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cYsmix - Dovregubben's Hall

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Topic Starter
Ciyus Miapah

Sulker wrote:

Hitsounds are sexy. Keep up the good work Fort.
thank you sulker :3
pkk
n i ce e
HabiHolic
Hi. your map tag is forgot

please add "beatmapping contest"

Call me.
Topic Starter
Ciyus Miapah

HabiHolic wrote:

Hi. your map tag is forgot

please add "beatmapping contest"

Call me.

Chaoslitz wrote:

If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
is this okay?

Fort wrote:

lol im not joining the contest
just make sure for something :)
HabiHolic
Hmm..... Ok... Rebubbled..
Topic Starter
Ciyus Miapah
oh thanks
PatZar

ayyy
Chaoslitz
Rebubble due to the self-pop

Topic Starter
Ciyus Miapah

Chaoslitz wrote:

Rebubble due to the self-pop

oh thanks :3
hehe
123
Topic Starter
Ciyus Miapah
wow thanks handsome xDDDDDDDDDDDD
Natsuki Nanaka
Gratz Fort <3
Okoratu
why would you think that hitsounding fx wooshs in would be a great idea loool
Irreversible
And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity.
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent.
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you.
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me.
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that.
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized.
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all.
  9. 00:56:428 (5) - Same as above.
  10. 01:11:857 (1) - wrong NC
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner.
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced.
  14. ..and so on.
Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
Secretpipe
why do extra diff on 140 bpm song?

meh
Topic Starter
Ciyus Miapah
the

Irreversible wrote:

And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity. im sure it's really readable because basically this patterning 00:02:214 (1,2,3,4,5) - based on 1/2 pattern so it can be right on patterning and readability
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent. umm yes? looks it's really didnt necessary if i switch Arrow flow, this just an hold slider who can be good at this jump pattern
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you. maybe im gonna keep this part to keep consistencies with 00:07:786 (1,2,3,4) -
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me. yeah basically i follow kick sound so i didnt have problem by mixing some pattern and it's should be good at game play, many testplayers test this map and didnt complain about this jumps and patterning, it's really basic pattern for players i think
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that. umm sure :3
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized. auto fixed
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all. im sure this is just subjective which didnt really make sense if you put some default skin hitsounding, it just only normal hitfinish without anything. but yeah looks this can be good, fixed.
  9. 00:56:428 (5) - Same as above. 00:56:214 (4,5,1) - i prefent missread on 00:55:357 (2,3) - so i keep sv like that, and for 00:56:643 (1,2,3,4) - you already know what i mean there pls
  10. 01:11:857 (1) - wrong NC ow haha, probably im doing NC on that because SV changes, but maybe we can try remove this
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner. take a look Background music please, it's really suitable with that pattern. but yea, i fix Slider before that pattern can be help maybe
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced. im map that pattern like that because song transition looks really nice and suitable here, it has unique 1/4 pattern which it can be possible if i put fast 1/4 sliders instead of slow 1/4 slider patterning (and the kiai has 1/4 circle jumps which it can be harder than this part, this part is really low on patterning because it has basically on 1/2 jumps if you change at slider head to circle)
  14. ..and so on.
Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
okay maybe this can be replied, sorrry if i rejected many suggestions. but seems it looks okay for me, probably im 100% sure of it
updated! :)
Len
music
Sonnyc
mix
Hula
I'm not going to bother with modding because I don't like the responses I get from Fort.

But, I feel like 'modding with rewards' should be taken out of the description, because it could look like he's entered the thing and people think it might be bundled/peppy-approved, it looks like it's playing the system.

Edit: Just looked at the thread and there's only been ONE reasonably sized mod including the higher difficulties. The other kds are given to like 3/4 line mods.
Bearizm
I think this DQ is a bit deserved. also, I saw some inconsistencies such as 01:11:857 (1) - 01:13:571 (8) - 01:13:571 (8) - 01:13:571 (8) -

and these are quite unnecessary to click tbh:

01:24:393 (3,8) -
01:28:250 (5) -
01:29:536 (3) -
01:32:107 (7) -

etc you should be able to understand the circles that i point out, i'm not going to point each and everyone of them.

I actually wanted to tell you this but this song is for osu but you're using hitsounds from another rhythm game xd.
Liiraye
This is how maps should look like

edit: low bpm maps
riktoi

Liiraye wrote:

This is how ranked low bpm maps should look like
edit: wow
Topic Starter
Ciyus Miapah

Bearizm wrote:

I think this DQ is a bit deserved. also, I saw some inconsistencies such as 01:11:857 (1) - 01:13:571 (8) - 01:13:571 (8) - 01:13:571 (8) -

and these are quite unnecessary to click tbh:

01:24:393 (3,8) -
01:28:250 (5) -
01:29:536 (3) -
01:32:107 (7) -

etc you should be able to understand the circles that i point out, i'm not going to point each and everyone of them. yeah, but it's not really unnecessary, that pattern can be helping on gameplay tbh

I actually wanted to tell you this but this song is for osu but you're using hitsounds from another rhythm game xd. idk with this how to hitsound with default hitsounding lel
PatZar
less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
Zevioz-

PatZr wrote:

less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
nani the f*ck lel
Topic Starter
Ciyus Miapah
ah still i dont get why my map is bad like this

finally i can update
Hula
01:33:928 (7) -
no.
PatZar

Zevioz- wrote:

PatZr wrote:

less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
nani the f*ck lel
hi viqra
Bearizm

Hula wrote:

01:33:928 (7) -
no.
Topic Starter
Ciyus Miapah

Hula wrote:

01:33:928 (7) -
no.
lol
Surono
still greget? ew memes
Chaoslitz
Gonna have a testplay and recheck
http://puu.sh/lbzJA/8e644ba246.jpg (well rip sliderbreaks lol)
  1. 01:15:928 (3,4) - I know you are emphasizing this, but it is too much, compared to similar parts like 01:01:786 (1,2,3,4)
  2. 00:59:643 (7,8) - Same as above, as it even have a lower pitch so you don't need to emphasize it that much
  3. 01:00:071 (1,2,3) - Feel difficult to hit it accurately, compared with 01:06:500 (3,4,5)
  4. 02:00:714 (4,5,6,7) - ^, as well as this doesn't need to be emphasized
  5. 01:24:071 (1) - It is good to be emphasized more rather than having an overlap
  6. 02:33:928 (7,8,1) - 02:39:071 (6,7,1) - Distance of this two parts can be reduced, as the difference of jumps in the last kiai time is too big, while there are some streams like 02:35:643 (7,8,1) with low distance
Topic Starter
Ciyus Miapah

Chaoslitz wrote:

Gonna have a testplay and recheck
http://puu.sh/lbzJA/8e644ba246.jpg (well rip sliderbreaks lol)
  1. 01:15:928 (3,4) - I know you are emphasizing this, but it is too much, compared to similar parts like 01:01:786 (1,2,3,4)
  2. 00:59:643 (7,8) - Same as above, as it even have a lower pitch so you don't need to emphasize it that much
  3. 01:00:071 (1,2,3) - Feel difficult to hit it accurately, compared with 01:06:500 (3,4,5)
  4. 02:00:714 (4,5,6,7) - ^, as well as this doesn't need to be emphasized
  5. 01:24:071 (1) - It is good to be emphasized more rather than having an overlap
  6. 02:33:928 (7,8,1) - 02:39:071 (6,7,1) - Distance of this two parts can be reduced, as the difference of jumps in the last kiai time is too big, while there are some streams like 02:35:643 (7,8,1) with low distance fixed in another way to keep some consistencies at pattern
ty for recheck, chaos
fix all things here, updated!
Chaoslitz
Bubbled
Topic Starter
Ciyus Miapah
thank you, chaoslitz :3
Okoratu
[general]
Are you trying to be serious with these hitsounds
if you took the fx sound to make your map more annoying you thoroughly succeded, the scream and applause in kiai just make it seem like you're not serious at all
the last spinner in i suppose all diffs makes very little sense actually, its end point seems arbitrary, if you don't map that section out and really want a spinner, why don't you end it in 02:53:214 -

the way you employ these fx sounds is kinda inconsistent and then at least at 02:32:643 - they lost all meaning they ever had, you just spam them wherever and it makes confuses me a lot

[electowhatever]

lel
are you sure you meant http://www.oxforddictionaries.com/defin ... rolization

00:59:428 (6,7,8,1) - these sv changes do not have any basis in the song neither do the other things
why does 01:11:857 (7) - have a sv change for your imaginary fx sound and 01:13:571 (8) - doesn't, actually a lot of these fx sound should have either higher sv or none at all
01:05:000 (1,1,2,1) - wth comboing, you didn't do this for any other pattern iirc lol
02:33:928 (7,8,1) - why is this so big while 02:34:786 (3,4,5) - is so small
01:35:643 (5,6,1) - same
01:53:536 (2) - why should this be clickable and 01:53:964 - not
02:18:928 - why is this section so drastically different from 00:56:643 -
i don't get this at all, but im going to stop here

this song is very very very regular and you throw invented slidervelocities, spacings and rhythm things all over this diff, supporting them sometimes by inventing fx sounds.
putting them on sliderends like 02:33:928 (7) - 01:20:214 (3) - won't help me understand them either

overall i think you should reconsider the structure of this diff, and the way you structure sv changes
basically reconsider irre's post
Pituophis
map dead?
Kotori-Chan
pls dont let this die D:

this is seriously the best map of that song !!
Fort pls dont give up ;w;

<3
OmegaR
Fort please try rank this, Extra is an amazing map and the 140 alternate jumps suit it well.

If Deconstruction Star can have it's 155bpm wtf, this can have some basic 1/4 140bpm jumps.
Topic Starter
Ciyus Miapah
yeah but why some people dont like this, really weird
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