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P*Light feat. yukacco - Stargazer (DJ Shimamura Remix)

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Spaghetti
Decided to look into this

pkk

pkk wrote:

sik map
actually, sexy map just like the mapper xd

but I still blame kibb

General
  1. get someone to check offset again because I feel that it should be a little earlier (~3 to 5 ms earlier) idk Naaah, it's okay
  2. combo colour 2 (brown) isn't appealing to look at imo. Consider using a different colour, maybe a shade of blue:
  3. I recommend you get someone to check hitsounds in detail

pk starstorm
  1. 00:14:791 (1,3) - these will look nicer if they're more parallel with each other. Consider dragging the tail point of 00:15:305 (3) - to x 110 y 201

  2. 00:20:619 (2) - this might look nicer if you move it to the left a little so that the space between 00:19:934 (9,1) - looks similar to the space between 00:20:277 (1,2) - . Try moving 00:20:619 (2) - to ~x 218 y 140. You could also move it so it forms an equilateral triangle at 00:19:934 (9,1,2) -

  3. 00:23:362 (1,2,3) - did you want these spaced evenly? (there's a 0.12x difference asdfasdl;j) Anyways if you have time, you can go through your map and check parts where spacing is supposed to be the same between objects to make sure that the spacing really is the same.
  4. 00:26:277 (3,4) - imo it'd be nice to have a jump here instead of at 00:26:791 (4,5) - to emphasize the strong snare beat. At 00:31:762 (3,4) - the music is similar and you do a jump which is sick, so try to keep it consistent. The current jumps are okay, while (4) has almost a ds of 2.00x the jump between (4,5) is reduced by almost 0.20x so that fits perfectly with what I'm trying to do, as I'm not emphasizing (4) that much as I'm doing it with (2), when the beat sounds stronger.
  5. 00:30:048 (1,2,3,4,5,6,7) - nice jumps, but I feel that the jump a 00:30:391 (3,4) - is a bit big considering the music that it's mapped to. imo the jump is more fitting at 00:30:562 (4,5) - if you're mapping the synth/whatever you call it sound since it's particularly strong there, or at 00:30:734 (5,6) - if you're mapping the clap/snare sound. For starters, you can try placing 00:30:562 (4) - around 00:30:048 (1) - to decrease the jump I made something different
  6. 00:35:191 (5) - this finish hitsound can be a bit jarring since the music isn't loud enough to support it. For example, at 00:35:019 (4) - the sound in the music is louder than at 00:35:191 (5) - . If you want to keep the finish hitsound, I suggest adding a green line to lower the volume to around ~40%. Same goes for 00:31:077 (7) - This was made on purpose, in order to tell the players that there's a pause before the following circle.
  7. 00:44:191 (5,7,8) - I recommend setting sampleset to drum for the sick hitsounds$$$$ You can also use it for streams like 00:48:219 (3,4,5,6,7) - and whatever. If you want to use a normal clap hitsound on drumsampleset, change the additions to normal etcetc $$$ Did with the soft additions too.
  8. 00:51:305 (4,5) - this might be more comfortable to play if you stack the head of 00:51:477 (5) - with 00:51:991 (2) - . The reason for this is because 00:51:305 (4,5) - plays almost like a straight line because of the angle at which you positioned the two objects and this creates a lot of momentum, which is killed instantly at 00:51:819 (1) - since it's so close to the center of 00:51:477 (5) - . By stacking 00:51:477 (5,2) - it feels less jerky to play, and if you still want the jump between 00:51:305 (4,5) - for emphasis then you can move 00:50:962 (3,4) - down In this case 00:51:477 (5) - wouldn't be that emphasized with the strongest beat that is in the slider, that would leave a lesser spacing in this section.
  9. 01:03:477 (4,5,6) - this is a bit uncomfortable to play because of the jump then small spacing in a straight line. Also with your jump patterns at 01:03:134 (2,3,4,5) - it seems like it's going up and down rotating CCW, so I suggest you ctrl+G 01:03:819 (6,7) - then place 01:03:991 (7) - somewhere around x 361 y 184. Feels nicer to play, and 01:03:991 (7) - will also flow into the stream in a nice curved line/circle yay Following the beats
  10. 01:05:191 (5,6) - I suggest spacing this out more so it looks more like a 1/2 gap (try ~1.7x). You can stack 01:05:191 (5,1) - if the spacing between 01:05:362 (6,1) - becomes too large Moved (6) slightly.
  11. 01:08:619 (4) - a whistle on the head to match the music sounds nice. 01:09:819 (2) - whistle on tail 01:11:191 (5) - whistle on the repeat you get the idea (all on white ticks until 01:16:848 - ). On strong piano beats like 01:09:648 (1,3,1,3) - etc you can add a whistle as well. I'm using the Whistle hitsound for another sound in this section.
  12. 01:50:105 (7,8) - I think this jump can be toned down a bit. The strong beat is at 01:50:105 (7) - so the jump should be at 01:49:934 (6,7) - . Try placing 01:50:277 (8) - at x 369 y 265, that way the jump is smaller and the circle makes a triangle with 01:49:762 (5,6) - :^) I love my mapping.
  13. 02:12:048 (7) - you can NC this to indicate the upcoming 1/1 gap, and also to create emphasis. You could just say that because there's a pause with the vocals, and even with that I would probably reject it anyway. I'm using relatively long combos in this part, so this will completely break with what I'm trying to do.
  14. 02:12:391 (8) - I feel that this note isn't necessary because the music here is just the continuous vocal. In addition, the hitsound on it is jarring for the same reason. I suggest either removing the note or making 02:12:048 (7) - a slider that ends at 02:12:391 - or 02:12:562 - or 02:12:648 - to map the vocal. I also suggest you use a ~55% volume line for 02:12:048 - since it's a bit loud compared to the music/vocal. Jumps
  15. 02:18:219 (1,2) - I am kill flow is kill this is kill pkkill

    anyways you can improve this flow if you ctrl+G 02:18:391 (2) - then move it to ~x 249 y 214. This way it flows nicer between 02:18:219 (1,2) - and the slider flows nicely into the stream in an arc wheeee Made something different.
  16. 02:19:077 (7,8,9,1) - there's a bit of jerky movement here, try to re-position 02:19:591 (1) - so that it's more comfortable to play. One way would be to stack 02:18:905 (5,1) - or place it somewhere near there. Honestly I feel that you should remap this pattern 02:19:591 (1,2,3,4,5) - or ask someone else about it. 02:20:277 (4,5) - try to have the jump between 02:20:791 (5,1) - instead to emphasize the strong beat I actually like this part, sorry.
  17. 02:23:362 (8,1) - this spacing is really small, did you have a reason for this? It makes more sense to have it spaced normally. People usually use this spacing for a quiet part/slow part transitioning into a loud/fast part, or if they're using slow SV sliders into fast SV or 3/4 slider into whatever object on the downbeat. idk lol Of course I do, There's no more space in the screen. Moved (8) below. Also, the current pattern could look as a 3/4 slider combined with a 1/2 one, which can be kinda tricky.
  18. 02:40:848 (5,6,7) - again, check where you place your jumps because it makes more sense to have the jump at 02:41:019 (6,7) - to emphasize the strong synth beat. Same for 02:58:848 (3,4,5) -
  19. 02:51:134 (1,2,3,4,5,1,2) - good use of jumps for emphasis, really nice pattern \o/
  20. 02:55:419 (1,2,3,4,5,6,7,8) - since this part gradually gets louder, you can imitate this using green lines. I suggest using ~30% at 02:55:419 - then increasing it to ~50% at 02:55:934 - . Consider doing something similar for 02:57:991 (1,2,3,4,5) - Isn't loud enough?
  21. 03:02:448 (5,6) - , 03:05:191 (6,7) - I feel that the spacing can be larger here since there isn't anything in the music to warrant this small spacing. Consider using symmetry for 03:05:191 (6,8) - . You can copy paste ctrl+h+j 03:05:191 (6) - into 03:05:705 (8) - ezpz The first point is actually very gainsaying, weren't you talking about emphasizing strong beats throughout the map? 03:02:791 (6) - has a low sound while 03:02:962 (7) - is much stronger. Almost the same is applied to the same one.

  22. 03:11:191 (4,5,6,1) - the movements here are a bit jerky because of the stacked notes then sudden jump with different spacing between 03:11:362 (5,6,1) - / almost no direction change. idk these kinds of things are hard to explain, but if you move 03:11:705 (1) - down so the flow between 03:11:362 (5,6,1) - isn't similar to a straight line, it feels nicer to play. Try around x 300 y 196 for 03:11:705 (1) - What? Why didn't you say nothing about 03:11:362 (5) - when there's placed the strongest beat in the whole pattern.
  23. 03:23:534 (2,3) - try switching the positions of these objects, the rhythm is nicer imo because the strong beat at 03:23:705 - is mapped with a slider head that you can click instead of a slider tail. Generally, having strong beats clickable is more enjoyable I suppose. 03:24:048 (4) - is a really nice slider shape tho, nicee I think it's fine.
  24. 03:29:534 - to 03:38:791 - consider putting whistles on all the piano notes since they're all pretty strong. If you want the third piano note whistles to be stronger than the rest, you can use green lines to lower the volume of the other whistles, but I think it should be kept the same throughout this section. Soft Whistle instead.
  25. 03:40:505 - to 03:45:305 - hitsounds are a bit loud here, I recommend using 50% instead of 60% on the slider heads. Same at 03:45:991 - , I suggest using lower volume so the hitsounds don't overshadow the music. In particular, the claps are a bit loud It won't make much difference anyway
  26. 03:51:991 (3,4,5,6,1) - I found this a bit hard to read the first time around. Consider NCing 03:52:334 (4) - to indicate a gap between 03:51:991 (3,4) - , I think this should clear it up and make it easier to predict the gap. I love HanzeR.
  27. 04:13:419 (1,3) - wtf blanket this properly 11 !!1 ! it's fine imo
  28. 04:13:762 (2,3) - I suggest toning this jump down a bit. The large jump with high velocity into the slider at 04:13:934 (3) - feels kind of uncomfortable so I suggest you move 04:13:762 (2) - to ~x 459 y 145. This makes the jump a little smaller and also flows nicely because it makes sort of an arc between 04:13:419 (1,2,3) - . Anyways 04:13:934 (3,4,5) - is really nice, it flows well and looks great good job ! Made a slight change, not a big deal, that would completely ruin the whole section as I'm trying to make a similar spacing.
  29. 04:15:648 (6,7) - same here, jump is a little too big. I get that you want to emphasize certain beats but in this case there's lots of back and forth movements at 04:15:477 (5,6,7,8,1) - Emphasis.
  30. 04:17:019 (4,5) - there should be a jump here like at 04:16:505 (2,3) - $$$ maybe you can remap this pattern 04:16:677 (3,4,5) - to put in a jump $$ moved (4)
  31. 04:25:591 (1,2,3) - I really like how you mapped the synths/whatever sounds here, it's really sickkkk$$
  32. 04:35:019 - there's a beat here that should be mapped since it's pretty strong imo. Just stick a circle there and stack it under 04:34:848 (4) - , I think it'll sound nicer that way and the gap will be less awkward. Same at 04:56:962 - , you can stick a note there as well made a slider instead.
  33. 04:46:334 - nice triangles
  34. 05:08:105 (3) - imo ctrl+G will flow better since 05:07:419 (1) - is curving upwards and it will lead into the next slider smoothly. Also for the slider tail at 05:08:448 - , the volume is kind of loud considering the soft vocal there. Try using a ~20% green line on the tail. Personal preference.
  35. 05:12:048 - spinner should end here since this is where the vocal ends $$$
Thanks, let's try to get this back into qualified.
_dog

Spaghetti wrote:

When I first mapped it, everything was great, after so many DQ's and applying changes for the sole purpose of making this rankable, it isn't the same map anymore, it's just so changed that I can't deal with it anymore. Every point I get into pkk's mod, the more I dislike the changes and the worse the map gets, but the changes have to be made or people will get mad.

If every little thing of this map has to be pin-perfect in order to get into QUALFIED, this becomes more of a job than a hobby.

I might change my mind later, but I feel as I'm editing someone else map at this point, I'm sorry.

I'm sorry pkk, but all these changes are way too specific and nazi for me. I want this to be my map, not yours, and not nobody elses. In return, since I see that you put so much effort into this, I'ma owe you 3 mods in return, and for every KD I get from those mods, I'ma shoot them at your map.

I'm sorry.
Welp, it seems like this issue is finally starting to surface. I addressed this two years ago, and was told the community was “not ready for this discussion”, but upon recent events, it seems like we are now.

While Spaghetti’s comment may seem just like someone who is denying a DQ, the words stated in this comment are profound. I will be dividing this into sections.

*While reading this post I also would like you all to take note of: t/331416
The steps to mapping and ranking from my perspective is:
Create -> Normalize -> Process -> Discovery -> Deny


Creation: The time when a map is first born.
The mapper has picked an idea for their map to revolve around and has placed what they feel is appropriate. They have decided to post and are now looking for people to better their map. They have gotten their GDs/Collabs or sets complete and they are, by assumption, content with what they have done and are ready to ‘rank’.

Now it is time to receive mods. The mapper discovers some things they have missed and learns what they need to do for rank and, at first, they do it nothing’s wrong their map is still the same they’ve just… improved it a bit

Normalize:
Now the map has reached an SP of 12 and is ready to be ranked. The map is looking clean and it's starting to look like a ‘real’ map. It fits what is out there today. It has its PP giving jumps. The mapper is filled with hype they think they’ve made it. The map is “ready”.

What is ready to you? Good ‘flow’? Good ‘structure’? Pixel perfect symmetry? You can’t say ‘good map’, and what you say honestly won’t matter so why bother? The map is ready because a group of individuals believe it’s ready. This group of individuals have created the idea of ready. Well, divided group of individuals. One side thinks it isn’t ready the other does, and only when both have reached a point of agreement can the map be ranked. This is normalization.

Quality is subjective, and while there is a widespread agreement on a certain level of quality, relying on one group to determine and decide that level has made it impossible for a map with different standards to be able to even be considered. Now, I’m not here to say it’s this ‘group's’ fault as the idea of it is great; however, the frame for it is weak and doesn’t allow for many options before it falls down.

If a map is disqualified the ones who ranked it receive a penalty. Why put trust in a mapper who has used controversial techniques, isn’t well known, and mapped in a style thats different than average. Some may say well that mapper needs to gain experience and gain a higher status in the community before they can do crazy things like that. Why though? Why limit a map because of the status of a mapper?

Some may say well the standards are changing everyday so what we allowed before we don’t allow anymore, but then you give examples of maps that are in the process of being ranked or recently got ranked with those things, and you sit and wonder to yourself, when on earth did this standard change to not allow that to happen, and why is that already well known mapper about to rank a map with that in it?

So then you say, well maybe it doesn’t fit the song? People back it up.

Widely known and accepted mappers with non normalized maps haven’t shown up in years. People say that a new mapper can get to that level but our system doesn’t allow for it. The mappers who are able to get through now are able to because when they were at the bottom they were presented with a more lenient system, and now they’re at the top so people trust their decisions without contest and they get through while the lower potentially good mapper does not.

At this point in time people will send me maps by lesser known mappers, and each map will have a differing and noticeable style. At the same time however, I can provide you with multiple maps all pairing with those styles. Variety can still equal normativity.

dorothy3242 wrote:

While there appears to be variety among maps today, it's not just about current variety using current methods, but also allowing for the entrance of new ideas
Process:
These are the final stages of the ranking process. The QAT and BNs are bubbling and the disqualifications are happening. Upon disqualification we head back to the normalizing step. And soon we enter the stage of discovery.

Discovery:
So let’s head back to our original quote at the top. Spaghetti is in the stage of discovery. They have realized what their map has become. They have seen that it is not theirs anymore and they are unhappy with it.

Spaghetti wrote:

applying changes for the sole purpose of making this rankable
Normalized.

Spaghetti wrote:

Every point I get into pkk's mod, the more I dislike the changes and the worse the map gets, but the changes have to be made or people will get mad.
It is at this time that I ask you to go read the post marked with the asterisk.

We aren’t modding in the eyes of the mapper. We are pushing and enforcing our views on their map. It has become no different than any other, and this is where it’s understood that it is a false idea to think that you are creating your own map, but rather you have picked a song and done the work required for it to be ranked. With this idea in mind, osu! should have switched to an auto-generate beatmap system a long time ago.

What’s interesting is that the older members of the community who tend to be a part of these groups and work on making these decisions tend to reminisce on the times before systems like these. For instance, read a couple of beatmap threads from 2008, and you will realize there was a whole different view on how maps should be back then. It was all about what the mapper wanted in the end, and others just gave suggestions. Not requirements, suggestions.

Discovery is a time when we all should have recognized the issue. Not just in Spaghetti’s situation, but for all maps.

Cl8n wrote:

If we all just recognize the existence of this problem, then surely, we as a community together, can make a better system and/or environment for everyone. The community is "ready for this discussion" now.
Deny:
This is our usual response to this issue, and hopefully that will change. This is where we deny what’s going on, dismiss Spaghetti, and move on to another map for it to happen again. This is when a map has finally been ranked, and we deny how changed it is: how normal it has become. This is where you deny this post and move on.
Mint
IRC
20:45 appleeaterx:  * 00:01:077 (1,2,3,4,5,6,1,2,3) - 01:07:419 (1,2,3,4,1,2,3) - I actually really agree with what MrSergio said. You use stacks quite often, and most of the times - it's basically randomly chosen if there's 1/2 gap or a 1/1 in between them. I really wish that you'd make things more consistent.
20:51 Spaghetti: what should I do?
20:51 appleeaterx: make every stack 1/1 or 1/2, or map with DS on
20:52 appleeaterx: its quite a bit of work tho..
20:52 Spaghetti: Those stacks are there because this section is supposed to play as kinda like a "pause and play"
20:52 Spaghetti: since the hit of the percussion is so stiff
20:53 Spaghetti: I make the mapping stiff, kinda as if it's starting from where I left off
20:53 Spaghetti: the stacks compliment thaty
20:53 appleeaterx: 00:03:134 (5,6) - 00:03:819 (1,2) - things like these dont have that effect tho
20:53 appleeaterx: because they are plain 1/2
20:53 Spaghetti: spacing them out would make it flow too much
20:53 Spaghetti: then I'll make them repeating sliders
20:54 appleeaterx: could work yeah
20:55 appleeaterx: would use spacing at some instances though, to avoid having 22 repeat sliders after eachother
20:55 appleeaterx: * 00:09:819 (2,3,4) - Same spacing, different snaps here. It shouldn't matter that much due to the high approach rate, but because the intro is a bit messy it still confused me a bit. Making (3,4) larger than (2,3) in terms of spacing does help.
20:55 Spaghetti: that wont happen lol
21:00 Spaghetti: where should I place (3)? I was thinking X:273 Y:165
21:01 appleeaterx: not much of a difference, but it does help yea :o
21:02 Spaghetti: where do you think I should place it
21:02 Spaghetti: and btw, I completely redid 03:58:334 (1,2,3,4,1,2,3,4,1,2,3,1,2,3,1,2,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - to make sure that they don't bother me about it again
21:02 Spaghetti: should I update?
21:03 appleeaterx: ooh ehmm
21:03 appleeaterx: could you wait actually
21:03 Spaghetti: ya no prob
21:03 appleeaterx: would rather recheck the complete version than multiple updated versions w
21:04 appleeaterx: * 00:29:019 (3) - This finish sounds rather random here, I can't identify any 'outstanding' sound that could use that finish, as that sound is basically the same as 00:29:534 (5) - 00:30:219 (2,6) -
21:06 Spaghetti: fixed
21:06 Spaghetti: just curious, how many points are there?
21:07 appleeaterx: im currently at 03:18:562 - with like.. 15 points?
21:08 appleeaterx: its basically the same thing over again so if you fix one thing, the other should be fixed than too
21:08 appleeaterx: dw
21:08 appleeaterx: * 00:31:248 (1,2,3) - CTRL+G'ing rhythm-wise makes much more sense to me. First, the clap actually becomes clickable, second, after this whole jump pattern before, having a slider first instead of a circle feels better to me at least.
21:09 Spaghetti: what do you mean ctrl+G'ing rhythm wise?
21:10 appleeaterx: http://puu.sh/iObsx/6c2130951c.jpg
21:10 appleeaterx: swapping the objects on the timeline
21:12 Spaghetti: alright
21:12 Spaghetti: fixed
21:12 appleeaterx: * 00:33:305 (6,7,1) - Same thing here as I said earlier, why are these spaced almost the same while being different in snaps? Moving (6,7) away from (1) or (7) closer to (6) fits so much better.
21:14 Spaghetti: uh
21:14 Spaghetti: I changed this section
21:14 Spaghetti: a bit
21:14 appleeaterx: * 00:35:191 (5) - Found this finish random too, as you didn't add one on 00:29:705 - which is basically the same sound.
21:14 Spaghetti: so ya
21:14 Spaghetti: I fixed it myself lol
21:14 appleeaterx: * 00:37:762 (4,5,6,7,8,9) - I really don't know what this does to be honest. (4,5) being closer, and having 1/2 circles after this with the same / large spacing? Move (5~9) away from (4), just please... or add a NC or something.
21:14 Spaghetti: wait wait
21:15 Spaghetti: the first one is b/c the wubs build up to that final sound
21:15 Spaghetti: the second one is just head on
21:15 Spaghetti: fixed anywaus
21:16 appleeaterx: * 00:55:934 (1) - Then at strong sounds like these, you don't add a finish.
21:16 Spaghetti: added an NC
21:16 Spaghetti: on the repeat slider
21:17 Spaghetti: im pretty sure there was a finish there before I remapped that part
21:19 appleeaterx: * 01:00:048 (1) - Make this one straight line with 00:58:505 (8,3,4,5,6,7) - ?
21:20 Spaghetti: fixed
21:20 appleeaterx: * 01:01:077 (6,7) - Could be transformed into a slider instead of two circles, to make it easier to catch that long stream after this.
21:22 Spaghetti: fixed
21:22 appleeaterx: * 01:32:962 (7) - This slider doesn't fit at all imo, there's no sound on the last white tick. Removing the repeat and adding a circle on the red tick directly afterwards would atleast follow the beep there.
21:23 Spaghetti: the breath
21:23 Spaghetti: on the white tick
21:23 appleeaterx: im deaf damn
21:23 Spaghetti: lolol
21:23 appleeaterx: * 01:40:162 (1,2) - 01:45:648 (2,3,4) - Not a fan of offbeat sliders here, you sure that you want to emphasize the softer sounds over the strong sounds? Try something like this (used the second timestamp I mentioned as base rhythm): http://puu.sh/iO9L1/ccbe8c64e0.jpg
21:25 Spaghetti: its sliding into the louder sounds
21:26 appleeaterx: oh well, nothing too major
21:26 Spaghetti: as if you're turning a volume knob
21:26 appleeaterx: * 01:41:534 (4,5,6,7,8,9,1) - 01:44:277 (5,6,7,8,9,10,1) - The spacing of the largest jumps in these patterns could be reduced. The song isn't intense here at all. The vocals might be 'strong', but really, you don't want large jumps in calm parts - that doesn't play well at all.
21:32 Spaghetti: fixed
21:33 appleeaterx: * 01:50:105 (7,8,9,10) - I understand you use these jumps to emphasize the vocals - problem is, at like 2 or 3 of the notes, there's no sound. Try using two 1/2 sliders instead? If you do want some jump, use high spacing between the sliders. Emphasizes vocals better and doesn't play that awkward due to lack of sounds. http://puu.sh/iOa60/8694b7db30.jpg
21:36 Spaghetti: fixed
21:36 appleeaterx: * 01:53:362 (1,2,3) - These are offbeat, both downbeat and clap basically get ignored. Avoid that, since there are no vocals or synth noises those offbeat sliders can actually go with. This whole section is full of that. (tho, you rejected this earlier - dunno about this section)
21:37 Spaghetti: covered this already
21:38 Spaghetti: listen to the hi hat in the background
21:38 appleeaterx: * 02:14:791 (5,6,7,8) - Agree with the QAT here, if you want to keep the juimp at (6,7), I recommend using a slider there instead.
21:38 Spaghetti: http://puu.sh/iOdc5/c572bf9179.png
21:40 appleeaterx: i wasnt referring to that section tho :o ?
21:40 appleeaterx: ooh it was still for the previous nvm
21:40 Spaghetti: ya
21:42 Spaghetti: fixed
21:42 appleeaterx: * 02:18:391 (2) - Due to the low SV used, I find that large curves should be avoided, since they aesthetically don't look the best.
21:44 Spaghetti: that was an accident
21:44 Spaghetti: fixed earlier
21:44 appleeaterx: * 02:39:477 (4,5,6) - To emphasize the clap, having the large jump at (5,6) makes more sense to me.
21:47 Spaghetti: fixed
21:48 appleeaterx: * 02:52:677 (2,3,4,5,6,7,8) - Looks better if you moved (2) down a bit and reduced the distance between (7,8) - assuming you're aiming for a pattern like this -> http://puu.sh/iOaKH/00593f710b.jpg
21:50 Spaghetti: ruins the pattern I have before, will fix another way tho
21:51 appleeaterx: * 02:55:419 (1,2,3,4,5,6,7,8) - Sounds are so quiet here, jumps are so large. Why? 02:54:734 (4,5,6) - is just as big and the sounds there are much louder.
21:53 Spaghetti: fixed any fixed
21:53 Spaghetti: and*
21:54 appleeaterx: * 02:58:848 (3,4,5) - Dont even see note-to-note jumps this big in the KIAI.
21:55 Spaghetti: fixed
21:55 appleeaterx: * 03:06:219 (1,2,3) - Any reason for inconsistent DS here?
21:58 Spaghetti: fixed
21:58 appleeaterx: * 03:07:934 (2,3,4,5,1,2,3,4) - Love this, really <3
21:58 appleeaterx: * 03:24:048 (4) - <3
21:59 appleeaterx: * 03:52:334 (4,5,6) - Fits so well <3
21:59 Spaghetti: thx and thx'
21:59 appleeaterx: * 03:53:019 (1,2,3,4,5,6,7) - Don't know how you fixed the jumps later, but considering this part is quite calm as well, reducing the spacing here could be done.
21:59 Spaghetti: thanks
21:59 Spaghetti: :P
22:00 Spaghetti: fixed
22:00 appleeaterx: * 04:56:962 - Ignored sound here?
22:01 Spaghetti: mapped to the wubs
22:01 Spaghetti: ignored on purpose
22:01 appleeaterx: * 05:05:877 (2,3,4,5,6,7) - While I love the idea of the same pattern used again with larger spacing, it doesn't really work here. The sounds before are even stronger than the ones here. Making them both equal in distance, or reducing the distance here a bit would play much nicer.
22:02 Spaghetti: fixed
22:03 Spaghetti: this map went from an HR map
22:03 Spaghetti: to a DT map
22:03 Spaghetti: lol
22:03 appleeaterx: lol true xd
22:03 appleeaterx: thats it i guess :o
22:04 Spaghetti: oki
22:04 Spaghetti: updating rn
22:05 appleeaterx: ooh forgot to tell you slidertick2 is unused according UHC
22:05 Spaghetti: updated
22:05 appleeaterx: sorry ._.
22:07 appleeaterx: so if you could remove that file and update again, thatd be great :o
22:07 Spaghetti: oh
22:07 Spaghetti: shit
22:07 Spaghetti: ong
22:07 Spaghetti: omg
22:07 Spaghetti: I have a program
22:07 Spaghetti: and it deleted all my custom hitsounds
22:07 Spaghetti: can you send them to me??
22:07 appleeaterx: i dont have to send slidertick2 right?
22:08 Spaghetti: ya dont worry about that
22:08 Spaghetti: every other one tho yess
22:09 appleeaterx: puu.sh/iOf9D/da5eb78a44.zip
22:09 appleeaterx: http://puu.sh/iOf9D/da5eb78a44.zip
22:09 appleeaterx: you have S:C1 lines, but you dont have soft samples in the folder tho
22:10 Spaghetti: will fix rn
22:10 Spaghetti: I had different hitsounds
22:15 Spaghetti: fixed
22:15 Spaghetti: updating
22:16 Spaghetti: updated
22:16 Spaghetti: :<
22:21 appleeaterx: check aimod
22:21 Spaghetti: fixed
22:22 Spaghetti: updated
22:27 appleeaterx: 02:14:791 (1,1) - nc spam?
22:27 appleeaterx: 03:58:334 (1,2,3,4,1,2,3,4,1,2,3,1,2,3,1,2) - dunno how much you changed here, but you're satisfied with this right?
22:28 Spaghetti: oh oops
22:28 Spaghetti: and yes I am very satisfied
22:28 appleeaterx: okay, good! i dont want to rank things the mapper isnt satisfied with lol
22:28 appleeaterx: update for the last time i hope w
Had a long IRC mod with the mapper. Fixed up quite a few patterns and applied a few rhythm/hitsound suggestions here and there. Looks good to me now.
Approved!

clayton
W E D I D I T
Topic Starter
Spaghetti
that picture omg

actual lol

thanks for all the support everyone <3
pkk

appleeaterx wrote:

Kaine
hopefully the last time
Seijiro
Let it be the last one please xD
Mazzerin
unfuckingholy satan this map got butchered so hard its like chernobyl pre/post 86
Monstrata
It's like this map loses 0.25 star rating with each dq. If this gets dq'ed again I can help you with nerfing it down to 0.25 star rating.
Yuii-

monstrata wrote:

It's like this map loses 0.25 star rating with each dq. If this gets dq'ed again I can help you with nerfing it down to 0.25 star rating.
Baby come back.
DT-sama

Mazzerin wrote:

unfuckingholy satan this map got butchered so hard its like chernobyl pre/post 86
Topic Starter
Spaghetti
Requesting DQ




found a fucked up note lol.
Anxient
rip.
Nomination Assessment Team

Disqualification Notice



This has been disqualified upon request by the mapper within 12 hours after qualification. Please ensure to make your adjustments and then you are free to requalify it.

###0
DahplA
I've never seen so many DQs. Hopefully this is last one.
Xilver15
.
Topic Starter
Spaghetti
Alright, fixed the problem and quadruple checked it.



There was a note that looked fine in the editor but was actually a misplace, it looked/played horrible in game.



If my BN's see this (ByBy, Yuii-, and appleeater). You have my full consent to set your previous icons, go ahead and do a recheck if you want but it shouldn't be necessary.



Sorry. ;w;
qwr
this map is yes we can't level dq'ing
Yuii-
I can't do a re-check right now, but as you are a good friend, you have my complete support, buddy!
However... this is my THIRD BUBBLE, SO THIS BETTER GET RANKED OKAY?
HOLY SHIT ITS YUII.

Re-Re-Re-Re-Bubble #1
DahplA

Yuii- wrote:

HOLY SHIT ITS YUII.
Can't Defeat Yuii
Mint
123 #2
Topic Starter
Spaghetti
meii18
Let's go again
Topic Starter
Spaghetti
I'm so sorry for everything that happened with this map.

Thank you everyone for standing by me while I struggled to holy hell with this map, it is much appreciated.
helix

Spaghetti wrote:

I'm so sorry for everything that happened with this map.

Thank you everyone for standing by me while I struggled to holy hell with this map, it is much appreciated.
congrats!!!
Topic Starter
Spaghetti
ktg's timing fucked up one oF MY FUCKING SLIDERS


EDIT: ktg gave me a new timing (+3 offset) last last moment, and it didn't resnap my sliders correctly (there's a glitch in the editor that sets some of my green lines off -1 or +1 and it broke a slider of mine.


Requesting DQ so I don't kill my BN's.


After this last check, I promise it won't get dq'd again.


Sosososo sorry.


EDIT 2: For those of you that were like "didn't you quadruple check it?" I did before, but this timing change was a last last last moment change, and I trusted the editor to not fuck me over. I checked AIMod and there was nothing there, so I assumed it was k.


Never trusting the editor again lmao.
eeezzzeee
I hate to be that guy but can you check if 00:09:308 (1,2,3) - is correct? It seems like there's a mistake that 2 is ending on the blue line

EDIT: Ok I gues I got ninja'd by the mapper himself
Nomination Assessment Team

Disqualification Notice



This has been disqualified upon request by the mapper or nominating nominator within 12 hours after qualification. Please ensure to make your adjustments and then you are free to requalify it.

###0
Okoratu

Spaghetti wrote:

After this last check, I promise it won't get dq'd again.
inb4

also lol
Cherry Blossom
New record.
Topic Starter
Spaghetti
This is frustrating the hell out of me.



I don't even want to log on anymore.



Nobody take any actions until I confirm.
pkk
just checking, no kds

  1. 00:09:822 (2) - should be 1/1
  2. 00:27:480 (2,3) - did you switch the claps by mistake
  3. 03:18:565 (1,2) - shouldn't this be the same as 03:21:308 (1,2) - since they both sound the same
end me_old
well that was short-lived
Topic Starter
Spaghetti
How is this even possible, AIMod didn't catch any unsnapped anything.


If you don't believe me, check the map yourself. I haven't touched it yet.
Yuii-
I AM GETTING QUITE MAD
MY POINTS ARE ASKING FOR HELP RIGHT NOW
Topic Starter
Spaghetti

Yuii- wrote:

I AM GETTING QUITE MAD
MY POINTS ARE ASKING FOR HELP RIGHT NOW

BN's don't lose points for requested DQ's lol.
Yuii-
Oh, really?

Okay, but before the 4th bubble I will re check it this time. That means you gotta wait 2 more hours! :(

Let's try it again. Please, no more DQs. Cherry Blossom be with us, God bless us.
Nyxa
These. Shades. Are. Gucci.
Cherry Blossom

Yuii- wrote:

Cherry Blossom be with us,
I promised nothing, don't dream.
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