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sakuzyo - AXION

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Suisei Hosimati
The question is, Skystar is a tablet tap + x player, sure it's playable but only you're using a tablet, aiming this pattern with a mouse is a total armageddon
CXu
Okay, uh.

Looks fine in editor, I suck at alternating so I probably wouldn't be able to play it well, I don't have the ability/time to test it.

But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.

And I'd somewhat agree if this was a single difficulty mapset, since then you'd like to try and accommodate for the most players possible, but this mapset has 5 difficulties at 6 stars or above, mapped in different styles. If one or even several don't fit your tastes, play the one(s) that you like, and let those that enjoy the other ones enjoy those. If those patterns are, in your opinion, easier with tap + x, then make a mental note for yourself that that difficulty is a "tap + x map" and skip it. When the mapset has so many difficulties at the upper part of the difficulty spectrum, I think it's really dumb that people complain about something being too difficult, especially considering different people find different things difficult, and there are so many alternatives to choose from.

If skystar decides to change the pattern, then that's fine, but I really don't see how it helps just saying it's bad, especially when you don't provide an alternate solution.
xsrsbsns

CXu wrote:

But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.
This is so true, couldn't have said it better myself.

Granted, the ladder part really is extremely hard, and I'm not in any way justifying mapping for difficulty, but sometimes I'm glad mappers know they aren't obliged to downgrade the difficulties. It's really just their choice of target audience in the end, in this case it also makes sense that Skystar's diff accommodates his own playability, and plenty of players like it too. (i just wanna watch some rustbell replays xd)

Good luck really great mapset
Skystar
http://puu.sh/mFlf0/62e4c36099.rar
Changed the angles of the pattern + used another shape for 01:23:650 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4) - which fits the theme even better.

CXu wrote:

Okay, uh.

Looks fine in editor, I suck at alternating so I probably wouldn't be able to play it well, I don't have the ability/time to test it.

But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.

And I'd somewhat agree if this was a single difficulty mapset, since then you'd like to try and accommodate for the most players possible, but this mapset has 5 difficulties at 6 stars or above, mapped in different styles. If one or even several don't fit your tastes, play the one(s) that you like, and let those that enjoy the other ones enjoy those. If those patterns are, in your opinion, easier with tap + x, then make a mental note for yourself that that difficulty is a "tap + x map" and skip it. When the mapset has so many difficulties at the upper part of the difficulty spectrum, I think it's really dumb that people complain about something being too difficult, especially considering different people find different things difficult, and there are so many alternatives to choose from.

If skystar decides to change the pattern, then that's fine, but I really don't see how it helps just saying it's bad, especially when you don't provide an alternate solution.
Quoted for truth, really well said.

KuranteMelodii wrote:

The question is, Skystar is a tablet tap + x player, sure it's playable but only you're using a tablet, aiming this pattern with a mouse is a total armageddon
I can FC that with a mouse too, and I'm not even a mouse player.
Suisei Hosimati
Well then, i got nothing to argue, as long it's playable on both styles, that won't be a problem

P.S. *grabs popcorn*
Bara-
Okay
[General]
In Skystar's diff, take a look at this
• Object is unsnapped:
01:26:179 {86179} Circle
01:26:277 {86277} Circle
01:26:554 {86554} Circle
01:26:929 {86929} Circle
01:27:304 {87304} Circle

[Easy]
Consider increasing AR to 3.5-3.7, so sliders as 00:01:900 (1,1) - won't overlap anymore
00:45:400 (1,2) - Blanket
Cool diff

[Irre]
00:51:025 (1) - A 1/2 slider with a circle after wards would play much better, as this slider ends on a downbeat (and the sound at the 1/2 is really strong)
00:56:462 (4) - Why use such rhythm, when at the beat (you skipped) a strong sound exists (which is much stronger then the 1/2)
01:01:900 (1) - Distance!!!
01:14:650 (2,1) - Such low spacing. Make the players more prepared for the higher SV/DS!
01:24:400 (1,1) - Not stacked properly
01:30:400 (1) - <3
01:51:962 (2,2) - Claps?
I like it ^_^

[fanzhen]
00:16:337 (2) - A triplet instead of this would play better. imo 1/4 sliders w/o reverse are rather hard (for hard)
00:19:337 (2) - ^^
00:51:212 (5) - ^^
00:54:400 (1,2,3,1,2,3) - Quite hard to read. The first 3 might be fine, but 00:55:150 (1,2,3) - are much harder. Consider making those a reverse-kickslider as well
Nice diff

[Hyper]
00:25:900 (1) - End at 00:27:025 sounds better imo
<3

[LKs]
01:22:056 (1) - This is just incredibly confusing. Stack it ontop of the next object
01:22:806 (1) - ^^
01:23:556 (1) - ^^
I don't even know what to say. I love it

The next part part of the mod will be 99% based on actual playability. I played all higher diffs 10 times, and some things were problematic for me. There are a few things which were already discussed (like Skystar's stream) so I'll leave them out
[LKs]
00:48:400 (1,2,1,2,1,2,1,2) - This pattern plays ridiculously hard, and so does the reading, mostly due to 00:48:962 (2,1,2) - where the pattern changes. Every time I played this I missed this
01:26:650 (1,2,1,2,3,4) - Higher spacing is fine, sliderjumps are fine. But this is not. The sliders which are cramped upon eachother create a huge slowdown, which continues in a fast stream with a really harsh flow, because of (2,3,4) which is a triangle, which plays terrible at such high BPM (1/4)
01:30:400 (1,2) - This jump is really unexpected and quite hard 01:56:837 (4) -
01:39:400 - Add a circle please
01:56:931 - ^^, this sound is even more noticable then 01:56:837 (4) -

[Another]
00:24:306 (10) - This note a hard to hit, as it's hidden under the previous slider. Even if it would require high spacing it would play better, as the sudden stop makes this feel really weird
00:25:900 (1) - Silence end?
00:31:900 (1,2,3) - The fact the the sliders start on the blue ticks made this part rather awkward, the harsh curve from (1) to (2) is also not that great. That is actually the biggest problem, as 00:37:900 (1,2,3,4) - plays good
00:49:525 (1,2,3,4) - The gap from here to 00:49:900 (1) - is too low. I for example mash the buttons from streams like this, causing me to miss on the next notes (and therefore the whole stream)
01:08:650 (5,6,7,8,1) - I hate patterns as these, but this is just personal opinion. It's too harsh, try to make it flow more smoothly!
01:55:900 (1,2,3,4,5,6,7,8,9,10,11,12) - This part is too hard to read. It's even harder then the highest diffs which shouldn't happen. Remove 01:56:931 (9) - then move 01:56:181 (2,3,4,5,6,7,8) - 1/4 later, and add a note at 01:56:181. This would make it much easier to read, while not changing the overall gameplay that much

[Fanzhen]
00:21:118 (5) - The fact that the triplet starts at the blue tick makes this feel awkward. Only now, when I see it in the editor I understand the rhythm. I Always thought it started at the white tick, and that 00:21:400 (1) - started at the blue tick. Consider removing a reverse from 00:20:650 (4) - to make it feel better
00:29:462 (3,4,1) - Quite ridiculous movement. The triangle has a harsh flow, and the "doublet-stream" following doesn't justify it much
00:32:650 (1,2,3,4,1,2,3,4) - This is just too much. The first 4 are still doable, but the last rectangle is just over done. Please reduce spacing a little bit (or make the flow a bit better), the straight curves are too harsh for me
00:34:150 (1,2,3,4,5,6,7,8) - Is there a need for such high spacing? Especially (5) makes this feel really weird
00:50:650 (1,2,1,2,1,2,1,2) - ERMMMM. Can people FC this? Out of my 10 attempts. I FC'd it once, but I'm just rapidly mashing and moving a freak w'/o any sense of rhythm for this. Slider would fit much better! I also can't hear why the spacing has to be this ridiculous
01:17:462 (3,4,5,6,7) - The sharp movements are bad for the flow. Make the vertical movement a bit more so you can flow in a circle-shape, instead of straight lines!
01:27:025 (1,2,3,4) - I know this is like the clmax of the song, but the flow here is quite bad. why not try this
01:28:618 (8) - Hidden under 6's reverse
01:30:775 (1) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,2,1,2,1,2) - Silence ends please
01:57:025 (1) - Make it a bit larger please

[HW]
00:16:900 (1,6) - Imperfect stack
00:25:900 (1,2,3,4) - This is too sudden! Please make an indication for this speed up. Why not make 00:25:243 (1,2,3,4,5) - constantly increasing is spacing, and thus in speed, making the huge SV feel better (or tone the SV down to approx 1.5x)
00:26:650 (1) - To increase readability, as this is slow, make it a bit curvy/different from the previous ones so people can distinguish it better
00:31:338 (5,1) - Increase the spacing. The gap is hard to read. Remember your EX EX on Helix, it had a similar problem and got DQ'd over it. don't make it happen to this map as well, as the map is a really good one ^_^
00:32:275 (5,1,5,1) - ^^ (Here it's even worse imo)
01:09:275 (3,1) - Such low spacing feels out of place
01:22:806 - Add note please, for consistency with the other similar parts!
01:31:150 (1,2,1,2,1,2,3) - Silence the ends please
01:56:931 (2,1) - This stack creates an unneccessary spike. Make it spaced please, for a better flow
Well done HW! Most definitely your best work so far ^_^

[Skystar]
00:54:775 (1) - Ctrl G would make it flow better
01:02:462 (3) - imo the high spacing should start from here, it follows the song better if 01:01:900 (1,2,3,4,1,2) - have lower spacing
01:16:056 (5) - Why 1/8?
01:17:462 (2) - Ctrl G would make it flow better
01:19:056 (5) - I don't hear 1/8
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I really like it, but the curve make it really hard, as you don't only need to move, but also rotate. I don't have problems with it, and saying it was discussed properly it should be fine, but it may be adjusted to make it flow a bit better
01:28:056 (5) - N o 1/8 please
01:30:775 (5) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,1,1,1,1) - Silence the ends please, it's rather annoying
I really love this diff. It plays great, is mapped wonderfully and is rather gimmicky, something I really like, as opposed to all thsoe 180-200 BPM jump maps nowadays. ^_^

[A_R]
00:31:900 (1,2,3,4,1,2,3,4) - Is this even FC'able? It feels way too overdone and has a ridiculous hard flow. This is actually the first place I lost combo (Yes, I FC'ed the whole previous part nomod (NF))
00:33:962 (5,6) - Reminds me of DA^10. Please Ctrl G, this is really harsh and rather unpredictable
00:37:900 (1,2,3,4) - This part is almost impossible to read. Ctrl G (3) and Ctrl G (4) please
00:54:400 (1,2,3,4,1,2,3,4) - See first comment
01:19:618 (4) - Stack with (2) increases flow a lot
01:21:775 (5,5,5) - NC for readability
01:24:025 (5) - ^^ This distance man
01:26:650 (1,2,3,4,1,2,3,4) - This part is truly harsh. I couldn't even pass this with HT O.o The spacing from (2,3) is too high
01:39:025 (1,2,3) - This is a 240 BPM 4-plet in the middle of 160 BPM 1/4 jumps. A reverse slider would play much better (and be more playable)
01:55:900 (1,2,3,4,1,2,3,4,5,6) - How could I ever FC this? O.o I feel good ^_^

Nice diff, but I'm not that keen of patterns like 01:51:025 (3,4) - The reverse jump is just too much imo

You know what to do
Totoki
Super fun mapset, compared to other ranked maps that no one can fc even the hardest patterns in this mapset is doable, no reason to dumb down for the general player base when the diffs are clearly directed to experienced players.
fartownik
Eyecandy wall inc.

Hollow Wings wrote:

fartownik wrote:

Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.

[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better. I understand what every stream is following. I still find it pretty bad. It would play much, much better if you fixed it as I mentioned.

00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -

You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.

01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806. Fine.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that. What kind of answer is this?
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section. Yes, it is random. The sound is in the section, but the other sound you were following for the entirety of the pattern has been dropped (for no good reason). The slider should start at 01:32:556, even if there's another beat in the music at 01:32:650.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one. Fine, even though the beat I mentioned follows more of a quiet and non-distinguishable beat than the pattern you've mentioned.
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.

yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.

the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day.
WORSTPOLACKEU
Skystar's Expert

01:15:400 (1,2,3,4,5,1,2,3,1,2,1,2,1,2,3,1,2,3,4,5,1) -
This part plays bad and it's not intuitive at all, I played it many times and checked in edit but I have no idea what you are following there.
01:27:400 (1,2,3,4,5,1,2,3,1,2,3,4,1,2,3,4,1,2,3) -
Same here

I have tried to listen but I just have no idea what you are mapping too.
I understand it's rhythm variation but it skips strong beats or just adds beats from different sounds and plays really unintuitively.

01:16:525 (2,3) - The slider starts on a weak beat and it's really weird to play it there for example.

http://puu.sh/mFyyV/80b7f0fb22.jpg <- This works
http://puu.sh/mFyC7/fd917579a6.jpg <- This too

01:17:837 (1,2,3) -
Why not 3-2-1 in this order? It plays better, highlights best beats. It's overcomplicated what you did.
Even further away --> http://puu.sh/mFCX1/3bf72cbca9.jpg
That plays so much better imo.

That is a reason why this set should be worked on more, a lot more.
Just because it looks good and is hyped doesn't mean it's ready for ranked. There are sections in most diffs here that I know for a fact people are forced to remove from other maps because it is wrong. Why is it right in this set?
I was forced to remove a slider once because it was "starting on a weak beat" even if it emphasised something else much more.

I had one friend even tell me few days ago that she was forced to do something by a BN because that was how he liked it.
Now she places every jump on a strong beat because of that even if there is something better to emphasize in that moment with a jump like a vocal.

My point is, why is this set allowed to have sections that other sets are not?
I agree, these maps are mapped very well considering visuals and spacing for the most part but it doesn't mean it's playable on ranked level.

And HW + Skystar. I love your maps, I really do and I always defend them from people that try to argue, but these diffs are overdone.
I know you know it yourself, but you want to keep it that way because this is just overdone to the max, I like occasional variations but most diffs in this set are variation after variation in a section and that's very unintuitive to play.

About HW's diff, I like the fast sliders, but the map itself is very unintuitive (note, I love Death Dance).
Some jumps are just going in the wrong direction, even for you.

Or this.
00:30:400 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,4) -
Wtf. Seriously? This part is plain dumb, the only indicator to how to click that are the approach circles.
I understand the logic behind it but this can't be ranked, I know for a fact that these kind of spacings got fucked over many times before so no, just because it's your map doesn't make it right, sorry. This is just impossible to read without KNOWING it is a pause there.

Or this
01:03:775 (1,2,1,2,1,2) -
Wtf.

I hear spacing has to be consistent throughout the map, how is this consistent.
You space the jumps like this but you don't space the part I mentioned earlier for some reason.

I seriously want you mappers to consider the fact that if many people that actually know something about the game whether it is mapping or playing ability say that something is wrong, then something is.
It doesn't matter how many people FC'd your diffs or came close, it is still a large minority.
Majority of good players thinks the same, that it's overdone.

Try not to excuse some patterns or variations with your mapping ability.
Players that can play those kind of maps should also have their word listened to, not only your BN/QAT/Mapper friends.

Please don't make this set ranked process by the community that hypes this up. Try and actually fix this set to the best.
You will live up to the hype if you actually make this map amazing instead of gimmicky and weird.

There is a thin gap between crazy and genius, this is probably both. Try to make it to the better side.



Don't make this Tengaku v2.
Depths
[HW nya~]
  1. 00:26:650 (1,2) - I would make this one Slider and reduce the SV, I dont hear a second sound or any other reason to have it. the sound to me feels like its coming to a halt, and the SV increase at 00:27:400 (1) - would feel more powerful after a slower movement imo ( I hope you can make sense of this w) I might be wrong about there not being a second sound or anything, but if I'm wrong please enlighten me w
  2. 00:27:118 not mapping this sound? with the way you have it mapped current I can understand your reasoning, Im just curious why its not mapped
  3. 00:31:338 (5,1) - huge reading trap here imo, I know most people might catch it with the NC but still feels like it could be misread in some cases
  4. 00:31:806 (4,1) - maybe decrease this distance some
  5. 00:32:275 (5,1) - same as earlier,could be misread
  6. 00:32:837 (5,1) - ^
  7. 01:19:056 (3,4) - stack 3 on head of 4?
that's all I have to say
UndeadCapulet
I wish people would stop complaining about HW's stacked stream. That arrangement is the truest way to emphasize a song's rhythm. HW has used it in maps before, and will probably use it again. It's not even an HW exclusive arrangement. It's not too hard to read for ranked, and it's really fun and addictive to people that can read it properly.

I feel like a lot of people posting comments are just trying to keep the set from being ranked instead of trying to help improve the map. If you're going to post, please aim to actually be helpful.
Bara-
Edited my post as I finished modding all diffs
Depths
owo
UndeadCapulet
not you depths :P
neurosis
.
Topic Starter
Flower

Baraatje123 wrote:

[Easy]
Consider increasing AR to 3.5-3.7, so sliders as 00:01:900 (1,1) - won't overlap anymore
00:45:400 (1,2) - Blanket its done fine enough imo. slightest change may make it worse
Cool diff

[Irre]
00:51:025 (1) - A 1/2 slider with a circle after wards would play much better, as this slider ends on a downbeat (and the sound at the 1/2 is really strong) i doubt that. in this diff, sv is high enough to make the player feel slider end being even harder than slider head
00:56:462 (4) - Why use such rhythm, when at the beat (you skipped) a strong sound exists (which is much stronger then the 1/2)
01:01:900 (1) - Distance!!!
01:14:650 (2,1) - Such low spacing. Make the players more prepared for the higher SV/DS!
01:24:400 (1,1) - Not stacked properly
01:30:400 (1) - <3
01:51:962 (2,2) - Claps?
I like it ^_^

[fanzhen]
00:16:337 (2) - A triplet instead of this would play better. imo 1/4 sliders w/o reverse are rather hard (for hard)
00:19:337 (2) - ^^
00:51:212 (5) - ^^ this one should be fine
00:54:400 (1,2,3,1,2,3) - Quite hard to read. The first 3 might be fine, but 00:55:150 (1,2,3) - are much harder. Consider making those a reverse-kickslider as well
Nice diff

[Hyper]
00:25:900 (1) - End at 00:27:025 sounds better imo not really imo...
<3

[LKs]
01:22:056 (1) - This is just incredibly confusing. Stack it ontop of the next object
01:22:806 (1) - ^^
01:23:556 (1) - ^^
I don't even know what to say. I love it

The next part part of the mod will be 99% based on actual playability. I played all higher diffs 10 times, and some things were problematic for me. There are a few things which were already discussed (like Skystar's stream) so I'll leave them out
[LKs]
00:48:400 (1,2,1,2,1,2,1,2) - This pattern plays ridiculously hard, and so does the reading, mostly due to 00:48:962 (2,1,2) - where the pattern changes. Every time I played this I missed this treating it as 1/2 circle solves it. I think the flow is fine.
01:26:650 (1,2,1,2,3,4) - Higher spacing is fine, sliderjumps are fine. But this is not. The sliders which are cramped upon eachother create a huge slowdown, which continues in a fast stream with a really harsh flow, because of (2,3,4) which is a triangle, which plays terrible at such high BPM (1/4) just like taketori hishou (lunatic), the pattern is easy be treated by tapping like lunatic. precise solution is certainly a challenge, or it won't be called "another"
01:30:400 (1,2) - This jump is really unexpected and quite hard 01:56:837 (4) - i recon it being fine, as the appr. circle suggests it being 1/4
01:39:400 - Add a circle please as discussed, nah
01:56:931 - ^^, this sound is even more noticable then 01:56:837 (4) - i like the custom rhythm, and its good

[Another]
00:24:306 (10) - This note a hard to hit, as it's hidden under the previous slider. Even if it would require high spacing it would play better, as the sudden stop makes this feel really weird
00:25:900 (1) - Silence end? the reverse ride makes it fit
00:31:900 (1,2,3) - The fact the the sliders start on the blue ticks made this part rather awkward, the harsh curve from (1) to (2) is also not that great. That is actually the biggest problem, as 00:37:900 (1,2,3,4) - plays good this pattern is plainly based on the pitch.
00:49:525 (1,2,3,4) - The gap from here to 00:49:900 (1) - is too low. I for example mash the buttons from streams like this, causing me to miss on the next notes (and therefore the whole stream) cant really understand the concept, but this pattern should not be a problem on playability
01:08:650 (5,6,7,8,1) - I hate patterns as these, but this is just personal opinion. It's too harsh, try to make it flow more smoothly! inherited from my previous maps. i would like to keep it
01:55:900 (1,2,3,4,5,6,7,8,9,10,11,12) - This part is too hard to read. It's even harder then the highest diffs which shouldn't happen. Remove 01:56:931 (9) - then move 01:56:181 (2,3,4,5,6,7,8) - 1/4 later, and add a note at 01:56:181. This would make it much easier to read, while not changing the overall gameplay that much i doubt it. it plays fine, as everything gaps 1/4. i can do it without difficulty, can't pass the part between kiai, tho

[Fanzhen]
00:21:118 (5) - The fact that the triplet starts at the blue tick makes this feel awkward. Only now, when I see it in the editor I understand the rhythm. I Always thought it started at the white tick, and that 00:21:400 (1) - started at the blue tick. Consider removing a reverse from 00:20:650 (4) - to make it feel better this is readable, like, uh, moe moe anime song pattern. i would recon keeping it
00:29:462 (3,4,1) - Quite ridiculous movement. The triangle has a harsh flow, and the "doublet-stream" following doesn't justify it much already reduced spacing. i think there should be no problem
00:32:650 (1,2,3,4,1,2,3,4) - This is just too much. The first 4 are still doable, but the last rectangle is just over done. Please reduce spacing a little bit (or make the flow a bit better), the straight curves are too harsh for me i call this typical lks pattern, um sorry, we are in fanzhen? imo this is doable, just need a bit more aim.
00:34:150 (1,2,3,4,5,6,7,8) - Is there a need for such high spacing? Especially (5) makes this feel really weird the pattern is in regular paradigm. 2nd half of a bar - high spacing; white line - turn
00:50:650 (1,2,1,2,1,2,1,2) - ERMMMM. Can people FC this? Out of my 10 attempts. I FC'd it once, but I'm just rapidly mashing and moving a freak w'/o any sense of rhythm for this. Slider would fit much better! I also can't hear why the spacing has to be this ridiculous i think this plays fine at this AR rate.
01:17:462 (3,4,5,6,7) - The sharp movements are bad for the flow. Make the vertical movement a bit more so you can flow in a circle-shape, instead of straight lines! this happens in a few previous maps so it should be ok
01:27:025 (1,2,3,4) - I know this is like the clmax of the song, but the flow here is quite bad. why not try this the suggested pattern dowsn't look good. moreover, imo flow isn't everything
01:28:618 (8) - Hidden under 6's reverse its rankable because it is clear where the slider head is, unless you set the skin not to show combo number
01:30:775 (1) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,2,1,2,1,2) - Silence ends please
01:57:025 (1) - Make it a bit larger please should be fine

[A_R]
00:31:900 (1,2,3,4,1,2,3,4) - Is this even FC'able? It feels way too overdone and has a ridiculous hard flow. This is actually the first place I lost combo (Yes, I FC'ed the whole previous part nomod (NF)) that's the part it becoming hard. i would say it's a challenge.
00:33:962 (5,6) - Reminds me of DA^10. Please Ctrl G, this is really harsh and rather unpredictable it follows the clap i set
00:37:900 (1,2,3,4) - This part is almost impossible to read. Ctrl G (3) and Ctrl G (4) please it is readable because appoach circle is there.
00:54:400 (1,2,3,4,1,2,3,4) - See first comment
01:19:618 (4) - Stack with (2) increases flow a lot
01:21:775 (5,5,5) - NC for readability
01:24:025 (5) - ^^ This distance man
01:26:650 (1,2,3,4,1,2,3,4) - This part is truly harsh. I couldn't even pass this with HT O.o The spacing from (2,3) is too high some say the previous part is harder. i will keep it as the big boss
01:39:025 (1,2,3) - This is a 240 BPM 4-plet in the middle of 160 BPM 1/4 jumps. A reverse slider would play much better (and be more playable) nah.
01:55:900 (1,2,3,4,1,2,3,4,5,6) - How could I ever FC this? O.o I feel good ^_^ this one should be ok

Nice diff, but I'm not that keen of patterns like 01:51:025 (3,4) - The reverse jump is just too much imo

You know what to do
thanks for modding~
Hollow Wings

Baraatje123 wrote:

[HW]
00:16:900 (1,6) - Imperfect stack w... what?
00:25:900 (1,2,3,4) - This is too sudden! Please make an indication for this speed up. Why not make 00:25:243 (1,2,3,4,5) - constantly increasing is spacing, and thus in speed, making the huge SV feel better (or tone the SV down to approx 1.5x) at least it's better than the previous version to people, thou the previous version is much better to me.
00:26:650 (1) - To increase readability, as this is slow, make it a bit curvy/different from the previous ones so people can distinguish it better nope, people won't notice the nc pattern unless they try to.
00:31:338 (5,1) - Increase the spacing. The gap is hard to read. Remember your EX EX on Helix, it had a similar problem and got DQ'd over it. don't make it happen to this map as well, as the map is a really good one ^_^ i think this is quite different from helix's pattern, you can read those approaching circles clearly, that's how you can hit the circle correctly.
00:32:275 (5,1,5,1) - ^^ (Here it's even worse imo) ^
01:09:275 (3,1) - Such low spacing feels out of place it's more like a stack pattern here in aiming view, which is just a kind of ds pattern.
01:22:806 - Add note please, for consistency with the other similar parts! nope, for just following the song.
01:31:150 (1,2,1,2,1,2,3) - Silence the ends please that's ok imo...
01:56:931 (2,1) - This stack creates an unneccessary spike. Make it spaced please, for a better flow people will only focus on note 1, note 2 is just a passing by 1/4 tapping obj when they playing this pattern.
Well done HW! Most definitely your best work so far ^_^ lol... this is made 2 years ago thou www

You know what to do
Eyecandy wall inc.

Hollow Wings wrote:

fartownik wrote:

Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.

[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better. I understand what every stream is following. I still find it pretty bad. It would play much, much better if you fixed it as I mentioned. i find it worse if i change it as you mentioned.

00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -

You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.

01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806. Fine.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that. What kind of answer is this? i'm telling you that you may shake your cursor like a dancer if you played that pattern.
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section. Yes, it is random. The sound is in the section, but the other sound you were following for the entirety of the pattern has been dropped (for no good reason). The slider should start at 01:32:556, even if there's another beat in the music at 01:32:650. then i say the rhythm 01:32:650 (3) - is following is the better choice, i prefer emphasis the same beats every sliders' head are following at this part, rather than just simply following the string track. even the tick already has a note.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one. Fine, even though the beat I mentioned follows more of a quiet and non-distinguishable beat than the pattern you've mentioned. they are distinguished clearly.
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.

yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.

the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day. thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.

Depths wrote:

[HW nya~]
  1. 00:26:650 (1,2) - I would make this one Slider and reduce the SV, I dont hear a second sound or any other reason to have it. the sound to me feels like its coming to a halt, and the SV increase at 00:27:400 (1) - would feel more powerful after a slower movement imo ( I hope you can make sense of this w) I might be wrong about there not being a second sound or anything, but if I'm wrong please enlighten me w i just wanna say you need to listen to the song carefully.
  2. 00:27:118 not mapping this sound? with the way you have it mapped current I can understand your reasoning, Im just curious why its not mapped the sound you think in that tick is actually at 00:27:025 which i've already covered with obj.
  3. 00:31:338 (5,1) - huge reading trap here imo, I know most people might catch it with the NC but still feels like it could be misread in some cases the pattern reads totally fine.
  4. 00:31:806 (4,1) - maybe decrease this distance some it's easy to combo it even in streams. distanced notes are easier to catch the position and rhythm.
  5. 00:32:275 (5,1) - same as earlier,could be misread
  6. 00:32:837 (5,1) - ^
  7. 01:19:056 (3,4) - stack 3 on head of 4? w... what? they are not even at same part...
that's all I have to say
thanks for modding!
fartownik

Hollow Wings wrote:

thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.
:||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

i've got nothing to say
Skystar

Baraatje123 wrote:

[General]
In Skystar's diff, take a look at this fixed.
• Object is unsnapped:
01:26:179 {86179} Circle
01:26:277 {86277} Circle
01:26:554 {86554} Circle
01:26:929 {86929} Circle
01:27:304 {87304} Circle

[Skystar]
00:54:775 (1) - Ctrl G would make it flow better mh I prefer current one.
01:02:462 (3) - imo the high spacing should start from here, it follows the song better if 01:01:900 (1,2,3,4,1,2) - have lower spacing alternative, it speeds up as drums emerge, not following melody here.
01:16:056 (5) - Why 1/8? slider leniency, you have more time to deal with high spacing between ones like 01:15:962 (4,5) - , it also gives a stronger emphasis going into next slider 01:16:150 (1) - , same goes for all subsequent 1/8s.
01:17:462 (2) - Ctrl G would make it flow better eh not really..
01:19:056 (5) - I don't hear 1/8
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I really like it, but the curve make it really hard, as you don't only need to move, but also rotate. I don't have problems with it, and saying it was discussed properly it should be fine, but it may be adjusted to make it flow a bit better
01:28:056 (5) - N o 1/8 please
01:30:775 (5) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,1,1,1,1) - Silence the ends please, it's rather annoying kay.
I really love this diff. It plays great, is mapped wonderfully and is rather gimmicky, something I really like, as opposed to all thsoe 180-200 BPM jump maps nowadays. ^_^

WORSTPOLACKEU wrote:

Skystar's Expert

01:15:400 (1,2,3,4,5,1,2,3,1,2,1,2,1,2,3,1,2,3,4,5,1) -
This part plays bad and it's not intuitive at all, I played it many times and checked in edit but I have no idea what you are following there. melody, apparently.
01:27:400 (1,2,3,4,5,1,2,3,1,2,3,4,1,2,3,4,1,2,3) -
Same here ^

I have tried to listen but I just have no idea what you are mapping too.
I understand it's rhythm variation but it skips strong beats or just adds beats from different sounds and plays really unintuitively.

01:16:525 (2,3) - The slider starts on a weak beat and it's really weird to play it there for example. weak beat? uh there's a snare and a kick that couldn't be more obvious.

http://puu.sh/mFyyV/80b7f0fb22.jpg <- This works
http://puu.sh/mFyC7/fd917579a6.jpg <- This too

01:17:837 (1,2,3) -
Why not 3-2-1 in this order? It plays better, highlights best beats. It's overcomplicated what you did. no idea what you're talking about but reminded me of ctrl+g'ing 01:17:837 (1) - , thanks anyways.
Even further away --> http://puu.sh/mFCX1/3bf72cbca9.jpg
That plays so much better imo.
http://puu.sh/mHCoI/5f9ff5c7cc.rar
Kitami Erika
[fanzhen's Extra]
remap
Topic Starter
Flower
I can't really understand mappers now day can map X diff with random jumps on a low-bpm dnb song.
现在的mapper怎么做慢如牛的dnb曲也能瞎xx跳个X难度出来 我真的不是很懂

我昨晚梦见星神把那个ladder改了,然后星数降到了5.8,真tm噩梦啊

edit:

Mystyk wrote:

Karen wrote:

can you guys stop dropping shit posts and help the map instead.

btw,
in fanzhen's Hard
00:01:900 - there is no sv change on this green line, it should be avoided.
just reminding you about this, it still hasn't been fixed

Ranking Criteria wrote:

An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed)
The problem is not with the volume of the green line (as HappyRocket88 mentioned), the problem is that it has no SV change, that's why 00:01:900 - this green line has to be removed!
fixed. thank you!
neonat
我也不知道
Sangzin
On LKs' diff
00:31:400 (6) - ???
Shad0w1and
個人讀圖手速原因,跳圖好打,圖梗圖難打。個人喜歡跳圖(๑• . •๑)
Shoga

Flower wrote:

I can't really understand mappers now day can map X diff with random jumps on a low-bpm dnb song.
现在的mapper怎么做慢如牛的dnb曲也能瞎xx跳个X难度出来 我真的不是很懂
DO u own the copyright for that? XD
Mystyk

Karen wrote:

can you guys stop dropping shit posts and help the map instead.

btw,
in fanzhen's Hard
00:01:900 - there is no sv change on this green line, it should be avoided.
just reminding you about this, it still hasn't been fixed

Ranking Criteria wrote:

An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed)
The problem is not with the volume of the green line (as HappyRocket88 mentioned), the problem is that it has no SV change, that's why 00:01:900 - this green line has to be removed!
mintong89
不会osu所以只能来冒泡下 别打我 :)
Topic Starter
Flower
updated
ZZHBOY
rebub
Justify
o-o
Rizia
skystar
00:08:087 - 剛剛test了一下 覺得靜音並不太好 少了個聲音好像有點怪怪的 最好讓它能聽見


這遊戲真的哭了
origin version feel better
Misure
no kd..
LKs' Another
00:31:400 (6) - 放错了。 一直没人注意到么
Topic Starter
Flower
all done
Bara-
Call zzh to rebub and I'll qualify

One more thing, can you please lower HP in LKs? None of the diffs surpass 6, except his diff. Even 7 would be fine ^_^
Topic Starter
Flower
6 would be too low for this difficulty. And according to my experience, 7 makes HP drain even faster. So 8 should be just fine. I'll call him back

edit: 谢谢爷爷
ZZHBOY

Baraatje123 wrote:

Call zzh to rebub and I'll qualify

One more thing, can you please lower HP in LKs? None of the diffs surpass 6, except his diff. Even 7 would be fine ^_^
Rebubbled. Though I remember someone said it's unnecessary to post rebub for those little changes.
Bara-
I believe you need to when someone else mods it

Anyways

QUALIFIED!
Anxient
the return of the axion

with a vengeance
zyoi
congratz o3o
看得我眼睛都瞎了
pw384
the nb gAme sTaRT
Epiphany

Mystyk wrote:

Karen wrote:

can you guys stop dropping shit posts and help the map instead.

btw,
in fanzhen's Hard
00:01:900 - there is no sv change on this green line, it should be avoided.
just reminding you about this, it still hasn't been fixed

Ranking Criteria wrote:

An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed)
The problem is not with the volume of the green line (as HappyRocket88 mentioned), the problem is that it has no SV change, that's why 00:01:900 - this green line has to be removed!

greenlines dont have to be removed unless they collide with others.
Kitami Erika
你用没用改的版本
Topic Starter
Flower
没啊,不是说下次dq见吗
Sophia_old_1
Setting aside how hard it is to read, there are some things which just don't feel right with this mapset. I simply for the life of me cannot come to understand how, for example, in HW's EX, things like

01:12:775 (1,2,1,2,1,2) -

Are completely fine. It's practically a 1/4 fullscreen jump, when there are sections of the map that have a much shorter distance snap when they're 1/2 or similar. Distance snap seems to be something that was tossed out the window in a few of the difficulties. Even if it is fine for gimmicky reasons or mapping reasons I do not comprehend, a fullscreen 160bpm 1/4 jump doesn't really seem something we should be seeing in ranked mapsets. I suppose such things as basics kept in the wiki are not something that applies to popular, experient mappers. Or maybe the wiki just needs an overhaul.

But what the hell, I'm no mapper and this is going to get ignored because I'm not good enough to play the difficulties regardless.
Bara-
Those jumps are by no means hard. They seem hard at first, but I can properly play them, despite not being that good of a player
Sophia_old_1

Baraatje123 wrote:

Those jumps are by no means hard. They seem hard at first, but I can properly play them, despite not being that good of a player

It's not about them being hard or not hard - it's about how awkward it is to have these 1/4 jumps that are inconsistent with the map spacing that came before it. It seems like the spacing in this map is made so in a way that is geared just to purposefully make it gimmicky. Which I suppose is fine? But I don't know.
BRAH
https://www.youtube.com/watch?v=GCFq6Wi-cYM here you go now noone can complain about the pattern being too hard this guy did it in 2 tries
WORSTPOLACKEU
There are still awkward patterns in every diff that shouldn't be there.
Shiirn
"Hard because hard"

"Hard because awkward as shit"


pick one
Yunomi
a late happy chinese new year to everyone
Doxa
im gay
ztrot
It has come to my attention that quite a few have wanted this to hold off a bit more as to address the issues in the mapset, there were some valid complaints I felt were thrown to the side. So before this turns into a heated drama fest i ask that you take into consideration these pointed out errors. Do not just ignore these and find someone else to rank this talk it though the community wants to see this map be something all can enjoy not just another let see how far i can push the rules thread. So to make myself clear as crystal I want to see the issues addressed to HW's EX and the other mods that were thrown to the side after the bubble.
Topic Starter
Flower
If my understandings were right, that you were referring to the non-kudosu'ed mods after the first rebuble after the first dequalification, I could promise those posts, despite ignoring some offensive or sarcastic words, were thoroughly read, appreciated and then replied. Unclear instruction on your dequalification post kind of confused me. If there is any rule being violated, would you please point the pattern out, then refer to a certain rule? I guess that is how a QAT will do when executing a dequalification.

edit: 新的一年祝大家碎碎平安啦

edit2: It's weird that in Microsoft Edge I can't select text or reposition text cursor with mouse (but can do with keyboard), while can't use Ctrl+C, Ctrl+V but can do with mouse right click.
Doxa
TL;DR

Real DQ reason: it has no ponies
Shiirn
To summarize as simply as possible:

The map has patterns and flow that do not belong in a song of this nature. AXION is not a powerful song. It is not a song that implies, when listening to it, fullscreen 1/4 jumps, regardless of whether or not they are playable.

The issue is that the higher difficulties are taking the music's beat patterns and applying patterns that do not belong with the music, do not fit the music's tempo, buildup, or power in any predictable or comfortable way.

While the individual patterns are possible and playable, the difficulty of them are all over the place and do not fit the theme of the song - which progressively builds up to "max energy" about 50% of the way in, before rapidly declining in the final 1/4th of the song. These patterns do not fit AXION. There are other songs where they can totally fit. Furioso melodia has a lower bpm but much, much, much higher intensity.


We should really find a good english-> chinese and chinese->english translator to facilitate this. Believe it or not, I want this to get ranked - but as it is right now it is simply a bunch of big name Chinese mappers throwing random patterns that look fancy at a song that cannot withstand the strain.

This is, to a point, up to the mapper to interpret. Two different mappers can certainly think a song is different in intensity. But making crazy 1/4 jumps across the stream and back and forth 1/4 streams should be something mappers find a good song for - they shouldn't be putting it in the closest track they can find.

All of these mappers are quite good. They're very good at mapping, I won't deny that, and I respect each one of them a lot - but this kind of "crazy mapping" is something most self-respecting mappers stopped doing early on as it is a newbie fantasy.


Please do not disregard this post as this is about as respectful as I can get - I don't do "politics" very well.


tl;dr the song choice is much more of an issue than the actual mapping or the patterns within them
MillhioreF
As long as we're here, PLEASE fix 01:25:900 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4). The cursor movements required are incredibly unnatural, on top of the massive difficulty of the section in the first place. If you keep the spacing, at least provide some sort of flow like you do in the notes before it.

An example of how it could be fixed (doesn't have to be like this though)
Kitami Erika
都是你当初让我随便来 吗的
rustbell
再dq我就要FC了 不要啊
Skystar
機器人又要升級固件了
Shad0w1and

Shiirn wrote:

AXION is not a powerful song.
excuse me, I have not found a single song that is clearly more intense than AXION, even The Big Black.
Avishay

Shad0w1and wrote:

Shiirn wrote:

AXION is not a powerful song.
excuse me, I have not found a single song that is clearly more intense than AXION, even The Big Black.
Well a song's intensity is a subjective matter, but just because the song is 160 bpm with so many 1/4 instruments it does not mean it justifies such difficulty.
JappyBabes

Shiirn wrote:

The issue is that the higher difficulties are taking the music's beat patterns and applying patterns that do not belong with the music, do not fit the music's tempo, buildup, or power in any predictable or comfortable way.
welcome to 2016 bby can't wait to see your 9* map
WORSTPOLACKEU

Shiirn wrote:

To summarize as simply as possible:

We should really find a good english-> chinese and chinese->english translator to facilitate this. Believe it or not, I want this to get ranked - but as it is right now it is simply a bunch of big name Chinese mappers throwing random patterns that look fancy at a song that cannot withstand the strain.
This is very true and I hope the mappers do something about it.
ac8129464363

Shiirn wrote:

The map has patterns and flow that do not belong in a song of this nature. AXION is not a powerful song. It is not a song that implies, when listening to it, fullscreen 1/4 jumps, regardless of whether or not they are playable.
Sorry, but there's nothing objective about that statement. Who are you to decide how other people see the song? Everyone will have their own interpretation of what's going on and that's fine.

What SHOULD be the focus, rather than that, is the gameplay itself. Does it play well and represent the song through its own style/from the mapper's viewpoint? These sorts of questions are what we should ask.
Kite
Something you don't agree with doesn't make it wrong
Try to see things from another viewpoint, that's what mapping is about

deetz wrote:

What SHOULD be the focus, rather than that, is the gameplay itself. Does it play well and represent the song through its own style/from the mapper's viewpoint? These sorts of questions are what we should ask.
Best thing anyone has ever said
Sophia_old_1
I feel like this thread is going to quickly derail into an argument of the sorts where the two sides discuss whether one should map to the song, objectively, or to what they feel, and all that "mapping is art" stuff - if you want to look at the song "in another way" and impose your own rhythm with your map on the top of the song itself through your mapset by emphasizing awkward rhythms you claim to view over what would be the most obvious rhythms that anyone can perceive. The song doesn't feel like it is such a song that's been portrayed in the highest difficulties, but the mapper can easily claim that he "feels as if it fits", and even that this song is "more intense than even Big Black", however out of left field the comment may be.

That's likely not going to be productive, so perhaps it'd be better to look at spacing and flow of the maps, which are undeniably off and awkward no matter how you look at it. Also, before anyone pulls into it, someone being able to FC a map doesn't make the spacing or the flow any less awkward or off; it just means there's people who can play whatever awkward stuff you placed in your map. That does not change the fact it is counter intuitive and all over the place. It may be playable, but that does not make it correct or good.
Misure
Anyway, Happy Chinese New Year :)
[Mahua]
tm的不是你们要的难吗 这tm不够难?
有pp不拿都有病 没难点的谱子谁tm玩啊
edit:这比我做的那个axion容易多了
Liiraye

Shiirn wrote:

tl;dr the song choice is much more of an issue than the actual mapping or the patterns within them

I really have to agree with this. Some of the diffs themselves would probably work great in other songs but axion is such a monotone and ambient track.

To me it seems that, just like how radical feminists look too far into things just to find something they feel is insulting, people are looking too far into songs, trying to emphasize shit that isn't even there for the sake of difficulty increase and making an edgy map. People should know that just because something is on beat doesn't mean anything goes. Common sense should also apply as mapping = crafting official levels for a game, not just our own personal art exhibition.
I'll have it known that I consider mapping more than just level making in a game, so much that I'd even call it an artform. However, it's also restrained by the need of proper gameplay.

I'm tired of people getting offended when they are criticized for doing something VERY controversial. Meet the important arguements with your own instead of blaming it on biases. Try to make people understand exactly what you're trying to pull off, because if you can't even explain what you are doing, then how can you claim to know it's even remotely good?
Shiguma

Shiirn wrote:

To summarize as simply as possible:

The map has patterns and flow that do not belong in a song of this nature. AXION is not a powerful song. It is not a song that implies, when listening to it, fullscreen 1/4 jumps, regardless of whether or not they are playable.

The issue is that the higher difficulties are taking the music's beat patterns and applying patterns that do not belong with the music, do not fit the music's tempo, buildup, or power in any predictable or comfortable way.

While the individual patterns are possible and playable, the difficulty of them are all over the place and do not fit the theme of the song - which progressively builds up to "max energy" about 50% of the way in, before rapidly declining in the final 1/4th of the song. These patterns do not fit AXION. There are other songs where they can totally fit. Furioso melodia has a lower bpm but much, much, much higher intensity.
Isn't this completely subjective? Someone's opinion on this song may be it's not intense, while others think it is very intense.

I don't understand why it was disqualified for these gimmicky patterns especially when the star difficulty is above 6 stars. Isn't it really the people who can't even play 6* beatmaps the ones who are complaining that these maps are too hard? Isn't that the reason there is a difficulty spread?

Nube wrote:

I'm tired of people getting offended when they are criticized for doing something VERY controversial. Meet the important arguements with your own instead of blaming it on biases. Try to make people understand exactly what you're trying to pull off, because if you can't even explain what you are doing, then how can you claim to know it's even remotely good?
While the beatmaps may be controversial, isn't that kind of a good thing? Do we want to see the same exact style of mapping repeated over and over again? This map may be extreme, but many people can play these difficulties. It allows for creativity. HanzeR comes to mind, with his creative mapping style which people initially hated but seem to enjoy elements of now.
Edit: I'm terrible at reading and I'm making up things. Also don't know what I'm talking about. Sorry.
Liiraye

Shiguma wrote:

Nube wrote:

I'm tired of people getting offended when they are criticized for doing something VERY controversial. Meet the important arguements with your own instead of blaming it on biases. Try to make people understand exactly what you're trying to pull off, because if you can't even explain what you are doing, then how can you claim to know it's even remotely good?
While the beatmaps may be controversial, isn't that kind of a good thing? Do we want to see the same exact style of mapping repeated over and over again? This map may be extreme, but many people can play these difficulties. It allows for creativity. HanzeR comes to mind, with his creative mapping style which people initially hated but seem to enjoy elements of now.

I never said being controversial is bad, I just said that you have to be able to explain why what you are doing is good. Stop putting words in my mouth and learn to read.
Shiguma

Nube wrote:

I never said being controversial is bad, I just said that you have to be able to explain why what you are doing is good. Stop putting words in my mouth and learn to read.
Didn't the creators respond to the mods that were given on this beatmap?

Edit: I don't know what I'm talking about.

Although I still think it's a subjective opinion on whether a song is intense or not.
JappyBabes

Shiguma wrote:

Isn't this completely subjective? Someone's opinion on this song may be it's not intense, while others think it is very intense.
No? What makes you think that?

Shiguma wrote:

I don't understand why it was disqualified for these gimmicky patterns especially when the star difficulty is above 6 stars. Isn't it really the people who can't even play 6* beatmaps the ones who are complaining that these maps are too hard? Isn't that the reason there is a difficulty spread?
There are a number of top players that have criticized all the 6*+ difficulties.

Shiguma wrote:

While the beatmaps may be controversial, isn't that kind of a good thing? Do we want to see the same exact style of mapping repeated over and over again? This map may be extreme, but many people can play these difficulties. It allows for creativity. HanzeR comes to mind, with his creative mapping style which people initially hated but seem to enjoy elements of now.
Diversity is great - not at the sacrifice of quality. I'm surprised the argument of 'it's my vision' still persists and actually is allowed as justification for disregarding legitimate criticism. Having an opinion on a work of art has nothing to do with how good or not it is. There's a reason why movie critics can call a movie bad or good, depending on casting, acting, writing, cinematography, editing, directing etc. but that has nothing to do with you being able to like it or not. You're free to like whatever you want but that does not give you the right to disregard any mod giving legitimate criticism to problems in the map (esp considering a number of the target audience point this out). If you're going through the ranking system it's an obligation to adhere - otherwise keep your shit in the graveyard thx

Shiguma wrote:

Didn't the creators respond to the mods that were given on this beatmap?
if HW responded to mods that criticize it'd be in osu weekly
Timorisu

JappyBabes wrote:

if HW responded to mods that criticize it'd be in osu weekly
She clearly does respond to critizing mods in an acceptable and understanding fashion /s


Hollow Wings wrote:

why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.

yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.

the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.

fartownik wrote:

"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day.
thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.
bananannian

Shiirn wrote:

We should really find a good english-> chinese and chinese->english translator to facilitate this.
Uh, hang on a sec, how is language barrier an issue? Did someone reply to an English mod with Chinese or something? What needs translating?
VINXIS

JappyBabes wrote:

if HW responded to mods that criticize it'd be in osu weekly

haha gud 1 : ))
Shiirn
Music is not entirely subjective.
Music is not entirely objective.
Mapping is not entirely subjective.
Mapping is not entirely objective.

I am quite tired of people who know better lying to themselves and to the community et al about their mapping. AXION is an ambient battle track. Ithas lots of 1/4, but the emphasis is on the beat rather than the intensity.

This is not to say that AXION shouldn't ever have a really hard difficulty - after all, when I mapped it four years ago, it had stream jumps, considered "fake difficulty" back then - but as it is now there should be a reasonable limit put onto a mapper's "creativity" in regards to the intensity of the song. I hate to cry 'slippery slope' but if you let people do whatever they like, you'll end up with a community that has no idea who or what to learn from.



What really frustrates me is that a lot of the patterns do make a twisted form of sense from a musical standpoint, but are so obviously overblown that I can't see anything but disrespect from it.

All of these mappers know better and know exactly what they are doing, but refuse to reach common ground with the parts of the community that disagree with them.

This is an issue that has been going on well over half a decade, and I don't see it ending any time soon, but I wish it wasn't like this. Common ground, areas where we can agree, are precious, and I try really hard to encourage actual discussion that isn't essentially a child throwing a tantrum of "but i want it my way!", but it seems I will continue to be disappointed. I don't want it my way - I want them to consider my way and show in any way that they respect my opinion and mapping experience - something I am sure every person who has modded this map has wanted.

That's what modding is really about - helping other people with your own knowledge and experience. But some mappers only ever see the modding process as "people i gotta convince they're wrong" when it comes to Flower and co.



EDIT: Please note I only care about the patterns in question that are completely uncalled for and most players take issue with - the overall mapping and usage of high spacing doesn't matter to me.
lilynya
.
Suisei Hosimati
Welp, i don't think mapper have to follow the feeling of the song THAT precise, i think it's enough with simple emphasis and playable patterns is enough to rank, nobody would understand complicated things when you playing them

EDIT: Never mind what i said, i didn't read them completely because it's too long for me
Kitami Erika

bananannian wrote:

Shiirn wrote:

We should really find a good english-> chinese and chinese->english translator to facilitate this.
Uh, hang on a sec, how is language barrier an issue? Did someone reply to an English mod with Chinese or something? What needs translating?
This is literally important when expressing ideas about a controversial topic like this especially communicating in different language. Different language style directly causes different method of thinking and expressing ideas.

Shiirn wrote:

Music is not entirely subjective.
Music is not entirely objective.
Mapping is not entirely subjective.
Mapping is not entirely objective.

...
+Support.


实在是不行了把我难度删了啊 留个Hard挺好 我觉得我现在这个难度实在是坠毁
打嘴仗简直他妈的天花乱坠 论题在以光速绕dq issue飞行但是就是不打在点上 真鸡巴累 :D :D
https://t.co/75epOOBRSP
要用就复制音效算了
Kite
Apparently some people misunderstood the point I was trying to get across.
I am not saying Shiirn is right or wrong, what I simply tried to express is when it comes to mapping no one can claim to be right or wrong.
You have to put yourself into the creators mindset and understand the mapping ideas they applied to the song before you can make suggestions to the improvement of a map.
That being said, not every difficulty has the obligation to feel nice for every player ever playing it, that's why mapsets exist.

Last post since I feel bad to keep this going without providing any constructive feedback for the improvement of the mapset, best of luck Flower.
those

JappyBabes wrote:

bad or good [...] but that has nothing to do with you being able to like it or not. You're free to like whatever you want
Wish more people understand that you're allowed to like bad things.

Happy new year! At the current state, the map is a solid 6.5/10. If passable is all you're looking for, then sure. I can point out exactly what stops the score from being any higher, but I don't know if it's actually worth it, so I'll refrain for now.
Kinomi
wtf dq again.

扶老二千年修圖仍未修成正果
ztrot
Just to be clear DQ's are the start of a discussion to talk about the problem areas I felt that there was a large portion of community asking why things like this are allowed and a prime example of stuff that is over the top is what MillhioreF already pointed out as well, I'm not here to force my views or anything of the sort, this map could be improved and there is no reason not too. trust me if it was just me modding this I would argue that the entire spread is to insane bound and that is has no balance, overmapping and artificial difficulty. But I also respect that times have changed and what is precise to call a hard now days was the insane of yesteryear. So I would just like to see some improvement come from this conversation you act as if the map is dead on air and can never move forward. Just take the time to update it a bit it is old that doesn't give it a free ride to be flawed.
Osu Mapman
instead of arguing what's subjective, what's objective and what do you personally prefer you people could just throw some detailed feedback on map i believe me too actually




If it's needed i can mod it though, just poke me via irc or something
[Shiny]
I'm here only for see how HW's fanbase defend her ridiculous diff.

Anyways I'm surprised, this kind of beatmaps never get DQ, at least not when they're from "popular" mappers.
Suisei Hosimati

Kitami Erika wrote:

实在是不行了把我难度删了啊 留个Hard挺好 我觉得我现在这个难度实在是坠毁
打嘴仗简直他妈的天花乱坠 论题在以光速绕dq issue飞行但是就是不打在点上 真鸡巴累 :D :D
今次DQ不是你的問題嗎。。。你的難度沒有問題的為什麼要刪了
Natsu
Hey guys can you avoid posting if you don't have nothing constructive to add? make suggestions and try to improve the map that's the only way to help the mapper, take your no sense out of here pls, thanks. Maybe gonna take a look later~
ecdonald
fmm...I'd like to have an opinion that we should just wait Hollow Wings but try to do reading comprehension her map and pick up some issues which is expected to help improving map actually with valid reason as much as possible before our be too belligerent. I think HW will explain the theory of HW's EX since, according to her user page, her mapping style is making objective sense.

It is hard too comprehend HW's EX for my skill, but I found one point to be a little worried about. just suggestion.

00:37:900 (1,2,3,4,5,6,7,8) - I couldn't find any good reason for these placing. it looks a bit too monotonous for the song because the sound of this song of this timing has not completely same melody. how about ctrl+G on 00:37:900 (1) - and 00:38:275 (3) - (separately) ? this up-and-down cirsor moving with this placing would follow the song-melody's up and down. and 00:38:650 (5,6,7,8) - has a bit different melody to 00:37:900 (1,2,3,4) - , so I'd recommend to change this placing, too. especially 00:39:025 (7,8) - would more fits with four 1/4 circles imo, which has slight special melody compete with before ones.

thanks! sorry for trespassing on the discussion (the reading long text is also lerning English for me who is poor at English lol), hope it gets requalify.
Kitami Erika

KuranteMelodii wrote:

Kitami Erika wrote:

实在是不行了把我难度删了啊 留个Hard挺好 我觉得我现在这个难度实在是坠毁
打嘴仗简直他妈的天花乱坠 论题在以光速绕dq issue飞行但是就是不打在点上 真鸡巴累 :D :D
今次DQ不是你的問題嗎。。。你的難度沒有問題的為什麼要刪了
tired
自己还有一条腿陷在里面 别人来说什么总归也要来看一看
Liiraye

Natsu wrote:

Hey guys can you avoid posting if you don't have nothing constructive to add? make suggestions and try to improve the map that's the only way to help the mapper, take your no sense out of here pls, thanks. Maybe gonna take a look later~
Thing is, people are afraid their mods will be ignored as shown times before and that's why the discussion is there in the first place. Why bother trying to help someone who doesn't want to change? Before anything it would be nice to get a response from the mapper themself.
Hula

Nube wrote:

Natsu wrote:

Hey guys can you avoid posting if you don't have nothing constructive to add? make suggestions and try to improve the map that's the only way to help the mapper, take your no sense out of here pls, thanks. Maybe gonna take a look later~
Thing is, people are afraid their mods will be ignored as shown times before and that's why the discussion is there in the first place. Why bother trying to help someone who doesn't want to change? Before anything it would be nice to get a response from the mapper themself.
yep. i made half a mod and then decided it was a waste of time, because mapper spirit, mapping style, all the usual. I'd rather delete my mod than even post half a mod because i'd just be more disappointed by everything being rejected for invalid reasons, we all know the reasons already.
Shirona
:/ stream jump is too hard
Topic Starter
Flower
DQ because spread is too loose. DQ because Readabikity of *insert time here* is bad. DQ because of multiple MP3 file. Some reasons above could be controversial, but at least they are clear.

Now let's DQ because community has different voice. It is good, but leaves space for question. To what extent, shall we agree that the map is okay on the shelf? It is not very appropriate to attempt to satisfy everyone.

Will check the posts if I get Okinami.
ryza
I haven't read every post here, but I just want to state a couple of things that I think are very important.

First off, I should mention I like every extra difficulty in the set. I think they are creative and fun to play, and I don't think they are awkward in the slightest. I do think there are things that could be improved, but that's not the point of this post.

A lot of people are talking about how the maps are too intense for the song. I will have to disagree with that. I think intensity is relative to the rest of the map. If you take a song, and start the map off with a certain spacing level, then that is the "normal" spacing for the song. The starting point. It doesn't feel like intense spacing if you are only comparing the map to itself - because that's the spacing you start with. The problem comes when you compare it to other maps of similar songs... then you think "this map is more intense." But I think that's flawed logic. In terms of intensity, every map should only be compared relative to itself. You have a starting point, and then the difficulty/spacing may increase at different parts of the song. But the starting point in that specific map is what matters.

I don't know how much sense that makes to anyone but me, but that's kind of how I feel about it. Just because something is "difficult" doesn't mean it's "intense". If you take a 170bpm calm song, and map half screen jumps for the whole time, the map won't feel intense. It may be difficult, but it won't feel intense, because there is no variance in the spacing throughout the whole map. It will actually be kind of boring.

So that's how I feel about Axion. I think within each map, they map to the variances in the song quite well and they feel nice to play.

Also a lot of people are complaining because people just in general don't like "stream difficulty"

Hard jumps are ok but tracing is too hard

like why...

ok im done
[Mahua]
Topic Starter
Flower

[Mahua] wrote:

我一个2400pp的叒鸡哪有比在座一堆五六千pp的大神了解这图
RikiH_
I'd love to see this ranked, honestly. I will take a look at it later
Mechanizen
The source is Cytus not BMS :<<
Topic Starter
Flower
The source is BMS not Cyrus :<<
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