Love it when two people team up to shittalk a mapper and throw salt on their mapping thread, nice. GL for ranking Shiirn, call me again if you need more test plays~
MillhioreF wrote:
Agreeing with the general idea of what Silynn said. You've chosen to make a map that has very little structure and instead relies on flow and powerful spacing to carry it, which is a valid design decision given the song choice - but as a result, your flow has to be on point in order to make this a good map, and in that regard it isn't quite ready yet.
A couple more examples in Comfort of things that can be improved, although far from an extensive list:00:27:686 (1,2,3,4) - While this pattern itself holds up fine, the way these notes squish into (1) of the next combo is really awkward due to the lowered spacing and tight angle. It feels like the next (1) would be better above (4). The brief hold sliders are in a triangular pattern. I can simply reverse 2 and 3 so that they bounce outwards instead of inwards, but that'd mean increasing the spacing so that we don't have OH MY GOD OVERLAPS CALL 911 etc etcThis doesn't go on to list the extensive amount of times you intentionally wreck the smooth flow of the map by requiring hairpin cursor turns or having a slider start where flow dictates it should end. I personally don't like this at all, but I don't think I'm qualified to determine how well it plays in practice. The hairpin turns are all intended and play quite well with the music. I do agree, however, that if there are any instances in which the map is unfair by telling the player to do one thing and then punishing them for it (for example, the sliders that will 100 you if you try to hit the note after them in a direct line) then those should FOR SURE be fixed but I need good mods for those because if I just fix them myself nobody ever notices they were changed and then i get people claiming i need more mods for other inane reasons
01:05:915 (7,8,9,1,2,3) - This whole cluster of notes is oddly powerful for how relatively calm the music is, and smashing your cursor down to (1) feels a bit strange due to the angle. This is following the beat of the music, and 8,9,1 are very powerful snare hits that are much more prominent than any one of the other bass-spam sections.
01:19:561 (6) - This should be flipped vertically, nobody is gonna move their cursor -upwards- on this slider. This is fairly semantics-level modding. It's meant to imply a curve over to (7) but at these speeds i guess people just click it and rush over to the next note and that MAY cause them to 100 this. Sure, I'll move it, just hope people don't whine that it increases the spacing.
01:30:915 (5,6,7) - Having (6) and (7) go the same direction on these weird back and forth hops is just plain awkward, especially considering the cursor movement to get to the next note. I agree that this is rotated the wrong way, but short of redoing the entire section just ctrl+ging it would lead to a much larger jump than i wanted. I'll just ctrl+G it and see how it goes.
If possible, you should try and add some more structured patterns to the map as well, since I'll be honest, it looks butt ugly in most places. While play is obviously the most important thing in a beatmap, and this map accomplishes that decently, you should at least try to add some sense into your patterns where you can instead of the "fling you cursor out and place a circle where it naturally feels like it should go" style of mapping that some mappers tend to use. I for one find the ridiculously stringent rules placed on aesthetics for maps is hurting their creativity. Now before people start quoting me back at me, hear me out. This map is very structured, but it also has many breaks in the structure purely to move into a different set of rules. For example, some of the bass-heavy points use the "blanket spam" structure that gave Comfort its name, and the parts of the map, especially the kiai, that are much more note-heavy and less inclined to the bass use a back-and-forth setup and movement yes, reminiscent of Tengaku. When you put all of these together without actually taking a moment to think about what the mapper is doing, it can look like a messy hodge-podge of "random" structure. Which is just silly. I was originally a mapper when the entire concept of "transitions" either between patterns, structure, or beat patterns was really starting to take hold in the meta and it will likely stick with me forever. If that makes my maps "look" ugly, then so be it.
Some people think this map is hopeless. I'm inclined to disagree, but saying it's ready for ranking in its current state is an overstatement. Please get a few more mods and top player opinions, and I highly suggest toning down the spacing during pretty much the entire kiai as well. Maybe if people actually would mod it and i've gotten many top player opinions and implemented MANY MANY MANY of the suggestions you damn know me milly you know I'm basically a lightning rod for community input so don't tell me these canned phrases.
(Also I'm pretty sure the current spread isn't rankable yet. The new rules have been repealed for now, and whether it SHOULD be rankable is its own discussion.) (i'll argue against making a 6* diff until the point where this map is nuked if need be)
please remain civil, this is seriously insulting to meMillhioreF wrote:
"fling you cursor out and place a circle where it naturally feels like it should go" style of mapping that some mappers tend to use.
ok. sorry that i feel offended if someone calls me a shittalker BIG SORRYShiirn wrote:
I mean, it's unfortunate for you Mazziv, but no matter how loud you cry or how bitchy you get, it's not going to make your or RikiH's mods any more relevant or acceptable for me. You're just embarrassing yourself.
Smoothie World wrote:
Hey, gonna mod this tomorrow night when I'm home since you modded my map. : )
Don't say my name, thanks.Shiirn wrote:
I mean, it's unfortunate for you Mazziv, but no matter how loud you cry or how bitchy you get, it's not going to make your or RikiH's mods any more relevant or acceptable for me. You're just embarrassing yourself.
fieryrage wrote:
Jesus fucking christ, this turned into a shitshow. Alright. Take 2. Not touching the easy to insane diffs because those seem to be alright for now.okextra
aka the "this should be 6 stars how the fuck is this 5.42" difficulty
00:02:061 (2,3,4,5) - I get that you try to make the mapping style unique and all but these patterns just look ugly and make me sad, might be better off doing a linear style pattern just so there's less cluster and confusion or something (because I mean you did basically what I just suggested here 00:03:728 (2,3,4,5) - so uhh??)2 was actually missnapped somehow, moved back to its proper place, also, fuck linear, and there is a bass hit on the first pattern that lets it work fine, the second pattern is different because the music is different
00:04:249 (6) - NC this to maintain consistency with 00:10:915 (1) Done
00:05:395 (1) - remove NC, or NC 00:02:061 (2) - and any other intro patterns like this to maintain consistency Added a new combo by re-organizing the pattern so i could get a bass click in there
00:09:665 (7) - NC might be better here to showcase the jump Done
00:12:895 (1,2,3,4) - I really don't like how tight the jump is between 00:12:895 (1,2,3) - it makes the entire pattern play really badly. Maybe increase the spacing between 1 and 2? Changed so that the 4 notes go over the next 7 stream's structure. inb4 people whine its not a square
00:25:186 (1) - yo why is this a NC as well as 00:25:395 (1) - ?? Emphasis on the single instrument used there. it's an aesthetics thing.
00:26:020 (1) - ^ I'm seriously confused by this ^
00:27:895 (1,1,1,1) - honestly this would be a lot better playability-wise as a 1/6 stream or repeat slider like in Comfort, because while this follows the rhythm technically it just aaaa it doesn't feel right with the emphasis on the synth; also I don't really think NC spam is needed here The nc was for pretty aesthetics to emphasize the 1/8 roll but i mean the ranking criteria has had 5 years to pin down a rule of "in cases where a 1/6 or 1/8 stream would be too difficult, you can ignore the exact timing to use a 1/4 or 1/6 stream" and hasn't so i dont know exactly what to do here.
00:34:145 (1,1,2,1) - NC's here are a bit fucky imo, could be better by removing NC at 00:34:457 (1) - and placing it 00:34:561 (2) - and removing the NC on the slider after redid the ncs
00:35:533 (1,1,1,1,1) - still don't think NC spam works here i dont either but i mean i take suggestions too easily sometimes. ncs removed and will leave it removed.
00:38:311 (6) - NC for downbeat? Ok
00:39:770 (3) - this might be better as a single note, and then putting the spinner on the blue tick I like the bass = slider general rule. it doesn't ruin the spinner either.
00:44:353 (3,1) - jump is a bit overkill for this difficulty imo, put 1 closer to the sliderend of 3 like this or something
00:46:645 (1,1) - basically same thing here although I'm not really sure that's an easy fix with how you designed the rest of the things following it
00:48:311 (5) - NC for downbeat? Ok
00:55:915 (1) - maybe extend this slider to the blue tick? I think it flows better that way Ok
01:04:978 (1) - I don't really get why you put a spinner here instead of just using the same rhythm you've used for the past two things like thisOk
01:09:561 (1) - this is actually really good sliderart tbh Ok
01:24:040 (2,3,1) - this pattern would flow a lot better by removing 3 and just having 2 be a 1/8 repeat slider imo Ok
01:25:186 (1) - remove NC since there's a spinner directly after (is this against the ranking criteria idfk) Ok
01:29:978 (6) - NC for downbeat? Ok
01:32:686 (4) - NC since this is basically an entirely new pattern separate from the previous one Ok
01:39:874 (1) - remove NC for the spinner again Ok
01:42:061 (2,3,4,5) - same thing that I said for 00:02:061 (2,3,4,5) - applies here too STAAAACKING
01:45:394 (2,3,4,5) - ^STAAAACKING
01:50:082 (3) - NC this since it's a new pattern Ok
01:52:895 (1,2,3,4) - again, I think this jump could be a bit more spaced in terms of the spacing between 1 and 2 Ok
comfort
00:20:395 (1,2,3,4) - this pattern plays really awkwardly in comparison to everything else, adding a curve between 2 and 3 helps a bit
01:09:978 (1) - remove NC cuz the spinner again Ok
01:14:561 (3,5) - NC these two? you did it in the extra difficulty and I think it'd work well here for readability Ok
01:19:770 (7) - why does the kiai end here and then start again??? there's no difference in beats fountains br000000
01:21:020 (2,4,6) - NC these and remove NC on 01:20:915 (1) - for the same reason as 01:14:561 (3,5) Ok
01:21:645 (1,2,3) - previous pattern like this didn't have 1/8 after it, so why does this one have it?
01:39:874 (1) - remove NC cuz spinner I'm starting to question my thought process behind removing these tbh
01:42:061 (2,3,4,5) - holy spacing this is a calm part man clam down Ok
Don't really have much to say on the Comfort difficulty, I personally enjoy the patterns but there's at least some things in there.
Anxient wrote:
just gonna drop my two cents
this guy looks like axariousboxcomfortablepls no unfriendnot really
things i hope you applied
00:11:228 (2,1) - putting this downwards http://puu.sh/n86KM/77af9d0dc1.jpg, coz its a flowbreak worthy part and has similar rhythm as 00:10:915 (1,2) -
the actual check
00:13:936 (1,2,1,2,1,2,3) - #i_shouldnt_have_shown_xxr_routing
00:15:290 (2) - move this further away from 3 because 3 has a strong beat, so its better to have 2 stick to regular distance and have 3 be extended for emphasis. http://puu.sh/n86UW/c3964ccd29.jpg
00:15:707 (5,6) - these notes are nearly touching lol which are an not-ok in my book. to fix this i moved 00:15:499 (4,5) - to 373:367. also grants extra emphasis for 00:15:811 (6) - http://puu.sh/n875y/ddf0baceab.jpg
00:16:749 (4,1) - stack lol
00:17:270 (2,1) - maybe fix the blanket on sliderend? http://puu.sh/n878Q/fddeb9667c.jpg
00:20:395 (1,2,3,4) - maybe have these follow the same DS you used for 00:19:353 (1,2) - coz the part isnt very emphasized. like the beats are soft. heck, 00:19:353 (1,2) - this part is more emphasized actually lol. have a really bad fix http://puu.sh/n87mu/2e0d4444c2.jpg
00:20:811 (1,2,3) - honestly i cant think of any reason as to why you made the part... like this lol there are no beats to represent those 5/8 sliders. i choose to attack this part coz this a major part (and not minor either lol like those sliderends being hitcircles and shortening sliders). using this rhythm wouldve done just fine http://puu.sh/n87Gy/8a6d140228.jpg. you can do your fancy curve sliders using some SV altering but pls change this part. (incase you dont wanna redo these sliders, using SV 1.5x would do just fine (might be disorienting but hey this map is confusing as it is already LOLOLOL)
00:22:686 (1) - ctrl g this lol i dont see a reason as to why you used a flow break. flow is extremely important in double bpm maps (but im sure you knew that)
00:22:686 (1,2) - also fix sliderblanket http://puu.sh/n87U0/41fd3a1ff9.jpg
00:23:311 (3,4,1) - i was wondering what was wrong with this part lol. use the same DS. i dont see why its different (lower even), especially when it has more sounds in it
00:24:665 (2) - if i were to put a flow break in this part i wouldve done it in 00:24:561 (1) - instead of 00:24:665 (2) - lol but since you did neither, ill just go ahead and tell you to make this part super flowy http://puu.sh/n888j/0dbde249f9.jpg
00:26:020 (1) - ctrl g this for emphasis (well it players better when i was simulating it) 00:26:228 (1) - also gives this the extra kick :l
00:27:061 (1,2,3,4,5,6) - i dont understand all the hate in this part lol
00:28:832 (4,5,6) - 5 is in the wrong spot lol. do this instead http://puu.sh/n892L/d476e3034b.jpg
00:31:645 (7) - ctrl g coz it makes the other parts more fun to play imo 00:31:853 (1) -
00:31:645 (7) - also NC ths i dont know why this is continue combo
00:31:853 (1,1) - same goes for here. why NC :l http://puu.sh/n88AX/4931ca3994.jpg
00:32:686 (1,2,3,4) - if anything i would have this stream go down lol because theres nothing in the song that suggests a upward stream (and the stream is nearly vertical so this would be appropriate with some really strong increasing pitch)
00:40:186 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - i dont understand why people hate this part too lol i mean it creats pretty good buildup :l
00:47:374 (3) - i dont think its a good idea to use a sliderend to emphasize a strong beat.
00:57:061 (2,3,4,5) - id prefer if you ctrl g'd (as in reverse the position of slider start coz i dont understand why you put the flowbreak here other than the finishes. if you wanna keep this, okay but this looks really painful to play.
00:59:978 (1,2) - lemao overlap
01:03:311 (1,2,3,4,5) - this part is fine tho. its cool.
01:33:103 (5) - ctrl g this lol why flowbreak
Or maybe they did look at it and don't think you did a good job at it? Your patterns look like a mess from a purely aesthetic standpoint, where things are unevenly spaced and notes overlapping with other notes, making one combo bleed into another one and just making everything look like a jumble of notes in general.Shiirn wrote:
anyone who thinks i sacrifice structure for anything clearly hasn't actually looked at how the patterns tie to eachother and how the notes are connected
I never said it was perfect. I've applied many mods just today. Most people I've spoken to like the map a lot, just a vocal minority like to find any reason to dislike the map.Yauxo wrote:
(I dont care if you try to defend your map, just dont act like it's perfect)
Anxient wrote:
boxcomfortablepls no unfriendnot really
things i hope you applied
00:11:228 (2,1) - putting this downwards http://puu.sh/n86KM/77af9d0dc1.jpg, coz its a flowbreak worthy part and has similar rhythm as 00:10:915 (1,2) -
the actual check
00:13:936 (1,2,1,2,1,2,3) - #i_shouldnt_have_shown_xxr_routing
00:15:290 (2) - move this further away from 3 because 3 has a strong beat, so its better to have 2 stick to regular distance and have 3 be extended for emphasis. http://puu.sh/n86UW/c3964ccd29.jpg Sure, why not. If i get people bitching "but muh spacing it should be equal" they can kiss my ass
00:15:707 (5,6) - these notes are nearly touching lol which are an not-ok in my book. to fix this i moved 00:15:499 (4,5) - to 373:367. also grants extra emphasis for 00:15:811 (6) - http://puu.sh/n875y/ddf0baceab.jpg the reason they're close to begin with was because someone was whining "muh equal spacing" but screw those guys. moved over a bit.
00:16:749 (4,1) - stack lol how the hell do you people find these 1-pixel stack issues
00:17:270 (2,1) - maybe fix the blanket on sliderend? http://puu.sh/n878Q/fddeb9667c.jpg i tried
00:20:395 (1,2,3,4) - maybe have these follow the same DS you used for 00:19:353 (1,2) - coz the part isnt very emphasized. like the beats are soft. heck, 00:19:353 (1,2) - this part is more emphasized actually lol. have a really bad fix http://puu.sh/n87mu/2e0d4444c2.jpg lowered the spacing a bit but honestly whatever
00:20:811 (1,2,3) - honestly i cant think of any reason as to why you made the part... like this lol there are no beats to represent those 5/8 sliders. i choose to attack this part coz this a major part (and not minor either lol like those sliderends being hitcircles and shortening sliders). using this rhythm wouldve done just fine http://puu.sh/n87Gy/8a6d140228.jpg. you can do your fancy curve sliders using some SV altering but pls change this part. (incase you dont wanna redo these sliders, using SV 1.5x would do just fine (might be disorienting but hey this map is confusing as it is already LOLOLOL) Not doing this. These three sliders heavily emphasize the wubs and encourage the player to hold the beat very hard, as well as alternate. This map tries very hard to be single-tap friendly while trying to encourage alternating in places like this, where I want to have buttons held down for longer than just short taps. At 25% you might feel like they're not entirely accurate but at any higher speed they fit very well! Also, they're 3/8 buddy :U
00:22:686 (1) - ctrl g this lol i dont see a reason as to why you used a flow break. flow is extremely important in double bpm maps (but im sure you knew that) Gameplay wise there is literally no difference and i wanted the swap in clockwise-counterclockwise to emphasize the wubs, but if people start throwing that scary 'flow' buzz word around i better line the fuck up right?
00:22:686 (1,2) - also fix sliderblanket http://puu.sh/n87U0/41fd3a1ff9.jpg did with zexous' help
00:23:311 (3,4,1) - i was wondering what was wrong with this part lol. use the same DS. i dont see why its different (lower even), especially when it has more sounds in it fiddled a bit
00:24:665 (2) - if i were to put a flow break in this part i wouldve done it in 00:24:561 (1) - instead of 00:24:665 (2) - lol but since you did neither, ill just go ahead and tell you to make this part super flowy http://puu.sh/n888j/0dbde249f9.jpg I mean except for the abuse of the word 'flow' i don't really see the point in this but i should pretend to actually care about this, but since it has no gameplay impact whatever let's do it
00:26:020 (1) - ctrl g this for emphasis (well it players better when i was simulating it) 00:26:228 (1) - also gives this the extra kick :l Nope. One of the stringent rules of this track is that 1/8 = very close, overlapping or almost overlapped spacing. Not going to break it exactly once.
00:27:061 (1,2,3,4,5,6) - i dont understand all the hate in this part lol Haters should just be glad I didn't actually map every individual beat in the music here.
00:28:832 (4,5,6) - 5 is in the wrong spot lol. do this instead http://puu.sh/n892L/d476e3034b.jpg I'll do it but i mean im sure some idiot is going to say 'muh flow' or 'muh spacing'. I think either way works fairly fine due to how the synth and bass work out.
00:31:645 (7) - ctrl g coz it makes the other parts more fun to play imo 00:31:853 (1) - Don't see the point. if it's reversed then we have 'anti-flow' because the cursor has to go even more distance. idk don't ask me to explain what flow is ur just a bad mapper blah blah etc.
00:31:645 (7) - also NC ths i dont know why this is continue combo
00:31:853 (1,1) - same goes for here. why NC :l http://puu.sh/n88AX/4931ca3994.jpg I have always new combod the 3/8 sliders that emphasize the intermittent interjections of interesting instruments.
00:32:686 (1,2,3,4) - if anything i would have this stream go down lol because theres nothing in the song that suggests a upward stream (and the stream is nearly vertical so this would be appropriate with some really strong increasing pitch) The direction really doesn't matter. It really, really doesn't unless it's clear you're using volume as a model for where you're aiming a section. These are four notes and they just happen to go upwards. It's not implying that the pitch or volume go up or down. Not every note or pattern needs to have a deep underlying meaning behind it.
00:40:186 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - i dont understand why people hate this part too lol i mean it creats pretty good buildup :l I've only ever seen people think it's either "pretty good" or "fucking amazing". I've only seen people whine about it once it got qualified. That's mapping for you.
00:47:374 (3) - i dont think its a good idea to use a sliderend to emphasize a strong beat. It's not emphasizing a strong beat. The strong beat just happens to be on the end because here I am mapping that high pitched unidentifiable instrument rather than purely the bass.
00:57:061 (2,3,4,5) - id prefer if you ctrl g'd (as in reverse the position of slider start coz i dont understand why you put the flowbreak here other than the finishes. if you wanna keep this, okay but this looks really painful to play. what? these bouncy bits play amazing, ive not seen a single person dislike it and that includes the haters, even the most staunch of haters said they liked these
00:59:978 (1,2) - lemao overlap palrevo oamel
01:03:311 (1,2,3,4,5) - this part is fine tho. its cool. this is literally the exact same as the other one except rotated 180 degrees
01:33:103 (5) - ctrl g this lol why flowbreak This is changing direction so that the impulse to leap to the next start doesn't lead to the player 100ing the slider. It's for gameplay. Sliderballs don't need to constantly go in the same general direction. That's not how flow works...
Not that I ever said you had to do any of those things. It's possible to make tasteful overlaps. It's possible to transition between styles without making it feel jarring (not that I even see that much of a style change in your diff in general). Doesn't change the fact that I don't think the map looks good though. But hey, since I dislike the map my input is completely useless anyway I guess? Yeah, I'm not modding it, because from the way you reply to these things I don't think you'd like/want my input anyway nor do I think you would agree with most of them. In the end it would just be me saying a bunch of things, and you rejecting it.Shiirn wrote:
I never said it was perfect. I've applied many mods just today. Most people I've spoken to like the map a lot, just a vocal minority like to find any reason to dislike the map.Yauxo wrote:
(I dont care if you try to defend your map, just dont act like it's perfect)
Most pro player input I have gotten is that it plays very well for the most part and any parts that feel directly unfair as opposed to challenging are being found and weeded out.
The raw aesthetic rule of " you need to make sure no notes overlap and the map has the exact same style the entire map" is not going to happen here. If you want it to happen here, you're looking for the wrong map. Having a stringent rule of "sliders need to point directly at the next note or it is ugly" is just as silly. If you want to say "its all just a god damn mess" then have fun. I won't accept "change it because it looks bad" as a mod.
Most of the input I've gotten since the disqualification has been "shit from the thread, value from in-game". The people that are speaking their mind in this thread without giving specific advice (or are telling me I mapped a section wrong because they'd do it differently and refuse to see any sort of alternative) are completely useless. The people who chat with me in-game and discuss actual pattern shape and flow are far more valuable. As such, I'm going to give them the attention they deserve.
I'm going to go over Comfort with a very fine toothed comb over the next day while seeking (and going over already posted) input from people whom I know aren't just making shit up because they vaguely find the map disagreeable. After that, I'm going to work back towards qualification. If it gets DQ'd again, so be it. I will not be fillibustered out of ranking something I know is not just rankable, but pretty good. And Comfort is pretty good. It's nowhere near perfect, but perfect is unobtainable as there will always be people who think it should be different.
I've replied to every actual mod with thought-out responses and a lot of acceptance. I don't understand where you get the idea that I deny all feedback. I just don't accept feedback that doesn't have actual suggestions. It's easy to say "this is ugly". It takes actual work to say "this is ugly to me because...".CXu wrote:
Still, I don't think writing opinions is useless. Maybe you do, but eh.
Thanks for the mod!phaZ wrote:
[ongakus insane]very consistent
- 00:02:374 (1) - remove NC. compare to 00:08:311 (1,2,3) applied
- 00:08:728 (2) - for same reason as above make this also a repeat slider or the other an antijump-non-repeat-slider Kind of confused here...
- 00:48:520 - 00:49:145 - 00:49:457 - "The Disappearance of whistle-chan". it really hurts, i wold rather remove the drum-hitsounds for that. the normal-whsitles are exclusively for the special synth of this part (while the drum HS are basiclal everywhere) so at least keep it consistent. remade patterns and applied hitsounds for consistency
- 00:54:874 - 00:55:395 - 00:55:603 - same as ^, you could actually put them on the sliderend, sliderbody, sliderbody so why not add them if you can? same here
Yauxo wrote:
Clarification: I just use flow as a word that explains mapinternal intuitive movement (and maybe placement). Not subjective "I like what I do, but yours is bad" flow.
Natsu wrote:
I'd love to see you reply to mod, specially to the ones you ignore (Hula's one for example), to be honest without reply its hard to know what is going on with the map.
Axarious wrote:
General
- when i say the "slider points back towards where it came from" i think it's more of the problem that the slider body is in the way of the sliderhead, which makes it a bit harder to read and aim it (players might hit the sliderbody instead of the actual target)
Comfort
- 00:05:603 (3,4) - looks a bit cramped, perhaps move (4) to 404|281 for a parallelogram and ds fix? Moved and re-positioned the pattern slightly to accurately stack.
- 00:09:561 (1,2) - and 00:10:082 (1,2) - i think these two look kinda out of place, the low ds between them isn't consistent with the rest of the first 12 seconds Blanketted the first (1) and spaced out the second.
- 00:27:582 (6,1,2,1) - this ds is a bit wonky to me, it plays like a stream but it's kinda like a weird square thing, maybe something like this or something? Reworked. This was driving me crazy, this is the best suggestion I've gotten on it ever. thanks.
- 00:32:686 (5) - i think remove nc here and add nc here 00:32:895 (4) - would make it a bit easier to read Done
- 00:33:311 (4,1) - these nc's on the blue ticks are all a bit hard to read, but i'm not sure if you can really do anything else here :v i know right
- 00:52:270 (3,4,5) - this ds increase is really awkward to play reworked it a bit
- 00:52:686 (1,2,3) - the movement for this is doable, but it feels a bit unnatural Reworked a bit, hope it's more readable, the beats here are prime to be rather jerky but i dont want it outright confusing
- 01:05:395 (4,5,6,7,8,9,1) - this also feels quite unnatural/messy to play, it's also hard to hit, i think i get it 1 in 10 tries
- 01:08:520 (2,3) - whoa this is weird to play. additionally, 01:08:832 (4) - this is 1/3 as well, i think this rhythm would be a bit better done
- 01:14:040 (5,6,1,2) - this ds change is kinda weird, but i guess it's okay, it's hittable most of the time I actually fixed this just now after your playtest. Glad we both saw it!
- 01:17:478 (1,2) - not a big fan of this right -> left movement and the slider points towards where it just came from, perhaps something that'll keep the player moving like this? Rotated and turned
- 01:18:520 (1,2,3) - i don't hear a sound on 3, only the pitch raise from (1,2) I clearly hear three sounds even at 100%, although they kind of blend a bit together, it'd be far worse to just have a 1/8 double sitting around where the rest of the map never does that
- 01:20:603 (4,5) - kinda same idea with the slider pointing back towards where it came from, huge loss of momentum
- 01:27:061 (3,4) - ^
- 01:28:103 (3,4) - ^ Not entirely sure what to do with these as there aren't many other ways i can map them without putting them at a completely different location.
- 01:29:874 (4,1) - two things, one is ^, the other is that the following pattern is difficult to read-there's a pause and that stack with the round slider, iunno, not a big fan of that pause there This thing is ridiculously hard to map. I'm going to try to fix it, hold my beer.
- 01:30:915 (5,6,7) - i think (6) should be moved to 341|243 and ctrl j'd to keep momentum in this slider pattern done
- 01:32:374 (7,1) - slider points towards where it came from
- 01:34:353 (1,2,3,4,1,2,3,4,5,6) - this is all very weird, 01:34:874 (4) - and 01:35:395 (4,5) - are probably the hardest to hit out of these Reworked it a little bit.
- 01:45:395 (2,3,4,5) - perhaps HJ 00:05:395 (1,2,3,4) - this thing if you decide to fix the small ds :p Done
just wanted to make sure that you notice that you once use a repeat slider 00:02:061 (2) at and once a normal slider at 00:08:728 (2)Ongaku wrote:
Thanks for the mod!phaZ wrote:
[ongakus insane]
- 00:08:728 (2) - for same reason as above make this also a repeat slider or the other an antijump-non-repeat-slider Kind of confused here...
Thanks!Hula wrote:
no kds, cos got it previously.
[Ongaku's Insane]
solid map. good rhythms, placement and flow btw.
00:04:249 (5) - Blanket the 6 better, that's the whole point of this slider :p fixed
00:26:645 (2) - Not quite perfect blanket with previous slider. fixed
00:38:311 (6) - Blanket fixed
00:46:332 (2) - Could you make this out of the previous 1 slider? and ctrl shift S it please? it's like 1 pixel out, keeps bugging me everytime i go in editor haha. applied :v
00:47:478 (4) - Blanket fixed
00:49:978 (8) - NC. applied
01:05:707 (3) - blanket fixed
01:24:353 - How come no object here? Maybe turn 01:24:145 (1) - into a repeat slider? applied
edit: fixed a bit of grammar.
Shiirn wrote:
Apr 16.2016 update:
Removed Comfort.
Buffed and nerfed Extra in spots.
I don't know what people want anymore.
08:20 Shiirn: what are you planning? oAo
08:20 Shiirn: also i updated with probox's easy
08:20 Shiirn: i'm the graetest american
08:20 Bakari: I'm trying to get it bubbled
08:21 Shiirn: By you?
08:21 Bakari: Of course!
08:21 Shiirn: i seeeeeeeeeeee
08:28 Bakari: I recommend you to ask GDers if they're actually alright with renaming
08:28 Bakari: I still think it's a must for this set
08:28 Shiirn: probox you've already talked to
08:29 Shiirn: pishifat has given me carte blanche for changing his diff in any way
08:29 Shiirn: and ongaku is literally my student and we talk every day anyway
08:29 Shiirn: so that's all bases covered
08:29 Bakari: I didn't really mention renaming it to Beginner/Simple when we were discussing that
08:29 Bakari: I was too focused on 3/4 stuff
08:30 *Bakari is editing [https://osu.ppy.sh/b/908184 Camellia - Routing [pishi's Normal]]
08:30 Shiirn: hi
08:31 Bakari: 00:26:228 (4) - gets a little overlapped with the score-meter
08:32 Shiirn: http://puu.sh/olaLc/c07d6bd8f9.png
08:32 Bakari: cool
08:32 Shiirn: moved 4 up into a triangle with the previous notes
08:34 Bakari: let's see collab hard now
08:34 Shiirn: which is collab between me and ongaku
08:34 Shiirn: he mapped evens i mapped o- *shot*
08:34 Shiirn: nah i mapped the first half he did the second
08:36 Bakari: 00:18:311 - i feel like something is missing here. how about a circle?
08:36 Bakari: nevermind, I get the pattern now
08:36 Shiirn: sure
08:36 Shiirn: i mean
08:37 Shiirn: i mostly skip the bass
08:37 Shiirn: so im like "uhh if you say so it wouldnt ruin it but"
08:37 Bakari: It works your way
08:37 Bakari: So, let's keep it
08:37 Shiirn: ok
08:37 Bakari: Way better than trying to redo stuff and follow what I'd follow
08:38 Bakari: 00:27:061 (1,2,3,4) - probably a slider instead of a triplet
08:38 Bakari: I am worried about the spread, which is pretty edgy
08:38 Shiirn: let's face it
08:38 Shiirn: this song is not very spread-friendly
08:39 Shiirn: you're forced into multiple damned-if-you-do-damned-if-you-don't choices about which rhythms and instruments you follow
08:39 Bakari: 00:38:728 (4,5,6,7) - same here, sooo
08:39 Shiirn: that one has the chime sound i want to keep
08:39 Shiirn: the first i'll change cuz the noises aren't really there
08:40 Bakari: provided that stuff is confusing enough due to the rhythm alone, I wouldn't introduce such sliderstacks
08:41 Shiirn: what sliderstacks
08:41 Bakari: (4,5) being started at the same point
08:42 Shiirn: are we\
08:42 Shiirn: looking at hard
08:42 Shiirn: or normal
08:42 Bakari: hard
08:42 Shiirn: 00:38:728 (4,5,6,7) - these are all circles
08:42 Bakari: that's why I wanted a slider here :v
08:43 Shiirn: there's the chime that quite fits the mini stream though
08:43 Shiirn: the first one 00:27:061 (1,2) - i replaced with white tick -> blue to blue 1/2 slider
08:43 Shiirn: and it fits
08:43 Bakari: 00:56:645 (1,2) - 1/2 cool / 00:57:999 (5,1) - 1/4 not so cool, as it can be misread as 1/2
08:44 Shiirn: so space the first or second one you think
08:45 Bakari: the second one
08:45 Shiirn: kk
08:45 Shiirn: done
08:45 Bakari: there're more 1/2 stacks like this, and they are damn good
08:45 Shiirn: this is ongaku from now on so i'll just prod him with a log
08:45 Bakari: this is, the rest is alright
08:45 Shiirn: ongaku's already figured out a decent style for himself with stacking that i'd never be able to do
08:45 Shiirn: lol
08:45 Shiirn: it just needs some consistency work
08:45 Bakari: I'd try to tone down 1/4s a bit, though
08:46 Bakari: otherwise it might be a bit too much even for a Hyper
08:46 Shiirn: it's 144bpm and it's basically introducing alternation
08:46 Bakari: okay, now Insane
08:46 *Bakari is editing [https://osu.ppy.sh/b/908183 Camellia - Routing [Ongaku's Insane]]
08:46 Bakari: waitwaitwait
08:46 Shiirn: hi
08:46 Bakari: I forgot one thing, are you sure about tick rate 4 on hard?
08:47 Shiirn: yes
08:47 Bakari: alright then, now back to the Insane
08:47 Shiirn: the patterns basically require following the slider tracks
08:47 Shiirn: no ticks = players try to cheese it and ruin the rhythm for themselves
08:48 Bakari: 00:08:311 (1) - try to replace it with a single slider just like Extra does, seems to work better
08:49 Shiirn: k
08:50 Bakari: even though the slider makes it readable, I'd 00:39:770 (3) - still add a new combo here to stress the velocity change
08:50 Shiirn: actually i think nc would be quite important
08:50 Shiirn: the first and last ticks of that slider don't render during play so it looks like a 1/2 not a 1/1
08:54 Bakari: 01:40:186 (2,3,4,5,6,1,2,3,4,5) - can you listen to the stream here? I have a feeling it is somewhat off
08:55 Shiirn: yeah uhhh
08:55 Shiirn: don't bother trying to time the quavering voice
08:56 Shiirn: it's 1/12, 1/8 and 1/6 mix
08:57 Bakari: then I guess we'll just try a spinner
08:58 *Bakari is editing [https://osu.ppy.sh/b/877843 Camellia - Routing [Extra]]
08:58 Bakari: Now Extra
08:59 Shiirn: \o
08:59 Bakari: 00:17:478 - I'd rather have something starting here. The breat is pretty strong and a passive reverse-arrow doesn't emphasise it enough
09:00 Bakari: 00:27:999 (1,1,1) - is there really a need to use so many new combos?
09:00 Shiirn: agree. Bear in mind, Extra was mapped with Comfort being there, and thereby is intentionally "much weaker" than it
09:00 Shiirn: i'll have places where i can buff it wantonly
09:02 Shiirn: the new combo spam there is for the change in spacing and for thematic reasons
09:02 Shiirn: not really much else
09:05 Bakari: `00:55:395 - again, some clickable stuff wouldn't hurt
09:05 Shiirn: since the song is winding down i think it's fine
09:06 Shiirn: it's reaching near the end of the section there
09:06 Shiirn: before the 4 windup portions and then the kiai
09:06 Shiirn: god i know this song like the back of my hand
09:08 Bakari: tha's pretty much it
09:08 Shiirn: ok
09:08 Bakari: it even has an anime background, so it is sure to fit well with the rest of the maps in Qualified
09:08 Shiirn: pls
09:08 Bakari: Update, so I can look at stuff and bubbble
09:08 Shiirn: same bg as taiko set
09:09 Shiirn: and it fits sooo goooooooooooooooooooooooooood
09:09 Shiirn: updated
09:10 *Bakari is editing [https://osu.ppy.sh/b/908183 Camellia - Routing [Ongaku's Insane]]
09:10 Bakari: 01:40:186 (2,3,4,5,6,1,2,3,4,5) - a look of disappointment goes here
09:11 Shiirn: i never said i'd make it a spinner
09:12 Bakari: The stream feels extremely weird, though
09:12 Shiirn: let me talk it over with ongaku a bit
09:12 Bakari: Sure
09:12 Shiirn: give me five minutes
09:16 Shiirn: Updated with spinner
09:18 Bakari: Anything else you want to change/discuss?
09:19 Shiirn: uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
09:19 Shiirn: #fuckthesystem
09:19 Shiirn: #igiveup
09:19 Shiirn: #hopethehatersarehappy
09:19 Shiirn: etc
13:37 Bakari: #nicetvsizem8
Have you ever seem good girlfriends?
S A V E R Y wrote:
Have you ever seem good girlfriends?
As this is not going for approval, I do not need a second bubble. This is simply waiting for someone to step up and "take the chance" (?) and qualify it.S A V E R Y wrote:
#1: bakari
#2: ?
#Q: ?Have you ever seem good girlfriends?
Hmm, who has the cojones to do that, hmm? xDShiirn wrote:
As this is not going for approval, I do not need a second bubble. This is simply waiting for someone to step up and "take the chance" (?) and qualify it.
implying its easy to find oneBakari wrote:
You know, instead of hyping the thread you could actually support Shiirn and find a BN for him.
WAHAHAHAHAHAHA FINDING A BNBakari wrote:
You know, instead of hyping the thread you could actually support Shiirn and find a BN for him.
WAKE ME UP INSIIIIIIIIIIIIIDEShiirn wrote:
wake me up when exams end or there's another BN round
CANT WAKE UPProfessionalBox wrote:
WAKE ME UP INSIIIIIIIIIIIIIDEShiirn wrote:
wake me up when exams end or there's another BN round
MY SPIRIT'S SLEEPING SOMEWHERE COLDMazziv wrote:
CANT WAKE UPProfessionalBox wrote:
WAKE ME UP INSIIIIIIIIIIIIIDE
Damn...Shiirn wrote:
"Mazziv"CANT WAKE UPProfessionalBox wrote:
WAKE ME UP INSIIIIIIIIIIIIIDE
MY SPIRIT'S SLEEPING SOMEWHERE COLD