forum

Camellia - Routing

posted
Total Posts
531
show more
Yauxo
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
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.
Hula
serious shiirn, don't be that guy.

You were on about flow before, I mentioned flow a fair bit because I saw you made that big reply to cxu's post which was strongly based on flow. And nearly all the mods mention flow. It's real. This is you btw

Really?


My mod might not be amazing, but it certainly isn't terrible. I made valid points about some rhythms at the very least. And my mod is asking you questions, that's a key thing as a mapper, being able to answer why you mapped things. Srsly. Don't be that guy.
Liiraye

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.

Kinda offtopic, but isn't intuitive a subjective term? My definition of flow is just patterns/notes that complement eachother and (may, but not always) align well using a smooth movement. Jumps and gimmicky patterns are to be defined on their own as you can't really tell what flow is when it comes to cross screen curled sliders x.x
Topic Starter
Shiirn
My usage of the word "Flow" in the tour was not related to the abstract definition everyone seems to divine from their own bowel movements, but in the literal sense of the word, going in a straight direction from one to the next.
Styx
got u fam
Rizen
Zare
Ayyyy
Topic Starter
Shiirn
Hula, your tone is shit. You're the only person I've considered to have a bad mod, and I'm fairly sure it's obvious why.


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.

given that there are literally 15 mods since it has been DQ'd, it's hard to keep track when I am doing literally 4-5 at the same time and they all overlap and meld together. This may not be something you can really imagine, but it happens.


So basically, let me archive here:

Millhiore's mod: Response
Mazziv: Nobody cares
Silynn: Response
fieryrage: Response
Nube: IRC mod
Anxient: Response
Zexous: As it was purely blankets, I didn't respond, and attempted to do them all. Shouldn't need to directly reply here.
phaZ: IRC mod
Arphimigon: Mostly a theory-based mod, can't really directly respond to anything. The NC suggestions were taken into account, and most of the "are there even sounds here" or "what noises are being mapped" were more about disagreements in emphasis rather than direct suggestions
And from there on, responses:

WORSTPOLACKEU
00:17:478 (1,2,3,4,5,6) -
Extremely awkward to play.
You can for example ctrl-g 00:17:895 (3,4) - those and it's much better.
I have played this part so many times and I still can't get it straight because the pattern is overshadowed by the most distinct sound. This pattern was reworked as part of this mod and a few other mods.

00:44:665 (5,1) - This flow is very weird, and the next note is just spaced but is the same, I would ctrl-g 00:44:770 (1) - . Accepted.

00:48:520 (5) - Why is it placed like that. Why not?

00:51:645 (4,5,1) - This pattern is really awkward situated, pattern before it is different and there is no change to the song really but the movement required is not jumpy anymore, it's linear and it makes it very weird to play. This pattern was reworked as part of this mod and a few other mods.

00:54:874 (7,1,2,3) - This looks like you placed random notes to a different song, flow and rhythm is terror This area was changed around a bit due to BD's mod and discussion with me on the map, but was not changed due to this mod in particular.

01:05:395 (4,5,6,7) - :/ even the whole pattern 01:05:395 (4,5,6,7,8,9) - is just weird. This was modified, but again, was not changed due to this mod in particular.

01:18:936 (1,2,3) - I think I hear 1/6 rhythm. Also 01:19:040 (3,4,5) - spacing increases when the song goes down. 01:32:895 (4,5) - Same here, why so? Confirmed the timing as 1/8, and that the volume doesn't necessarily equate to the burst of the end of this part of the kiai.

01:20:915 (1,2,3,4,5,6,7) - This doesn't play as well as the one before it, the tones are not fit for this pattern. Not changed as more people find this good than find this bad.

01:23:311 (5) - looks like a dick xdddd
01:23:728 (1) - and this would be balls I guess Not worth a response

01:28:103 (3,4) - slider first then white tick note please Following the voice, not every bass hit needs a click

01:29:040 (6,7,1) - Stuff like this in the map makes it awkward to play at many places, the flow is just off. This was modified, but again, was not changed due to this mod in particular.

01:32:270 (6,1) - Blanket. Done

01:32:895 (4) - I would ctrl-g Don't remember if I did or not

01:33:311 (1,2) - This just doesn't go well, why such big spacing? At some points it feels like you are spacing the map way higher than it should be and then when something special comes when imo you should increase it, you decrease it. Moved a few of the circles closer while staying with the snap patterning.


01:34:874 (4) - I don't like this one, ends at big white tick and that doesn't work that well, why not go 3 sliders in a row and a single tap at the end to accentuate the big white tick? Same as before, vocal > bass

01:35:082 (1,2,3) - The sound at your triple is not a triple also you just jump towards 01:35:395 (4,5,6) - . Moved 4.
Mapping to different rhythms in one combo, don't know if that's a good idea.

01:17:478 (1,2) - Why not slider on white tick and note on red? It fits so much better. These are offbeat in accordance with the synth. The bass being on-beat is just a sad side effect.

phaZ
First off, Ongaku replied to his diff. All Extra suggestions done, very helpful.

Comfort:
All NC-related stuff denied
Hitsound related stuff done
Most note-related stuff done, some not, like it's really frustrating to go over every single little thing in this density of information does it really matter? he was very helpful and a lot of his stuff is useful but a lot of it wasnt and thats just how modding goes


Yauxo
■ 00:09:561 (1,2) - 00:10:082 (1,2) - The map looks like it's going full-on for flow, at least that's what I assume all these blankets and rounded Sliders are for. If that's so, then these kinds of Sliders just dont fit in. They most likely could be thrown into the anti-flow chest, as the map (generally fast paced) and the mentioned combo ((1 -> 2) and (2a -> 2b), the slow forced back and forth) dont work well together. Even if you tried to blame this on the music, because of whatever silent note in the song, it just doesnt fit. Weird antiflow objects and fast flowy maps dont like each other. These were partially reworked to not stack on top of eachother so hard, combining this and BD's suggestions
■ 00:15:290 (2,3,4) - Whats up with that spacing? Both seperate combos are like a family that lost each other at a park or something. Put them back together, they dont like to be seperated. (really though, random speedups for seemingly no reason dont feel good) This was an oversight from a previous mod. Fixed.
■ 00:18:103 (4,5,6,7) - Compared to what kind of sounds made 00:13:936 (1,2,1,2,1,2,3) - so jumpy, this one shouldnt be this spaced. This is the highlight of the early parts of the map.
■ 00:28:624 (2,3,4) - Strong sound is on (3), jump is on (4). It's the small things that make things feel weird. That fits to me. Bass hit -> synth jump.
■ 00:52:270 (3,4,5) - 01:13:728 (3,4,5) - Similar thing as above. Even though it has the shiny sound on it (which would explain the jump), I still dont think that mid-alternate (is that a word) jumps like these are any good. Maybe I just really like spacial equality. Yeah, I'm not quite up to speed with the modern sensation of "Notes need to either be perfectly equidistant from eachother or random direction/spacing PP jumps"
■ 00:55:186 (2) - Sliderhead on the end of a strong beat feels "meh" as well. 00:55:082 (1) - 's sound is too strong to have something on where (2) sits. Probably wouldve been better if this (1) was a longer Slider. I don't understand. This was already fine. Maybe it was fixed earlier.
■ 01:23:207 (4,5) - Not sure where that comes from, but my head tells me that this would feel much better if the combo/slider was released towards the right. Quick up/down movements are usually somewhat shaky and not precise, so having a less hard/fixed jump pattern (-> not always to the left) might be easier. Probably nonsense. Probably indeed. I don't know what to say here.

BD
see this mod is great because i can unironically say "accepted all" and it's actually true, ilu buddy. Some of the suggestions weren't taken pixel for pixel, but used to improve the patterns as a whole.


I'll get to hula's later
Axarious
General
  1. 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
  1. 00:05:603 (3,4) - looks a bit cramped, perhaps move (4) to 404|281 for a parallelogram and ds fix?
  2. 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
  3. 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?
  4. 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
  5. 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
  6. 00:52:270 (3,4,5) - this ds increase is really awkward to play
  7. 00:52:686 (1,2,3) - the movement for this is doable, but it feels a bit unnatural
  8. 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
  9. 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
  10. 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
  11. 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?
  12. 01:18:520 (1,2,3) - i don't hear a sound on 3, only the pitch raise from (1,2)
  13. 01:20:603 (4,5) - kinda same idea with the slider pointing back towards where it came from, huge loss of momentum
  14. 01:27:061 (3,4) - ^
  15. 01:28:103 (3,4) - ^
  16. 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
  17. 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
  18. 01:32:374 (7,1) - slider points towards where it came from
  19. 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
  20. 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
Topic Starter
Shiirn

Axarious wrote:

General
  1. 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
  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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
  6. 00:52:270 (3,4,5) - this ds increase is really awkward to play reworked it a bit
  7. 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
  8. 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
  9. 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
  10. 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!
  11. 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
  12. 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
  13. 01:20:603 (4,5) - kinda same idea with the slider pointing back towards where it came from, huge loss of momentum
  14. 01:27:061 (3,4) - ^
  15. 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.
  16. 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.
  17. 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
  18. 01:32:374 (7,1) - slider points towards where it came from
  19. 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.
  20. 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
Ongaku
axarious for president 2k69
Side
placeholder :v

K hitsound mod oh baby

Not checking the highest two diffs cuz I don't want to I'm too tired. I'll trust Shiirn to have done a good job on it (rip)

[Ongaku]

00:04:145 (4) - Remove the whistle. Takes away from the effect of 00:04:040 (3) - where the last strong piano note plays.

00:10:603 (3) - Add whistle to slider end. Also remove whistle from 00:10:811 (4) - if you applied the first (which you should have)

00:11:645 (1) - 00:12:061 (1,2,4) - 00:12:582 (2,3) - I know what you're trying to do here but I think you could get away with adding drum whistles on these to follow dat piano like you did with 00:06:783 (1,2,3,4,5,6,7,8,9) -

00:17:478 (2) - Clap is not necessary imo and seems accidental otherwise it would be here 00:20:811 (5) - or 00:24:145 (1) - so remove (or add to all the missing ones if you really like that effect and wanna give yourself more work for some reason)

00:26:540 (1) - Not needed but a soft finish could work here since the music does it. 00:26:645 (2) - Or here instead both would work.

00:28:311 (1) - Remove clap. Otherwise you would've had it at 00:14:978 (1) - etc.

00:34:457 (5,6) - Maybe drum samples (no hitsounds still) on these would sound nicer. Your call on this one. Shame there's no note on 00:34:561 - Or it would have a drum finish :(

00:36:540 (1) - Maybe intentional but if not change to drum sample.

00:39:457 (2) - Drum finish so it sounds like 00:20:811 (5,6,7) - etc

00:42:686 (3) - Missing drum addition whistle on the slider end at 00:42:895 - like the other sliders 00:42:270 (2) - etc.

00:47:478 (4) - I think this was supposed to be drum sample auto addition like 00:46:645 (3) - 00:48:311 (1) -

00:49:145 (5) - Same for this one but just the slider head.

00:54:145 (2) - Drum addition here I think to get that 2/1 beat you're trying to keep consistent i.e 00:49:978 (8) - 00:50:707 (4) - 00:51:645 (8) - 00:52:478 (10) - etc. Same for 00:53:311 (4) -

01:11:645 (1) - Would sound better with a clap over a finish since it's an actual clap in the song lol

01:15:186 (1) - Missing whistle and normal addition on slider head.

01:19:978 (1) - Maybe still add a whistle like 01:13:311 (1) - (consider normal addition as well)

01:21:853 (2) - Whistle normal addition. You already had the addition but forgot whistle :^)

01:28:207 (8) - Drum sample finish on slider end.

01:29:770 (8) - Whistle on head would sound nice imo

01:35:707 (4) - ^

01:40:707 (7) - ^

01:41:228 (5) - ^ (those last two to follow the vocals)

01:51:645 (1) - 01:52:061 (1,2,4) - 01:52:582 (2,3) - Whistles if you did that one thing I said (which you should've)



[Collab hard]

00:14:145 (2,3) - Wouldnt you want normal sample on the slider end of these? would go with the music

00:20:603 (2) - Whistle on slider head would also be nice

00:26:228 (3) - A finish in the repeat at 00:26:540 - would also be nice

00:33:311 (1) - Normal addition on the repeat at 00:33:520 - thats what the drums in the song do

00:37:895 (2) - Remove normal sample. So far that's only been used to follow the drum on the 2/1 beat thing so not here but at 00:38:311 (3) - You have the whistle to follow that piano after all.

00:47:374 - Maybe a whistle here? Would follow that whatever that instrument is but idk if you left it out intentionally.

00:50:811 (4) - ^ Similar to the point above. Whistle but I guess not needed if it's intentional.

01:01:540 (1) - Missing normal sample and finish on slider head.

01:06:645 (1,2,3,4,5,6,7) - Also here you use normal additions instead of normal samples like you did in all the ones before. TBH this one sounds a bit better but if you like the other then change this otherwise change all the others. Basically either all normal sample or all normal addition for consistency.

01:11:645 (1) - Normal clap might sound better imo. Closer to what the song does anyway.

01:13:311 (1) - Finish :(

01:17:790 (4) - Whistle would be nice too

01:23:311 (1) - Whistle on head would also be nice to follow that thingy.

01:26:645 (1) - Finish :(

01:27:895 (6) - Whistle on tail but not needed.

01:30:395 (2) - Finish :(

01:34:874 (7) - Oh never mind regarding the point at 01:27:895 (6) - you DO need that whistle cu you did it here >_<

01:37:270 (3) - Maybe normal sample on the slider head so there's a sound to compliment the vocal thingy? or a hitsound idk your choice

01:39:040 (2) - I think this one also needs a finish normal addition

01:46:228 (2,3) - Normal sample not normal addition yo at least not according to 01:42:895 (1,2) -

01:48:311 (4) - Actually idk what you wanna do either normal sample or normal addition cuz again here you use addition so uh..........yeah choose one or the other yo >_<


[Pishi]

01:12:895 (2) - Normal clap sounds better than finish (since thats what the music does anyway)

Other than that sounds fine or I'm too tired probably both :v


[Probox]

Sounds ok or I'm really tired. Also probably both.


Hope this helps. Good luck :)
Spayyce
will mod because I am a beast at oss :^)
Kuki
dirty
Topic Starter
Shiirn
did my part of side's mod, ongaku helped me neaten up a lot of blankets, thx boyo
phaZ

Ongaku wrote:

phaZ wrote:

[ongakus insane]
  1. 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 for the mod!
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)
__Phantomhive__
Um, Hey I made a easy Map to this song becouse I didn't know that there is already someone who is making the Map.
Now I don't know what to do with the Map, maybe I could give you the map and you can put it in the Mapset, but your Map is almost finished, isn't it?
So if you want the Map, let me know and I will upload it.(I also have the same Timing and song form the Taiko Map)

Ps: I love this Map so much c:
Ongaku
http://pastebin.com/0MMGsrhX

Applied a bunch of side's hitsounds. Reasons why some were off was because when I went back and redid some parts, I forgot about hitsounds xd

Also, Shiirn, regarding Side's hitsounds mod, I saw that i needed to apply some drum-hitfinish to some normal-hitfinish. I added some hitsounds file, So please do add these:

http://puu.sh/nawKt/0b9ace30f5.wav
http://puu.sh/nawRN/96cec5dd26.wav

Thanks <3

EDIT: Also, fixed up phaZ's mod bit
quaternary
Comfort was a lot better right when it was just qualified; now it's a mess of awkwardly slow spacing. it seems like modders are trying to nerf the map for whatever reason.

Meh. See if you have a backup of that version and then pretend you're hollow wings and reject everything until people finally cave and rank it.
Topic Starter
Shiirn
The only spacing that has been actually and directly nerfed was a jump section in the pre-kiai that was as high as the second kiai (made no sense) and one or two notes in the first kiai.

The map is much easier now, yes, because it's more natural and predictable. I don't want a map that's hard because it's awkward. I want it to be hard because the music is hard. And you can be damn sure, it's still hard.
Arphimigon
Yup, map seems pretty much the same except a few parts which are simpler to predict now.
(and lots of nerfed jumps)
ferret irl
#buffComfort
Hula
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
00:26:645 (2) - Not quite perfect blanket with previous slider.
00:38:311 (6) - Blanket

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.
00:47:478 (4) - Blanket
00:49:978 (8) - NC.
01:05:707 (3) - blanket
01:24:353 - How come no object here? Maybe turn 01:24:145 (1) - into a repeat slider?

edit: fixed a bit of grammar.
Ongaku

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.
Thanks!

http://pastebin.com/Vd7NgSFM
Topic Starter
Shiirn
Updated Ongaku's diff. Going to be waiting for MillhioreF's go ahead.
Kuki
i'll mod on sunday/monday or smth
Topic Starter
Shiirn
Hello for anyone who happens to stumble upon this.

I spent most of the day mulling over the issue of this map.

I made this set specifically to showcase the difficulty "Comfort", now "Unrankable". It was, and is, a direct tribute to Axarious, whether he appreciates it or not. It does things that for the most part are largely unheard of in the current meta - patterns across the map that are designed in some places to be singletapped, and in others to be alternated, and all of them using many alterations to cursor movement and spacing that make for a map that at first perusal appeared "a cluttered mess".

The rest of the set was just additions added to make Comfort rankable. I am sorry to Ongaku, Probox, and pishifat for wasting their time on this endeavor.

But as it stands I have no more allies remaining willing to see this map through the ranking process. Everyone I have asked for help has been reluctant at best, and that's being charitable. Whether this is due to the map being bad or not is something I cannot fathom; I truly enjoy the entire set and find it to be very charming and succeeding at what it set out to do.

But I am tired of the abuse that not only I got, but people who were helping me to get this to a rankable state. I am very accustomed to receiving vitriol, I'm not exactly the nicest person and feel that I should totally be prepared to "take it" as it were. But to hear other people getting shit for my efforts puts the entire set into perspective.

As such, due to a combination of factors including the response this set has gotten, both positive and negative, I would prefer that this mapset grave on its own with as little drama as possible.

Thank you for your time, and I am sorry for wasting it.
Ongaku
soon(tm)
wasonz
ohhhhhh nice
Anxient
okaeri
Topic Starter
Shiirn
Apr 16.2016 update:

Removed Comfort.
Buffed and nerfed Extra in spots.


I don't know what people want anymore.
Taboki
R.I.P Comfort diff :(

I can't even play it, so shouldn't have much to say.
riffy
We've done a good job with ProBox on fixing the Easy!
Ongaku

Shiirn wrote:

Apr 16.2016 update:

Removed Comfort.
Buffed and nerfed Extra in spots.


I don't know what people want anymore.

Just map what everyone wants.

PP
Zexous

nevar 4get
Side
lol good luck again
riffy
This has suffered enough. Did some IRC.

Changes:
  1. Easy is now has intro and outro correctly re-arraned
  2. Minor rhythm improvements in kiai on the Easy were done, as well
  3. General readability fixes
  4. Rhythm improvements
  5. Nice anime BG
IRC log
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

Seems good enough to have another try! Comfort will be missed, though.

Bubbled!


Edit2: the spread is tricky, gaps are really big but consistent, So, I believe it is good to go.
Luel Roseline
OMG...
Topic Starter
Shiirn
Thanks Bakari.
show more
Please sign in to reply.

New reply