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Yousei Teikoku - Wahrheit (Approval)

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Nidert
random things
SPOILER
17:36 Nidert: : btw
17:37 Nidert: : 00:34:653 (1) -
17:37 Nidert: : fett ful slider
17:37 Nidert: : xD
17:37 Nidert: : stör mig på den när jag spelar
17:37 Saten: : jo
17:37 Saten: : xD
17:38 Nidert: : wääh
17:38 Nidert: : xD
17:39 Saten: : xD
17:39 Saten: : kk
17:39 Saten: : http://osu.ppy.sh/ss/372051 så?
17:39 Nidert: : vene, ser bättre ut om den är på samma nivå som början
17:39 Nidert: : asså
17:39 Nidert: : som en
17:39 Nidert: : halvcirkel
17:40 Saten: : symmetrisk?
17:40 Nidert: : aa
17:41 Nidert: : 01:10:461 (1) - äre bara jag
17:41 Nidert: : lr är inte den stackad under?
17:42 Saten: : derp
17:42 Saten: : xd
17:43 Saten: : lite svårt o se
17:43 Saten: : fixed
Topic Starter
Saten
Thanks Niderp Nidert

also, full-submitted but I don't think it will make any difference
it was just like this mapset http://osu.ppy.sh/s/53176
any34
I love this :)
Leorda
Hi there

[Saten]
* Perhaps, remove the Letterbox during breaks?

00:55:462 (1) - Remove one repeating slider, so players are able to click the next note with perfect timed
01:27:795 (5) - New combo?
04:03:120 (1) - Why new combo?


That's all I got, hope it's help!
Topic Starter
Saten

Leorda wrote:

Hi there

[Saten]
* Perhaps, remove the Letterbox during breaks? done

00:55:462 (1) - Remove one repeating slider, so players are able to click the next note with perfect timed okay
01:27:795 (5) - New combo? added
04:03:120 (1) - Why new combo? easier to notice what's next


That's all I got, hope it's help!
Thanks Leo~
lolcubes
Uh oh I will mod this sometime soon. Hurray for Yousei!

Anyways, just a little observation: 03:34:788 - this offset should be at 03:34:795 I believe, because the last section looks early if it's not and inconsistent to the other sections (it's snapped on 795 as well heh), which means everything after this point needs +7 too.
Oh and definitely should be OD8, it's too easy with 7, hell it's easy with 8 too haha. Also, tried some monochrome color combo haxing for the beginning? For the atmosphere.

With that, I am out for now, expect a mod coming soon!
Don't kudo this post please.
Topic Starter
Saten
so it was a snapped section..
Fixed

OD8 of HP8 is out of the question since it will be hell to keep it up on the final spinner, and I don't really wanna shorten it because of that.
lolcubes
With OD8, an average spin of 240 completes it just fine. o_o

Okay here we go.

[Saten]
  1. Well, you're the creator, and it's your diff. Doesn't really need to be called like that, right? I am at a loss here though, maybe should name it something more song related.
  2. OD8 is a necessity here. OD7 is just way too easy. Don't worry about the final spinner, it's easy enough (240~ spin completes it just fine, which is lower what spunout spins anyway) with OD8.
  3. Combo colors: I actually recommend adding 2 more colors which are very pale and colorless. Gray and a darker gray come to mind, so you use only those 2 for the beginning, for the atmosphere. Talking about the 00:24:368 - 00:54:475 section.
  4. ^In the above section, I strongly suggest to silence the "idle" ticks. Since you're using tick 2, it sounds too busy most of the time. This means putting 5% timing sections around, where the really long sliders are an exception (cause most of the ticks actually follow the melody pretty well, while some don't), and don't need every tick silenced. This is a really quiet and calm part and I think the ticksounds ruin it.
  5. 00:56:462 (2) - Not having a finish at the end sounds distracting a little in my opinion. I always wondered where did it go when I was playing it.
  6. 01:35:461 (1,2) - This new combo should be on 2 instead.
  7. 01:41:795 (2,3,4,5,6,7,8,9) - I think streams like this sound weak, because they are following the drumline. I suggest a swap to normal hitsounds, but lowering volume so they are slightly louder than your default soft. A 40% normal section sounds awesome. For the snare, you can just duplicate it and rename for the normal hitsound set, and then full submit. This affects all streams which follow the drumline. Such a touch in dynamics makes the map much more interesting in my opinion.
  8. 02:00:461 (1,2) - This is a flow breaker. It's a little unexpected and it plays really bad in my opinion. The returners you used always were much more cool. You should probably do something similar, I really don't like this.
  9. 02:19:128 (1,2,3,4,5,6,7,8) - Since this whole stream is actually a snare in the music, add claps?
  10. 02:35:795 (1,2,3,4,5,6,1) - I suggest to lower the spacing in this whole combo a little, and then add a jump between the last note of it and the 1 from the next combo. The reason is, the pitch of the melody jumps there and I think it could be a nice touch to make it a little more interesting.
  11. 02:42:461 (1,2,3,4,5,6,7,8) - I recommend to change the order how they appear a little. Currently the note 3 is quite hidden and difficult to notice at times. If you reverse 3+4, 2+5 and relocate 7 to the left side, you don't lose out on anything, and everything looks much more clear.
  12. 02:45:128 (1) - How about making 2 circles instead of this? Even the comboing looks awkward if it's like this. If you make a circle then put the new combo on the 2nd one. Can even create a slight jump between those 2 circles, but the 2nd one should be closer to the top slider in the next combo. I think it follows the music much better and is more fun to play.
  13. 02:50:461 (1,2) - 2 should be a new combo, not 1.
  14. 03:03:461 (1,2) - ^Would be better to do the same here too. Consistency reasons and makes a certain upcoming pattern look better too.
  15. 03:04:795 (1,2) - ^ this is the pattern that I am talking about atleast.
  16. 03:17:795 (1) - This new combo is completely unnecessary. It looks much better as 1-2 as well.
  17. 03:35:795 (3) - Just like I was suggesting at the beginning, you could regulate how slider ticks sound, silencing the ones which don't follow the music here. Could probably even use the monochrome colors for this section as well (like I suggested), for better atmosphere.
  18. 04:11:460 (1,2,3,4) - This was really weird. Should probably shorten them because they play awkward.
  19. 04:13:460 (1) - This combo is also completely unnecessary.
[KKTaiko]
  1. Fix the timing.
  2. Maybe rename it a little? KKTaiko seems weird. :P
  3. 04:18:452 (2,1,2) - I think this would be much better if it was kkd instead.
  4. 04:21:286 (1,1,2) - I think this would be much better if it was ddk instead.
Overall a pretty nice map, although I don't really like some of the jumps, but could be just my preference. I strongly suggest to fix the patterns like I suggested because I believe they would increase the overall playability of the map. Also, regardless of anything OD8 is a must here, because insane diff without OD8 should be only when it's extremely awkward or if it has awkward timing, this case is neither so. :p

Oh by the way, the album name is written with a lower case m, just saying. ;)
Have a star and call me back once you apply the changes via forum PM.
Topic Starter
Saten

lolcubes wrote:

With OD8, an average spin of 240 completes it just fine. o_o

Okay here we go.

[Saten]
  1. Well, you're the creator, and it's your diff. Doesn't really need to be called like that, right? I am at a loss here though, maybe should name it something more song related. I think it's fine, it's a collab mapset
  2. OD8 is a necessity here. OD7 is just way too easy. Don't worry about the final spinner, it's easy enough (240~ spin completes it just fine, which is lower what spunout spins anyway) with OD8. Sure it's enough but when I spun, I had about 15% HP left and if one messes up at the end, you're dead unless you can spin really fast. You'll have to convince me more
  3. Combo colors: I actually recommend adding 2 more colors which are very pale and colorless. Gray and a darker gray come to mind, so you use only those 2 for the beginning, for the atmosphere. Talking about the 00:24:368 - 00:54:475 section. okay
  4. ^In the above section, I strongly suggest to silence the "idle" ticks. Since you're using tick 2, it sounds too busy most of the time. This means putting 5% timing sections around, where the really long sliders are an exception (cause most of the ticks actually follow the melody pretty well, while some don't), and don't need every tick silenced. This is a really quiet and calm part and I think the ticksounds ruin it. I don't have any problems with ticks on the calm parts
  5. 00:56:462 (2) - Not having a finish at the end sounds distracting a little in my opinion. I always wondered where did it go when I was playing it. Really? I had negative feedback about having a finish there so I removed it, I think it was because the finish kinda extinguishes the next finish
  6. 01:35:461 (1,2) - This new combo should be on 2 instead. having it the way it was works too
  7. 01:41:795 (2,3,4,5,6,7,8,9) - I think streams like this sound weak, because they are following the drumline. I suggest a swap to normal hitsounds, but lowering volume so they are slightly louder than your default soft. A 40% normal section sounds awesome. For the snare, you can just duplicate it and rename for the normal hitsound set, and then full submit. This affects all streams which follow the drumline. Such a touch in dynamics makes the map much more interesting in my opinion. okay
  8. 02:00:461 (1,2) - This is a flow breaker. It's a little unexpected and it plays really bad in my opinion. The returners you used always were much more cool. You should probably do something similar, I really don't like this. forth and back wont work here because of slideroverlaps and such
  9. 02:19:128 (1,2,3,4,5,6,7,8) - Since this whole stream is actually a snare in the music, add claps? making them all claps sounds weird because the snare kinda pitch down, and my claps doesn't
  10. 02:35:795 (1,2,3,4,5,6,1) - I suggest to lower the spacing in this whole combo a little, and then add a jump between the last note of it and the 1 from the next combo. The reason is, the pitch of the melody jumps there and I think it could be a nice touch to make it a little more interesting. I didn't't really get what you meant, so I just lowered the spacing a bit
  11. 02:42:461 (1,2,3,4,5,6,7,8) - I recommend to change the order how they appear a little. Currently the note 3 is quite hidden and difficult to notice at times. If you reverse 3+4, 2+5 and relocate 7 to the left side, you don't lose out on anything, and everything looks much more clear. did something similar
  12. 02:45:128 (1) - How about making 2 circles instead of this? Even the comboing looks awkward if it's like this. If you make a circle then put the new combo on the 2nd one. Can even create a slight jump between those 2 circles, but the 2nd one should be closer to the top slider in the next combo. I think it follows the music much better and is more fun to play. the new combo fits as it is imo, also this is a main beat
  13. 02:50:461 (1,2) - 2 should be a new combo, not 1. imo that would look weird, and (1) is a main beat as you can see
  14. 03:03:461 (1,2) - ^Would be better to do the same here too. Consistency reasons and makes a certain upcoming pattern look better too. I want to avoid that
  15. 03:04:795 (1,2) - ^ this is the pattern that I am talking about atleast. o.o?
  16. 03:17:795 (1) - This new combo is completely unnecessary. It looks much better as 1-2 as well. it's part of the pattern, just like 02:05:128 (1,1) -
  17. 03:35:795 (3) - Just like I was suggesting at the beginning, you could regulate how slider ticks sound, silencing the ones which don't follow the music here. Could probably even use the monochrome colors for this section as well (like I suggested), for better atmosphere. like I mentioned before. It also affects the other game modes, but no one seem to care about that
  18. 04:11:460 (1,2,3,4) - This was really weird. Should probably shorten them because they play awkward. I will keep this because I like it the was it is
  19. 04:13:460 (1) - This combo is also completely unnecessary. as before
[KKTaiko]
  1. Fix the timing. It's already fixed
  2. Maybe rename it a little? KKTaiko seems weird. :P Me and Kokatsu argued about changing it to Koka's Taiko Oni, or keeping the name and delete the taiko bg. I didn't like either one of them, but I guess I can go with first one then. I just hope it doesn't mess up the thumbnail
  3. 04:18:452 (2,1,2) - I think this would be much better if it was kkd instead.
  4. 04:21:286 (1,1,2) - I think this would be much better if it was ddk instead.
Overall a pretty nice map, although I don't really like some of the jumps, but could be just my preference. I strongly suggest to fix the patterns like I suggested because I believe they would increase the overall playability of the map. Also, regardless of anything OD8 is a must here, because insane diff without OD8 should be only when it's extremely awkward or if it has awkward timing, this case is neither so. :p

Oh by the way, the album name is written with a lower case m, just saying. ;)
Have a star and call me back once you apply the changes via forum PM.
Will call you back once Kokatsu check this
Kokatsu
[/color]

lolcubes wrote:

[KKTaiko]
  1. Fix the timing. Saten did
  2. Maybe rename it a little? KKTaiko seems weird. :P Yea, it was more of a joke ^^'
  3. 04:18:452 (2,1,2) - I think this would be much better if it was kkd instead.
  4. 04:21:286 (1,1,2) - I think this would be much better if it was ddk instead. Fixed both, thanks :)
Gogo bubble! :3
Topic Starter
Saten
lol Andrea, stop being a ninja
I was about to give him kds when I got the fixes from Kokatsu. I'm not that forgetful
I wanted to give him that kds fml


Anyway... Updated
lolcubes

Saten wrote:

[Saten]
Well, you're the creator, and it's your diff. Doesn't really need to be called like that, right? I am at a loss here though, maybe should name it something more song related. I think it's fine, it's a collab mapset
I understand, however it seems odd since noone else but you had part in this, and you are the person who submitted it. I was thinking that you could rename it to, for example, [Truth]. Wahrheit means truth in German, and also it's song related and hints what the song is about as well (well obviously haha).

OD8 is a necessity here. OD7 is just way too easy. Don't worry about the final spinner, it's easy enough (240~ spin completes it just fine, which is lower what spunout spins anyway) with OD8. Sure it's enough but when I spun, I had about 15% HP left and if one messes up at the end, you're dead unless you can spin really fast. You'll have to convince me more
The issue is, it's too lenient on accuracy. Even with OD8 this isn't hard to SS at all (I consider myself an average player mostly, I had 3x100 with OD8 the first time I fcd this :P ). Usually when you have problems with HP, HPdrain should be considered first (because you also need to test with hard rock, there are sections where your hp is below half if you aren't full 300ing the map, but that's not a problem at all though). I understand your reasoning, but I am telling you that I can't let that go because AR9 and OD7 is not acceptable for a map of this difficulty caliber (which doesn't have anything super gimmicky like insanely high physical requirements to be able to hit notes, such as extreme spacing and speed everywhere, or streamstreamstream everywhere; because even on hard rock the spinner is doable for an average person, meaning, people who can actually play this map will have no problems finishing the spinner). I am pretty sure many other BATs will agree with me on this one, so feel free to ask around if you want to check.

02:35:795 (1,2,3,4,5,6,1) - I suggest to lower the spacing in this whole combo a little, and then add a jump between the last note of it and the 1 from the next combo. The reason is, the pitch of the melody jumps there and I think it could be a nice touch to make it a little more interesting. I didn't't really get what you meant, so I just lowered the spacing a bit What I meant here is that the strings in the music (the main melody) changes pitch drastically between 6 and 1. That's usually a nice spot to create a jump if wanted, however I am fine with your way of doing it, I just suggested something that I think it could work better.
Also, the final kiai doesn't have normal hitsound set used for streams that follow the drums. Missed or intentional?

Well some of your combos don't really follow the logic you explained to me (for example: 03:01:795 (3,1) vs 03:03:461 (1,2), 02:47:461 (5,1) vs 02:50:461 (1,2) - where I agree with the first one in this pairing, because that's where the melody kicks in, 02:32:128 (1) - not main beat, etc, there are more but I don't want to nitpick nor force you to change them), but overall I don't think they are that wrong in general. Maybe the other BAT looking at this might tell you the same but we'll see.

Anyways, here's one more thing I want you to consider:

http://puu.sh/13w9t <- I suggest that you try this custom hitclap instead. I feel like it's closer to what's in the music than yours, and I just like it more.
See if you like it as well. :D

That's all, check these final things I posted and we'll see about getting some bubbles here!
edit: missed a line
Topic Starter
Saten

lolcubes wrote:

Also, the final kiai doesn't have normal hitsound set used for streams that follow the drums. Missed or intentional? intentional because it didn't really fit on those. Well I can delete that pointless timing section there

Well some of your combos don't really follow the logic you explained to me (for example: 03:01:795 (3,1) vs 03:03:461 (1,2), 02:47:461 (5,1) vs 02:50:461 (1,2) - where I agree with the first one in this pairing, because that's where the melody kicks in, 02:32:128 (1) - not main beat, etc, there are more but I don't want to nitpick nor force you to change them), but overall I don't think they are that wrong in general. Maybe the other BAT looking at this might tell you the same but we'll see. I agree the last one you mentioned, it's not on a main beat but sometimes I sacrifices things for appearance instead

Anyways, here's one more thing I want you to consider:

http://puu.sh/13w9t <- I suggest that you try this custom hitclap instead. I feel like it's closer to what's in the music than yours, and I just like it more.
See if you like it as well. :D I like the current one better, it have more.. power or bass or something like that

That's all, check these final things I posted and we'll see about getting some bubbles here!
edit: missed a line
Yeah I know Wahrheit means Truth, but I'll stick to the old one. Plus that will bug the thumbnail (Yes this will occur because I've encountered this several times)

there are a very very few maps that is impossible to pass with hardrock because of the drain. so I guess your right, but I still dislike the drain on it
Do you agree with having HP6 & OD8? because this will solve the spinner issue.
lolcubes
HP6 OD8 is fine. Also when changing diff names, you don't need to full submit, so I don't think the thumbnail will bug, but whatever.
I'll check this in a bit once more.
Topic Starter
Saten
the BG preview is set on [Saten] if I change that it'll either go to the taiko bg or nothing. These changes takes several days.
Changing it back will also take several days.
lolcubes
Everything checks out then.

Bubble #1!

Note to others: This map should have about +28 priority than it currently has, because it's a re-host of the mapset under different creator. It's also for the our old style approval and should be treated as such. Treat this as a ~+48 priority map please.
Nidert
Topic Starter
Saten
Thanks lolcubes :oops:

If I sounded mean or anything on my replies, I apologize

Nidert wrote:

Squibidip
Kokatsu
Looks like we're back in! :D
Suimya
gogo Saten >w<
grumd
Is it really hard to make easier diffs? Why don't you want to let newbies enjoy this song too?
Kokatsu

grumd wrote:

Is it really hard to make easier diffs? Why don't you want to let newbies enjoy this song too?
This map was pending and bubbled under old circumstances b4 the approvalchange took place, we were forced to re-upload it on Saten's account however. I guess all maps that fullfil this criteria were treated as this one - being ranked/approved by the old rules.
grumd
I have read the thread, thanks.
Still I think that you guys can make some more diffs and rank it.
And technically it was uploaded not so long time ago (let's forget about past uploads) so new rules can apply to this one too.
I'm not forcing anybody to do anything (yes you also can approve it), but just saying that you could better make a full mapset.

Ok anyway... This is bubbled so this conversation makes no sense. Good luck on approval.
Topic Starter
Saten
My decision still stays on this though.

Mapping new difficulties isn't the real problem here, it's what comes after.
This map could've been approved long before this new rule appeared if wmf could've been a bit faster on re-bubbling. I don't want to blame him though

I was forced to temp grave a map of mine to submit this. I was hoping that it would go much faster than this.
wmfchris
with previous mods applied we can rebubble this one, good luck on approval.

(bubble #2)
Kokatsu
\:D/

So close. :D
Loctav
It's so warm in here, isn't it?
Kokatsu
Gratz Saten <3
BrokenArrow
CONGRATZ! <3
Mikarunoel131_DELETED
Nice titel, Nice song, Nice beatmap x3 Conratz ^^
Zare
Yes! :D

Congratz Saten :3
Frostmourne
sexy <3
Topic Starter
Saten
Lol Loctav

Lots of love
GamerX4life
Congratz Saten and Kokatsu!
Nidert
Topic Starter
Saten

Nidert wrote:

Verdisphena
\:3/
Nakata_old_1
it's so cool o3o
Aqo
omg it finally got ranked!

big huge grats!

<3 <3 <3 <3 <3 <3 <3 <3 <3 <3
Ohrami
This is what happens when Satan makes a beatmap

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