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DragonForce - Cry Thunder

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Ayu
one does not simply mod this map and improve it since dayum girl this map is hella rad
7ambda
_index + HR = 600+ pp rain
Topic Starter
Jenny

F1r3tar wrote:

_index + HR = 600+ pp rain

Yeah no.
Rockageek
This one is harder than last journey home
Kyubey
As we can see, high-skill players have played this map and don't find any issues, and even I don't have anything to say when i play it, it plays pretty well, so I think we can try to push this map forward.
Bubble #1.
Hinsvar
Did a really short IRC mod with Jenny; reduced the spacing of 03:26:849 (8,9,10).

pls no kudosu i did literally almost nothing

Have the second bubble!

(Yes, I can't play this map at all, but I believe I have the ability to judge the quality of the beatmap, and I am sure this is more than good enough to join the ranks of officially approved maps.)
BeatofIke
Map nominated for qualification.
Flame icon for marathon (5+ minute) map~
Shiro
dem speedranks
Sieg
congrats :3
Pahare
Damn :) map quality so high already qualified gj Jenny
Kite
gz
Nyukai
I thought I was going to check it but well gratz anyway xD
Dainesl
wow congrats Jenny, you got this Qualified really fast :o
OmegaR
As much as I'm opposed to speed ranking, this looks really high quality. Good luck Jenny!
Zare
Pfff.
CrimsonClaw
So fast qualify Jenny :0 I was on stream and saw your awesome mapping skillz :P

Congratulations <3
Trosk-
Summoning _ Kappa
MomoPrecil
yeahh finally.. I love you Jenny muuacch ;)
OzzyOzrock
WTF

WHY DID NO ONE TELL ME THAT THIS MAP WAS USING A RED VERSION OF THE 'DRAGONFORCE' BG ;____;

Now I need help on picking one for my Fury of the Storm taiko orz

...oh but gratz :D
Snepif
what the fuck such a fast rank...?

but its cool, congrats :)
HabiHolic
Gratz!
Yunomi
nice map
ithgyu
fun map, inc dq cos too hard for sake of being hard or some shit like that...
-N a n a k o-

Jenny wrote:

We may be back to old standards, boys :p
AR8 Please
Rickput
Kyubey
Have you at least checked these sliders in the gameplay?
Topic Starter
Jenny

Rickput wrote:

the song has a huge contrast on these (as for a majority of the kiaitime guitar solo since it's very distorted), which is why there are new combos put onto them (rather than the usual 4/1 combo length in most other parts of the song/map) - if I mapped them as one smooth motion, this contrast would not be part of the play since a new combo on it's own does not impact gameplay (except for the HP restoration)


Rickput wrote:

also where's the fine line drawn for the "slider outside of map" policy?
grid != playfield - until like 5 grids (size 3) out of the grid, you're usually entirely fine to the top/bottom (mind the top left, bottom center and top-very-right because of interface conflicts - not like those were unavoidable these days anyway)


Rickput wrote:

02:52:849 (3,1) - really close together compared to the directly former notes, consider increasing DS
making the spacing contrast like this makes it so that the player has to alter their playing style (large spacing + low angle -> small spacing + sharp angle, also into the opposite horizontal direction), which is why I went for that here: it gives a stronger snap and demands more focus - also, it provides additional contrast, both visually and gameplaywise, for the next combo. keeping large spacing for all of these notes without exception would make it feel much more repetitive
Rickput

Jenny wrote:

the song has a huge contrast on these (as for a majority of the kiaitime guitar solo since it's very distorted), which is why there are new combos put onto them (rather than the usual 4/1 combo length in most other parts of the song/map) - if I mapped them as one smooth motion, this contrast would not be part of the play since a new combo on it's own does not impact gameplay (except for the HP restoration)
I do understand the purpose of offesetting the combos, but the spacing and angle of the offsets are incredibly awkward for play, especially when there's not even a 1-note pause between the combos.

Jenny wrote:

grid != playfield - until like 5 grids (size 3) out of the grid, you're usually entirely fine to the top/bottom (mind the top left, bottom center and top-very-right because of interface conflicts - not like those were unavoidable these days anyway)
This actually clears some things up for me - i couldn't find a clear answer to this policy until now.

Jenny wrote:

making the spacing contrast like this makes it so that the player has to alter their playing style (large spacing + low angle -> small spacing + sharp angle, also into the opposite horizontal direction), which is why I went for that here: it gives a stronger snap and demands more focus - also, it provides additional contrast, both visually and gameplaywise, for the next combo. keeping large spacing for all of these notes without exception would make it feel much more repetitive
I still feel it'd be better with either a larger spacing, or have a couple of the other notes also have a small spacing so there's at least a pattern going. Having just one seemingly random note with a small spacing looks funny - this could go down to personal preference, but I doubt I'm the only one who thinks so. Would be better if the music had any cue to suddenly switch to the small spacing, but there's not much to call for that.

All in all I'm not calling 'DQ! DQ!', but just placing notes down for consideration.
Snepif
I don't understeand why you try to apply logic to this map when you just brainstormed 2015 patterns. I mean it's not bad but you can't really apply any logic to that, it's just hard because you wanted to make it 2015 style and that's it. No explanations, no logic, because there is none :3 so let's just stop
Topic Starter
Jenny
There is logic behind every single thing I did in this map and you're free to check out my stream VODs since I talk and elaborate a lot on what I am doing.
Snepif
What I mean is that it is obviously made for the hype of it. I mean, otherwise it wouldn't be 2015-stylish, wouldn't have those patterns, etc. There's a reason _index is mentioned in like 60% of the comments, and that is not because of the map's well-thought patterns, is it? I don't hate on it, always glad to see some DragonForce, what I mean is that we should all be honest to ourselves here.

To explain a bit more, what I mean is, it looks like in some parts of this map you just let yourself get carried by the hype of it. Nothing specifically wrong with it, but I don't think denying it is... right?
Saut
provoking is fun
Topic Starter
Jenny
I don't feel like I am mapping "for hype" or anything- if I wanted that, I'd make it easier so that he could actually HR it for 600+ pp rather than making that pretty much impossible :p

And again, every single pattern is well thought-out and many of them are very much so explained in the VODs; do I really look like a cheap phase mapper to you after all this time?
Dawns
Dear Diary, TIL That no matter how much you explain what you're doing to EVERYBODY; whether on stream or whether in IRC or by sheer communication; You're always mapping 'for hype'.
I also learned that Jenny 'brainstormed 2015 patterns' when she said on stream it was mapped to the music rather than to players of the game.
I also learned that 'We should just be honest' equates to 'just agree with me lol'
Snepif
I think you are taking my statements out of context just for the lolz.
I have an opinion, you have one, nobody died. Keep it cool :) and I said that I like the map already.
eh - - -
Been waiting some days , this map is lacking in order to get ranked.

Lets see what QAT has to say.
DoKito

Shian-aaa wrote:

Been waiting some days , this map is lacking in order to get ranked.

Lets see what QAT has to say.
2 more days. I doubt that it will get a DQ. Map is well done and I am sure the QATs already checked this one. There isn't really anything wrong with it, but i personally dislike the streams. They just feel odd to play. I cannot tell why, but I'm just not able to FC or even pass them sometimes. The movement feels a bit weird in my opinion.
Dawns

DoKito wrote:

2 more days. I doubt that it will get a DQ.
Watch this DQ.

I'll count down for you... Ready...

set....



go!
DQ reasons below :^)
Lust

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification, so that you can understand our motive. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap. An issue might be found on more than the spots mentioned below. If you have questions, please reply to this post and we will do our best to clarify any misunderstandings for you.

  1. (M) Mapping Quality
    - Combo Color 1 and Combo Color 2 are too similar. We recommend that you change either one of those combo colors to something else.
    - Overdone jumps with little buildup leading to them, along with other gameplay issues. There are several instances where you have employed the usage of large jumps to accentuate a certain part of the music. While we agree that there is a build up, there simply isn't enough to carry the player through the pattern smoothly. We recommend either to have a more natural build up, or decrease the spacing between them. In addition, there are patterns that have awkward flow when coupled with the momentum of the previous patterns. Lastly, there are some hard to read patterns that should be addressed.
    • Examples:
    1. 00:15:157 (1,2,3,1,2,3,4) - The build up is lacking here (beforehand), isn't sufficient to carry the player through the pattern.
    2. 00:23:464 (1,2,3,1,2,3) - Same as mentioned above, but also coupled with the very sharp angles the pattern gives off.
    3. 00:23:926 (1,2,3,1,2,3,4) - The momentum from the previous pattern is killed with the short spacing of 00:24:388 (1,2,3,4) - . The cursor movement will be too jagged as a result.
    4. 00:31:772 (1,2,3,4,5,6,1,2,3,4,5,6) - Closely overlapping stream can be hard to read/hit.
    5. 00:33:157 (1,2,3) - A lot of momentum moving forward with the kicksliders, yet the play comes to a dead stop with 00:33:618 (4) - . Spacing 00:33:618 (4) - out more is desirable
    6. 03:04:080 (11,12) - Pretty big stream jump that comes out of nowhere, doesn't really fit into the previous stream play when coupled with the flow
    7. 03:10:926 (6,1) - The spacing between these two stream jumps is too big in comparison to similar patterns.
    8. 03:34:926 (6,1,6,1) - The separation between these streams are too overdone, should be lowered
    9. 03:52:849 (3,1) - The jump between these two objects is too high. The momentum that follows into 03:53:003 (1) - makes the slow slider very awkward and could cause a slider break.

If you happen to have concerns about this disqualification, you have the option to contest the decision with this form. Before doing so, please read the instructions carefully.
We sincerely apologize for the inconveniences and wish you further success towards requalification! The Beatmap Nominators will handle this mapset after the issues have been addressed.

Good luck and thank you for contributing to the osu! community with your efforts!

###M
Dawns
What did I say.
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