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Avishay
Please note that all of my suggestions are parts that I don't feel are enjoyable to play.

01:19:735 (1,2,3,4,1) - The relatively small SV just makes this kinda, meh. But the non-logical 1/6 jump just ruined it for me. It feels really really awkward and anti-intuitive, the spacing here makes no sense, I'd understand if 4 was stacked on 1 since it would be more intuitive to play (same goes for the same pattern in later parts of this kiai)

01:24:020 (5,6,1) - Not really gameplay related, but all of 3 slider tails have unnecessary inherited points?

01:24:592 (1) - A slider really ruins it, I am not sure how to describe the sound the slider lands on, but the sound is the same both on slider head and tail. Two circles or two shorter sliders would feel so much better and satisfying to play.

01:31:735 (1,2,3) - It's cool and yeah, but I don't think it is enjoyable in the current spacing and 1/6 gaps.

01:38:020 (2,3) - 1/6 sliders will play much better, how can you not want to press on the WUBS rather then have the slider end on them?

I agree with most of what Lizzy mentioned but pointing it twice is pointless, I love this map a lot, hopefully I can help to make it even more enjoyable.

Good luck!
wendao

Avishay wrote:

01:24:020 (5,6,1) - Not really gameplay related, but all of 3 slider tails have unnecessary inherited points?
go try Taiko sometime (even with Auto mod)
Topic Starter
69653863
will reply as soon as i get back home
Thank.
Topic Starter
69653863
considering most of the guest on collab is p inactive i'd take a look over them as well (except CHARLEs) and i'll try to approach every suggestion in the closest way possible to their mapping style (kinda)

LIZZy

Lizzy wrote:

you can't be serious same

EDIT: it appears like it's never too late to give feedback... and boooy, i think it really does need some. lol i could have actually mapped a diff by now.

SPOILER
Yes, I might just have about 1000pp, but that doesn't mean I can't play this diff. I've played it up to here with not many problems and found it surprisingly comfortable to play. I happen to have just about enough playing experience to be able to give my gameplay-based opinion about this map. And if I've seen correctly the past half year, ranking maps is based on how well they play, correct? Well, at least allow me to contribute to this.

02:26:878 (2,1) - This is painful to play. What I'd do is a triple on a slider instead. Something like this maybe. If necessary, increase spacing from (3) to (4) and accordingly to next (1). it's actually very fun to play ; _;
02:28:592 (5,1) - This is even more painful.. ow it hurts. I see your thought why it's not just a five-objects stream but instead ending with a slider, because you can hear that sound in the music as well. The problem is, you need to hold the cursor on the slider since it's facing left, but the next object is on the right side. It'll be a lot better to make a blanket out of it, like this. ends probably treating it like the previous beat but with some added emphasis or something like that
02:32:592 (1,2,3,1) - Liked this pattern! cool job! TANK
02:34:592 (2,1) - Questionable spacing... I'm not gonna say anything about it other than it's questionable since it's still sort of playable. tuned down a bit
02:35:163 (1,2,3,4,1,2,3,4,5,1) - I dislike the spacing here and the direction the stream is leading. 02:34:735 (1,2) - These objects suggest cursor movement towards the lower center of the playfield. If that stream were to be Ctrl G'd and accordingly spaced, it'd go down in the twinkling of an eye. I'd make it less curved as well, in that case. It's quite playable nonetheless, but I'm on about the looks instead. it's ok THO
02:36:735 (2,1) - I would have preferred a triple leading into (1). ends seemingly map these kind of beat this way so i'd just leave it as it is
02:40:306 (1) - I do not see reason at all why this shouldn't be a circle. It's just making the pattern more complicated than it has to be. Explain please? i think it's like, there's this steep pitch change here and the slider kinda accompanies that w/e
02:40:735 (1,2,3) - This looks, feels and plays out of place. The distance from (2) to (3) is truly exaggerated in comparison to the combo before and in my opinion is not justified. pattern emphasis?
02:41:592 (1,2,3,4,5,6) - I find this pattern extra-ordinarily bad since it's deliberately inversely arranged, facing in one direction and having a triple at the end where the pattern started, with the SAME time gap between the objects. I would have instead applied a triangle structure, leaving the player to less complicated jump, like this. loool idk this is like the default way winber maps
02:42:878 (1,1) - This is antijumping at its finest... not. This is completely counter-intuitive to the player's anticipation and looks bad. maybe he's trying to map a less jumpy pattern or something?!??! either way i'm not sure how to tweak this out without changing the flow entirely
02:42:306 (7,1,2,3,1) - Doesn't play well for me either. Don't know about others, I'm solely sure about myself. idk lmao
02:46:306 (1,2,3,4,1) - The triple is facing a different way than the general flow is (next pattern). back & forth flow style
02:46:735 (1,2,3,1) - The flow issue from before results here in troubling gameplay as the cursor is required to move precisely here. the slider is there to normalize movement i think!??!? hence slow sv
02:49:592 (3) - I would have loved to see this as a circle instead. And tbh I don't see reason why this shouldn't be a circle. I see more reason against making it a slider, since it's pausing cursor movement, however briefly. i would tweak it but sadly i see no way to recreate the whole pattern without destroying the current flow ;___;
02:50:163 (1,2,3,4,1,2,1,2,1,2) - Neat idea here, though! same
02:52:306 (1,2,3,4) - Emphasis is put on wrong points with wrong objects. I would have just left six circles here, 2x3 circles (as in, 2 combos à 3 circles). Maybe like this. It really doesn't matter what way you arrange (triangles or unfinished squares) or space them (3 circles even, jump, 3 circles even, another jump to next combo).
02:58:306 (1,1) - I dislike playing this pattern due to the second slider ending waaay somewhere else, as in, not anywhere near the next slider start.
02:59:163 (1,2,3) - TBH, Ctrl G on this plays better imo.
03:01:735 (1,1,1,2,3,4,5,1,2,3,4,5,1,2,3) - Wonderful pattern! =^-^= same

Also liked how uncomplicatedly Hanzer's part went down, nice job overall on the diff!

Avishay
Please note that all of my suggestions are parts that I don't feel are enjoyable to play.

01:19:735 (1,2,3,4,1) - The relatively small SV just makes this kinda, meh. But the non-logical 1/6 jump just ruined it for me. It feels really really awkward and anti-intuitive, the spacing here makes no sense, I'd understand if 4 was stacked on 1 since it would be more intuitive to play (same goes for the same pattern in later parts of this kiai) visually, it is small but play-wise it's pretty balanced for me

01:24:020 (5,6,1) - Not really gameplay related, but all of 3 slider tails have unnecessary inherited points? my habit of normalizing every non1.0sv sliders on their tails lol

01:24:592 (1) - A slider really ruins it, I am not sure how to describe the sound the slider lands on, but the sound is the same both on slider head and tail. Two circles or two shorter sliders would feel so much better and satisfying to play. that's actually a good idea

01:31:735 (1,2,3) - It's cool and yeah, but I don't think it is enjoyable in the current spacing and 1/6 gaps. but i liked it ;_;

01:38:020 (2,3) - 1/6 sliders will play much better, how can you not want to press on the WUBS rather then have the slider end on them? trying to keep consistency with most of my patterns and 1/6 sliders are way too much of an emphasis here

I agree with most of what Lizzy mentioned but pointing it twice is pointless, I love this map a lot, hopefully I can help to make it even more enjoyable.

Good luck!

TANK u guys
updated wendao's diff and collab
waiting for charles
Topic Starter
69653863
shit doublepost
wendao
eh ness jangan lupa diff gw udah ditambah +7 ms (pls revert if you think it's wrong)

in case you didn't notice it


I'm going to fix something

4th EDIT:

http://puu.sh/hv50b.zip reverted offset | added some inherited points
Charles445
Take a drink every time the map gets unqualified

02:52:306 (1,2,3,4) - Emphasis is put on wrong points with wrong objects. I would have just left six circles here, 2x3 circles (as in, 2 combos à 3 circles). Maybe like this. It really doesn't matter what way you arrange (triangles or unfinished squares) or space them (3 circles even, jump, 3 circles even, another jump to next combo).
And such is the dilemma of emphasis patterns.
Of these 6 notes, the only one with true impact is 02:52:306 - , therefore there must be a start here (which there is).
The rest of it is ambiguous and can be done however, so I chose to do it like 00:50:592 - .

02:58:306 (1,1) - I dislike playing this pattern due to the second slider ending waaay somewhere else, as in, not anywhere near the next slider start.
I uh, you mean the first slider not being way somewhere else? Because the second one is a close dropoff.
So if you meant the first one, then that's pretty understandable, but this is how the pattern is meant to be played.
http://puu.sh/hvFst/c87e48b78c.jpg Move down and to the right, pause on the orange dot and wait for the slider to finish, then start moving back up.
You're not supposed to actually follow the slider closely (you can if you want but it would make it more difficult, hehehe)

02:59:163 (1,2,3) - TBH, Ctrl G on this plays better imo.
Oh huh that's really interesting, I see what you're getting at, although I'd just reverse the 2 and 3.
That would need some serious pattern reworking though, and I think the extra emphasis given to 1-2 wouldn't be enough to warrant a redo of the entire part.


So I guess tl;dr no change, but thanks for looking it over, those were some good things to consider
quiz-chan_DELETED
yep, meant the first slider. sry ><
xLolicore-
The hard difficulty has got to be the hardest Hard ever D:
Topic Starter
69653863
i can't update?!?!? smh??!?!
my first bss error this year
wendao
this year
Avena
WHY CAN'T YOU JUST GET IT RANKED FFS
Topic Starter
69653863
idk bb
Shiguri
Shiguri

Shiguri wrote:

how did i get a kudoss for this?
wendao
free kds

ssshhhh... don't let the BNs know
Shiguri
oh.. ofc i meant "thanks for the kudosu!"
/slowly goes away
Kuron-kun
0 kds for you

Will take a look on it tomorrow.
Shiguri

Kuron-kun wrote:

0 kds for you

Will take a look on it tomorrow.
IT LASTED LONG THO!
wendao

Shiguri wrote:

Kuron-kun wrote:

0 kds for you

Will take a look on it tomorrow.
IT LASTED LONG THO!
god damn it
Shiguri
Operation Kudosss (FAILED)
Kuron-kun
Hey, inverness! Since I saw a lot of people requesting a BN on this map, I'll mod it. I had to pop the bubble for some reasons I'll mention below. This was really necessary and you can call me for a rebubble when you apply the mods. Sorry for the inconvenience.



Reason for Bubble Pop
  1. A lot of unsnapped points on _normal, _hard, kyversible-insane and _apoplexy difficulties. Consider fixing them by checking AIMod. Almost every note is unsnapped on the _apoplexy difficulty.

  2. I could notice this stack on Easy, which could be really confusing to some new players and it should be changed. 01:37:311 - This needs to be changed because of the sudden break there after 3 consecutives 1/1 circles. It can cause a combo break. You can do this and rearrange the next notes. You can keep other stacks, though.

  3. After some internal discussion with a QAT, this kind of spinner 03:18:936 (1) - starting on a 1/8 is not allowed. This spinner is present even on Easy, which is most common to use spinners starting on 1/2 ticks. Consider changing it on every difficulty to at least 1/4. Except on Easy and Normal, which needs to be 1/2.


Additional Modding



hard_


00:51:025 (6,1) - Increase the spacing between these sliders, the beat is really strong here, and would be really inconsistent since you added jumps on other sliders like these. You can move (6) to somewhere near x40 y256.

01:59:811 (7) - Would be better to put 2 circles instead of a slider ending on a strong beat.

kyversible-insane_


03:00:311 (1) - Would be nice to emphasize the strong beat on 03:00:740 - by ending this slider on 03:00:597 - and adding a circle on the empty beat.



pls no hate
Irreversible
......dat snaps what the fuck
Topic Starter
69653863
fuck
near

Kuron-kun wrote:

Hey, inverness! Since I saw a lot of people requesting a BN on this map, I'll mod it. I had to pop the bubble for some reasons I'll mention below. This was really necessary and you can call me for a rebubble when you apply the mods. Sorry for the inconvenience.



Reason for Bubble Pop
  1. A lot of unsnapped points on _normal, _hard, kyversible-insane and _apoplexy difficulties. Consider fixing them by checking AIMod. Almost every note is unsnapped on the _apoplexy difficulty. smh fucking timing shit i think it went off after i changed the offset anyways fixed all
  2. I could notice this stack on Easy, which could be really confusing to some new players and it should be changed. 01:37:311 - This needs to be changed because of the sudden break there after 3 consecutives 1/1 circles. It can cause a combo break. You can do this and rearrange the next notes. You can keep other stacks, though. i'd prefer to keep it though, there's a slight "break" on the music and the stack indicates that
  3. After some internal discussion with a QAT, this kind of spinner 03:18:936 (1) - starting on a 1/8 is not allowed. This spinner is present even on Easy, which is most common to use spinners starting on 1/2 ticks. Consider changing it on every difficulty to at least 1/4. Except on Easy and Normal, which needs to be 1/2. um i don't know but there are no rules stating about how spinners must not start at 1/8? there are lotsa maps with this kind of placement and therefore i don't really see this as much of an issue


Additional Modding



hard_


00:51:025 (6,1) - Increase the spacing between these sliders, the beat is really strong here, and would be really inconsistent since you added jumps on other sliders like these. You can move (6) to somewhere near x40 y256. inverted (6)

01:59:811 (7) - Would be better to put 2 circles instead of a slider ending on a strong beat. it was there for the sake of variation (atleast that's what i told myself long time ago :^) )

kyversible-insane_


03:00:311 (1) - Would be nice to emphasize the strong beat on 03:00:740 - by ending this slider on 03:00:597 - and adding a circle on the empty beat. nice one /changed because kyshiro is like homie so he shouldnt mind any changes :^)



pls no hate

please re-check the snaps again after you updated. thanks a lot!
Kuron-kun
Another unsnapped point on insane 03:00:311 (2) -

B)
Thelma
its a pop, skip, and a jump
Topic Starter
69653863
B) fixed

edit: wait not yet
edit2: fixed nao
quiz-chan_DELETED
fix as much as you want..
some QAT will end up unranking it again because personal reasons

heh you can't tell me I'm wrong
Kuron-kun
This is why we have contest a disqualification.

Re-Re-rbbd (ノ◕_◕)ノ*:・゚
Topic Starter
69653863
SMH rerank when
10nya
Ranked!

xoxo
jk

noob
wendao
smh
Shiguri

wendao wrote:

smh
quiz-chan_DELETED

Charles445 wrote:

Take a drink every time the map gets unqualified

02:52:306 (1,2,3,4) - Emphasis is put on wrong points with wrong objects. I would have just left six circles here, 2x3 circles (as in, 2 combos à 3 circles). Maybe like this. It really doesn't matter what way you arrange (triangles or unfinished squares) or space them (3 circles even, jump, 3 circles even, another jump to next combo).
And such is the dilemma of emphasis patterns.
Of these 6 notes, the only one with true impact is 02:52:306 - , therefore there must be a start here (which there is).
The rest of it is ambiguous and can be done however, so I chose to do it like 00:50:592 - .
I've considered that statement, deeply... and I've come to one conclusion.
It can't be done just 'however'. You see, the patterns I'm referring to will be 01:16:311 (1,2,3,4) - and 02:52:311 (1,2,3,4) - .

According to my suggestion, you would put click emphasis on all 6 beats but emphasise that their time signature is defined as 1/3, which is presented by the jump after three of those circles (with following three circles).

You say that part can be done however. If that were so, you would put optimal emphasis on that part through the use of your pattern.
However, using your (and in the end also inverness') pattern at that part, you reduce emphasis on the second of each of the three-circle bits by using a slider instead of a circle, even though there are three evenly emphasised sounds in the song, rendering the current emphasis invalid.

That, in turn, would only fit with 01:30:025 (1,2,3,4) - this part (which, btw, you have done amazingly here, inverness! nice job)
Using circles instead keeps up good average movement of the cursor anyway, which I'd consider fun in that sort of patterns.
Hinsvar
ok

>normal_
  1. 01:03:311 (2) - Ada alasan kenapa ini harus diletakin di tempatnya sekarang? Kenapa nggak di 01:03:025 aja biar lebih gampang diikuti? Memakai tick 1/3 di Normal itu sebenernya terbilang relatif riskan loh. Dalam keadaan begini sebisa mungkin digampangin dikit lah.
  2. 02:38:883 (2,3) - Ini... apa gak bakal ngebingungin? Coba kayak gini aja?
>kyversible-insane_
  1. 02:01:525 - (Kyshiro) Why don't you map this tick? There is a noticeable sound of an instrument being played at this point, and I can't really see why should this be skipped, unlike 01:57:454 (2,3) where there is nothing to map at 01:57:668.
ok

mz inv panggil aja kalau udah y
quiz-chan_DELETED
lizzy_

the offer still stands
lool
wendao
hent2222
gogo qualified
Shiguri
wat do?
quiz-chan_DELETED
first, give a shit about the mod posts

second, answer them

third, nothing all over.

=======
how about
you guys
start doing
what i said
Topic Starter
69653863
applied kyshiro's (somewhat) because he's a fucking nigger :^)
anyways done
also lizzy my answer for the diff still stands as well (^: i'll put it in the desc if you're okay with that tho
quiz-chan_DELETED
inv, i'm all about them mod posts...

yea desc is ok tho
Nightfox
really hope this one gets ranked eventually. one of my favorite maps to play, especially the insane difficulty. :)
Topic Starter
69653863
WHERE RANK
wendao
CENOG1G1T NEED RANK
Charles445
send me forum pm when mod k thx
WABWUWUWOOBOBOBWb
Hinsvar
uh ok let's try
Topic Starter
69653863
Thank.
Haruto
Nice, gratz on the requalified :D
10nya
dangdutstep
hehe
greget
wendao

inverness wrote:

Thank.
quiz-chan_DELETED

inverness wrote:

Thank.
You're welk.
Charles445
oh there it is
Euny
glad to see this map again :)

congra every one
Shiguri

inverness wrote:

Thank.
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.

apoplexy_

Unreasonable 1/6-jumps

  • The issue about the 1/6-jumps in inverness' part has not been fixed since the last disqualification. Having an 1/6-jump between a circle and another object is tricky, because unlike jumps after sliders, the slider leniency that would make the jump easier to play is pushed to the limit (in the case of circles into sliders). Therefore, the 1/6-jumps after circles are huge difficulty spikes and put more emphasis on the following beats than they should. Examples:
  1. 01:20:525 (4,1) -
  2. 01:21:383 (4,1) -
  3. 01:27:383 (4,1) -
  4. 01:28:240 (4,1) - This one for instance is especially tricky, as (1) doesn't even follow the direction of the jump leading into it

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!

###M
hent2222
disqualified 3 times. You probably bored. Pathetic to do it...
Abe Nana


i loved this pattern

rest in peace...
-Kanzaki
Eww but i agree with that DQ
quiz-chan_DELETED
inverness and charles, i recommend and request you two warmly once more to recheck and answer my mod post.

i would like to not feel so closed out concerning my views.
wendao
new page because new page

edited because edited


hi
ac8129464363
man I dunno how to describe why the 1/6 jumps play fine but they just do lol
Irreversible
kyversible:

02:30:025 (4,5,6,7,8) - can you like.. make that a normal stream? xD
Bearizm
The 1/6 jumps is what made me love this map... :(
Ciyus Miapah
Contest this DQ pls, that 420bpm singletapping is gud
Arcubin
actually i agree to nerf some 1/6 jump, but most of it are really fit :c which isn't reasonable to changes

and please... rank this. that wub make me happy :c
quiz-chan_DELETED
the jumps are doable

but i also dislike them..
Charles445

Lizzy wrote:

inverness and charles, i recommend and request you two warmly once more to recheck and answer my mod post.

i would like to not feel so closed out concerning my views.
Reviewed it again, I think a better way to put it is, slider ends vary in intensity depending on how they are used.
This difficulty in particular doesn't always reserve slider-ends to weak points, for example moments like 00:53:383 - is not hard hitting while 00:53:883 - is.
Circles and slider starts are best for the really big stuff, like cymbals, crashes, heavy bass, but for repetitive weaker stuff slider-ends and circles are often switched between.

In my case, as a guest I look at previous parts of the map to see what the mapper did, see if I agree with it, and see if I can either incorporate it or build upon it.
In this case, I stuck with what inverness established at 01:16:311 -



Oh also I guess while I'm here I should explain a mechanic. Comments in blue

Quality Assurance Team wrote:

The issue about the 1/6-jumps in inverness' part has not been fixed since the last disqualification. Having an 1/6-jump between a circle and another object is tricky Applies mostly to circle to circle, not circle to slider due to slider mechanics., because unlike jumps after sliders, the slider leniency that would make the jump easier to play is pushed to the limit (in the case of circles into sliders) I can't tell what this is saying. Is it saying slider jumps push the slider ball leniency to the limit or the hit-leniency on slider starts to the limit?. Therefore, the 1/6-jumps after circles are huge difficulty spikes and put more emphasis on the following beats than they should.
Sliders have leniency on when they can be clicked on. You can click a slider much later than needed and it will still give you full credit. It's exactly why the map is using circle to slider and not circle to circle in these instances. It's an extremely underused (thank god) gimmick, but it works really well in this map, since the jumps aren't large and they don't happen quickly / too frequently.
Examples:
01:20:525 (4,1) -
01:21:383 (4,1) -
01:27:383 (4,1) -
01:28:240 (4,1) - This one for instance is especially tricky, as (1) doesn't even follow the direction of the jump leading into it Slider motion isn't really relevant on this one, the player is moving towards the 2, it's a drop-off slider
Hope that clears it up, I never ran into problems playing those because of how sliders work.
quiz-chan_DELETED
charles, again...

Lizzy wrote:

That, in turn, would only fit with 01:30:025 (1,2,3,4) - this part
have you ever given this a thought? i'd recommend you to check both patterns again, see the difference and therefore feel the magic that the different parts of the song evoke.

i'd just changed it by now really.. there's nothing wrong with my suggestion, is there? i'd like to see that changed before the next qualification. it's probably not gonna get disqualified because of this, solely because it's nothing unrankable, just a minor decrease in quality IYAM.

I'd like other QATs or BNs to chip in with their opinion about this.
Please refer to past posts.
Bearizm
rip
wendao
rip
quiz-chan_DELETED
rip
Bearizm
rip lah
Irreversible
PLEASE WHY IS THIS NOT GETTING ANYWHERE
Squigly

Irreversible wrote:

PLEASE WHY IS THIS NOT GETTING ANYWHERE
because d4d is rip `0`
FencerTJ
:/
Irreversible
Revived (w/ invs permission)

p/4616811#p4616811

edit: And it's ranked :D
Bearizm
ivan why... you gave up so soon.
BanchoBot
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