forum

Cres - End Time

posted
Total Posts
173
show more
[Luanny]
oh yeah I agree with the combo colors^
fartownik
[to the death]

00:44:001 - Add circle
00:54:668 - Add circle

-> what Charles said
-> re-rank
SapphireGhost
Well, it has come to this. Hello Fear, I'd like to help.

General
- The background image is 717x717, so a relevant 1024x768 or 1366x768 image would be preferable.
- I agree that the grey colours could be a bit more varied. A nice faded blue colour would go well with the video, and it makes the transition to the more vibrant colours more natural.

-to the death-
- I think the key to improving this map is to add some more sliders to keep the flow going and make the map more fun for players, so I have noted where you can do this below. As a note, I still agree with this being harder than the Another difficulty, just harder with more variation.
00:13:334 (1,2) - Remove new combo from (1) and add it to (2) to make your combos consistent.
00:13:334 to 00:22:668 - End each of these combos with a 1/2 slider like this to give the map more variation and flow.
00:34:668 to 00:55:334 - Slow sections of maps are often more enjoyable if you keep the player occupied with some sliders with nice shapes that keep the flow going, rather than using circles and creating a lot of empty pauses.
00:55:334 to 01:17:334 - Again, more sliders at varying points in this section would help to make it more fun to play and less awkward.
01:17:334 to 01:37:334 - It would be nice to see some kicksliders in this section to prevent the player from getting too fatigued and also to vary the playing a little.
01:37:334 to 01:49:334 - This section is a lot more varied and as such, is more fun to play. So, good job in this section.
01:49:334 to 01:57:334 - As Charles445 mentioned, these stacks are unfortunately most easily argued to be unrankable from an objective standpoint, because there is no 1/6 in the music to support their existence. They were also a little too fast to play comfortably, so I think simplifying this section to 1/4 and 1/2 will benefit the map overall.

Another
00:34:668 to 00:55:334 - Same as above about adding more sliders in a slow section to improve the flow. Since you have more sliders in this difficulty anyway, it would be appropriate and fun.

Hyper and Normal look good to me. This isn't necessarily my kind of map, but I hope these thoughts help you to improve it and make it more playable. Good luck, and contact me if you have any questions.
Zare
Okay, let's go into detail with this one. I'll focus on [-to the death-].

First of all: The kiai placement.
I'd suggest using kiai starting from 01:38:668 - until 01:49:334. your current kiai should not be there. Kiai is usually used for the climax of the song, not the part building up suspense.

Next up: The overmapping. See. I understand your style is something special as in you have looots of circles and looots of streams. However.

00:12:001 (1) - This slider is something Saten does sometimes, e.g. in Kokou no Sousei. I personally can accept that, since it doesn't require to click and this doesn't get in conflict with the players rhythmic feel. However I would STRONGLY suggest lowering the hitsound volume a bit more. You can make it get louder over time to raise tension, just don't let it start that loud, it's atmosphere-breaking. 20% should be fine for the start.

00:24:168 (2,3,4,5,6,7,8,9,10,11,12,13,14) - AAARGH why :/ This just doesn't feel good. The overmap doesn't support the song's atmosphere or something. This really seems to be done just for the sake of addding streams. I strongly suggest changing this. Make this 1/2 patterns. you can add jumps or something creative, just avoid unnecessary overmap.
This applies to all of the streams in that section.

00:44:001 - honestly, is there a reason to keep this unmapped? I feel like I want to click here but have nothing to click on :C

Overall Circle Placement

This is where it gets hard to point out certain issues. See, from my point of view, this map is, I'm sorry to say it like that, a total mess.

00:13:334 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - All of these patterns, the ones after this as well just seem to be pretty much random. I can't see any shapes the player can read or understand in order to predict what will happen next. Neither do i see flowy movement leading the cursor from object to object.
00:21:501 (1,2,3,4,5,6,7) - stuff like this is an exception, the back and forth-style movement tells you where to go next, this I like.

00:24:168 (2,3,4,5,6,7,8,9,10,11,12,13,14,1,2,3,4,5,6,7,8,9,10,11,12,13,14) - Getting back to the streams. if you really INSIST on keeping them, I will ask you to at least make them a bit more interesting. At the moment they are all copied versions of the previous one. You can make your map more interesting by adding variety to the shapes. You could try using sliderjumps or stuff. If incorporated well that WOULD NOT HURT OR THREATEN YOUR MAPPING STYLE.
Addtionally, why do you keep your streams so low-spaced? You could add a lot more movement wit higher spacing, making the map challenging and maybe more interesting to play.

00:35:668 (1,2,3,4,5,6,1,2,3) - similar to the streams. these copypasted patterns get boring after 2-3 times

01:17:334 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - What i said earlire about streamshapes, variety, spacing etc applies here as well

01:49:501 (1,2,3,4,5,6,7,8,9,10,11) - yet again copied patterns =/

Then you have some really weird-non-existing flow.
01:05:334 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) - you can see this well in the editor, this is all just a straight line. idk about you, but I consider this not very beutiful when I know nome curves etc could change it
01:17:334 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - all of these streams don't transition well into the next one. This is making it harder to hit the next stream properly, ESPECIALLY since you change the spacing between the streams frequently


New Combos
welp

you should stick to a certain comboing pattern, for example NC on every downbeat, they way you do it now you end with some long combos which get reaaally hard in streams because you lack the HP bonus of NC's, and sometimes you have so many NCs the reading might get hard because you lack the followpoints.

00:34:001 (9) - consider a NC here
00:38:334 (1) - remove this NC and add one at 00:39:334 (4) -
00:56:001 (9) - NC here if yes, you should delete 00:57:001 (1) - and add one at 00:57:334 (3) - (downbeats, you see)
00:58:668 (11) - NC here, delete the next one
01:00:001 (7) - NC
etc
01:48:001 (13) - Please. Pleeeaase consider a NC here. This 29-combo is ridiculous.
01:58:334 (1,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - most of these seem rather useless, I'd remove them all except for one at 01:59:334 (2) - for obvious reasons.
That part looks lige TAG as is.

The Hitsounds
I already said my ears bleed at some parts.
00:32:001 (1,2,3,4,1,2,3,4) - Those finishes do not emphasize the song at all. They are really overdone and hurt =/ I'd only use them for the downbeats
00:35:834 (2,3) - use a whistele at (3) instead of (2)? applies for all other similar pattrens.
00:56:001 (9) - all of these finishes starting from here again. I'd suggest using a custom sound for what you want to do here (which is NOT bad, it's just that the finish doesn't fit), then again I really suck at finiding custom stuff, so maybe you should ask around for something fitting
01:17:334 - you need stronger, more clear sounds for the streams. The current softs make it hard to understand what you're even clicking. Don't underestimate the significance of hitsounds, please.

These are the basic issues of the map. I REALLY hope you take the time to check everything thoroughly and consider to change something I mentioned. I'm not trying to kill your style, I'm trying to help improving this map objectively.
Alarido
This map is sooooooo~ abstract

Modding on my own ;3

Moding Icons wrote:

:!: Unrankable issues, must fix if you want rank the map.
♥ Greetings
* Just comments, not mods.
Naked lines are normal mods.
[Normal]
* Normal feels a bit decent, but overlaps are killing him like cancer ;( I almost did SS (just one 50 and 1 or 2 100 due to that song slowing...)
* 4-node-arcs are usually a bit harder to manage with than 3-node-arcs. These are more easier to get perfech than those.
00:15:334 (3) - is being overlapped by 00:14:001 (1), which HURTS the map aesthetics and (mighty) make map a bit harder to read. Unfortunatelly, it needs A LOT of modifications on further patterns, more like in cascading phenomena (like chain reaction in nuclear explosion). Well, that's one of reasons I caught Luanny has reason when sahe told you remap ALL diffs. pimpG told me the same at that map. Well, let's go forth. One possibility is making (3) like http://puu.sh/4aU4w.jpg and adjust further notes as well. I suggest adjusting 00:16:334 (4,5,1) like http://puu.sh/4aUaI.jpg and...
00:17:334 (2) - ...making it in a form to produce a pattern like http://puu.sh/4aUi7.jpg, and...
00:20:001 (2) - ...doing Ctrl+G, and...
00:19:668 (1) - ...stacking it on 00:18:334 (3) instead of 00:20:001 (2).

00:27:668 (2,3) - Flow feels broken here >_< Instead of blanketing, you could make something like http://puu.sh/4aUqn.jpg in order to keep a clear path (:
00:46:668 (2) - The better blanket I could get here, since this slider had 5 nodes and deleted two of them, and made like http://puu.sh/4aUzD.jpg
:!: 01:49:001 (4,1) - JUMP!!! Not allowed in Normal (I'm a retard player, how I don't got a miss here??) and, thence, Unrankable. Enable Distance Snap on Normal and Easy diffs, please!
:!: 01:49:501 (1,2,3,4) - Make them like http://puu.sh/4aURF.jpg and...
:!: 01:52:168 (1,2,3,4) - ...and make these like http://puu.sh/4aUTL.jpg and...
:!: 01:54:834 (1,2,3,4) - ...and make these like http://puu.sh/4aV0w.jpg for eliminating the jump, regularizing spacing and providing better spinner landing after 01:56:834 (4).
02:01:001 (1,2,3,4,5,6) - You could make a better Hexagon shape here (:

[Hyper]
:!: 00:07:334 (1) - This note is overmapped.
00:15:334 (1,1) - This overlap is not necessary.
00:15:001 (2,3,1,2,3) - Why not make something like http://puu.sh/4aVtT.jpg so you will harmonize with previous pattern. And... don't forget remove new combo from 00:15:334 (1) too (:
00:18:001 (3) - Overlap perfectly the tail of this with the tail of (2), or keep them off from each other.
00:18:334 (4,1,2) - ^
00:23:334 (1,2) - Make them a 1/4 slider, feels better.
00:23:585 (3,4) - ^
00:45:334 (1,2,3,4,5,1,2,3,1,2,3,4,5,1) - placement feels randomical -- you could make a kind of abstract curve here imho.
00:55:334 (1,2,3,4) - Better as a curve than a zig-zag, but it's up to you.
00:58:668 (1,2) - Try avoiding such overlaps alike. Some patterns ahead need the same adjustement.
01:06:001 (1,2,3,4) - Make them a couple of 1/4 sliders. Feels better imho.
♥ 01:17:334 (1,1,1,1,1,1,1,1,1,1,1,1) - The only amazing part I found ♥
(...)
01:57:167 (8) - this note should be at x:288 y:352 so it will be symmetrical with 01:55:834 (8)

[Another]
* 00:06:668 (1,2) - These repeatings are fine, since the arrows are visible. Just you need silence them.
00:32:001 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This stream don't looks so pleasant to see than it could be ~.~ Try use Grid Size 4 (Tiny) and rearrange the notes in a serpenting luscious snake like http://puu.sh/4aWxk.jpg
00:49:334 (6,7,1) - these fells a bit random :s
00:59:334 (4,5,6,7,8,9,1,2,3,4,5,6,7,8) - Notes on some of these triplets are missing on the song. In a word: overmapped.
01:08:668 (1,2,3,3,4,5) - Ugly overlaps >_>

[-to the death-]
* the part of streams at second half of map is amazing :3 Cookiezi, thelewa, BD & cia will love them :3
* However, there are A LOT OF triplets that CAN'T EXIST, because such parts (at first half of song) admit duplets only.

That's all. I hope it helps you to improve the map and so on...

I recommend get moddings from jonathanlfj, AnreFM, dkun and popner. In this order.

Att.

________________________________________________________________
EDIT #1: ops, it's my 600th forum post ;3
xsrsbsns

fartownik wrote:

[to the death]

00:44:001 - Add circle
00:54:668 - Add circle

-> what Charles said
-> re-rank
this & gl
Topic Starter
soulfear
=>Charles445
Tell me why they are unrankble
They are important for this map
They are clickble
They don't break the music
They fit the music
When I click them I feel awesome
1/4 is too slow for that part,I feel very bad of 1/4
I'd glad to explain the reason when you login osu
fartownik
^ lemme answer that:

There's no 1/6 in the music, only 1/4. It's natural to put 1/4 there, even if 1/6 is 'clickable'.

The map is tiring enough with 1/4 streams in the beginning and middle of the map, additional 1/6s in the end is a dickmove for the players themselves, IT DOESN'T PLAY GOOD (saying this as a player, not modder/mapper).
Topic Starter
soulfear

fartownik wrote:

^ lemme answer that:

There's no 1/6 in the music, only 1/4. It's natural to put 1/4 there, even if 1/6 is 'clickable'.

The map is tiring enough with 1/4 streams in the beginning and middle of the map, additional 1/6s in the end is a dickmove for the players themselves, IT DOESN'T PLAY GOOD (saying this as a player, not modder/mapper).
Don't say tire,that means you are weak.
You can't say there is no 1/6 if you can't hear it from the song.
Doesn't play good,It's just your opinion.
Andrea
Care to explain where did you hear the 1/6 rhythm on this song? They're 1/4, like the rest of the map.

Check Maddy's version, for example.
Topic Starter
soulfear

Andrea wrote:

You should map to the music, not creating a rhythm by your own that doesn't even exist just for the sake of making a really hard map.
Do you know the middle of song is full of 1/16?
Just you can't hear them then make to 1/4 and 1/4 is clickble

Andrea wrote:

Care to explain where did you hear the 1/6 rhythm on this song? They're 1/4, like the rest of the map.

Check Maddy's version, for example.
ear is slow,as a sound is fast as a speed,then you can't hear it clearly anymore
for example,mei, http://osu.ppy.sh/b/86757 ,this song,you can hardly hear that it's 1/16 when the speed up comes end,01:25:460 - to 01:26:585 -
if a sound is fast than 1/8 or 1/12 I think you can hardly hear it clearly
oh sorry I forgot DIAVOLO http://osu.ppy.sh/b/201811 http://osu.ppy.sh/s/42185 this song it's full of 1/16,1/12,1/24 too,especially at last,but you can hardly hear it by your ear.
and I have this(End Time) song's program,I can easily see that
middle is full of 1/16 and at last that's not 1/6 even it's 1/24 or 1/32
but 1/6 is clickble,and I feel it good so I make it 1/6
I'm not just for making a really hard map
if there is no 1/6,I can't get any feelings like end time&to the death&tension
1/4 is too slow that can't let me tension up at last

sorry for my poor English
D33d
As somebody who's very stubborn and reluctant to change too much of a map, I think that you really need to improve your attitude and stop talking down on people like this. I know that I can act pretty badly myself, but I'm always open to opinions of any sort when they're justified and explained properly. As such, I will elaborate on what everybody else is saying.

01:25:334 - has fast triplets (1/6) for two bars, so the use of 1/4 here is technically incorrect. However, it makes the section more playable--this kind of deviation actually benefits the feel of the map.

01:49:501 - has a very prominent series of half-notes (1/2). There is 1/4 tinkling that is pushed quite far back in the mix, so it doesn't make much musical sense to follow it at this point. There is certainly no 1/6 at all and your hitsounding adds nothing to the musical experience, nor the tactility of the section. You could make a very effective series of descending 1/2 patterns, which would feel much more satisfying. I reiterate: there is no 1/6 here. There is very faint 1/4 in the background and following that in any way robs this section of impetus and pacing.

All I can say is, "Good luck getting this ranked."

DEEDIT: My goodness. No mapper has "their own rules." When aiming to have a map ranked, the mapper has the official rules. You're doing the right thing by letting this remain unranked, but bear in mind that you will have to change that section if you ever want this map to be ranked in the future. We're only trying to help you to make this map as good as it can be.
karterfreak

D33d wrote:

01:49:501 - has a very prominent series of half-notes (1/2). There is 1/4 tinkling that is pushed quite far back in the mix, so it doesn't make much musical sense to follow it at this point. There is certainly no 1/6 at all and your hitsounding adds nothing to the musical experience, nor the tactility of the section. You could make a very effective series of descending 1/2 patterns, which would feel much more satisfying. I reiterate: there is no 1/6 here. There is very faint 1/4 in the background and following that in any way robs this section of impetus and pacing.
I'd like to further back up this statement because I agree that even 1/4 is pushing it a bit here as the 1/4 in the background is almost inaudible and doesn't make much sense to map to. As it is right now, I'm fully supporting the unrank.

Chloe wrote:

Players can choose a map to play and also they can play it with no bg、sb and hitsounds.
Mappers can make a map for themselves.
Mappers can most certainly make maps for themselves, but when you're mapping for ranking or approval, you need to map to a certain set of guidelines and rules. In a sense when you're mapping for rank, you're mapping for the community.
Star Stream
Awesome map, fear. But I'd like to give you some suggestions before it gets re-ranked

[to the death]
01:09:834 (6,7,8,9,10,11) - how about this, would fit better with the music
01:21:334 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - 01:25:334 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - i doubt how some ppl could say 'there's no 1/6' because they are 1/6, and you might use some sliders to play the infinite streams easily
01:43:834 (5,6) - make them as a slider? they're really weird to play
01:49:668 (2,3,4,5,6,7,8) - it's a problem, they're just 1/2 so i think they can be 1/4 or 1/6 (anything you want). imo, there should be no problem to stick the 1/6 but i'd make them as 1/4 because there were so many 1/4 streams but no 1/6 and they sound not that fast. and the
most important reason i'd make them as 1/4 is that i hit them as 1/4 when i play :/

you don't need to fix if you don't want to, you know.
Topic Starter
soulfear
stop any posting before I upload the map please
chonicle

Fear wrote:

Do you know the middle of song is full of 1/16?
Just you can't hear them then make to 1/4 and 1/4 is clickble
Hi Fear, please look closely to the original bms file(I think you have it).
At the place you put those 1/6s, it's actually "minitraphrase2.wav" in the bms. If you open it using a DAW, you can see how it looks like and whether it is 1/4, or 1/6.
Here is a picture for reference:
I set the bpm to 180 and you can see clearly that each measure has 16 sounds, which means they are 1/4.

Also I would like to bring out that at the last part of the song(you just put a bunch of new combos there), the minitraphrase2.wav is still there(1/4), but the piano changed to 1/6.
Here is the picture in the bms for reference:
chonicle

Fear wrote:

=>chonicle
your this picture is at the end,not that part
Here is the picture of that part. Total 10 "ring" sounds each measure, and there is 8 sounds in half measure. It is still 1/4. (I'm not talking about your usage of 1/6 though, please use them at the last part where piano and this ring coexists)



edit: seems you add another mp3 to keep up with your diff...I won't comment that then, my picture is for the original mp3
Dolphin
Sorry to break this to you. But I even snooped around in the BMS using a BMS Editor. Not pleased when I compared this map to this.

You can easily tell that the MP3 is edited.

This is the original Another Chart:


Around Measure 80, the mp3 is distorted, but as you can see in the original BOF2006 Submission, this part follows 1/4 with the exception of the very end part.
Please note that 1 grid square here is a 1/4 beat snapping.

I also noticed that you stated the MP3 is from the BMS. This is a pretty obvious logic error.
The BMS is keysounded. Doesn't use MP3 at all.
The BMS Folder contains all the sounds needed to play the song.
The BMS simfile allows you to play these sounds in the correct order to make up the whole melody.

All of the original charts do not use 1/6 for the mentioned part.
And Custom OBJ's usually follow the original melody and do not make it go faster or slower. They're simply just alternative charts. Like a Guest Difficulty.
What I am saying here is that there is no way you could have gotten 2 MP3's from the same BMS. Unless that is, you edited it.

Modifying the MP3 just so that you can keep the 1/6 streams is a really bad move. I don't think it will get you anywhere.

[Luanny] wrote:

I just wanted to understand what happened with the mp3
I don't play BMS
I have not idea how this works
Now thank you for kindly explaining this stuff :3 I'd even give you a kudosu for this.
I feel bad for you Luanny, being lied to like that.
Topic Starter
soulfear
Well
I really don't want to show this because you guys don't play bms
I guess you guys will say that is bms not osu
Okay
if you can see nico http://www.nicovideo.jp/watch/sm13338637
Don't post anything about bms if you don't play bms&don't know bms
Just wait for Charles445
Thank you
Dolphin

Fear wrote:

=>Dolphin
I don't make my diff by that bms
I do have to ask, could you link me Custom OBJ that sounds like the MP3 you have then?
It should probably be on the Lunatic Rave 2 Internet Ranking if it has ever been played by anyone.
And if edited then its technically a remix, so that makes the artist or title wrong.

dkun wrote:

Oh and, please provide proof that this is actually an official BMS edit.
I used the BMS to render the full song in WAV format using BMX2WAV. Then you can compare the two MP3s if you want.

https://dl.dropboxusercontent.com/u/509 ... time_a.wav This WAV is rendered directly from the Original BMS using BMX2WAV.

If you do not trust me, feel free to download the software and BMS yourself, I will give instructions if you wish to PM me in game.

Fear wrote:

Well
I really don't want to show this because you guys don't play bms
I guess you guys will say that is bms not osu
Okay
http://www.youtube.com/watch?v=go8B2S-raj8
Don't post anything about bms if you don't play bms&don't know bms
Just wait for Charles445
Thank you
This is a replay by a player, not the most reliable source for music. If anything you should use the WAV that I rendered (I can change it to 192kbps MP3)
And I guess I'm invited to post since I play Lunatic Rave 2. :lol:
chonicle
That video is a **6 LR2 map and here is the link.
http://www.dream-pro.info/~lavalse/LR2I ... msid=77513

It's End Time [TechnoBreak] and not the original version...

If anyone is interested in I'll just post this here:
[Luanny]
In this case, title change?
Charles445
Hi everyone, I think there's a lot of explaining that I have to do for a lot of people here.

There's a very large misunderstanding between the most of you and Fear.
This mp3, the second one introduced was not manufactured solely to be used for this beatmap.
In fact, it has been around for quite some time as the End Time [TechnoBreak] chart. http://www.youtube.com/watch?v=5qn3deBGrrE

You'll notice that the main piano sample used in this version sounds radically different to the main song.
The mp3 isn't different only in the debated portion, it's different everywhere with that piano.

What does this mean? It means Fear isn't lying or messing with files just to get this map ranked.

I need to explain something about how Fear works as a mapper, as Fear explained to me when I was working on getting Lycoris ranked.
Fear loves to map the beats to however the BMS charts place them down. If there's a beat there, a circle goes there. If there's a large jump in difficulty there, you can bet the spacing is about to ramp up.
This is why Fear sets, albeit circle-filled and really stream jump hard, follow the beat pretty darn well.

This is why finding this random 1/6 part was weird. Fear usually doesn't do this. It turns out, it was an error and the wrong mp3 all along. Now that we know, we can work the difficulty around the correct and originally intended mp3.

----------------------

This new change brings up three possible problems.

1. Are we willing to rank a map of the same song with variations of the mp3 per difficulty?
2. How do we indicate that -to the death- is in fact mapped to [TechnoBreak]?
3. What exactly is the rhythm at that part in [TechnoBreak]?

Let's start with issue number one.
There isn't a defined rule for this and as far as I can tell never really has been.
Mp3 2 fits all of the difficulty's beats, but mp3 1 sounds way better for the first three difficulties.
We could rankably use mp3 2 for all of the difficulties, or keep mp3 1 for the other 3 to make it sound nice.
Personally, I think we should keep both, as it will be much better for the players and because it has worked in the past (v2b's neu).

Issue two. If there are two mp3s, how do we indicate that [-to the death-] is mapped to techno break?
You've probably figured out this one. Just rename [-to the death-] to [TechnoBreak].
It gets the message across simple as ever.

Now for issue number three.
The sounds that create the alleged 1/6 in the music are caused by the keysounds in the BMS.
Dolphin and chonicle have gone into some really great detail with how the BMS is achieving this. Go read their posts, they are informative!
I will delve into the [TechnoBreak] BMS file myself and see what rhythm that piano is actually truly making.
Here is the part in question.



In order for 1/6 to be mappable here, there must be audible beats there.
If the bottom of an object lines up with 1/6 rhythm here, then yes, it can be mapped.
Here is a picture of 1/6 relative to this measure setup, with all objects that do not line up with 1/6 removed.



Would you look at that. There are sounds there for 1/6.

Therefore, if Fear is using [TechnoBreak]'s mp3, then yes, Fear can map 1/6 there.


So, mapping with multiple mp3s should be alright (but mp3 2 CAN be used for all difficulties if really needed.
We can indicate that [-to the death-] is [TechnoBreak] by changing the difficulty name.
There is indeed a 1/6 rhythm in the new [TechnoBreak] mp3 of the song.

Therefore, this set should not be held from ranking much longer.


I hope we've all learned something today. Just because it sounds different and isn't what you expected doesn't mean you should get out the pitchforks.
Dolphin and chonicle contributed important information allowing me to verify the presence of 1/6 in the music. Please follow their example.


P.S. Dolphin ahd chonicle, since you guys have the bms, please verify that those objects are indeed on 1/6. They are spot on on my end.
Kodora
I love you Charles
karterfreak
And that is why everyone should have just waited for Charles instead of going nuts after the mp3 change :P

Hopefully we can get this quickly re-ranked.
Sephibro

Charles445 wrote:

Therefore, this set should not be held from ranking much longer.
following your reasoning, every single map that doesn't have any unrankable issues "should not be held from ranking". but since it's not like this for every map, i still don't understand why so many bats feel the urge to rank this one instead of many others that are obviously better and whose mappers worked hard to get mods. Could you answer this?

This is the big incoherence.

And please, stop deleting and editing posts, anybody has the RIGHT to express his own opinion.
pw384
GJ
Mythol
osu! needs more Charles
Charles445
Another note for Fear, please check any mods you received on the map. There are a lot of people eager to help your mapset.

Quick edit for Sephibro

Sephibro wrote:

following your reasoning, every single map that doesn't have any unrankable issues "should not be held from ranking". but since it's not like this for every map, i still don't understand why so many bats feel the urge to rank this one instead of many others that are obviously better and whose mappers worked hard to get mods. Could you answer this?

This is the big incoherence.

And please, stop deleting and editing posts, anybody has the RIGHT to express his own opinion.
Hi, this map was already ranked so it's much higher in priority than others.
If you're worried about other maps that are clearly fit for rank but haven't been ranked yet, this is very often a case of a mapper not bothering enough team members about it.
Vocal mappers get their maps checked out often. PM a BAT or two, see what happens. Read their userpage, all of that will help.
If there's awesome maps we haven't seen out there, show us! Seriously, we eat that shit up

Also opinions are cool but please keep it nice. We have no intention to be super silencing jerks
Zare
Can I repeat myself and ask for proper answers on all the mod posts?
Now we know that it's rhytmically... not wrong, at least. However, this map has other issues we addressed, including blending Combo Colours, weird Hitsounds, object placement issues etc.

Also, is osu! really supposed to be mapped the exact same way BMS is? Might as well use an automated converter, then.

edit: yeah, ninja'd ty Charles, good work on this btw.
dkun
If you have nothing to contribute, then it's best to not post at all (this means contribute towards the maps re-rank).

On a side note: proper replies to mod posts are vital to this map getting back to where it was.
JappyBabes

Charles445 wrote:

I need to explain something about how Fear works as a mapper, as Fear explained to me when I was working on getting Lycoris ranked.
Fear loves to map the beats to however the BMS charts place them down. If there's a beat there, a circle goes there. If there's a large jump in difficulty there, you can bet the spacing is about to ramp up.
This is why Fear sets, albeit circle-filled and really stream jump hard, follow the beat pretty darn well.
So, what would happen if someone chooses to map in this way using this explanation on a 250bpm map? There's a huge difference in how possible it is to play 1/6 at that BPM in BMS compared to osu. Not exactly sure I can consider that as a perfectly reasonable reason for mapping in this way.
xsrsbsns

Zarerion wrote:

Also, is osu! really supposed to be mapped the exact same way BMS is? Might as well use an automated converter, then.
This is exaggerated (intended ik) and wrong in so many ways.. You have every reason to be bitter but man..

JappyBabes wrote:

So, what would happen if someone chooses to map in this way using this explanation on a 250bpm map? There's a huge difference in how possible it is to play 1/6 at that BPM in BMS compared to osu. Not exactly sure I can consider that as a perfectly reasonable reason for mapping in this way.
The reasoning was never meant to be perfect for all maps, it isn't set in stone, in fact no mapping rule should be (except the most obvious ones). There's a huge difference between 1/6's on 180 and 250 so of course this should not be practiced every time. (eg. how Louis handled Mad Machine: only repeat sliders for 1/8's, I'm sure it wouldn't be accepted if they were notes).
Shohei Ohtani
This post was deleted earlier, but I got permission from BATs to repost it.

Please credit gowww's diff and kanon's diffs somewhere in the thread, weather it be in the diff name or in the beatmap thread. Right now there's no notification that they made diffs, and if it wasn't looking for looking at the tags, I wouldn't have known they took part in this.
TicClick
so the "wrong" audio file was an issue all along?.. Hell, I'd never know this.
xsrsbsns

TicClick wrote:

so the "wrong" audio file was an issue all along?.. Hell, I'd never know this.
It wasn't wrong, the original mp3 was the one he intended to use while still having the 1/6's. People went bonkers on the 1/6's so he had to use the [TechnoBreak] mp3 as "proof" (I still prefer the old one if you ask me).

CDFA wrote:

Please credit gowww's diff and kanon's diffs somewhere in the thread, weather it be in the diff name or in the beatmap thread. Right now there's no notification that they made diffs, and if it wasn't looking for looking at the tags, I wouldn't have known they took part in this.
I was always under the impression that this was acceptable (since I've come across many such maps..)
Shohei Ohtani
Most maps I see at least credit the mapper in the beatmap thread.

I guess there isn't a rule for it, but it'd be nice to have them credited for their work rather than just being in the tags, without me even knowing what diff they made :P
Stefan
I have no idea why my Post has been removed. I have not insult the Mapper but told how I think about this attitude and how disgusting it is. Also it's not worth to repost it so I do not care about it. Just clear this here up that this story has finally an end.
Shohei Ohtani

Stefan wrote:

I have no idea why my Post has been removed. I have not insult the Mapper but told how I think about this attitude and how disgusting it is. Also it's not worth to repost it so I do not care about it. Just clear this here up that this story has finally an end.
I think it was just a mass clear of a bunch of posts, seeing my post was removed as well when it was an applicable mod. I'd suggest asking a BAT about it :3
Ibuki Suika
换成这个mp3视乎又感觉前面那里的key音太"臃肿"了~_~
不知道有没方法能在BMS改动只把最后那段变成1/6而前面还保持的1/4的方法?
show more
Please sign in to reply.

New reply