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Falcom Sound Team jdk - The Azure Arbitrator

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Topic Starter
jonathanlfj
Charles helped a bit with timing, he refuses to post here for kd for some reason xD

Log provided for transparency

based charles
18:06 Charles445: ok was uh
18:06 Charles445: fluctuating around +2 ish and +6 ish
18:06 Charles445: until about 03:40:896 -
18:07 Charles445: like 03:45:604 - ish is quite early
18:07 Charles445: you might need to work with this drum segment again
18:07 jonathanlfj: so all red points before are too late?
18:07 jonathanlfj: before 03:40:896 -
18:07 Charles445: early
18:07 Charles445: no no
18:07 Charles445: as in
18:07 Charles445: ok so I'm playing the map locally
18:07 Charles445: and changing my offset as it goes to see how far off the itming is at any point
18:08 Charles445: and mostly I am adding +3ish, +5 ish
18:08 Charles445: 2-6 plus, basically, so overall the map is early but that could be just me, yknow
18:08 jonathanlfj: so these are point estimates of certain sections
18:08 Charles445: yes
18:08 Charles445: but right at 03:45:604 -
18:08 Charles445: I'm hitting like +12
18:08 Charles445: well around taht area
18:08 jonathanlfj: so i need to apply like +10 or something
18:09 jonathanlfj: tbh it doesnt sound like +10, maybe +5
18:09 Charles445: by the time I'm at 04:04:162 - it's back to +2
18:09 Charles445: idk it's just that like, drum segment has some serious weirdness in there
18:09 Charles445: and then you go right back to normal as soon as the next segment starts
18:09 Charles445: yeah +4 ish would be the idea
18:09 Charles445: because I'm getting +5 anyway, lol
18:09 jonathanlfj: ok
18:10 jonathanlfj: so is the whole map off by + offsets or are there any - in there?
18:10 jonathanlfj: it will help me when shifting the time lines
18:11 Charles445: lol why is this 7 stars
18:11 Charles445: wtf
18:11 Charles445: no - yet
18:11 jonathanlfj: star rating is broken
18:11 jonathanlfj: also the red combos are what hikes the star rating
18:11 Charles445: ok review 05:38:591 - this segment
18:11 jonathanlfj: if i remove all of them this is like 6.5
18:11 Charles445: and see if it's significantly later than everything else
18:11 Charles445: I mean
18:11 Charles445: earlier
18:11 Charles445: lol
18:12 jonathanlfj: noted
18:12 Charles445: found myself adding 9
18:12 Charles445: this is all by ear btw so
18:12 Charles445: ehh
18:12 Charles445: not very good but
18:12 jonathanlfj: no i can kind of hear it too now that you mention it
18:12 jonathanlfj: the drums in the music arrive slightly later than the hitsounds
18:13 jonathanlfj: good thing its at least not doing +-+- shifts
18:13 jonathanlfj: that just means my timing is trash lol
18:13 Charles445: 06:15:139 - OK REALLY REVIEW THIS PART
18:13 Charles445: this immediately sounded early, huge spike in it
18:14 Charles445: it slowly evens itself out as it goes but I am hitting like +13
18:14 Charles445: +11~
18:14 jonathanlfj: yep i can kinda hear it
18:14 Charles445: red part right after im hitting +11
18:14 Charles445: so like as soon as that part starts it's +11
18:14 Charles445: then like goes down to +4 ish like the rest of the map
18:14 Charles445: then as soon as the kiai hits bam to +11 again
18:15 Charles445: in the second half it gets to about +2 gradually
18:15 Charles445: this is the kiai at 06:55:344 - btw
18:16 jonathanlfj: sht does that mean the kiai is gonna need decimal bpm
18:16 Charles445: ... probably
18:16 Charles445: or a change of some sort
18:16 jonathanlfj: ok i will see what i can do there
18:16 jonathanlfj: so everything is basically early
18:16 Charles445: yeah
18:16 jonathanlfj: some things are more early than others
18:16 Charles445: with varying earliness
18:16 Charles445: but tbh you don't need to worry so much about offset
18:16 Charles445: so much as variance
18:16 Charles445: yes
18:16 jonathanlfj: but if i can get things within +-5ms it should be good
18:17 Charles445: redo the ending hyping bit
18:17 jonathanlfj: alright
18:17 Charles445: because it starts at like +3 and makes it to like +10
18:17 Charles445: +12*
18:17 Charles445: ok so your range is like, +2 to +12 throughout
18:17 jonathanlfj: wait where does it start doing +3 and then where does it end at +12
18:17 Charles445: TBH for this sort of thing that's not bad
18:17 Charles445: o
18:17 Charles445: as soon as the vocalists are +3
18:17 Charles445: 07:10:766 - .like this bit
18:17 Charles445: lemme see where it starts deviating
18:17 jonathanlfj: first time you said start of the kiai is +12 so im confused
18:18 jonathanlfj: oh thats the outro
18:18 jonathanlfj: you said hype part so i got confused
18:18 Charles445: 07:26:947 (1) - I CAN FEEL IT ON THISG UY
18:18 Charles445: o
18:18 Charles445: loil
18:18 jonathanlfj: ok im gonna get to fixing this then
18:18 jonathanlfj: thanks that was really useful
18:18 jonathanlfj: you should post the log
18:18 Charles445: 07:43:151 - by the time it makes it here it's like, +8
18:18 Charles445: eventually reaches ~+12
18:19 Charles445: nahhh just savelog it
Azer
posting for kds because i did a long IRC mod thanks
Topic Starter
jonathanlfj
01:29:573 (1) - Azer commented on stacks of this nature and i was prompted to fix a few of them
Monstrata
Chrono Collapse

00:38:113 (1,1) - Blanket
00:48:131 (5) - The 1/4's here up until 00:52:784 - just feel unnecessary to me. I mean, they exist in the music, but I don't think you need to map them, because the music hasn't really picked up yet. Felt a bit weird transitioning into a faster-paced section but also seeing a rhythm thats less dense.
02:08:113 (1,2) - Can you make this flow better? I don't really see a need for a flowbreak here. Emphasizing 3 with a break might be better anyways since you can draw attention to the guitar.
02:17:853 (2,3,4) - See if you can make this circle pattern a bit more different from the 1/2's before? The drums are stronger here imo, compared to 02:16:869 (1,2,3,4,1,2) -, but the spacing is about the same.
03:15:548 (1,2) - Blanket's off, if it matters for this pattern.
03:19:929 (1,2,3) - This is so weird xP. The flow totally leads you to go rightward after 1, but instead you have to go leftward to 2, and then jump rightward to 3. It's really uncomfortable to play imo. I would avoid misdirecting flow like this xP.
05:07:557 (5,6) - Make the linear segments more evenly spaced?
06:48:412 (1,2,3) - Same thing as earlier ;c
07:14:472 (4) - This sounded really overmapped for me
08:17:811 (1) - Sliderart

[]
Call me back!
Topic Starter
jonathanlfj

Monstrata wrote:

Chrono Collapse

00:38:113 (1,1) - Blanket
00:48:131 (5) - The 1/4's here up until 00:52:784 - just feel unnecessary to me. I mean, they exist in the music, but I don't think you need to map them, because the music hasn't really picked up yet. Felt a bit weird transitioning into a faster-paced section but also seeing a rhythm thats less dense. the intention of these are to build up pressure going into the tougher parts, it also makes 04:49:273 (1) - this section easier to predict
02:08:113 (1,2) - Can you make this flow better? I don't really see a need for a flowbreak here. Emphasizing 3 with a break might be better anyways since you can draw attention to the guitar.
02:17:853 (2,3,4) - See if you can make this circle pattern a bit more different from the 1/2's before? The drums are stronger here imo, compared to 02:16:869 (1,2,3,4,1,2) -, but the spacing is about the same. i think flow is fine, upped the spacing a bit
03:15:548 (1,2) - Blanket's off, if it matters for this pattern.
03:19:929 (1,2,3) - This is so weird xP. The flow totally leads you to go rightward after 1, but instead you have to go leftward to 2, and then jump rightward to 3. It's really uncomfortable to play imo. I would avoid misdirecting flow like this xP. this was done intentionally as a gimmick, i didn't really see people having difficulties playing this due to the simple readibility
05:07:557 (5,6) - Make the linear segments more evenly spaced?
06:48:412 (1,2,3) - Same thing as earlier ;c
07:14:472 (4) - This sounded really overmapped for me the vocals (?) is making a "si" sound here
08:17:811 (1) - Sliderart

[]
Call me back!
No reply = fixed
Thanks xDD
Monstrata
Topic Starter
jonathanlfj
Thank Mr.Monstrata
Nathan
hf at AN
#2
Kibbleru
modded irl at AN

http://puu.sh/p7CvT/a5862021e1.mp3
joke mp3 we made for the luls
Monstrata
Filthy AN circlejerk.
Okoratu
grats
Luna-
yooooooooooooo

Amazing map! Congrats!
Topic Starter
jonathanlfj
Thanks xDD

the power of AN
Xantaria
I read 'milestone to my mapping career' as 'milestone to my mapping cancer' so I was prepared for everything ... but it turned out to be a well made map :')
those
Hey man. Happy Anime North 2016.

  1. 00:07:237 (1,2,3) - All words sung from the beginning are held a specific length, yet these are the only ones represented by sliders. Horizontally spaced screen circles will do much better.
  2. 00:28:697 (2) - Unstack; you haven't been stacking.
  3. 00:35:266 (1,1,1,1) - If you're keen on keeping these as sliders, watch the spacing on 00:37:894 (1) - and keep it the same as the sliders. Also remove NCs.
  4. 00:46:324 - Missing 1/4 triple here like the next three phrases.
  5. 01:06:809 (1) - Combo structure inaccuracte. Try this http://puu.sh/p7AYF.png, with particular consideration to the 1/4 triple bursts.
  6. 01:21:893 (6) - Mapping this fill more accurately, shorten slider by 1/2, then start new combo with four circles starting 01:22:112 - .
  7. 01:22:441 - Missing timing section.
  8. 01:23:880 (1) - Try 382;254, reverse 01:23:989 (2,3) -
  9. 01:25:194 (1) - Should not be mapped like previous section, since this iteration starts on the downbeat whereas the previous does not (01:23:552 (4) - . Try 01:25:194 (1,2) - into slider.
  10. 01:36:362 (1) - Remove new combo, or do what you did with the above suggestion at 01:06:809 - .
  11. 01:49:936 (6) - Like 01:21:893 - .
  12. 01:54:975 (1,2,3,4) - Guitar passage not prominent here; pentagon too regular, structured.
  13. 02:07:128 (6) - Missing a huge part of the melody.
  14. 02:18:072 (4) - Make 1/2 to fill more accurately.
  15. 02:28:574 (6) - Use 1/2 sliders like previous phrases.
  16. 02:31:749 (1) - Combo structure inaccurate. Use two (1,2,3,4) patterns instead of (1,2,3)s.
  17. 02:58:034 (1) - 1/3 slider patterns (either 6 1/3 or 4 1/3 repeaters) might work a bit better here for the objects until red.
  18. 04:16:868 (1) - Stream might be better replaced by mapping drums with circles and 1/4 triple bursts; the guitar passage from 04:15:992 (1) - continues and you've mapped in a 1/2 structure.
  19. 04:23:437 (5) - Change to 1/2 slider, remove (6,7).
  20. 05:03:287 (1) - Like 01:06:809 - .
  21. 05:35:586 (6) - Like 02:07:128 - .
  22. 06:41:406 (1) - Combo structure inaccurate. Just use (1,2)s or (1,2,3,4)s.
Topic Starter
jonathanlfj

those wrote:

Hey man. Happy Anime North 2016.

  1. 00:07:237 (1,2,3) - All words sung from the beginning are held a specific length, yet these are the only ones represented by sliders. Horizontally spaced screen circles will do much better. following vocals here + surrounding the background picture
  2. 00:28:697 (2) - Unstack; you haven't been stacking.
  3. 00:35:266 (1,1,1,1) - If you're keen on keeping these as sliders, watch the spacing on 00:37:894 (1) - and keep it the same as the sliders. Also remove NCs.
  4. 00:46:324 - Missing 1/4 triple here like the next three phrases.
  5. 01:06:809 (1) - Combo structure inaccuracte. Try this http://puu.sh/p7AYF.png, with particular consideration to the 1/4 triple bursts.
  6. 01:21:893 (6) - Mapping this fill more accurately, shorten slider by 1/2, then start new combo with four circles starting 01:22:112 - . lmao there is no sound there
  7. 01:22:441 - Missing timing section.
  8. 01:23:880 (1) - Try 382;254, reverse 01:23:989 (2,3) - I wanted to make a flow break here and a jump to emphasis the change in guitars
  9. 01:25:194 (1) - Should not be mapped like previous section, since this iteration starts on the downbeat whereas the previous does not (01:23:552 (4) - . Try 01:25:194 (1,2) - into slider. fixed it a different way
  10. 01:36:362 (1) - Remove new combo, or do what you did with the above suggestion at 01:06:809 - .
  11. 01:49:936 (6) - Like 01:21:893 - .
  12. 01:54:975 (1,2,3,4) - Guitar passage not prominent here; pentagon too regular, structured.
  13. 02:07:128 (6) - Missing a huge part of the melody. I skipped the down beat intentionally to bring out the guitar more
  14. 02:18:072 (4) - Make 1/2 to fill more accurately.
  15. 02:28:574 (6) - Use 1/2 sliders like previous phrases. this one was intentionally done to give a more rhythm variety, I fixed the one before because that one could use the 1/2 emphasis better
  16. 02:31:749 (1) - Combo structure inaccurate. Use two (1,2,3,4) patterns instead of (1,2,3)s.
  17. 02:58:034 (1) - 1/3 slider patterns (either 6 1/3 or 4 1/3 repeaters) might work a bit better here for the objects until red. the contrast here was the guitar 1/3 vs the drum 1/3, I used a more compact spacing for the guitars so the lead into the spaced streams give more impact
  18. 04:16:868 (1) - Stream might be better replaced by mapping drums with circles and 1/4 triple bursts; the guitar passage from 04:15:992 (1) - continues and you've mapped in a 1/2 structure.
  19. 04:23:437 (5) - Change to 1/2 slider, remove (6,7).
  20. 05:03:287 (1) - Like 01:06:809 - .
  21. 05:35:586 (6) - Like 02:07:128 - .
  22. 06:41:406 (1) - Combo structure inaccurate. Just use (1,2)s or (1,2,3,4)s. this one is actually correct given the drums are in 3/4 in the background
no reply = fixed (or consistent with previous treatment)
great mod done right beside me LOL
Satellite
waaa
Fycho

jonathanlfj wrote:

uhh can someone come and unqualify my map, got some really good suggestions I want to apply

p/5170568
ok
VINXIS
canada
Anxient
europe
Yohanes
asia
Topic Starter
jonathanlfj
fixed up more things should be good to go again

if anyone has suggestions feel free to post it
Monstrata
#1
Topic Starter
jonathanlfj
Thanks again :D
Satellite
sup

i think need add audio leadin 1000 ~ 2000
and check rule this point xd

( No two uninherited or two inherited timing sections should be placed at the same point. )

uh
Stjpa
No need to add lead-in since the game does it already.
Also, a green and a red line shouldn't cause any problems as long as they have the same hitsound thingy and volume. Orange lines are a thing lol.
Kibbleru
i agree, thoseissues arent really problematic.

num 2
Satellite

Stjpa wrote:

No need to add lead-in since the game does it already.
Also, a green and a red line shouldn't cause any problems as long as they have the same hitsound thingy and volume. Orange lines are a thing lol.
Yeah. you are right. but osu! general rule says ... Are these old?https://osu.ppy.sh/wiki/Ranking_Criteria
Fycho
That rule means these two cases: Two red lines at the same point; Two green lines at the same point.

One red line and one green line at the same point is always not a problem, so this should be fine.
Satellite

Fycho wrote:

That rule means these two cases: Two red lines at the same point; Two green lines at the same point.

One red line and one green line at the same point is always not a problem, so this should be fine.

oh thank you :D
Trust
nice, now buy me manaka art pretty please (:
Topic Starter
jonathanlfj
lol we partied all night and then woke up to approval

Thanks kibb and satellite <3

Trust: if I can find any I will get you one
Fycho
re-congratz jonathan o/

have fun on AN guys i hope i could go as well
Luna-

Fycho wrote:

re-congratz jonathan o/

have fun on AN guys i hope i could go as well
[ Shina0Neko ]
Wooo, this one is really nice.
CSLM
Gz :3
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