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Camellia - Routing

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Battle
tbf meikaruza is 300 bpm, anyways hi thread I never posted here I don't think lol
Topic Starter
Shiirn
I'm not going to turn this thread into a big argument between me and Fort. I've addressed the concerns brought up in his mod, I am not going to get into a pointless back-and-forth over concepts we clearly disagree with at a basic level. He is not "the community" and people et al need to understand that just because they disagree, it doesn't mean that I'm doing something wrong.

I don't think it's against any rule to have a pattern structured around a specific playstyle. Routing is not as polarizingly different as a Touchscreen map, it's still theoretically possible with a mouse, just very hard. I have much more experience making really hard maps that appeal to various types of difficulty that this game can apply. I'm sorry, Fort, but you're only familiar with making overspaced, very basic rhythms. That's only one tiny aspect of what can make this game hard. It's also coincidentally the type of challenge that gives the most PP. Coincidence...?

This isn't my first time making "zomg hardstm ap EVAR!!!!", nor do I intend it to be hardest map EVAR, it's simply appealing to a certain set of challenges, like every other map I've made.
Ciyus Miapah
:/

that's kinda weird

edit: wow new page :D

Shiirn wrote:

I'm not going to turn this thread into a big argument between me and Fort. I've addressed the concerns brought up in his mod, I am not going to get into a pointless back-and-forth over concepts we clearly disagree with at a basic level. He is not "the community" and people et al need to understand that just because they disagree, it doesn't mean that I'm doing something wrong.

I don't think it's against any rule to have a pattern structured around a specific playstyle. Routing is not as polarizingly different as a Touchscreen map, it's still theoretically possible with a mouse, just very hard. I have much more experience making really hard maps that appeal to various types of difficulty that this game can apply. I'm sorry, Fort, but you're only familiar with making overspaced, very basic rhythms. That's only one tiny aspect of what can make this hard. It's also coincidentally the type of challenge that gives the most PP. Coincidence...? honestly i create many beatmaps, i create 280bpm maps too if you want it click this, and im not creating any pp maps, i create a complex beatmap too like this so yeah much maps i can build

This isn't my first time making "zomg hardstm ap EVAR!!!!", nor do I intend it to be hardest map EVAR, it's simply appealing to a certain set of challenges, like every other map I've made.
Topic Starter
Shiirn
I'm kind of weird.


edit in response to fort's edit: I'm not saying you're a bad mapper or whatever, I'm asking you to trust in my own experience and skill when I explain my reasoning. If you're modding a map, it should be to help the mapper, not necessarily make part of the map yours.
Ongaku

Shiirn wrote:

I'm am weird.
Ciyus Miapah

Shiirn wrote:

I'm kind of weird.
please no shiirn, keep going in i will support you, and i give i have to you all of it for this map

don't worry if you deny all things i said, i will not mad at it and im always be with you, here i will give you 3 stars, i hope you can keep going with this mapset bro.

but remember one thing, beatmaps is for players, make sure they're all happy with your map :3
Hula
Uh.

You constantly get mod posts longer than the Bible, from all sorts of mappers and modders, good ones to questionably shit ones. Maybe it's time to actually stop denying 95% of each mod and apply them or grave.
Topic Starter
Shiirn
I'll start accepting mods when they're actually irreversibly improvements to the map that I agree with. I have a very specific vision of this map and most people are simply listening to it like three times and trying to find stuff to point out rather than stuff to actually improve. Even within Fort's massive wall of text I applied one of the suggestions and within Arphi's I applied one as well. Ongaku also accepted Arphi's small suggestions, but I do not feel they are significant enough changes to warrant self-popping and needing to have Avishay come back again. They're small enough that I can mention them to the ranker.


This is not a map, nor a track, that suits such half-assed methods of modding. It'll work for 99% of maps, but not this one.


I'd explain further as to why I'm so adamant about this map and why my other maps are generally fairly welcoming, but I know you're just looking for opportunities to stir up shit, Hula, so I'll leave it at that. Hopefully it's basic enough to cut off even someone as imaginatively inciteful as you, but I won't get my hopes up.
Irreversible
8-)
Topic Starter
Shiirn
shit i spent like a minute wondering why you posted
Arphimigon
Wow Shiirn...
Looks like you are made out of... adamantium
*badum tsh*
#badreference
WORSTPOLACKEU
Pm me when you see me ingame.
Topic Starter
Shiirn
Did the (very) minor changes from Fort and Aprhi's mod, as well as more blanket polishing (I think?)



Still currently discussing a particularly annoying combo with several high-ranking players (polack and axarious being the main ones). The current way is awkward, but all alternatives are just as awkward, if not outright unplayable despite looking fine in the editor.

Which is like 90% of the problem with ranking Comfort - How it looks in the editor and how it actually plays are barely within the same dimension and people with experience in dealing with extremely high levels of difficulty and challenge that aren't just 1/2 mash spacing are pretty much non-existent right now, so I'm stuck consulting myself and my mirror.

Will edit with results.


EDIT: kept the original pattern and just made the blanket a bit better. Polarization stronk. Should be okay to just be straight up re-bubbled as the changes were hilariously minor.
Underforest
rip bubble
Avishay
k
Shohei Ohtani
nice
Ongaku
Yay
Monstrata
Comfort

00:09:665 (2,3,1) - You know I don't like arrangements like this xD. Can you space them so theyre more indicative of their respective rhythms? 1/4 and 1/2 visual spacing shouldn't be so similar/
00:29:353 (1,1) - If you can get these two sliders to overlap perfectly that would be fine. 00:30:186 (1) - Rotate this slider 3 degrees from selection center to make things all perfect.
00:35:672 (3,5,7) - Visually this spacing just looks bad to me xP Can you have them spaced evenly at least?
01:30:290 (4) - The more I listen, the more I think this note should actually be snapped as a 1/3 on 01:30:256 - ...

[]

Okay that should be all.
Broccoly
free mod for u

Discomfort

00:16:020 (1,1,2) - stack circle 1 to the end of slider 2 since it looks cluttered right now and actually affects reading. Alternatively (I recommend this option more), you can decrease the distance between the circle 1 and the slider 2 since the movement between them is very abrupt, with the direction of the slider being the exact opposite of that of the jump (this is fine in most maps but at 288 it's a real pain to hit).

00:33:624 (1,2,3,4,5,6) - Jump here feels very excessive to me, especially with the music not calling for such emphasis. And you know this since you yourself actually used lower spacing for the same music element here 00:20:395 (1,2,3,4,1) - . I think you should make them consistent and make the second pattern more like the first pattern since the sound you're mapping is not strong at all (they're just a light piano touch).

00:48:728 (1) - This slider felt underwhelming. Try giving it more curve so it expresses the sound better (right now that little thing in the middle of the slider doesn't really do anything if you're wondering)

01:01:332 (1,2,3,4) - Another underwhelming part; there's a distinct sound going on in the music but you ignored it. Try expressing it?

01:06:436 (2) - move this to somewhere around x:220 y:70 so it flows better to the next pattern. Right now it doesn't play well at all especially because the next pattern is a super fast triplet. I strongly recommend you change the placement of this note.

01:09:040 (5,1) - stack 5 to 1 in order for players to prepare better for the next set of repeat sliders. Right now, since there's a jump leading to note 1, the players need to stop and read what's going to happen next, whereas if you stack 5 to 1, players get more time to read what's next since they're already at the next note (they can invest more time reading those set of repeat sliders which can be tricky).

01:14:874 (7,1) - same point I previously made. Placing 1/4 jump leading to the slider which extends toward where the jump started, breaks combo most of the time at this bpm. 01:16:540 (7,1) - 01:23:207 (4,5) - 01:27:061 (3,4) - 01:28:103 (3,4) - 01:28:728 (4,5) - 01:32:374 (7,1) - 01:33:728 (3,4) - 01:34:249 (6,1) - 01:34:770 (3,4) - Same thing going on here. 01:30:811 (4,5) - This one's really, really bad to the point where you're gonna tilt the players. 01:05:603 (5,6) - These are fine since the spacing and the sv are low. 01:08:207 (6,1) - This one's very very difficult to hit too.

01:43:520 (1,2) - fix stack (or was it intended)

01:50:082 (1,2,3) - same thing happening here, this time with note 3 at the polar opposite of the direction of slider 3... bad.

That's all.
If you're doubting, be assured!! I can actually play the map.
Underforest
it's really happening?
Topic Starter
Shiirn

Monstrata wrote:

Comfort

00:09:665 (2,3,1) - You know I don't like arrangements like this xD. Can you space them so theyre more indicative of their respective rhythms? 1/4 and 1/2 visual spacing shouldn't be so similar/ Moved 1 a bit. While I was at it, properly stacked 3.
00:29:353 (1,1) - If you can get these two sliders to overlap perfectly that would be fine. 00:30:186 (1) - Rotate this slider 3 degrees from selection center to make things all perfect. Modified the bend juuuuust a little bit, they're perfect now.
00:35:672 (3,5,7) - Visually this spacing just looks bad to me xP Can you have them spaced evenly at least? sure, sure. moved 5 and 4 to be more even without really changing the spacing.
01:30:290 (4) - The more I listen, the more I think this note should actually be snapped as a 1/3 on 01:30:256 - ... Gah! I know, i know this vocal is such a pain! but it'd be the only 1/3 in the entire section and I really feel like it'd just be weird as fuck and naught but 100 or even 50 bait. Talk with me about it on irc maybe if you want to discuss this particular note further.

[]

Okay that should be all.

Broccoly wrote:

free mod for u

Discomfort

00:16:020 (1,1,2) - stack circle 1 to the end of slider 2 since it looks cluttered right now and actually affects reading. Alternatively (I recommend this option more), you can decrease the distance between the circle 1 and the slider 2 since the movement between them is very abrupt, with the direction of the slider being the exact opposite of that of the jump (this is fine in most maps but at 288 it's a real pain to hit). I had 1 and 2 unstacked because people whined about them being stacked. I do actually prefer them to be stacked, so I'll do so.

00:33:624 (1,2,3,4,5,6) - Jump here feels very excessive to me, especially with the music not calling for such emphasis. And you know this since you yourself actually used lower spacing for the same music element here 00:20:395 (1,2,3,4,1) - . I think you should make them consistent and make the second pattern more like the first pattern since the sound you're mapping is not strong at all (they're just a light piano touch). The spacing of the first set linked is emphasizing the piano, the second is just click filler to have the wubs not play like ass out of a big jump section. Yes, it's inconsistent, but this track isn't exactly consistent either! I did shrink the jumps marginally, though, they're now simply "big" rather than "fucking huge".

00:48:728 (1) - This slider felt underwhelming. Try giving it more curve so it expresses the sound better (right now that little thing in the middle of the slider doesn't really do anything if you're wondering) uhhh okay made it bend a bit sharper i guess? I'm not sure how it looks/feels now.

01:01:332 (1,2,3,4) - Another underwhelming part; there's a distinct sound going on in the music but you ignored it. Try expressing it? Mapping the scratches makes this section pretty much unplayable. The current patterning follows it enough as filler to me.

01:06:436 (2) - move this to somewhere around x:220 y:70 so it flows better to the next pattern. Right now it doesn't play well at all especially because the next pattern is a super fast triplet. I strongly recommend you change the placement of this note. Changed 1 to curve at 2, i placed it at a different spot but really how the clicks are set up it's gonig to be difficult no matter where 2 is. The cross-screen 1/4 is just flavor.

01:09:040 (5,1) - stack 5 to 1 in order for players to prepare better for the next set of repeat sliders. Right now, since there's a jump leading to note 1, the players need to stop and read what's going to happen next, whereas if you stack 5 to 1, players get more time to read what's next since they're already at the next note (they can invest more time reading those set of repeat sliders which can be tricky). Huh? I've never seen someone mess up on these >_< These are like the only repeat sliders in the map. Heck, the only repeat sliders are slightly-more-than-brief-taps anyway. Every repeat slider encourages alternating due to the weirdness of 288 bpm timing. These are a problem if you try to single tap, but they're literally nothing if you alternate.

01:14:874 (7,1) - same point I previously made. Placing 1/4 jump leading to the slider which extends toward where the jump started, breaks combo most of the time at this bpm. 01:16:540 (7,1) - 01:23:207 (4,5) - 01:27:061 (3,4) - 01:28:103 (3,4) - 01:28:728 (4,5) - 01:32:374 (7,1) - 01:33:728 (3,4) - 01:34:249 (6,1) - 01:34:770 (3,4) - Same thing going on here. 01:30:811 (4,5) - This one's really, really bad to the point where you're gonna tilt the players. 01:05:603 (5,6) - These are fine since the spacing and the sv are low. 01:08:207 (6,1) - This one's very very difficult to hit too. That's the point of Comfort. That's the entire point of Routing. It's about ridiculously large circle->slider->circle->slider spacing that is visually impressive. Generally as a rule: If you see me do something literally a dozen times, it's not because I made a mistake a dozen times. It's because it's on purpose. I know exactly how hard these jumps are, even in comparison to the kiai: They're actually easier. The stamina required to singletap 144bpm 1/4 is negated by the fact that half the jumps are sliders, the accuracy difficulty for alternators is also partially negated by the fact that half the jumps are sliders.

01:43:520 (1,2) - fix stack (or was it intended) This is, uh, intended. It's a normal stack. WEIRD TO SEE ISN'T IT? When something completely normal seems out of place specifically because it's normal, that's when I know i did it right!

01:50:082 (1,2,3) - same thing happening here, this time with note 3 at the polar opposite of the direction of slider 3... bad. Nerfed positioning of 1, but I like 2 going in the opposite direction of 3, this section is fairly low-intensity and meant to be weird.

That's all.
If you're doubting, be assured!! I can actually play the map.

Thanks for your time!
Broccoly

Shiirn wrote:

Generally as a rule: If you see me do something literally a dozen times, it's not because I made a mistake a dozen times. It's because it's on purpose. The stamina required to singletap 144bpm 1/4 is negated by the fact that half the jumps are sliders, the accuracy difficulty for alternators is also partially negated by the fact that half the jumps are sliders.
I wasn't saying you were making a mistake. I was questioning if you truly understand how really ducking hard those patterns are. Just making sure because I consider myself a pretty good alternator (yes, I've been alternating my whole osu life) and the fact that I alternate doesn't really negate the difficulty of those patterns. Moreover, I don't think anyone's gonna singletap at this speed unless you're vaxei or kuu01. You're actually forcing singletappers to alternate, which makes them perform not as well as they usually would.

Also the important fact is that the sliders actually make it worse, since they make players very easily sliderbreak; I would've complained less if they were circles, OR if they were not polar opposite from the direction of the jumps. My point is that the speed and the difficulty of the jumps are extremely high to the point where the map feels separated and detached from the music. They might visually look good and might make sense but it really doesn't when you actually play them.

That's my only concern. Other parts look good now.
Topic Starter
Shiirn
I fully understand how difficult they are - I think a lot of the difficulty in your case comes from the fact that they are rapid polarity switches, and that can be overwhelming for high-ranking players used to every click following an on-beat structure. I haven't seen any map in the past five months which accurately or even tried to do any sort of off-beat patterning, much less at 288 bpm, so like I've said before, this map may be too much too soon for a playerbase unprepared for it.

Also, before the first DQ, they actually were pointed in several different directions. The entire reason Comfort was DQ'd the first time was because of that section's sliders being positioned to move slightly away from the next circle - the justification was that it would lead to players getting unfair 100s. Note that this meant 'sliderbreaks' were not the issue, but getting unfair 100s was. Somehow the issue that they were causing combo breaks was far less of a problem than the fact that they were causing 100s. I wonder why.
By swapping the direction of many of the sliders and re-structuring the section to be pretty much raw back-and-forth, we return to the basic issue that they are now combining several 'difficult' challenges at once that I initially didn't want -

-they're rapid offbeat swaps, which is hard enough at 170bpm, much less 288 (I wanted this)
-they're very spaced back and forths in a left and right pattern, which is extremely hard for tablet users with a normal grip, as it either requires a lot of wrist strain or very precise scrunching of the fingers to get the right movement. I tried to alleviate this a bit by angling the patterns off-lateral, but it's still a biiiiitch. (I didn't want this, but it was a choice I made to try and struggle with.)
-they're much harder to read despite the "easier" flow provided by having the sliders roughly point at the next circle. (I didn't want this.)


At this point, I just gave people what they wanted after the first DQ. I did the suggestions provided, damned the consequences. If people think I don't know what I'm doing and that I'm stupid or messing with things I don't understand but they do, that's fine. I did my best to incorporate their suggestions in a way that satisfies them while still providing me with what I desire from this map, which, believe it or not, does include playability in the upper echelons of skill.
MillhioreF

Shiirn wrote:

God Shiirn you've got a screw loose
[Shiirngaku's Hyper]
00:30:603 (2,3) - man I super don't agree with this weird antijump, it feels unintuitive as hell considering the rest of the map's general flow

[Ongaku's Another]
00:30:186 (4,5) - same as above, I'd probably just Ctrl+G (4) and give it a repeat honestly

[Extra]
01:28:598 - It feels noticeably weird to not have a note here or on the 1/4 next to it, but considering the little vocal deet is 1/16 snap (or something else weird) and the 1/4 doesn't make sense except as a sliderend it's probably all right to exclude. I'm sure you mentioned this somewhere in the last 30 pages too but holy shit I'm not willing to take out my bible and read the entire Book of Shiirn to find this little offbeat note
01:35:707 (5,1) - This little "hold the sliders while going slowly" part feels amazingly out of place to me considering the rest of the bouncy chaos going on. It's probably okay honestly, I just don't like it ;)

[Comfort]
This has seriously been modded to death and it shows, it's way better than it was when I DQ'd this map and I don't have anything to say that wouldn't be pointless nitpicking.


Call me back!
Ongaku

MillhioreF wrote:

Shiirn wrote:

God Shiirn you've got a screw loose
[Ongaku's Another]
00:30:186 (4,5) - same as above, I'd probably just Ctrl+G (4) and give it a repeat honestly just made 00:30:186 (4) - an entire reverse slider.
thank you <3

osu file format v14

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[Metadata]
Title:Routing
TitleUnicode:Routing
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Shiirn
Version:Ongaku's Another
Source:beatmania IIDX
Tags:23 copula 22 pendual super future 2323 professionalbox pishifat ongaku
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65,139,65186,1,2,0:0:0:0:
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232,172,65707,2,0,P|265:189|289:222,1,69.25,2|0,0:0|0:0,0:0:0:0:
269,305,65915,1,0,0:0:0:0:
292,330,66020,1,4,0:3:0:0:
318,352,66124,1,0,0:0:0:0:
345,372,66228,2,0,L|423:372,1,69.25,8|0,0:1|0:0,0:0:0:0:
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246,98,94770,1,0,0:0:0:0:
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415,229,95707,1,2,0:0:0:0:
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260,199,99665,1,4,0:3:0:0:
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Luel Roseline
Plz Shiirn...
Rank this map completely...Everyone want to play this mapset...
Underforest
yeah it's happening :)
Topic Starter
Shiirn

MillhioreF wrote:

Shiirn wrote:

God Shiirn you've got a screw loose
[Shiirngaku's Hyper]
00:30:603 (2,3) - man I super don't agree with this weird antijump, it feels unintuitive as hell considering the rest of the map's general flow moved 2 a bit.

[Extra]
01:28:598 - It feels noticeably weird to not have a note here or on the 1/4 next to it, but considering the little vocal deet is 1/16 snap (or something else weird) and the 1/4 doesn't make sense except as a sliderend it's probably all right to exclude. I'm sure you mentioned this somewhere in the last 30 pages too but holy shit I'm not willing to take out my bible and read the entire Book of Shiirn to find this little offbeat note Please dear lord! That book would be massive. But just in case, This is one of the conscious decisions made to make extra less dense than Comfort. It makes this particular area feel a bit less powerful than it should, but that's because following the actual music is really hard. I stand by my statement that the most difficult part of Comfort is not the spacing, it's the rhythms. A player that can keep up Comfort's rhythms isn't going to really care about the spacing, they're probably good enough to cross-screen 400 bpm no sweat.
01:35:707 (5,1) - This little "hold the sliders while going slowly" part feels amazingly out of place to me considering the rest of the bouncy chaos going on. It's probably okay honestly, I just don't like it ;) But you do bounce! or you should, at least - Simply holding onto the start of the slider causes you to 100 this, so a proper playthrough of this combo already makes your cursor bounce a bit~

[Comfort]
This has seriously been modded to death and it shows, it's way better than it was when I DQ'd this map and I don't have anything to say that wouldn't be pointless nitpicking.


Call me back!
Mismagius
Okay, fixed a bunch of stuff with Shiirn on IRC.

Qualified!
Ongaku
yay #2
PlasticMemor
gg
MillhioreF

Blue Dragon wrote:

Okay, fixed a bunch of stuff with Shiirn on IRC.

Qualified!
Topic Starter
Shiirn
Let's get all the post-qualification stuff on a new page!
_handholding
Let the flame war begin

Gratz
Luel Roseline
You got it, Shiirn.
Shiguma

4 digit farmer wrote:

Lol why is this qualified? If this can be qualified, might as well rank Centipede.

Shigetora wrote:

Comfort = babbi's first map, ez pp :roll:
Congrats man!
Underforest
eeeeeeeeeh congratz man
you finally (hopefully?) deserve it!
RLC
congrats !
Kibbleru
about 7 pages til qualification. and 24 pages of fucking drama.
i dislike drama queens, but damn shiirn, uve got balls of steel and an immense amount of dedication lol

gl
7ambda
What will that wacky Shiirn guy do next?
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