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Camellia - Routing

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Topic Starter
Shiirn

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

I'd basically need to remap the entire song at this point. But I can't remap the song with the same feelings and vision I had to begin with because Routing has functionally changed for me. It was originally a casual-fun track that was always able to get my blood flowing and my energy levels up because it's just so EXPLOSIVE with energy, especially during the kiai. But now I'm just reminded of all the frustration and exhaustion associated with trying to rank it every time I listen to the track.

The song isn't fun for me anymore. My original vision is long gone. I couldn't remap it if I tried. I desperately tried to protect Comfort much as possible, but Extra I just don't care about and it was always just filler to make the rest of the set rankable. I was much more willing to make compromises and sew shit together in the hopes of moving the map forward.
Arcubin
I'm here not to argue or something.... okay i actually like to argue.

I'm not yet checking the map tho, so i don't know if it's good or bad. But reading some comment in this thread, i can assume this map is averagely good. i do agree with Shiirn who want to keep the feel of the map. But most people here concerning to it's playability, which actually makes sense to argue IF it's actually hardly played by player.

Assuming Shiirn want to rank this, i'd like to join the disscussion (after i check this ofc) cause i found some ambigous word from each person.
Ayesha Altugle
Sounds like you're incredibly depressed for some reason. Don't let it affect too much or else, you might not enjoy mapping the way you intend to. It's true that today's communities don't treat this one as fun because most of the time, they are enjoying maps that gives high amount of pp (but in reality they have problems with enjoying the game, something that they give low rating to maps that barely give any pp). It's true that the perspective of people today is different from back then. However, there are still people today who don't care much about pp and those people are the one who really enjoy the game. I'm just sharing my opinion here so it's your deciscion if yould accept this or not.

I'm sorry if you can't understand something about what I said. I'm not used to write something like this considering my whole personality.
shARPII
Please, keep this topic under control. You're here to help the mapper, not for memes (which should be on reddit or OT, if it's a good one).

I'd like to add a map isn't only a community or a mapper choice but both.
You have to learn how to use your arguments and your POV to explain properly what is the meaning of something and why you did it. If you fail here, there's probably something wrong (using "X is better than Y" or "don't kill my spirit" excuses aren't helping)

If your explanation makes sense, there's no reason to see more than 50% of users who're writing on the topic being against your opinion.
Instead of taking mods from users like a personal attack, try to put yourself in their shoes and try to understand why they think something is wrong by looking at your map with different ways.

Anyway, maps have always been approved by the community (which were represented by QATs) so you'll have to deal with it.

Good luck.
Ayesha Altugle
Glad to have this back. Let's hope that nothing goes wrong this time. Focus on the things that can help the mapper and not to cause more drama. I'll make sure to look on the map if possible.
Arphimigon
Let's hope we can get some constructive comments again this time (unlike this post).
Will put my two cents later.
Side
Keep in mind this "50%" refers to four people out of x number of overall users even if we just take into account the intended player base. I've been keeping up with this thread since shiirn mapped this (mostly since I had asked him to map this song) and for the most part these recent suggestions have all been things that have either been modified by previous suggestions or things that have been explained before. I'm on mobile atm so I can't offer much in terms of quotes and I'll try to do this when I get back from work but all in all these are mostly things that can be dismissed. No map is perfect and neither should our expectations because we're all human and we all make mistakes (see the many ranked maps with unrankable concerns) and that's fine so there's no reason for shiirn to have to keep justifying every object in his map. My reply was deleted but my points stand.
buny

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.
Not trying to start shit but why doesn't this apply to any HW maps?

I like this map a lot, I hate to see mappers forced to basically collab with strangers because of subjective matters. There are already tons of maps that are either turned into something completely out of the creators intention, or rotting in the graveyard, because mappers are basically forced to follow mods of the more expressive minority.

I skimmed the mods between the qualify and unqualified posts, and they're all mods that basically start with "well, to me, this is wrong..." This isn't what mapping is about. Mods should never be about trying to redesign somebody elses work, it should be about polishing it; catching out crap like snapping error or unintentional distance spikes.
SutiBu
Well everyone wants EZ pp thats why monstrata ranks his maps like a beast :^)
Topic Starter
Shiirn
For what it's worth, the entire point of frustration on routing is that it has a lot of inconsistencies and quirks that are very obvious when modding the map and looking through it in the editor. This, combined with people combing through it at 25% and 50% speed just looking for things to point out, means that it's very, very easy to come up with a wall of text that I must them personally provide my feelings and opinions for, for every single point. This is extremely exhausting, especially considering Routing was entirely made to be intentionally inconsistent and partially "unpredictable" to fit with my vision of the music.

Nobody can deny that this track, from a musical and compositional standpoint, is weird. Camellia loves doing this kind of thing. He's very experienced and nuanced in his repeated musical patterns and how he ties them together during repeated sections and i try to represent this by having my own patterns follow his slightly different musical patterns. This does not always play well, especially not for people who are so, so, so used to boring anime and dnb tracks which have literally identical stanzas repeated 4-8 times. Camellia will have those same 4-8 stanzas start the same but connect to eachother slightly differently.


I have naught but circles, sliders, and two buttons to provide the player with this experience.


I am not taking any individual mod on this map as a personal attack, but rather as yet another bothersome chore that is being forced upon me because it basically forces me to either explain exhaustively these concepts I listed above to every single modder, as concisely as possible, every time. Can you seriously blame me for getting frustrated and stressed out? These concepts that I built Routing on, namely, intentional inconsistency and differing emphasis, are very easy to understand if people bother looking outside of their own comfort bubble. People are getting so worked up over how each individual tree looks that they're forgetting to look at the forest.


It's tiring and frustrating that people simply discard these concepts because they disagree with them, and I'm left with nothing to show for it. These are fairly advanced mapping concepts because they break the norms of "consistency mapping" (which I believe is a tool best used for newbie mappers before they start understanding how to actually map) and it's hard to explain it in bite-sized chunks for every single modder who happens to play the map like, twice.


I understand people are genuinely trying to help and that they genuinely feel like their suggestions may posit some improvement, but they really didn't in the past, and really won't in the future. Sure there are a lot that helped, but as an experienced mapper I like to pretend that I should be allowed some leeway in knowing what to accept and what to decline. I have tried time and time and time and time again to explain how I feel and how each individual working piece of the map works with others, only to have it discarded or ignored because the person I am trying to meet halfway either disagrees with the very concept or doesn't understand.

I'm just not willing to go out of my way to extend the hand of common ground on this only for them to slap my hand away without even bothering to try and see things my way just as much as I try to see things their way.

I'm not going to bother searching out QAT or BN to re-qualify this map anymore because it's fucking insane that I can spend dozens and dozens of hours working and discussing this map with dozens of people and have the entire thing shut down by a few handful of inexperienced or narrow-minded individuals. It's a massive waste of time and effort and I hope everyone who has refused to even begin to try and understand my feelings is proud of themselves for upholding their precious worldview.

If you're still reading by this point you have my utmost thanks and respect.

I'm not even asking for people to just let me do what I want. I want to discuss things rationally and in depth because that is fun. It is fun to me to discuss mapping concepts and what people are trying to do with their maps and what they're trying to do by fiddling around with patterns or hitsounds or spacing or choice of circle vs slider or beat emphasis. But it's not fun when people are attacking my map whilst constantly asking why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why because that puts all of the effort on me, the mapper, and that's not fair.


Thank you for all the support, and thank you for any constructive criticism. I'm not going to lie and say that I'm perfectly fine with how this turned out. I'm really let down by the immediate vile response, but also very uplifted by the support shown to me directly. But I'm not going to stop mapping and I'm not going to stop making maps with concepts beyond the newbie mapper toolkit of "consistency and flow".


This is my last major post unless a BN or QAT or some combination thereof is willing to push this back into qualification, and they're going to need to come to me to start it up, which isn't likely going to happen so this is likely the end.
Voli
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 since BNs are scarce, busy and have long queues, especially if you are an unknown mapper, the tiny amount of effort it takes for anyone to be able to DQ a map just so you can repeat the whole cycle again is just outright stupid.
Arphimigon
Tbh this would prob get DQ-ed either way from the same things, people do spam mods, QATs get attention, DQ for same reason.
No difference really \o/
buny

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.
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.

The community that we (I) want to do these checks are the people that actually play the map, so basically the top players who can comfortably complete this map. Those are the only opinions that really matter, in my eyes.

It's like letting other countries vote for the next US president; those countries aren't the ones that are affected as greatly as the US, so their opinion is much less regarded (as in they can't vote)
Voli

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.
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.
buny

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.
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
Side
And see THIS is the problem. Things like this happen so often that creators are just simply discouraged and the map is left to grave meanwhile the people that caused it can go on their merry way and qats just say oh well no skin off my nose \:v/ or however that saying goes. Nothing changes and nothing will change at this rate. Safe "consistent" and "flowy" maps get ranked all the time because they're not wrong but does that immediately make maps that lack some of one or the other wrong? No and that is where the problem begins. Everyone conforms to a kind of map and expect all others to be just like it because it works but by only doing that you take away creativity all for the sake of ranking just to qualify to the "community standards "

I don't want you to give up on this shiirn but I can support if you truly feel this way and leave it up to your decision.
Voli

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
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.
I think I'm done here, don't want to ramble more in a map's thread. I just felt like someone had to say it.
Nyari
I just don't see why people can't adapt to the community, there are songs that I don't particularly enjoy playing, then I do not play them, simple as that.

Sucks to see this cool map go into the grave much like a lot of the other great maps in this game. I hope for the sake of not only Shiirn but the rest of the community as well that this sort of "no, that is your interpretation of a map, that's not good enough for the masses"-thinking stops. It's hurting the entire community, it would have been nice to have a nice breath of fresh air coming into the game since we really haven't had any controversial maps getting ranked in standard for a long time.
Avishay
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.
diraimur

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.
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.

And worst of all; the more popular map is, higher the chances more people will hate on it. And it will get to a point where you can't satisfy ANYONE; yet alone everyone. I hope a change happens soon or else things are looking in vain.
_handholding
What happened to the whole "If you don't like a map, dont play it" argument?
Arphimigon
It got debunked, along with:
"You don't need to be a chef to say the food is bad."
shARPII
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.
Risa
Im glad Shiirn chooses to keep this map the way it is.
This is how he sees the song. No reason to change it into something totally different just because people disagree with his views.

Just leave it as unranked if no one's gonna re-qualify it. It's fine that way. The people who can play it and enjoy the playing experience don't really need it ranked anyways. Pretty sure they'll rather have an enjoyable unranked map that follows a certain mapper's view compared to a ranked map that is a mess of different ideas from the "community" mashed into it just to get it ranked.
Plz don't turn this map into one of the latter.
melloe
I think it's nice that people are agreeing with Shiirn here, even if the post isn't a mod. Players are voicing their dissent by posting all sorts of different flow and consistency related mods, but I think that if it becomes clear that a large enough portion of the community is ok with the map as it is then I think it can be qualified again and perhaps ranked.

Even if other parts of the community don't want Routing to be ranked because it isn't the conventional jump-and-stream mapping... well, since when has a map had to placate the ENTIRETY of the community to be ranked? I think if there are enough people who understand and support the map then that's enough. Anyways, I don't think mods discussing specific parts of the map will be helpful because such things aren't the problem here; the problem is an ideological one that in my opinion can only be solved by a discussion such as this. Anything less will result in dissatisfaction on one if not both sides.


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.

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

these are the two things that stood out to me the most, everything else is perfect imo
Chyo-Kun
Yeah this map is very controversial and became a clusterfuck of discussion for the new community-involved rankings and actual suggestions for the map itself

I've had a look at the map and some of the thread (I'm too lazy to read all of those walls) and came to the conclusion that this map is like a wild thought you have but can't explain to someone else and you're stuck between reciving "useless" help that doesn't really, well, help and tryng to materialize your idea as best as you can.
Shiirin said that the idea this song wants to represent is a fun track with a wild adrenaline rush in the kiai, hence the weird flow, the exagerated/unconsistent spacing and other things everyone seems to be fussing about. Those are intentional and aren't the problem. Ranking this map is (from a BN/QAT point of view) like tryng to fit a piece of modern art into an 1800 art exhibition, no matter how you look at it, they're too different and just aren't made to go togheter. This map is more like an idea made into a map and the ""normal"" ranked maps are, well, just circles placed to the beat

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.

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

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"
Topic Starter
Shiirn

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"
fieryrage
want me to remod this when i get home
Topic Starter
Shiirn
not really.
Topic Starter
Shiirn
In accordance with this post, I've made the changes forcibly recommended by the disqualifying opinion presented in the box below.
Namely, the only thing I am willing to directly accept is the removal of new combos and any sort of "polishing pass" done to make blankets neater, parallel things parallel, etc etc. 00:26:540 (2,3) - has also been changed to a single slider against my actual wishes but because I simply don't give a shit anymore, fuck it let's change it.


This is a formal post requesting Natsu's, or any active BN's, cooperation. If Dis/Comfort is still an unrankable issue, I will remove it if said BNs are willing to rank the rest of the set as-is.

This is as plain and clear as I can possibly make the ranking process. Since it is very clear that Natsu specifically takes issue with the map, perhaps a direct session with Natsu, publicly shown, would be the best way to go over Extra and how every single object ties together. I think it would look very bad on anyone's reputation if they were to simply appear when a map gets qualified to DQ it and then simply have nothing to do with it until it is qualified again.

I am fully prepared to do the same for Discomfort if the chance is so presented, but somehow I doubt that will happen.

stuff

Shiirn wrote:

Natsu wrote:

gonna bring my opinions on this as well:

  1. 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.
  2. 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.
  3. 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.
  4. 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.)
  5. 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.
  6. 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.
anyways gl with this
Natsu
Shiiirn I'm willing to go deep checking this map, but promise to take suggestion with open mind, also why is the 7 Stars difficulty back? wasn't that difficulty the reason of the first DQ: p/4896264

If you are going to work with me in a polite and calm way, I'll be glad to help you to move this forward and getting an agreement with you. Anyways send me a pm or post in the thread.

Edit: see that's the attitude that I don't like from you, can we talk like adults that we are? isn't that hard to explain your way in a calm way? I'll be back in like 8 hours, so poke me in game if you are open to discuss there.
Topic Starter
Shiirn
The difficulty is back because people wanted to see it. Millhiore has also given his blessing for Comfort specifically as of like more than a month ago, but if that's irrelevant due to your same "but diff between extra and comfort!", I'll just delete it again.


I'm willing to change every single thing you list, whether I personally agree or not, just to save us both some time and effort from all the arguing.
Secretpipe
guys chill
Enkidu
i actually really enjoy discomfort but that's just my worthless opinion OpieOP
Ongaku
As far as I know and what I can see from this, Shiirn didn't enjoy trying to rank this set, and if the creator doesn't enjoy ranking it, then theres no point in doing so. All I saw was Shiirn trying to rank this set for my diff's sake, which I'm really happy about, but at the same time upset because he didn't enjoy doing it. All I wanted was to enjoy making this set along with the others who participated in putting the set together, but it seems players didn't enjoy it. No problem with that.
Monstrata
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".
DoKito
Toumei Elegy 2.0
No room for your own personal preferences. Not even in your own maps. This is how I like it. Keep it up boys.
Ongaku

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".
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.

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.
DoKito

Ongaku wrote:

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".
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.

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.
I am pretty sure you are one of the few, who are thinking correctly with this one.
More community-open -> more opinions -> more disagreements/more discussion -> more frustration for mapper because he has to accept even more things he personally disagrees with.
Chyo-Kun

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.
Arphimigon

What everyone said about modding v2 wrote:

<stuff>
It will certainly help with a lot of things, but also cause more confusion with others.
Likewise, moddingv2 helps with the maps that have "few things which are discussable" but in this case there are a lot of flying opinions about a lot things and the clustering of information and opinions won't exactly be any different, just presented nicer.

Edit: Oops offtopic sry
Monstrata
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.
marshallracer
Regarding rhythm, Discomfort looks/sounds on point and the map is for itself reasonable

fuck y'all, you forgot what this game is about, let Shiirn do his thing
Ongaku
Made a topic here:
t/450163
Side

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.
Yet the opinion of a few members of the community is all it took to redq it.
AngeLMoogumin
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.

My only actual beef with it at this point is "holy shit OD9.7 jesus christ"
Ongaku

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.
As quoted from Shiirn:

"They just aren't ready yet"
Topic Starter
Shiirn
I am satisfied with how Comfort is right now. All that I think it really needs is someone to help me polish it up a bit. I have been satisfied with it since soon after the first DQ, when it received a minor visual and directional overhaul, but no BN or QAT is willing to rank it.

Extra was and currently is the problem, as it is an utter mess that has been torn apart three separate times: Right before qualification, where I needed to arbitrarily increase circle spacing so as to bump the star rating from 5.13 to 5.5 whilst barely making the map any harder, right after qualification, when I was balancing it to be more of a mediary between Insane and Comfort, and then after I dumped Comfort when it became clear that without Millhiore's say so nobody would be willing to qualify it, I tried to make Extra more of a standalone difficulty.

It was always meant to tie Insane and Comfort together, and with Comfort being gone, it lost a lot of context, which lead to confusing moments for modders where it's like "why don't you have a click here?", "well when Comfort was there all of those beats had clicks but Extra is less dense for the sake of ease of play" doesn't make sense when Comfort no longer exists.


This can be circularly discussed for days, if not weeks, without a consensus being reached. This is the kind of map that I really felt only really needed some polishing mods and moving into ranking, disagreements about the concept be damned. It's pointless unless there is a light at the end of the tunnel, which the current mapping climate has convinced me does not exist.

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.
Kalindraz
ah, I'm watching the feedback from other players, I do not know if you're ignoring because of bad mods, or unnecessary quotes, or ignorance on their part, finally I'm doing a mod in my point of view, that can really improve (if you want).

Extra
  1. 00:14:978 (1) - you could give stack with 00:14:561 (7) - reinforces the steady rhythm that will come, besides being no-aesthetic without her location, right?
  2. I think that the distance from the end of 00:15:499 (4) - to the 00:15:811 (5) - is high but I believe that the overlap of them are pretty ugly i can give a suggestion: http://puu.sh/oEkCm.jpg
  3. 00:15:811 (5,6) - can be symetrical?
  4. 00:16:436 (3) - kinda.. obvious to fix the distance of that note in relation to the others, right?
  5. 00:16:853 (1) - i think you can replace for 2 sliders 1/4 with reverse, for more emphasis? Bring more energy > http://puu.sh/oEl93.jpg.
  6. 00:17:270 (3,4,6) - recently, a map has taken dq, precisely because of the overlap of these notes, the better fix before someone report this and be the cause of a future dq.
  7. 00:18:311 (1,2) - ok, its a really high distance of 1/2 144 bpm(sound like a slow beat) rythm.
  8. 00:18:103 (6) - replace for 2 single notes, to emphasis this part. ( hear 00:18:103 - 00:18:207 - )
  9. 00:23:520 (1) - you can remove reverse arrow e add 3 notes to emphasize?
  10. 00:30:186 (6) - same^
  11. 00:29:145 (5) - ah.. thats tense, particularly you could change the direction of this to not be retarded.
  12. 00:31:332 (3) - same thing about this 00:18:103 (6) -
  13. 00:45:811 (4,1) - sounds like a discomfort pattern, too distant? i don't know.
  14. 00:47:061 (4,5) - eeh. ds beetween this notes its high to 1/4 selection( i know, its 144 bpm).
  15. 00:47:895 (7,8) - ^ same
  16. 00:54:978 (1) - i guess this slider fit better be 1/2 and not 1/1
  17. you can replace this 1/4 triples ( 01:18:520 (1,2,3,4,5,6) - ) for something like that http://puu.sh/oEmSM.jpg
  18. 01:16:124 (3,1) - suggestion > http://puu.sh/oEn45.jpg
  19. 01:28:103 (8) - nc here for alert this 1/4 jump.
  20. 01:28:624 - you miss a strong beat here.
  21. 01:31:332 (2,1) - This Distance beetween this notes its ankward higher. ( you have a nice argument to keep it? haha)
  22. 01:35:395 (3,4) - ^ same.
  23. 01:37:270 (2,1) - ^
  24. 01:37:478 (1,2,3,4,1,2,3) - this notes It seems to have been placed randomly. you can make "shiirn cooler triangles" on this part http://puu.sh/oEnIk.jpg
  25. Alternatively titled "Shiirn's Experiments With Blanketing!" .
  26. 00:01:645 (1,5) -
  27. 00:07:895 (5,1,5) -
  28. 00:17:165 (1,4) -
  29. 00:29:145 (5,3) -
  30. 00:36:089 (5,6) -
  31. 01:44:561 (2,1,5) -
  32. 01:52:686 (2,1) -

Discomfort
  1. First and foremost, the question I have to ask is: Why do you have this difficulty? Your extra is perfectly functional 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.

Anyway joking aside, you realize how much of mods you can get? damn, at a time like, it was for your map is RANKED, but because of their many arguments to keep some conflicts, it is so obvious, it is clear that this proportion reached where your map takes more than 2 dq, it's funny .. I do not know if most of the mods it was by own will (like mine) members, or it was by pv, #modreqs, etc. If by own will can be sure that the intention of the more experienced to less experienced, was exactly help you solve it, so just take it in mind.
ah I spent 1-2 hours to see these small conflicts and explain
Have a good night!
Ongaku
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.
Shiro
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.
Ongaku

Shiro 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.
opinions were shot
Topic Starter
Shiirn
Ongaku, I renamed Comfort to Discomfort when I readded it. Current Discomfort = Post-DQ Comfort.
Ongaku

Shiirn wrote:

Ongaku, I renamed Comfort to Discomfort when I readded it. Current Discomfort = Post-DQ Comfort.
Wwwwwwww

I got trolled
Topic Starter
Shiirn
And for anyone not in the know, Kalindraz' discomfort thing was basically a copy-paste of my mod on xexxar's my hero diff.


And I'm not going to bother going over every individual note presented because fuck that. 01:37:478 (1,2,3,4,1,2,3) - are also basically random but blanketed on purpose, what's the problem with that? I will look over the blanket issues but giving a glance over what you've linked i can safely say 90% of it is denied as this map is long beyond accepting completely remapped patterns given to me as "suggestions" because that shit is what ruined it in the first place.
Natsu

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.
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.


Edit: ew, my post have little to do qith the DQ, the main issue was Elvis post, I think you adress that as well already no? I just want to go via irc over minor stuff to polish the looking of your map.
About the 7 stars diff, that diff wasn't there when the map got qualify so I don't know what you want to get with having it there, if you want to qualify with it go ahead.
Topic Starter
Shiirn
all you gotta do is make your list on extra of changes for me to do and make the verdict that you want comfort deleted in return for an icon

i see no reason to walk behind the curtain and discuss things when clearly the chance for discussing or presenting my opinions is long gone, because as long as you disagree, you will have this map DQ'd by listing a handful of bullshit reasons and ask for it to be DQ'd before i even get the chance to respond

don't try to say otherwise, elvis' post was literally 2 half-assed opinions and one "well i kind of think this is wrong". This DQ was borderline abusive and you know it full well.


say your piece and I'll do whatever you want because that's what I'm basically forced to do. You clearly know better than I do how to map my own map.
Natsu
Well Shiirn if you gonna keep that attitude then go ahead and look for anyone else, I'm done here, you aren't a kid anymore and we can talk the stuff with calm, you are not forced to do nothing or fix nothing, but to reply and explain your mapping with manners in a polite way, also stop making like your map will change for moving 3 rhythms at elvis post and fixing some visual things that don't require to make your map different, but looking better,you know this well so I don't know why the big deal with this.

Anyways I'll be there on IRC willing to help you if you change your mind.
Topic Starter
Shiirn
Clarified things in my usual completely barbaric and offensive way. Small changes are small, but they add up like crazy when I'm not promised any sort of forward movement. Okoratu mentioned before, I'm forced with bad positions because I've had to sew together suggestions from a dozen places and now any further ones are just more problems to the fire. It's not that the suggestions being made are unreasonable, nor that i am being unreasonable for not accepting them, but that there are so many, so many conflicting suggestions that it's impossible to satisfy everyone so I just want to stick to at least satisfying myself.
Natsu
Discussed with the mapper we moved stuff in Extra, like fixing alot of blankets, some stacks, things in my mod were adressed and the last thing we are waiting is a disccusion in: p/5092844#p5092844 So we can maybe rank this with the previously removed 7* diff, positive things can be archive with DQ, so you guys should always take some minutes for think and look for a talk about the problem instead of discussing useless stuff.

Anyways if you want to add something about the current disussion that is the spread , feel free to do it, we need all the posible opinions to find an agreement, just as remember we disscusing about the spread now.
Arphimigon
Specifically talking about the Extra -> Comfort spread, I think it works fine as is. The SR formula doesn't work as well for alt-based maps, and in this case both the spacing and rhythm increase by a fair amount but not too drastically and works fine as a second and highest difficulty.
(side note: ...I got further on Comfort than Extra what is going on there hahah)
Extra to Insane is only a spacing difference since the density of notes is almost the same but the spacing is a fair amount lower and the density doesn't need to be lowered for an insane-level.
Lower diffs are SR-wise good so I'll assume they are fair because too lazy to check \o/

tl;dr Extra to Comfort works as an actual good step up despite SR

(edit: gg didnt see the thread link)
Arcubin

Secretpipe wrote:

guys chill
btw i'm checking now.
Shiguma
Curious, how much has Comfort difficulty changed since map's creation?

Also, do these timing points do anything in the difficulty?

Mazziv

Shiguma wrote:

Curious, how much has Comfort difficulty changed since map's creation?

Also, do these timing points do anything in the difficulty?

they change the slider velocity
Shiguma

Mazziv wrote:

they change the slider velocity
But it's a spinner.

Volume change, got it.
Mazziv

Shiguma wrote:

Mazziv wrote:

they change the slider velocity
But it's a spinner
then its the volume that changes
Topic Starter
Shiirn

Shiguma wrote:

Curious, how much has Comfort difficulty changed since map's creation?

Also, do these timing points do anything in the difficulty?


I made the slider velocity match the volume because I'm a funny guy. Also, Comfort has changed in a lot of small ways but mostly in ones that actually follow my vision of the song, unlike Extra. What people don't seem to understand is that I'm not actually that good a mapper. My first drafts suck and it's only after self-modding for a while that the maps git gud
Shiguma

Shiirn wrote:

I'm a funny guy.
https://www.youtube.com/watch?v=TpGKPmZ0Pl0

:P

So, in your opinion Extra is nothing like it used to be?
Arphimigon

Shiirn wrote:

I'm not actually that good a mapper.
And we should all embrace how we all equally suck, and thus achieve universal peace and understanding!
Xexxar

Kalindraz wrote:

Discomfort
  1. First and foremost, the question I have to ask is: Why do you have this difficulty? Your extra is perfectly functional 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.
thank
Kynan

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.
This, especially when it's done by people who can't even play the fucking map. (thanks for the silence shARPII btw).
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). And seeing retarded non-sense HW maps getting ranked, or jump spam Monster/Remote Control getting ranked but not this map with actual flow and rhythm sense makes me sad.
Natsu

Kynan wrote:

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.
This, especially when it's done by people who can't even play the fucking map. (thanks for the silence shARPII btw).
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).
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.

  1. The diff got added after the disqualify, so why are you complaining the diff is added back!! isn't that what you want?
  2. We are discussing about the spread between Extra and Comfort, no one is discussing the way the diff is mapped, but the spread.
  3. We wish to have a smooth process in the requalification, so contribute with something helpfull to the thread, thanks.
Kynan
What do you want me to say ? "Hey if your issue is spread then guess what, since you're not HW and you don't use dumb sliders that have no impact on the star rating, then you're gonna have to either nerf your really good map and make it annoying as fuck to play or simply remove it from the mapset" ? Because that's already been said by the past and if "spread" is the ONLY argument against that map then, well, good fucking luck.

Edit: I really don't see why people care about the spread over mapping quality. Having to nerf the map just to make it fit the spread as opposed to keeping it as it is because it plays well is just retarded.
Sya

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.

  1. The diff got added after the disqualify, so why are you complaining the diff is added back!! isn't that what you want?
  2. We are discussing about the spread between Extra and Comfort, no one is discussing the way the diff is mapped, but the spread.
  3. We wish to have a smooth process in the requalification, so contribute with something helpfull to the thread, thanks.
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.
Chyo-Kun
The problem is that some players will feel like "Oh wow I can ace extra but can't even pass Comfort, there should really be a diff in between/extra should be harder/ Comfort should be easier!"

And that's what they're tryng to avoid. It's the right thing to do because when that happens it's REALLY annoyng, but I don't think that can be done in every map, some would need a full remap instead of nerfs which as you said can't be done without making the map worse..
Natsu
See monstrata post, that's what I'm asking for, anyways I will just move on from this set, since trying to help here, is making me stress alot. Best of luck with this.
Monstrata
I don't think another difficulty is necessary. high bpm maps just tend to scale harder with star-rating. Of course, we take star-rating into account, but we should also acknowledge that the star-rating has its limitations, this map being a key example. The extra is quite a bit more difficult than the star rating suggests imo. It's mapped in a double bpm style, but it's also very alternator based, and uses a lot of large 1/4 slider jumps. However, we know that 1/4 slider jumps are a severely underweighted pattern which results in the map being a lower star rating that expected. This is true of a lot of similar maps (see Scarlet Rose). Comfort on the other hand uses 1/4 circle jumps and we all know that circle jumps are the main cause for star-rating inflation (see any of my maps). The map itself, I don't find to be that much of a step up from Extra, so the difficulty spread is acceptable imo. The star-rating gap is large, definitely, but hopefully we can see that part of this is because the two difficulties lie on opposite ends of the star-rating spectrum, one being underweighted, and one being overweighted.

Anyways, I wonder if other high-ranked players share this view.
Kynan

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.
TIL that spread isn't based on star rating.

Also what Monstrata said, the only reason the difference in star rating is so big between Extra and Comfort is because one uses a lot of sliders and the other doesn't. The spread is totally fine here it's just (circles) jumps being overrated vs sliders being underrated.

Edit: Didn't mean to offend you Natsu, it's just that the point you made about the spread, IN MY EYES, was dumb so you know... If that's still the only reason why this isn't getting ranked then I don't see why we're still discussing it, it just makes no sense to not rank a map simply because the MAX DIFF which is above Extra is apparently "too hard" compared to the Extra. It's not Shiirn's fault if the star rating is dumb as hell when it comes to jump maps.
Topic Starter
Shiirn
Okay seriously what the fuck guys. I know full well that Natsu doesn't want to actually re-icon this map and is looking for a clean, obvious way to get out of it, but I wanted the spread thing to be firmly removed as a possibility for any possible future qualifications.

Seeing as the only person willing to icon the mapset as-is is Monstrata (After I present the traditional offering of three unharmed three-month-old kittens from the third litter), I'm stuck unless another BN steps up anyway.


  1. Extra contains mildly large spacing with heavy slider-circle-slider jump movement. This is extremely traditional of alternator maps, and sticks to this alternating style for most of the map.
  2. Comfort contains very large spacing with very little slider-based leniency or friendliness. The first kiai especially contains massive bounce jumps that encourage single-tapping due to how hard it is to coordinate alternation while making very large, sweeping movements. This kind of combined challenge is what Comfort is based around and what makes it so fun and satisfying to watch and, if you are capable, to play. The second kiai has spacing that is just as large, but since it uses slider-circle-slider jump patterns it is actually much easier and I think any high-tier player can tell you that.
  3. Comfort contains very large spacing with circle patterns that I fully understand are very harsh and difficult. There are a lot of horizontal jumps, namely left->right jumps, which are easily the most naturally difficult movements possible for tablet players.
  4. The spread is fine. Extra is a standard difficulty cap for alternation. It fits very well as the hardest diff of the set, but Comfort adds a completely different challenge that most high-tier players haven't had (brief shoutout to the original Tengaku, which did something similar but in a different way) any maps do to challenge them in months, if not years: actually needing to coordinate their clicking with their movement. Most of the very high PP maps and the DT farming maps contain only the challenge of having high enough stamina to singletap, say, 250-270bpm 1/2s, while making over-scaled jump movements. Comfort actually ties these jump movements into the same alternator map that extra is.
  5. This means that Comfort is ridiculously hard because it contains two entirely different playstyle challenges in one map. Anyone capable of FCing this is easily one of the best players this game has seen, and I want that to be obvious to any observers.

People are free to disagree with how the map is constructed, because it takes a lot of liberties with the establish "normal" mapping style, namely, that "consistency" (very predictable 1/2 spamming) and "flow" (movements with the least amount of physical exertion) styles that completely disgust me because they make absolute mockeries of the music they are attached to.

I fully believe this set deserves to be ranked. It brings to the community several challenges and reminders that have not existed in this game for more than a couple of years. The Extra has been largely and clumsily chopped apart and put back together, yes, but it is still a functional alternator map (which are thankfully hard to fuck up too hard) and fits as a bridge between Insane and Comfort.


People usually tend to object to the mapping styles used within this map because they think it "doesn't make sense" or "doesn't have a cohesive theme". I can safely say that I fully know and understand this map and every movement used within. But that's what people do nowadays. They fear what they don't understand. They refuse to look outside of their own little comfort bubble to see what mapping can truly become. Their own personal views become what they think is RIGHT, and they act actively to defend this game from what they view as destructive. And I can respect that. I was like that once too. But all modders and mappers have that phase where they think they are the only ones standing between this game and horrible quality maps. They are wrong and horribly arrogant and I was just like that before.




EDIT: I think everyone needs a break from this set. I'm going to request it be locked again.
Topic Starter
Shiirn
Opened back up for polite and hopefully rational discussion, if anything about it even needs to be said anymore.
Avishay
Okay.

[COMFORT]
  1. 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.
[EXTRA]
  1. 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)
[HYPER]
  1. 00:14:978 (1,2,1) - spacing is a bit unnecessarily huge here imo, especially for an hyper, it's misleading.
  2. 00:32:999 (6,2) - I wouldn't do this in a hyper, really confusing.
  3. 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.
  4. 01:16:436 (6,7) - This overlap is not very aesthethic.
  5. 01:53:415 (1) - 15% audio like you did at higher diffs. (same for probox's and pishi's diffs.
[ADVANCED]
  1. 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.
[BEGINNER]
  1. 00:34:978 (1) - Yeah, it's a strange song. But still, this should be snapped to 00:34:874 and not the white tick.
  2. 00:59:978 (1) - The hell is going in this section? Some places this rhythm is not mapped, some places it is, and some places you placed a spinnner ;o WHaT's going on?
  3. 01:09:978 (1) - Would be much better to not use a spinner or just shorten it to actually start the map with the super intense notes at 01:13:311 and not join awkwardly at 01:14:561 (1) -
  4. 01:24:145 (2,1) - Use some other rhythm, first sliderend and second sliderhead are snapped incorrectly, and it's audible while playing.
ongaku's diff is dope
ProfessionalBox
Thanks for the mod Avishay! I won't be making any changes to the beginner diff since the rhythms have been finetuned with Bakari and they work well.

Went through everything with Avishay in irc
Topic Starter
Shiirn

Avishay wrote:

Okay.

[COMFORT]
  1. 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.
[EXTRA]
  1. 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.
[HYPER]
  1. 00:14:978 (1,2,1) - spacing is a bit unnecessarily huge here imo, especially for an hyper, it's misleading. Moved 2 down.
  2. 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.
  3. 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.
  4. 01:16:436 (6,7) - This overlap is not very aesthethic. made prettier
  5. 01:53:415 (1) - 15% audio like you did at higher diffs. (same for probox's and pishi's diffs. agree
[ADVANCED]
  1. 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.

Thanks for your time!
Avishay
I'll appreciate a response on the concerns I have over the beginner difficulty.
Avishay
Pew pew.
Bunnrei
its happening! again
Luel Roseline
Cheer up!
Underforest
:D
AncuL
ongaku's another is one of the map that I will be practicing for maybe a month. gj
Arphimigon
No hype until ranked, only has 1 icon rn \o/
Ongaku
Toumei elegy v2
Froslass
can we make this the biggest beatmap thread

edit: nvm there's a 41 page map right above this one
Topic Starter
Shiirn
bear in mind this map has also had like 3-5 pages of spam deleted from it.... like three times.
puxtu

Blue Dragon wrote:

edit: nvm there's a 41 page map right above this one
must be a really gay thread
Ciyus Miapah
and the gay post is telling about how shit this map is
LOL

Bold means most questionable thing

Comfort:
AR10 makes it really hard
00:13:936 (1,2,1,2,1,2,3) - what the meaning for this 288bpm high jumps if you have small spacing for 00:14:978 (1,2,3,4,5,6,1,1) - patterns? is it really better if you put lower spacing on 00:13:936 (1,2,1,2,1,2,3) - to make that pattern make senses, probably this pattern just sudden death move which can make people really confused about the jumps and the difference of pattern on next patterning circles+sliders

00:15:395 (3,4,5,6) - this is really confusing about your first combo and transition doest like easy to read, because yeah on 00:15:395 (3,4) - it was following the melody but you suddenly change 00:15:707 (5,6) - pattern to basic beat patterning which is really questionable for your previous combo patterning and i think it's really better if you swap this pattern 00:15:707 (5,6) - or make 3 circles if you want emphasize 00:15:811 (6) - snare sound on here, but i feel like the previous pattern doesnt following kick and snare at all, it follows melody (and since you map 00:07:895 - with melodical pattern it's really great job if you change this)

00:16:020 (1,1) - why this should have spam combo? the SV speed almost like same and the rhythm pattern is just only an odd sliders, but i think it will be alright and it will be more fine if you delete that combo

00:16:228 (1,2) - the most confusing thing i can't get it is this is not a new stanza but why you change your own rhythm pattern and swap it to Kick snare basic pattern? which the most thing is an melodical patterning, 00:16:540 - this beat is skipped by a slider end and it doest make this pattern really easy to read, and yeah that's kinda inconsistant between Patterning and Combo too, 00:16:645 (3) - this circle didn't really affecting on the patterns which players are focusing on the melodical pattern (for now this melodical pattern is really strong since you map like that on intro and what so ever)

00:18:415 (7,1,1,2) - the jumping pattern in here is like hard to believe since that one looks so small distance for strong emphasize like in there, there was really strong melodical patterning in here, but yeah once again you skipped that strong beat for just an low kick sound at this music, yup there is in 00:19:040 - which you didn't map that potential beat and you skip that with a 1/2 slider, it makes the rhythm reading decreasing so much when players focusing to hear melody instead of clicking this 00:19:145 (3) - . and the most hard thing is, 00:19:145 (3) - this pattern has hardly stacked on 0 level (i think) which it makes hard reading pattern reading on AR10 for that random kick slider, not so random but the others can feel that so hard to hit

00:22:374 (3,4,1) - another questionable thing in here is like on this pattern which it has focusing on melody (especially on 00:22:686 (1,1,2) - yeah that so strong for a nice high spacing jumps, but yeah why don't you make like that? is it a great opportunity to make good emphasize right? and yeah you skipped good beats again and sacrifice it for just a kick sound, that kind is really hard to believe since this only was an 144bpm map and the melody have 288bpm pattern which it has more stronger to follow the melody instead of following basic beats on this beatmap, try make some priority on mapping for this one.

00:27:686 (1,2) - it's really better if you make a arrow slider in here and make a kick sliders on 00:27:895 (1) - . it will be make more senses with 00:28:311 (1) - emphasizing speed, and it's a lot readable too

00:28:624 (2,3,4,5,6,1,1,2,3,4) - yeah same as above, the advantage of the melodical mapping is like you can read the patterns easily without thinking twice since this is an high bpm map which needs more reflects than sightreading, the sightreading chance in here is really low, it's only just for TOP rank players can FC this thing (yeah maybe 1-500 people can sightread this and got FCs) which it can be really abnormal if you play this map.

00:30:811 (3,1) - this is about combo which really questionable why you prefer 00:31:228 (1) - as a combo than 00:30:811 (3) - ?, the melodical and some unique sounds really good for 00:30:811 (3) - new combo, and the 00:31:228 (1) - seems didnt feel like it blending with a melody which that circle was a low melody sound (even weaker than 00:31:124 (4) -) and looks like that was a failed combo patterning to executing 00:31:228 (1,2,3,4) - so well (it has massive melodical thing there and it's really offbeats (especially on 00:31:332 (2,3) - + a zero stacking make it really worse to sightread or pattern reading)
well yeah, you know what should you do for that, follow melody will become better and more focused on emphasizing 1 map)

00:32:478 (4,5,6,7,1,2) - this pattern is lot more confusing, which one did you follow? are you following both? i think this is not really good for a high BPM map like this which this was an reading error between this patterns 00:32:895 (1,2,3,4) -, 00:32:478 (4) - this slider probably needs to be changed to circles if you didnt want this happen)

00:33:311 (4,1) - really questionable thing, why you didnt new combo this ending stanza and why did you NC this nonsensational circle 00:33:624 (1) - ? and the most awkward thing in here is like why you map a crazy jumps in such a weak musical rhythm (especially for 00:33:624 (1,2,3) - which it has really blank beats and that one is highly suggested to be changed to a slider). the thing makes really confusing when you skipped this Kick sound 00:33:520 - to a slider end which makes this is really questionable patterning type for all people in here, this is exactly like 00:33:520 - is deserving a clickable object, makes it comfort and makes your patterning more readable

00:36:540 (1,1) - the most weird thing i see, the SV change and the rhythm choice is really questionable, because in 00:36:853 - has really big melodical starter to make the 00:37:061 (1) - can be more readable, in this case you're too much pressure player to forcing players get that this sudden SV change without any warning.

00:39:145 (1,2,3) - it will be better if you put a high jumping pattern for this emphasizing, the music is really needs it and looks like the flow on slider and the distance snapping is really harsh, and the high jump spacing in there makes this pattern more effective for an antijump + ascension pattern

00:44:301 (2) - this is not really good as you expected before you create this, think about this one, when you like going to a slow part and then you deal with that sudden overmapped 288bpm stream how'd you feel?, yup that's why you need to remove that stream, and don't make any sudden high density pattern at this part, 1/6 stream is enough for this part

00:52:686 (1,2,3,4,5,6,1) - this jump pattern is not easy to read, it is not easy to read. trust me, the patterning on 00:51:853 (1,2,3,4,5) - makes this circle bang shot is like OMG, and the stacking makes it worse to read on AR10, and there is no clue that you can read it with a follow point, yeah this jump even can't be readed so easily with follow point on the map, and 00:53:207 (6,1) - the flow direction on here is make the next pattern aim is worse, like how'd you bursting jump like this 00:53:624 (2,3,4,1,2,3) - ? the back patterning like this kinda makes a big mistakes on the map

00:56:020 (3,4,5) - the thing s really confusing again, and about emphasizing the pattern this kinda awkward when you put a high jump pattern at exactly on weak musical rhythm, how suppose this jump can work? well yeah, less distance can make flow really better and good

00:58:207 (1) - seems you put wrong stacking, it looks neater if you stack with slider tail + confusion with zero stack reduced

01:01:332 (1,2) - it's really better if you not follow the scratch sound yet, please follow finish beat on there first so you can make a nice scratch patterning on 01:01:645 (3,4,1,2,3,4,5,6) - looks really bettern and more confident

01:04:874 (1) - same problem with my previous thing, and yeah i have same thing in here too 01:07:999 (5,6) -

the kiai is most brutal and this is really not a logical thing if you make a difference between Extra and Comfort diff
the most thing is not a logic is an triplet overmapping + excessive jump on it, this overmapped parts can became a severe problem if you going to push forward this beatmap, this causing a really uncomfortable map which it has only forcing players to do your own patterns without take a look at the music it self.

like on
01:18:520 (1,2,3,4) - the kiai parts it's purely an 1/4 not 1/8, and with the jump flow like that im not sure people can do a good execution for that pattern

01:18:520 (1,2,3,4,1,2,3,4) - the density of this pattern will became not good if you put this thing, it's just a spammed 1/8 triplets, the only you can do is remove them all and change to spaced circle or create a jump 1/4 sliders (if you keep this problem in your mind, 01:19:561 (6,7,1) - this pattern will be a bad anti jump for emphasizing a little kiai thingy

01:21:645 (1,2,3) - the most weird rhythm density emphasize, when you decide to skip this very strong melody 01:21:853 - and go overmapped with the black pattern like 01:21:905 (2,3) - and you put crazy hell anti flow pattern on 01:22:270 (5,6,1,2,3) - with overmapping too, please fix this flow direction especially for 01:22:374 (6) - , this is really excessive and too much pressure on 288bpm map, remember 288bpm isn't easy to map with your own style you need to learn how people playing too

01:23:311 (5,1) - basically this is was a simple pattern but there was a mistake on your patterning when you skip 01:23:936 - as a strong rhythm and you put a sudden pattern like that, that can be awkward. like always you need to put a new combo in 01:23:311 (5) -, that's a warning for players which can read a new pattern, and yeah for 01:23:936 - you should map that one because you put a 1/8 pattern on 01:23:311 (5) - and it wasn't nice if you skip that part and change it to slider end.

01:25:395 (1,2,3,4,5) - honestly i can't get what you mean in here, the rhythm change is not readable for that stanza since you follow synth before, it will be better if you put pattern like this

01:28:103 (3,4) - again, why you did this pattern always, you can test it with yourself? that flow is like a pain in 288bpm if you can feel it

01:30:915 (5,6,7) - THIS PATTERN IS REALLY OFF AND DOESN'T FOLLOW ANYTHING, even the kick is really off on there, why BNs bubbling this so fast and didn't think about this pattern before? please pay attention to the rhythm you choose for this, and yeas that pattern can be better if you follow the melody like same as you following a melody on 1st kiai you did

01:29:978 (1,2,3) - PLEASE THIS IS 1/6 OR EXCATLY LIKE THIS http://puu.sh/oMQq3/dc658349b4.png, there is now way you can pass ranked criteria with a wrong overmapped thing, that must be fixed

01:31:540 (1) - keep in your mind you need to keep your melodical things in here, make this 1/4, after that put circle on 01:31:749 -

01:31:853 (2,3,4,5,6,7) - ambigous pattern which has 2 different beat snap in here, it's your choice want to choose 1/6 or 1/4, but in this case the jumps is really excessive and the musical pattern is not really supporting for jump like this (yeah right, i'd better do some lower spacing or creating a 1/4 slider to follow synth more better and put a high distance circle jump at 01:32:478 (1,2,3) -, that's is definitely will become better that your pattern now)

the rest looks okay, and the ending is like a copy pasta with intro but whatever maybe it just me
Shiro

Fort wrote:

the most thing is not a logic is an triplet overmapping + excessive jump on it, this overmapped parts can became a severe problem if you going to push forward this beatmap, this causing a really uncomfortable map which it has only forcing players to do your own patterns without take a look at the music it self.
Fort accurately describes his maps in one sentence.
Topic Starter
Shiirn
oh boy here we go

Bear in mind Comfort is fully intended to be FCable by maybe a dozen people, and playable by under a hundred people, passable by a few hundred. I'm very familiar with the capabilities and limits of playstyles and how various types of playstyles interact (including pen grip, tablet area, and tapping styles) and have tried to make this map cater to one specific combination of factors the most but still be playable, if much more challenging, for other styles of play.

Fort wrote:

and the gay post is telling about how shit this map is
LOL

Bold means most questionable thing

Comfort:
AR10 makes it really hard AR10 actually makes it much more comfortable for players of this skill level.
00:13:936 (1,2,1,2,1,2,3) - what the meaning for this 288bpm high jumps if you have small spacing for 00:14:978 (1,2,3,4,5,6,1,1) - patterns? is it really better if you put lower spacing on 00:13:936 (1,2,1,2,1,2,3) - to make that pattern make senses, probably this pattern just sudden death move which can make people really confused about the jumps and the difference of pattern on next patterning circles+sliders I'm putting emphasis on the seven notes originally, they're independent and untied to any other musical part of the map. They've got extremely large spacing, but the jumps are easier to hit than they appear, depending on tablet area. Larger tablet area players will really struggle with the end of this pattern, and later patterns. Better to get that feeling out of the way early on, these 7 notes instantly "set the tone" for the entire map from that point forward.

00:15:395 (3,4,5,6) - this is really confusing about your first combo and transition doest like easy to read, because yeah on 00:15:395 (3,4) - it was following the melody but you suddenly change 00:15:707 (5,6) - pattern to basic beat patterning which is really questionable for your previous combo patterning and i think it's really better if you swap this pattern 00:15:707 (5,6) - or make 3 circles if you want emphasize 00:15:811 (6) - snare sound on here, but i feel like the previous pattern doesnt following kick and snare at all, it follows melody (and since you map 00:07:895 - with melodical pattern it's really great job if you change this) I have no idea what you're trying to make me do here. The combo follows the piano just fine, with 00:15:811 (6) - filling in the bassline so there isn't a bunch of blank space between 5 and the wub of 00:16:020 (1) - . 7:895 is irrelevant because there is no pattern there and it's a simple filler combo that's flowing downwards.

00:16:020 (1,1) - why this should have spam combo? the SV speed almost like same and the rhythm pattern is just only an odd sliders, but i think it will be alright and it will be more fine if you delete that combo This isn't really spam. The new combo is simply to emphasize the wub, and that the slider is going into 1/8 territory. It's, for me, aesthetics.

00:16:228 (1,2) - the most confusing thing i can't get it is this is not a new stanza but why you change your own rhythm pattern and swap it to Kick snare basic pattern? which the most thing is an melodical patterning, 00:16:540 - this beat is skipped by a slider end and it doest make this pattern really easy to read, and yeah that's kinda inconsistant between Patterning and Combo too, 00:16:645 (3) - this circle didn't really affecting on the patterns which players are focusing on the melodical pattern (for now this melodical pattern is really strong since you map like that on intro and what so ever) I simply feel like the spacing between 00:16:228 (1,2) - is much more significant than the similar beat pattern beforehand due to it immediately following a wub. This combo is a connector between the two sliders that play for the one-off wub/synth noises that camellia loves to interject into this track. Readability concerns are hard to pin down at AR18 and 288bpm, but I can safely say I don't find many people missing in these transitional areas.

00:18:415 (7,1,1,2) - the jumping pattern in here is like hard to believe since that one looks so small distance for strong emphasize like in there, there was really strong melodical patterning in here, but yeah once again you skipped that strong beat for just an low kick sound at this music, yup there is in 00:19:040 - which you didn't map that potential beat and you skip that with a 1/2 slider, it makes the rhythm reading decreasing so much when players focusing to hear melody instead of clicking this 00:19:145 (3) - . and the most hard thing is, 00:19:145 (3) - this pattern has hardly stacked on 0 level (i think) which it makes hard reading pattern reading on AR10 for that random kick slider, not so random but the others can feel that so hard to hit The jumping pattern is fine. 7->1 plays fine and after that is another transitional set of combos. This section is focused on the weird-looking wub/synth sliders, with the other combos being transtions between them that follow beat patterns. I'm not going to be able to make every beat have a click - this map would turn into a fucking nightmare of unplayable goo. 00:19:145 (3) - has no problems being visible. You overestimate AR10's effects on readability.

00:22:374 (3,4,1) - another questionable thing in here is like on this pattern which it has focusing on melody (especially on 00:22:686 (1,1,2) - yeah that so strong for a nice high spacing jumps, but yeah why don't you make like that? is it a great opportunity to make good emphasize right? and yeah you skipped good beats again and sacrifice it for just a kick sound, that kind is really hard to believe since this only was an 144bpm map and the melody have 288bpm pattern which it has more stronger to follow the melody instead of following basic beats on this beatmap, try make some priority on mapping for this one. See, the thing is, people link a specific combo and mention all the other combos that are inconsistent with it but then forget to notice that there is structure to the chaos. 00:22:061 (1,2,3,4) - follows the same "melody" as 00:15:395 (3,4,5,6) - , and even 00:19:353 (1,2,3,4,5) - . Helpfully, they're all even the same color, as this pattern happens fairly consistently! In the track, sometimes the melody is strongest, sometimes there's a weird camellia-thing where he puts in something much more powerful that I have to map or I feel like I'm ignoring it. These "melody" following combos are the "default" transition between all of the weird craziness the map is otherwise following, and as a very simple offbeat polarizing set of clicks, it works perfectly fine. Modifications of the "default" transition include 00:24:561 (1,2,3,4,5) - (which replaces the last slider with two notes) and 00:18:728 (1,2,3) - , which sacrifices the click on the end because the bass lasts the entire duration of the slider rather than ending on the middle tick. (The wub, however, still ends at the middle, this is probably why it might look confusing at first glance).

00:27:686 (1,2) - it's really better if you make a arrow slider in here and make a kick sliders on 00:27:895 (1) - . it will be make more senses with 00:28:311 (1) - emphasizing speed, and it's a lot readable too I disagree. I like the current click pattern as it allows the "stream" to end as a full 8 notes, while having the buildup 1/8 buzz slider offer a tiny break for any alternating fingers.

00:28:624 (2,3,4,5,6,1,1,2,3,4) - yeah same as above, the advantage of the melodical mapping is like you can read the patterns easily without thinking twice since this is an high bpm map which needs more reflects than sightreading, the sightreading chance in here is really low, it's only just for TOP rank players can FC this thing (yeah maybe 1-500 people can sightread this and got FCs) which it can be really abnormal if you play this map. Even though the combo is no longer coincidentally yellow, 00:28:728 (3,4,5,6) - is still the "default" transition combo and happens so often that players can easily tell what's happening. Sightreading is, dare I say, largely irrelevant to my concerns for this map as I would be extremely shocked if anyone were to seriously think this map should be fcable on the first play, which is basically what "sightreading" implies. This isn't a PP map that's built on having the same, extremely simple structure as every other PP map so that players can simply enter autopilot and mash keys and make huge jumps to victory. This map actually requires paying attention and understanding the melody. A player who FCs this map would probably be able to play the entire track in their head, from start to finish, from memory. Most maps, people only ever remember the chorus and maybe a few stanzas of the rest of the track. Routing is different.

00:30:811 (3,1) - this is about combo which really questionable why you prefer 00:31:228 (1) - as a combo than 00:30:811 (3) - ?, the melodical and some unique sounds really good for 00:30:811 (3) - new combo, and the 00:31:228 (1) - seems didnt feel like it blending with a melody which that circle was a low melody sound (even weaker than 00:31:124 (4) -) and looks like that was a failed combo patterning to executing 00:31:228 (1,2,3,4) - so well (it has massive melodical thing there and it's really offbeats (especially on 00:31:332 (2,3) - + a zero stacking make it really worse to sightread or pattern reading)
well yeah, you know what should you do for that, follow melody will become better and more focused on emphasizing 1 map) I actually agree that (3) should probably have the new combo, for it to be consistent with 00:17:061 (1,2,1) - . The rest of this I have no idea what you're going on about, I don't understand what you're trying to say.

00:32:478 (4,5,6,7,1,2) - this pattern is lot more confusing, which one did you follow? are you following both? i think this is not really good for a high BPM map like this which this was an reading error between this patterns 00:32:895 (1,2,3,4) -, 00:32:478 (4) - this slider probably needs to be changed to circles if you didnt want this happen) Ah, but see, 00:32:895 (1,2,3,4) - is, again, that "default" melody combo. 4's modification is that it is a full 1/2 slider rather than 1/4 to facilitate (or polarize, if you want to be charles) the following offbeat jump pairs. 00:32:061 (1,2,3,4) - is also the "default" combo and the entire point is that it happens twice, with a 1/6 grind between them, which is why they overlap eachother as well.

00:33:311 (4,1) - really questionable thing, why you didnt new combo this ending stanza and why did you NC this nonsensational circle 00:33:624 (1) - ? and the most awkward thing in here is like why you map a crazy jumps in such a weak musical rhythm (especially for 00:33:624 (1,2,3) - which it has really blank beats and that one is highly suggested to be changed to a slider). the thing makes really confusing when you skipped this Kick sound 00:33:520 - to a slider end which makes this is really questionable patterning type for all people in here, this is exactly like 00:33:520 - is deserving a clickable object, makes it comfort and makes your patterning more readable The new combo is there because there's no reason to have the new combo on 4, the combo would be too long otherwise, and it'd be really weird to have new combos mid-jumps. Originally, the 1,2,3,4,5,6 was 1,2,1,2,1,2, but that proved very weird to see. I wish I could keep it as 1,2,1,2,1,2, but when a BN says change it or they won't push it forward, you're put in a weird spot, aren't you, Fort? The reason the slider ends on a "kick" or "clickable object" is to allow the following offbeat jumps to even be possible - having a click there would depolarize the entire thing and force it to be a singletap pattern. I assure you, changing 00:33:311 (4,1) - to a 1/4 slider and 2 circles would make this pattern almost impossible to play, rather than simply difficult.

00:36:540 (1,1) - the most weird thing i see, the SV change and the rhythm choice is really questionable, because in 00:36:853 - has really big melodical starter to make the 00:37:061 (1) - can be more readable, in this case you're too much pressure player to forcing players get that this sudden SV change without any warning. I don't see the problem here. It's a slow slider with a kink on a beat. This happens literally all the time in many maps. The SV change isn't all that sudden. The ticks clearly slow the slider is slower, the shape is much different than any other slider before it, which makes the player give it a closer look and see the ticks. This happens, yes, at AR10 and is very reliable. Players have a full half a second to notice the ticks, and it happens every single time, without fail.

00:39:145 (1,2,3) - it will be better if you put a high jumping pattern for this emphasizing, the music is really needs it and looks like the flow on slider and the distance snapping is really harsh, and the high jump spacing in there makes this pattern more effective for an antijump + ascension pattern I feel like the pattern is more important than the spacing here. As I'm sure you're aware, jumping between sliders has massive leniencies that allow them to be thrown across the screen from eachother without much care. Heck, I was one of the first people to realize that back in 2011. Charles and I threw in a massive slider jump in Solar and found that it played perfectly fine.

Thus, conversely, any emphasis made by using distance between two sliders isn't as strong as it looks. Here, I decided that having a coherent pattern to the clicks was more faithful to the music rather than simply spacing them out.


00:44:301 (2) - this is not really good as you expected before you create this, think about this one, when you like going to a slow part and then you deal with that sudden overmapped 288bpm stream how'd you feel?, yup that's why you need to remove that stream, and don't make any sudden high density pattern at this part, 1/6 stream is enough for this part This fits the music and isn't overmapped. Weren't you just complaining earlier that I was ignoring beats? :^) But for real, considering how the note is between two sliders that are probably going to be singletapped anyway, this kind of combo is fine as long as the player knows it's there - which they will, because they're not playing this map once, got it? because "slider->circle->slider Z->X-Z" is probably the most basic and easy click combo in existence. I had a 1/8 in Akasagarbha, a 192bpm map, just like this, that was quite good. ( 01:07:901 (2,3,4) - of shiirn's extra in Daxmasterix's map, if you want to see.)

00:52:686 (1,2,3,4,5,6,1) - this jump pattern is not easy to read, it is not easy to read. trust me, the patterning on 00:51:853 (1,2,3,4,5) - makes this circle bang shot is like OMG, and the stacking makes it worse to read on AR10, and there is no clue that you can read it with a follow point, yeah this jump even can't be readed so easily with follow point on the map, and 00:53:207 (6,1) - the flow direction on here is make the next pattern aim is worse, like how'd you bursting jump like this 00:53:624 (2,3,4,1,2,3) - ? the back patterning like this kinda makes a big mistakes on the map Follow points aren't necessary for reading. Like I've said a few times here, sightreading isn't an issue I'm going to work on to make perfect because I don't expect this track to be played all of once, or even a dozen times. An FC on this map will take at least 80 tries. I'd be astonished if anyone manages it with under 100, simply because the rhythms are that weird. Since they're going to be playing the map that many times anyway, concerns over sightreadability on the first play should be taken with a grain of salt. With that in mind, this is a fairly simple back-and-forth scaling spacing pattern. Nothing all that weird or unique about it. That entire section can basically be called a "back and forth" section.

00:56:020 (3,4,5) - the thing s really confusing again, and about emphasizing the pattern this kinda awkward when you put a high jump pattern at exactly on weak musical rhythm, how suppose this jump can work? well yeah, less distance can make flow really better and good Spacing between the sliders doesn't matter all that much, especially when vertical. If anything, I'm personally more concerned about the placement of 2, but since you didn't mention it I assume you thought it was fine.

00:58:207 (1) - seems you put wrong stacking, it looks neater if you stack with slider tail + confusion with zero stack reduced I actually kind of like how the last note that finally escapes the "spinning" sliders starts on the start of the slider rather than the end. Gameplay-wise, there's practically no difference, Visually, you can see this slider much more clearly if it comes out of the start rather than the end. I say it's better for it to be visible rather than continue the same pattern simply because it's the same pattern.

01:01:332 (1,2) - it's really better if you not follow the scratch sound yet, please follow finish beat on there first so you can make a nice scratch patterning on 01:01:645 (3,4,1,2,3,4,5,6) - looks really bettern and more confident I disagree. I don't know if I actually need to explain my reasoning here as this is purely personal taste related.

01:04:874 (1) - same problem with my previous thing, and yeah i have same thing in here too 01:07:999 (5,6) - ^ tbh

the kiai is most brutal and this is really not a logical thing if you make a difference between Extra and Comfort diff
the most thing is not a logic is an triplet overmapping + excessive jump on it, this overmapped parts can became a severe problem if you going to push forward this beatmap, this causing a really uncomfortable map which it has only forcing players to do your own patterns without take a look at the music it self. hahahaha hearing fort say that makes my day

like on
01:18:520 (1,2,3,4) - the kiai parts it's purely an 1/4 not 1/8, and with the jump flow like that im not sure people can do a good execution for that pattern If you listen closely, there actually is a 1/8 triplet in the music.

01:18:520 (1,2,3,4,1,2,3,4) - the density of this pattern will became not good if you put this thing, it's just a spammed 1/8 triplets, the only you can do is remove them all and change to spaced circle or create a jump 1/4 sliders (if you keep this problem in your mind, 01:19:561 (6,7,1) - this pattern will be a bad anti jump for emphasizing a little kiai thingy They're not spammed - there's two - and they're not overmapped.

01:21:645 (1,2,3) - the most weird rhythm density emphasize, when you decide to skip this very strong melody 01:21:853 - and go overmapped with the black pattern like 01:21:905 (2,3) - and you put crazy hell anti flow pattern on 01:22:270 (5,6,1,2,3) - with overmapping too, please fix this flow direction especially for 01:22:374 (6) - , this is really excessive and too much pressure on 288bpm map, remember 288bpm isn't easy to map with your own style you need to learn how people playing too Again, still not overmapped. The click patterns are fine. Flow is a tool for making boring maps so utterly boring that people zone out while playing them and misinterpret that as "fun". The spacing and movement are sharp for a reason.

01:23:311 (5,1) - basically this is was a simple pattern but there was a mistake on your patterning when you skip 01:23:936 - as a strong rhythm and you put a sudden pattern like that, that can be awkward. like always you need to put a new combo in 01:23:311 (5) -, that's a warning for players which can read a new pattern, and yeah for 01:23:936 - you should map that one because you put a 1/8 pattern on 01:23:311 (5) - and it wasn't nice if you skip that part and change it to slider end. Uhm, no mistake was made. It's a slider that ends on a beat because I want the player to be ready for the 1/8 triple after it - which is extremely apparent. I'm not putting a new combo on 5 because of the slider velocity change because i don't need to. Weird shape -> look at ticks, bam, slider velocity taken care of, without ruining the pattern of the combo.

01:25:395 (1,2,3,4,5) - honestly i can't get what you mean in here, the rhythm change is not readable for that stanza since you follow synth before, it will be better if you put pattern like this

01:28:103 (3,4) - again, why you did this pattern always, you can test it with yourself? that flow is like a pain in 288bpm if you can feel it Not having a click on a big white tick is not an offense to God, it's simply good business.

01:30:915 (5,6,7) - THIS PATTERN IS REALLY OFF AND DOESN'T FOLLOW ANYTHING, even the kick is really off on there, why BNs bubbling this so fast and didn't think about this pattern before? please pay attention to the rhythm you choose for this, and yeas that pattern can be better if you follow the melody like same as you following a melody on 1st kiai you did This follows the offbeat synth. NOT THE VOCALS because the vocals have less power here. Also, fuck off with your BN comment.

01:29:978 (1,2,3) - PLEASE THIS IS 1/6 OR EXCATLY LIKE THIS http://puu.sh/oMQq3/dc658349b4.png, there is now way you can pass ranked criteria with a wrong overmapped thing, that must be fixed The voice actually does follow 1/8 here, then cascades into 1/6 and weirder timing signatures. Since I don't want to have a note that goes from white tick to yellow tick to brown tick (seriously, 18 to 1/6?) I put the slider on the blue tick and let the rest of the voice carry on. This is the only way to make this voice trill mappable and I really want the voice mapped here.

01:31:540 (1) - keep in your mind you need to keep your melodical things in here, make this 1/4, after that put circle on 01:31:749 - This follows both the vocals AND the bass, and is one of the few moments where both are in harmony, so you'd best bet your ass I'm gonna follow them for the entire 1/2.

01:31:853 (2,3,4,5,6,7) - ambigous pattern which has 2 different beat snap in here, it's your choice want to choose 1/6 or 1/4, but in this case the jumps is really excessive and the musical pattern is not really supporting for jump like this (yeah right, i'd better do some lower spacing or creating a 1/4 slider to follow synth more better and put a high distance circle jump at 01:32:478 (1,2,3) -, that's is definitely will become better that your pattern now) Because of the weird ass 1/6 and 1/8 in this section, I stuck to a technique you're extremely familiar with - ignoring the more background elements and mapping the bassline. It helps that a small jump section also fits here!

the rest looks okay, and the ending is like a copy pasta with intro but whatever maybe it just me that.... was intended. lol


Thanks for giving me the opportunity to list out my reasoning for most of the map! This might save time in the future, as I can simply point them here over similar concerns people may have.
Yuii-

Shiro wrote:

Fort accurately describes his maps in one sentence.
H O L Y
Cherry Blossom
I can't see the respect anymore, it has disappeared.
Underforest

Shiro wrote:

Fort wrote:

the most thing is not a logic is an triplet overmapping + excessive jump on it, this overmapped parts can became a severe problem if you going to push forward this beatmap, this causing a really uncomfortable map which it has only forcing players to do your own patterns without take a look at the music it self.
Fort accurately describes his maps in one sentence.
TDFW 8-)
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