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Ayane - Eien no Memories

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Milan-
you can't silence both, slider-ticks and slides. so choose one
advanced has different videooffset
drum-sliderslide is unused

insane
-00:36:083 (4,1,2,3) - rhythm is awkward cuz they dont follow the same sounds or strong beats. something like this makes the most sense http://puu.sh/mf5xQ/2f3c140827.jpg
-and similar happens here 00:39:576 (5) - where you choose to let the strongest beat land on a slider tail
-00:42:453 (1) - i'd move it somewhere else like x88y220 for instance. so the flow towards 00:43:069 (2) - is much better
-01:06:083 (1,2,1,2) - these pair of notes dont make much sense when the music hasnt even changed from before, using similar rhyhthms as before is ideal. 01:06:905 (1,2,3,4) - this on the other hand is better tho.
-01:16:973 (4) - finish or something?
-01:18:412 (5) - wonder why this isn't extended to fit vocals like every pattern before uhhh same with 01:24:987 (3) - uhhhh
-01:25:809 (6) - nc

normal
-00:42:453 (3) - due to the really low sv, 1/2 repeaters like this one are hard to play for your lowest diff, especially when you add another 2 1/2 sliders afterwards (or you could use 1.0x sv instead and everything will be oKKK)
-00:43:480 (5,1) - when you finish (5), (1) is already shown leading to confusion. you should avoid stacking in this case. same goes to 00:56:836 (4,1) -
-01:07:727 (1,1) - you should have atleast a 2/1 gap between these objects
-uuh you could've mapped the ending with ez rhythms or spinners tbh.. you can even edit the ending of a slider so it lands on something uh

not liking the fact you didnt map the intro in diffs where it's totally mappable. i can see why not in normal, and at some degree in advanced but hard that is mapped in a harder way than usual shouldn't miss it.
in addition since hard is mapped this way, i think it's more appropiate to call it insane or light insane or whatever, cuz how big the regular spacing is and how complicated some gameplay elements are. (Then, Advanced = Hard)
Topic Starter
Shad0w1and

Milan- wrote:

you can't silence both, slider-ticks and slides. so choose one
advanced has different videooffset
drum-sliderslide is unused


insane
-00:36:083 (4,1,2,3) - rhythm is awkward cuz they dont follow the same sounds or strong beats. something like this makes the most sense http://puu.sh/mf5xQ/2f3c140827.jpg
-and similar happens here 00:39:576 (5) - where you choose to let the strongest beat land on a slider tail
-00:42:453 (1) - i'd move it somewhere else like x88y220 for instance. so the flow towards 00:43:069 (2) - is much better
:arrow: adjust a bit
-01:06:083 (1,2,1,2) - these pair of notes dont make much sense when the music hasnt even changed from before, using similar rhyhthms as before is ideal. 01:06:905 (1,2,3,4) - this on the other hand is better tho. :arrow: balanced a bit
-01:16:973 (4) - finish or something?
-01:18:412 (5) - wonder why this isn't extended to fit vocals like every pattern before uhhh same with 01:24:987 (3) - uhhhh
-01:25:809 (6) - nc


normal
-00:42:453 (3) - due to the really low sv, 1/2 repeaters like this one are hard to play for your lowest diff, especially when you add another 2 1/2 sliders afterwards (or you could use 1.0x sv instead and everything will be oKKK) :arrow: you are right this is where the test players missing
-00:43:480 (5,1) - when you finish (5), (1) is already shown leading to confusion. you should avoid stacking in this case. same goes to 00:56:836 (4,1) -
-01:07:727 (1,1) - you should have atleast a 2/1 gap between these objects
-uuh you could've mapped the ending with ez rhythms or spinners tbh.. you can even edit the ending of a slider so it lands on something uh :arrow: :arrow: tried, but it feel so weird ;w; i just want to be safe so no issues for normal will cause a dq

not liking the fact you didnt map the intro in diffs where it's totally mappable. i can see why not in normal, and at some degree in advanced but hard that is mapped in a harder way than usual shouldn't miss it. :arrow: will map that on hard
in addition since hard is mapped this way, i think it's more appropiate to call it insane or light insane or whatever, cuz how big the regular spacing is and how complicated some gameplay elements are. (Then, Advanced = Hard) :arrow: not sure if its a must, since i believe the hard is actually a hard level map, it plays like a hard diff though the ds varies a little. i think as long as the spread is acceptable, a little doubt about the diff naming should be hard or light insane is not a big deal?
Gero
Hello there~

General

  1. How about to use 2000 of Audio Lead-In on all difficulties? I think will be better since it gonna have more time before the first note appears.
  2. Now, I'm kinda worried about the BG4 because girls in swimwear is probably rankable but still, I would like you to try to use another kind of background since the others that you have been used are quite normal and not suggestive so honestly this does not makes much sense for me, in my opinion.
  3. Something I noticed is that your mp3 has about 10 seconds at the end that are technically useless so I highly recommend you make use of some editor and delete that part of the song, the same time goes for the video file.
Normal

  1. 00:41:836 (2,3) - This feels so weird because the sounds at the music are constant so ignored beat here makes it kinda awful to play so, how about replacing both objects by one circle and then 1/1 slider at this part? or at the least one circle 00:42:453 - here, up to you.
  2. 00:43:480 (2,1) - Consider to unstack both sliders, remember that this kind of overlaps are quite weird to play and confusing for newbies players.
  3. 00:56:836 (4,1) - Same as above.
  4. 01:05:055 (2,1) -This kind of combo is even more shorter than others, I think that would be better if you remove it and try to keeping them as 4.
  5. 01:07:727 (1,1) - Isn't that hard to click it after the spinner but, this still haven't enough time after one spinner since the rule says that you need to leave 2 beats without notes and here seems like you just gave one, of course it also depends about the BPM but this one is kinda fast.
  6. 01:23:343 (5,2) - This overlap seems unrankable, since the comboburst is still there when the second slider appears so would be nice if you reposition this one by another place.
ZZHBOY's Advanced

  1. 01:29:507 - There is just one I want to say about this difficulty, this feels so empty and the song is quite strongly since is the chorus of the whole song is here, don't you think is it weird or something? due that on the normal difficulty this part were mapped, the only thing I can suggest is add some objects at this part.
  2. 01:36:083 - Same as above.

    Good Job~
Hard

Same circle size on these three difficulties? why? for which reason? increase it by one tick to make it consistent and add .5 on Advanced, trust me the spread will be even more better than the current one.

  • Great~
Call me back~
Topic Starter
Shad0w1and

Gero wrote:

Hello there~

General

  1. How about to use 2000 of Audio Lead-In on all difficulties? I think will be better since it gonna have more time before the first note appears.
  2. Now, I'm kinda worried about the BG4 because girls in swimwear is probably rankable but still, I would like you to try to use another kind of background since the others that you have been used are quite normal and not suggestive so honestly this does not makes much sense for me, in my opinion. :arrow: I think it wont be a problem since there are a lot maps ranked recently have these BGs. The thing is I could not find more High resolution BGs for this old game(its from 2003 around).
  3. Something I noticed is that your mp3 has about 10 seconds at the end that are technically useless so I highly recommend you make use of some editor and delete that part of the song, the same time goes for the video file. :arrow: well you are right, but I think its rankable, and the thing is that I am using vbr encoding for both video and mp3, so that part actually does not consume file size(about 50KB could be saved for that part), to avoid potential timing shift might cause, I would like to keep current ones.
Normal

  1. 00:41:836 (2,3) - This feels so weird because the sounds at the music are constant so ignored beat here makes it kinda awful to play so, how about replacing both objects by one circle and then 1/1 slider at this part? or at the least one circle 00:42:453 - here, up to you. :arrow: i changed to current pattern due to previous mods and test plays from new players, I think current one works ;w;
  2. 00:43:480 (2,1) - Consider to unstack both sliders, remember that this kind of overlaps are quite weird to play and confusing for newbies players.
  3. 00:56:836 (4,1) - Same as above.
  4. 01:05:055 (2,1) -This kind of combo is even more shorter than others, I think that would be better if you remove it and try to keeping them as 4.
  5. 01:07:727 (1,1) - Isn't that hard to click it after the spinner but, this still haven't enough time after one spinner since the rule says that you need to leave 2 beats without notes and here seems like you just gave one, of course it also depends about the BPM but this one is kinda fast. :arrow: lol I do have two beats here lol
  6. 01:23:343 (5,2) - This overlap seems unrankable, since the comboburst is still there when the second slider appears so would be nice if you reposition this one by another place.
ZZHBOY's Advanced

  1. 01:29:507 - There is just one I want to say about this difficulty, this feels so empty and the song is quite strongly since is the chorus of the whole song is here, don't you think is it weird or something? due that on the normal difficulty this part were mapped, the only thing I can suggest is add some objects at this part. :arrow: ZZH ask me to correct mods for him. I feel for this diff, he is mainly mapping the vocal in kiai section, I feel its good in terms of represent all the vocals, it is true he missed the drums as compromise, but overall concept is clear and he did well on mapping the vocal I guess... I would like to keep these two for him to high light the vocal, if i mapped 01:29:507 - , i feel it will become so weird that the 1/4 drums might destruct the difficulty spread
  2. 01:36:083 - Same as above.

    Good Job~
Hard

Same circle size on these three difficulties? why? for which reason? increase it by one tick to make it consistent and add .5 on Advanced, trust me the spread will be even more better than the current one.

  • Great~
Call me back~
Gero
~ Bubbled ~


For the next BN: Double check on the timing would be great, I think is good enough for ranking but please take this in mind if you're going to check this mapset.
Milan-
good enough
Kalibe
Ayane ;3

Grats Shadow !
Xinely
我迟到了rip

恭喜啊Shad0w
Topic Starter
Shad0w1and

Xinely wrote:

我迟到了rip

恭喜啊Shad0w

Kalibe wrote:

Ayane ;3

Grats Shadow !
谢谢
thanks
:)
Rumia-
恭喜啊
HappyRocket88
ohhh that was fast! Congratulations. Pretty interesting the dimension of the bg on the easy. xd
Topic Starter
Shad0w1and

Rumia- wrote:

恭喜啊
^^

HappyRocket88 wrote:

ohhh that was fast! Congratulations. Pretty interesting the dimension of the bg on the easy. xd
XD I decide use the graduation BGs for harder diffs ;)
Winnie
I wuz here
Topic Starter
Shad0w1and

Kocari wrote:

I wuz here
yes 8-)
Mint
Congrats :3
Topic Starter
Shad0w1and

appleeaterx wrote:

Congrats :3
thx :3
I Must Decrease
Hey QT.

[Insane]

Let's begin!

00:00:946 (2) - this slider end doesnt hit anything at all. It deliberately ignores the sound 1/2 after.

00:04:439 (3) - no sound on this slider end

00:05:261 (4) - i don't see what this is accentuating, why not do two 1/2 sliders as that would pay better attention to the rhythm to begin with. it seems like you just randomly wanted to make it 1/1

00:08:549 (1) - slider end ends on nothing

in 00:25:398 (2,3,4) - for some reason 00:25:809 (4) - has the largest spacing even though the note is very weak.

00:36:699 (3) - why not make this 2 circles given that you let a clap be on the slider end and the vocals are also on the slider end too, seems strange and lacks emphasis that the sounds at the slider end deserve

00:38:138 (1) - why 1/1 when the vocals are 1/2

00:40:603 (5) - no reason for bigger spacing, barely audible note on slider head

00:44:713 (2) - anti jump seems pretty disapointing considering thats your kiai start? a bit of spacing is perfectly fine

00:46:151 (6) - jump seems rather excessive given the previous notes

00:49:439 (6) - way too large of spacing for such a weak note

01:05:672 (4,5,1,2,1,2,1,2,3,4) - can you explain what rhythmic change in the song warranted these jumps? cause literally 01:05:877 (5,2,2,2) - all of these are weak beats with excessive spacing

01:20:877 (1,2) - jump here? really? the rhythm would much rather call for a slider here so that the player can hold down a slider while the singer holds down the note she is on

01:31:973 (5,6,1,2,3,4,5,6) - lmao ok so you choose to ignore emphasizing vocals for jumps. What changed between this and the previous pattern with the same rhythm?

01:38:232 (1) - it should be noted that I'm not sure if this section is timed properly. There seems to be a lack of correction for the white ticks, what I mean is


this will cause a double beat when played on nightcore and should therefore be fixed by creating a new timing point on the sliders end. This applies to all timing sections here. (If a BN / QAT knows more about this please feel free to add or tell me wrong, I was under the impression that timing points should always sync up)

Hope this helps!
Topic Starter
Shad0w1and
not sure why you hate me like this, it's not like I caused your map dq, but basically everyone saw your hero diff can figure out the problem.anyways I will reply your mod soon.
I Must Decrease

Shad0w1and wrote:

not sure why you hate me like this, it's not like I caused your map dq, but basically everyone saw your hero diff can figure out the problem.anyways I will reply your mod soon.
?

I am simply helping in raising the quality of your map.
riffy
Let's make sure we understand each other's ideas and resolve this.

The things from the post do deserve some attention.
moya
lol
Gero
Once you have made the necessary changes you're free to call me back, we can move this forward as soon as possible.
Topic Starter
Shad0w1and

Xexxar wrote:

Hey QT.

[Insane]

Let's begin!

00:00:946 (2) - this slider end doesnt hit anything at all. It deliberately ignores the sound 1/2 after. :arrow: yes that end does not hit anything, but because players does not click anything here, so as it offer a same pattern 00:01:973 (1,2) - , this could work imo. but yeah, change this seems good idea.

00:04:439 (3) - no sound on this slider end :arrow: it has really soft sound, also slider end could hit nothing as there are thousands of mappers did it b4, as long as they make sense, this should not be a problem

00:05:261 (4) - i don't see what this is accentuating, why not do two 1/2 sliders as that would pay better attention to the rhythm to begin with. it seems like you just randomly wanted to make it 1/1 :arrow: this is a quiet section, it does not need me to address every 1/2 sound i hear from background. what if a song has continuous 1/4 guitar at the background then you just place all objects as 1/4?

00:08:549 (1) - slider end ends on nothing :arrow: no need, and it make sense and worked

in 00:25:398 (2,3,4) - for some reason 00:25:809 (4) - has the largest spacing even though the note is very weak. :arrow: this is not a problem since the spacing does not vary too much, and the current pattern just played well. on other hand, i do not feel its weak at all.

00:36:699 (3) - why not make this 2 circles given that you let a clap be on the slider end and the vocals are also on the slider end too, seems strange and lacks emphasis that the sounds at the slider end deserve :arrow: does not have to be circles, i have preference to use more sliders in none-kiai sections, current one just worked well

00:38:138 (1) - why 1/1 when the vocals are 1/2 :arrow: that's why the sliders was not straight, it covers vocal and does give feedback

00:40:603 (5) - no reason for bigger spacing, barely audible note on slider head:arrow: this is not a problem since the spacing does not vary too much, but I did a little adjustment

00:44:713 (2) - anti jump seems pretty disapointing considering thats your kiai start? a bit of spacing is perfectly fine :arrow: prefer current one, it just worked well

00:46:151 (6) - jump seems rather excessive given the previous notes :arrow: the music have a crash here, it make sense

00:49:439 (6) - way too large of spacing for such a weak note :arrow: the music have a crash here, it make sense

01:05:672 (4,5,1,2,1,2,1,2,3,4) - can you explain what rhythmic change in the song warranted these jumps? cause literally 01:05:877 (5,2,2,2) - all of these are weak beats with excessive spacing :arrow: the vocal and the peak of the song call for the difficulty, so I just follow that

01:20:877 (1,2) - jump here? really? the rhythm would much rather call for a slider here so that the player can hold down a slider while the singer holds down the note she is on :arrow: ok changed

01:31:973 (5,6,1,2,3,4,5,6) - lmao ok so you choose to ignore emphasizing vocals for jumps. What changed between this and the previous pattern with the same rhythm? :arrow: added slider

01:38:232 (1) - it should be noted that I'm not sure if this section is timed properly. There seems to be a lack of correction for the white ticks, what I mean is


this will cause a double beat when played on nightcore and should therefore be fixed by creating a new timing point on the sliders end. This applies to all timing sections here. (If a BN / QAT knows more about this please feel free to add or tell me wrong, I was under the impression that timing points should always sync up)
:arrow: I don't see any problem with the timing.
Hope this helps!
anyways some suggestion is useful, thx.
also gl on your mapset.
nah today is a good day... its sunny.
Wafu

Shad0w1and wrote:

not sure why you hate me like this, it's not like I caused your map dq, but basically everyone saw your hero diff can figure out the problem.anyways I will reply your mod soon.
Basically what you say is he shouldn't make concerns just because his map was DQed. He's free to make concern on anything he disagrees with. Nobody hates you, so don't take his modding personally.
Topic Starter
Shad0w1and

Wafu wrote:

Shad0w1and wrote:

not sure why you hate me like this, it's not like I caused your map dq, but basically everyone saw your hero diff can figure out the problem.anyways I will reply your mod soon.
Basically what you say is he shouldn't make concerns just because his map was DQed. He's free to make concern on anything he disagrees with. Nobody hates you, so don't take his modding personally.
ok
Kibbleru
modding maps after they get qualified just adds fuel to fire ;q

nothing wrong with doing so though
Winnie
Let's all agree that I will carry
Topic Starter
Shad0w1and
anyways my insane got better. Not blaming mod itself though. It's a good thing I guess.
Updated
;w;

Kocari wrote:

Let's all agree that I will carry
Carry me clamb to plantinum plz, I will support ;D
hehe
timing point
98232,461.538461538462,4,2,1,40,1,0
98693,534.283170080142,4,2,1,40,1,0
99227,504.201680672269,4,2,1,40,1,0
99731,514.579759862779,4,2,1,40,1,0
100245,576.923076923077,4,2,1,40,1,0
100821,647.948164146868,4,2,1,40,1,0
101469,821.917808219178,4,2,1,40,1,0
102290,789.473684210526,4,2,1,40,1,0
103079,414.364640883978,4,2,1,40,1,0
103493,1000,4,2,1,40,1,0

assuming your current timing is correct, this timing should match up the downbeats properly, but please do check it with others too! (it shouldn't unsnap any of your ntoes)
Topic Starter
Shad0w1and

handsome wrote:

timing point
98232,461.538461538462,4,2,1,40,1,0
98693,534.283170080142,4,2,1,40,1,0
99227,504.201680672269,4,2,1,40,1,0
99731,514.579759862779,4,2,1,40,1,0
100245,576.923076923077,4,2,1,40,1,0
100821,647.948164146868,4,2,1,40,1,0
101469,821.917808219178,4,2,1,40,1,0
102290,789.473684210526,4,2,1,40,1,0
103079,414.364640883978,4,2,1,40,1,0
103493,1000,4,2,1,40,1,0

assuming your current timing is correct, this timing should match up the downbeats properly, but please do check it with others too! (it shouldn't unsnap any of your ntoes)
thx, i think the current one should be fine :)
Gero
~ Rebubbled ~
Slayed_old_1
ugh its bubbled but i need to mention this before it gets ranked

insane

00:05:261 (4) - here you have a SV change, so u need to NC this, also you have NC on every big white tick, so it will fit better

00:26:014 (1) - why u NCed this note? there is no strong sound in song, also there is nothing in the song to make u nc this

01:37:316 (11) - maybe also NC this, so it will fit all your NCs

01:38:232 (1,2,1,2,1,2) - maybe u need to NC all of these sliders? because every new slider is on the tick with different bpm and rhytm (and sv also) (this point is for other diffs too)

maybe u will reject all of these, but i want to see this map ranked, caz i really enjoyed it sorry
Topic Starter
Shad0w1and

Slayed wrote:

ugh its bubbled but i need to mention this before it gets ranked

insane


01:37:316 (11) - maybe also NC this, so it will fit all your NCs :arrow: not for this one

01:38:232 (1,2,1,2,1,2) - maybe u need to NC all of these sliders? because every new slider is on the tick with different bpm and rhytm (and sv also) (this point is for other diffs too) :arrow: that does not matter imo

maybe u will reject all of these, but i want to see this map ranked, caz i really enjoyed it sorry
some are useful though, thx, since they are some minor changes, I will update b4 when milan check this. I might decide keep it at pending a couple more days, maybe also polish it a bit more, got too many mapsets to worry about anyways ;D
Milan-
q
Kalibe
Regrats !
Slayed_old_1
grats, very nice map
snz
grats
Topic Starter
Shad0w1and
thx :)
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