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Yoko Shimomura - Weapons Factory

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Topic Starter
ziin

Astom wrote:

Ok as you wish, I'm going to do some suppositions, let's say you started and realized than your map is not going to be so "great" and your supposition turned true, and now you think "oh well is mapped already"
I remapped it 3x before I submitted it. I understand you completely. I'll probably remap it again. The major problem with the map is that it doesn't have any sort of comprehensible time signature (the stressed notes on the melody are beats 1, 4, 7, 9, 11, 13, rather than the normal 1, 3 for 4/4 time).

Astom wrote:

so you are gonna regret not remapping this when you are already aware of your maps problems.
The whole purpose of modding is to get an outside opinion. Personally I think the map is fine (not great, but fine), but I've been staring at it for 6 months. I can't see the problems you see. I understand it's not the best it could be, which I why I need help identifying problem areas.

Astom wrote:

in your insane I can't appreciate any logic, what is this 00:42:334 (1,2,3,4,5,6,7) ? or this 01:38:021 (2,3,4,5,6,7) is that a flower? or why you placed circles like this 02:16:345 (1,2,3,4,5,6,7), because you wanted force that set of circles in your map?
Finally, if you want something symetrical, use grid level 4, also check symetry ussing ctrl+h and ctrl+j, for example here 02:15:316 (7,8,9,10,11,12,13) move it to axis Y and press ctrl+h you are gonna notice than (13) isn't alligned with (7) and that obviously isn't made on purpose.
There was no logic when I made inane, or rather the logic was to express the chaotic time signature in the beat placement. The 1.2x section is random, the 0.8x section is linear and structured. Also the last thing was definitely an error, but nobody else saw it (not even wmfchris). Another thing, are you complaining about the circles existing in the map (rhythm) or the way it looks (placement) or both?

Thanks, my main problem with this map is I'm blinded by my experience with it, and I need good fresh eyes to tell me what's generally wrong with it (which you have started to do). I can tell something is not right.

I also like rudeness, so long as it is not backed up by stupidity. I am not offended easily.
Astom
How I said before your hitsounds are cool, that means than you circles existence is fine, what I mean is your circles placement, you made a "chaotic time signature in the beat placement" obviously I noticed that, but what I'm saying is that maybe using more logic in this map is gonna increase playability also is gonna make it more fun because you are not going to get combobreaks for unpredictable changes of spacing.

Uhmm well I made a little test of map (very short) maybe can help in something, as reference of spacing and circles placement, but rythm is different.
Download: Yoko Shimomura - Weapons Factory (ziin) [test].osu

cya~
Astom
o/

ok here we go.

[General]
-BG is kinda dark and the combo colour in the first img just makes me miss some circles, I suggest change it to something like the second img
-BPM 233,230 , be careful at resnap, specially 1/3 circles.

[Inane]
Looks better and playable, congratz ^^, the only thing than wonder me is that strange combination of symmetric and nonsymmetric set of circles but nothing wrong with it, just looks a little strange (just saying, don't need to change anything).
-00:12:112 (1,2,3,4,5,6,7,8,9) - personally I don't like this, because is hard of catch at playing, also
you can see than the sliderfolowcircle is not close to the next circle so actually is a big jump, so if you are gonna do it then I suggest you try this

Hmm that is all, if you are gonna do more changes, call me later to take a final look at it.

PD: No kudo for this.
Topic Starter
ziin

Astom wrote:

[General]
-BG is kinda dark and the combo colour
fixed. I was noticing that too. Brought up the luminosity of blue and green to 85 to match the red.
-BPM 233,230 , be careful at resnap, specially 1/3 circles.
I've wondered if I got the right BPM for a while now, but http://osu.ppy.sh/ss/124154 I'm 12 ms late at 230, and it sounds way early to me. The 1/3 and 1/2 streams at the end I think you might tend to rush a little bit (I know I do). I'm just 5 ms or so early with under 15% mistimed right now, so I think it's fine. I'm an idiot. Sounds better.

[Inane]
Looks better and playable, congratz ^^, the only thing than wonder me is that strange combination of symmetric and nonsymmetric set of circles but nothing wrong with it, just looks a little strange (just saying, don't need to change anything).
In the future I'm going to try to do more symmetry, but 1) this song isn't symmetrical and 2) I'm trying to avoid copy/paste. Beat placement has never bothered me, it's the rhythms that I care about. Perhaps this is my style, though I'm trying to change it.
-00:12:112 (1,2,3,4,5,6,7,8,9) - personally I don't like this, because is hard of catch at playing,
It's actually easier than the later 1.2x section because you don't actually have to move your mouse to 300 the slider: http://puu.sh/3Wzg from that point it's about 1.0x to the next slider. As it is right now, I have no problem 300ing this every time.
Alright I think it's time for pending. again. Many thanks Astom, I do like the difficulty a little bit better now. Almost enough to add in an "s" into the name.

Kevin and Chamele, while I was fixing your BPMs, I noticed that the 1/3 sections are still in 1/4 on your diffs. I'd really like it if you changed them, since 1/4 doesn't fit at all, but for some god forsaken reason too many people on osu are deathly afraid of triplets. If you truly feel that you want to map it incorrectly, I won't make you.
OzzyOzrock
Only a month or so late.

[Easy]
Oh god these tick sounds.

Other than some ugly sliders it's fine. The rhythms seem tough to read though.
[Normal]
00:46:585 - If you're not gonna end it here, at least at a note here sheesh.

Hm, fine also.
[Hard]
Fine... fine... ;_;

[Cha-Insane]
Lol DS 0.8. Works well here.

;__; Fine...
[Insane]
WHY CAN'T I MOD THIS MAP

JUST TAKE THE STUPID STAR.
I'd be desperate and say delete the .osb but why would anyone do that.
Garven
Alright. Doing a fresh re-mod since it's been so long, hehe.

[General]
Check the first BPM for Cha-Insane and kev-Hard compared to your own difficulties.

[Easy]
01:07:423 (1) - After all those rich tick hit sounds, this spinner feels so empty and alone.
02:04:275 (1,2) - Check to make sure these sliders are ending where you want them to
02:17:652 (1) - Same thing as before. I'd suggest adding in some SB hit sounds, but apparently that would be without taste and bad juju or something. Seems to be endemic of all difficulties where you use spinners though... I dunno what else to suggest. :/

[Normal]
02:05:047 (2) - Maybe give these two a little more breathing room?
02:06:848 (5,1) - Easily avoidable overlap

[Kev-Hard]
00:59:439 (2) - Yeah, do these in 1/3 please
01:02:782 (2) - ^
01:06:126 (2) - ^
01:09:470 (2) - ^
02:09:657 (4) - ^
02:13:001 (4) - ^
02:16:345 (5) - ^
02:19:689 (3) - ^
02:20:460 (4) - You sure you want the whistle on the sliderslide? :/

[Cha-Insane]
00:06:711 (1,2) - 1/3 please
00:46:450 (10) - Kind of plays awkwardly as a slider imo
00:59:439 (9,10) - 1/3 blah blah
01:01:754 (2,5,6) - ^
01:06:126 (7,8) - ^
01:08:441 (2,6,7) - ^
01:35:705 (1,2,3,4,5,6,7,8) - This rhythm was kind of refreshing - a pity you only did it the one time.
02:09:657 (9) - 1/3 yawn
02:11:972 (9) - ^
02:13:001 (4,5) - ^
02:16:602 (10) - Whistle on sliderslide
02:20:975 (1) - Aligned strangely

[Inane]
00:45:428 (4,2) - Check the alignment on these
00:46:585 (3,5) - Didn't like how these overlapped
01:38:421 (4,5) - ^ though this one might require a lot more fiddling to fix up, if you agree
This is a vast improvement from what it was before. Excellent job cleaning it up!

I almost want to say that with the improvements done to Inane, if they could be applied to the other diffs too, but I think that'd be asking for too much. They have their charm, even if they feel radically different from the newer map. It's a good way to show how much you've improved in mapping since you started, haha.

Anyway, clean up those timing issues, and take a look at my suggestions. Let me know when you're ready!
Kamure

Garven wrote:

[General]
Check the first BPM for Cha-Insane and kev-Hard compared to your own difficulties.

[Cha-Insane]
00:06:711 (1,2) - 1/3 please
00:46:450 (10) - Kind of plays awkwardly as a slider imo
00:59:439 (9,10) - 1/3 blah blah
01:01:754 (2,5,6) - ^
01:06:126 (7,8) - ^
01:08:441 (2,6,7) - ^
01:35:705 (1,2,3,4,5,6,7,8) - This rhythm was kind of refreshing - a pity you only did it the one time.
02:09:657 (9) - 1/3 yawn
02:11:972 (9) - ^
02:13:001 (4,5) - ^
02:16:602 (10) - Whistle on sliderslide
02:20:975 (1) - Aligned strangely
All Fixed!!

ziin wrote:

Kevin and Chamele, while I was fixing your BPMs, I noticed that the 1/3 sections are still in 1/4 on your diffs. I'd really like it if you changed them, since 1/4 doesn't fit at all, but for some god forsaken reason too many people on osu are deathly afraid of triplets. If you truly feel that you want to map it incorrectly, I won't make you.
Yeah, now it makes more sense and fitting...

Now I wait...

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
-kevincela-
All done,and fixed some hitsounds,too.

Your message is too short and blah blah

Download: Yoko Shimomura - Weapons Factory (ziin) [Kev-Hard].osu
Topic Starter
ziin
Everything fixed (can't do anything about the spinners, tired of mapping pointless easy/normal difficulties for an innately hard song so no remakes)

Fixed kevin's diff myself (sent PM), awaiting one minor problem I saw.

Other than that I'm finally confident this is ready for a bubble.
Garven
[Kev-Hard]
02:20:485 (4) - Add clap to start?

[Cha-Insane]
02:16:626 (10) - You still want that whistle on the sliderslide then? You said all fixed so...
Kamure

Garven wrote:

[Cha-Insane]
02:16:626 (10) - You still want that whistle on the sliderslide then? You said all fixed so...
Hmm, for some reason, I was unable to apply it then... and I can't do it now since I'm on my cousin's laptop...

Maybe I'll do it later, but for now, it doesn't seem.... well... required.

Though it is something I'll try to apply....
Ijah_old
A small mod:

Insane:
01:48:071 (3) - Feels better if this isn't stacked at the beginning of the stream.
Cha-Insane:
Slider tick-rate 2 sounds a bit nicer, just my opinion.

Can't find much else, good luck and stuff~
Kamure

Ijah wrote:

Cha-Insane:
Slider tick-rate 2 sounds a bit nicer, just my opinion.
Nah, I don't favor this at all.

I made some hitsound changes in my map, and tried to do the sliderslide, but alas, it's too quiet.

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
Topic Starter
ziin
tick rate 2 is actually tick rate 4, since this is 13/8 and the BPM is doubled. It's kind of ridiculous, and I would have dropped it down, but it worked really well on my longer sliders.

(3) is part of the star I made there. Can't move it without redoing the whole pattern. Plus I wanted to keep the chaotic nature of the song.

@chamele,
I made a few changes to the diff which you've already made an effort to fix.

I removed some 1/3 which are not 1/3:
01:01:765 (2) -
02:11:996 (9) -
02:12:253 (10) - deleted this one because of (9)
01:51:801 (3) - this one is 1/6

Double check and give your okay on it and we're all set. Otherwise I can reupload with your previous diff.

Did you decide not to do remove the sliderslide? I'm sorta confused on the "alas it's too quiet".

Argh, I didn't upload kevin's fixed diff right. It should be good now.
Kamure

ziin wrote:

@chamele,
I made a few changes to the diff which you've already made an effort to fix.

I removed some 1/3 which are not 1/3:
01:01:765 (2) -
02:11:996 (9) -
02:12:253 (10) - deleted this one because of (9)
01:51:801 (3) - this one is 1/6

Double check and give your okay on it and we're all set. Otherwise I can reupload with your previous diff.

Did you decide not to do remove the sliderslide? I'm sorta confused on the "alas it's too quiet".
Well, everything seems good enough,and the sliderslide should just be left alone. It's good enough.

Just do me a favor and put the finishes on 01:01:765 (2).
Topic Starter
ziin
uploaded with finishes and I missed 02:11:996 (9) finishes as well.
lolcubes
\:D ziin.
Time to take a look at this again, last time was pretty a long time ago and wasn't as good plus stuff changed alot.

[General]:
  1. Recently there was this new thing about if using less than 80% of the mp3, the mp3 should be cut down if possible. This can be easily applied to your ending if you start fading out somewhere just as your map finishes and then you just shorten it. If you need help with this, just ask.
  2. I am still unsure of the exact dimensions of the skin, but the only thing I know is that you shouldn't have elements larger than the ones from the template skin. default-7.png is slightly bigger, but I would say in this case that they should be fine up to 54x54, but just to be sure check with someone who knows for sure, like a BAT or something. Same goes with default-percent.png and score-*.png set (score has a height of 65 where template skin has 60).
    I guess common judgement should be applied here and these don't really make a huge difference but I have seen cases where slightly bigger spinner circles were deemed unrankable, so. :/ I guess that depends on the person ranking.
    edit: I asked around about this, and I was told that it would be great that you could resize them if possible, if not, such a minor difference wouldn't be something too much of an error.
  3. Remove the countdown from all diffs? It kinda sounds wrong to me.
[Inane]:
  1. 00:29:350 (1) - I wonder why did you use a new combo here? It's not really necessary.
  2. 00:47:358 - Consider adding a note here. I think this would feel better because it would give off a more heavy feel. It's just like not mapping the last note in the music as it is now imo.
  3. 00:59:449 (1,2,3,4,5,6,7) - This had me the first time I was playing. Unless you know the stuff, you won't tell they're 1/6 (unless you are a god among the distance snap sightreaders lol). Maybe map a repeater for the first time? It shouldn't be hard to guess after this spot as the music is the same.
  4. 01:11:026 - As this is the highest diff, I think you could get away by following the melody from this point. Same goes for 01:11:283.
  5. 01:50:901 - Same as 00:47:358 in this mod.
  6. 01:57:589 - onward - I didn't really like this part because there were too few sliders. I guess the way you mapped it works fine, but I don't like circle heavy maps in general, they feel boring and I don't think they fit this kind of music (I think they only fit untz untz type of music where there are no dynamic parts)
  7. I am curious why didn't you map that fast rattling sound with a short 1/8 repeater at any point in the map. I think it could add some variety. Would be nice to try that after the first break, atleast for the last few sections before the next break.
[Cha-Insane]:
  1. 00:39:126 (1) - Don't think you really need this new combo. You are still following the same musical line (apart from the slider, but I guess even the slider does, kinda) and there is no complications position-wise here. You should probably relocate this new combo to 00:40:670 (5) and then remove the new combo from 00:41:184 (1).
[Kev-Hard]:
  1. 00:32:437 (3) - Won't be naziing much, but this slider really struck me. Look how ugly it looks. :| Just by moving it 2 grids right it makes it look exponentially better. The following slider could be repositioned a little so it still forms a triangle with the note after and this slider.
[Normal]:
  1. 00:47:358 - Same deal like in Inane. Maybe make a circle and stack it under the previous one, or make a short slider out of those 2?
  2. 01:50:901 - Yeah same thing.
[Easy]:
  1. OH, look at those bookmarks. :D
  2. 00:47:358 - Same thing.
  3. 01:50:901 - ^
Feels like a completely new map compared to it's state when I took a look the last time. I don't really see how easier diffs would work, cause the song is really uncommon, and I doubt players who can play lower diffs only would be able to play the map at all, atleast they wouldn't be following the music much, they would focus on approach circles mainly. But I guess there is no avoiding this heh.
I liked Hard the most, because it balances out the uncommon feel with it's flow.
I probably wouldn't agree with some notes in Cha-Insane but it felt alright so I didn't want to point fingers much, I bet any possible overmapping would have been pointed out by you already hehe.
As for Inane, like I said, the final part could use more sliders. You could probably experiment with some slider jumps (jumps as in not distance snap, not loljump from one corner to the other) and see how it works.

edit: small stuff changed in the general section.
-kevincela-
Fixed Garven and lolcubes' mods

Your message is too short.

Download: Yoko Shimomura - Weapons Factory (ziin) [Kev-Hard].osu
Topic Starter
ziin

lolcubes wrote:

\:D ziin.
Time to take a look at this again, last time was pretty a long time ago and wasn't as good plus stuff changed alot.

[General]:
  1. Recently there was this new thing about if using less than 80% of the mp3, the mp3 should be cut down if possible. This can be easily applied to your ending if you start fading out somewhere just as your map finishes and then you just shorten it. If you need help with this, just ask. I didn't map the end because it's repetitive and starts fading out in that section. I like having the music still playing on the results screen, and I'm using like 79% of the mp3. I don't particularly want to do this, and all it does is remove some kB from the map.
  2. I am still unsure of the exact dimensions of the skin, but the only thing I know is that you shouldn't have elements larger than the ones from the template skin. default-7.png is slightly bigger, but I would say in this case that they should be fine up to 54x54, but just to be sure check with someone who knows for sure, like a BAT or something. Same goes with default-percent.png and score-*.png set (score has a height of 65 where template skin has 60). Important parts are the combobursts and hitbursts. However upon trying to get this to work perfectly I noticed it you can't skin the hitnumbers properly if you don't skin the health bar, so these are deleted.
  3. Remove the countdown from all diffs? It kinda sounds wrong to me. It is wrong, but I like it because the time signature is confusing.
[Inane]:
  1. 00:29:350 (1) - I wonder why did you use a new combo here? It's not really necessary. copy/paste error
  2. 00:47:358 - Consider adding a note here. I think this would feel better because it would give off a more heavy feel. It's just like not mapping the last note in the music as it is now imo. fine fine
  3. 00:59:449 (1,2,3,4,5,6,7) - This had me the first time I was playing. Unless you know the stuff, you won't tell they're 1/6 (unless you are a god among the distance snap sightreaders lol). Maybe map a repeater for the first time? It shouldn't be hard to guess after this spot as the music is the same. That's why they are all zigzagged. First note of the song is on a slider too, so you should know that 1/6 are coming up.
  4. 01:11:026 - As this is the highest diff, I think you could get away by following the melody from this point. Same goes for 01:11:283. Not a fan of the note-after-spinner stuff.
  5. 01:50:901 - Same as 00:47:358 in this mod. fine fine
  6. 01:57:589 - onward - I didn't really like this part because there were too few sliders. I guess the way you mapped it works fine, but I don't like circle heavy maps in general, they feel boring and I don't think they fit this kind of music (I think they only fit untz untz type of music where there are no dynamic parts) Can you feel the tension rising? Every note is important!
  7. I am curious why didn't you map that fast rattling sound with a short 1/8 repeater at any point in the map. I think it could add some variety. Would be nice to try that after the first break, atleast for the last few sections before the next break. because I don't like mapping noise, especially not 350 BPM 1/4th noise. Fast repeating sliders don't do well. because they lose the end of their hit window.
I probably wouldn't agree with some notes in Cha-Insane but it felt alright so I didn't want to point fingers much, I bet any possible overmapping would have been pointed out by you already hehe.There's so much going on in the song that it's really hard to overmap. I tried to follow particular parts and ignored others, but cha and kev didn't always.
Put in the notes at the beginning of rests on all songs as well.
Breeze
Hi there, font is nice, thanks :)

[General]
  1. Why [Cha-Insane] diff. use StackLeniency: 0.6 while others are 0.7, if you have particular reason to do this, please post out. Or why not use same SL?
[Easy]
  1. 00:57:391 (1) - So many custom slidertick sound lol, yea it's nice but I always feeling strange, when I'm a new player, I was ever scared by custom slidertick sound lol
[Normal]
  1. 01:30:835 (1) - 2 grid left, or you put it pn purpose?
  2. 02:11:224 (1) - Add clap?
[Kev-Hard]
  1. 40% volume part seems a little quiet, 50% better?
others are fine
nice mapset, awesome custon sound
Kamure

Breeze wrote:

[General]
  1. Why [Cha-Insane] diff. use StackLeniency: 0.6 while others are 0.7, if you have particular reason to do this, please post out. Or why not use same SL?
Well, stack leniency is something I never learned myself, so I didn't change it or anything.... Should I change it anyway? If so, I'll put in in the next post with lolcube's mod. If not, just lolcube's mod then....
Topic Starter
ziin

chamelepeace710 wrote:

Well, stack leniency is something I never learned myself, so I didn't change it or anything.... Should I change it anyway? If so, I'll put in in the next post with lolcube's mod. If not, just lolcube's mod then....
because it doesn't matter. SL .6 means that > 2/1 apart will not move. If you don't care, you may as well change it (Though I don't see why you changed it in the first place, since 7 is default).

fixed nazi in normal, but that's it.
Kamure

ziin wrote:

chamelepeace710 wrote:

Well, stack leniency is something I never learned myself, so I didn't change it or anything.... Should I change it anyway? If so, I'll put in in the next post with lolcube's mod. If not, just lolcube's mod then....
because it doesn't matter. SL .6 means that > 2/1 apart will not move. If you don't care, you may as well change it (Though I don't see why you changed it in the first place, since 7 is default).
Hmm, thanks, I changed it just so other people won't complain about it. Also added hitsound stuff and applied lolcube's mod.

But I never thought of changing it to 6, maybe someone told me to, or was it just unconsciously... Oh well...

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
Sakura
Your hitbursts have inconsistent dimmenions and are considerably smaller than templateskin's hitbursts i highly recommend you resize them or something.

[Cha-Insane]
00:14:429 (3,4) - Odd place for a jump.
00:20:346 (13) - Looks better if you position it like this: http://puu.sh/4UCs
00:24:462 (3,4) - Yeah these kind of jumps are really misleading unless you're focusing on approach circles.
00:29:093 (8,9,10) - Spacing kinda looks awkward even with your usual jumps
00:50:960 (2,3,4,5,6,7,8,9,10,11,12,13) - This back and forth is really annoying and confusing to play =/ i suggest you just use double stacks instead.
01:50:129 (11,12) - Once again this feels odd for a jump.
01:51:801 (3) - This slider looks like it came outta nowhere, even if it's following something... you barely hear it anywhere at all in the song. (Yeah i know it's following some trrrrr sound in the background, but would make more sense if you mapped each instance of that, otherwise it just feels awkward to have something like this)
02:21:000 (1) - Add hitsound finish?

[Easy]
I love what you did with your sliders and hitsounds here.

Pretty nice map ziin, keep it up, most of the stuff is suggestions, i bolded on cha-insane the stuff i REALLY would love him to change tho, let me know when u want a recheck
Kamure

Sakura Hana wrote:

[Cha-Insane]
00:14:429 (3,4) - Odd place for a jump. It really starts the song.. But oh well, Changed
00:20:346 (13) - Looks better if you position it like this: http://puu.sh/4UCs Fixed
00:24:462 (3,4) - Yeah these kind of jumps are really misleading unless you're focusing on approach circles. Is this better?
00:29:093 (8,9,10) - Spacing kinda looks awkward even with your usual jumps Fixed
00:50:960 (2,3,4,5,6,7,8,9,10,11,12,13) - This back and forth is really annoying and confusing to play =/ i suggest you just use double stacks instead. Right, I forgot why I even did something awful like that
01:50:129 (11,12) - Once again this feels odd for a jump. Fixed the whole part, someone check again to see if its too crammed.
01:51:801 (3) - This slider looks like it came outta nowhere, even if it's following something... you barely hear it anywhere at all in the song. (Yeah i know it's following some trrrrr sound in the background, but would make more sense if you mapped each instance of that, otherwise it just feels awkward to have something like this) I'm not sure what would fix it, so I put two circles there.
02:21:000 (1) - Add hitsound finish? Hmm, unsure.. It doesn't fit, but it's better than the whistle.... Nah, I'll leave it.
Yeah, I need the recheck.

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
Topic Starter
ziin

chamelepeace710 wrote:

Right, I forgot why I even did something awful like that
probably because I did it (but to a much lesser extent) in inane.

I'll update tomorrowlater today. As far as I know inane has all of the hitsounds 100% accurate to the music, so you can use AIBat to copy the hitsounds into bookmarks so you can compare if you want to. Or I can double check it.

Another tip: if you go into the design tab, scroll to the end, then press play and go into the outro, then go back to compose tab and press z, the song won't play, but the hitsounds will, which will let you hear the hitsounds better, and if you have the boomarks in, you can compare.
Kamure

ziin wrote:

chamelepeace710 wrote:

Right, I forgot why I even did something awful like that
probably because I did it (but to a much lesser extent) in inane.
I don't remember copying something like that on the beatmap... Again, unconsciously.


ziin wrote:

I'll update tomorrowlater today. As far as I know inane has all of the hitsounds 100% accurate to the music, so you can use AIBat to copy the hitsounds into bookmarks so you can compare if you want to. Or I can double check it.
AIBat? Is that some kind of supporter add-in? Never mind, I found out what it is. And yeah, I need to get those hitsounds right on the music but they aren't perfect yet.

ziin wrote:

Another tip: if you go into the design tab, scroll to the end, then press play and go into the outro, then go back to compose tab and press z, the song won't play, but the hitsounds will, which will let you hear the hitsounds better, and if you have the boomarks in, you can compare.
Hmmm, I played around like that in old beatmaps but I guess it will help if I knew what AIBat was. now.

EDIT: Downloaded AIBat and making hitsound changes....
Kamure
Oh yeah, forgot to update....

Your message is too short..... bla bla bla bla bla......

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
Topic Starter
ziin
Alright then, we're all set.

kevin can make a choice on 40% volume or 50% volume at any time, but I think it's fine the way it is.
p3n
[Easy]
02:07:622 (1,1,1) - how can I describe my feelings while playing this part without using the word "jizzed" multiple times...hmmmmm

Pretty much flawless and brilliant sliders!

[Normal]
01:32:121 (4,5) - I hope this is just a random error and not intentional...a ~5,0x jump in a normal diff surely seems like not intended

Nothing else wrong here

[Kev-Hard]
00:59:449 (2) - those long kicksliders were somewhat unexpected in a way I had to call them "unreadable" - it is ok after playing the map several times and remembering those sliders but that is not how things should be imo (hard and challenging: yes...the need to learn something by heart just to get it right because it feels un-intuitive: no, not imo)
01:02:794 (2) - ^
01:06:138 (2) - ^
01:09:482 (2) - ^
02:09:680 (4) - ^
02:13:025 (4) - ^
02:16:369 (5) - ^
02:19:713 (3) - ^

to clarify: The beat of this song is unusual and the beatplacement is not 100% predictable as in all the mainstream (boring?) nightcore stuff and the likes. Therefore I (the "player") have no clear indication of how many repeats I encounter by looking at the approaching circle of the following note. The uncommon beat also prevents me from guessing those repeats correctly. Maybe it is just me and maybe I'm too stupid to "feel" a 13/8 beat but somehow it really destroyed the flow and intuitive style this map had up to (and after) this point. This however does not apply to normal 1x repeat sliders or the longer multi-repeat sliders with visible turning points.

other than that very good map with great flow (otherwise I wouldn't get so upset maybe...)

[Cha-Insane]
Similar problem with unpredictable kicksliders as in hard but this beeing an insane labeled diff I guess it is completely up to the mapper.

00:59:449 (9,10,11) - this (repeatedly used) pattern plays and sounds a bit weird; maybe delete (11) and move (10) forward to end where (11) used to be? This would be the kind of pattern you used later @02:02:220 (2,3,4,5,6,7) with circles/triplets.

[Inane]
The part after the 01:09:740 (1) spinner is fantastic. The random-repeat kicksliders in the beginning are just as annoying as they are in the other 2 difficulties but I guess it can't be helped.



Overall good mapset with uncommon beat pattern. I dig it. Have a star. +1
Kamure

p3n wrote:

[Cha-Insane]
Similar problem with unpredictable kicksliders as in hard but this beeing an insane labeled diff I guess it is completely up to the mapper.
Haha, guess not....

00:59:449 (9,10,11) - this (repeatedly used) pattern plays and sounds a bit weird; maybe delete (11) and move (10) forward to end where (11) used to be? This would be the kind of pattern you used later @02:02:220 (2,3,4,5,6,7) with circles/triplets. Hmmm, pretty unnecessary... but if someone else complains about it, I'll think.
Oh and by the way, 13/8 is an odd time sig, but we will have to get used to it. 3/4 and 5/8 was weird at one time, although they are ok enough right now, and we did get used to it at some time.
Topic Starter
ziin
the short repeating sliders are indeed a bit annoying, but after one play you understand it's 7 notes. Same with the 1/6 streams in inane. I put mine at the beginning so that you get it out of the way quickly.

Ctrl+H on that one on normal, I missed it somehow.
-kevincela-
Sorry p3n,but these sliders for me are really readable and i play them without any problem,so I'm not fixing this for now :\
Sakura
[Easy]
01:20:802 (1,2,3,4,5,6,1,2) - Timing on these is really awkward and i tend to 100 more often than not, i recommend you stick to a more constant rythm here (even if it has to be 1/1, you can always use hitsounds to enphasize certain notes).
01:37:266 (4,1,2,3,4,5,1) - ^
01:41:639 (2,3,4,5,6,7,1) - ^
[...] The rythm doesnt necessarily need to be 1/1 but use something more intuitive, it's pretty hard to predict hitcircles that you dont know if they're gonna be 1/1 or 2/1 (or more) apart (even with a good distance spacing :< )
02:07:622 (1,1,1) - I still love what you did with these sliders =D
Topic Starter
ziin
sliders to the rescue!

All fixed by rearranging rhythm/putting in sliders.
Sakura
Alright, let's give this a try, Bubbled~
Kamure

Sakura Hana wrote:

Alright, let's give this a try, Bubbled~
Yes! Third ranked guest diff here I come!!!
Garven
It's about time I check back here and there's not a mod pending, hehe.

[Kev-Hard]
Combo progression feels random. It might be best to follow ziin's stead and do a combo per measure unless there's a strong pattern that asks for a new combo.

[Cha-Insane]
Kind of the same thing with the combos here. At times you use new combos for jumps [00:47:873 (4,1) - ], and others you don't [00:21:118 (3,4) - ]. Keep it consistent.
02:03:249 (8,9,10,11) - These jumps felt a little out of context compared to the rest of the mapping up until this point. Probably the jump distance is too large.

[Inane]
02:06:336 (10,11,12,13,14) - These were kind of lined up oddly considering the fairly straight pattern base adhering for the earlier end of the combo, but they play fine. *shrug*

Just minor things - let me know if you do any fixes.
Topic Starter
ziin
Inane fixed so it's all on the line with (yet another) pentagon. I actually didn't remap that part from before.
Kamure

Garven wrote:

[Cha-Insane]
Kind of the same thing with the combos here. At times you use new combos for jumps [00:47:873 (4,1) - ], and others you don't [00:21:118 (3,4) - ]. Keep it consistent.
02:03:249 (8,9,10,11) - These jumps felt a little out of context compared to the rest of the mapping up until this point. Probably the jump distance is too large.
Fixed, just check again because i don't know if i got all of the combos down and that jump i changed to a half ztrot formation.

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
-kevincela-
Ok,I tried to change a bit the new combos,but I really don't know if I did it right :S

Download: Yoko Shimomura - Weapons Factory (ziin) [Kev-Hard].osu
Topic Starter
ziin
I think it's fine either way. I made my map so that I could put a new combo on every downbeat. kevin didn't so it doesn't work as well.
Kamure
Bla, bla.....

Update stuff stuff you told me, update stuff I made myself...

My message is still kinda short....

Download: Yoko Shimomura - Weapons Factory (ziin) [Cha-Insane].osu
Topic Starter
ziin
fixed up kev's finishes a bit, found one finish of mine to fix, and cha did something or other.

Oh and let's title text this up:
[time:38,size:28,colour:230.26.50,hold:5645]Yoko Shimomura|[time:1838,colour:111.111.111,hold:3485]Weapons Factory

If the 2nd line isn't bold size 40 when you test it add that in too, but it should do that by default.
Garven
If this gets popped I'll be a sad panda.
lolcubes
Oh finally a bubble!
Gogo!
Sakura
[Cha-Insane]
02:02:220 (2,3,4,5,6,7) - The way this pattern is positioned makes me think it's a 5 note stream rather than 2, 3 note streams, i recommend you split both.

Edit: http://osu.ppy.sh/ss/152851 now tell me how is this not confusing
Kamure

Sakura Hana wrote:

[Cha-Insane]
02:02:220 (2,3,4,5,6,7) - The way this pattern is positioned makes me think it's a 5 note stream rather than 2, 3 note streams, i recommend you split both.
Err.... Congrats on the whole becoming-a-BAT thing, but I don't think it really matters here....

And I don't feel like popping the bubble just for that.
Kytoxid
Lemme help you pop it then. .osz is bugged, re-full-upload. Right now, it only has Easy, Normal, and Cha-Insane.

And while you're at it, you should probably rearrange the pattern Sakura pointed out.
Lybydose
that pattern is fine I dunno what people are complaining about
whymeman

chamelepeace710 wrote:

Sakura Hana wrote:

[Cha-Insane]
02:02:220 (2,3,4,5,6,7) - The way this pattern is positioned makes me think it's a 5 note stream rather than 2, 3 note streams, i recommend you split both.
Err.... Congrats on the whole becoming-a-BAT thing, but I don't think it really matters here....

And I don't feel like popping the bubble just for that.
It should matter to you since it affects how the map plays. Avoiding the fix because you want to keep a bubble is not the way to go. At least try to explain why you choose to use that pattern of spacing. But if it is still unreasonable, then it has to be fixed. Besides that, if you do the fix, you can get the bubble back as well....
Sakura

Lybydose wrote:

that pattern is fine I dunno what people are complaining about
Look at the timeline, there's a stacked note below 4 that's twice as long in the time than the speed at which you're already hitting, plus the way the notes are positioned makes you keep going ahead thinking it's a single stream.

Regardless .osz was bugged so it needed to be popped anyways (i should fully redownload every map even if i already have them when checking bubbles)
Kamure

whymeman wrote:

It should matter to you since it affects how the map plays. Avoiding the fix because you want to keep a bubble is not the way to go. At least try to explain why you choose to use that pattern of spacing. But if it is still unreasonable, then it has to be fixed. Besides that, if you do the fix, you can get the bubble back as well....
Wow WMM, proving things important. But I guess I should have put a reason.
I might as well fix it then if I can't think of a reason. But i'm not able to right now... I gotta sleep now.....
Topic Starter
ziin
I didn't have a problem with it.

Generally speaking, unless you can come up with a good reason to keep something other than "I don't want to pop a bubble" (which is never a good reason), it's worthwhile fixing.

For example, if there were a pattern you were following, or you really like the anti-jump properties of the stack. Both are good reasons IMO, but if you did it without thinking, then go back and think about it.
Kamure

ziin wrote:

I didn't have a problem with it.

Generally speaking, unless you can come up with a good reason to keep something other than "I don't want to pop a bubble" (which is never a good reason), it's worthwhile fixing.

For example, if there were a pattern you were following, or you really like the anti-jump properties of the stack. Both are good reasons IMO, but if you did it without thinking, then go back and think about it.
Thanks, now I really regret saying that "don't wanna pop the bubble" thing now.

So, like ziin said, I don't have a problem with it. And, as I said before, it doesn't matter whether or not I separate the stream. It's acceptable anyway, isn't it? It does turn into the anti-jump property, and it's a great place to do the ztrot formation.

Maybe there is something else wrong with that place.... Nah, probably not.
Topic Starter
ziin
Okay with that, it shouldn't be bugged anymore. Why it gets bugged is beyond me...
Kytoxid
Mmkay, no major issues found, and since cha really wants to keep it that way, this is rebubbled.
Garven
Whoops.
Sakura
Yay, congratulations ziin!
MoodyRPG
Grats ziin

We need more songs for SMRPG <3333
Kamure
YES!
Tanzklaue

somehow I think this will get unranked...
Kamure

Tanzklaue wrote:


somehow I think this will get unranked...
Haha, trust me. We talked about that a lot....
Natteke
wow, worst ranked map I've seen over the past few months.
why is it so bad after like 10 pages of modding? D:
Froslass
I personally don't see anything wrong with the map.

Try to map a 13/8 song and you'll see if it's easy to do a fun map.
Shiirn
"Inane" was a purposeful misspelling.

look the word up.


And natteke, haven't you had a few ranked maps in the past few months?
Larto

Natteke wrote:

wow, worst ranked map I've seen over the past few months.
why is it so bad after like 10 pages of modding? D:
I've not looked at the map, but giving constructive criticism is better than "this sucks why does it suck"
Natteke
How can I constructively explain why a map sucks?
Shiirn

Natteke wrote:

How can I constructively explain why a map sucks?
You? You can't. You're not good enough at modding.
Mastodonio
Чья бы корова мычала
Krisom
Stop you both with the personal attacks or I'll have to lock this.

Thanks ~
Larto

Natteke wrote:

How can I constructively explain why a map sucks?
Explain what is wrong with the map. That should not be so hard. if you are able to tell that a map sucks, you should be able to tell WHY a map sucks. You should be able to tell out the specific flaws and errors, or at least the things that you believe are subjectively wrong. And if you cannot, then maybe it's time to reconsider your skill to rate maps as "sucky".
theMikeAG
:D Happy to see this ranked. Ziin, you pulled a real trick mapping this.
HakuNoKaemi
gratz

How can I constructively explain why a map sucks?
if a map sucks, you should be able to explain why; if a map do suck only for you being an idiot because you can't explain why, then isn't the map the suck, is you that suck in many ways, if however, you find a some flaws, you "might" at least help
Topic Starter
ziin

Natteke wrote:

wow, worst ranked map I've seen over the past few months.
why is it so bad after like 10 pages of modding? D:
bad songs deserve love too. Modding doesn't help much to improve the quality of the map, only errors.

map me a section that doesn't suck and it will help me tremendously in the future.

Larto wrote:

Explain what is wrong with the map. That should not be so hard. if you are able to tell that a map sucks, you should be able to tell WHY a map sucks. You should be able to tell out the specific flaws and errors, or at least the things that you believe are subjectively wrong. And if you cannot, then maybe it's time to reconsider your skill to rate maps as "sucky".
The spacing is awkward and slightly too large with circle size 5. The time signature is in a nonstandard 13/8, which makes the rhythms very difficult to follow, to a downright pain to play when sightreading. The circle to slider ratio is far too great, and the placement of circles is questionable in their patterns which show poor/little planning.
Mercurial
Hey ziin, congrats for get ranked this :)
-kevincela-
Yay,finally :D
Natteke

ziin wrote:

map me a section that doesn't suck and it will help me tremendously in the future.
I will try when I'm back home
Charles445
Had a play through of Inane to see what the fuss was about.

My guess as to current low rating - normal circles and strange streams.

By strange streams I mean the ones that are all crunched together and on the 1/6.

I enjoyed the map, glad to see it ranked after it took so long.
lolcubes
Even though the map has it's downsides, I still like it way more than your average mainstream maps that have streams all over the place which make little to no sense.

Very late post, but I just felt like I should write this. Whatever.
Topic Starter
ziin
I can't stand making average maps.
Charles445
Hipster Mapper! \:O/
xsrsbsns
I still like well done average maps more than bad different maps.
Just felt I should write this.

Not saying this map was in any way bad (although it's a little old style but hey I like old maps too!)
The only thing that really bothered me were the crunched streams.
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