Ever the controversy. Grats, was waiting for some Arpeggio to be ranked.
Song requires this SV. I tested it several times with different SV and i must say that slower one is just doesn't fit for me (i even asked several BATs about x1.72 SV usage - it is totally common here).Irreversible wrote:
That's actually true, but I have to agree with Konei; the spread between normal and hard is rather bad, due to this really big SV jump.
That doesn't mean anything; even if you could surely say that the players who fc'd it were all average players, it still doesn't have to be for everyone. Maybe those players had a good day today? You never know.Kodora wrote:
(...) However, it is really not that fast or hard to call it Insane tho - it was FC'd very fast by average skill players (...)
15:08 Kodora: that's something what not going to be changed because it was mapped with all those overlaps in mind :IFor future reference, it's important to state why your way is better than any suggestions given (if any).
So, no changes on my diff so far~those wrote:
We've received a lot of complaints about this map (mainly Kodora's Hard) and I'm here on behalf of the BAT to temporarily unrank this mapset before a week passes, in which it will be too late to save this mapset.
One of the bigger concerns here is an issue with the spread. With the current Hard diff which is an Insane in disguise by means of difficulty naming, this leaves a rather large gap between the second and third diffs.
Very questionable. Of course, it may be a bit hard for regular hard diff, but it is not that hard to call it Insane. SV jump is not a valid argument here - judge it by real playability please.
Furthermore, TheGrimOfCrazy's mod was not addressed, but rather shoved off, and the ranking BAT perhaps missed this. It is clearly unjustified due to this single line:15:08 Kodora: that's something what not going to be changed because it was mapped with all those overlaps in mind :IFor future reference, it's important to state why your way is better than any suggestions given (if any).
I strongly suggest read full log here. Everything what TGOC mentiored was properly replied (please read full log, it is still here). Please don't cut single phrases from log, thank you.
The last part of this address comes with all significant problems in the map that led to this unrank.
[Hard]I'm not calling any of these \unreadable\ since you have all sorts of creative excuses to divert from that, but rather, I'm asking you to find better object placement for each of the highlighted sections. Of course, if you need any help, I'm sure many of us are more than willing to help you improve this map.
- 00:07:030 (5,1) - First slider body completely overlaps with second. Yes. This is how i like to see it. There is no any readability problems with this, and this is just impossible to miss here due to intuitive placement. You can see approach circle of next slider and guess how to play this part in one try.
- 00:14:999 (2,3,4) - (2) is completely hidden under slider body, and (2,3,4) presents itself with a strange rhythm. 00:15:624 - needs to be played, and thus you cannot play 00:15:468 (4) - as a slider. Hidden note is perfectly playable and also perfectly visible (thought yes, it placed tricky, but still visible and not give any problems about readability). I also disagree with your rhythm suggestion, it doesn't fits well for me, sorry.
- 00:17:343 (1) - Circle completely hidden under slider body in the time span of 1/2. This circle not causes any readability problems due to approach circle being visible and due to spacing being enough intuitive to sightread it.
- 00:52:033 (1) - Yes, same
- 00:58:127 (2) - ^
- 01:00:003 (5) - These three are absolutely inappropriate and can be played/read much better in a different position. I'm very disagree with you, this is break my style and i also don't see ant problems about it
- 01:02:972 (7,8) - Much of (8) is hidden under (7). And? This is placed enough intuitive to play next slider, also i suggest you to take a look at this map (Dear Yuko diff - Hard diff). This plays intuitive and well enough
- 01:08:128 (2) - Circle completely hidden under slider body. Not cases readability problems, same as above.
I'm sorry, but i must refuse all those suggestions since my current placement not cases any real problems (i tested this diff a lot to be sure that it plays well, a lot of testers and at least 2 BATs confirmed that it plays well enough - and even you actually "not calling any of these \unreadable\") and because all your suggestions break my style and since you didn't suggest anything better here (except "unstack, which is not acceptable for me due to my style).
17VA wrote:
I agree.
It needs one more Hard diff.
Kodora's hard feels like almost insane.
http://puu.sh/5ahQn.osuSekai-nyan wrote:
Let's see what i can find on Haku's diff, I've been asked to mod it!
Haku no Arpeggio:Wow nice diff o.o/ that's all I could find <3
- 00:06:874 (1) - you made a small overlap here, so how about moving this slider like this to avoid the overlapping?
The overlap is seeable only from the editor, it doesn't affect it while playing. (2) is more curved and a little rotated in front of (1) too, so I do like the pattern as it was too ^^- 00:27:969 (4) - i don't think the slider's end needs a finish sound, since it's way too loud for this part, and i suggest you to remove it
Dampened it to 20%
Good luck with the Rerank Yuko :3
That sums it up for me. I have seen the Hard diff, and I didn't find the gap between the two diffs SO BIG, I have seen really worse cases. Kodora's Hard imho is just an Hard, no more and no less. The only reason that could make it a bit more difficult than the rest of the Hards is probably the quite high BPM and some overlaps, but I personally don't think that an unrank was needed there. The only thing that I didn't find really readable and more suitable for an insane is 00:17:343 (1) - , which I would have just stacked on 00:17:500 (2) - and that's it. Oh well, I guess it's too late to argue now... Good luck with reranking your map! If I have time I'll also try to mod the map and try to get this back.IceBeam wrote:
wow guys I'm a bit dissapointed
I completely disagree that the mapset is unbalanced..every difficulty mapped just like it should be for 4-diffs mapset. there's a possible small gap between normal and hard, but I'd rather said Normal could be a bit harder, but Kodora's Hard...it's literally can't even be easier, seriously. It's mapped using the lowest possible distance spacing and ar for comfortable play, otherwise it would be just a mess. come on guys, it's a 192 bpm song we're speaking about.
but I also liked Normal, it probably could use more 1/2 complicated rhythm patterns but that's not essential.
I would perhaps disupute about semi-hidden objects in Hard, but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo
anyways I hope you guys work this out asap cause this map is really decent one,gl
I used really few jumps what aren't feels hard even if you put DT on, i tested it carefully before using it.Konei wrote:
Hard is more of a soft Insane, jumps in KIAI are too overused in my opinion.
All those overlaps were done in a very intuitive way. They all keeps with same spacing and placed to make them easy to read with nomod-on.Konei wrote:
Also a lot of those overlaps with circles are badly done, they're bad readable and don't spread well with Normal's experience.
I used x1.72 SV to achieve reasonable long sliders for overlapped patterns, and this was onliest reason why i did it. I asked several modders and BATs before using it, and this is also not onliest Hard with such BPM what uses SV over 1.60. I really feel like you even didn't played it, sorry - sliders here really not that fast, and this also was confirmed by a lot of people. Don't judge real speed just by numbers please.Konei wrote:
Also Easy SV -> 0,80 Normal SV -> 1,00 Hard SV -> 1,72 LOL.
SV changes reflecting song's tempo. Thought, x0.25 SV raisings aren't even noticeable much.Konei wrote:
+ Hard's SV changes to 1,20, this is really too much and not fiting in my opinion.
At least i want to see some good arguments from them about WHY this is bad.HakuNoKaemi wrote:
If the players see something not used by a non-famous mapper, they obviously freak out with no-sense.
And you're not the onliest person who said this. I asked several BATs about it and they are confirmed that diff spread was already fine as it was, but now we need to remove all scores what people achieve here. Oh well.HakuNoKaemi wrote:
In the end, there was no reason, for me, to unrank this.
THIS. OMG IceBeam i love you.IceBeam wrote:
wow guys I'm a bit dissapointed
I completely disagree that the mapset is unbalanced..every difficulty mapped just like it should be for 4-diffs mapset. there's a possible small gap between normal and hard, but I'd rather said Normal could be a bit harder, but Kodora's Hard...it's literally can't even be easier, seriously. It's mapped using the lowest possible distance spacing and ar for comfortable play, otherwise it would be just a mess. come on guys, it's a 192 bpm song we're speaking about.
but I also liked Normal, it probably could use more 1/2 complicated rhythm patterns but that's not essential.
I would perhaps disupute about semi-hidden objects in Hard, but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo
anyways I hope you guys work this out asap cause this map is really decent one,gl
I really don't see problems with overlapped patterns on Hard diffs as long as they places on intuitive & readable manner. All of them placed with same DS, in same ways. I tested it a lot with people who have various skill level and everyone was able to read & hit them.Zarerion wrote:
"This is bad because it's unreadable."
This is usually not a good argument since readabilty is always entirely up to the player. However that generally applies mainly to Highdiffs, while the usual [Hard] diff should be in a reading difficulty range that the usual [Hard] player can read without toooooooo much trouble.
When the majority of mappers that check a map consider the reading difficulty of map much higher than what the usual [Hard] should have, there's most likely something wrong. This can be fixed either by adjusting the spread (as in adding a new diff like you guys did) or changing those hard part.
What should be done right now depends depends on the spread, not the mapper spirit. Making Kodora's Hard, containing jumps and stuff, much easier would make the gap from Hard -> Insane too high and we'd end up with a similar problem, so the correct way of fixing this is most likely adding a new diff. You did that, but I suppose it was done for the wrong reasons.
Point was not "it's not unrankable so I won't change it". Point is i didn't receive any damn good reasons for removing all overlapped patterns (thought i changed some patters where i received good reasons to fix them).Zarerion wrote:
"This is not unrankable so I won't change it. It's my style."
Even worse argument. If you can't justify why you mapped something the way you did and have to use that line, something is wrong as well.
Note the following: You don't always need to justify patterns or choice of object placement by how it fits the music perfectly. Gimmicks that simply exist to make the playing experience interesting are fine, too, sometimes it's even alright to say "this looks better". Therefore, explain in what way your gimmick IMPROVES the playing experience. If you aren't able to do that and other mappers and modders explain in detail why your gimmick actually WORSENS that experience, you should consider that they might be correct.
I already changed some most cruel overlaps what everyone keep mentioring, but rest of them should be fine with new diff spread.Zarerion wrote:
You know, in this specific case the best thing you could have done after the unrank was trying to compromise.
I myself know that it is unpleasant to be told that the main idea of your map sucks and that you don't feel well aboiut changing it, so try to only change it partly and see whether that works.
In this map you have slider overlapping a) circles and b) other sliders. Reading the slideroverlaps is much easier than the circleoverlaps because the player sees the slidertrack and can use it to read the object, this doesn't work with completely covered circles, which can only be seen with approach circles.
So stick to the idea of overlapping sliderheads, but change the circles. That way you can keep "your style" and fix the readbility issues. This kind of approach is the best for both sides, as it is usually the fastest.
Source should be in the language it is supposed to be. Thought yes, needs to fix tags.Ceris wrote:
Just a quick thing. Since the anime is called "Aoki Hagane no Arpeggio: Ars Nova", add "Ars Nova" to the tags. Or even better, change the source name to romaji.
Thank you kevin, i changed this.-kevincela- wrote:
That sums it up for me. I have seen the Hard diff, and I didn't find the gap between the two diffs SO BIG, I have seen really worse cases. Kodora's Hard imho is just an Hard, no more and no less. The only reason that could make it a bit more difficult than the rest of the Hards is probably the quite high BPM and some overlaps, but I personally don't think that an unrank was needed there. The only thing that I didn't find really readable and more suitable for an insane is 00:17:343 (1) - , which I would have just stacked on 00:17:500 (2) - and that's it. Oh well, I guess it's too late to argue now... Good luck with reranking your map! If I have time I'll also try to mod the map and try to get this back.
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Grazie Nemis ^^Nemis wrote:
What. The spread was perfect as it was! Anyway, let's give some suggestions for Haku's difficulty then (hoping that yuko is going to add it since I don't think those is going to give the heart back without another diff between the hard and the normal).
[Haku no Arpeggio]Spero di esser stato un minimo utile ^-^
- 00:09:999 (6) - Mi sembra sbagliato escludere la musica di sottofondo che parte nel bel mezzo di questo slider anche se non fa parte dei vocals, consiglierei quindi di aggiungeci una nota. Trovo perfetta la combinazione 1 note sul red tick + 1/2 slider che parte su quello bianco.
- 00:10:624 (7,1,2,3) - Questo pattern è davvero poco intuitivo e difficile da leggere in quanto ci sono diverse note che cadono sui red ticks. Ti consiglierei di cambiare il pattern (non necessariamente il ritmo) rendendolo più leggibile, magari sostituendo 00:11:249 (2,3) - questi due elementi con dua sliders 1/1 che partono sui red ticks.
Ho modificato spostando il (6) 1/2 avanti e aggiungendo dei circle prima e dopo( che finiscono comunque su tick rossi)- 00:56:252 (4) - Aggiungi una new combo quì e rimuovi quella successiva (00:56:721 (1) - ). Trovo molto meglio falla partire con l'inizio del nuovo KIAI anzichè con il partire dei vocals.
Preferisco comunque che l'NC sia consistente con le liriche, come ho fatto in tutta la mappa
EDIT: Also, I'd highly suggest to change the colors a bit since they are really similar between them, even if they have different tones; while playing I find hard to see when the combo changes without looking at the numbers.
IceBeam wrote:
wow guys I'm a bit dissapointed
but that's, you know, a certain BATs' choice whether to accept them or not and it should be done before ranking. the map got ranked, so you shouldn't have bothered it now,imo
IIceBeam wrote:
I'm a bit dissapointed
You did get reasons. You might not agree with those reasons, which is why you keep ignoring, but you did get them.Kodora wrote:
Point was not "it's not unrankable so I won't change it". Point is i didn't receive any damn good reasons for removing all overlapped patterns (thought i changed some patters where i received good reasons to fix them).
Zarerion wrote:
You did get reasons. You might not agree with those reasons, which is why you keep ignoring, but you did get them.
Also you ignored that specific point of mine.
How DO the overlaps IMPROVE the map in your opinion? To me it looks random and just makes the map harder to read. Doing stuff for difficulty is okay in Insane diffs, but not in a Hard, unless it fits the spread which isn't the case here, so tell me, why did you use these overlaps in the first place?
I'll just quote post aboveZarerion wrote:
keep in mind I myself don't really agree with the unrank, but since we're at this point already I might as well ask some unpleasant questions to make you think about your own mapping a bit
HakuNoKaemi wrote:
If the players see something not used by a non-famous mapper, they obviously freak out with no-sense.
Garven wrote:
Just a quickie mod here.
[General]
Tick rate 2 fits this song best Yes, it fits at most of parts but sadly sounds too busy at the beginning & calm part due to SV changes & songs tempo - this song cries for multiple tickrate ;_;
[Hard]
The spread from N -> H is a little high, but it's not that horrible when you put it in perspective of the set as a whole. I came here expecting something outrageous. I'm kinda disappointed.
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 - I just do not want to make it too clamped here :<
00:07:499 (1) - Not really seeing much reason why you stacked this like that. I think using an anti-jump would work a lot better to fit with what you did at the end of the other two parts prior. Fixed that.
Well, I have to end this here. Getting too many interruptions and ran out of time. Hopefully this'll at least improve the easier diffs a bit. Definitely use the new mp3 and add spinners in the least.
osu file format v12
[General]
AudioFilename: savior of song.mp3
AudioLeadIn: 1000
PreviewTime: 45705
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
Bookmarks: 81020,81098
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 8
[Metadata]
Title:SAVIOR OF SONG (TV Size)
TitleUnicode:SAVIOR OF SONG (TV Size)
Artist:nano feat. MY FIRST STORY
ArtistUnicode:ナノ feat. MY FIRST STORY
Creator:Amamiya Yuko
Version:Kodora
Source:蒼き鋼のアルペジオ
Tags:Skystar Kodora opening Arpeggio of Blue Steel
BeatmapID:313821
BeatmapSetID:121716
[Difficulty]
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CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.72
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280,240,72035,1,8,0:0:0:0:
96,208,72347,1,8,0:0:0:0:
280,240,72660,1,8,0:0:0:0:
424,360,72972,1,8,0:0:0:0:
472,176,73285,1,8,0:0:0:0:
344,40,73597,1,8,0:0:0:0:
280,216,73910,6,0,P|272:264|224:320,1,86,8|0,0:0|0:0,0:0:0:0:
184,240,74222,2,0,P|155:279|88:308,1,86,8|0,0:0|0:0,0:0:0:0:
0,184,74535,6,0,P|5:141|26:104,1,86,8|0,0:0|0:0,0:0:0:0:
95,159,74848,2,0,P|118:123|154:99,1,86,8|0,0:0|0:0,0:0:0:0:
208,168,75160,6,0,P|240:144|288:128,1,86,8|0,0:0|0:0,0:0:0:0:
395,168,75473,2,0,P|360:194|320:208,1,86,8|0,0:0|0:0,0:0:0:0:
288,288,75785,6,0,L|304:344,5,43,8|8|8|8|8|0,0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
264,352,76254,6,0,L|224:368|88:336,1,172,4|2,0:0|0:0,0:0:0:0:
98,338,76723,1,8,0:0:0:0:
32,256,76879,2,0,L|16:216|40:152,1,86,2|0,0:0|0:0,0:0:0:0:
127,55,77191,2,0,L|143:95|128:136,1,86,2|8,0:0|0:0,0:0:0:0:
168,224,77504,2,0,B|224:272|288:240|288:240|320:280,1,172,2|0,0:0|0:0,0:0:0:0:
384,336,77973,1,8,0:0:0:0:
416,248,78129,2,0,L|424:200|456:160,1,86,2|0,0:0|0:0,0:0:0:0:
399,42,78442,2,0,L|391:90|368:120,1,86,2|8,0:0|0:0,0:0:0:0:
368,120,78754,1,4,0:0:0:0:
176,112,79067,6,0,L|208:80,2,43,2|0|8,0:0|0:0|0:0,0:0:0:0:
80,120,79379,2,0,B|88:192|152:208|152:208|136:288,1,172,2|2,0:0|0:0,0:0:0:0:
88,336,79848,1,8,0:0:0:0:
184,344,80004,2,0,L|248:352|304:320|368:320,1,172,2|2,0:0|0:0,0:0:0:0:
432,288,80473,2,0,P|447:248|443:206,1,86,8|2,0:0|0:0,0:0:0:0:
371,86,80785,2,0,P|355:125|360:168,1,86,0|2,0:0|0:0,0:0:0:0:
344,264,81098,2,0,L|304:288|256:288,1,86,8|4,0:0|0:0,0:0:0:0:
128,160,81567,6,0,L|96:208,2,43,2|0|8,0:0|0:0|0:0,0:0:0:0:
208,112,81879,2,0,B|280:144|336:96|336:96|376:120,1,172,2|0,0:0|0:0,0:0:0:0:
372,208,82348,1,8,0:0:0:0:
456,168,82504,2,0,P|488:240|456:344,1,172,2|0,0:0|0:0,0:0:0:0:
376,360,82973,1,8,0:0:0:0:
288,320,83129,2,0,B|240:304|240:304|208:368|120:360,1,172,2|0,0:0|0:0,0:0:0:0:
152,264,83598,1,8,0:0:0:0:
56,248,83754,2,0,P|80:200|112:176,1,86,4|0,0:0|0:0,0:0:0:0:
192,88,84067,5,2,0:0:0:0:
192,88,84145,1,0,0:0:0:0:
192,88,84223,1,8,0:0:0:0:
263,150,84380,2,0,P|351:158|407:70,1,172,2|0,0:0|0:0,0:0:0:0:
384,8,84848,1,8,0:0:0:0:
320,72,85005,1,0,0:0:0:0:
336,168,85161,6,0,P|344:216|376:256,1,86,2|0,0:0|0:0,0:0:0:0:
304,368,85473,2,0,P|298:325|275:289,1,86,10|0,0:0|0:0,0:0:0:0:
176,232,85786,5,8,0:0:0:0:
224,128,85942,1,8,0:0:0:0:
280,224,86098,1,8,0:0:0:0:
112,137,86255,1,8,0:0:0:0:
You're just asking what you won't understand.Zarerion wrote:
You did get reasons. You might not agree with those reasons, which is why you keep ignoring, but you did get them.Kodora wrote:
Point was not "it's not unrankable so I won't change it". Point is i didn't receive any damn good reasons for removing all overlapped patterns (thought i changed some patters where i received good reasons to fix them).
Also you ignored that specific point of mine.
How DO the overlaps IMPROVE the map in your opinion? To me it looks random and just makes the map harder to read. Doing stuff for difficulty is okay in Insane diffs, but not in a Hard, unless it fits the spread which isn't the case here, so tell me, why did you use these overlaps in the first place?
keep in mind I myself don't really agree with the unrank, but since we're at this point already I might as well ask some unpleasant questions to make you think about your own mapping a bit
Wat, if some BATs don't know some ranking rules and just rank the mapset without knowing them, it should be reranked after an unrank because it was once accepted as rankable? I don't get this to be honest.Kodora wrote:
Because it already was accepted as rankable (and was ranked).Zarerion wrote:
I like how you keep saying why it should not be unranked, but not why it should be ranked
Hope you got my answer.
Hm. I don't think that's a good example to the case here. There were no apparent unrankable issues but was unranked because of a rather subjective reason (complaints from some players and that of the unrank-BAT). Kodora is saying that since it doesn't go against any ranking rules the map is still rankable as it was, although the map's style is controversial.Konei wrote:
Wat, if some BATs don't know some ranking rules and just rank the mapset without knowing them, it should be reranked after an unrank because it was once accepted as rankable? I don't get this to be honest.
For this case was no any misunderstanding of ranking rules and this was already pointed out several times here. This unrank is subjective, and also very, very questionable.Konei wrote:
Wat, if some BATs don't know some ranking rules and just rank the mapset without knowing them, it should be reranked after an unrank because it was once accepted as rankable? I don't get this to be honest.
Other than what they say.Konei wrote:
Wat, if some BATs don't know some ranking rules and just rank the mapset without knowing them, it should be reranked after an unrank because it was once accepted as rankable? I don't get this to be honest.Kodora wrote:
Because it already was accepted as rankable (and was ranked).
Hope you got my answer.
Kodora wrote:
Fear变态 >_>
Kodora wrote:
Fear变态 >_>
He knows what I am talking about, but he is living in denial.HakuNoKaemi wrote:
One does not simply say "this is bad" "this suxxx" and so without even suggesting how to correct it.
That's because you don't know our history.popner wrote:
First time to see such an offensive mod. The mapper don't need to reply anything to things like this.
Things I could suggest to changePriti wrote:
Kodora's Hard
- 00:07:030 (5,1) - no.
- 00:14:374 (4,2) - NO, JUST NO
- 00:24:531 (1,2,3) - I DON'T CARE THAT THE DISTANCE SNAPPING SAYS OTHERWISE, THIS IS A JUMP AND IT'S A RETARDED UNNEEDED ONE fix pls kthx
- 00:49:221 (1,2,3) - NO, DON'T, STOP IT
- 00:55:784 - Why did you turn off the kiai here for no reason, fixpls. Fountain
- 00:57:502 (5,2) - I am running out of jokes.
- 00:59:534 (4,5) - porque.
- 01:02:972 (7,8) - ...
- 01:06:409 - 01:11:410 - No kiai for no reason? ._. The reason is quite obvious. The "weight" of the part after is higher.
- 01:07:503 (5,2) - ew
- Ohwait you are going to deny my WHOLE MOD using the two key words "subjective" and "questionable"
- gaeb nuke pls
[*]00:11:874 (6,7,1) - HOW DO I FLOW AND LOGIC LOLZLike this
224,280,11874,2,0,P|144:240|48:288,1,172,2|2,0:0|0:0,0:0:0:0:
140,356,12343,1,8,0:0:0:0:
69,263,12499,6,0,P|60:212|40:164,1,86,2|0,0:0|0:0,0:0:0:0:
136,44,12812,2,0,P|145:95|165:143,1,86,2|0,0:0|0:0,0:0:0:0:
[*]00:22:969 (1,2) - This is uglier than my yearbook picNope, it's the (2,3) the problem, a nicer blanketing would work just good
336,56,23750,2,0,B|360:116|328:160|328:160|348:180,1,137.6
348,180,24219,1,2,0:0:0:0:]
[*]00:25:469 (3,1) - NO, STOP IT(3,4)
128,72,26250,2,0,B|104:120|136:172|136:172|112:196,1,137.6,2|0,0:0|0:0,0:0:0:0:
113,195,26719,1,2,0:0:0:0:
[*]00:42:658 (1) - Should start at 00:43:126Well, the spinner do follow the guitar, so make it start later and add a circle in [*]00:42:658 (1) -
[*]00:51:408 (4,1) - do u even try to map well.*bad laughs*
432,256,51408,2,0,P|384:304|284:296,1,172,4|8,0:0|0:0,0:0:0:0:
344,216,51877,1,0,0:0:0:0:
343,314,52033,6,0,B|312:312|284:296|284:296|224:264|164:308,1,172
[*]00:16:875 (4,1) - If I can't click on 1 in editor because of 4 COMPLETELY 100% blocking it, it means you did something wrong You can click it on the timeline, though
[*][*]00:37:032 (1,2,1,2,1,2,1,2) - This whole thing is just wrong.
[*]00:39:220 (2,1) - do u evn try to flow well.
[*]00:40:001 (2) - Ugly as hell
[*]00:40:783 (1,2,3,4) - Switch between 1 and 3's location, this shape is too confusing for people who are supposed to play a hard diff which for you just seems like an easier insane without caring about the PLAYERS, idgaf about your playtesters because YOUR PLAYTESTERS ARE AT INSANE LEVEL, NOT HARD LEVEL scbhsmkjlasbncdkajbgjs It's still kinda easy for an Insane, and kinda intuitive to play, since there is a pitch jump in (3,4)
[*]00:41:720 (1,2,3,4) - ^
im cryingPriti wrote:
00:22:969 (1,2) - This is uglier than my yearbook pic
Do you even notice how subjective your arguments are? I broke combo often because of those speed ups and yes, they are noticeable for me.Kodora wrote:
x0.25 SV raisings aren't even noticeable much.
Objectivity doesn't exist in mapping ( because mapping itself is subjective, and if it wasn't... well, we would map in the same way ), so a mapper that won't accept (faulty) subjective arguments answering them with subjective counter-arguments* isn't in fault.Konei wrote:
Do you even notice how subjective your arguments are? I broke combo often because of those speed ups and yes, they are noticeable for me.Kodora wrote:
x0.25 SV raisings aren't even noticeable much.
The way too similar combo colours aren't helping much either.
Batman is pleased with your comment.Hula wrote:
all these bats, it's like going into a cave!
Since only you complaining about SV changes i guess playability of them is much more objective standpoint rather than subjective.Konei wrote:
Do you even notice how subjective your arguments are? I broke combo often because of those speed ups and yes, they are noticeable for me.Kodora wrote:
x0.25 SV raisings aren't even noticeable much.
those wrote:
We've received a lot of complaints about this map (mainly Kodora's Hard) and I'm here on behalf of the BAT to temporarily unrank this mapset before a week passes, in which it will be too late to save this mapset.
One of the bigger concerns here is an issue with the spread. With the current Hard diff which is an Insane in disguise by means of difficulty naming, this leaves a rather large gap between the second and third diffs.
Furthermore, TheGrimOfCrazy's mod was not addressed, but rather shoved off, and the ranking BAT perhaps missed this. It is clearly unjustified due to this single line:15:08 Kodora: that's something what not going to be changed because it was mapped with all those overlaps in mind :IFor future reference, it's important to state why your way is better than any suggestions given (if any).
The last part of this address comes with all significant problems in the map that led to this unrank.
[General][Hard]
- http://puu.sh/58ZVm.png Colours much too similar.
[Insane]
- 00:07:030 (5,1) - First slider body completely overlaps with second.
- 00:14:999 (2,3,4) - (2) is completely hidden under slider body, and (2,3,4) presents itself with a strange rhythm. 00:15:624 - needs to be played, and thus you cannot play 00:15:468 (4) - as a slider.
- 00:17:343 (1) - Circle completely hidden under slider body in the time span of 1/2.
- 00:52:033 (1) -
- 00:58:127 (2) -
- 01:00:003 (5) - These three are absolutely inappropriate and can be played/read much better in a different position.
- 01:02:972 (7,8) - Much of (8) is hidden under (7).
- 01:08:128 (2) - Circle completely hidden under slider body.
I'm not calling any of these \unreadable\ since you have all sorts of creative excuses to divert from that, but rather, I'm asking you to find better object placement for each of the highlighted sections. Of course, if you need any help, I'm sure many of us are more than willing to help you improve this map.
- 00:00:780 (1,2,3,4,1) - Very erratic spacing. Can be much improved to serve as a better intro section. fixed
- 00:58:753 (3,4) - It makes zero sense for you not to do like 00:48:752 (1) - . eh just thought that would fit with vocals, it made sense anyways
- 01:19:223 (1) - Unnecessary overlapping, counter intuitive. Try 155:100. it's necessary, and it flows good
- 00:14:062 (1,1,1) - New combo spamming is largely unnecessary across the entire map. You don't want or need a new combo just because you're changing slider velocity. what's wrong with adding new combo for velocity changes?
HakuNoKaemi wrote:
Nope, the Hard doesn't feel that hard, and the Normal is a solid Normal. The only difficulty in bewteen might be a Normal+ with lots of 1/2, but the spread is nice as now.
a solid Easy, solid Normal, solid Hard.
Anyway,
for the Insane
00:00:780 (1,2,3,4) - play bad, since it seems it should be a stream, and the (1,2) jump doesn't seem hinted by the song, differently from the (4,1) so: remove the jump before and enlarge the spacing of those three(2,3,4) or try to map it like this (flow better, and is related to how you mapped after) fixed
00:29:532 (1) - It look pretty bad, try this fixed
00:32:657 (1,2,3,4) - after a relaxing part, and a long jump, jumping that much can be harsh, so eh it's fine i promise, i tried it lots of time
00:42:189 (4,1) - You end with the drums and start with vocals? You can try ending with the vocals to it as example: ( one slider per word, the second one is slowed up by a x0.33 section(-300 in the .osu) well just intuitive, didnt like to follow these vocals
In the end, there was no reason, for me, to unrank this.
If the players see something not used by a non-famous mapper, they obviously freak out with no-sense.
Ah, you can fully map normal and easy
Konei wrote:
Small suggestion for Yuko on Insane.
00:48:752 (1) - How about using 3/4 rhythm here aswell as you did on the second KIAI? Would be more consistent which is somehow better here in my opinion. hard to change here lol
Garven wrote:
Just a quickie mod here.
[General]
Tick rate 2 fits this song best
Do you plan on adding Haku's difficulty, Yuko? I'm not going to mod it if it's not going to be added.
Also the current mp3 sounds likeassa youtube rip. Try this one. http://puu.sh/5b1S7.mp3
192 flat BPM, offset 648. Thanks to jonathanlfj for finding, encoding, and timing this new mp3. It's not that great, but it's much better than the current one.
[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better this rhythm sounds weird o.o
00:37:970 - Adding a circle here would help transition to the next phrase fixed
00:42:658 - Insert a break here nope, as i have explained
00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) - i dont see the problem of it.. since it's an easy diff and i just follow the drums, what's wrong with that?
01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up. prefer sliders here... also adding circles would be hard for an easy diff
Add a spinner somewhere so that there are variable high scores possible.
[Normal]
00:21:094 - Add a break same as above
00:33:282 (1,2,3,4,1,2,3,4,1,2) - Geez. Try using circles sometimes. All sliders gives a very samey feeling and grows dull fast. nah i prefer sliders when mapping easier diffs, because sliders can be more creative in low density rhythm maps
00:38:126 - Add a circle here to transition to the next phrase better and give a feeling of actually increasing tension fixed
00:42:658 - Add a break same
00:53:908 (1) - Going with the vocals here would give a nice variation to the bland 1/1 rhythm right before fixed
01:03:909 (1) - ^ fixed
01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context well it may be a bit boring but i dont think it's a serious problem...
01:13:754 - Adding a circle here would help transition to the next phrase sounds weird
Add a spinner somewhere so that there are variable high scores possible.
[Hard]
The spread from N -> H is a little high, but it's not that horrible when you put it in perspective of the set as a whole. I came here expecting something outrageous. I'm kinda disappointed.
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 -
00:07:499 (1) - Not really seeing much reason why you stacked this like that. I think using an anti-jump would work a lot better to fit with what you did at the end of the other two parts prior.
Well, I have to end this here. Getting too many interruptions and ran out of time. Hopefully this'll at least improve the easier diffs a bit. Definitely use the new mp3 and add spinners in the least.
It's a ~2 Mb song of ~90 secyeahyeahyeahhh wrote:
Was asked for mod this
General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
l
GotchaHakuNoKaemi wrote:
It's a ~2 Mb song of ~90 secyeahyeahyeahhh wrote:
Was asked for mod this
General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
l
It can't be 32 Kb/s(it would've weight about 282 Kb), it's a VBR of an average of 184 Kb/s
I had already applied the finish suggestions, so there's no need for a new version ^^Tsukuyomi wrote:
as Kodora's req
most of these highly suggest you to do
Haku no Arpeggio
00:00:648 (1) - meaningless nc I'm NCing consistently with Vocals
00:35:023 you can not miss this drum,ad with out a note here,00:35:335 (6) - will be hard to read with an empty of 3/2 I'm not following the drums, I'm following the vocals which is Sensen fukoku no~uta~ (~ means to hold that vocal) and the first ~ is 3/2
00:50:179 (7) - i prefer to increase it's spacing with 00:49:866 (6) - ,stack it on 00:50:335 (8) - may be a way the spacing is normal like this
00:52:210 (2) - move it up a bit i think it is still too close to 00:51:585 (1) - the spacing is normal like this
00:53:773 (1,2,3,1,2,3) - this pattern is fucking full of misdirection,really looks like 1/2 rhythm
00:54:866 (1) - especially this one,highly suggest you to move it away from 00:54:241 (3) - ,i think you can stack it on 00:53:773 (1) - ,after testing i find no misdirection of it Only if you don't play listening music. Plus the spacing is between 0,99x and 1,03x
00:58:148 (6) - move it down a bit the spacing is normal like this
00:59:710 (4) - this one is like 00:54:866 (1) - ,stack it on 00:59:866 (5) - can solve the problem the spacing is normal like this
[b]
01:12:366 (5,7) - it is better not to use 1/1 slider here,01:13:616 (1,1) - and these two,well this one is not so important
I'm following vocals ( ar(4)-peg(5)-gi(6)-o~(7) )
that's all
hugs yuko and kodora and haku >.</////~~~~~~~
Asgard wrote:
request from Kodora
[Haku no Yuko]
00:03:773 (3,4) - 1 grid down, because this is more balanceable shape I don't like how it become
00:32:366 (2,1) - well.. stack on slider 1 You should see how it play, not how it look, since of automatical stacking... well, it stacked in a wrong manner, so I manually stacked
00:39:398 (4) - stack too, i guess you want to make like this pattern, but it doesn't good to see at me You should see how it play, not how it look, since of automatical stacking... well, it stacked in a wrong manner, so I manually stacked
00:52:835 (4,3,3) - lol repeat at 3 times on same place.. these are strange... but it is not problem if you want to keep this pattern, I'm not standing in your way Well, this pattern literally follow vocals, by making it stop and rewind, literally XD
01:06:116 (3) - i think this looks like overlap (1) and (2/3 start) make a curve, actually
01:24:710 (2,3) - stack on slider 1 You should see how it play, not how it look, since of automatical stacking... well, it stacked in a wrong manner, so I manually stacked
http://puu.sh/5j3XQ.rarFycho wrote:
As Kodora's request.Black: Suggestions
Blue: Importance.You might consider
Red:Unrank issues. You Must Fix[ Haku no Arpeggio]Done without the repeat in the last slider
00:34:866 (5) –Use a 1/2 slider here instead of a note?I think it fits music better.Bothe vocal and drum. It would probably fits better like it is now, since I would prematurely end the note (vocal hold)
01:23:929 (1,2,3) –how about trying this rhythm,
It follow the music better and just like 00:18:304 (1,2) -
Good luck
http://puu.sh/5jQvD.rar[Minakami Yuki] wrote:
From moe Kodora's request to mod Hard diff.
[Haku no Arpeggio]
- combo colors may be too similar /.\ Tried to choose a third color for the map, sampled from Takao's hair
- 00:06:741 (1) - imo this is better :3
Changed it so it better seem what I want to use ( three curves, with different rotations )
- 00:41:116 (3) - I recommend to end it at 00:41:429 - and add a note at 00:41:585 - , also end 00:42:054 (3) - at 00:42:366 - and add a note(slider?) at 00:42:523 - I like the effect I have now
- 01:21:898 (2,4,6) - can also add some claps imo It become somewhat too noisy
[Others]Yuko-chan, use the video offset of my diff(530), I had found it when I had used the new mp3
- wpcap为什么我看到的mp3文件是32kbps而且长度是8分钟?
Actually, Window's bad at reading Bitrates, use GSpot
- VideoOffset 不一致
That's all.
~
Updated + fixed volume in the end (thanks to Mickey for noticing that). Also fixed preview pointyeahyeahyeahhh wrote:
Was asked for mod this
General:
Kiai timings across all diffs aren't the same. Intended? Shouldn't be but Kodora has 5 kiai timings and the others only 3. On Kodora delete the Kiai at 00:10:492 and 01:16:116 It's fine since i'm guest mapper (i just added 2 more fountains)
Kodora:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all And some of them DO affect D: fixed
00:14:866 (2) - Hidden under the slider of 00:14:241 (4), maybe arrange it so its not under it. It's fine ~.~
01:07:991 (2) - ^ ^
yeahyeahyeahhh wrote:
Was asked for mod this
General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
Kiai timings across all diffs aren't the same. Intended? Shouldn't be but Kodora has 5 kiai timings and the others only 3. On Kodora delete the Kiai at 00:10:492 and 01:16:116
Skystar:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all it doesnt matter, hitsounding is fine
01:19:554 (1) - Unsnapped slider-end fixed
00:42:523 - Maybe put a break or a spinner here? as i have said... no
00:50:491 (1) - Covered up too much by the previous slider imo, hard to see. nah it's fine ;-;
01:04:241 (1) - ^
01:05:023 (1,2,1) - This is... IDK what. It looks sloppy and extremely hard to read, 01:05:335 (2) make its all confusing and hard to see 01:05:491 (1). I suggest completely fixing this pattern or whatever you wanna call it. well it's not confusing while playing, also it just fits perfectly with the streams after this imo
01:19:085 (1) - No, just noooooooooooooo stop hiding notes under sliders D: nah ;-; well i stole this pattern from an other map...
Kodora:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
00:14:866 (2) - Hidden under the slider of 00:14:241 (4), maybe arrange it so its not under it.
01:07:991 (2) - ^
Normal:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
Easy:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
There is one problemHakuNoKaemi wrote:
The one I uploaded is yours but re-equalised, though
(I just did something to avoid an excessive loudness)
There's nothing bad in VBR, it could work badly only on old old old pc's
Amamiya Yuko wrote:
[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better this rhythm sounds weird o.o
It was only an example. I still feel that this is a bit too cluttered rhythmically. See if you can simplify it a little here.
00:42:658 - Insert a break here nope, as i have explained
no, break time is something used for letting player know "oops here's a break time you can rest freely huehue", and here's apparently not suitable to add it.
Is this the reason you explained? Could you reword that? I'm not exactly sure I understand how this applies considering the length of these blank spots.
00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) - i dont see the problem of it.. since it's an easy diff and i just follow the drums, what's wrong with that?
Because it puts me to sleep. Easy doesn't mean boring. It means that it should be easy to grasp for an new player, but still follow the music well. Following the metronome is technically all of this, but it leads to a map that obviously has little thought put into it.
01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up. prefer sliders here... also adding circles would be hard for an easy diff
That's the point of "amping it up" a bit. You want to increase the energy, and you can accomplish that by increasing the difficulty slightly. People aren't going to all suddenly fail because of those circles. It will also give them something to try and work on to improve. You have to start somewhere.
Add a spinner somewhere so that there are variable high scores possible.
Any reply to this? You should have a spinner somewhere in the easier difficulties at the least so that high scores aren't stagnant.
[Normal]
00:21:094 - Add a break same as above
00:42:658 - Add a break same
Add a spinner somewhere so that there are variable high scores possible.
01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context well it may be a bit boring but i dont think it's a serious problem... If even you are admitting that it's a bit boring, you should have an idea or two on how to make it more enjoyable to play. This is something that people play to have fun, not get bored of.
And continuing the mod on that diff:Kodora wrote:
Anyway,
[General]
Tick rate 2 fits this song best Yes, it fits at most of parts but sadly sounds too busy at the beginning & calm part due to SV changes & songs tempo - this song cries for multiple tickrate ;_;
Looks like you took care of this.
[Kodora]
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 - I just do not want to make it too clamped here :<
Considering that you're using 1.5x spacing during a slow intro part, dropping it to 1.25x or something still won't have overlaps and won't feel jumpy like it does now.