Sadly, you have to make an agreement with the community, not with the QAT. They won't judge your map anymore. So better put the effort to convince people raising concerns here that this creation is fine as it is or do not try to get it Ranked.
Natsu wrote:
gonna bring my opinions on this as well:anyways gl with this
- 00:26:540 (2,3) - is pretty obvious that your rhythm is following the song in the wrong way, I checked your reply to Elvis mod and still don't make much sense, the 1/4 thing already started before that, following the active beats is what will be more intuitive, actually every suggestion from Elvis is not subjetive o.o, but really objetive talking about correct rhythm ofc. The first click is following the same pattern as the notes before it. The 1/2 after it is following the fairly subtle 1/8 triple starting 00:26:645 - and ending 00:26:749 - and at the end of the slider. Because it'd be incredibly confusing and hard to play such a combination of clicks, it's a simple slider instead.
- 00:27:895 (1,1,1,1) - spamming combos looks nice? because the stream is pretty much the smae 1/4 the only thing that changes is that is stacked, so the only NC that you need is 00:27:895 (1) - This NC was purely for aesthetic reasons and for further emphasizing what made these four beats different. If it's directly unrankable, go call a QAT.
- 00:57:999 (1) - 01:01:332 (1,2) - 01:04:665 (1) - 01:07:999 (1) - why are these mapped in different way ? since is the same music at both places, unless your rhythm is inconsistent on purpose, I don't see any other reason to do this. Just make 01:01:332 (1,2) - like the other ones. The second one starts with the DJ scratches, the rest are all the same. Consistency issues like this are intended. You want my reasoning, you've got it. Now you can disagree with it and I'll be the one who's wrong.
- 01:09:665 - sounds super weird that you are ignoring this loud beat :l Because the wacky slider is clearly following the scry. not every bass beat needs a click. (HEATHENRY, i know.)
- 01:42:895 (1,2) - Why are you doing the manual stack at this kind of patterns now, when you didn't before for example 00:02:895 (1,2) - , looks inconsistent and not something that we gonna expect from an experienced mapper, specially whe multiple people are telling you to be more consistent with this map. Originally, the "manual stacks" were different because I had a cohesive theme to the map. After the explosion of the kiai. the spacing was more rickety and less perfect because all of the energy of the song has been expended and it's now just falling apart as the song ends.
- Also there are a bunch of inconsistencies, overall the design is poor made IMO, and there are a bunch of blankets off, I mean if your archive is to make rankable maps then is fine, but I really think you could do alot better than this, specially with tiny stuff like blankets to important stuff as is the rhythm of the song >: name every single blanket and every single aesthetic change that provides no change to direct gameplay and i'll happily fix them if you offer to work with me to re-rank the map. Otherwise, it's clearly not important enough for either of us to get worked over on.
shARPII wrote:
Shiirn, can you stop whining here, take a break, go outside, deep breath and come back later.
You're just tilted and it doesn't help anyone here. Don't make me lock this :/
Hi! I didn't notice you here.moki wrote:
I liked every version of this mapset, thanks for spending your precious time on mapping this masterpiece.
Okorin wrote:
What i dont understand is why you seem to have little interest in making this map more like your vision of the song again and instead want to rank it as is for the sake of ongaku? I thought you cared more
Not trying to start shit but why doesn't this apply to any HW maps?Loctav wrote:
Sadly, you have to make an agreement with the community, not with the QAT. They won't judge your map anymore. So better put the effort to convince people raising concerns here that this creation is fine as it is or do not try to get it Ranked.
Community-driven checks are not wrong, it's that the vocal community that are doing these "checks" have the wrong mindset. The vast majority of modders are people that cannot play the map as it is intended, and so can only judge a map through editor, which is a lot different than actually playing the map and actually EXPERIENCING it.Voli wrote:
After reading all this I'll probably not try to rank a map ever again with these new "'community-driven" checks nobody ever wanted and nobody asked for. Seeing how ranking your map is already a very long and hard process, especially if you are an unknown mapper, the tiny amount of effort it takes for anyone to be able to DQ a map is just outright stupid.
I agree, they are not wrong, but with the current system of ''any complaints are DQ-worthy so we can discuss first, then have fun repeating the cycle again'' it just doesn't feel worth it anymore to try to rank a map. It causes stress, worry and anger more than it has positive sides. If there was a quick way to instantly re-rank a map without having to go through all this bullshit every time, maybe then it would work.a loli wrote:
Community-driven checks are not wrong, it's that the vocal community that are doing these "checks" have the wrong mindset. Looking at a map through editor is a lot different than actually playing the map, which is the problem with difficult maps; most of the modders can't play the map as it is intended so they base all their claims in the editor.
All this leads to is a chain of "have-to-do" mods, giving an end result of a map that doesn't in the slightest resemble the original.Voli wrote:
I agree, they are not wrong, but with the current system of ''any complaints are DQ-worthy so we can discuss first, then have fun repeating the cycle again'' it just doesn't feel worth it anymore to try to rank a map. It causes stress, worry and anger more than it has positive sides. If there was a quick way to instantly re-rank a map without having to go through all this bullshit every time, maybe then it would work.
That is correct. Also the whole concept of ''coming to a concencus with the community'' isn't thought through at all since the community obviously has varying opinions seeing as it consists of completely random players, each with their own opinions. Seeing this, it is impossible to come to a good ''concensus with the community'' without transforming your map into an everchanging mess of clashing opinions. Every map has people who like and dislike it.a loli wrote:
All this leads to is a chain of "have-to-do" mods, giving an end result of a map that doesn't in the slightest resemble the original.
maps that come up at the top of my head are tengaku and toumei elegy
I couldn't have read every post in this thread as right now I'm kinda too busy trying to be not busy, this post has gotten my attention; and for a good reason. This is a well made post that I completely agree with. With current mindset of "mappers" or "modders" its very hard to achieve such a system.Avishay wrote:
I honestly feel like the one at fault for the current state of the beatmap is the community rather than Shiirn, I bet Shiirn wants to make as many people as possible satisfied, but that's not really possible for this one.
It is good that the qualification is even more community-driven right now, but as long as mapping is an abstract subject with so many ways of interpretation, there WILL BE people that dislike a map, be it a pattern, a structure, you can't satisfy everyone, this game is different for everyone, one might like the surprising intensity changes, another one will enjoy the huge jumps, BUT CMON, people can't agree on everything, especially on such a song and unorthodox map.
Shiirn tried his best to change the difficulties in a way that will feel appropriate for most people, but people nag on stuff that were changed due to previous suggestions, in the end it is not just Shirn's map, but just a mixup of opinions that might and might not make it enjoyable for some people.
Please, if you don't want to see this ranked, if you don't like the way it is mapped, or you just simply dislike this thread, LEAVE, if you don't want to see this map appear on your browser, tell me and I'll create a script that hides it, just for you.
Forlornly wrote:
Having said that
Extra
00:59:353 (4,5,6) - requires insane control and velocity change, especially considering the direction the cursor is coming in at from the previous (3) slider. i get that inconsistency is a theme in this map but this part is so much harder than the rest of the map; i think there should be SOME consistency when it comes to patterns and difficulty. ( 00:59:353 (4,5) - were originally in a position closer to THIS, which I feel is much more sensible with the pattern, but it got complaints about "flow" because it's a 4,5 being fairly close together with a large jump to 6 without it being big enough to "feel" like a jump. This is one of those "Fixes" I'm happy to undo and return to its original state - but I don't always remember exactly what I did originally until someone points it out.
01:35:707 (5,1,2,3) - not sure if anybody else had this problem but this is bizarre rhythmic/spacing choice and it's very hard to read. that would be fine, but there's nothing else of the sort in any other part of the map, and again i think there should be SOME consistency in the map This is the end of the entire section and the departure of the vocals, and they follow the vocals in a very off-beat way. This is very bizarre to play, but that's intended. On Discomfort, it plays differently because the song continues the (much easier to follow) repeated click pattern. On extra, it's purely off-beat but also requires little to no movement, so it's a different sort of challenge I guess. not entirely sure what to do to extra because it's such a mess now.
these are the two things that stood out to me the most, everything else is perfect imo
Chyo-Kun wrote:
I will drop my piece of opinion about the Discomfort diff, be it ignored or not by the mapper:
00:12:895 (1,2,3,4) - I get what you're tryng to represent here and it's a good concept, but you can still keep the feeling AND nerf the jump to make it more playable. The big issue with doing any sort of spacing nerf here is that the movements lose context due to all of the notes (except 4) being on previous notes. (1 used to be underneath 00:12:270 (4) - ). The spacing is ridiculous, I totally agree, and it fits what I'm trying to do, but is just a bit crazy big. But I can't shrink it either without completely restructuring the pattern. I'll probably fiddle with this some more one day, but today is not that day.
01:13:311 to 01:25:290 - I love this part, the climax with the bigger spacing feels awesome and fits very well into the song, but 01:26:645 this next part is a little less lively yet you've kept similar spacing and difficulty, which in my opinion should be lowered to go along better with the song Due to how the song is structured, decreasing the spacing of things such as 01:27:061 (3,5,7) - would also necessitate the movement or re-structuring of 01:27:999 (2,4) - , 01:28:728 (4,6) - , 01:29:353 (1,3) - , I think you get the picture. The spacing is, indeed, large, but in a different vein from the burst of the first kiai because the second one alternates very quickly between sliders and circles, rather than the first kiai's nearly PURE circles, so the actual difficulty is lower due to the lower click density. This is one of those "It looks like the spacing is the same in editor" but "actually plays much easier" situations. I really appreciate how you noticed this, though, as it gives me a chance to explain my reasoning as to why I chose to keep such ridiculous-at-a-glance spacing.
These advices are really vague and would require, if applied, a partial re-map of those sections (which I can tell by your other posts aren't willing to do) but even if applied wouldn't "fix" the map from a technical point of view, it's still awkward with all the spacing/flow "issues"
Shiirn wrote:
Natsu wrote:
gonna bring my opinions on this as well:anyways gl with this
- 00:26:540 (2,3) - is pretty obvious that your rhythm is following the song in the wrong way, I checked your reply to Elvis mod and still don't make much sense, the 1/4 thing already started before that, following the active beats is what will be more intuitive, actually every suggestion from Elvis is not subjetive o.o, but really objetive talking about correct rhythm ofc. The first click is following the same pattern as the notes before it. The 1/2 after it is following the fairly subtle 1/8 triple starting 00:26:645 - and ending 00:26:749 - and at the end of the slider. Because it'd be incredibly confusing and hard to play such a combination of clicks, it's a simple slider instead.
- 00:27:895 (1,1,1,1) - spamming combos looks nice? because the stream is pretty much the smae 1/4 the only thing that changes is that is stacked, so the only NC that you need is 00:27:895 (1) - This NC was purely for aesthetic reasons and for further emphasizing what made these four beats different. If it's directly unrankable, go call a QAT.
- 00:57:999 (1) - 01:01:332 (1,2) - 01:04:665 (1) - 01:07:999 (1) - why are these mapped in different way ? since is the same music at both places, unless your rhythm is inconsistent on purpose, I don't see any other reason to do this. Just make 01:01:332 (1,2) - like the other ones. The second one starts with the DJ scratches, the rest are all the same. Consistency issues like this are intended. You want my reasoning, you've got it. Now you can disagree with it and I'll be the one who's wrong.
- 01:09:665 - sounds super weird that you are ignoring this loud beat :l Because the wacky slider is clearly following the scry. not every bass beat needs a click. (HEATHENRY, i know.)
- 01:42:895 (1,2) - Why are you doing the manual stack at this kind of patterns now, when you didn't before for example 00:02:895 (1,2) - , looks inconsistent and not something that we gonna expect from an experienced mapper, specially whe multiple people are telling you to be more consistent with this map. Originally, the "manual stacks" were different because I had a cohesive theme to the map. After the explosion of the kiai. the spacing was more rickety and less perfect because all of the energy of the song has been expended and it's now just falling apart as the song ends.
- Also there are a bunch of inconsistencies, overall the design is poor made IMO, and there are a bunch of blankets off, I mean if your archive is to make rankable maps then is fine, but I really think you could do alot better than this, specially with tiny stuff like blankets to important stuff as is the rhythm of the song >: name every single blanket and every single aesthetic change that provides no change to direct gameplay and i'll happily fix them if you offer to work with me to re-rank the map. Otherwise, it's clearly not important enough for either of us to get worked over on.
Problem with modding v2 is that its gonna have a lot more of people's opinion. Its gonna go back and forth with agreements and disagreements, until they come to a consensus and find the map entirely different, which is against the mapper's will, which is what kind of happened here.Monstrata wrote:
The problem here is that this map desperately needs moddingv2. Many of the points made in these post-qualified mods have already been addressed multiple times before. I even mentioned a lot of them to Shiirn to hear his reasoning for the 50th time hoping to get him to change some stuff. We fixed quite a few rhythms, but the inherent problem is that with certain maps, this being a great example, there are always going to be patterns people find questionable. It's really draining on the mapper having to explain their reasoning so many times. If there were a way to document and pen down a mapper's reasoning for specific patterns (like moddingv2) we could reach a consensus much more easily because the discussion will ideally move away from these "why did you do this?" questions to "I agree/disagree with your reasoning and why".
I am pretty sure you are one of the few, who are thinking correctly with this one.Ongaku wrote:
Problem with modding v2 is that its gonna have a lot more of people's opinion. Its gonna go back and forth with agreements and disagreements, until they come to a consensus and find the map entirely different, which is against the mapper's will, which is what kind of happened here.Monstrata wrote:
The problem here is that this map desperately needs moddingv2. Many of the points made in these post-qualified mods have already been addressed multiple times before. I even mentioned a lot of them to Shiirn to hear his reasoning for the 50th time hoping to get him to change some stuff. We fixed quite a few rhythms, but the inherent problem is that with certain maps, this being a great example, there are always going to be patterns people find questionable. It's really draining on the mapper having to explain their reasoning so many times. If there were a way to document and pen down a mapper's reasoning for specific patterns (like moddingv2) we could reach a consensus much more easily because the discussion will ideally move away from these "why did you do this?" questions to "I agree/disagree with your reasoning and why".
I don't know if its just me and my stupid thinking, I also think that Modding v2 might bring it into a new direction and change things, but will it actually be for the better? If you could, shine some light on me. I'm probably not thinking about Modding v2 correctly.
shARPII wrote:
Ok guys this isn't the place for a thesis about the importance of users in mappers choices.
If you want to run something more serious, create a topic here and discuss freely : 56
I'll start to remove content which aren't mods for this specific map (or helping this map) under this post.
It will certainly help with a lot of things, but also cause more confusion with others.What everyone said about modding v2 wrote:
<stuff>
Yet the opinion of a few members of the community is all it took to redq it.Monstrata wrote:
Hmm... I wouldn't think of moddingv2 like that. I don't think there's a necessity to change your map in order to appease every member of the community. I was thinking more in the lines of having some way to document one's reasoning for certain patterns and why one is unwilling to change them. It seems a better option than having to explain your reasoning again and again because people aren't reading up on previous mod posts/replies.
As quoted from Shiirn:Moosqueak wrote:
Just gonna throw it out there that I found both [Comfort] and honestly, especially [Unrankable] very fun. As someone who alternates, it's a joy to play, even though it's incredibly difficult. I really don't think it needed many changes, because nitpicking minor things in a crazy map like that is like trying to use white-out to cover up certain portions of a mural. Why even bother? It's pointless and you're just heavily damaging something which was beautiful on its own. Really, players who lack the ability to alternate or singletap extremely quickly don't have much place commenting on this map, as it's meant for alting, in the same way Everything Went Numb, Scarlet Rose, and Meikaruza are. It's not playable for the majority of the playerbase simply because it's not their playstyle, and on top of that, it's unquestionably the hardest alternating map I've seen hit qualified. Honestly, in my personal opinion, it should be rolled back to an earlier iteration and modding should be redone from there, but I doubt that will happen based on Shiirn's current emotional state regarding the set. Everyone really should stop being a pain in the ass about this. The game is about fun, not about ruining that of everyone else.
Unless that's how you have fun, I guess.
opinions were shotShiro wrote:
I don't get what's wrong with this. Why was it DQ'd? This is perfectly playable (albeit insanely hard) and it's even well done.
WwwwwwwwShiirn wrote:
Ongaku, I renamed Comfort to Discomfort when I readded it. Current Discomfort = Post-DQ Comfort.
So you guys are still going to rank this, or you will continue doing useless post, If so I'm there in game, you can poke me anytime.Ongaku wrote:
You do know that the set isnt going for rank anymore.Discomfort was also a troll diff, but as added on since people liked it.
they change the slider velocityShiguma wrote:
Curious, how much has Comfort difficulty changed since map's creation?
Also, do these timing points do anything in the difficulty?
Mazziv wrote:
they change the slider velocity
then its the volume that changesShiguma wrote:
But it's a spinnerMazziv wrote:
they change the slider velocity
Shiguma wrote:
Curious, how much has Comfort difficulty changed since map's creation?
Also, do these timing points do anything in the difficulty?
https://www.youtube.com/watch?v=TpGKPmZ0Pl0Shiirn wrote:
I'm a funny guy.
And we should all embrace how we all equally suck, and thus achieve universal peace and understanding!Shiirn wrote:
I'm not actually that good a mapper.
thankKalindraz wrote:
Discomfort
- First and foremost, the question I have to ask is: Why do you have this difficulty? Your extra is
perfectlyfunctional and stresses the upper limits of what difficulty this song can bring. And above all,your extra is good. I don't see the point in having a special overkill difficulty that's basically the extra except with all the knobs turned up.
This, especially when it's done by people who can't even play the fucking map. (thanks for the silence shARPII btw).Shiirn wrote:
People will simply take down this map with opinions they've spent ten minutes scrounging off the floor whilst "modding" the map because "DQ for discussion" is the most retarded piece of shit rule I've ever seen. I had literally five motherfucking minutes to formulate a response to Natsu before the disqualification - where the fuck is the sense of "discussion" there? it just seems like people are trying to throw their weight around.
I can say the same about people who don't have idea about mapping, can you stop posting useless stuff that no one is discussing?Kynan wrote:
This, especially when it's done by people who can't even play the fucking map. (thanks for the silence shARPII btw).Shiirn wrote:
People will simply take down this map with opinions they've spent ten minutes scrounging off the floor whilst "modding" the map because "DQ for discussion" is the most retarded piece of shit rule I've ever seen. I had literally five motherfucking minutes to formulate a response to Natsu before the disqualification - where the fuck is the sense of "discussion" there? it just seems like people are trying to throw their weight around.
I don't see what people have against the Confort diff honestly, as Shiro said it's really hard but so well done, just like Tengaku pretty much (actually easier).
Tbh, if the map plays well, then it doesnt matter how its mapped. Also the spread is fine, you dont need a diff every 0.3 stars man.Natsu wrote:
I can say the same about people who don't have idea about mapping, can you stop posting useless stuff that no one is discussing?
Read this post again: p/5092848 and try to contribute to move things forward instead of make us lost time by useless drama.
- The diff got added after the disqualify, so why are you complaining the diff is added back!! isn't that what you want?
- We are discussing about the spread between Extra and Comfort, no one is discussing the way the diff is mapped, but the spread.
- We wish to have a smooth process in the requalification, so contribute with something helpfull to the thread, thanks.
TIL that spread isn't based on star rating.Natsu wrote:
Just bring your input about the ¨spread¨, IDC what HW is ranking, I care what is going on in this mapset, and no we are not talking about the star ranting.
Avishay wrote:
Okay.
[COMFORT][EXTRA]
- 00:08:832 (4) - I'd CTRL+G so it keeps the square pattern intact, creates a slightly nicer pressure onto 00:09:040 (5) - since I don't get right now I feel like 00:08:832 (4) - gets too much unecessary pressure at that part of the song. Long list of reasoning aside, this is small enough that there's no real gameplay impact, there's more visual and emphasis impact in this change. So since either way works, I'll go with this one. It also makes the 3-slider pattern symmetrical and rotational, i guess.
[HYPER]
- 00:36:853 (1,1) - Never really liked or understood this, you might have exlpained it before on the thread, but it's too long for me to find :p So I'll appreciate an explanation. (perhaps I'm just a shitty player idk) This is a hold on the start of the first slider with another key for the start of the second. I've gotten mostly praise over these two particular sliders, as it's a way to heavily emphasize the background buildup without any movement while still having a very strong burst of speed and energy as the music "starts up again". All 1/8 timing in the map is intended to force the player to alternate. Having it be 1/4 would simply have the player tap their key on it, this has the player forcibly hold down their key. The lack of a visible slider tick causes some irritation, but I really feel this is the best way of combining what i want the player to do with what the player expects.
[ADVANCED]
- 00:14:978 (1,2,1) - spacing is a bit unnecessarily huge here imo, especially for an hyper, it's misleading. Moved 2 down.
- 00:32:999 (6,2) - I wouldn't do this in a hyper, really confusing. Rotated 2,3,4 so that 2 is clearly visible while still keeping the pattern.
- 00:50:811 (4,5,1) - Would appreciate a bit of consistency and increasing the spacing here, since it's really close to the 1/4 spacing you had so far and far from the 1/2 one. Moved 5.
- 01:16:436 (6,7) - This overlap is not very aesthethic. made prettier
- 01:53:415 (1) - 15% audio like you did at higher diffs. (same for probox's and pishi's diffs. agree
- 00:33:520 (2) - Yeah there's beat on the reverses, tail and head, but the slider doesn't really fit imo.. The song does not ask for those reverses. Not my difficulty, but I can safely say that I disagree here, this is an alternative way of 'following' the music without forcing a normal-level player to actually need to follow the intricacies of this track's rhythms, which get really weird here. It also helpfully polarizes the rhythm so that the following two blue-tick notes feel natural.