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Suzaku - Anisakis -somatic mutation type''Forza''-

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Exa

ouranhshc wrote:

Exa wrote:

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
How about this. How about you can make the map the way you want it to be. So you can have a mapset that you can enjoy.
I am just trying to help make this mapset better. Nobody said I don't enjoy playing nor did I ever say that "want" your map to be in a certain way.
I am just curious to see why you did everything that you did. So if you could just please reply to all the mods you've received so far by people who just want to help, that would be nice :3

By the way you just attacked me instead of actually replying to "at least" what you've quoted there. Very sportsmanlike behavior indeed.
Topic Starter
ouranhshc
I explained it. So why continue to talk about it and the "experienced mapper"
Exa

ouranhshc wrote:

I explained it. So why continue to talk about it and the "experienced mapper"
Ugh ok can you just reply to the mods?
Topic Starter
ouranhshc

Exa wrote:

ouranhshc wrote:

I explained it. So why continue to talk about it and the "experienced mapper"
Ugh ok can you just reply to the mods?
and you can stop posting
Nerova Riuz GX
OK time to try stopping the terrible fight between "after-2015" and "before-2013"

Exa wrote:

Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.

Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object!
00:32:191 (4) - You've had the same result with other rhythms as well.
follow the drums all along is not always the "right way" to deal with a song like this because this is based on "really near to trance style" song, and placing slider heads on drums is not a "rule" as well. let's take an example, Nekomata Master - Far east nightbird (kors k Remix) . in RLC's Extra, 00:23:148 (2,2,2,2) - those sliders' end are on drums, which are all "huge beats" as you said before, and you still can't say it's totally wrong, because those things are all representing other beats, not the drums. i believe this has already proved that sliders can be placed in a different way when you're going to represent different things, so in this case he's representing the piano sounds. i can't see any problems here.

00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.
obviously there are some loud cymbal here and he's going to follow them. take another example, Suzaku - Anisakis -somatic mutation type "Forza"- , which is the same song but mapped by Chewin. in Another diff, he did use a long slider on 00:43:543 (2) - to go with the long loud cymbal sound. though they have the same length but placed on different places, in ouran's map 00:43:380 (1) - can still be considered following the cymbal. yeah i don't think this long slider has any problem as well, 00:43:867 (2,3,4) - and those objects did make a bridge to connect the context between slow and fast objects.

01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern.
if i were him i'll reject this one as well. why we can't stack circles when we're going to make something slow? both two ways are acceptable, i believe it's more like a personal preference.

01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case!
01:12:624 - Same goes for this.
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed.
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
personally i'll agree with these things because those beats are pretty clear, and also without those circles will make the hold a little bit hard to catch in sight reading.

01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases.
short distance can be used on emphasizing too, like stacked notes. using bigger jumps for emphasizing is COMMON, but not ALWAYS should be done like that. if you need some examples, here:
A.SAKA - Nanatsu Issenzakura, Whirl diff , 00:00:175 (1,1) - 01:23:198 (1,2,3,4) -
Function Phantom - Algebra, Incomputable diff, 02:49:556 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , short distance for emphasizing.


01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most.
uhhh is that necessary

01:52:624 (3,4) - Could be a much prettier blanket.
i believe we all agree that it won't cause any problem if he don't want to fix this.

01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
same. i don't think there's any issue if he don't place a bigger spacing on that note. the music just leave its first intense part and ready to go into the next one, make them slow won't cause any problem. also, the drums is not represented at the first place.

02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!
BUT I CAN HEAR THE BEAT, and that sound is also appear in the original iidx game and other ranked maps on the same song.

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)
to make those examples more closer to people's experiences, I took modern maps for my examples.
you can find more in old maps around 2011-2013

@Exa:
most of you said are all common, but not "should be done in this way", and the hardest diff is not "represent everything as possible as you can".
look at handsome's maps, did he map everything as possible as he can? obviously not, but they are still good.
the spread is fine, and those objects have their own specified structure. that's it.
oh and you should better correct some of your wording on mods because they did make lots of people mad.

@ouran:
maps nowadays have lots of varieties and can be expressed in many different ways, but people does not always have the same thoughts as you have.
so a proper, reliable reply to mod is needed, to explain why you did these things on your map.

yes, i did explain my thoughts on the mod, but it's not the last decision from the mapper.
please we do have different view on maps so please just "suggest/explain" your view and calm down
Exa

Nerova Riuz GX wrote:

*Insert huge quote here*
I am really glad to see Nerova taking his time to reply, even though it's not his map.

Just to be crystal clear, my mod was merely an attempt to suggest better "ways" of going about things that I saw "misrepresented" in my eyes. I never intended to "force" the mapper to change anything. Only thing that I asked (and should be common sense) was for him to properly reply to my mod, explaining why he didn't change stuff. I got some "ntys" instead though, oh well.

I also admire the fact that you used valid examples of other maps to make your points. Although I could just give you the classic "Do not use previously ranked maps to justify your actions" but I find this unnecessary since you actually bring up thoughtful things.

I find nothing wrong with how I use the English language to make my mods and nor should anyone who has an average understanding of it.
(I could say stuff in a simpler fashion, I don't know..)

Also yeah, there is indeed a beat on 02:02:597 - so sorry, my bad here.

ouranhshc wrote:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this. Like... Any map that is made to map the song? You *are* mapping a song as far as I am aware of so you should only use what that song provides you with.
Again really glad Nero could give proper feedback for my mod, thanks. (It's up to the mapper now, not gonna reply again).
Mint
Well.

I was aware of these so-called "issues" prior to iconing the map.
I can totally understand where Exa's points come from and I think they do make sense.

However, Nerova's explanation has covered most of the stuff I thought too. Also, the doubles in the beginning are there for polarity. Don't forget that 1/4 can be used to improve playability and emphasis in general.

What I find inappropriate / unneeded is the bubble pop here.
Yes, the mapper didn't reply (properly) to the mod and I don't think that kind of attitude is right either, but have you even checked it yourself Happy?

You even say in the post that you are 'still going to mod it' aka 'placeholder' (with placeholder stuff going on recently, it's quite known those things dont work LOL) which in my eyes means you haven't even checked the map yourself. How could you judge this mapset then? Please correct me if I'm wrong, because I really get that impression now >.>

If you still need me to icon, you can call me back c:
Topic Starter
ouranhshc
Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
Nerova Riuz GX
Replying to mods is a common sense nowadays, which helps people understand how the map work. If those mods are all well-replied, I believe everything questionable can be solved pretty easily.
Somehow I support rocket's pop because it does prevent lots of problems that could probably happen in the future.

Welp, gl
HappyRocket88
Placeholder.
HappyRocket88

ouranhshc wrote:

Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
[General]
I'm quite unsure about the way the names of difficulties. What would be the difference between Normal and Standard? If this is a beatmania mapset, it would be better if you could rename the diffs in this way to have more sense and avoid the misleading diff name :
  1. Beginner
  2. Normal
  3. Hyper
  4. Another
  5. Black Another
In addition, I highly suggest to add a slider-slider.wav or a soft-slidertick.wav with blank files to avoid the noisy sound of the current ones over these kind of sliders 00:00:408 (1) - 00:05:597 (1) of the normal, where the sliderticks sound way off and make a terrible sound in the music of the background.
[Normal]
  1. There are several inconsistencies in the spacing on some objects. Over lower difficulties, it's way reasonable when the spacing is consistent among all the objects because in this way newbies players won't find it too hard to follow the 1/1 beats over the map. Consider fix these ones attached in the following box, the should go around in a range of 0.75 ~ 0.85:
    1. 00:04:948 (4,5)
    2. 00:21:813 (2,1)
    3. 00:22:462 (1,2)
    4. 00:47:759 (2,3)
    5. 01:05:272 (4,5)
    6. 01:04:299 (2,1)
    7. 01:11:759 (2,3)
    8. 01:13:056 (9,10)
    9. 01:17:597 (2,1)
    10. 01:20:191 (2,1)
    11. 01:20:840 (1,2)
    12. 01:46:786 (1,2)
    13. 01:47:435 (2,3)
    14. 01:48:083 (3,1)
    15. 02:01:705 (2,3)
  2. 00:08:191 (1) The NC over this object doesn't make much sense on how you started placing the NC at the beginning. It would be better if you remove it to keep consistency in the way you managed the New Combo. Hence players would find the patterning more intuitively if you don't place short or long combos in this easy. Consider applying the same in the following cases
    1. 00:15:975 (1)
    2. 00:22:462 (1)
    3. 00:39:326 (3,1) Swap NC here.
    4. 00:51:002 (1)
    5. 01:13:056 (3) NC
    6. 01:16:948 (1) Remove NC.
    7. 01:19:543 (1)
    8. 01:36:732 (2) NC and remove NC here 01:37:705 (1)
    9. 01:45:489 (1) Remove NC
    10. 01:46:786 (1)
    11. 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)
    12. 01:54:570 (1) Remove NC
    13. 01:57:164 (1) Remove NC
  3. 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
  4. 00:51:002 (1,2,3,4) The amount of circles is rather high in comparison with the long sliders you managed just before. It would be better if you changed those circles to two 1/1 sliders as you did in the previous patterns to reduce the density of clicks. Consider applying the same here 01:15:651 (1,2)
[SMIC's Standard]
  1. There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
    1. 01:05:272 (5,6) -
    2. 01:09:813 (8,9) -
    3. 01:25:705 (7,8) -
    4. 01:39:651 (29,30) -
    5. 01:40:948 (31,32) -
    6. 01:49:380 (49,50) -
      01:50:678 (50,51)
  2. 00:09:489 (1) Remove NC here and add NC here 00:10:137 (2) to keep consistency in the way you placed NC in the first pattern.
  3. 00:10:786 (1,1) I doubt there are 750 ms between these two notes. Please, make sure there's enough time to players to recover from the spinner since this diff should be friendly to beginner players too due the difficulty. For more information refer to t/241019
  4. To don't break the consistency on NC-ing, remove NC here 00:31:543 (3) and add NC here 00:32:840 (1) respectively.
  5. 01:29:921 (1) Remove NC here. Consider doing it the same in these cases 01:37:705 (1) - 01:42:894 (1) - 01:48:083 (1) -
  6. 01:39:651 (2,3) The flow over this song might be confusing to players due the way the slider-tail 01:39:651 (2) redirects to the next slider. It would make more sense if they were placed in a way to let players follow better the objects intuitively. Like this:

    Consider arranging this pattern 01:40:299 (3,4) too after fixing the above flow.
  7. 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
[Hard]
Settings
  1. After testing the map a couple of times, I realize the HP was rather high compared to the fluent pattern you managed in this diff. It would be better if you had it over 5 since the patterns don't deserve such as a high HP imo.
Composing
  1. 00:04:299 (1) Remove NC here. There's no need to split the NC up here since having it every two full measures would be more perceptive. Consider doing the same here 00:09:489 (1) - 00:30:245 (1) -
  2. 00:23:435 (5,1) This stack was way confusing because if players aren't aware of the rhythm, they might probably click (5) faster due the way you placed objects starting on the red tick just before. Consider unstack them for a better readability.
  3. 00:26:353 (1) Remove NC here and add NC here 00:27:651 (6) to keep consistency with the way you managed NC at the first place.
  4. 00:26:353 (1,2,3,4,5,6,7,8,9) This pattern was way confusing because it's not clear what it was following here. Sometimes it followed the drum like here 00:27:003 (3,4) or here 00:28:299 (8,9), but later it changed suddenly to follow the piano waves like here 00:27:489 (5,6) or here 00:28:137 (7,8) which ending making an clutter rhythm here. It would be better if you tried to follow only one instrument to give players the opportunity to orientate the clicks in a more catchy way. Like this:
  5. 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern.
  6. 01:37:867 (2,1) Honestly, this was the weirdest transition that this segment has because of the almost 1 seconds without clicking something. It would be better if you place some notes here to keep following the intensity of this part since it would be more intuitive to players know the patterning continue without breaks.
  7. 01:40:948 (3) This slider-tail should be snapped to 01:41:191 as well as you did in the previous 3/4 sliders since the intensity is the same, i don't see the need of making something different. Consider applying the same here 01:43:543 (3)
Topic Starter
ouranhshc

HappyRocket88 wrote:

ouranhshc wrote:

Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
[General]
I'm quite unsure about the way the names of difficulties. What would be the difference between Normal and Standard? If this is a beatmania mapset, it would be better if you could rename the diffs in this way to have more sense and avoid the misleading diff name :
  1. Beginner
  2. Normal
  3. Hyper
  4. Another
  5. Black Another
In addition, I highly suggest to add a slider-slider.wav or a soft-slidertick.wav with blank files to avoid the noisy sound of the current ones over these kind of sliders 00:00:408 (1) - 00:05:597 (1) of the normal, where the sliderticks sound way off and make a terrible sound in the music of the background. changed

[Normal]
  1. There are several inconsistencies in the spacing on some objects. Over lower difficulties, it's way reasonable when the spacing is consistent among all the objects because in this way newbies players won't find it too hard to follow the 1/1 beats over the map. Consider fix these ones attached in the following box, the should go around in a range of 0.75 ~ 0.85:
    1. 00:04:948 (4,5) no change
    2. 00:21:813 (2,1) adjusted
    3. 00:22:462 (1,2) adjusted
    4. 00:47:759 (2,3) no change
    5. 01:05:272 (4,5) I don't know what this is referring to
    6. 01:04:299 (2,1) changed pattern
    7. 01:11:759 (2,3) no change
    8. 01:13:056 (9,10) ?
    9. 01:17:597 (2,1) no change
    10. 01:20:191 (2,1) no change
    11. 01:20:840 (1,2) adjusted slightly
    12. 01:46:786 (1,2) no change
    13. 01:47:435 (2,3) no change
    14. 01:48:083 (3,1) no change
    15. 02:01:705 (2,3) no change
    For the distance snap stuff, most of it is actually pretty trivial.
  2. 00:08:191 (1) The NC over this object doesn't make much sense on how you started placing the NC at the beginning. It would be better if you remove it to keep consistency in the way you managed the New Combo. Hence players would find the patterning more intuitively if you don't place short or long combos in this easy. Consider applying the same in the following cases
    1. 00:15:975 (1)
    2. 00:22:462 (1) changed
    3. 00:39:326 (3,1) Swap NC here. changed
    4. 00:51:002 (1) changed
    5. 01:13:056 (3) NC no changed
    6. 01:16:948 (1) Remove NC. changed
    7. 01:19:543 (1) changed
    8. 01:36:732 (2) NC and remove NC here 01:37:705 (1) changed
    9. 01:45:489 (1) Remove NCchanged
    10. 01:46:786 (1) changed
    11. 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)changed
    12. 01:54:570 (1) Remove NC changed
    13. 01:57:164 (1) Remove NC changed
  3. 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
  4. 00:51:002 (1,2,3,4) The amount of circles is rather high in comparison with the long sliders you managed just before. It would be better if you changed those circles to two 1/1 sliders as you did in the previous patterns to reduce the density of clicks. Consider applying the same here 01:15:651 (1,2)no change
[SMIC's Standard]
  1. There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
    1. 01:05:272 (5,6) - no change
    2. 01:09:813 (8,9) - adjusted
    3. 01:25:705 (7,8) - no change, because the only place to start a slider would be the upper right corner. In addition this slider is far enough away to not be confusing
    4. 01:39:651 (29,30) - adjusted
    5. 01:40:948 (31,32) - adjusted
    6. 01:49:380 (49,50) - no change because technically there isn't any place you could put the circle for it to be distance snap. In addition, as you can see it was flipped for symmetry.
      01:50:678 (50,51)
  2. 00:09:489 (1) Remove NC here and add NC here 00:10:137 (2) to keep consistency in the way you placed NC in the first pattern.changed
  3. 00:10:786 (1,1) I doubt there are 750 ms between these two notes. Please, make sure there's enough time to players to recover from the spinner since this diff should be friendly to beginner players too due the difficulty. For more information refer to t/241019 changed
  4. To don't break the consistency on NC-ing, remove NC here 00:31:543 (3) and add NC here 00:32:840 (1) respectively. I disagree here because (1) is mapped to something different. So why should it be apart of the same combo as (3)
  5. 01:29:921 (1) Remove NC here. Consider doing it the same in these cases 01:37:705 (1) - 01:42:894 (1) - 01:48:083 (1) -
  6. 01:39:651 (2,3) The flow over this song might be confusing to players due the way the slider-tail 01:39:651 (2) redirects to the next slider. It would make more sense if they were placed in a way to let players follow better the objects intuitively. Like this:

    Didn't take your suggestion but "fixed" the distance snap
    Consider arranging this pattern 01:40:299 (3,4) too after fixing the above flow.
  7. 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
[Hard]
Settings
  1. After testing the map a couple of times, I realize the HP was rather high compared to the fluent pattern you managed in this diff. It would be better if you had it over 5 since the patterns don't deserve such as a high HP imo.
changed
Composing
  1. 00:04:299 (1) Remove NC here. There's no need to split the NC up here since having it every two full measures would be more perceptive. Consider doing the same here 00:09:489 (1) - 00:30:245 (1) - changed
  2. 00:23:435 (5,1) This stack was way confusing because if players aren't aware of the rhythm, they might probably click (5) faster due the way you placed objects starting on the red tick just before. Consider unstack them for a better readability. changed, although i'd rather leave it
  3. 00:26:353 (1) Remove NC here and add NC here 00:27:651 (6) to keep consistency with the way you managed NC at the first place.changed
  4. 00:26:353 (1,2,3,4,5,6,7,8,9) This pattern was way confusing because it's not clear what it was following here. Sometimes it followed the drum like here 00:27:003 (3,4) or here 00:28:299 (8,9), but later it changed suddenly to follow the piano waves like here 00:27:489 (5,6) or here 00:28:137 (7,8) which ending making an clutter rhythm here. It would be better if you tried to follow only one instrument to give players the opportunity to orientate the clicks in a more catchy way. Like this:
    no change because its clearly going to the piano and its even hitsounded along with piano.
  5. 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern. No.
  6. 01:37:867 (2,1) Honestly, this was the weirdest transition that this segment has because of the almost 1 seconds without clicking something. It would be better if you place some notes here to keep following the intensity of this part since it would be more intuitive to players know the patterning continue without breaks.changed
  7. 01:40:948 (3) This slider-tail should be snapped to 01:41:191 as well as you did in the previous 3/4 sliders since the intensity is the same, i don't see the need of making something different. Consider applying the same here 01:43:543 (3)
changed the other patterns that were similar except 01:36:407 (1,2,3,4) - because its different in the music from the others.
HappyRocket88
Recheck


[General]
  1. There's a current audio steam in your soft-sliderslide2 which is proved here with Audacity. I highly suggest to replace it with this one provided by the Ranking Criteria.
[Beginner]
  1. 00:47:759 (2,3) Fix the DS over these objects. The current one is rather high compared to the previous patterns. It's almost 1x and, indeed, breaking the DS here doesn't make a lot of sense if you followed it previously.
[RLC's Another]
  1. After testplaying this difficulty many times, I just have a complain with the whistles. Sometimes they're inconsistencies because they go over the sliderbody and sometimes they don't follow anything. For example, in comparison with how you placed them here 00:34:137 (1,2,3,1,2,3,4) - 00:36:732 (1,2,3,4,1,2) these ones are rather random because they don't match properly in the music. Where 00:37:218 (2) should have a whistle over the sliderhead to have consistency with the way the previous patterns managed the hitsounding. Consider applying the same in the following cases 00:44:678 (2,3) - 00:47:110 (1,2,3)
[]
My main concern here is the actual gap of difficulty between Rlc's diff and the extra. It's way different how the streams are managed among the difficulties, while both diff managed it consistent there's clearly a bad spread to players who pass from Insane to this Extra, that currenly, has almost the double of objects of the previous difficulty. Adding a diff between them which managed less streams and more patterning would hurt no one.
RLC
The notes that I wanted to accentuate with the "peak" of the whistles are at 00:37:056 - , 00:37:543 - , and 00:38:029 - in those measures. That is why 00:37:218 (2) - only has a body whistle. Same applies to the other instances.

Thanks for the feedback.
Topic Starter
ouranhshc

HappyRocket88 wrote:

Recheck


[General]
  1. There's a current audio steam in your soft-sliderslide2 which is proved here with Audacity. I highly suggest to replace it with this one provided by the Ranking Criteria. changed
[Beginner]
  1. 00:47:759 (2,3) Fix the DS over these objects. The current one is rather high compared to the previous patterns. It's almost 1x and, indeed, breaking the DS here doesn't make a lot of sense if you followed it previously.
changed


My main concern here is the actual gap of difficulty between Rlc's diff and the extra. It's way different how the streams are managed among the difficulties, while both diff managed it consistent there's clearly a bad spread to players who pass from Insane to this Extra, that currenly, has almost the double of objects of the previous difficulty. Adding a diff between them which managed less streams and more patterning would hurt no one.
I really don't want to make an additional diff (AGAIN A.K.A. Hyper). I guess its RIP mapset

EDIT: UPDATED 7:56PM ( i had forgotten to submit the map again)
Topic Starter
ouranhshc
i added another Insane diff
Cryptic
From #modreq~

Another
  1. I was wondering why I couldn't stream this properly, as I normally stream 185 fine, OD 9 is way too high for another. Probably 7.5 or 8.
  2. HP7 is also too high, 6.5 is better.
  3. 00:33:975 (7,8,1) - This plays fine but it looks a bit odd aesthetically, maybe fix the transition between curve and slider? Also, the DS change there is a bit weird.
  4. 00:54:407 (5,6,7,8,9,10,11) - DS isn't consistent in this stream.
  5. 01:37:380 (4,5,1) - Looks a bit weird, also should flow better. (Mainly referring to that 5)
  6. 01:48:083 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - It may just be me, but the DS on this stream looks really inconsistent at parts that don't make sense for it to change.
  7. 02:07:543 (1,2,3) - Same thing I mentioned earlier.

    Overall, I found most of the patterns to be fairly boring to play and that it was quite repetitive. However, the streams were relatively intense and made up for it fairly well. Theres nothing really wrong with the map other than really oddly DS'd streams (there was probably more than I caught in editor) - its just not exactly my type of map to play. Good luck!
Anxient

another
00:00:408 - 00:05:597 - blue zenith
00:00:408 - sv so fast aaaaa slow it down man i mean the song is super chill rn
00:00:408 (1,2,3) - blanket pls
00:13:867 (2) - i suggest placing this down here. http://puu.sh/mIuqH/facfce72a8.jpg
00:21:813 (1) - ctrl g. flows better. might have to relocate some notes tho
00:28:299 (4,5) - space these more like what you did with 00:25:705 (3,4) - as it is right now its very easy to mistake this for 1/4 sliderspam
00:30:245 (1,2,3,4) - make the slider heads space equally from each other http://puu.sh/mIuIe/f488dea04d.jpg
00:34:056 (8,1) - lol do this http://puu.sh/mIuKB/1187e14cb5.jpg more cleaner
00:36:732 (1,2) - have 2 use the same slider as 1 ;w; also
00:36:164 (2,3,4,2) - minor overlap. fix it.
00:37:948 (6,1) - whats up with the spacing drop?
00:43:867 (3) - ctrl g for pendelum flow to 4. it also needs emphasis.
00:48:732 (2,3,4,5,6,7,8,9,10) - rip streamblanket
00:54:894 (11) - NC maybe?
01:20:840 - 01:23:435 - brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
01:28:624 - no kiai?
01:35:596 (4,4) - surely you can stack these better
02:03:651 (3,5) - rotate 5 so it looks more like a curve rotate 13 degrees from position http://puu.sh/mIv2V/e26fb0fbf0.jpg
02:09:813 (4) - missing a repeat
not so good with oldschool style maps so bleh
good luck
Topic Starter
ouranhshc

Anxient wrote:


another
00:00:408 - 00:05:597 - blue zenith
00:00:408 - sv so fast aaaaa slow it down man i mean the song is super chill rn nah, wanna keep it consistent with Black Another
00:00:408 (1,2,3) - blanket pls Adjusted
00:13:867 (2) - i suggest placing this down here. http://puu.sh/mIuqH/facfce72a8.jpg Adjusted
00:21:813 (1) - ctrl g. flows better. might have to relocate some notes tho nty
00:28:299 (4,5) - space these more like what you did with 00:25:705 (3,4) - as it is right now its very easy to mistake this for 1/4 sliderspam Adjusted, even though i don't see why unless they assume that it plays like some of todays maps
00:30:245 (1,2,3,4) - make the slider heads space equally from each other http://puu.sh/mIuIe/f488dea04d.jpg Adjusted
00:34:056 (8,1) - lol do this http://puu.sh/mIuKB/1187e14cb5.jpg more cleaner All ready fixed with the previous modpost
00:36:732 (1,2) - have 2 use the same slider as 1 ;w; also nah >:)/color]
00:36:164 (2,3,4,2) - minor overlap. fix it.
00:37:948 (6,1) - whats up with the spacing drop? Adjusted
00:43:867 (3) - ctrl g for pendelum flow to 4. it also needs emphasis. not too keen about that kind of pattern
00:48:732 (2,3,4,5,6,7,8,9,10) - rip streamblanket >:)
00:54:894 (11) - NC maybe? changed
01:20:840 - 01:23:435 - brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr no because mapping to that is kinda unnecessary, and I didn't map to it in Black Another
01:28:624 - no kiai? nope
01:35:596 (4,4) - surely you can stack these better Adjusted
02:03:651 (3,5) - rotate 5 so it looks more like a curve rotate 13 degrees from position http://puu.sh/mIv2V/e26fb0fbf0.jpg nty
02:09:813 (4) - missing a repeat Adjusted
not so good with oldschool style maps so bleh
good luck
for other mod. i changed everything, but i only lowered the OD to 8
Topic Starter
ouranhshc
:(
Nerova Riuz GX
hi ouran
because i had already put some opinions before, this mod (or check) would be small, just do some basic things for the gameplay.

of course as you said, Another diff only.

  1. 00:14:353 (4,5) - according to the spacing change, i think there should be a bigger spacing too between 00:16:948 (4,5) -
  2. 00:17:921 (2,3,1) - because of the angle and that beat difference, I'll suggest you to stack (3) under (2) to create a stop, so the movement would be clearer for the context
  3. 00:25:705 (3,4) - 00:28:299 (4,5) - to be honest, placements like this is not that common recently, because the second short slider starts on a blue tick and that's kinda hard to hit correctly. maybe you can try this.
  4. 01:33:813 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - yes, these square jumps is a problem. they are not as good as those in Black Another.
    image, with some words inside

    your movement has a strange twist on (1), which is pointed out by a green arrow
    it makes the map much harder than usual, because the move is not really natural for human beings.

    i made some symmetry-like examples (but i don't usually do that so this probably sucks too)
  5. 01:45:813 (3,1) - some complaints lol. i did misread on these things so maybe put them farther xddd
  6. 01:46:786 (1,2,3,4) - the mouse moves strange at this one as well. probably switch (2) and (3)'s position so the mouse can spin in this pattern smoothly with some big spacing for emphasizing.
  7. 01:50:678 (5) - add a NC, so they can be consistent with 01:51:975 (1,1) -
  8. 02:09:489 (3,4) - slightly separate them so it will look better.
ok that's all
gl
Anto
this shit is gud
Topic Starter
ouranhshc

Nerova Riuz GX wrote:

hi ouran
because i had already put some opinions before, this mod (or check) would be small, just do some basic things for the gameplay.

of course as you said, Another diff only.

  1. 00:14:353 (4,5) - according to the spacing change, i think there should be a bigger spacing too between 00:16:948 (4,5) - fixed
  2. 00:17:921 (2,3,1) - because of the angle and that beat difference, I'll suggest you to stack (3) under (2) to create a stop, so the movement would be clearer for the context fixed
  3. 00:25:705 (3,4) - 00:28:299 (4,5) - to be honest, placements like this is not that common recently, because the second short slider starts on a blue tick and that's kinda hard to hit correctly. maybe you can try this. ehh, i'll pass on this.
  4. 01:33:813 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - yes, these square jumps is a problem. they are not as good as those in Black Another. ehh, i'll pass on this.
    image, with some words inside

    your movement has a strange twist on (1), which is pointed out by a green arrow
    it makes the map much harder than usual, because the move is not really natural for human beings.

    i made some symmetry-like examples (but i don't usually do that so this probably sucks too)
  5. 01:45:813 (3,1) - some complaints lol. i did misread on these things so maybe put them farther xddd Nub >:)
  6. 01:46:786 (1,2,3,4) - the mouse moves strange at this one as well. probably switch (2) and (3)'s position so the mouse can spin in this pattern smoothly with some big spacing for emphasizing. ehh, i'm not too keen on those types of patterns
  7. 01:50:678 (5) - add a NC, so they can be consistent with 01:51:975 (1,1) - fixed
  8. 02:09:489 (3,4) - slightly separate them so it will look better. fixed
ok that's all
gl
dom rof sknaht
Topic Starter
ouranhshc
WAIT, SO COULD I REMOVE either my another diff or RLC's another diff and let the Black Another count as the "Ultra" diff
HappyRocket88
with the new rule you can rename your Another to Black Another and your black another to a [free naming diff] xd
Topic Starter
ouranhshc

HappyRocket88 wrote:

with the new rule you can rename your Another to Black Another and your black another to a [free naming diff] xd

DONE!
Topic Starter
ouranhshc
*whistles*
Mint
Still looks good in my eyes.
Since there has been no rebubble from Happy and many stuff has been changed, here's another bubble instead.
Yuii-
Noticed a couple of mistakes on the Beginner diff.

00:04:948 (4,1) - Spacing error.
00:51:975 (6,3) - Players can clearly see (3)'s approach circle while they're still hitting (6). Consider unstacking.
01:07:867 - Spacing on this section becomes very inconsistent.
01:55:867 (4) - You forgot to NC this one!

And the way Super Mic is NC'ing is also weird. He sometimes NCs every stanza, then on two stanzas, sometimes even every four stanzas. Could you work around that, please?

You can push this forward once you've applied the things explained above! Good luck with further processing~
Topic Starter
ouranhshc

Yuii- wrote:

Noticed a couple of mistakes on the Beginner diff.

00:04:948 (4,1) - Spacing error. fixed
00:51:975 (6,3) - Players can clearly see (3)'s approach circle while they're still hitting (6). Consider unstacking. modified pattern
01:07:867 - Spacing on this section becomes very inconsistent. modified pattern
01:55:867 (4) - You forgot to NC this one! oops

And the way Super Mic is NC'ing is also weird. He sometimes NCs every stanza, then on two stanzas, sometimes even every four stanzas. Could you work around that, please?
uhh, i changed some stuff. Hopefully it was the portions you were referring to
You can push this forward once you've applied the things explained above! Good luck with further processing~
HappyRocket88
I was told to do a thing here so I'll do it once I come home.

[RLC's Another]
  1. Please, increase the HP drain to six to balance how it increases among the higher diffs. Having it over five seems to be quite low for the density of notes which were used in this difficulty,
[Black Another]
02:07:543 (1,2,3) - vs 02:08:191 (4,5) - We have two options with this segment:
  1. Either placing an object between 02:08:191 (4,5) -
  2. Removing this wild circle 02:07:786 (2) -
REASON: Both pattern are really similar and it plays a bit awkward how you emphasized the blue tick just in one of them. It would be better if both pattern had the same structure since it will allow players to get the rhythm you intended to do here.
  1. The AR is kinda high for the overall patterning this diff manages. Lowering would make more sense here because as it is it just will lead to players got tricky with the placement of the streams.
  2. 02:00:894 (3,1) - The transition between this triplet and and the next quintuplet is rather uncomfortable to play. The reason resides that if players aren't aware the purpose of placing of that triplet there, might be confusing due the break of the quintuplets you were following in the first patterns. It would make more sense if you tried this pattern to develop a neater visual look over this segment and, additionally, it will improve the rhythm itself significantly.
  3. 00:29:435 (3,4,5) - The triplet here feels over-set because it's not following the way you managed the triplets which, according to that statement, it should go here 00:25:056 (1) - to give the idea the overall segment gave an emphasis over the "TAN" sound. Just as well as you did in the previous cases as 00:27:651 (1) - 00:25:056 (1) - etc.
  4. 00:17:272 (5,1) - Swap NC.
Nothing else to complain here. I want to practice my streams with this neat map too.
Topic Starter
ouranhshc

HappyRocket88 wrote:

I was told to do a thing here so I'll do it once I come home.

[RLC's Another]
  1. Please, increase the HP drain to six to balance how it increases among the higher diffs. Having it over five seems to be quite low for the density of notes which were used in this difficulty,
changed

[Black Another]
02:07:543 (1,2,3) - vs 02:08:191 (4,5) - We have two options with this segment:
  1. Either placing an object between 02:08:191 (4,5) -
  2. Removing this wild circle 02:07:786 (2) -
REASON: Both pattern are really similar and it plays a bit awkward how you emphasized the blue tick just in one of them. It would be better if both pattern had the same structure since it will allow players to get the rhythm you intended to do here.
  1. The AR is kinda high for the overall patterning this diff manages. Lowering would make more sense here because as it is it just will lead to players got tricky with the placement of the streams. changed
[*] 02:00:894 (3,1) - The transition between this triplet and and the next quintuplet is rather uncomfortable to play. The reason resides that if players aren't aware the purpose of placing of that triplet there, might be confusing due the break of the quintuplets you were following in the first patterns. It would make more sense if you tried this pattern to develop a neater visual look over this segment and, additionally, it will improve the rhythm itself significantly. changed[/list]
[*] 00:29:435 (3,4,5) - The triplet here feels over-set because it's not following the way you managed the triplets which, according to that statement, it should go here 00:25:056 (1) - to give the idea the overall segment gave an emphasis over the "TAN" sound. Just as well as you did in the previous cases as 00:27:651 (1) - 00:25:056 (1) - etc.changed. removed the triplet[/list]
[*] 00:17:272 (5,1) - Swap NC. changed[/list]

Nothing else to complain here. I want to practice my streams with this neat map too.
HappyRocket88
(ノ・ω・)ノ
Topic Starter
ouranhshc
YAY
HappyRocket88
Before, proceeding to qualify, consider to add "SuperMIC" to tags since he already changed his username. Proof here.
Topic Starter
ouranhshc
UPDATED

EDIT: also added RLC's new username

EDIT#2: should i change RLC"s diff to xlni's instead
HappyRocket88
You should ask him before doing that. o.o
Topic Starter
ouranhshc
I sent a pm, but i think i should just change it to his new username so that is consistent
Nerova Riuz GX
That should depends on the GDer's decision tho.
like Rizia, he still uses his old username for his GDs (wkyik's xxxx).
So still, asking him before changing the name is the best choice.
Topic Starter
ouranhshc
Welp. Looks like I'll be waiting atleast 2weeks
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