapped before (01:58:272) so active, even more active than in current diff.

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I just want to say that only seeing the ds value and saying the jump is quite big makes no sense to me

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not really sure what you're trying to have here but actually why does the mapper need to reduce the overall spacing (in this section) if it is actually the most powerful and impactful part in comparison to the rest of the sections

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if you're concerned that the constantly big jump chain would cause some issues, imo 02:14:808 (1,2,1,2) - 02:16:683 (1,2,1,2) - work well to relieve the aiming strain here (and provide some contrast surely)

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welcome to 9* mapping man

this is the climax of the song, the most intense section, so it's mapped accordingly

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@muchin i just confused only that the map do not fully reflect 9* as it might been, and having only diffspike of fully-screen jumps at the ends looks like abusing than maintain overall contrast. I have also testplayed this and cursor fast moving does not looking so enjoyable ig.

However, i just only asking about thia and would like to discuss; will close if others will think it is okey

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having 7 dislikes over 0 likes is enough to express that it's completely okay

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think it’s fine tbh. map is a bit overdone sure but it’s 9 stars n there’s plenty of other lower diffs if this one isn’t to your taste.

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@Eterdesp
I'm assuming that you're trying to push a thing where the rest of the map should reflect the difficulty that it should be to a certain degree

but isn't it essentially reducing the impact of sectional contrast...? your statement in the original post actually contradicts your explanation later which seems really weird...

namely, you expect the map to be more active for presenting sectional contrast but looks like you immediately denied the mapper's idea, despite they already did what you suggested (reflecting the sectional contrast)

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as for your concern about the last section seeming like a diff spike. while it's indeed a big exaggerated, I do think the map already implied it from section 01:57:464 -, and the early intro (i.e. 00:16:214 (1,2,1,2,1,2,1,2,3,1) - ), especially 02:09:652 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - so it should be expectable

in conclusion, the original post seems just because you think the last cross-screen jump is "inappropriate" without a comparison to the rest of the map, or a solid reasoning of why you do think it is not suitable for the diff

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btw in #4706327/12483071, you're comparing two different diffs but like I don't even know how does that make any sense...

akitoshi's diff is trying to buffer the impact of the last intense part by introducing a linear increment of object density/spacing but not closely following the drastic intensity changes in the background, this improves the player's experience indeed

in contrast, the top diff is intended to fully represent the changes of the song, I just don't understand why your wording looks like you're trying to push a change in another way that the mapper does not intend to do, if both of them is valid

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this is my opinion as the nominator

I have already suggested improving the sectional contract in dm but I was carefully approaching the spacing of the jumps since it is clearly their intention

#4681896 in case you're not aware of that

please correct me if I'm understanding you wrong since I think your statement is a bit messy and lacks enough explanation to support your points

also next time please do this in general tab if you expect some discussions below, since there's a word limit for replies in timeline tab...

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hey, i just do not compare both difficult, looking at akitoshi diff i just want to share that this moment do not creates a diffspike while in current diff it does. Just if compare contrast Akitoshi reflect this much better, but it was an abstract fact without any concrete and do not make influence as argument. The pointing this as a diffspike was the most shortest way to point ><

I will respond a bit later, mostly with full reply

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hey louis look i've made an essay about an osu pattern

if you compare this difficulty with akitoshi's cataclysm and say that it's more pleasant in terms of difficulty progression, then you actually don't understand how difficulty spikes actually work

let's take a look at mapset verifier's overview section and what it says about this hilarious difficulty spike:

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this is /difficulty/ box which is used to be /star rating/ box in the past, so yeah - this is how star rating progresses throughout the map. if you spend some time looking at this screenshot, you'll be able to notice that star rating in akitoshi's difficulty more looks like an actual spike than in this difficulty

as you can see on the screenshots star rating in top difficulty smoothly progresses up while in akitoshi's cataclysm it just jumps to the starts which is also fine, it generally works with the song

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however, like you said in our dms, star rating isn't an argument because this is system is broken as hell and i particially agree with this stamement, so let me show you a comparion of how mapset verifier calculates /aim/ aspect of the map => screenshot

yes, the values are almost the same with the ones in the /difficulty/ box, but you still think that this specific difficulty is overdone while akitoshi's cataclysm is actually harder (if you still think that overdone thing is an issue here, please refer to this veto which is a much worse case. you'll be able to see that such things are acceptable)

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spacing values you're being nitpicky about in the initial post aren't that crazy. if you'd make at least some kind of research, you'd notice that

let's set sv 1.5 for 01:58:402, so we could equally compare this section (one of the most intense ones) with the one you've mentioned above, 02:13:402 => 02:17:034

01:58:870 (1,2), 02:00:745 (1,2), 02:02:620 (1,2), 02:04:495 (1,2) - they have 3.0x spacing
02:01:917 (1,2,1) - has ~2.5x spacing
02:06:370 (1,2) - has 2.7x spacing
and so on

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and now the most climactic section of the song, the most intense one with ass smashing dense drums (which basically requires you to buff spacing to give actual emphasis for what's happening in song here)

02:13:402 (1,2,3) - 3.3x (slightly increased for climax emphasis)
02:13:753 (1,2,3) - 2.9x (no increasement)
02:14:105 (1,2,3) - 3.5x (spaced higher since spacing changes aren't prohibited)
02:14:456 (1,2,3) - 3.0x (no increasement)
02:15:277 (1,2,3) - 3.0x (no increasement)
02:15:628 (1,2,3) - 3.6x and 3.9x (spacing starts to progress higher to make gameplay more fun and diverse)
02:15:980 (1,2,3) - 3.3x (not a major change + refer to 02:13:402 (1,2,3))
02:16:331 (1,2,3) - 4.0x (right at the end of the map for the maximum emphasis)

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things like 02:15:511 (3,1), 02:15:862 (3,1), 02:16:214 (3,1), 02:16:566 (3,1) are completely fine because they are used to give stronger emphasis on snare + cymbal, so it works emphasis-wise

you can say the same about fieryrage's happppy song or iljaaz's deadly force if you'll use the same arguments since there are also sections with climax section's emphasis

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you also requested some plays that may prove your rightness. try giving a look to the leaderboard, there already sub 10 misses plays by kamenshik and kurumiw

please let's stop wasting our time on this pattern, it's absolutely okay. you have 14 dislikes by experienced mappers and beatmap nominators over 0 likes. muchin also spent some time explaining why you are wrong. people highly disagree with what you think about this. your stubbornness makes no sense 💀

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okey, got your opinion, will close it now

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a

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Marked as resolved by Eterdesp

bruh i should've read before posting, made so many typos xd

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I dont think there need more time to discuss because you have already told that there are already plays from top players that proofs words that this is not diffspike so i kinda may agree in some context it could okey

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02:15:035 (1,2) & 02:16:910 (1,2)

would suggest unstacking for better readability (since they are perfectly stacked) and movement variety (depends on how you unstack them)

something like this would fit well i think

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I use this for other diffs and parts also I think it would not cause reading issue for players playing these diffs

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Marked as resolved by WinterBird

02:15:159 (2,1)
personally, i think that this jump poorly represents the intensity of this section, especially when we compare it to
02:13:636 (3,1) - 02:13:987 (3,1) - etc. The flow change is a good point, but the transition from 02:14:808 (1,2,1,2) - to the next part could use a spacing buff to highlight the downbeat

02:14:808 (1,2) & 02:15:042 (1,2) - i'd love to see these represented in a different way, this doesn't really reflect the drums nor the melody, ig this -> https://twujmlody.s-ul.eu/8iqf7cN0 could help it (circular pattern and/or spacing change would contribute a lot, the toms and melody is clearly getting lower so the spacing doesn't feel right

02:16:683 (1,2,1,2) ^too, also could move 02:17:034 (2) - to emphasize finish?

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1/2

could've read modding thread before posting this

#4683529 which was pasted in topdiff as well #4683593

mapper wants to have this simplified due to personal preferences

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2/2

speaking of how it works emphasis-wise, it may not be perfect, but at least it plays good. changing things to what you suggested may cause flow issues which will fuck up gameplay aspect of the map

the only solution for this would be general reworking of the section which, i'm pretty sure, is not what mapper wants (they would do it in 3 years if they wanted that)

if you check their 8* difficulty, the same emphasis concept is kept, so i wouldn't insist on fixing it because it will ruin mapper's intention

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02:17:034 (2) - still doesn't make sense to make it play like this one 02:15:159 (2) -

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up to host, but i don't mind being consistent with patterning, looks cool enough to me

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I understand the representation may deviate from your expectation of how those should be emphasized, but currently it works and plays well so I don't think I'm gonna change it

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contrast and song representation in this jump pattern / transition feels fine to me

only thing i noticed is that maybe could move 02:17:034 (2) - to deviate from the grouping 02:16:683 (1,2,1) - but doesn't matter in the grand scheme of things

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i think its fine to close since ppl are not discussing anymore and this report isnt really big issue to dq this map, lets allow host to have 1st ranked map without rank delay

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map ranks soon and as discussion didn't lead anywhere + pattern is rankable as is i'm closing this

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Marked as resolved by Mirash
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