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FELT - Clean

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Okoratu
ok dad here's a proper mod

[general]
  1. http://feltmusic.net/FELT016/ just a reminder for anyone interested in this metadatas it's an original track
  2. could add 例大祭 12
  3. drum-hitclap99.wav is a questionable hitsound overall because it is much less intended to provide feedback than just give a gimmiky effect to the song, it's wave is also not delayed or anything but rather just inverted. tl;dr i think this one is fine because it's not even trying to provide feedback and rather is an addition to the thing in the mp3
  4. BLAHBLAHBLAH SOME OF YOUR HITSOUNDS WERE SLIGHTLY DELAYED HAD A LOT OF SILENCE IN THE END OR SOMETHING ELSE AND SO I JUST CUT A BUNCH OF THEM http://puu.sh/ilbmi/d8a7f8a261.zip
  5. additionally i recommend adding http://puu.sh/ilbMz/781e772a33.wav so that the sliderticks in the beginning are more quiet
[insane]
  1. 00:37:947 (2,3) - would reduce distance slightly because currently this is just a pretty big jump and i see no very good reason for it to be 4x distance :D:D
  2. 00:46:162 (1,2) - i would delete 2 and have 1 be an 1/1 slider, that would be consistent with the way you started combos in 00:44:555 (1) - 00:43:126 (1) - 00:41:697 (1) - 00:40:269 (1) - but moreover it would also fit the way 00:47:590 (1) - works better
  3. 01:00:090 (4) - same reasoning as before i see nothing that warrants this jump in the song so i would take 01:00:090 (4,1) - and move them a bit more up
  4. 01:01:876 (1) - to follow the way 01:02:590 (5) - and 01:03:305 (1) - are spaced to emphasize piano i would add more space to this one because that would make sense
  5. 01:04:376 (8,1,2,3,4,5) - after testing this one multiple times idk i had difficulties getting that stream right because of this hold repeat slider 01:04:376 (8) - seeing the sounds it maps you could also ignore the weak 1/4 and map it as an 1/2 slider while moving doing something like http://puu.sh/ilcPP/ba729d18da.jpg would also fit the way this part is building up a bit better than mapping the fainter 1/4 next to the actually obvious one imo
  6. 01:13:126 (10,1) - i think this is a bit overdone and should be nerfed a tiny bit by moving 01:13:126 (10) - upwards so that the distance between 01:12:947 (9,10) - increases a bit so that the jump doesn't feel so huge, additionally i recommend a slight rework in terms of spacing between 01:13:126 (10,1) - because i believe that would play nicer
  7. 01:14:376 (7,1) - would add more space in order to stress NC and piano more ?
  8. 01:15:983 (10) - would make this an 1/4 slider in order to follow the strong drumroll better while getting rid of an more or less awkward transition from 01:15:983 (10,1) - (jump should be bigger if you decide against this at least)
  9. 01:19:733 (5,6) - while being snapped correctly (at least i hope so, confirm this next bn hi aka i'm believing in you) the distance between those objects is misleading and can be easily misinterpreted causing a jerky movement, moving them closer would be my advice
  10. 01:24:733 (1) - more space to highlight piano better?
overall the only things i would change here is patterns that inconsistly highlight or not highlight the piano to follow that instrument a bit more consistently. all of the above are things i found while being extremely nazi lel

[hard]
  1. 00:17:769 (1,1) - i would still stack this, for the past 20 seconds it's been really predictable that the next objects head is going to be under the last slider's end having movement here just doesn't feel right and if you can read colors and approachcircles readability of this pattern should be no problem at all
    the following stuff is to tone down this diff a bit further for spread reasons to the relatively normal normal
  2. 00:36:876 (3) - 00:44:019 (3) - would get rid off these 2 spacing differences because then the whole section with the exception 00:40:805 (2,3) - which is basically the same due to slider leniency would be snapped consistently :V
    actually w/e that doesn't really matter much the patterns may be inconsistently spaced as in 00:41:519 (4,1) - which has a jump 00:42:947 (4,1) - which has not
    would try to make your jump usage a bit more consistent in this section because i got p/4169396 which basically said to make the jump usage in the hard a bit more strictly consistent so it would make a bit more sense to either get rid off
  3. 00:36:876 (3) - 00:41:519 (4,1) - dunno
    or add more space to
    00:37:233 (4,1) - 00:39:733 (3,1) - 00:42:947 (4,1) - 00:44:019 (3,1) - (while nerfing 00:44:555 (1,2) - )
  4. additionally i would recommend adding more space to
    00:47:233 (4,1) - 00:50:447 (1) - 00:51:162 (3) - 00:51:876 (1) - 00:57:590 (1) - 01:02:590 (4) -
    regardless of what you do in order to stress piano more
  5. 00:56:162 (1,2,3) - would do the same kind of custom stack as in insane because that stuff looked hella nice

  6. 01:03:305 (1,2,3,4) - this is a bit meh because the jump really shouild be from 5 to 1 and not from 1 to 2 according to the strength of instruments, also 2 consecutive circles followed by a jump into a triplet is putting a lot of emphasis on 01:03:483 (2) - which the note just doesn't have according to the other spacings for the same thing that follow directly after
  7. 01:17:590 (1,2) - 01:31:162 (5,6) - ^ same reasoning as above applies to this pattern
  8. 01:15:983 (6,1) - 01:23:126 (6,1) - stacking these takes a lot of pressure away from 1 and thinking it deserves to be stressed a bit i would break this one up and distance snap them
  9. 01:18:840 (1,2,3) - consider replacing this one with an easier to comprehend rhythm since 01:19:733 (5) - is already hard enough to comprehend there's no real need to force the player to do a doublet and a circle just before:
    http://puu.sh/ilfoV/deed06c6e5.jpg or do a triplet
----
the way you use 4 repeat sliders and 5 repeat sliders basically next to one another can be heavily confusing, if you are willing to is your choice but i would do sth about these additionally.

[normal]
  1. 00:38:305 (3,4) - 00:44:019 (3,4) - these 2 create a bit more pressure compared to the other patterns in this part, replacing both sliders with a 1/1 slider would create less pressure imo
    other than that remove unnecessary green lines from all diffs while you're at it xD
imo spread between this diff and hard is still kinda big would kill a few not 100% necessary triplets on hard to compensate a bit

[easy]
  1. consider using the more silent slidertick in all samples that have a slider longer than 1/1 because currently the sliderticks are hella noisy
  2. following stuff is weirdly touching things
    00:51:876 (1) - 01:01:519 (2,3,4) - touching hp bar D:
  3. 01:30:090 (3) - additionally this feels a bit empty when playing how about an 1/1 slider??
  4. 00:50:447 (1) - remove nc lol
-----

I think our only major problem here could be hard being too dense in comparison to normal.
call me back when you came up with a solution for that
Topic Starter
Kinshara

Okoratu wrote:

ok dad here's a proper mod

[general]
  1. http://feltmusic.net/FELT016/ just a reminder for anyone interested in this metadatas it's an original track
  2. could add 例大祭 12
  3. drum-hitclap99.wav is a questionable hitsound overall because it is much less intended to provide feedback than just give a gimmiky effect to the song, it's wave is also not delayed or anything but rather just inverted. tl;dr i think this one is fine because it's not even trying to provide feedback and rather is an addition to the thing in the mp3
  4. BLAHBLAHBLAH SOME OF YOUR HITSOUNDS WERE SLIGHTLY DELAYED HAD A LOT OF SILENCE IN THE END OR SOMETHING ELSE AND SO I JUST CUT A BUNCH OF THEM http://puu.sh/ilbmi/d8a7f8a261.zip
  5. additionally i recommend adding http://puu.sh/ilbMz/781e772a33.wav so that the sliderticks in the beginning are more quiet
all fixed~

[insane]
  1. 00:37:947 (2,3) - would reduce distance slightly because currently this is just a pretty big jump and i see no very good reason for it to be 4x distance :D:D lel, i agree, but due to slider leniency, I think this isn't really that big... o:
  2. 00:46:162 (1,2) - i would delete 2 and have 1 be an 1/1 slider, that would be consistent with the way you started combos in 00:44:555 (1) - 00:43:126 (1) - 00:41:697 (1) - 00:40:269 (1) - but moreover it would also fit the way 00:47:590 (1) - works better Another goooddd point, but I would like to start the new section of the music differently. Furthermore, I'd like to not keep it completely consistent since 00:54:733 (1) - isn't 1/1 either.
  3. 01:00:090 (4) - same reasoning as before i see nothing that warrants this jump in the song so i would take 01:00:090 (4,1) - and move them a bit more up made it slightly smaller lel
  4. 01:01:876 (1) - to follow the way 01:02:590 (5) - and 01:03:305 (1) - are spaced to emphasize piano i would add more space to this one because that would make sense I REALLY WANNA FIX THIS BUT IDK HOW TO DO IT WITHOUT MESSING THINGS UP AAAHHHH ;A;
  5. 01:04:376 (8,1,2,3,4,5) - after testing this one multiple times idk i had difficulties getting that stream right because of this hold repeat slider 01:04:376 (8) - seeing the sounds it maps you could also ignore the weak 1/4 and map it as an 1/2 slider while moving doing something like http://puu.sh/ilcPP/ba729d18da.jpg would also fit the way this part is building up a bit better than mapping the fainter 1/4 next to the actually obvious one imo 01:04:644 - won't be able to get the sound here, it'll piss me off :c
  6. 01:13:126 (10,1) - i think this is a bit overdone and should be nerfed a tiny bit by moving 01:13:126 (10) - upwards so that the distance between 01:12:947 (9,10) - increases a bit so that the jump doesn't feel so huge, additionally i recommend a slight rework in terms of spacing between 01:13:126 (10,1) - because i believe that would play nicer i think the spacing is good for emphasis (?)
  7. 01:14:376 (7,1) - would add more space in order to stress NC and piano more ? made it bigger, to the best of my ability
  8. 01:15:983 (10) - would make this an 1/4 slider in order to follow the strong drumroll better while getting rid of an more or less awkward transition from 01:15:983 (10,1) - (jump should be bigger if you decide against this at least) I agree with you, but I just don't know how to change. The point of this mapset is to be EXTREMELY clean lol... so yea. orz
  9. 01:19:733 (5,6) - while being snapped correctly (at least i hope so, confirm this next bn hi aka i'm believing in you) the distance between those objects is misleading and can be easily misinterpreted causing a jerky movement, moving them closer would be my advice believe me when i say, i hear you. I want to fix this. BUT I AM extremely ocd right now, and I just can't find a suitable, CLEAN way to rearrange the objects D:
  10. 01:24:733 (1) - more space to highlight piano better? nice idea, but i want to keep a consistent spacing between that, the previous slider tail, and the next slider tail
overall the only things i would change here is patterns that inconsistly highlight or not highlight the piano to follow that instrument a bit more consistently. all of the above are things i found while being extremely nazi lel No thank you!!! Although I was being stubborn, I realized that I totally missed out on some key mapping concepts. I'll be sure to remember this for the next map, I make!

[hard]
  1. 00:17:769 (1,1) - i would still stack this, for the past 20 seconds it's been really predictable that the next objects head is going to be under the last slider's end having movement here just doesn't feel right and if you can read colors and approachcircles readability of this pattern should be no problem at all
    the following stuff is to tone down this diff a bit further for spread reasons to the relatively normal normal i really wanted to do a blanket, but fiiineeeee
  2. 00:36:876 (3) - 00:44:019 (3) - would get rid off these 2 spacing differences because then the whole section with the exception 00:40:805 (2,3) - which is basically the same due to slider leniency would be snapped consistently :V
    actually w/e that doesn't really matter much the patterns may be inconsistently spaced as in 00:41:519 (4,1) - which has a jump 00:42:947 (4,1) - which has not
    would try to make your jump usage a bit more consistent in this section because i got p/4169396 which basically said to make the jump usage in the hard a bit more strictly consistent so it would make a bit more sense to either get rid off i think i fixed most if not inconsistent spacing
  3. 00:36:876 (3) - 00:41:519 (4,1) - dunno
    or add more space to
    00:37:233 (4,1) - 00:39:733 (3,1) - 00:42:947 (4,1) - 00:44:019 (3,1) - (while nerfing 00:44:555 (1,2) - )
  4. additionally i would recommend adding more space to
    00:47:233 (4,1) - 00:50:447 (1) - 00:51:162 (3) - 00:51:876 (1) - 00:57:590 (1) - 01:02:590 (4) -
    regardless of what you do in order to stress piano more uhmmm let's not mess with increasing spacing since we wanna make this diff easier? LOL
  5. 00:56:162 (1,2,3) - would do the same kind of custom stack as in insane because that stuff looked hella nice ok dad

  6. 01:03:305 (1,2,3,4) - this is a bit meh because the jump really shouild be from 5 to 1 and not from 1 to 2 according to the strength of instruments, also 2 consecutive circles followed by a jump into a triplet is putting a lot of emphasis on 01:03:483 (2) - which the note just doesn't have according to the other spacings for the same thing that follow directly after
  7. 01:17:590 (1,2) - 01:31:162 (5,6) - ^ same reasoning as above applies to this pattern
  8. 01:15:983 (6,1) - 01:23:126 (6,1) - stacking these takes a lot of pressure away from 1 and thinking it deserves to be stressed a bit i would break this one up and distance snap them
  9. 01:18:840 (1,2,3) - consider replacing this one with an easier to comprehend rhythm since 01:19:733 (5) - is already hard enough to comprehend there's no real need to force the player to do a doublet and a circle just before:
    http://puu.sh/ilfoV/deed06c6e5.jpg or do a triplet
deal wid iti fixed a lot of stuff, so most of the things not replied above were probably fixed.

----
the way you use 4 repeat sliders and 5 repeat sliders basically next to one another can be heavily confusing, if you are willing to is your choice but i would do sth about these additionally. removed all 5 repeats

[normal]
  1. 00:38:305 (3,4) - 00:44:019 (3,4) - these 2 create a bit more pressure compared to the other patterns in this part, replacing both sliders with a 1/1 slider would create less pressure imo uhhhhhh *cries* it's fine ;w; plus shouldn't we make the normal a bit hard to fit spread?
    other than that remove unnecessary green lines from all diffs while you're at it xD
imo spread between this diff and hard is still kinda big would kill a few not 100% necessary triplets on hard to compensate a bit

[easy]
  1. consider using the more silent slidertick in all samples that have a slider longer than 1/1 because currently the sliderticks are hella noisy
  2. following stuff is weirdly touching things
    00:51:876 (1) - 01:01:519 (2,3,4) - touching hp bar D:
  3. 01:30:090 (3) - additionally this feels a bit empty when playing how about an 1/1 slider??
  4. 00:50:447 (1) - remove nc lol
fixed everything
-----

I think our only major problem here could be hard being too dense in comparison to normal.
call me back when you came up with a solution for that
Okoratu
meep

to next bn:
If you think Normal -> Hard is still problematic then provide a means to fix this seeing how much the hard changed i think this should be barely enough though
the custom diff name means pure aparently so ok

https://osu.ppy.sh/s/21656
:D:D:D
Topic Starter
Kinshara
aahhhh <3

time to wait for akakakakaka
Aka
・by using .jpg bg you could save 1mb of ur folder

hard
・01:09:019 (1,2,3,4) - u could manually space them so 2,3,4 doesnt stand so close to 1
・00:54:376 (4,1,2,3) - same
Topic Starter
Kinshara

Aka wrote:

・by using .jpg bg you could save 1mb of ur folder

hard
・01:09:019 (1,2,3,4) - u could manually space them so 2,3,4 doesnt stand so close to 1
・00:54:376 (4,1,2,3) - same
fixed all, thanks Aka!
Aka

HAPPY BIRTHDAY!!!!

Topic Starter
Kinshara
Thank you so much Aka, Oko, and the rest of the modders!! I am truly indebted to you all!

meii18
Happy Birthday Kinshara :3
Sanapri
happy birthday bae <3
Giralda
Happy Birthday Kinshara <3
Nozhomi
Yaaaaay Happy Birthday Kinshara <3
Pho
lawl xD
Happy B-Day Kinshara!
Mint
happy birthday :)
Okoratu


I mean... happy birthday
pkk
Happy Birthday cuteshara! @@@@@@ *:・٩(´・ω・)۶*:・
Hinsvar
Holy shit I was just thinking of taking a quick look at the thread lol

Congrats!
Xinely
waaa Happy Birthday <3
RandF
HappyBirthday~

FELT <3
Gaia
just when i thought kinsharabae was on my side...
kinsharabae why you pull another melt on me ;________;


;_;_;_;_;_;_;_;_;_;_;_;_;_;_;_;_; /cries in the corner alone )':


btw h-happy birthday... b-but its not like i c-care about you or anything!!!!
BeatofIke
Happy birthday :D
Topic Starter
Kinshara
Thank you so much everyone! It really means a lot. :)
alacat
Happy birthday :3~
Nomination Assessment Team

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. 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 as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

  1. (E) Difficulty Specific Errors
    - The Sliders in the first section are way too slow for an Easy/Normal difficulty. The Sliders from 00:00:448 - until 00:23:305 - in the Easy and Normal difficulties are inappropriate for these difficulty levels due to the very low Slider Velocity. While we agree with the section being really calm, we consider the current slider speed as unplayable for players of the target skill level. Moreover, stacks behind slidertails should be avoided in lower difficulties. They make these patterns much more difficult to read.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

We sincerely apologize for the inconvenience and hope your map will be requalified soon! 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!

###E
OzzyOzrock
Always the last day :)

CONTEST IT CONTEST IT
Okoratu
Nah,

just redraw the sliders in a way that they don't overlap in normal and easy (which should be done by using higher sv) and enjoy requalify. Pretty easy actually.

I knew stacks were kind of risky but didn't think it'd be much of a problem given the long sliders and the consistent concept behind them, but oh well shouldn't be taking long to redo your sliderart with more sv (maybe have the breaks between them the same in normal and easy (1/1) so that doing a more spaced pattern is easily achievable?)

call me back once that happened
Winnie
Aka
while i do agree that stacks may bring some confusion, "we consider the current slider speed as unplayable for players of the target skill level" and "are inappropriate for these difficulty levels" is, excuse me, a bullshit imo

- ">we< consider"
hey, but what about the actual players? what do they consider? even if they drag cursor too slow or too fast, CS helps not to sliderbreak here, its hard and like impossible to lose the sliderball, it just can't be called "inappropriate", no way

if the reason was phrased similar to "stacks are way too confusing because approach circle of next slider has almost touched a head of it while you are still holding a previous slider and it's caused by SV being too slow" i would agree. but i can't agree with the wording "unplayable speed"

i am being pretty much pissed off due to every iconed map by me being DQ'd lately what actually never had happen. and what is more annoying is QAT passing maps with very important issues like incorrect timing and timing points abuse; unrankable sliders. this is very unprofessional

excuse me for my sharp reaction but let's fix it fast and get this back on track.
Topic Starter
Kinshara
Fixed all stack and SV issues. Also increased spacing. I also checked for any sliders going off grid, but please check before iconing.

Also, I give my sincerest apologies to Oko and Aka. You guys trusted me, and I let you down. I am really sorry...
Okoratu
In easy it could prolly look better if you got rid off them semi touching all the time idk 00:17:769 (1,1) - looks a lot better because SV goes back to 1.0 and thus allows spacing like this also the dent in 00:17:769 (1) - http://puu.sh/iuuCl/8b96de4028.jpg could be a bit uhhh smoother
Topic Starter
Kinshara

Okoratu wrote:

In easy it could prolly look better if you got rid off them semi touching all the time idk 00:17:769 (1,1) - looks a lot better because SV goes back to 1.0 and thus allows spacing like this also the dent in 00:17:769 (1) - http://puu.sh/iuuCl/8b96de4028.jpg could be a bit uhhh smoother
1) I could, but I kinda want that part to have a slightly lower SV without changing the DS. :C
2) I would make it smoother, but I decided that maintaining a circle shape with the end of the previous slider was more important orz.

TBH, I am sick of slider art right now, and I would rather not touch it x_x.
Okoratu
welll that makes sense

so yes my only concern about the current sliderart is that the sliders in Easy overlap more than the same sliders in normal, which could make them harder to read.
before qualifying, would contact some red name person about if that's fine, the dq reason has definitely been addressed so here's the bub back

edit2
some other things happened to the sliderart, it's now much easier to read and the sliderticks help you follow the places where the slider overlaps itself in easy quite nicely so let's go
Aka
adjusted them again
Topic Starter
Kinshara
slider art: never again

Thanks guys! ;w;
Giralda
Congratulations Kinshara! <3

I suppose I'll extend a round of applause to those who helped Kinshara grow as a mapper!
Myxo
Congratz, really good map!
Nomination Assessment Team

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. 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 as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

(A) General Technical Errors

  • Inconsistency in Tags : Tags in Easy difficulty is inconsistent with other difficulties. "NAGI☆" and "例大祭" should be changed to "NAGI☆" and "例大祭".

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###A
Okoratu
this should be the last stupid fix hahaha

edit: ###3
Aka
例大ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥ä¾‹å¤§ç¥
Okoratu
!˜†¾†˜!
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