9 star map
shiirn the god
shiirn the god
MMzz wrote:
time to prepare my anusShiirn wrote:
aaaand now we're pending
let's start this roller coaster
most discussed on ircMinx wrote:
Comfort
00:14:456 (2) -
00:13:207 (4) -
Both above beats I feel break the flow of the map a little, try moving them closer but not break the design as it is right now moving the notes a handful of pixels in any direction isn't going to chance the kind of "flow" it has, but i'll fiddle around with it over time
00:27:686 (7,8,1,2,1,2,3,4,5) - this entire section goes to wrong beats mostly.
Breakdown: 00:27:686 (7,8) - there is meant to be a beat after 7 and after 8 (listen to the song in 25%)
00:27:895 (1,2,1,2,3,4) - here doesnt really have any beats as it fades out so much that they are barely audible or not there at all, needless section, except for maybe the first slider. Im not talking about the slider after the stacked notes. I am fully aware of what the song precisely does here but it is pretty hard to figure out exactly what to do that also plays well. again, more fiddling required
01:06:124 (1) - I dont like this placement :S I suggest putting it close to the slider 01:05:707 (2) - so that the jumps are all the same distance. I'd say this would improve flow.
01:20:915 (1,2,1,2,1,2,1) - ew I hate these PP jumps ;_;
01:22:895 (1,2,1,2) - ewwwwwwwwwwwww more pp jumps An offbeat ladder section blah blah discussed on irc
01:30:811 (4) - i'd place this closer to the end of the slider its next to because I think it breaks flow a bit
01:31:332 (3) - this slider isn't mapped to beats as the beat represented 01:31:124 (2) - is held
01:31:853 (1,2,1,2,1,2) - this section here breaks flow
FailureAtOsu wrote:
quick mod from 5digit trash
(note: this mod is shit)
normal
00:21:645 (1) - what rhythm is this mapped to? doesn't sound like anything to me. There is a psuedo-vocal that allows a normal-level player to just follow the beat.
01:09:978 (1) - 4 beats of reaction time? i don't think normals need that much...
hard
in general, this diff would benefit design-wise and play-wise with a lower cs, like maybe 3.5 or 3.7.
00:10:707 (4,1) - this is not very good when the ar is slow, like it is since it's a hard. it is very frustrating for players I figure the change in combo color tells enough about the pattern that they know that it's not a normal swap.
00:27:895 (2,3) - the 1/4 transition is a bit much for a hard, but then again, the cs is 3.3 144bpm is extremely easy to slider-circle-slider 1/2-1/4-1/2 pattern with. sliders are lenient enough both in the area they allow the cursor to be and timing to let this be quite fun for a Hard level player.
01:20:395 (2) - maybe make the slider 1/2 and add a note on the blue tick?
01:22:061 (2) - ^
insane=amazing. great job ongaku!
Can't mod the rest since i can barely play them. Good luck with rank.
FailureAtOsu wrote:
quick mod from 5digit trash
01:20:395 (2) - maybe make the slider 1/2 and add a note on the blue tick? would make it a bit too hard, since its stacking. if the issue persists, i'll change it
01:22:061 (2) - ^ ^
Thanks for your feed back!Intone wrote:
Onngaku's Insanewow I love the sliders and how you use the slider velocities. Great job here, I applaud you
however, I'm not sure how comfortable I feel about the use of short overlapping streams. I thinnk this is too difficult for this player level at 4.19--consider channging it or making the streams closer together.
The spaced streams too^. I think this is way too hard of a pattern for low 4* players. I can play up to 5.5* and I still can't do spaced streams XD.
01:21:540 (1) weirdly formed slider here. Try flipping to curve other way>? applied~
01:34:145 (8) being a little nitpicky here but theyre touching :O (8 + 9) saem m8. dw i fixed it
osu file format v14
[General]
AudioFilename: routing.mp3
AudioLeadIn: 0
PreviewTime: 73311
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.4
[Metadata]
Title:Routing
TitleUnicode:Routing
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Shiirn
Version:ProBox's Normal
Source:beatmania IIDX
Tags:23 copula 22 pendual super future 2323 professionalbox ongaku
BeatmapID:879466
BeatmapSetID:403282
[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1
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Thankies!KuranteMelodii wrote:
[Ongaku's Insane]
- 00:35:533 (2) - This slider is snapped 1/3 but the end is snapped on.... nothing dont know what happened there. good catch
- 01:32:478 (2) - Intentional to not stack with 01:31:540 (8) - ? inte ntional
Good diff
Thanks <3deetz wrote:
good job ongaku :d
he's my special senseiShiirn wrote:
He's my little mapping protege
gonna teach him all da tricks before i die
thanks for the input!Reditum wrote:
ongaku:
00:04:665 (6,7,8) - like cool but like there's nothing definitive in the music that really give this any validity. While it could be good ornamentation, the style of mapping you have makes me only want to tap when a definitive beat exists, not when there's ornamentation. even if there isnt a very strong beat there to map, I find that it fits willingly and is better than a wubbly slider
00:57:374 (1) - please do not do this. Like it's cool in theory but in readability it's like a huge no no changed
01:13:311 - Would be cool if you did something similar to the above 2 diffs where you had a bass drum beat keeping the pulse of the map. applied
RikiH_ wrote:
m4m time ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)
GeneralI am so god damn mad about all the spread comments I'm getting on this map. It's ridiculously hard to make a diff between Normal and Hard, and between Extra and Comfort, without it being utterly shit. If someone wants to try, give it a damn shot.
- Extra: 5,31 stars / Comfort: 7,69 stars. Of course you need at least an inbetween diff, or even two, depends on the spread
- Not 100% sure about 1,59 and 3,09 between Normal and Hard
DO NOT MOD THISComfort
- This should be made illegal
Extra
- I can't even play this diff by myself, so my mod here won't be exactly good, I will only point out structural mistakes, sorry
- 00:04:874 (3,4) - Improve this blanket, it's not really good
- 00:08:311 (1,4) - Weird overlap Going to have to deal with it.
- 00:09:040 (5,6) - This blanket is bad too, make it similar to that (4,5) blanket, that one is perfect
- 00:11:228 (1,1) - Weird overlap
- 00:35:533 (2,3,4,5,6,7) - Idk, this looks so random... Try to make some regular shape It's meant to be random. The music sounds semi-random at this point so I used a semi-random pattern.
- 00:56:436 (5,1) - Uh, I'm not sure about the flow here, when you start the big round slider, you have to change the direction suddently, ctrl+g-ing the (1) would fix it, but would destroy the following pattern, so a better way to fix it in my opinion is moving the (5) somewhere to the right of the big slider, so it won't destroy the flow Uh, no. Why do people forget how sliders work? You follow a very, very, very large area around the sliderball, not the sliderball or track itself. You can do pretty much the entire circular-slider combo without straying very far from the center of the field.
- 01:45:395 (1,4) - Weird overlap, make a better square Not meant to be a square
- 01:53:103 (3,4) - In order to make it look better: move 3 to 65|75, move 4 to 313|233 moved a bit but i'm not making it a perfect cross.
- This diff is out of my league, rip
Collab Hard
- 00:05:603 (3,4) - I don't like the way these elements overlap, quite unconfortable to see
- 00:12:895 (1,2,3,4) - I know you want to emphasize this part, but this is too sudden in my opinion, and you will break the combo in 90% of cases I've seen very little breaking done here.
- 00:27:061 (1,2,3,4,5,6,7,8) - Why is the spacing in this stream completely random? This is one of those decelerating streams. It's not random, and since it's only 144 1/4, quite readable.
- 00:32:686 (1,2,3,4) - This is not well-blanketed with the slider, you should try to make it more round to fit it
- 00:36:228 (7) - Doesn't look really good, it's like a 2009/2010 slider lol lol maybe it's intended to be a bit weird looking since the music there is weird lol
- 00:59:561 (6,1) - Not good, they overlap
- 01:16:645 (1) - This needs a ctrl+g, or it will break the flow
- 01:21:020 (5,6,1,2,1,2) - No please, don't, this is a huge difficulty spike, compared to the rest of the map, I think you should really change it. People will get here, break their combo and rage a lot
- 01:47:582 (4,1) - Too close each other
- 01:52:895 (1,2,3,4) - Similar to 00:12:895 (1,2,3,4) -
- I can't find huge mistakes here, don't hate me but honestly I don't like this map, because: First, the patterns look a bit random, it looks like there's not a structure in them, since there are lots of spacing changes which are completely random. (eg 00:23:520 (1,2,3,4,5,6) ) Second: The flow is weird in some parts, you have to reverse your hand while playing, or change direction in a weird way. (eg 00:46:332 (1,2,1) ) Last, some blankets are not really well made, and some sliders have weird shapes. (eg the ones I pointed out). I can't play Comfort diff, but it looks like something very similar happened there...
- 00:10:395 (3) - Maybe try to move the slidertail some pixels up, because having straight sliders like this is not really cool imoIs there something wrong with straight sliders now?
- 00:29:978 (1) - Move slidertail to 105|330, so the blanket is perfect
- 00:37:895 (2,3) - Bad blanket again
- 00:53:311 (1,2,1,2) - Again ^
- 01:56:645 - You forgot to silence the spinner here The spinner isn't silenced in ANY difficulty, what are you talking about?
- This diff is good, but please, those blankets, pay more attention... Right....
That's all guys, good luck with this set
i died for that sin actuallyShiirn wrote:
also mission accomplished if 9* gives you cancer
RikiH_ wrote:
Generally speaking, I think 1/2 distance between the last note and a spinner is not ok, since this is the easiest diff of the set. Try 1/1 distance instead I think this is fine and in case it's a problem in the eyes of a BN it's easy to fix but we'll see
00:36:645 (3) - Uhmmm, this can be confusing because there is a huge beat 1/4 earlier... Maybe you can try to replace the previous note and this with a slider who ends in 00:36:540 - Did this, lets see what happens lol
00:37:061 - Add a note here? Since I replaced the last note with the slider I have to ignore this beat in order to make the next beat easier to hit on time
01:39:978 - It looks weird here because the slider ends on nothing. The strong beat is 1/4 earlier, you caould try something else to fix it maybe? Weird song, weird sliders. This part is something else and unless I get a suggestion from somebody on how to map this part to fit the easy/normal category I won't be touching it.
01:53:311 (1) - Similar to 00:36:645 (3) - This song is silly lol IKR. Same here.
01:56:645 - Silence spinner end? Sure
osu file format v14
[General]
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AudioLeadIn: 0
PreviewTime: 73311
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SampleSet: Soft
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GridSize: 32
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[Metadata]
Title:Routing
TitleUnicode:Routing
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Shiirn
Version:ProBox's Normal
Source:beatmania IIDX
Tags:23 copula 22 pendual super future 2323 professionalbox ongaku
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CircleSize:3
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Thanks for the mod!RikiH_ wrote:
Ongaku's Insane
- AR 9,3 on Insane diff? Not sure about it, you should decrease it until 8,8-9,0. It still plays well Oops, this diff was originally intended to be an extra. guess I forgot about the ar xd
- 00:02:061 (2,3) - Weird overlap fixed
- 00:03:520 (1,1) - ^ fixed
- 00:27:790 (4) - Prev: 0.71x / Next: 0.56x - This is weird whoops
- 00:28:520 (2) - Move to 311|232 for a more regular pattern applied
- 00:41:436 (1,1,1,1) - Sorry if I get too nazi, but if you look closely you can notice that these sliders are not spaced equally, the gap between them is not the same everywhere its fine, applied
- 00:46:332 (1) - Weird overlap again, you can try to move this to 374|195 for example fixed
- 00:47:895 (1) - Add a clap here? applied
- Nothing else, this one looks good and personally is my favourite diff
bullshitAeii wrote:
That doesn't apply to ShiirnRikiH_ wrote:
according to 2016 ranking criteria
Just wanted to reply to this.Shiirn wrote:
GeneralI am so god damn mad about all the spread comments I'm getting on this map. It's ridiculously hard to make a diff between Normal and Hard, and between Extra and Comfort, without it being utterly shit. If someone wants to try, give it a damn shot.
- Extra: 5,31 stars / Comfort: 7,69 stars. Of course you need at least an inbetween diff, or even two, depends on the spread
- Not 100% sure about 1,59 and 3,09 between Normal and Hard
If you can't make it, it doesn't mean it's impossible. I patrially agree on the Extra-Comfort diff, but I'm sure a lot of people can make a 2* diff.
Extra
- 00:27:061 (1,2,3,4,5,6,7,8) - Why is the spacing in this stream completely random? This is one of those decelerating streams. It's not random, and since it's only 144 1/4, quite readable. I know it's readable, but the spacing you used here is completely random, even if it's decelerating. You could just make 0.65 > 0.60 > 0.55 > 0.50 > 0.45 and so on. At the moment you have 0.64 > 0.51 > 0.51 > 0.54 > 0.43 > 0.37 > 0.31 > 0.50 which is completely random, and in some parts the spacing even raises.
- 00:36:228 (7) - Doesn't look really good, it's like a 2009/2010 slider lol lol maybe it's intended to be a bit weird looking since the music there is weird lol You can still make it weird without it completely looking like shit.
Many thanks for your input! You confirmed a lot of the things I was worried about so I endeavored to fix them.Aeril wrote:
i feel really happy that i can actually pass that comfort difficulty lmao
Comfort diff BTW xd
00:13:936 (1,2,1,2,1,2,3) - hmmm, i find the original pattern easier to hit, this one kind of felt awkward to me Reverted. You're not the only person who hated the new setup.
00:15:707 (5,6) - i hit this but felt kinda awkward, maybe space these out a bit more You're right.00:31:124 (1,2) - never once read this right, might just be me but ughh it just looks like it reads the other way around, prolly easier to read if you move the 2nd hit circle away from the slider its next tonvm, you fixed it just forgot to update xD
00:34:457 (1,2) - i found this fine but would prolly be easier to make the movement if ctrlg'd but wouldnt match the rest of the map i guess xd up to you
01:48:728 (3,4) - hmm, wouldnt this match rest of map if it was put on the slider end? It's meant to not match on purpose. The music here is literally broken and MISSING pieces it had earlier, so the patterns are a bit broken.
01:50:186 (2,3) - also kind of a bit hard to hit since 3 is so close to 2 in like a line so maybe move 3 to a sharper angle?
00:05:395 (1,2,3,4) - also this looks so weird lol compared to the square before it xD
well that was a fun map overall though
This mod did cause me to fiddle a little bit with the vocal mapping to make it more readable so I guess this deserves a KD, even if I didn't directly apply any of the suggestions.Chaos wrote:
Extra00:44:353 (3) - Consider silencing the sliderend here? It does fit rhythmically but the hitsounds here with this sliderend included make it a bit too much, imo. I personally liked the silenced sliderend here when I tried it. I am a firm hater of silenced sliderends during parts of the map where they've got sound on the ends.
01:28:624 - Maybe put a circle at this time to fit the vocal chops here, since you already have (1) which is mapped to it. You could place the circle on top of (2) to keep it simple or do whatever you see fit mapping wise if you take this suggestion. The problem with that is that the vocal is actually on the 1/6 BEFORE the blue tick and it's extremely hard to make this readable at all. The vocals are not timed friendly at all.
01:35:082 (5,6) - Following the previous vocal chops as above that could have emphasis in the mapping here. A triple of some kind might work here. I can understand if you want to keep this the same for rhythm's sake as it works alright. Same issue as the other one.
There are couple of circle placements that I'm not personally fond of but can't say needs any changing. Difficult map to mod for me but I'll let other people talk about any other issues they find. gl Shiirn =]
a loli wrote:
i think you could change some of the 1/3s in this mapped to be much more spaced, right now nearly every 1/6 is overlapping completely
00:40:186 (1) - take this section for example, this spacing for the triple could be increased a lot so that they don't touch each other
00:27:061 (1) - this should be spaced a lot more, it looks very much like a 1/6 stream
all in all, very good map with a nice flow to it. The emphasised parts are perfectly done like 01:21:124 (1) and i loved 00:56:645 (1)
exactly why its hard to balance the spread.Voli wrote:
ok so mapping an advanced for this is a PAIN because of the 1/4s just throwing it out there lol
https://dl.dropboxusercontent.com/u/751 ... ced%5D.osuShiirn wrote:
It's ridiculously hard to make a diff between Normal and Hard.
If someone wants to try, give it a damn shot.
wow this song is super calm? it disgusts me how mappers are utilizing big spacin just for pp? overdone for pp wow spacing wow you should map to song not to spacing noob mapperShiirn wrote:
Xexxar's map wasn't a 288bpm alternator jumpfest / singletap stamina test, it was a plain eroge OP
<3Xexxar wrote:
wow this song is super calm? it disgusts me how mappers are utilizing big spacin just for pp? overdone for pp wow spacing wow you should map to song not to spacing noob mapperShiirn wrote:
Xexxar's map wasn't a 288bpm alternator jumpfest / singletap stamina test, it was a plain eroge OP
Thanks! Blanket mods always help!The Fetish wrote:
Ongaku's Insane
01:15:186 (1,2) - Blanket m8. fixed
01:17:790 (2,3) - This one is ever so slightly off. fixed
01:26:020 (5,1) - Stack is off. fixed
01:31:020 (6,7) - Blanket slightly off again. fixed
fieryrage wrote:
144 bpm alternate map i love yougcomfort
tbh you might as well make the ar to 10
also is slider tick 4 needed im pretty sure slider tick 2 would do just fine and make it so its not impossible to combo the map without slider breaking???? discussed on irc
also by the way 00:13:936 (1,2,1,2,1,2,3) - these aren't snapped correctly, some of them are off by 1 ms, idk if there's any more ill check
00:05:915 (5) - nc to maintain consistency with 00:02:374 (1) - and 00:04:249 (1)
00:09:040 (5) - ^ ncs done
00:14:560 (3) - maybe add a slow slider here for the synth? gotta think about that one
00:27:895 (3,4) - that overlap on the 4th slider feels weird af maybe change it to this or something fiddled with it a bit
00:52:895 (1,2,1,2) - ctrl + g ing this looks pretty cool idk if you want to do that tho this causes anti-jumps that feel weird in the entire pattern
00:54:874 (2,3) - yo having this slider end on the main beat feels really awkward, maybe end the 2nd slider on the white tick and start the third one on the blue tick or smth fiddled with it a bit, i think it's way cooler
01:14:353 (1,2,1,2,1,2) - who a calm down man Moved a bit down. Biiiit less crazy.
01:18:207 (4) - make this more curved pls k
01:29:978 (1,2,3,4) - the first slider is fine in this but the rest of them is uhhh not following anything?? the second slider should be 1/6 if im hearing correctly This is really weird as the vocals are litearlly like 1/8 and 1/6 and even 1/12 but there is also an actual chime roll im trying to map instead. it's really confusing and idk what exactly to do with it
01:53:311 (1) - make it so the spinner end isnt loud af pls ty ok
ex
i still don't think slider tick 4 fits hereeeeeee
00:12:895 (1,2) - you go into a jump after this you might as well make these jump too for flow ok
00:14:561 (7) - same suggestion as comfort [/color]
01:18:520 (1,2,1,2) - hel lo please make these triples and not kicksliders or at least move the kicksliders away from the other slider :^(
01:53:311 (1) - same thing as comfort k
ongaku's insane
00:02:061 (2) - don't you have to nc sv changes? this goes for most of the intro
00:21:540 (7,1) - oh my god can you not do this ;-; make it a slider like this cuz that looks ugly
00:39:770 (3) - nc
00:54:978 (1,1) - the repeat sliders here make it so you're missing a lot of important beats that would be better off with circles / sliders emphasizing them imo
01:04:040 (2,3,4,5) - nc these for consistency with the other parts like this
01:08:207 (2) - ^
01:13:311 (1) - this sv change gotta go f a s t
01:16:645 (8) - nc?
01:25:395 (2,3,4,5,6) - these would prob be better nc'd because sv changes and stuff idk
01:33:520 (5) - nc
01:40:603 (5) - either nc this or 01:40:811 (6)
ok
ok <3fieryrage wrote:
ongaku's insane
00:02:061 (2) - don't you have to nc sv changes? this goes for most of the intro Somewhat, applied. lol
00:21:540 (7,1) - oh my god can you not do this ;-; make it a slider like this cuz that looks ugly The slider wouldn't be following anything, and I don't like when sliders do that. Instead, I stacked (7) over (1), if that makes it less ugly :c
00:39:770 (3) - nc applied
00:54:978 (1,1) - the repeat sliders here make it so you're missing a lot of important beats that would be better off with circles / sliders emphasizing them imo changed
01:04:040 (2,3,4,5) - nc these for consistency with the other parts like this fixed
01:08:207 (2) - ^ fixed
01:13:311 (1) - this sv change gotta go f a s t Don't know whether this is a suggestion, but g o t t a g o f a s t
01:16:645 (8) - nc?
01:25:395 (2,3,4,5,6) - these would prob be better nc'd because sv changes and stuff idk applied
01:33:520 (5) - nc applied
01:40:603 (5) - either nc this or 01:40:811 (6) changed a bit of things around that part. still applied NC
ok
wip response~ will get extra later.Natsu wrote:
General:
- Spread feels really not nice between Extra and comfort, you will need to get more opinions.. personally I feel:
Easy---Normal------Hard-----Insane-----Extra---------------Comfort
but ask more opinions of course! Most players and modders have no problem with the spread issues between Extra and Comfort. Anything in between would just feel really awkward as it'd either be a buffed up version of extra or a heavily nerfed Comfort, there are no good anchor points for a difficulty between these other than massively nerfing the spacing of comfort (which would just be superfluous)
Comfort
- 00:06:801 (1) - unsnapped
- 01:08:572 (5) - unsnapped
- just use AR 10???? i really don't see why 9,9 lol.. bpm and the way is mapped already call for it All of these done, AR10 done.
- 00:16:020 (1) - man this slider shape looks really bad and unclean, I'm sure you can do it better, actually looks really old tbh What? it's a linear slider. I made it a bit less jerky....
- 00:20:186 (2) - whistle spam is really annoying to hear, you don't need to add it at every single spot, remove them atleast from the 1/8 ticks? Sure, why not... it's just soft whistle either way.
- 00:22:686 (1,1) - TBH I can't really agree with those overlaps for obvious reasons, just try to don't hide it under the slider, at this speed is so hard notice at first play- there is 1 more I think I have never, ever, ever, ever seen a player capable of playing this difficulty miss this note, on first run or otherwise. This may be due to the fact that players of this caliber pretty much for sure have custom skins, but because this is actually very structured already ( 00:22:478 (7,1,1,2) - all of these blanket eachother either with slider tracks or approach circles) I would really, really like it to be kept as it is. If forced I can move the note somewhere else.
- 00:26:020 (1) - 1/4 slider fit better the music clearly, there are more cases where this happen, probably you trying to follow some noise sound, but I believe following the beats its better, they are clear Both this and 00:25:186 (1) - are emphasizing the single usage of the instruments placed there - they're brief holds rather than just taps (which 1/4 sliders are). I want, and players do experience, the difference between a 3/8 brief hold slider and a 1/4 "extended tap" slider. These have played very well and I have received a lot of support for them.
- 00:27:686 (1,2) - really need to be overlaped? I guess you could easily come with something better, ex: Overlap Fixed.
- 00:30:395 (1,2,1,1,2,1,2,1,1) - can you explain how combos work at this and similar parts? Readability. These new combos are here purely to simplify readability for players at these ridiculous velocities - a single combo will lead to complicated, overlapping track lines and confusing combo numbering. By having them all be different colors and distinctly separated in terms of patterning, it is sight readable that the player can expect the back-and-forth hops. This applies to all of the later combo setups I use 1,2 in.
- 00:33:520 from here to 00:34:249 - according to the music, should be a 1-2 1-2 1-2 1-2 pattern, instead you have an inconsistent one because you did end a slider in an active beat at 00:33:520 - anyways I really advice you to reword this rhythm to: There is actually a 3-point pattern in the music as well as an overlapping offbeat set. The way these notes are set up are to emphasize the offbeat hopping. I have not heard any playability concerns about this pattern, and to me it does what it sets out to do. With a piece of music like this - clearly designed for a game with more than five independent buttons to press - I need to make sacrifices here and there. This fits the later on 1,2 offbeat patterns to maintain playability.
- 00:38:520 (3) - This slider shape looks ugly from my point of view, maybe try something else? I mean they're not exactly meant to be art exhibitions...
- 00:44:665 00:48:520 (1,3) - cute lol
- 00:49:145 (1) - try to blank better with 00:48:520 (1) - tried
- 00:47:582 (4,5) - did you miss the triplet on purpose? I mean following the melody should be a circle in 00:47:547 (4) - and other at 00:47:617 (5) - like you did previously ??? I have no idea what you're suggestiong here. There is nothing in the music that implies a 1/8 triple nor a set of three 1/4 notes. It is an offbeat pattern and it plays extremely well.
- 00:51:749 (1) - i feel this and other blue ticks new combos don't make any sense with the music, for example doesn't make more sense that instead of having a NC on 00:51:749 (1) - add it on 00:51:853 (2) - where the new melody its starting? there are more cases check by your own A lot of the combo color fiddling has been done with the intent of making the map as readable as possible - with how fast these patterns are and with the extreme speed they race at the player at, I've probably messed up here and there at making other new combo sets consistent, and I've looked at them for so long the yolk normal to me. I'd love if people could give new combo suggestions along those lines such as this.
- 00:56:645 (1,1,1,1,1,1) - this is really cool .
- 01:05:186 (3) - according to your previous combo pattern at 00:56:645 (1,1,1,1,1,1,1) - should be at NC in 01:05:186 (3) - following the previous one at 00:58:520 (1) -
- 01:01:332 (2) - add NC? fit really nice with music, if you do then add it as well at 01:08:207 (2) -
- 01:07:061 (1,1) - don't stack perfectly at this bpm stacks and overlaps are super hard to read, I did the same mistake at my 266 bpm map Because this is the fourth iteration of the exact same beat pattern, I found that no matter what I did or where I put that slider and no matter how hidden it was, players hit it. This is the fourth time in a row that this beat pattern is set up, so players not only expect it, they're doing it almost entirely unconsciously at this point. If there is a ranking rule that requires it to be visible at these velocities, then i'll move it but as it is I think it's really neat.
If you could, and would be very appreciated, continue the mod, we really need this. Thanks!Natsu wrote:
Ongaku's Insane:wip mod ~
- 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them applied
- 00:02:061 (2,1) - ^^ applied
- 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset somewhat, applied
- 01:44:561 (3,1) - something went wrong here uh fixed
- 01:51:228 (1,1) - ^^^^^^ fixed
continued to work on extra. New combos seem to have gone from tools to things that are thrown down on major white ticks just because that's how people think they should be used to keep the numbers low.Natsu wrote:
Extra:Collab Hard:
- 00:04:249 whys is this acitve beat being ignored, according to the music you shouldn't, a really easy way to fix without having a weird polarity issue would be to: Sure why not.
- 00:06:228 - similar as above, this need a click action according to the music, same in 00:09:561 - check others by your own, tbh such strong beats shouldn't be slider tails, mainly in an extra diff Most of the time in this difficulty I am making the map less dense by having beats on slider starts and endings. if you want every single strong beat to be emphasized, you're going to end up with a tiny-spaced Comfort. Some beats have to be sacrificed to the Slider Ending God, and thus some are.
- 00:16:228 - similar as above, even your NC make more sense there, just hear the melody and you will notice.
- 00:22:895 etc ^ rhythms can be alot better at certain places
- 00:25:186 (1) - what is the reason behind the single combo? tbh you can just remove it, instead of create ann unnecessary HP boost Anyone who tells you that new combo fiddling like this fucks with the HP setup is lying. HP is something I don't even consider in a map - if they completely lose rhythm they're going to fail either way and whether or not they get "bursts" of hp means absolutely nothing to the map's playability. Also, these have new combos to emphasize the different instrument that play exactly once in the entire track. (Seriously camellia?)
- 00:27:061 (1,2,3,4,5,6,7,8) - reduce the spacing consistent, actually it fluctuate too much changed
- 00:27:895 (1,1,1,1) - don't need to spam NCs just the first one is enough, the other 3 NCs just create unnecessary HP boost if I hear the term "hp boost" one more damn time. this is for aesthetics, not for hp fuckery. I will change it if forced.
- 00:29:561 active beats going again at slider tails God of Slider Endings
- 00:31:124 (2) - you can create a better blanket with 00:30:811 (1,3) -
- 00:32:895 (4,1) - Nazi, blanket can be improved k
- 00:37:895 same as 00:29:561 - God of Slider Endings
- 00:46:853 (1) - this isn't NC on comfort diff, why it is here, just remove it and maybe you are missing a NC in 00:48:311 (5) - New combo here is to alert the player to the fact that this is a 1/6 combo. It's much easier for a player to read "1,2,3,4" and realize it's a quad than "2,3,4,5".
- 00:52:374 (4,5) - make this a bit more close, so the spacing is a bit more different than in 00:52:478 (5,1) - Quite different already but sure.
- 01:09:561 (1) - I'm sure you can come with a better slider shape, current one isn't that good IMO. stop killing my mapper spirit
- 01:18:520 (1,2,3,4,5,6) - rhythm its really not nice, try to map the strong beats as slider head or circles - 01:18:728 - 01:19:145 - Seriously? are we listening to the same track? The slider starts and the slider ends are completely the same intensity to me, and the 1/8 triplet ending with a slider is vital to playability. It allows players who alternate to hit the 1/8 triple as well as players who singletap the rest of the map to hit it more comfortably. Not every strong beat can have a note.
- 01:19:978 (1,2) - jump its too much 2 doesn't have any high pitch, tbh is an almost inaudible beat, so the jump its really overdone The jump isn't emphasizing the note, it's emphasizing the noise at the end of the initial slider. Players almost never miss these because it makes sense.
- 01:21:020 (5) - add NC, be consistent with 01:21:228 (1,2,1,2) - k
- 01:24:040 (2,3,1) - spacing ok moved 2 a bit closer to have it be fairly even
- 01:27:374 (4,5,6) - same bit more readable tho Sliderends and starts allow for conventional spacing to be thrown out the window if done in a manner that allows the music to tell the player when you should hit the next beat, more than the spacing or approach circle. This is part of how freestyle spacing works.
- 00:02:895 (1,2,1,1) - again the combos without real reason to be, mind explaining why? personally I think 00:03:520 (1) - is totallt unnecessary I use new combos not just to reset the arbitrary number on the note, but for color changes to emphasize instrument changes or readability. HP concerns are something I don't even think about for a second. The HP system already makes no sense for this game and especially doesn't matter when people always want to full combo or retry. HP concerns again, mean nothing to me, so I'll use new combos for other, more interesting functions.
- 00:06:228 (4,5) - this don't have NC here, but the same rhythm at 00:02:895 (1,2) - have, why? oversight, thanks for letting me know. NC'd.
- 00:14:978 (1,2,1,2,1,2) - again your comboing its weird for not apparent reason, anyways I don't want to point them all, just recheck and make them consistent
- 00:19:040 (5) - this slider is ending in a really inaudible or almost inaudible beat, would make alot more sense if you end it at 00:19:353 - also you will avoid the weird polarity issue by doing this. That is not how polarity works. Especially regarding slider endings. There is no polarity issue as there is plenty of time for the player to adjust to the new beat patterning in the song, especially since the next note actually does, indeed, start on a downbeat. While it is true that the slider ends on a quiet beat, I felt that a longer slider would be even more awkward for gameplay and honestly not do very much else. There's meant to be a pause but I felt that simply having a note instead wasn't enough to emphasize the instrument used.
- 00:08:311 (1,3) - not a fan of those sliders, thhy looks like really old and not good shaped Oh well.
let me explain you a bit better:Shiirn wrote:
I have to ask: Do people really think about HP while mapping or modding? Because you shouldn't, I feel. If someone can mod a map that creatively uses new combos for functions such as readability and instrument emphasis, and say "but this screws with the HP!", why aren't they looking at other maps where the harder sections don't have new combos more often to allow for misses to regain HP more quickly? Because that's stupid. HP doesn't matter, especially when most maps nowadays have HP drain settings so low that you'd need to miss several notes in a row to fail anyway.
Normally I'd agree, but at AR10 288bpm 1/2 and 1/3 and 1/4, rules change.Natsu wrote:
2. Combos should be build having a pattern like following stanzas or the music rhythm, but never for readability, if you need a NC to make something readable, then the pattern in question is the problem
Hah, what? The HP setting is fine, and I'm pretty sure people who "bullshit" their way through the map aren't going to find it worth their time or effort for pp gain or score gain or whatever. This game is so heavily focused on FCs that basing gameplay around the 20-25% (tops?) that just play to pass (and probably won't care whether or not it's a 'balanced' experience) sounds silly to me.Natsu wrote:
3. When you spam combos without reason, you allow players to bulls**t their way, (spam keys like crazy and still pass cause the unbalanced HP settting)
Thanks for finishing the mod! I will review my map and see what issues I can spot out, especially the NC stuff. Thanks again!Natsu wrote:
Ongaku's Insane:
- 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them applied
- 00:02:061 (2,1) - ^^ applied
- 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset applied
- 01:44:561 (3,1) - something went wrong here uh fixed
- 01:51:228 (1,1) - ^^^^^^ fixed
Edit part:- 00:22:061 I'd highly suggest looking at the rhythm in this map again, there so many active beats that end on slider ends (worst is that those sliders star in really pasive beats) I tried my best trying to follow the drum elements, since its the most common element i work with, while trying to map the other elements. I can see that the slider ends are landing on important beats, but I find it well fit there. It has its... own sort of charm.
- About combos, lets take a look: 00:21:749 (1,2,3,4,5,6,7,8) - and 00:23:311 (1,2,3) - idk get how your comboing work, according to the music, I'd add a NC in 00:22:686 (6) - and remove the one at 00:23:311 (1) - , there are more cases were the comboing its super inconsistent, for example 00:20:811 (5) - vs 00:24:145 (1) - , try to check the whole diff and try to be more consistent with it I'm going to do a recheck on my map look for NC inconsistencies. Reason why its like this, is because I don't particularly pay attention to NC while mapping ^ ^;;
- 00:39:457 (2) - head and tail are mapped to strong sounds, that's regulary fine, but the repeat of this slider is mapped to a really different beat making the slider weird to play, I'd just add a 1/1 slider as extra and comfort diff, follow the hold sound is the best idea here tho fixed
- 00:46:332 (1) - remove nc, melody is the same as the previous slider, the place where your NC should be is : 00:46:853 -, but then again you leave that active beat as slider tail removed 00:46:332 (2) - NC and made 00:46:645 (1) - NC
- 00:56:645 (1,1,1,1,1) - No Sv changes why the combo spam? just creating unnecesary HP boost, there is nothing hard to read in the pattern, (even tho I'd suggest playing with SV a bit here)
- 00:59:978 (1,1,1,1,1,1) - ^
- 01:03:311 (3,1,1,1,1,1) - ^^^ you don't even have a NC on 3 here, even tho is the first beat on the melody change
- 01:06:645 (2,1,1,1,1,1,1) - ^ fixed up all of them.
- 01:39:874 (1,3) - a bit hard to read when playing, try to manual stack it (move some grids away) somewhat, changed it.
X(Shiirn wrote:
I have elected to remove the Comfort difficulty as it is not rankable with the current system. Apologies to anyone who wanted to see it ranked, but it is always playable if you want to play it.
I know, that was just a reference to how HW gets his/her maps ranked. At least your maps are good so that would have just sped up the process of ranking it, know what I mean ?Shiirn wrote:
I am not offended by any of them
Yeah but Mazzerin's maps are not similar to yours at all, and you're also a way older mapper so you should at least get some recognition from that, especially since EVERYONE knows AT LEAST 3 of your maps. (older as in you've been a mapper for longer btw).Shiirn wrote:
There are always Mazzerin maps, after all. One of his just got an icon with a fraction of the effort I've put out into reaching out.
Kynan wrote:
Please don't rank this as it is, it's been made with that ONE diff at first, why would it end on a mapset WITHOUT that original diff ?!