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Akiyama Uni - Chi no Iro wa Kiiro

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Nepu

google translation wrote:

Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !


hw要开创新时代
Elinia

rezoons wrote:

google translation wrote:

Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
233google oneechan moe
tsuka
总想对你表白我的心情是多么豪迈
总想对你倾诉我对生活是多么热爱
勤劳勇敢的中国人意气风发走进新时代
啊!~ 我们意气风发走进新时代
让我告诉世界中国命运自已主宰
让我告诉未来中国进行着接力赛
承前启后的领路人带领我们走进新时代
啊!带领我们走进新时代
我们唱着东方红当家做主站起来
我们讲着春天的故事改革开放富起来
继往开来的领路人带领我们走进新时代
高举旗帜开创未来!!!!!!111
Topic Starter
Hollow Wings
to 445:
i'm always waiting for further information about fixing this map. but now it's late here and i just need to go sleep... ;w;
so i just wanna say i have to check them till tomorrow...
hope it can be better OVO
to other guys support on me:
thank u... idk what to do and say now... but u all always important to me ;w;
still... i'm bad at discuss like drama, so... maybe i would need u when i'm helpless ;w;
Jycool
总想对你表白我的心情是多么豪迈
总想对你倾诉我对生活是多么热爱
勤劳勇敢的中国人意气风发走进新时代
啊!~ 我们意气风发走进新时代
让我告诉世界中国命运自已主宰
让我告诉未来中国进行着接力赛
承前启后的领路人带领我们走进新时代
啊!带领我们走进新时代
我们唱着东方红当家做主站起来
我们讲着春天的故事改革开放富起来
继往开来的领路人带领我们走进新时代
高举旗帜开创未来!!!!!!111


那个你唱歌的音频能传我一下吗 :)
Charles445
Hi!
This mod's main intention is to prepare the set for ranking while maintaining the style of the mapper.
I have included pictures of alternate versions of sliders that try to keep the jagged bending nature you were going for while still being rankable.

[Normal]
The star rating is a tad high (3.24), it might be worth trying to make it easier.

The overall new combos of the map are very inconsistent. Usually for a Normal it's a good idea to have one every big white tick.
So instead of something like http://puu.sh/63wxk.jpg, it would be like http://puu.sh/63wy8.jpg

00:58:559 (1,1) - There isn't enough time after the spinner to react to the slider. This is the easiest difficulty so the player should have extra time to stop spinning. Increase the distance between the spinner and the slider
01:00:018 (1) - This slider is not easy to follow because of the overlapping at the dotted line -> http://puu.sh/63woN.jpg
01:20:018 (2) - The end is overlapping a lot, makes it extremely hard to see how long the slider takes. It's surrounded by slidertrack so it is ambiguous. -> http://puu.sh/63wcu.jpg
02:26:684 (1) - This slider is overlaps a lot, there is a bunch of overlapping. The overlapping athe yellow lines makes this extremely hard to read. -> http://puu.sh/63wjM.jpg
02:30:018 (2) - Overlaps make this hard to read. -> http://puu.sh/63wro.jpg
02:40:018 (1) - Try not to have the end touching the previous part of the slider. It's harder to read when it's curled into a ball.

[Hard]
00:13:768 (2) - Move this to x:448 y:352 for better spacing? -> http://puu.sh/63wBN.jpg
00:27:102 (2) - I recommend moving this somewhere else so it isn't such a difficult antijump.

[Lunatic]
Awesome! Plays very well and uses combos for readability effectively.

[Extra]
This difficulty was clearly designed for AR9, but got changed to AR10 post-bubble. You should probably change it back to AR9 to make sure the map works as originally intended.
00:11:684 - Are you sure about this triangle pattern? It's quite hard to read the first time around.
00:13:976 (1,1,1,1,1,1,3) - This pattern is had to read because the starts of the sliders show up in different places. If the sliders all started at the same point, this would be intuitive.
00:26:684 (3) - This slider takes a while to leave the bottom because of the redpoints making it zigzag. It's hard to see the full slider underneath all the circles, and the slider track isn't immediately visible. I'd recommend only using redpoints near the end of the slider where they are easily visible.
00:43:976 (2) - The 1/8 doesn't quite fit here. I'd just use a 1/4 slider here.
01:00:018 (1) - This slider almost overlaps itself, I'd recommend ending the slider on the beginning of the 3 instead of the end. -> http://puu.sh/63xk6.jpg
01:09:393 (2) - The repeat might be hard to see on some skins with the hitburst of 01:08:872 (2). I recommend moving the repeat away from the other circles so more people can play the difficulty with their skins.
01:32:518 (1) - This slider dips down very sharply at the end. I'd move the end more to the left so it doesn't overlap itself as much. -> http://puu.sh/63xtX.jpg
02:26:684 (1) - This slider would probably be easier to read if it ended on the start of the 3 instead of the end. -> http://puu.sh/63xBJ.jpg
02:33:351 (1) - Smoothen out the start and end of this slider. -> http://puu.sh/63xEx.jpg
02:40:018 (1) - Avoid the overlap at the end. -> http://puu.sh/63xFX.jpg
02:46:684 (1) - Make the point at the beginning less dramatic and the ending less bent. -> http://puu.sh/63xIF.jpg
02:49:393 (2) - For maximum playability with most skins, I'd recommend not overlapping the repeat with the previous circle. The hitburst of the circle at 02:48:976 (1) makes the repeat hidden on many skins.
02:59:185 (1) - Avoid the bend at the start and end, they are too sharp. -> http://puu.sh/63xOP.jpg

That's pretty much it, the main issue is the hard to read sliders on the Normal and Extra. Hard has minor issues and Lunatic is fantastic.
If there's a problem with anything I suggested, please let me know and I can try to work out something that will suit your set.
Kinomi

Kodora wrote:

As a quick note, i suggest you use CS4 on Extra - it will made diff more readable and will better suit your AR choise.
cs4 will be worse.
Kodora

Tsukuyomi wrote:

cs4 will be worse.
Nope. CS3 with this note density and AR10 makes diff less readable and overral feels kinda compressed as it was mentiored before. This is kind of change what will only made map better.

Anyway, it is just my suggestion.
Hula
ar 10. cs 3. 144 bpm. amazing spacing >_> this is more devastating than big money, well done o/
Zare
Okay, now that this is unranked, let me refer to my mod post 2 pages ago and ask you to check it, it would greatly help the structure and readability of this map.
Also apply Priti's Combo Colours, they really match the BG nicely.

Having that said, good luck on getting this requalified ASAP.

edit: Also please don't misunderstand. I know that you want high spacing and big jumps and that this map can be regarded as 288 BPM map. When I complain about the spacing, I don't complain about it being too big, I complain about it being inconsistent and thus unnecessarily hard to read.
rezoons
Well, a lot of people gives their opinion so i will give you mine too. Besides, i have played the map a lot and make other friends test it so i think i'm ready to give some advice ^^

I still stand by all that i said in my mod: https://osu.ppy.sh/forum/p/2699902
If you have time you can look at it again, i know you hesitated to apply some things so maybe you could rethink about it?

Otherwise i completly blame the BAT who force suggest you to use AR10. Even if the map is 288 BPM-like it doesn't need it. That's true that some pattern were really hard to read but what should have been changed is these patteren, not the AR. AR10 was not a good idea for the map and worst of all it attracted a lot of drama. (And you were lucky it was qualified, otherwise it would have been worse. People don't know how to express correctly their opinion nowadays....)
I blame the BAT about that one.

Anyway, about the CS, keep CS3. You mapped that way and i didn't see any problem in it. A lot of good insane are CS3:
https://osu.ppy.sh/b/69102
https://osu.ppy.sh/b/290305
https://osu.ppy.sh/b/188758
https://osu.ppy.sh/b/153451
https://osu.ppy.sh/b/257512
https://osu.ppy.sh/b/135810
Besides, you mapped with CS3 all along that's the way you did. CS4 is not needed so don't change it.
Don't trust people who write "huge circle size should be removed from the game permanently" in their signature, they are obviously not objective.

About combo: your NC logic, even if it's perfectly understandable, has to be simplified. Too much NC makes it harder to read while playing. But don't change the combo colors. They weren't any issue in it. I don't see why some people want you to change it.

Anyway, Charles' mod is amazing, i think you will have to work a lot on your map but it will totally be worth it. I can't wait to see what the reult will be, i'm eager to play the map again ;) (especially the Lunatic + HD)
wcx19911123
about the AR, I still think 10 is better, if the mapper want to keep the CS
I found some players test the map before and after ranked, more people support 10(most of them can pass the diff and they don't mod or map songs, I think this kind of people's opinions are more valuable)

btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
[Luanny]
I vote for keeping cs3
rezoons

wcx19911123 wrote:

most of them can pass the diff and they don't mod or map songs, I think this kind of people's opinions are more valuable
Hum.... Can i ask you why? I mean, yeah i understand that people who pass the diff gives a more valuable opinion than those who can barely play it that's obvious, but i don't understand why not modding or mapping song makes their opinion more valuable too? I don't see why mapping or modding makes your judgement biaised. We're talking about the feeling of the map when you play it so how does it gets influenced that way? I'm really curious about it.

In my opinion what may biaised people is their playing style. Someone who plays a lot with HR or DT will be used to higher AR when other won't. So they will judge the map's AR differently.

Oh, and personnaly i have only one friend who can pass it and don't mod/map and he passes it way better when it's AR9 from what he told me.

I guess we're in thhis kind of case when half the people prefer AR9 and the other half prefer AR10.
I wish there were some sort of AR9.5 in the game. Too bad it's not implemented.
Flower
About CS3: I support no change. CS4 makes it far less playable, and spoils many blankets and pattern placing.
About AR10: I support no change. AR9 seriously threatens it's readability, which makes it more plausible to be unranked.
About combo colour: Yes, Priti wasn't quite wrong. You had better use a better set, though it needn't be what he suggested.
About 1/6: I discussed about it. Yea, it shouldn't be a major problem, I myself don't want to force you to change.
About Normal: A quick solution is that you make a quick Easy (if you like I can make one for you within Tuesday) and find some quick mods on it. Or you can delete some notes in Normal. It's up to you.
Finally,
总想对你表白我的心情是多么豪迈
总想对你倾诉我对生活是多么热爱
勤劳勇敢的中国人意气风发走进新时代
啊!~ 我们意气风发走进新时代
让我告诉世界中国命运自已主宰
让我告诉未来中国进行着接力赛
承前启后的领路人带领我们走进新时代
啊!带领我们走进新时代
我们唱着东方红当家做主站起来
我们讲着春天的故事改革开放富起来
继往开来的领路人带领我们走进新时代
高举旗帜开创未来!!!!!!111

No kds
Nyquill
I feel indifferent about CS and AR, but please at least change the colors and make your comboing better as flower and priti suggested.
Kodora

rezoons wrote:

I wish there were some sort of AR9.5 in the game. Too bad it's not implemented.
Also same can be done for CS too. I feel CS 3-4 too big sometimes for hardest diffs, so decimal value can be nice solution.

Anyway, it is here - t/47812

(I still thinking that keeping CS4 instead of 3 would be much, much better for overral playability)
wcx19911123

rezoons wrote:

but i don't understand why not modding or mapping song makes their opinion more valuable too? I don't see why mapping or modding makes your judgement biaised.
well, because maps are made for playing first, if a map is bad for playing then it needs mods. playing always go in front of modding and mapping, playing skills developing faster than modding and mapping skills

for example, nowadays, many players accept AR10, but many modders and mappers didn't, this's lag of modding developing imo. I don't know why, maybe it's because when we start mapping or modding songs, the elder told us "AR10 is bad, it's not acceptable", then we received that information and it effect us too much after a long time, it's no doubt that first impression is strongest

so I always ask some player-only users about some maps' design, listen their opinions and advice, and think if they can help me improve modding skills(and the way is also nice for improving mapping skills)
rezoons
Ok, thanks i understand better that way. That's true that a lot of moddeur/mappeur are influenced by elder who denigrate AR10 a lot. I've seen it a lot. I didn't saw the situation like that thanks for the explanation ^^

Anyway, i still think that AR9 is better. But in the end it will be the mapper choice and i think with all these posts HW will be overwhelmed enough like that so i won't insist more.

Whatever you choose you'll have my support HW <3
SapphireGhost
I think this map is different and interesting, so I will leave some input. Sorry I couldn't have gotten to this before the disqualification.

wcx19911123 wrote:

btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
Actually, the title should be romanised as Chi no Iro wa Kiiro (地の色は黄色 = ちのいろはきいろ = Chi no Iro wa Kiiro). The rule regarding translation versus romanisation is currently being discussed, but it doesn't hurt to start making map titles consistent now. It respects the original title and is peppy's preferred method.

Extra
- The map is currently using CS3 and AR10. I can confirm after playtesting that AR9 is much more comfortable and easy to read. CS4 just makes the map harder for no real benefit, so I wouldn't support that. Players can always use HR to increase CS and AR, so I think this map should use CS3 and AR9. Here is my Rankings Screenshot for CS3, AR9, and the new combo colours suggested by Priti in this post. They are appropriate and made the map easier to read, so I would suggest using these too.

Good luck ranking your map again!
Charles445

wcx19911123 wrote:

for example, nowadays, many players accept AR10, but many modders and mappers didn't, this's lag of modding developing imo. I don't know why, maybe it's because when we start mapping or modding songs, the elder told us "AR10 is bad, it's not acceptable", then we received that information and it effect us too much after a long time, it's no doubt that first impression is strongest
This is an important thing to consider, mapping can and will change over time in order to facilitate new ideas.
For changes to approach rate, though, it's extremely important to start developing a map with the AR intended. Maps that started with AR 10 have been proven to work well (see -> rog unlimitation). This map was not designed with it in mind, however, so moving it up in AR would not revolve around its original design.
I had this problem with Facing Fears actually, it's AR 8 when it should be AR 9.

AR 10 does get a bad reputation, yes, but it's because of places like this. This map was designed for AR 9 and it works best with that. AR 10 is fine in other maps that are built around it.
Avena

wcx19911123 wrote:

btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
If you apply that (or SapphireGhost's fix, whatever), you should add "The Ground's Color is Yellow" to the tags.
Scorpiour
A small detail:

Artist Unicode is あきやまうに not あきやま うに (No space)
Topic Starter
Hollow Wings
woaaaaaaa, too much reply... i take a quick look at them and pick up some minds of Extra diff here:

1. i'll keep CS3: this diff has a really large distance in composing 1/4 beat objs, it'll be much more diffcult to play, whatever it looks still readble or something and it can't be a reason to change this cs unless someone can say "change cs4 to cs5 is more readble" to any other map. what's more, cs4 give a blank feeling with that ds, worse imo thou. so i insist this.
to Kodora: cs4 looks not really good, plays really bad.
2. i'll keep AR10: as i said of ds stuff above, further more, there're lots of patterns set in this diff can't be read well by most of players in even ar9. eg. 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - , 01:02:101 (1,2,1,2,1) - or 02:28:768 (1,2,1,2,1) - . after long time playing i was aware of there always be hard to read the pattern if we set objs together even we clearly know about the rhythm, like overlap slider's track with notes or sliders, mess of notes or kick sliders and so on. i found people did will fell in chaos state when playing these patterns in low ar (just comparing some really old maps if u want to understand my words clearly) even their playing skills r good enough to fc common insane diffs. the high ar should be set for these patterns readble. i'm not telling that ar10 can be used everywhere, it's just fit the patttern here imo.
to Charles445: i indeed change this diff's ar to 10 when bubbling. i didn't set this ar to 10 coz also as wcx19911123 said: i'm afraid of it can never be ranked with ar10, but when he said ar10 is acceptable and rankble, i change it without hesitation. when this map was pending i found some testers to give advice for ar setting, and i found most of them can't ready those patterns in ar9, while some of them can even fc this map with ar10. and as expected, most of them support ar10. so i feel ar10 more appropriate and hope it can be accepted when ranking. 0.0
to SapphireGhost: firstly... i'm glad that u enjoy this, i hope it can be better here now. Then... we all know, u r a top player in the world and not play awkward with bpm120-160 high ds notes which r really diffcult for most of other players. so i think this map is not that crazy to u. yeah meanwhile, u have the top reading skill as well, so ar9-mess-pattern can't beat u imo. thou there're people can read those in ar9, i prefer ar10 here and hope it can be accepted 0.0
to others↑↑
3. i'll fix mapset issue when checking mods. i'm noob, and i check mods in a really slow speed, just give me some time... ;w;
to Charles445: i never expected mapset issue like this... ;w;
4. i'll fix the metadata issue.
as wcx19911123 and SapphireGhost said, change the romanised title "The Ground's Color is Yellow" to "Chi no Iro wa Kiiro" (add preview one in tags)
as Scorpiour said, change the romanised artist "あきやま うに" to "あきやまうに" by deleting the space.
hmm, here i want to say that my first ranked map is also an akiyama uni's map, the romanised title is the name in English rather than "hisouten" in jp, which is changed from modders and bat's mod... well, i know what to do next time thou... ;w;

now checking mods...

thx for all and supporting~! OVQ
Avena
*Reminder: p/2771273 My combo colors~

Extra
  1. Stop making excuses, the fact that SapphireGhost is a high rated player doesn't mean his opinion isn't valid, this map is borderline bad with AR10, seriously, you shouldn't revolve around AR10, you should put it back down to AR9 and work around from there (And yes, that means you need to say goodbye to your precious unintuitive patterns)
  2. 00:02:726 (2) - Sounds off beat, either delete it or add a note on 00:02:830
  3. 00:04:184 (1,1) - Dat nasty overlap, fix it please (It doesn't show on AR10, but having it as AR9 would be better anyways)
  4. 00:05:851 (1,2) - Add a note between these two (and ofcourse change spacing)
  5. 00:09:601 (1) - Looks a bit ugly, moving the third point one grid to the left can slightly help, but just reworking it can be better.
  6. 00:11:684 (1) - Remove NC.
  7. 00:13:351 (3) - Hideous slider, go for a more simple shape.
  8. 00:13:976 (1,1,1,1,1) - Unneeded NC spam, this fucks up the HP Drain so hard..
  9. 00:15:851 (1) - Right side looks fine, left side looks fine, center looks horrible, try to improve the curves.
  10. 00:17:309 (1) - Remove NC
  11. 00:17:518 (1) - Try to improve the shape? it looks a bit too simple considering it stays on the screen for more than a whole tick, try something a bit more complex but not too complex like the strange things I pointed before.
  12. 00:18:143 (1) - Remove NC
  13. 00:18:351 (1) - Holy crap this slider looks like a seizing snake, make it a bit more simple and fluid.
  14. 00:18:351 (1,1) - Horrible overlap.
  15. 00:18:976 (1) - Remove NC
  16. 00:19:184 (1,2) - Ugly overlap.
  17. 00:22:934 (1) - Curve is too big, change this slider please.
  18. 00:25:018 (1) - Remove NC
  19. 00:26:684 (3) - First half is awful due to the cramped up curves.
  20. 00:29:184 (1) - Curve is somewhat decent, second half is too straight.
  21. 00:30:018 (1) - Slightly move the red points, but overall this slider is pretty fine.
  22. 00:30:747 (2,1) - Awful overlap.
  23. 00:30:851 (1) - Seizing Snakes woop woop, change this please.
  24. 00:31:476 (1) - Remove NC
  25. 00:31:684 (1) - Too simple as I said last time you had a slider like this.
  26. 00:32:518 (1) - Remove NC.
  27. 00:32:518 (1,2) - Awkward overlap.
  28. 00:33:351 - I can't understand your whistle usage in this section, it feels random due to your incredibly strange rhythm.
  29. 00:34:393 (5) - Change this to a 1/4 slider that starts at 00:34:497 - It won't be unintuitive rhythm wise because the slider before it ends on a blue tick too.
  30. 00:33:976 (3,4) - Pretty awful placement and ugly overlap.
    ~and here I got lazy, I got tired of writing something for pretty much every second, so now I will just point some general things, but you should take what I wrote so far and try to use it in the rest of the map~
  31. Stop overusing new combos, it breaks HP Drain.
  32. Stop with the ugly sliders that look like a seizing snake.
  33. Try to not have unintended overlaps, these look sloppy, unprofessional and overall ugly.
  34. 01:30:018 (1,1,1,1,1,1,1) - This is my least favourite part of the map, you just got completely lazy so you put a constant 1/1 rhythm with extremely low spacing and combospammed, there is nothing to like about this.
  35. 01:31:684 (1) - The hitsounding on these things broke my ears, seriously, lower the volume or stop overusing that sample.
  36. 02:29:080 (2,1) - This is the most unintuitive, hard to read, nonsensical and unemphasised jump in the world.
  37. 02:49:080 (2,1) - Same for this one
  38. 02:58:351 (1) - RIP ears.
ktgster

Hollow Wings wrote:

2. i'll keep AR10: as i said of ds stuff above, further more, there're lots of patterns set in this diff can't be read well by most of players in even ar9. eg. 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - , 01:02:101 (1,2,1,2,1) - or 02:28:768 (1,2,1,2,1) - . after long time playing i was aware of there always be hard to read the pattern if we set objs together even we clearly know about the rhythm, like overlap slider's track with notes or sliders, mess of notes or kick sliders and so on. i found people did will fell in chaos state when playing these patterns in low ar (just comparing some really old maps if u want to understand my words clearly) even their playing skills r good enough to fc common insane diffs. the high ar should be set for these patterns readble. i'm not telling that ar10 can be used everywhere, it's just fit the patttern here imo.
I don't see anything hard to read. Just those stupid patterns that overlap each other and feel like they're there to piss you off. If less than 10% of the map is readable, that would mean to change your patterns instead of putting some dumb AR that doesn't even suit the map which was once mapped with AR 9.

The NCing is a huge problem in itself. There is no logic behind it and it breaks the HP drain. This looks like you threw your NC's everywhere without a thought. Like 00:00:851 (1) - why this NC here and 00:13:976 (1,1,1,1,1,1) - why the NC spam when its just the same thing as before. Parts like 00:16:684 (1,1,2,1) - also don't fit well and should just be a single combo. I also don't see the NC's needed in 01:02:101 (1,2,1,2,1) and whats the point of spamming on 01:30:018 (1,1,1,1,1,1,1). Too much improper NCing could make your map be harder to read than it really needs to be.

The whole map itself isn't really good at all. Its very inconsistent and plays more like a 144 bpm map if you look at it as a whole. The jump streams are very forced as I said before. 00:30:018 (1,1,1) doesn't even even have a buildup so why the speedups. Then you have parts like 01:30:018 (1,1,1,1,1,1,1) which it starts to turn after a bit yet the song hits the same note several times, so why turn it. 02:56:684 (1,2,1,2,1,2,3) is more much consistent and I advise to repeat that for the first half. Now you have patterns like these 00:25:018 (1,1,2,3,1,2,3,1,2,3,1,2) which are really hard to play in the first place. The whole map is easy yet you have this part and some other parts like 01:15:434 (1,2,1,2,1) and 02:28:768 (1,2,1,2,1) which are really annoying to play correctly which again, creating that forced feel.

Just my 2 cents.
Kinomi
你们舆论un一个图,厉害,比那谁还厉害
wcx19911123
about the AR again, I'm not 100% sure 10 is better, anyway it feels so great to me, AR10 with CS3 is comfortable to play to me, it's a bit easier to read some patterns than using AR9 and CS4. for example, the overlapping triple clicks, the back and forth 1/4 circle jumps, these kind of patterns are much more easier to read in AR10 to me

anyway, I think we should find some more people's opinions on the AR(due to the reason I have wrote before, better to find some player-only users). I'm not good at playing maps(I can only pass the map by about 50% probability), but AR10 is not hard to read for me. the Extra diff's design is totally like a 288 BPM song, I'm wondering why AR10 is still not that acceptable for some of you, many of you plays better than me imo

if mostly players think AR9 is better, well then, I won't say anything more(if it's true), I just don't want AR9 be together with CS3, that plays really bad to me..
Scorpiour
Just saying:

do not overmod a map

do not force mapper to change something not unrankable but you don't like.
Topic Starter
Hollow Wings

Charles445 wrote:

Hi!
This mod's main intention is to prepare the set for ranking while maintaining the style of the mapper.
I have included pictures of alternate versions of sliders that try to keep the jagged bending nature you were going for while still being rankable. i've quickly looked over ur mod and i think they're really make sense to me everywhere... so amazing ur mod is, and i think that's why 445 u r not only a good mapper but also a good modder in my mind... ;w; (that's why u guys become bats? lol~
anyway, i'll check them attentively by detail (in a really slow speed thou... ;w;


[Normal]
The star rating is a tad high (3.24), it might be worth trying to make it easier. ok, thou i didn't suppose that to be a issue... ;w;

The overall new combos of the map are very inconsistent. Usually for a Normal it's a good idea to have one every big white tick.
So instead of something like http://puu.sh/63wxk.jpg, it would be like http://puu.sh/63wy8.jpg i agree with u, i went over the map and fixed most of nc issues like this (i kept some coz the pattern like 00:16:684 (1,2,3,4) -

00:58:559 (1,1) - There isn't enough time after the spinner to react to the slider. This is the easiest difficulty so the player should have extra time to stop spinning. Increase the distance between the spinner and the slider oh... well... seems like i have to shorten those sliders followed
01:00:018 (1) - This slider is not easy to follow because of the overlapping at the dotted line -> http://puu.sh/63woN.jpg fixed. i didn't regard this as a hard-to-read slider thou... now i know this is hard to noobs 0.0
01:20:018 (2) - The end is overlapping a lot, makes it extremely hard to see how long the slider takes. It's surrounded by slidertrack so it is ambiguous. -> http://puu.sh/63wcu.jpg fixed as well
02:26:684 (1) - This slider is overlaps a lot, there is a bunch of overlapping. The overlapping athe yellow lines makes this extremely hard to read. -> http://puu.sh/63wjM.jpg fixed
02:30:018 (2) - Overlaps make this hard to read. -> http://puu.sh/63wro.jpg fixed
02:40:018 (1) - Try not to have the end touching the previous part of the slider. It's harder to read when it's curled into a ball. fixed, consider to the low sv, ur mods really make sense

[Hard]
00:13:768 (2) - Move this to x:448 y:352 for better spacing? -> http://puu.sh/63wBN.jpg good idea, changed
00:27:102 (2) - I recommend moving this somewhere else so it isn't such a difficult antijump. yeah, same ds issue as above. i move 2 to 412,222 and blanket with 3 and 5

[Lunatic]
Awesome! Plays very well and uses combos for readability effectively. i'm happy that this diff is accepted ;w;

[Extra]
This difficulty was clearly designed for AR9, but got changed to AR10 post-bubble. You should probably change it back to AR9 to make sure the map works as originally intended. as for the ar, i've stated my opinion at 115th post in this thread, and hope ar10 can be accepted 0.0
00:11:684 - Are you sure about this triangle pattern? It's quite hard to read the first time around. that's exactly one of the reason to set ar10 in this diff
00:13:976 (1,1,1,1,1,1,3) - This pattern is had to read because the starts of the sliders show up in different places. If the sliders all started at the same point, this would be intuitive. oh... actually i think it would be a bit more difficult if i set all of these sliders' head stack to start from the same points, coz approach circles effect reading objs a lot and players may got confused at rhythm if they hit the obj in error timing point. however, if i clearly show the sliders' head out of that stack point, we can easily judge when and where to aim. on the other hand, maybe this is not just for a beautiful composing or symm, just some kind of pattern imo
00:26:684 (3) - This slider takes a while to leave the bottom because of the redpoints making it zigzag. It's hard to see the full slider underneath all the circles, and the slider track isn't immediately visible. I'd recommend only using redpoints near the end of the slider where they are easily visible. i completely agree with u, fixed to another slider shape.
00:43:976 (2) - The 1/8 doesn't quite fit here. I'd just use a 1/4 slider here. ok changed
01:00:018 (1) - This slider almost overlaps itself, I'd recommend ending the slider on the beginning of the 3 instead of the end. -> http://puu.sh/63xk6.jpg oh here, i changed this slider's shape for avoiding the bad overlap. but i fixed this by changing its shape while still ends on the end of 3, and i think it's fine as well 0.0
01:09:393 (2) - The repeat might be hard to see on some skins with the hitburst of 01:08:872 (2). I recommend moving the repeat away from the other circles so more people can play the difficulty with their skins. really? ok i fixed this issue by moving these stream notes but also sliders nearby. thx a lot for reminding this, i just didn't notice ;w;
01:32:518 (1) - This slider dips down very sharply at the end. I'd move the end more to the left so it doesn't overlap itself as much. -> http://puu.sh/63xtX.jpg
02:26:684 (1) - This slider would probably be easier to read if it ended on the start of the 3 instead of the end. -> http://puu.sh/63xBJ.jpg well... i just think that shape looks pretty cool and fits the sharp melody of violin in the song, while it didn't confuse players hitting this repeating slider. so... may i keep this? ;w;
02:33:351 (1) - Smoothen out the start and end of this slider. -> http://puu.sh/63xEx.jpg i agree, changed, but a bit different from urs. and also in order to keep a better ds and flow, i move 02:34:080 (2,3) - a bit as well
02:40:018 (1) - Avoid the overlap at the end. -> http://puu.sh/63xFX.jpg fixed, but i set the end on the right instead
02:46:684 (1) - Make the point at the beginning less dramatic and the ending less bent. -> http://puu.sh/63xIF.jpg agree, too. fixed
02:49:393 (2) - For maximum playability with most skins, I'd recommend not overlapping the repeat with the previous circle. The hitburst of the circle at 02:48:976 (1) makes the repeat hidden on many skins. thx for reminding this as well, moved to another position
02:59:185 (1) - Avoid the bend at the start and end, they are too sharp. -> http://puu.sh/63xOP.jpg for same reason i mentioned above, hope this can be accepted ;w;

That's pretty much it, the main issue is the hard to read sliders on the Normal and Extra. Hard has minor issues and Lunatic is fantastic.
If there's a problem with anything I suggested, please let me know and I can try to work out something that will suit your set. i learned a lot from ur mods in dealing with sliders, yeah... those slider overlapped themselves cause a really confusing reading issue to most players, and i'll notice to avoid this from now on i map things, thank u very much for ur general suggestion! OVO
woaaa.... i checked this mod for over 2 hours, and i think this is just awesome to me... Charles445 u really godlike modder, i can't say more here... just say thank u again for helping me dealing with this map, thou this is still not a perfect map having well done enough stuff in, i still hope it can be re-ranked after all these works.
thx for modding!
Dog
我就说一句不想给分 :D
Topic Starter
Hollow Wings
to other modders:
have over looked and changed something like overlapped slider issue or nc sets. most of them r just same as 445 mentioned before, and the left r just nazi and didn't cause a serious problem. as for some nc mods, i just wanna say what i've said: nc do can be used to spreading patterns, that's one of my nc logic and i'm pretty sure all of them make sense, good to somebody while bad to somebody, normal phenomenon right?

to people confused about the map:
this is what the map's like. sry for bad mapping skill, i'm still noob in mapping. still, i'm trying to get better in every fields like rhythm or composing, and as u see i even don't know some unrank issues or inconsistent sets exist in my map. i'm happy if u wanna help me improve this, and i hope u can understand what i do really want to try, to express, or to do more improving with hardworking.

thx for all people still supporting on me, i was just a bit depressed at the moment of unranked this map was. well, at least, i have u guys. OVQ

ps: combo color no change, while they never confusing playing, i insist these two.
Mythiax
Sometimes is better listen to those who have more knowledge than oneself. Just saying, good luck on re-ranking this o/
DenoisoGoiso

wcx19911123 wrote:

the Extra diff's design is totally like a 288 BPM.
that bpm much full imo with extra diff
axschiming
喜欢U2的图哦>w<,射一发
祝早日re
neonat
Just wanted to give some suggestions, maybe you could give some considerations~

Normal

00:14:393 (2) - maybe to fit better beside the previous slider, place it at x:232 y:196
00:16:684 (1) - move it a bit up, to x:256 y:208
00:18:351 (3) - if you do the previous one, move this slider to x:384 y:28
00:19:184 (4) - when I try using the 1.1x distance spacing, I can't seem to have this slider where it used to be, it would not get so close to 00:18:351 (3) - is it too close? If so I think you may have to reposition it
00:30:018 (1) - use edit -> rotate by... ->select clockwise direction -> select selection centre -> rotate by 3°
01:02:726 (2) - I think it sounds nicer if it was at 01:02:518
01:06:059 (3) - same as ^ I think it is nicer at 01:05:851
01:09:393 (3) - ^ with the higher tone of the trumpet (whew I like trumpet @@ I play one)
Same with the rest that follows, also, with the simpler on-beat, it would easier in the Normal, since it is also the easiest difficulty
01:00:018 (1,2,1) - 01:02:726 (2,1) - do not use 1.1x distance spacing, why is there a change? As a Normal and being the simplest difficulty distance spacing should be consistent throughout the song
01:03:351 (2,3) - also not following the 1.1x spacing, just want to ask, is it because they would be too far apart? If so I'm not sure if it's fine, the note goes to the top left if using 1.1x. But 01:06:476 (1) - is too close to 01:06:059 (3) -
01:09:304 to 01:30:434 - is where the issue of distance spacing is
01:50:226 (2) - move it slightly down to make it equidistant to both the other objects around it
02:08:351 (1) - move to x216 y:200 ----- 02:09:184 (2) - move there too
02:26:684 to 02:56:268 - same thing about spacing

Hard

00:04:184 (4) - shift the repeating end slightly to match up with 00:03:559 (2) -
Nothing else really for Hard, it fits your style

Lunatic

the increase in slider velocity, I feel it just increases too much and I can't really feel the gradual change, it just jumps straight at me.
Like the sliders 01:31:684 (1,2) - it is just weird and quite mad looking
02:57:100 (2,1,2,1,2) - maybe instead of going towards the bottom right corner, they go towards the top left hand corner (the slight stacking)

Extra

I don't really know what to say, some of the rhythms are quite peculiar, like it does not really blend in to the music. Yes, there is a pattern to the rhythm you used, but it just does not fit to the ideal it can be into the song. Like 00:40:851 (4,5) - the patterns of circle 1/8 before the slider pattern you used often, the complexity of it doesn't really go with the feel of the song.
01:00:018 (1) - totally didn't expect this slider here, couldn't read it
02:14:184 - add a note with clap
02:16:684 (1,1) - like what I mentioned about the rhythm pattern, it doesn't really fit honestly
02:22:101 (2,3) - rhythm here too, it's like a sudden random triplet within the long trumpet sound

That's about it from me, I'm quite particular about rhythms in songs, which is why I commented about that, and as for the rest, it's just about maybe trying to make it look nicer. Good luck~

Yes, there might be quite a bit of nazi and positioning in my mod, but it is to make it look nicer! and I hope you edit it, because it is not about it being a problem, but so that your map can become nicer~
Lan wings
事实上这样的NC方式加上排列让我很难判断到底哪个才是slider head
我觉得靠这些来增加图的难度并不是一个明智的选择
个人理解NC最主要的作用是辅助读图而不是用来增加难度
另外原地三角stack那里的flow简直那啥00:11:893 (1) - stack在00:11:684 (1) - 逆时针顺序打起来会更顺手 不过我看你也是故意这样的很难会改了
希望你能多考虑下实际玩的时候的手感吧,哪些排列打起来别扭哪些排列打起来流畅这些还是得靠经验和自己test才能得出结论,别人说的自己也不一定能接受 还是得靠自己去好好感受
no kd
pw384

tsuka wrote:

操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!

今年qualified不成了QAQ......
[CSGA]Ar3sgice
秋山优子, 请允悲
Zare
Hi again. First of, I'm sorry for my previous mod post. I was just shown the map, checked it in editor and was a little, well, shocked, no offense.
So now I actually played the map more than once (passed it around 8 times with pretty stable 90% accuracy), and I realized it's actually somewhat fun to play, and I feel like i can give somewhat more productive feedback now. I surely hope you will give this another chance and consider my suggestions, as they now come from a player's point of view, rather than a grumpy modder's, lol.


First of, I tesplayed with both AR10 and AR 9, patterns like 01:02:101 (1,2,1,2,1) - are much easier with AR 9 to me.

About the triangles: They're extremely hard to read, no matter which AR is used (so that isn't really an argument imo), that is because of the Antijump before each triangle, and that makes them the hardest part of the map. You can do this differently, but still make it awesome. I have an example for 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - of what could work for it in my opinion (Don't worry, I only deleted the NCs so you can see the order properly):


The fourth triangle is placed on (4); (7) and (1), leading directly into the next slider. Doing this would have the same rhythmical effect, but would be much easier to read as your version. Consider it :p

  1. 00:13:351 (3) - This is weird to play, simply because it starts so slow because of all the red points, then changes the direction so suddenly and speeds up. Try to make this a bit smoother.
  2. 00:13:976 (1,1,1,1,1) - The NCs in this part ARE confusing for a player. Because of the NC usage, this part lacks any followpoints, and the followpoints help indicating where the next sldier starts. This is probably what Charles meant when he said it's hard to see the sliderheads.
  3. 00:25:018 (1,1,2,3,1,2,3,1,2,3,1,2,3) - same thing about the triangles again. ofc you don't need to use the same pattern over and over again, I'd just prefer to not have these overlaps/antijumps anymore
  4. 00:43:143 (6) - I'd remove the 1/8. as it's simply overmapped
  5. 00:46:424 (10) - ^
  6. 01:22:518 (1) - I beg you to lower the spacing for this jump. It is inconsistent with your previous patterns and is hard as hell to play. Reading the patterns with AR10 is already a challenge, but this jump here really is extreme., and you don't have such rising spacings in other patterns like this (at least by far not this extreme.)
  7. 01:26:476 (1) - can you remove this NC? It always confuses me, since this isn't a typical back-and-forth pattern anymore, but rather a star pattern. And since you use NCs to make patterns distinguishable, as you yourself said, it would make more sense to not break this 5-object pattern into 2 parts, would it?
  8. 01:31:684 (1,2) - these feel really weird because they SV is so damn high, but you barely need to move your cursor in order to 300 these., I guess that weird feeling is also related to the 2 reverses each sldier has, you could try a different rhythm pattern for this to feel a bit smoother:
  9. 01:53:976 (1,1,1,1,1) - if you listened to my NC advice before, just for the sake of consistency, you should apply it here as well
  10. 02:04:393 (5) - overmapped 1/8, I would remove as I don't see a reason to have it
  11. 02:16:684 (1,1) - I can't explain this well, but this is awkward to play, even if it's not even hard to read. You are going to a certain direction and directly have to turn back. idk, lacking proper terms for this, I'd say the flow is messed up. Anyway, it doesn't feel good, you should do something like that
  12. 02:17:518 (1,1) - same issue as above
  13. 02:39:080 (2,1) - make this a bigger jump, it's kinda hard to catch after youh hve so much momentum build up from the previous jump pattern, also it would be more consistent with the other jump pattern in this part
  14. 02:49:080 (2,1) - HNNNGHH so hard. Yeah idk, just felt like pointing out how hard this is. The pattern is consistent with the rest so I won't complain, but consider reducing spacing
  15. 02:52:935 (1) - same thing about the NC in star pattern as before
  16. 02:58:351 (1,2) - same thing as 01:31:684 (1,2)
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