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Wagakki Band - Tengaku

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Topic Starter
Shiro

Raiden wrote:

Good luck shiro ;)

Shiro*

You forgot the bubble icon
ukod
I quickly checked the timing of this map

00:10:058 (1) - Move one blue tick to the left

00:10:510 (2) - Remove this

00:37:213 (4,5,6,7,1) - Should be timed like this
00:40:768 (2) - Remove this

00:43:161 (13,14,15,16,17) - Time like this
00:44:971 (1) - I just assumed you wanted to time the drums, in which case the timing is in 1/8 and 1/12
00:47:298 (3,4,5,6,7,8,9,10) - Completely overmapped

00:54:798 (1,2,3) - Time it like this
00:57:448 (4) - Remove this

01:01:652 (1,2,3,4,5,6) - Completely overmapped

01:18:655 (8,10) - Remove those

01:24:540 (4,5,6,7,8,9,10,11,1) - Overmapped

01:59:971 (4,5,6,7,1) - I found this timing
02:49:433 (3,4,5,6,7,8,9,1) - I think single slider fit vibrations like those better than streams

03:06:113 (6,8,10) - Remove them and map the 1/2 as jumps

03:10:057 (4,5,6,7,8,9,10,11,1) - is 1/3 in the song

03:12:126 (4,5,6,7,8,9,10,11,1) - ^

03:14:195 (4,5,6,7,8,9,10,11,1) - ^

03:16:781 (1,2,3,4,5,6,7,8) - ^

03:17:815 (1,2,3,4,5,6,7,8,9) - ^

03:18:396 (10) - Remove this

03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - is 1/3 in the song



Since I'm not a mapper I don't know if any of that is unrankable, feel free to ignore
Topic Starter
Shiro

Ukod wrote:

I quickly checked the timing of this map

00:10:058 (1) - Move one blue tick to the left hmm you're right, done

00:10:510 (2) - Remove this fuck no, it goes with the flute. I'll just flat out ignore the "remove this" comments.

00:37:213 (4,5,6,7,1) - Should be timed like this for all these: the big stringed instrument is always around 9/16 late. Trying to time to it would be delusional. I'll ignore further comments for it.

00:43:161 (13,14,15,16,17) - Time like this I could, but considering the pattern, it would be properly unreadable. I'll keep the 5-note stream, which is more intuitive and strangely more fitting here.

00:44:971 (1) - I just assumed you wanted to time the drums, in which case the timing is in 1/8 and 1/12
00:47:298 (3,4,5,6,7,8,9,10) - Completely overmapped or is it ? it goes with the trill the flute goes for.

00:54:798 (1,2,3) - Time it like this That's unplayable.

01:01:652 (1,2,3,4,5,6) - Completely overmapped Listen to the guitar.

01:24:540 (4,5,6,7,8,9,10,11,1) - Overmapped I'll just ignore these as well.

01:59:971 (4,5,6,7,1) - I found this timing it is both wrong and unfitting

02:49:433 (3,4,5,6,7,8,9,1) - I think single slider fit vibrations like those better than streams I don't. The stream complements the slider well and represents the weird sound a lot better than a slider ever would.

03:06:113 (6,8,10) - Remove them and map the 1/2 as jumps Er, no. Did you miss the buildup with the patterns before ?

03:10:057 (4,5,6,7,8,9,10,11,1) - is 1/3 in the song

03:12:126 (4,5,6,7,8,9,10,11,1) - ^

03:14:195 (4,5,6,7,8,9,10,11,1) - ^

03:16:781 (1,2,3,4,5,6,7,8) - ^

03:17:815 (1,2,3,4,5,6,7,8,9) - ^

All changed, good catch

03:18:396 (10) - Remove this

03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - is 1/3 in the song what ? no



Since I'm not a mapper I don't know if any of that is unrankable, feel free to ignore
Thank you for your time. While I appreciate your input (you did point out actual problems), it seems to me you did not try to understand what I was doing (hence the "overmapped" and "remove this" comments). You should try to see where the mapper is going when modding something. Either way, thank you for taking the time to look at this and post feedback. I greatly appreciate it.
Krfawy
A new red line and a green line at the same time are okay as long as the green line provides any SV change. 00:47:816 - this one doesn't so we can simply count it as a doubled timing line. Let me know when the green line is deleted. Vroom!

EDIT: Bubble #1 because there were many smaller and bigger changes. \wwwwwwww/ This map is kind of crazy but I had more fun while playing it than while playing most of 2013-2015 maps. I had to use HT mod but who cares. L69L Good luck Shiro!
Monstrata
#2~

Lets go :D
Yuii-
Hellaaaw~
You asked me to mod this... 4 months ago.
Here I am.

Map's clear. Not any general issues need to be address other than the typical "Toggle Widescreen Support and Letterbox off".
Okay, so we both know how much effort you put onto this and I am not the best modder to analyze this beatmap, but I will try it because why not. Before you start reading this modding, I want to tell you how I will mod this: based on every pattern, transition and angle, that may affect playability or reading very hard up to the point of being impossible to get an FC. Basically, before saying something, trying to understand what was your thinking while you were placing every single object, let's try it.

  1. The combos in the beginning of the map are random, let me tell you why. Up to 00:06:049 - everything seems fine, but then comes the problem. 00:06:049 (1,2,3) - is a 1/4 pattern, a'ight? Although, the distance from (2,3) is similar to 00:10:510 (3,4) - and they do have the same combo as well. Thing is, there's no way of detecting any of these patterns with such a low spacing when the 1/2, 1/4 or even the 1/6 (on 00:07:536 (3,4) - ) have the same combo. How can anyone know that 00:12:644 (4,1,2,3,4) - is not 1/4?
  2. 00:49:884 (7,8) - Quite a big and unnecessary jump, in my opinion. What about moving (7) somewhere close to 00:49:109 (2) - ?
  3. 01:07:988 (8) - I wouldn't have mapped this considering there's an extended sound from 01:07:729 (7) - , there's literally nothing to make clickable on (8), so maybe extending or adding a repeater to (7) wouldn't be a bad idea at all.
  4. 01:11:479 (6,8) - Have you thought on curving these a bit? Sometimes curved sliders give players an intuitive moment in which they can imagine where the following object is going to be, especially when you are not placing that object below the previous slider, as said, you are placing 01:11:350 (5,7) - from above (6,8)'s head.
  5. 01:12:514 (4,5) - You're spacing this pattern gradually but suddenly woop, distance gets decreased. Intentional? Also, you want to take a look at 01:37:341 (10,11) - since (5) and (11) have a similar connotation rhythm-wise, and whilst one is being very emphasised, the other is being overshadowed.
  6. 01:25:315 (3,4,5,6,7,8,1) - I don't know what do you think about these, but from my point of view, all these angles are quite sharp.
  7. 01:33:333 (12,1) - I thought you were stacking notes after pauses :(
  8. 01:43:936 (3,4) - Oh, love these. Good flow over here, well done!
  9. 01:55:703 (4,5,1) - Quite a bad transition, imho. What about http://puu.sh/lgoqx/ffd645aa87.jpg ?
  10. Time to compare, yaaaay! 02:10:574 (1,2) - 1/1 spacing not stacked; 02:10:833 (2,3) - 1/1 spacing stacked; 02:11:867 (2,3) - 1/1 spacing not stacked. You are evil, Shiro :(
  11. You know which is the difference between 02:25:057 (1,2) - and 02:25:445 (3,4) - when you play it? There's no difference, and regarding the high BPM this map has, maybe placing 02:25:703 (4) - on x208 y240 would play way more better.
  12. 02:43:678 (7,1) - Maybe you can combine them into one object, I can't literally hear anything on (1)'s head at all.
  13. Time to compare... again, wiiiiii! 03:09:022 (3,1) - there's a stack over here; but there's no stack on 03:11:091 (3,1) - 03:13:160 (3,1) - . How evil can you be?
  14. 03:58:160 (1,2,3,4,5,6,1,2,3,4) - I had a lot of troubles when playing this part. There's no clear path between each object, you mapped them the same way when they play way too different. That's something to take note of. Y'know, when you place a stack on the same section that other stack, you gotta make them more or less feel the similar way, if you are inconsistent with all your patterns, playing them will hurt a lot and it will be unfun and counter-intuitive to the player.
  15. 04:20:660 (3,4) - Want to hear the reason behind these not being stacked with 04:20:402 (1,2) - <3. Just myself being too picky, sorry sorry!
  16. 04:20:919 (1) - You know what would be AMAZING? Finish it on 04:22:772 - (1/6) because there's a super loud beat over there! Maybe you could even add a hitsound if you feel confident enough.
  17. 04:28:807 (6,7,8) - Awww, linear flow? Come on, give these objects something... a pattern, make a triangle, make something more funny.
  18. 04:39:281 (3) - I'm so sorry for this... curve it, curve it, Shiro!
  19. 04:55:129 (3) - Random whistle maybe? There's literally nothing on this circle, no need to hitsound it.
  20. 04:56:342 (4,5) - I can't tell how off (4)'s tail and (5)'s head are, but... they are not timed correctly, to my ears! Maybe 20~ms off?
---------------

Sorry for not explaining myself very good on some points, you may find some things quite hard to understand maybe on how I mod. I'm a bit nervous because I have my job interview in 1 hour and hell... soooo nervous. Good luck to both of us!
Peace, Shiro!
Topic Starter
Shiro

Yuii- wrote:

Hellaaaw~
You asked me to mod this... 4 months ago.
Here I am.

Map's clear. Not any general issues need to be address other than the typical "Toggle Widescreen Support and Letterbox off".
Okay, so we both know how much effort you put onto this and I am not the best modder to analyze this beatmap, but I will try it because why not. Before you start reading this modding, I want to tell you how I will mod this: based on every pattern, transition and angle, that may affect playability or reading very hard up to the point of being impossible to get an FC. Basically, before saying something, trying to understand what was your thinking while you were placing every single object, let's try it.

  1. The combos in the beginning of the map are random, let me tell you why. Up to 00:06:049 - everything seems fine, but then comes the problem. 00:06:049 (1,2,3) - is a 1/4 pattern, a'ight? Although, the distance from (2,3) is similar to 00:10:510 (3,4) - and they do have the same combo as well. Thing is, there's no way of detecting any of these patterns with such a low spacing when the 1/2, 1/4 or even the 1/6 (on 00:07:536 (3,4) - ) have the same combo. How can anyone know that 00:12:644 (4,1,2,3,4) - is not 1/4? Huh, blame Loctav for this. Basically, the comboing is not based on musical phrases as I usually do, but based on groups of notes, separated by silences. That's not actually proper comboing, but in this case, it's the best I could do without having longass combos.
  2. 00:49:884 (7,8) - Quite a big and unnecessary jump, in my opinion. What about moving (7) somewhere close to 00:49:109 (2) - ? Nope, the jumps emphasizes the switch from guitar to the weird big stringed instrument. This is extremely important for 00:50:272 (1,2,3,4,5,6) - to be more intuitive, as it follows the same instrument.
  3. 01:07:988 (8) - I wouldn't have mapped this considering there's an extended sound from 01:07:729 (7) - , there's literally nothing to make clickable on (8), so maybe extending or adding a repeater to (7) wouldn't be a bad idea at all. There's a drum hit, which are all important. Also, for the sake of the consistency in rhythms, I need this white tick clicked.
  4. 01:11:479 (6,8) - Have you thought on curving these a bit? Sometimes curved sliders give players an intuitive moment in which they can imagine where the following object is going to be, especially when you are not placing that object below the previous slider, as said, you are placing 01:11:350 (5,7) - from above (6,8)'s head. I wanted to curve them and forgot, thanks
  5. 01:12:514 (4,5) - You're spacing this pattern gradually but suddenly woop, distance gets decreased. Intentional? Also, you want to take a look at 01:37:341 (10,11) - since (5) and (11) have a similar connotation rhythm-wise, and whilst one is being very emphasised, the other is being overshadowed. Both are intentional. In the first pattern 01:12:255 (2,3,4,5) - the kick sample on 01:12:643 (5) - makes it barely audible in the song, which makes it a good break point, and that's why the distance is decreased: it doesn't emphasize 01:12:643 (5) - at all and allows for the break with the stack. On the other hand, 01:37:212 (9,10,11) - is introduced by a vocal line that goes higher in pitch, so 01:37:212 (9,10,11) - is more emphasized than the other pattern and that's why I used jumps for one and not the other.
  6. 01:25:315 (3,4,5,6,7,8,1) - I don't know what do you think about these, but from my point of view, all these angles are quite sharp. Map is built around sharp angles and back and forth patterns.
  7. 01:33:333 (12,1) - I thought you were stacking notes after pauses :( hmm good points ill change this a bit
  8. 01:43:936 (3,4) - Oh, love these. Good flow over here, well done! of course it's good flow, it's a Shiro map 8)
  9. 01:55:703 (4,5,1) - Quite a bad transition, imho. What about http://puu.sh/lgoqx/ffd645aa87.jpg ? The flow reset on 01:56:091 (1) - is intended to isolate the new sentence in the vocals and reset the flow at that point. It also introduces the angle 01:56:091 (1,2,3,4) - use to make 01:57:126 (1,2,3,4,5,6,7,8) - more intuitive.
  10. Time to compare, yaaaay! 02:10:574 (1,2) - 1/1 spacing not stacked; 02:10:833 (2,3) - 1/1 spacing stacked; 02:11:867 (2,3) - 1/1 spacing not stacked. You are evil, Shiro :( :D
  11. You know which is the difference between 02:25:057 (1,2) - and 02:25:445 (3,4) - when you play it? There's no difference, and regarding the high BPM this map has, maybe placing 02:25:703 (4) - on x208 y240 would play way more better. changed, but not your way
  12. 02:43:678 (7,1) - Maybe you can combine them into one object, I can't literally hear anything on (1)'s head at all. ah, my rhythm was wrong
  13. Time to compare... again, wiiiiii! 03:09:022 (3,1) - there's a stack over here; but there's no stack on 03:11:091 (3,1) - 03:13:160 (3,1) - . How evil can you be? That is actually a mistake on my end - it's fixed
  14. 03:58:160 (1,2,3,4,5,6,1,2,3,4) - I had a lot of troubles when playing this part. There's no clear path between each object, you mapped them the same way when they play way too different. That's something to take note of. Y'know, when you place a stack on the same section that other stack, you gotta make them more or less feel the similar way, if you are inconsistent with all your patterns, playing them will hurt a lot and it will be unfun and counter-intuitive to the player. okay, changed this
  15. 04:20:660 (3,4) - Want to hear the reason behind these not being stacked with 04:20:402 (1,2) - <3. Just myself being too picky, sorry sorry! huh, original pattern was way different and i forgot to change them
  16. 04:20:919 (1) - You know what would be AMAZING? Finish it on 04:22:772 - (1/6) because there's a super loud beat over there! Maybe you could even add a hitsound if you feel confident enough. ok but no hitsound
  17. 04:28:807 (6,7,8) - Awww, linear flow? Come on, give these objects something... a pattern, make a triangle, make something more funny. ok
  18. 04:39:281 (3) - I'm so sorry for this... curve it, curve it, Shiro! ok
  19. 04:55:129 (3) - Random whistle maybe? There's literally nothing on this circle, no need to hitsound it. oups, yes
  20. 04:56:342 (4,5) - I can't tell how off (4)'s tail and (5)'s head are, but... they are not timed correctly, to my ears! Maybe 20~ms off? fixed
Thanks for the mod.
---------------

Sorry for not explaining myself very good on some points, you may find some things quite hard to understand maybe on how I mod. I'm a bit nervous because I have my job interview in 1 hour and hell... soooo nervous. Good luck to both of us!
Peace, Shiro!
Kroytz
mod
00:01:265 (1) - I wanna ask why this exists. Triple starting 00:01:394 - sounds more reasonable though I know it doesn't accomplish what you were trying to do, though, what you were trying to do also doesn't sound fitting so idk
00:10:510 (3) - I also wanna ask what inspired you to create this thing of all shapes. Perhaps we interpret the song different but this is some 2010 stuff as are the rest of the slider in this short 10 second intro
00:23:101 (5) - NC for read
00:36:566 (1) - This spacing is misleading due to how you played out that last sequence. I'd rather see it elsewhere but I doubt you'd want to remap parts for this. This is just a technical thing.
00:38:763 (4) - Same goes here. I'd rather leave the former downward structure you did with (2) and the former (3) and space this out more to give more emphasis in that 1/2 pause.
00:41:351 (6,1) - You could easily make a perfect square with these to the previous notes.
00:44:971 (1) - Idk bout this spacing. Why didn't you space this further?
00:49:497 (5) - the dominant beat is on the white tick. You could also add a note here 00:49:820 - as a triple. But the sliders starting on the red tick feel awkward just cuz you're not hitting the dominant beat but playing it out for some pattern thingy in the next section. I'm sure there's a better way to go about this.
00:49:497 (5,8) - Y'see how 5 and 8 go upwards, why not continue that with 00:50:919 (4,6) - cuz otherwise it looks cluttered.
01:12:902 (1) - could anti-jump this
01:20:919 (1) - I thought this section was pretty neat but why not space 01:23:893 (1) - higher up like the other sliders you did
01:33:591 (1) - This could also function well as anti-jump but I suppose it's a matter of style here. This goes for all the other little 1/2 pause thingies you did
02:02:169 (4,1,2) - spacing is quite high here to fit a pattern where the music doesn't feel so threatening. Her vocals go deep and slow
02:10:833 (2) - if this went the other way where it end where you had 02:10:186 (3) - I think it'd be better but the spacing gets closer and this pause doesn't feel quite right when the DS is this low. Doesn't make for a good buildup imo.
02:21:953 (1,2,3,4,1,2,3,4) - jesus, now I know why the SR is so high. This would be good if there was a much more proper buildup into this rather than throwing this so suddenly at the players. I'd suggest moving these sliders 02:19:884 (1,2,3,4) - around the playfield more so that those jumps may work a little better because the slider leniancy right now makes those sliders easy to hit and then you get fukd in the ass by airman whirlwinds.
02:27:643 (6) - could space elsewhere for more emphasis and have the other follow suit
03:09:410 (1) - maybe space this more to the corner as well
03:25:057 (1) - yo, this stream could be much more original lol. It's fitting I suppose and that's enough of an argument to keep it but this could easily be more exciting
03:46:781 (1) - this some rabbit shet lol idk what to say
04:00:229 (1,2,3,4,5,6,7,8) - this could probably be more intense with airman shit
04:06:178 (5,6) - (5) could be center upward slider and NC on 6 for a different pattern cuz yknow, downbeats n stuff
04:07:471 (6) - same here with the NC stuff
04:15:488 (7) - I think anti-jumping these parts would be cool, like if they went more outward to the top left corner as a means to emphasize the distance from the note to the streams. idk i like it
04:20:402 (1,2,3,4) - y not continue pattern downwards?
04:20:919 (1) - could just use a long slider and then follow into all the rekt beats you murdered from 04:21:695 -
04:27:643 (1) - slider?
04:44:712 (1) - this part here could be more intense too rather than overlapping your previous notes
04:45:617 (4) - this should get the most emphasis imo
05:01:926 (1) - you could create a jump thing like http://puu.sh/lgKap/c6a1b270d9.jpg i think this fits better than killing the beats like you did with that spinner :///
Topic Starter
Shiro

Kroytz wrote:

00:01:265 (1) - I wanna ask why this exists. Triple starting 00:01:394 - sounds more reasonable though I know it doesn't accomplish what you were trying to do, though, what you were trying to do also doesn't sound fitting so idk Well, the problem here is the flute player is completely off (like, he should have used a metronome lol) and timing his notes properly is near impossible, so I had to compromise and choose intuitive rhythms that the flute player was trying to go for. On top of that, the flute doesn't have a clear start, so it's very difficult to time this properly. I think what I did is the closest I can get to a compromise between fittingness and playability. A triple would sound a bit weird considering I hear held notes for the flute, hence the sliders!
00:10:510 (3) - I also wanna ask what inspired you to create this thing of all shapes. Perhaps we interpret the song different but this is some 2010 stuff as are the rest of the slider in this short 10 second intro I honestly have no idea. I was just messing around creating random sliders, and I eventually found this shape. My idea was that the circle part follows the crescendo and the pitch going higher, while the wave part follows the held note. Overall the slider looks weird but it isn't a problem... right ? ;w;
00:23:101 (5) - NC for read okay
00:36:566 (1) - This spacing is misleading due to how you played out that last sequence. I'd rather see it elsewhere but I doubt you'd want to remap parts for this. This is just a technical thing. For consistency with the rest of the intro, I turned this into a triple.
00:38:763 (4) - Same goes here. I'd rather leave the former downward structure you did with (2) and the former (3) and space this out more to give more emphasis in that 1/2 pause. okay
00:41:351 (6,1) - You could easily make a perfect square with these to the previous notes. done
00:44:971 (1) - Idk bout this spacing. Why didn't you space this further? As the song goes to a complete halt at this point, spacing is irrelevant. Anywhere I could place the object would be an anti-jump, and the player has more than enough time to dance around with the cursor if they want to. I placed this to conform to my idea of symmetry for the next patterns, so it's on the vertical axis, and the angle of the slider mimicks the angles before (like 00:44:066 (4) - ) to still link the patterns together.
00:49:497 (5) - the dominant beat is on the white tick. You could also add a note here 00:49:820 - as a triple. But the sliders starting on the red tick feel awkward just cuz you're not hitting the dominant beat but playing it out for some pattern thingy in the next section. I'm sure there's a better way to go about this. I'm following the weird big stringed instrument here, and what I hear is what's being clicked. It's a new instrument in the chord and it's the most interesting one to follow.
00:49:497 (5,8) - Y'see how 5 and 8 go upwards, why not continue that with 00:50:919 (4,6) - cuz otherwise it looks cluttered. ah, good catch, they originally did but after I modified the pattern, I forgot to re-place those objects
01:12:902 (1) - could anti-jump this I prefer the stack here, because the vocals, which I'm following, come to a complete halt. I don't think an anti-jump would work here because the whole song has a short break here, so I thought the map should too.
01:20:919 (1) - I thought this section was pretty neat but why not space 01:23:893 (1) - higher up like the other sliders you did Huh, this is the first slider of the section, and the other objects gradually move to the top right. I can't place them any further up in the corner.
01:33:591 (1) - This could also function well as anti-jump but I suppose it's a matter of style here. This goes for all the other little 1/2 pause thingies you did Well, my idea was to go for a total stop as I said, so I don't want to change those, not having stacks wouldn't fit with what I was trying to do.
02:02:169 (4,1,2) - spacing is quite high here to fit a pattern where the music doesn't feel so threatening. Her vocals go deep and slow I wanted this to link the two kiai together, so I chose high spacing but easy jumps to make this part feel different (with the easy jumps and lots of sliders) but without completely breaking the energetic atmosphere I created with the first kiai.
02:10:833 (2) - if this went the other way where it end where you had 02:10:186 (3) - I think it'd be better but the spacing gets closer and this pause doesn't feel quite right when the DS is this low. Doesn't make for a good buildup imo. changed
02:21:953 (1,2,3,4,1,2,3,4) - jesus, now I know why the SR is so high. This would be good if there was a much more proper buildup into this rather than throwing this so suddenly at the players. I'd suggest moving these sliders 02:19:884 (1,2,3,4) - around the playfield more so that those jumps may work a little better because the slider leniancy right now makes those sliders easy to hit and then you get fukd in the ass by airman whirlwinds. Good point. Changed.
02:27:643 (6) - could space elsewhere for more emphasis and have the other follow suit ah, this is a pattern that plays with the sliders and circles. The sliders are getting closer while the circles get further apart from one another. It forms a contradicting buildup that goes well with the contrast between the held vocal and the spamming drum.
03:09:410 (1) - maybe space this more to the corner as well I augmented the spacing, not quite to the corner though
03:25:057 (1) - yo, this stream could be much more original lol. It's fitting I suppose and that's enough of an argument to keep it but this could easily be more exciting originally was exciting, players complained T_T
03:46:781 (1) - this some rabbit shet lol idk what to say can I at least be credited for my own patterns ? T_T
04:00:229 (1,2,3,4,5,6,7,8) - this could probably be more intense with airman shit ah this is a recurring pattern in the difficulty, it gives it a nice structure and the player will be very happy to see patterns they've played before I think
04:06:178 (5,6) - (5) could be center upward slider and NC on 6 for a different pattern cuz yknow, downbeats n stuff I'll have to deny that, the comboing follows the phrases in the vocals, and the slider positions are consistent with the first kiai (with the symmetry)
04:07:471 (6) - same here with the NC stuff I changed that one
04:15:488 (7) - I think anti-jumping these parts would be cool, like if they went more outward to the top left corner as a means to emphasize the distance from the note to the streams. idk i like it they already do !
04:20:402 (1,2,3,4) - y not continue pattern downwards? done, also increased distance from last jumps
04:20:919 (1) - could just use a long slider and then follow into all the rekt beats you murdered from 04:21:695 - I'm not a big fan of super long sliders, I'd rather keep the spinner here >.<
04:27:643 (1) - slider? This is an isolated note because to me the song really resumes at 04:27:902 (2) - so this one shouldn't be emphasized or moved
04:44:712 (1) - this part here could be more intense too rather than overlapping your previous notes changed
04:45:617 (4) - this should get the most emphasis imo it does! kinda
05:01:926 (1) - you could create a jump thing like http://puu.sh/lgKap/c6a1b270d9.jpg i think this fits better than killing the beats like you did with that spinner :/// done
Thanks for the mod!
Yuii-
M'kay
Okoratu
so you're starting over at #1
or is this #3

#3 would be amazing
Topic Starter
Shiro
starting over at 1
if it were 3, the map would be qualified
Monstrata
Re-Re-Re Bubbled!

Octothorpe2
Kroytz
hype hype hype
Anxient

Kroytz wrote:

hype hype hype
Krfawy
#POBŁAŻLIWOŚĆ

EDIT: Wrong icon. .3.
Hula
Reserved in case of shitstorm, I don't wanna miss out!





gratz
Dreamtwolf
00:15:618 (5) - This note is actually random, I really don't know what part of the music it matches so remove this note.
00:37:730 (2,3) & 00:38:247 (1,2,3,4) - These notes are kind of unreadable since it's hard to snap with ar10 especially when the jumps change elevation each time.
01:12:126 (1,2,3,4) - change back to the triangles since these hourglass jumps come unexpected from where they're placed.
01:39:540 (4,5,6) - Hitsound for Note 5 does not blend in with 4 because of Note 6.
02:31:652 (6) & 02:31:782 (1,2,3,4) & 02:32:298 (1,2,3,4) & 02:32:815 (1,2,3,4) - The old version of these jumps(1,2,3,4,5 into notes that went up and down) were actually easier than this version since the notes make the player read more and aim and snap more in this version making the old version better than this. I went over this part over 5 times with 0.25 speed and I did see the correlation between the old version.
02:39:152 (4) - this slider should be smaller and the slider end hitsound should be this note's (02:30:229 (1))
hitsound which is soft&finish
03:08:505 (1,2) - decrease the distance between these notes O_O
03:10:057 (4,5,6,7) - will look better if 03:10:402 (8,9) looked the same and connected
03:32:945 (1,2,3) - shouldn't be a new combo only because 03:33:333 (1) starts and new combo fast and notes with the number 1 give more health than notes that have a number 2 or 3 etc...
04:09:022 (1) - No new combo here but instead, here 04:09:540 which had already been done and it matches the part of the music in which you are following since the notes that the actual drummer is playing gets a tad bit higher
04:10:057 (1) - No new combo but the drummer is still playing the note that is higher
04:33:850 (1) - No new combo but instead..... ok you get it it's the same as the part 04:09:022 (1) i mentioned
04:34:884 (1) - same deal here, no new combo but instead the notes should continue to be numbered instead of a new combo
04:43:678 (1) to the spinner - Really I mean really, the rule ^^ should not apply here because it matches the singer and it's so good, really great job!(leave it as it is since it's really good)

- Amazing Song Selection and Hitsound Selection. This map can truly become something astounding.
Bara-
OMG
Gratz Shiro!
You didn't even need to mutual me \:D/
Raiden
you can live if your on FIRE
fieryrage
i should've modded this before it got qualified but i didn't know this was actually a fun map whoops
short mod though

00:15:553 - pretty sure I hear a note here which could make 00:15:618 (5) - a lot easier to sightread
00:35:273 (1,2,3,4,5,6) - this sounds really off, like, 50 ms off, could just be me though
00:39:539 (1,2,3,4,5) - ^
00:50:272 (1,2) - am I the only person that misread this first try like I seriously thought this would be a different back and forth pattern like 00:49:238 (3,4,5,6,7,8) -
02:27:514 - shouldn't there be a note here along with every other part like this? doesn't really make sense that you added notes on the later parts at 04:39:928 (6) - and not anywhere else
04:15:100 - ^

i legit actually love this map i'm surprised i didn't find this earlier
Kuuma
Lmao the last three mods are all from American Players with some kind of wolf as their profile picture. #illuminati

Anyways Gratz!
Kroytz
I fking love this map Shiro. Awesome job!
Juu_DELETED
Congratulations Shiro!
Watsaiye
NICE
Anxient
OMAN CONGRATZ SHIRO
Hinorim
Gratz Shiro \o/, Nice map!.
EncoreW
gratz!
-MuhQ
👌👀👌👀👌👀👌👀👌👀 good shit go౦ԁ sHit👌 thats ✔ some good👌👌shit right👌👌there👌👌👌 right✔there ✔✔if i do ƽaү so my self.

Seriously its a beatiful masterpiece, this kind of stuff makes me want to play Osu!
CelegaS
need 8+stars
Dreamtwolf
Happystick said this map is "copy paste"
jodmangel
Like someone said above, quite a few notes near the start sound mistimed if I'm not completely deaf. Here are some of the ones I noticed:

00:31:911 (4) -
00:34:885 (9,10,11) -
00:35:273 (1) -
00:35:661 (3,4,5,6) -
00:37:213 (4,5,6,7,1) - Aren't these four notes?
00:39:799 (2,3,4,5) -
00:43:161 (12,13,14,15,16) - Seems like four notes as well, though with different timing.
00:43:937 (3,5) -
00:44:971 (1) -

Edit: Forgot to say, those are all timed early I believe.

There's a few more that I'm unsure about. I'd really suggest someone that is actually good at timing to take a look at this.
Myxo
I have to take this map down for questionable timing.
The intro part has messed up timing, most of the time it's early. I will point out some examples below:

00:31:264 (1,2,3,4,5) - the offset seems early on (2) and (4), not as extreme as the following ones though
00:32:558 (3,4,5,6) - early
00:34:497 (7) - early
00:34:885 (9,10,11,12,1,2,3,4,5,6) - very early
etc.. this happens in almost every measure until 00:47:815 - the intro is over. There might be timing issues later in the song as well.

There are also wrongly snapped objects and other rhythm issues. Again there might be more than that:

00:31:264 - The part up until this point is pretty questionable. The rhythms are hard to read and feel pretty awkward to play. The slidershapes mostly look pretty odd and random. 00:19:885 (1,2,1,2,3,4) - These sliders feel to fast for the calm sounds.
00:32:428 (1,2,3,4,5) - vs 00:40:703 (1,2,3) - The first one feels odd because the intentional overmap for the flute and the much stronger drum triplet are combined in one stack. The second one feels odd because the drum triplet was ignored.
00:34:885 (9,10,11,12) - Should be 1/6
00:42:644 (11) - Why does this slider end on a blue tick?
00:47:298 (3,4,5,6,7,8,9,10) - A slider would fit much better here, the overmap doesn't fit well.

I am not a timing expert, but these issues are clearly hearable when listening on 50% and they are noticable in gameplay too. This map definitely needs to be checked by timing experts before it can go back to qualified. Good luck!
Topic Starter
Shiro
That took a while. Lucky for me, I am a timing expert, so I'll take a look at it. I admit I did not check the timing Faust gave me, so I guess now is time to.
Epiphany
tbh i didnt really notice any timing issues when playing and i realize something like that normally.. :/ but well, everyone does mistakes :p
GoldenWolf

Shiro wrote:

Lucky for me, I am a timing expert, so I'll take a look at it.
And you didn't hear the intro was completely off while mapping it? By something like 60ms at times? Come on now..
Topic Starter
Shiro

GoldenWolf wrote:

Shiro wrote:

Lucky for me, I am a timing expert, so I'll take a look at it.
And you didn't hear the intro was completely off while mapping it? By something like 60ms at times? Come on now..
I mostly ignored it because it's based on a flute and timing flutes is horrible because unlike drum hits they don't have a strong start. I knew it was approximative but didn't think it would be a problem. Every testplayer I've seen has hit the intro correctly, so I just didn't bother re-timing the map. Now I will though.
fieryrage
ye i tried bringing this up earlier but i guess it got lost in the swarm of posts and praise
hopefully this map gets back to qualified real soon after the timing issues are fixed o7
Topic Starter
Shiro

Dreamtwolf wrote:

00:15:618 (5) - This note is actually random, I really don't know what part of the music it matches so remove this note. I wanted to mimic 00:10:510 (3,4) - (replacing the slider with a circle) because it sounded really cool to me and ended the long slider in a much more interesting way. I don't think the note is too much of a problem, so I'll keep it for now.
00:37:730 (2,3) & 00:38:247 (1,2,3,4) - These notes are kind of unreadable since it's hard to snap with ar10 especially when the jumps change elevation each time. These are extremely easy to read.
01:12:126 (1,2,3,4) - change back to the triangles since these hourglass jumps come unexpected from where they're placed. Again, not a problem to read. The jumps are built like this: 01:12:126 (1,2) - medium spacing to keep the map going at a fairly fast pace, then 01:12:384 (3,4) - big jumps for those to emphasize the double snare hit, then 01:12:514 (4,5) - lower jump to avoid emphasizing 01:12:643 (5) - which isn't emphasized in the song, then a stack 01:12:643 (5,1) - because the song basically stops for a short moment at that point.
01:39:540 (4,5,6) - Hitsound for Note 5 does not blend in with 4 because of Note 6. replaced for a slider
02:31:652 (6) & 02:31:782 (1,2,3,4) & 02:32:298 (1,2,3,4) & 02:32:815 (1,2,3,4) - The old version of these jumps(1,2,3,4,5 into notes that went up and down) were actually easier than this version since the notes make the player read more and aim and snap more in this version making the old version better than this. I went over this part over 5 times with 0.25 speed and I did see the correlation between the old version. I'm aware, but testplayers said the jumps as they were before were a bit boring, so I did that to improve them!
02:39:152 (4) - this slider should be smaller and the slider end hitsound should be this note's (02:30:229 (1))
hitsound which is soft&finish I like the slider being smaller here but I don't understand what you mean with the hitsound
03:08:505 (1,2) - decrease the distance between these notes O_O :|
03:10:057 (4,5,6,7) - will look better if 03:10:402 (8,9) looked the same and connected I actually don't understand what you mean here. ?_?
03:32:945 (1,2,3) - shouldn't be a new combo only because 03:33:333 (1) starts and new combo fast and notes with the number 1 give more health than notes that have a number 2 or 3 etc... removed the new combo
04:09:022 (1) - No new combo here but instead, here 04:09:540 which had already been done and it matches the part of the music in which you are following since the notes that the actual drummer is playing gets a tad bit higher
04:10:057 (1) - No new combo but the drummer is still playing the note that is higher
04:33:850 (1) - No new combo but instead..... ok you get it it's the same as the part 04:09:022 (1) i mentioned
04:34:884 (1) - same deal here, no new combo but instead the notes should continue to be numbered instead of a new combo
For all three: I'm keeping the comboing on those patterns consistent, see
04:43:678 (1) to the spinner - Really I mean really, the rule ^^ should not apply here because it matches the singer and it's so good, really great job!(leave it as it is since it's really good) thank you

- Amazing Song Selection and Hitsound Selection. This map can truly become something astounding. Thank you, it makes me fairly happy to hear something like this about one of my maps

fieryrage wrote:

i should've modded this before it got qualified but i didn't know this was actually a fun map whoops
short mod though

00:15:553 - pretty sure I hear a note here which could make 00:15:618 (5) - a lot easier to sightread
00:35:273 (1,2,3,4,5,6) - this sounds really off, like, 50 ms off, could just be me though
00:39:539 (1,2,3,4,5) - ^
00:50:272 (1,2) - am I the only person that misread this first try like I seriously thought this would be a different back and forth pattern like 00:49:238 (3,4,5,6,7,8) -
This will be fixed with the new timing
02:27:514 - shouldn't there be a note here along with every other part like this? doesn't really make sense that you added notes on the later parts at 04:39:928 (6) - and not anywhere else
04:15:100 - ^
No, this is actually a growing pattern that structures the map. If you look at rhythms, you've got xxxxx x (x x) for the first occurence, then xxxxx x x, then xxxxx x x x, which means the pattern becomes denser as the map progresses and requires more clicks!

i legit actually love this map i'm surprised i didn't find this earlier Thank you!

jodmangel wrote:

Like someone said above, quite a few notes near the start sound mistimed if I'm not completely deaf. Here are some of the ones I noticed:

00:31:911 (4) -
00:34:885 (9,10,11) -
00:35:273 (1) -
00:35:661 (3,4,5,6) -
00:37:213 (4,5,6,7,1) - Aren't these four notes?
00:39:799 (2,3,4,5) -
00:43:161 (12,13,14,15,16) - Seems like four notes as well, though with different timing.
00:43:937 (3,5) -
00:44:971 (1) -

Edit: Forgot to say, those are all timed early I believe.

There's a few more that I'm unsure about. I'd really suggest someone that is actually good at timing to take a look at this.

All this will be fixed with the new timing. As I said in a post previous, I am a timing expert but I didn't bother looking at the timing I got from Faust's version. This is a mistake on my end, as I should have at least checked it. I considered the introduction to be easy enough not to require very accurate timing, as every testplayer got everything right on their first try.

Desperate-kun wrote:

I have to take this map down for questionable timing.
The intro part has messed up timing, most of the time it's early. I will point out some examples below:

00:31:264 (1,2,3,4,5) - the offset seems early on (2) and (4), not as extreme as the following ones though
00:32:558 (3,4,5,6) - early
00:34:497 (7) - early
00:34:885 (9,10,11,12,1,2,3,4,5,6) - very early
etc.. this happens in almost every measure until 00:47:815 - the intro is over. There might be timing issues later in the song as well.

Charles and myself are looking at the timing. We will issue a better one.

There are also wrongly snapped objects and other rhythm issues. Again there might be more than that:

00:31:264 - The part up until this point is pretty questionable. The rhythms are hard to read and feel pretty awkward to play. The slidershapes mostly look pretty odd and random. 00:19:885 (1,2,1,2,3,4) - These sliders feel to fast for the calm sounds. I'm not going to change any of the sliders nor remove the introduction, which is needed for the map to reach 5 minutes drain time. One could argue that the introduction (as well as the end) are t themselves fairly random, but I didn't map them with that in mind. The use of MANY sliders in the introduction allows for a big error margin for the approximative flute playing. Unlike what you said, the rhythms are neither hard to read nor awkward to play. None of the testplayers (before or after qualification) complained about such things, so I'm not going to change them.
00:32:428 (1,2,3,4,5) - vs 00:40:703 (1,2,3) - The first one feels odd because the intentional overmap for the flute and the much stronger drum triplet are combined in one stack. The second one feels odd because the drum triplet was ignored. Changed both to match the drums.
00:34:885 (9,10,11,12) - Should be 1/6 I'm not too sure about that. I'll wait for the new timing.
00:42:644 (11) - Why does this slider end on a blue tick? There was a note at 00:42:901 - but it seems I deleted it by accident x_x
00:47:298 (3,4,5,6,7,8,9,10) - A slider would fit much better here, the overmap doesn't fit well. To you. This goes with the trill in the flute and provides an amazing introduction to the first part of the map that is actually energic. I'm not changing this.

I am not a timing expert, but these issues are clearly hearable when listening on 50% and they are noticable in gameplay too. This map definitely needs to be checked by timing experts before it can go back to qualified. Good luck! As I said earlier, the timing is being looked at by Charles and myself. We'll get the new timing ready asap. Thanks for taking the time to look at this.
EDIT: for the three modders (except Desperate-kun who already got his kd) can you re-post in the thread so I can award you kd?
fieryrage
i already posted but sure
gl requalifying
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