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Tsukasa ft. 3L - Space Accelerator [Osu|Taiko]

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Charles445
Rebubbled, but I have some notes for the ranking BAT

There are some squiggly sliders in the Insane. They're not burai, and they are readable (the first few are overall slower and the last one changes speed each tick). Please look over them and make sure you're okay with how they function before ranking.

Also, the Normal has a slightly inflated star rating. It's not much though, and with how star rating works in general it should be good to go. Again, worth noting.
MMzz
Charles made me do it.

Ranked!
Satellite
Congratz!! :D 1st ranked :)
Irreversible
aw congratz 11t <3 *-*
BeatofIke
Congratulations 11t :3
Unsfamiliar
Yay! I told you 11t ;)

Good jobu~
kisata
wow holy crap this got ranked

Congratulations, 11t!
neurosis
i knew you'd beat me to first ranked
おめでとう!
Nymph
grats~
Shiranai
Grats 11t for ranked!
I'm waiting your next map~ :)
わくわく~
Oyatsu
Gratz!!~ :D
TKS
grats!
NavyYa
wow! Ranked !!
Congratulations ~ :)
OnosakiHito
Hell yeah, congratulation! :3
Garven
Considering how this thread turned out, the explanation of why this is happening is clear. Fix that up please. I'll try and do a full mod on this when I get some time, but it might be a bit. If someone else wants to take over, please do so.
neurosis
the ranking system is such a mystery
Andrea
Moved back to WIP.
Kite
sad life
Irreversible
that's really sad >-< ..
D33d
Just make the sliders look more obvious, maybe refine normal a bit and I can't see why this couldn't be reranked.
Wh1teh
OH CMON! No way! Those sliders were fun
Topic Starter
11t
Updated; replaced compression sliders at:
01:35:343 (1)
01:46:009 (1)
01:48:009 (1)
AnreFM
GO!
Nyquill
Well, the compressed sliders were all replaced.

Rebubbled.
Garven
Just doing a quick look so we can move this forward

[Normal]
Why is OD so low compared to AR? Raise by 1 at least.
00:54:509 (3,4) - Spacing is a bit close there.
01:06:676 (1,1,1) - Please don't new combo spam.
01:12:009 (1,1,1) - ^
01:17:343 (1,1,1) -
01:22:676 (1,1,1) -

[Taiko]
The storyboard image is scaled a little bit too high. It's cutting off Ono's name.

[Hard]
Raise OD by at least 1
Tick rate 2 fits this best
00:12:843 (1) - Remove new combo
00:15:343 (2,3,4,5) - Going from this spacing to 00:16:676 (2,3,1) - this spacing feels rather disruptive. It keeps changing throughout this entire intro, and it feels like there's no real reason behind it that I can see.
00:44:843 (1) - Remove new combo
00:50:509 (1,2,3) - Not sure why you're doing so many of these in a fairly tame Hard, but this one didn't really fit with your use prior.
00:53:343 (1,2,1,2,3,4,5,1,2) - Fix up your combo progression here.

[Insane]
Yowza, that's quite the difficulty increase.
OD +1 at least
Tick rate 2 fits this best
What happened to your new combo progression from the Normal? It's all messed up in this difficulty. :<
00:10:010 (13) - You should just add a second grey combo so this doesn't get so high
01:35:343 (1) - Eew what is that. This completely breaks your flow and any sort of pace you had established earlier.
01:46:009 (1) - ^ I guess these were the old scrunched slider spots, huh? From how you've used them, they were a bad idea from the start anyway if they slowed down to this degree.

I'm kinda iffy on the difficulty spread. All three maps are okay, but the difference in difficulty between each one is pretty huge. I'll ask for opinions before I officially suggest you fill in the gaps though.
wendao
no kd

Lunatic
01:40:259 (2) - move to 360, 164
01:41:926 (4) - ^ 160, 216
01:50:676 (1) - last node 1 grid down
Topic Starter
11t
Updated.

Fixed a few things mentioned by Garven. Garven, I sent you a PM with some questions, please read it!
Fixed grid alignment for those things that Harez pointed out.

Thanks!

Waiting on apaffy's adjustments and Garven's reply.
kisata

Garven wrote:

[Hard]
Raise OD by at least 1 um, ok
Tick rate 2 fits this best ok
00:12:843 (1) - Remove new combo sure
00:15:343 (2,3,4,5) - Going from this spacing to 00:16:676 (2,3,1) - this spacing feels rather disruptive. It keeps changing throughout this entire intro, and it feels like there's no real reason behind it that I can see. only way I could really reduce the spacing without rearrange a whole bunch of stuff was with sliders, so now there are!
00:44:843 (1) - Remove new combo sure
00:50:509 (1,2,3) - Not sure why you're doing so many of these in a fairly tame Hard, but this one didn't really fit with your use prior. good catch
00:53:343 (1,2,1,2,3,4,5,1,2) - Fix up your combo progression here. Hopefully, it's better now
Topic Starter
11t
Updated with apaffy's fixes.
Wishy
I have nothing to contribute to this thread.
CPLs
hmm..

tsukasa is supposed to be in tags, because he only did the arrangement, the artist should be just 3L

correct me if i'm wrong though.. :D
Topic Starter
11t
"Tsukasa ft. 3L" was suggested as the artist by happy30.
Anyway, I think that including both the arranger and the vocalist seems to make more sense than including just the vocalist.

EDIT: Updated. Also:


If any BATs are feeling nice, please help!
Nyquill
I think I'm theoretically allowed to rebubble since it was nothing unrankable?
Satellite
good job.

:)
Garven
Just posting our conversations that happened in PM instead of this thread for whatever reason.

Now in glorious I was too lazy to format it or transfer image urls definition!
11t wrote:
Hi, thanks for your reply!

As for the Lunatic, I'd still like to keep my current new comboing pattern. The 13 combo in the beginning definitely lasts for more than two measures, but I don't think this is an issue because the arrangement is slow and drastically easier in comparison to the rest of the map.

None of the other combos exceed two measures in length, and I still believe that the current new combos match the phrasing of the music better than a pattern of new combos based solely on downbeats.

I still haven't had a chance to look back at the map, but from what I remember there were a lot of short 3 note combos that seems to be there more to make a pattern more readable rather than fitting the phrase of the song. Anyway, we both have our take on it - just as long as you understand where I'm coming from, it's fine.

I actually thought that breaking the previous feel of my map with these slowdowns would add contrast to the gameplay, and help to emphasize these particular points. As long as it was a readable slowdown, I felt that it in the end it would have a positive contribution to the map. Of course I didn't want to overuse this though, so I only chose to emphasize the phrasings that occurred right before the streams at the end of these sections. Overall I think that these slowdowns diversify the gameplay, are easily readable, and fit the music both visually (with the vibration effect) and mechanically, and these are very strong reasons for me to keep them.

Since this has gone through multiple BATs (and a rank!) with a few of them telling me that they enjoyed the scrunching, I guess it's not unreasonable for me to be resistant to changes here. But at the same time I also understand that an unrankable issue in this map has also gone through multiple BATs (and a rank...), and inconsistency as you mentioned is a significant downside to using these slowdowns. In the end though, I think that sometimes it's viable to sacrifice consistency to bring unique elements into your map, as long as those elements are readable, fit the music, and don't completely catch players by surprise. This is one of those cases where I think this works.

I think the biggest part for me is that the slowdown was simply too drastic. It felt out of place and felt more like a bad design decision rather than something special. If you did a slowdown that wasn't as extreme, you would still retain this same effect without breaking the flow as badly.

I'll try to catch you in game so we can talk about this a bit and sort it out quicker, but if not, please PM me and let me know what you think about these things!

Overtime pay is just too tempting, haha. Hopefully I can get some time in Friday evening, but no guarantees, though I think we've mostly gotten our points out here. I'll get that screenshot to you when I can.


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11t
about 36 hours ago
Hi, thanks for your reply!

Garven wrote:
The new combo concerns mostly have to do with the HP Drain mechanic. If you have too many too frequently, you artificially gain too much HP and 'break' that aspect of the challenge. Too few, and it becomes unfair in the difficulty to recover from a mistake. Generally comboing should be used to reflect the phrasing in the music as well, so usually setting them to change every two measures or so (tall white ticks) fits most modern songs.

This makes sense; I'll fix the new comboing in the Normal.

As for the Lunatic, I'd still like to keep my current new comboing pattern. The 13 combo in the beginning definitely lasts for more than two measures, but I don't think this is an issue because the arrangement is slow and drastically easier in comparison to the rest of the map.

None of the other combos exceed two measures in length, and I still believe that the current new combos match the phrasing of the music better than a pattern of new combos based solely on downbeats.

Garven wrote:
The storyboard might be due to my resolution since I'm running at 16:10. Something to consider in your SB design, perhaps. If I recall, it was cutting off about about "Onosakihi" I'll get a screenshot when I can.

A screenshot would be great, thanks!

Garven wrote:
The slowdown sliders... well, for me it was more an issue about the pacing of the cursor. There were many similar phrasings throughout the melody that continued the normal pace of the rest of your mapping, but when those slowdown instances came about the drastic slowdown just breaks the feel of your map up to that point. I can provide a more specific response later if this doesn't make sense.

I actually thought that breaking the previous feel of my map with these slowdowns would add contrast to the gameplay, and help to emphasize these particular points. As long as it was a readable slowdown, I felt that it in the end it would have a positive contribution to the map. Of course I didn't want to overuse this though, so I only chose to emphasize the phrasings that occurred right before the streams at the end of these sections. Overall I think that these slowdowns diversify the gameplay, are easily readable, and fit the music both visually (with the vibration effect) and mechanically, and these are very strong reasons for me to keep them.

Since this has gone through multiple BATs (and a rank!) with a few of them telling me that they enjoyed the scrunching, I guess it's not unreasonable for me to be resistant to changes here. But at the same time I also understand that an unrankable issue in this map has also gone through multiple BATs (and a rank...), and inconsistency as you mentioned is a significant downside to using these slowdowns. In the end though, I think that sometimes it's viable to sacrifice consistency to bring unique elements into your map, as long as those elements are readable, fit the music, and don't completely catch players by surprise. This is one of those cases where I think this works.

I'll try to catch you in game so we can talk about this a bit and sort it out quicker, but if not, please PM me and let me know what you think about these things!
Garven
about 39 hours ago
The quick and dirty reply because I'm throwing this up between overtime shifts:

The new combo concerns mostly have to do with the HP Drain mechanic. If you have too many too frequently, you artificially gain too much HP and 'break' that aspect of the challenge. Too few, and it becomes unfair in the difficulty to recover from a mistake. Generally comboing should be used to reflect the phrasing in the music as well, so usually setting them to change every two measures or so (tall white ticks) fits most modern songs.

The storyboard might be due to my resolution since I'm running at 16:10. Something to consider in your SB design, perhaps. If I recall, it was cutting off about about "Onosakihi" I'll get a screenshot when I can.

The slowdown sliders... well, for me it was more an issue about the pacing of the cursor. There were many similar phrasings throughout the melody that continued the normal pace of the rest of your mapping, but when those slowdown instances came about the drastic slowdown just breaks the feel of your map up to that point. I can provide a more specific response later if this doesn't make sense.
11t
about 43 hours ago
Hi, I couldn't catch you in game, but I have a few questions about my map which was recently unranked.

[Normal]
Garven wrote:
01:06:676 (1,1,1) - Please don't new combo spam.
01:12:009 (1,1,1) - ^
01:17:343 (1,1,1) -
01:22:676 (1,1,1) -

If this is a strictly unrankable issue I'll change it, but if not I'd like to keep these new combos if possible for a few reasons. Having a new combo on each of these large sliders gives this section more impact. The vocal melodies at these sliders are both symmetric yet distinct; that symmetry is captured by the symmetry of the sliders shapes, but I also wanted to preserve the sense of distinctness by splitting the combos. This might seem a bit contrived, but I also felt that having new combos in these particular areas added a more flavorful mix of color to the visual field. Removing them makes the kiai section seem more mundane. I don't see any particular gameplay concerns or issues with readability in this particular use of additional new combos.

If these reasons don't seem valid to you, or aren't enough to outweigh whatever downsides these new combos might bring to the map, I'll remove them.

[Taiko]
Garven wrote:
The storyboard image is scaled a little bit too high. It's cutting off Ono's name.

This looks fine to me in-game: http://puu.sh/4MfNT.png
I'm using 1366x768 resolution. Would this depend on the resolution?

[Insane]
Garven wrote:
What happened to your new combo progression from the Normal? It's all messed up in this difficulty. :<

Rather than follow downbeats for new combos, I chose to follow the vocal melody and placed new combos at the start of each new vocal phrase. For a high-paced difficulty like this, using this sort of new combo pattern makes more sense to me than adding new combos on downbeats which may be right in the middle of a vocal phrase, leading to what seems to me as an unnatural combo split.

Anyway, that's my reasoning for it. Let me know if I'm just totally off the mark, though.

Garven wrote:
00:10:010 (13) - You should just add a second grey combo so this doesn't get so high

Is this really necessary? I feel like a 13 combo isn't that large, and I like how keeping everything in a single combo reinforces the idea of monotoneity and uniformity that I was trying to convey in the intro here. Are there any gameplay issues with this? My knowledge of osu mechanics is pretty poor so if this actually has some sort of huge impact on score or playability, please let me know.

Garven wrote:
01:35:343 (1) - Eew what is that. This completely breaks your flow and any sort of pace you had established earlier.
01:46:009 (1) - ^ I guess these were the old scrunched slider spots, huh? From how you've used them, they were a bad idea from the start anyway if they slowed down to this degree.

Yes, these were two of the old scrunched slider spots ;_;
I was told that all scrunched sliders were unrankable, but after talking with other BATs apparently this isn't the case. Scrunched sliders are acceptable, just not for sliders that change speed midway, and as long as they don't move slower than a 0.50x slider.

I had scrunched sliders at these two places, and while they were more or less consistently scrunched there were pretty large bits of unscrunched slider at the ends so I guess that could have caused some issues.

Is something like this alright?
Image

I'd like to have scrunched sliders here if possible. I think that the vibration effect matches the timbre of the instrumentation, the increased slider width makes it easy to read, and the slower speed reflects the held note and the halted pace of the melody here. I don't think there are any gameplay issues with this, and no one ever had any trouble with my previous sliders during all of the testplays that I asked for, many from BATs. If scrunching isn't possible here, the next best thing I could think of was to simply reduce slider SV, though as you noticed that wasn't nearly as readable nor did it really match the music at all.

Anyway, if this isn't possible, do you have any particular suggestions for what I could here?

I fixed everything that I didn't mention here. Thanks a lot for taking a look at the map! I appreciate you taking the time to try and move this forward.
dkun
I'm sad to see those sliders go. :(
Irreversible

dkun wrote:

I'm sad to see those sliders go. :(
^
popner
[Lunatic]
00:02:676 (1,2,3,4,5,6,7,8,9,10,11,12,13) - the combo seems too long. You should use 2 different gray colors and add some NCs and switch colors between them.

[Hard]
00:02:676 (1,2,3,4,5,6,7,8,9,10) - maybe same as Lunatic

[Normal]
01:20:009 (1,2,3,4,1,2) - spacing inconsistency?
01:26:343 (2,3,4,1) - spacing inconsistency?
Topic Starter
11t

dkun wrote:

I'm sad to see those sliders go. :(
;_;

popner
[Lunatic]
00:02:676 (1,2,3,4,5,6,7,8,9,10,11,12,13) - the combo seems too long. You should use 2 different gray colors and add some NCs and switch colors between them.
This really wasn't something I wanted to change because the combo is only 13 notes long, and the duration of the combo isn't an issue because the section is extremely easy to play in comparison to the rest of the map. I also felt that mapping the intro in a single combo helped to reinforce the idea of monotoneity that I was trying to convey, and that using another combo color, even if it's another gray, would compromise this.

Well, I changed it now anyway because everyone keeps bringing this up.


[Hard]
00:02:676 (1,2,3,4,5,6,7,8,9,10) - maybe same as Lunatic
Changed as above.

[Normal]
01:20:009 (1,2,3,4,1,2) - spacing inconsistency?
01:26:343 (2,3,4,1) - spacing inconsistency?
Fixed both by reworking sliders.
Thanks for taking a look at the map!

Updated.
popner
Enjoy the rerank :)
Oyatsu
Wow! Sugoi!! Congratz!!! 11t :)
Krah
Enjoy your 1st rank :)
Satellite
Congratz~
hoLysoup
Congrats :>
raririn
gratz :3
Kyouren
Gratz!!! For Re-rank!!!

Mako!! Your have first Ranked GD (it's bonus diff), Gratz again!!!
Topic Starter
11t

popner wrote:

Enjoy the rerank :)
<3

Thanks for the support, everyone!
Charles445

Krah wrote:

Enjoy your 1st rank :)
Yeah, grats on 2nd 1st rank :D
Leader
Congra11ts
happy623
gratz !
kisata
Congratulations, 11t! (again)
Unsfamiliar

Leader wrote:

Congra11ts
Re-rank yay \o/
alacat
Congratulations ;)
neurosis
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