forum

Shannon Chan-Kent - Equestria Girls

posted
Total Posts
126
show more
dkun

Jarby wrote:

dkun wrote:

No point stirring shit? I'm sorry, if he didn't start in the first place, this wouldn't of happened.

That's not resolving a conflict. That joke shouldn't of been there in the first place. I'm not the one being childish, I'm the one being serious.
And, you for kudo'ing the post in the first place? Childish, right.
Okay, so the joke was a mistake. He removed it. He's condensed his mod post and is doing his best to improve the map now without offending the mapper. His post had constructive content in it and deserved kudosu from the start, I simply gave it kudosu when he linked it because I found it hilarious. Dunno why it was denied later. Anyway, there's nothing more we should have to say as third parties. Drop it.
Sure, i'll drop it. But would he of done so if I hadn't said anything? Right.
Not everyone thinks all jokes are funny. Having to decipher a modpost doesn't deserve kudosu.
And sure, I guess I have nothing more to say.
NotShinta
The following mod post is to be read in the most monotonous tone possible, but with less emotion.

General:
- What Sapphire means is that your current background, has large letterboxing, which doesn't look good. On top of that is that it isn't even of the ratio 4:3, which means white letterboxes on top of the black ones on the preview. Plus, its mock sinisterness clashes with the mood of the song. There are plenty more you can choose from, like this one, this one, or this one. Okay, that last one was not funny. But I know what is. 4TVb
- To refer to Sapphire again, what he means with the Sia reaction images is that your spread could be greatly improved with an Easy and/or preferably a difficolty between Zelos' and Muffin's. Mogsworth talked about making a Normal, but he's rarely present, and I had a difficulty mapped but it's a patterny Insane. I'd like to see one of the difficulties from you, actually, as Muffpony shows some promise despite all the hiddeny and stacky notes.
- You still haven't added the suggested tags, I think you must have not gotten around to it or forgotten to update the beatmap. If so, sorry for any redundancies that might pop up here. And Sappha has a good point about the colon. THERE I DON'T NEED TO REFERENCE HIM ANYMORE

zbaloney:
- Sorry if I repeat myself here at all, since I have modded this before.
- This is one of those difficulties that I hated at first but seem alright later on. Eyup.
00:14:125 (5) - I think this would look better a grid or two up and right. Or something else. Basically, I'm saying you could make this a more perfect rhombus. And in my opinion, would look much better and consistent! :D.
00:17:965 (2) - I think whistles on this start and end would work nicely.
00:23:005 - A hitcircle here would be nice, gets rid of the awkward pause there and I think fits slightly better. Plus it's more consistent. Although I've probably pointed this exact thing out before.

Muffhorse:
- For future reference, be careful using such stacky patterns as they can be difficult to read and not very good to look at. This map, however, works well enough.
- Otherwise, quite nice. I think I pointed out everything I wanted to last time.

ZelMy Little Pony: Friendship is Magic adult male fan:
00:15:565 (6) - Indeed, I wouldn't recommend stacking on a slider end on a lower-level difficulty, much less the lowest of the mapset. It can be very difficult to read the timing of this. AndincrediblydifficulttospotonHidden but still.
00:33:805 (1) - A hitobject 1/1 after a spinner is not recommended on an easier difficulty; this is because some spinning methods may require more time to recover, so 1/1 to react might not be enough for Easy players.
00:42:445 (6) - I talked about hitcircles hiding under slider ends earlier.
00:48:685 (5) - Kicksliders like this might ALSO be difficult, as the player cannot easily see where they end, and as some said, they may find it difficult attempting to go back and forth rather than staying in one spot as they are designed to do.
00:50:605 (1) - A finish on the start of this would be lovely.
01:02:365 (1,2,3) - Yeah, kicksliders again. In fact, you'd probably get a better mod just looking at Sappha's. Who's lovely despite everything. Oops, I did it again.
01:05:965 (1) - Of course, finish again.
01:13:165 (5) - You might want to move this up a grid for straight lines. Or not. Dear God, I'm a horrible person.


Cool.
ztrot
[ztrot]
00:10:765 (1,2) - I don't see how this fits the song. The bass
00:14:605 (1,2) - There are a lot of these, if it matters to you. The bass
00:36:925 (6,1,2,3) - Overlap doesn't look good. only if you are looking in the editor the notes that overlap are long gone by that time.
00:45:325 (1,2,3,4,5,6) - Change the combo pattern to (1,2,1,2,1,2)? not really needed~
01:17:725 (1,2,3,4,5,6,7,8,9,10) - This combo is a bit long. Yet it fits the music~
Zelos

NotShinta wrote:

The following mod post is to be read in the most monotonous tone possible, but with less emotion.
Someone should get that guy who does those eye drop commercials.

ZelMy Little Pony: Friendship is Magic adult male fan:
00:15:565 (6) - Indeed, I wouldn't recommend stacking on a slider end on a lower-level difficulty, much less the lowest of the mapset. It can be very difficult to read the timing of this. AndincrediblydifficulttospotonHidden but still. fixed by making a pretty triangle
00:33:805 (1) - A hitobject 1/1 after a spinner is not recommended on an easier difficulty; this is because some spinning methods may require more time to recover, so 1/1 to react might not be enough for Easy players. all feexed
00:42:445 (6) - I talked about hitcircles hiding under slider ends earlier. did another pretty little triangle shape with this mod.
00:48:685 (5) - Kicksliders like this might ALSO be difficult, as the player cannot easily see where they end, and as some said, they may find it difficult attempting to go back and forth rather than staying in one spot as they are designed to do. oh come on they arent THAT hard.
00:50:605 (1) - A finish on the start of this would be lovely. okie
01:02:365 (1,2,3) - Yeah, kicksliders again. In fact, you'd probably get a better mod just looking at Sappha's. Who's lovely despite everything. Oops, I did it again. spamming spinners would make it harder for easy players. so im keeping this here.
01:05:965 (1) - Of course, finish again. okie
01:13:165 (5) - You might want to move this up a grid for straight lines. Or not. Dear God, I'm a horrible person. cant you see the isosceles triangle?
Thankies Shinta-sama.

Download: Shannon Chan-Kent - Equestria Girls (iMuffin) [Zelbrony].osu
Topic Starter
iMuffin

NotShinta wrote:

The following mod post is to be read in the most monotonous tone possible, but with less emotion.

General:
- What Sapphire means is that your current background, has large letterboxing, which doesn't look good. On top of that is that it isn't even of the ratio 4:3, which means white letterboxes on top of the black ones on the preview. Plus, its mock sinisterness clashes with the mood of the song. There are plenty more you can choose from, like this one, this one, or this one. Okay, that last one was not funny. But I know what is. 4TVb chose one that wasn't one of those but i think works just fine
- To refer to Sapphire again, what he means with the Sia reaction images is that your spread could be greatly improved with an Easy and/or preferably a difficolty between Zelos' and Muffin's. Mogsworth talked about making a Normal, but he's rarely present, and I had a difficulty mapped but it's a patterny Insane. I'd like to see one of the difficulties from you, actually, as Muffpony shows some promise despite all the hiddeny and stacky notes.if it becomes a huge issue then i will
- You still haven't added the suggested tags, I think you must have not gotten around to it or forgotten to update the beatmap. If so, sorry for any redundancies that might pop up here. And Sappha has a good point about the colon. THERE I DON'T NEED TO REFERENCE HIM ANYMOREAdded them to all the difficulties

zbaloney:
- Sorry if I repeat myself here at all, since I have modded this before.
- This is one of those difficulties that I hated at first but seem alright later on. Eyup.
00:14:125 (5) - I think this would look better a grid or two up and right. Or something else. Basically, I'm saying you could make this a more perfect rhombus. And in my opinion, would look much better and consistent! .ive fixed that
00:17:965 (2) - I think whistles on this start and end would work nicely.
00:23:005 - A hitcircle here would be nice, gets rid of the awkward pause there and I think fits slightly better. Plus it's more consistent. Although I've probably pointed this exact thing out before.can't remember if z wanted me to do these other ones or not though.

Muffhorse:
- For future reference, be careful using such stacky patterns as they can be difficult to read and not very good to look at. This map, however, works well enough.will keep that in mind
- Otherwise, quite nice. I think I pointed out everything I wanted to last time.
tyty
Takuma
Ayyyy wats poppinnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
Backfire
Roley's Taiko -
00:50:125 (268,269,270,271) - This section bothered me just a bit. I wouldve liked if 269 and 270 were connected to the note before and 271 was a finish. Makes much more emphasis, sounds better too.
00:54:445 (291) - Finish?
01:09:685 - remove and the note after it make it a finish too?

Holy crap MMzz's taiko is fucking easy ;w;
SapphireGhost
Really weird background ratio, sir.
Just use that background, apply the taiko mod, and ask for a rebubble.
Takuma
ya well ok, ya

yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Krisom
I'm guessing Roley didn't do anything then?
Son, I am pleased.
roleykatsu

Krisom wrote:

I'm guessing Roley didn't do anything then?

Nah, I went over the mod - I didn't like it nor it seems like any of the alterations sound fitting from the original idea I had for the map difficulty, so I rejected them all.

...Sorry, Backfire. >__<
Backfire
Playability and Gameplay over ideas. But whatever. All I saw, is you tried to make it as hard as you could or something. I dont know why this needed 2 taikos but oh well.
ztrot
OMG RANK THIS! I mean really please I'd buy you a cookie :D or whatever you wanna do is fine~
Zelos

ztrot wrote:

OMG RANK THIS! I mean really please I'd buy you a cookie :D or whatever you wanna do is fine~
Larto
I don't want to enhance the lovely drama on this map any further, but why exactly did you think that the difficulty names which mean almost nothing except for that you are zelos and you are a pony are a good idea? Not trying to be mean but uh
roleykatsu
Song mapped by ridiculous mappers + Ridiculous Maps + Ridiculous Map Difficulty Names = Absolute Ridicule, ∴ Rate of Rankabiltiy doubles. I honestly don't know. I'll just take a wild guess that it was done for the hell of it.
Topic Starter
iMuffin

Roley wrote:

it was done for the hell of it.
this is so correct it's even 20% more correct
Larto
...it's STILL not a good idea.
Topic Starter
iMuffin

Larto wrote:

...it's STILL not a good idea.
why are you hating brother?
Larto
I'm not hating, I'm just saying it defeats the purpose of difficulty names; they shouldn't ONLY be creative space for the mapper, they should also indicate who mapped a difficulty and, especially, what kind of difficulty your map is supposed to be. The star rating alone is not always reliable, and thus, difficulty names like these just leave the difficulty to free interpretation and won't become clear until the player plays all difficulties. You can still make it something like "Zelbrony's Normal" or something silly like that.
ztrot
I don't see to big of a issue it is better than some diff names we get anyays had the offset changed to 680 and fixed a opps red offset in the taiko it wasn't suppose to be there.
Zelos

Larto wrote:

I'm not hating, I'm just saying it defeats the purpose of difficulty names; they shouldn't ONLY be creative space for the mapper, they should also indicate who mapped a difficulty and, especially, what kind of difficulty your map is supposed to be. The star rating alone is not always reliable, and thus, difficulty names like these just leave the difficulty to free interpretation and won't become clear until the player plays all difficulties. You can still make it something like "Zelbrony's Normal" or something silly like that.
I understand your point of view BUUUUUUTTTTTTTT
I honestly dont see such an issue with this because the star rating goes from 2.5 stars, to 4 stars, to 5 stars.
One should clearly be able to see the difficulty difference here. I mean really cmon it isnt that hard :p
Not trying to spark any more drama but Ive seen sets with just "Larto" and even one as wierd as "Larto's Vegetables"
Larto

ztrot wrote:

it is better than some diff names we get anyays
Just because someone did it, it doesn't mean it's a good idea.

Zelos wrote:

Not trying to spark any more drama but Ive seen sets with just "Larto" and even one as wierd as "Larto's Vegetables"
Just because I did it, it doesn't mean it's a good idea either.

And it overall still defeats the point of even having difficulty names. How does it hurt to rename them to something like "ztrony's Hard" or something silly like that? At least it would bring one less map to the ranked category which new mappers could use as an example of "they did it too!!!!"
SapphireGhost
So you've seen sets with [Larto] and [Larto's Vegetables] but surely, that can't be a problem because according to you, one is clearly able to see the difficulty difference with the star rating. Larto also doesn't do that sort of difficulty naming anymore. It shouldn't be any problem to change the difficulty names to include Easy or Normal or whatever, anyway. [Zelbrony's Normal], [Muffpony's Hard], [ztrony's Insane]. PROBLEM SOLVED!

EDIT: larto you ninja
Zelos
Bah. I give up. I will leave it all to iMuffin to decide if he wants to change the names or not.
I personally like them the way they are now.
Sakura
[General]
Some inherited sections are unsnapped ahead of the notes, i'd suggest you recheck your timing sections in case hitsounds arent sounding as intended.

[ztrony]
00:13:400 (2,3,4,5) - If you look at it carefully 2 and 4 are misaligned, so are 3 and 5, intentional?
01:20:840 (10) - i think this would be better positioned in the center of the grid rather than below (8), or at least where (3) was.

[Zelbrony]
00:33:800 (1) - New combo due to spinner combo bug (counting this slider as part of the same combo as the spinner)
00:48:680 (5) - Sorry but i dont agree with having a so short slider that repeats so many times, could try a way around this?
01:02:360 (1,3) - ^
01:17:720 (1,3) - ^
01:25:160 (1) - I suggest you fade out this spinner's volume.


Very minor and easily fixable things, should be expected considering this was already bubbled once
ztrot
derp fix and added and everything is good now I think the timing change isn't big enough to justify a entire resnap of every green section.

01:02:360 (1,3) - ^
01:17:720 (1,3) - ^

personally I see these fitting in just fine.

Download: Shannon Chan-Kent - Equestria Girls (iMuffin) [ztrony].osu

Download: Shannon Chan-Kent - Equestria Girls (iMuffin) [Zelbrony].osu
Shiro
Random mod go !

Please reply to this mod saying what you didn't fix (and what you did) and why.
Also, if you have any question, feel free to ask me in-game. :)

General
  1. Disable "letterbox during breaks" as you have a video ? This will prevent the black bars that usually appear in breaks from appearing - and hiding the video.
  2. Write in the map description what diff each of these is supposed to be. :/ I can guess Normal-Hard-Insane, but still.
  3. You could easily get custom combo colours for that map, just following the ponies' hair for example. Try doing this =p
Zelbrony
  1. Since you went for a pretty simple (simple as in easy to play, I don't mean it in a bad way) rhythm, I recommend (really) to use simple combos to match the rhythm - that is, a new combo every big white tick. It will make sense with the way you mapped things, and emphasize the rhythm. A new combo every second big white tick could work as well, but it would make the combos quite long.
  2. There are sliders that I think don't fit in the map, because they completely stop any movement and flow, and link together things that shouldn't be linked (the poum-clap should be a duo rhythm). Also, if you go for the 4/1 comboing, they break it in a very bad way. These:
    00:06:440 (4) -
    00:21:320 (4) -
    00:35:240 (1) -
    00:48:680 (6) -
  3. Still talking about repeat sliders, I really think kick sliders don't fit in a Normal diff (especially not the easiest diff of the mapset). They're confusing because the number of repeats cannot be expected nor read (because the cursor hides the repeat arrows). New players don't get the reflex of holding sliders until the very end, so they will combo break on them. On top of that, yours start on red ticks, which confused even me. You're using tick rate 2 but never explot it in your diff. You can just make long slider, using the tick rates for the vibrato (kind of vibrato) in the vocals ! These:
    01:02:360 (1,3) -
    01:17:720 (1,3) -
Muffpony
  1. I'd suggest to raise OD by one tick, but that's just a personal preference =p
  2. Talking about the map itself, the blankets could be improved. I know I'm picky about it and stuff, but I see errors in blankets very easily (not everyone does or even cares), and these are easy to fix and make maps look instantly better, so please spend the few minutes for each slider. :/
    00:06:440 (4) - The body is further away than the ends.
    00:09:320 (6) - The body is closer than the ends.
    00:13:160 (2,4) - Make them parallel =p
    00:29:240 (5) - Uneven blanket ? If it's not a blanket, my bad. But if it's not, making it one would look better !
    00:41:960 (5) - Same.
    00:47:240 (5) - The slider goes too close near the end.
  3. Some of the stacks feel weird to me. For instance:
    00:16:040 (3,4,5) - This one stops the movement twice in the same combo, which played weird to me.
    00:25:160 (5) - This one breaks the pattern. (4) is move to the upper left due to stacking, and it breaks the symmetry of the pattern. Not to mention the stack stops the movement induced by the sliders.
    01:09:800 (1,2,3,4,5,6) - All the stacks break the symmetry of the pattern. :/
ztrony
  1. I didn't like this as much as I usually love your maps, to be honest. I foud this one to have worse flow. It might be because of the complicated spacing and directional changes, or just the way you used jumps - I don't know. Also, at times, the rhythm becomes really difficult to read. Here:
    00:22:280 (1,2) -
    00:29:960 (1,2) -
Roley-Pony's Taiko
  1. All diffs but this ones start at the same point. I strongly recommend to make this one start there, too.
  2. Make the kiai end at the same spot as the other diffs ?
MM's Taiko Poni
  • This is the most awesome custom difficulty name I have ever seen in my modding career. I love it. Really love it.
I can't help but go MEH at the difficult names. It's possible to guess what the diffs are thanks to star rating, but difficulty names are supposed to make sense and tell how hard a difficulty is. Which isn't what your names are doing. But well, I went through the thread and saw you're not going to fix it, that's fine.
roleykatsu
Reply-backs are in bold blue.

Odaril wrote:

Roley-Pony's Taiko
  1. All diffs but this ones start at the same point. I strongly recommend to make this one start there, too. done
  2. Make the kiai end at the same spot as the other diffs ? I personally don't see the point of Kiai being in that end portion, so I removed it in my contribution map. But, if it really is that bothersome that the kiai time spots don't fully match the other difficulties, then alright -- said change is applied as well.

On another note, I don't see what all this fuss is about when it comes to difficulty naming, but then again..

So.... eh.

But, again, if it is a nuisance that all these custom difficulty names are "omg ew change it before I cry Sodium Hydroxide out from my eyes", change my difficulty name to RoloPony's Taiko Oni or anything else of which you can think of that is more.... suitable. Or you can leave it as-is. It's not bothersome; for me anyways.
ztrot
I have decided to stick with my map set as a current thanks tho muffin should review the rest of the mod tho there are some helpful hints in there that need to be looked at.
Topic Starter
iMuffin

Odaril wrote:

Muffpony
  1. I'd suggest to raise OD by one tick, but that's just a personal preference =p
  2. Talking about the map itself, the blankets could be improved. I know I'm picky about it and stuff, but I see errors in blankets very easily (not everyone does or even cares), and these are easy to fix and make maps look instantly better, so please spend the few minutes for each slider. :/
    00:06:440 (4) - The body is further away than the ends.
    00:09:320 (6) - The body is closer than the ends.
    00:13:160 (2,4) - Make them parallel =p
    00:29:240 (5) - Uneven blanket ? If it's not a blanket, my bad. But if it's not, making it one would look better !
    00:41:960 (5) - Same.
    00:47:240 (5) - The slider goes too close near the end.
  3. Some of the stacks feel weird to me. For instance:
    00:16:040 (3,4,5) - This one stops the movement twice in the same combo, which played weird to me.
    00:25:160 (5) - This one breaks the pattern. (4) is move to the upper left due to stacking, and it breaks the symmetry of the pattern. Not to mention the stack stops the movement induced by the sliders.
    01:09:800 (1,2,3,4,5,6) - All the stacks break the symmetry of the pattern. :/
I fixed most/all of them
Shiro
Alright. Fixing the sliders as I was asked to.

Replace your .osu with this one. Remember to go through the diff to fix the spacing if you need to (I don't think you will, but check it anyway).
Download: Shannon Chan-Kent - Equestria Girls (iMuffin) [Muffpony].osu

Okay. I'm fine with the map as it is, so...

bubbled!
Zelos
Could really use a BAT anyday now lol
Krisom
Everything looks clean, buuuuuuuuuuuuuuuuuuuuut you'll have to +12 to the offset (692), confirmed with Alace senpai.

I'll rebubble after that (unless you wanna get a rebubble from someone else, then I'd rank)
Charles445

Krisom wrote:

Everything looks clean, buuuuuuuuuuuuuuuuuuuuut you'll have to +12 to the offset (692), confirmed with Alace senpai.

I'll rebubble after that (unless you wanna get a rebubble from someone else, then I'd rank)
I'm pretty sure you can rank on offset change.
Quaraezha
Hoping to see this Ranked Soon! As the first Ranked Pony Beatmap! :D
Krisom

Charles445 wrote:

I'm pretty sure you can rank on offset change.
Everywhere I asked was a loud and sounding no.
Did iMuffin fix the offset yet? He has not notified me..
Charles445
It looks like he fixed it, offsets appear to be 692 now.
Maybe we could get Odaril to repair?
Alace
Changing offset is a big thing in a map,so we guys only repair the bubble
we need another BAT(or MAT) to check the whole thing
Topic Starter
iMuffin

Krisom wrote:

Charles445 wrote:

I'm pretty sure you can rank on offset change.
Everywhere I asked was a loud and sounding no.
Did iMuffin fix the offset yet? He has not notified me..
i fixed it all bubble it I guess
Sakura
Just get Krisom to repair the bubble, he's the one who popped it after all
foulcoon
you really added a lot to this thread. +1 mod exp
ztrot
Well I've pretty much looked it over and I'm going with 680 and I had a few others check this aw well
lolcubes
Okay I have rechecked this and I agree with offset 680. There was this one try where I had 0% mistimed with it, in any case 692 feels terribly late to me, I was getting up to 15ms early on one of the tries.
Usually when offset feels bad, it's a good idea to delete the map and redownload.

Rebubbled!
Sakura
Could you disable video on both Taiko diffs?

[Zelbrony]
00:48:680 (6) - Second reverse arrow is hidden
01:02:360 (1) - Please dont use kick sliders on the easiest diff.
01:04:280 (3) - ^
01:17:720 (1) - ^
01:19:640 (3) - ^

That's all, would be also nice if you didnt use those diff names, but oh well, can't do much about it now >_> Fix and i'll rank
ztrot
the kick sliders are fine on the diff and are not hard in any sense maybe try not popping bubbles for suggestive input and only for things that really affect game play also that slider end is not hidden.

it fades in with enough time to see it
Charles445
You can start to see the reverse at 00:49:040, then you need to know it's there at 00:49:640.

That's over half a second to see it, which is plenty to react to it.
Zelos
I have no real different things to do regarding the kick back sliders.

As for the so called hidden 2nd repeat, I agree with ztrot in it having enough time to see it however I have a feeling if I didnt do something different, this would get no where (again)

So i made a triangluar pattern with the notes.

Download: Shannon Chan-Kent - Equestria Girls (iMuffin) [Zelbrony].osu
ztrot
So it seems like this map is gonna be put on hold because of kick sliders? wow....just wow.
If you are going to insist on making changes like that you could at least give some ideas >.>
like this for example
I even added the osu for the simplicity

there you go zelos

Download: Shannon Chan-Kent - Equestria Girls (iMuffin) [Zelbrony].osu
Sakura
Well since the changes were really minor, let's say this is

Ranked!
Zelos
Thank god.
narakucrimson
Awesome background. Awesome.

>And congratulations! Great job!<
Shohei Ohtani
MMzz
yay
OzzyOzrock
aww sapphaha's awesome parody BG was not used

noOO
Ekaru
Took you long enough! (Congrats)
Mategas
Congratulations :3
IkkiMinami
Gratz
Mecha Shadow
Just as I said. We're doomed.
Ekaru

Mecha Shadow wrote:

Just as I said. We're doomed.
Actually, we were doomed whenever somebody decided to start mapping Touhou music. :D
Mecha Shadow

Ekaru wrote:

Mecha Shadow wrote:

Just as I said. We're doomed.
Actually, we were doomed whenever somebody decided to start mapping Touhou music. :D
Well, the fandom around Touhou is really clear. But the FAGGOTRY (yes) around MLP:FiM has no point.
Ekaru

Mecha Shadow wrote:

Well, the fandom around Touhou is really clear. But the FAGGOTRY (yes) around MLP:FiM has no point.
This show has more males in it than both K-ON! and Touhou combined. You make no sense, kind sir. You could say, "But MLP:FiM is aimed at girls; Touhou and K-ON! are aimed at perverted guys!", which would be correct. However, I would rather be a "faggot" than somebody who wants to bang imaginary girls. And you can take that to the bank, kind sir.

But don't worry; we love you anyways. <3
Shiirn
itt: some dude thinks hating on touhou is cool
itt: some dude thinks hating on k-on is cool
itt: some dude thinks hating on ponies is cool


protip: none of the above is, get over yourselves.


Nice map, by the way.
Ekaru

Shiirn wrote:

protip: none of the above is, get over yourselves.
I agree, actually; I was just having some fun with him. :( I actually do like me some Touhou maps, and the occasional good K-ON! map.

And I agree, it is a pretty nice map.
ouranhshc
equestria gurls :D
OzzyOzrock
my little danmak-on
NotShinta

Mecha Shadow wrote:

Ekaru wrote:

Actually, we were doomed whenever somebody decided to start mapping Touhou music. :D
Well, the fandom around Touhou is really clear. But the FAGGOTRY (yes) around MLP:FiM has no point.
So what? People will map things you don't like, and with the ever growing popularity, like it or not, of Friendship is Magic, maps like these are inevitable. I personally don't like this song, and find quite a bit of the fandom very disturbing, but I do know that Muffin has been actively spending his time here actively getting this ranked, and that does not call for you to use homophobic terms you don't understand the weight of to describe people who like something you don't like. If you hate all and every "brony" that much, let your eyes slip past this on the beatmap listing, the fad will pass.

And yes, "somebody who wants to bang imaginary girls" isn't much better, but within context I imagine that was said with some irony. Otherwise that would also be extremely uncalled for on a Touhou map.
Larto
And the difficulty names were never changed for no reason at all.

Zelos

Larto wrote:

And the difficulty names were never changed for no reason at all.

reasons were given. You just didn't like the reasoning behind it.
iMuffins reason was simply because he wanted to.
Sakura
I probably should've been more strict on the diff names, "because he wanted to" is not a good reason as the FAQ says

FAQ wrote:

Difficulty: While the other fields should be identical between all maps in a set, the Difficulty field is filled differently for each map, to indicate which ones are harder than others. You can select one of the default names, or create your own name. While it's good to be creative, try to make it very clear which one is harder than others -- Ambiguous difficulty names can annoy players. This would also be the field where you indicate a guest mapper, if this is their difficulty (e.g. "Larto's Hard").
inb4 the FAQ is outdated, well it may be, but diff names also need to make sense to what a difficulty name is, oh well doesnt matter anymore, i probably should press on this issue harder in the future.
Shiirn
Heaven forbid we look at the order of the difficuties :?
Natteke

Sakura Hana wrote:

I probably should've been more strict on the diff names, "because he wanted to" is not a good reason as the FAQ says

FAQ wrote:

Difficulty: While the other fields should be identical between all maps in a set, the Difficulty field is filled differently for each map, to indicate which ones are harder than others. You can select one of the default names, or create your own name. While it's good to be creative, try to make it very clear which one is harder than others -- Ambiguous difficulty names can annoy players. This would also be the field where you indicate a guest mapper, if this is their difficulty (e.g. "Larto's Hard").
inb4 the FAQ is outdated, well it may be, but diff names also need to make sense to what a difficulty name is, oh well doesnt matter anymore, i probably should press on this issue harder in the future.


SPOILER

diff names are serious business all of a sudden
SapphireGhost

Zelos wrote:

Larto wrote:

And the difficulty names were never changed for no reason at all.

reasons were given. You just didn't like the reasoning behind it.
iMuffins reason was simply because he wanted to.
No offense, sir, but that's not exactly the best reason he could have given. Something like
"People can look at the star rating attached to each difficulty and the beatmap listing to get a feeling for how hard each difficulty will be, so this change does not need to be made."
would be a better reason, and then maybe Larto wouldn't mind as much. People will generally be more accepting of the way you'd like to do things if you include more solid reasoning. Just something to keep in mind.

(By the way, I'm not trying to upset anyone or anything, so please don't be angry at me. Feel free to make counterarguments, though.)
Zelos

Zelos wrote:

I understand your point of view BUUUUUUTTTTTTTT
I honestly dont see such an issue with this because the star rating goes from 2.5 stars, to 4 stars, to 5 stars.
One should clearly be able to see the difficulty difference here. I mean really cmon it isnt that hard :p
Not trying to spark any more drama but Ive seen sets with just "Larto" and even one as wierd as "Larto's Vegetables"
I made that reasoning WAAAAAAY back but it seemed to have been invalidated by you and Larto soo yeah.
SapphireGhost
Oh I forgot about that
Please go back to doing whatever you were doing
Quaraezha
Ah yes, finally ranked :D
Congrats on osu!'s first ranked pony map \o/
MMzz

Quaraezha wrote:

Ah yes, finally ranked :D
Congrats on osu!'s first ranked pony map \o/
Actually
http://osu.ppy.sh/s/34544
Larto

Shiirn wrote:

Heaven forbid we look at the order of the difficuties :?
So why do we have difficulty names at all, then? They basically mean nothing the way you put it. Just look at the order of the difficulties!

EDIT: And "because i want it that way" is still not good reasoning. I can't overlap spinners and sliders because I want it that way, and you shouldn't be able to do difficulty names that don't do what they're supposed to do because you want it that way; difficulty names have the habit of naming the difficulty, that is what they're supposed to do. Here they don't, all they name is the mapper. So we've got a problem here!
Quaraezha

MMzz wrote:

Quaraezha wrote:

Ah yes, finally ranked :D
Congrats on osu!'s first ranked pony map \o/
Actually
http://osu.ppy.sh/s/34544
how could I miss that ಠ_ಠ
Ekaru

Larto wrote:

So why do we have difficulty names at all, then? They basically mean nothing the way you put it. Just look at the order of the difficulties!!
This.

Is this mapset Easy-Hard-Insane, Easy-Normal-Insane, Easy-Normal-Hard, or Normal-Hard-Insane? I honestly can't tell. Not a big deal, though.

@Quaz: I have no idea either, considering that I linked it and all in the pony thread. XD
Charles445
There's a reason for star rating, you know. As flip flopping as it can be, it serves as a relatively stable reference for difficulty. For instance, have you ever seen a Easy at 4 stars that is actually an Easy?

The map is an E H I, like advertised. It's not that hard peeps
kittykatmiku12
nice job yay :) :D ;) ;) :o >:( :( :? 8-) :lol: :x :P :oops: :cry: :| :roll: :!: :?: :idea: :arrow: :shock:
Please sign in to reply.

New reply