nice map
mithew wrote:
just a couple things i noticed while playing
02:33:892 (7,8,9,10,11,12) - random spacing change, would probably be more fitting starting at 02:33:742 (5) - or 02:34:042 (9) - this might be a pretty fair point
03:10:642 (1,2,3,4,5) - looks pretty bad.. subjective. wanted a circular round stream that connects and this is as best as it gets.
04:02:467 (4,5,6) - flow change feels weird here since the last combo doesn't do this (i guess its trying to emphasize on the clap but still doesn't fit imo) its more of a design thing.
04:39:442 (1) - i definitely liked the old slider way more than this one. the random sharp turns feel so weird to follow since there's nothing in the song that calls for them (at least turn with the slider ticks) tbh, I didn't really like my old slider since it's didn't accentuate the keysound nor have any visible attraction (to me at least) either. The double loops were mediocre (and I saw a lot of breaks on them too) and it looked a little too squiggly for me. I wish puush wouldve saved my other artistic sliders cuz I had about 3 of em to choose from, but personally I like the wing since it fits with the "ascending to heaven" theme and the whole ethereal-ness or whatnot.
ya best map though
edit: i also agree with xexxar on the AR issue. ar10 feels like... way too much, not like its hard to read on lower AR anyways so nothing really calls for it. I'll disagree with the AR since a lot of players have pointed to me that higher AR would fit the map best as to reduce clutter on the screen. Not to mention that this is a 7.41* map and should be taken with caution. 9.8 might be as low as it can get but AR10 fits the theme of it more as well. This is the gateway to heaven, the final moment, do or die, etc.
ily2 Priti I really don't, but let's just say I do :^)Priti wrote:
J U S T A M O D
Since we know eachother Kroytz, I will use slightly vulgar terms.
First thing's first, the soft claps don't fit on the most part of the map, they usually just sound like someone smacking a table that is filled with mayo.
Second, I agree with the previous comments about the AR, it's a bit too much honestly. I'll continue to disagree with the AR (idk why this seems to be an issue now since it was never an issue before, in fact, it was praised for the ar to be at 10). As for the claps, as I've told you in PM, I'd need to replicate a single clap times however many unique sounds that use them. When I brought this up before with a couple nominators, they suggested I don't do that.
- 00:55:867 (6) - For the most part you use an additional sample with the piano so there is more impact on it, but here you didn't do so, making this note essentially inaudible and have no actual feedback. This issue reoccurs VERY often in the map but I won't point all instances. It probably reoccurs so many times because xi didn't compose this song to follow a boring AABB styled format. Piano's are accentuated in different places, my additions follow his weirdly distributed drum patterns and if they happen to hit at the same time then cool, if they missed each other, then cool. You have a yolo-styled piano with a patternized drum mix, things are bound to be inconsistent whether you like it or not. If what youre reffering to is the whistle, then it's because i chose to whistle on 1's for this section
- 01:21:442 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This is a bit odd to play, the jumps don't feel so natural since the flow is linear, making the way you aim your mouse/pen really strange considering the flow is the same but you need to keep changing speed constantly while streaming, Also, nothing in the song justifies these jumps, I'd suggest you to just make a constant stream here. Also, the interaction between these 01:22:642 (1) - Feels a bit wrong considering the fact that you need to suddenly move REALLY slowly even though the flow doesn't break or anything like that, making it very likely that a person will play as if the slider is much faster. My justification for these jumps was because it's the climax of the section for the dreadfully slow part. The arpeggio follows a 1,2,3,4 -> 2,3,4,5 -> 3,4,5,6 -> 4,5,6,7 pattern and as you can tell, there are four sections of four beats hence why I broke each 4 circles into their respective part. As far as the slider is concerned, nobody has ever broken on that. For a more sound explanation, the first tick will always be hit regardless if you happen to move a bit faster than expected, it's the 2nd tick that players (who are even able to reach up to this point fairly) will realize its slow and have the loop part of it to change their speed.
- 02:52:492 (15) - This slider leads the player towards the wrong direction, whether you use it as a circular motion based thing 02:51:292 (15) - or just linear flow, it doesn't work at both ways, i'd suggest you make this slider point towards the next stream. This issue reoccurs often in the map but I won't point all instances. Not all the time do the sliders face in the direction of the next stream because that's how you make a map painfully boring. With the linear flow as done here 02:59:692 (15,1) - it works nice and looks pretty g. The kicks are intended to act as a break/transition to further progrees sections the song, and as always, interpretation will be subjective. I can't tell if you have ever tried to play this map or if youre even capable of deathstreaming to this extent but all I do is deathstream and as a personal testimony, I can pass these sections without the feeling of it being awkward. Notable deathstreamers as well don't screw these parts up either. While the map screams stamina, I personally believe it calls for aim. Stamina is a prerequisite.
- 02:54:142 (5) - I can't find any reason to break the flow here, this is a consistent sound and it only breaks at 02:54:442 (9) - if anything. You can hear the low note on this. Whats interesting about this song is you can split up virtually most of it rhythmically through 4s or 9s or by what a lot of other maps do and go by interpretation or design.
- 03:08:317 (2) - 03:14:992 (11) - More instances of unjustified flow breaks. The (2) has a obvious low note and (11) is design.
- 03:21:442 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Let alone the hitsounding issues I have pointed previously which makes this a bit awkward as for feedback, I'm not sure a stream such as this will fit here. First thing, it's followed by a very slow slider, making it a bit awkward to control when it comes to your movement. Second thing, at this intensity and bpm, a stream that spaces so hard could be a bit of an overkill. I'd recommend you to make a slider pattern, maybe such as this one: https://osu.ppy.sh/ss/5309879 If you've seen the original beta-Ascension I had from last year, the sliders were even slower than this and unfitting. This is plenty fast. Any faster and the slider just goes zippity-zoo and doesn't match with the slow-ness of the violin in this part. As for the kick sliders, its a nice suggestion but kick slider patterns are far easier to hit than accelerating streams. My intent was to bring a bigger climax at the end, which explains the stream. With sliders, it feels slightly underwhelming unless I space them out across the map all over in which they case might feel a bit overwhelming. This isn't an issue but rather just a preference to your liking.
- 04:02:542 (5) - As pointed on the post above me, this isn't comfortable to play. I'm sorry dude but with all the respect, can you even play this map?
- 04:09:442 (1,2) - This turn doesn't make sense to me, Why'd you put it on the blue tick anyways? As I mentioned before, there's an audible low beat here that can be kink'ed as I did. i n t e r p r e t a t i o n
- 04:38:242 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Yet again, I'm not sure if SUCH intense pattern would work and play well, I'd suggest a slider pattern here too. My reasoning before stays. I prefer the wing cuz i like it. Ive had other sliders before, the previous qualified one was meh to me. Didn't have a good balance in the center of it (but its not like youd remember cuz youve never seen this map before). Ive made about 3 other artsy sliders but the wing holds most as a finisher because "ascended" ooh 3spooky5me.
- 04:58:624 (11,12,13,14,1) - Controversial, but I guess it makes sense. makes sense
- 05:00:730 - A spinner (Which is an intense and rapid motion) doesn't fit a really soothing fadeout, Maybe instead put a slow slider (As I can see you don't have a problem with these) that ends at 05:04:315 - ? If a spinner is an "intense" (lol) and "rapid motion" (lel) to you, then i don't even wanna talk about this. Many maps utilize their spinners for a variety of situations. Sure I could make a slower slider, but then I wouldn't get the effect of the ending accelerating stream from the last combo. You don't even need to spin this one fast to clear it because it's so long.
? Im not saying most players have to memorize it. I was saying I would have to.TheArchist wrote:
Are you... serious right now?Xexxar wrote:
ar10 = vomit
no idea why this was chosen...
lower ar's would play much better... as is you have no vision of whats coming so you cant prepare your fingers at all, puts an unneeded amount of focus in reading effort and reaction speed rather than the streaming part. huge disappointment for me cause now I basically have to memorize this to be able to play it well.
This is a song with 200 bpm spaced streams, which get very extremely difficult to read on lower ARs. There are plenty of cases where songs should be at lower ARs when they should, but this is not one of them.
wow thats a very good idea and you did all the editing for him.wendao wrote:
http://puu.sh/pgtST.zip imho it's pretty much better to include default hitnormal than not
rip XDKroytz wrote:
sb coming in
edit: 200th post for 200th bpmNozhomi wrote:
rip XDKroytz wrote:
sb coming in
Now when everything is said the problem is that the patterns are always follows to the difficulty witch it will be higher.Yuii- wrote:
Why hello there
You are ruining CtB, koliron!!!!!!
Someone stop this map from getting played. This is a pp map!!!!!
Jesus. Since when a pp map is bad? If a map gives a shit ton of performance points means the map should not be ranked because it's bad? I blame a lot of people who actually started talking about this, seriously.
P.S.S broken english inc. Kapparandomizer89 wrote:
if map get tooo many pp... it's system problem of pp, not map problem.
Star rating is broken and have nothing to do with the AR in a difficulty (I didn't check the difficulty, but using SR for judge things is wrong).Nelly wrote:
I have no clue whats wrong with BNs heads but right now AR 10 on 7 star maps its NORMAL (even 8 star maps)
Nozhomi wrote:
Tbh I think AR10 is k, since the rhythm is sometimes tricky (as start for example) and the object density is way enough high to keep it.
I have no more conplain with the map. Fixes looks k.
Let's try again ?
Asphyxia wrote:
Disqualified on mappers' request, there will be a storyboard.
Nice meme :>Nelly wrote:
Disqualified on mappers' request, there will be a storyboard.
Nelly wrote:
Disqualified on mappers' request, there will be a storyboard.
:<Kroytz wrote:
i don't think being able to read it as ar10 is the issue hereShiguma wrote:
But why does this have to be identical to Blue Xenith? 9.5-10 range works, I would expect someone playing this to be able to read ar10
i'll qq all i wantKroytz wrote:
@Xexxar: Stop crying and l2p AR10. Your attitude towards me about the AR has been nothing but whining. If the BPM is the deciding factor as to what determines a map's AR, then that's quite a poor argument considering there are a couple of "low-bpm" maps utilizing AR10. If your next argument is,"Oh but those maps are mapped in 1/3 hurr hurr so it's technically 200+bpm" then surely it's not the bpm of the song but the way in which its mapped. The map is perfectly readable at lower ARs, and the map is perfectly readable at AR 10, your argument is just as subjective as the players who are able to read 10.
Didn't need 42 nor 41, just 40. Both of them were deleted.Yuii- wrote:
Don't worry, I always backup hitsounds.
soft-sliderslide42.wav in case you need it: http://puu.sh/phgkr/13b04ac5fd.wav
WhatBattle wrote:
nelly post near nely wao
gz
nely=xinely lmaoNelly wrote:
WhatBattle wrote:
nelly post near nely wao
gz
( ͡° ͜ʖ ͡°)Fezu wrote:
What the staff should do right now is include a rule that all maps over 5 minutes long needs a storyboard. :^)
Fezu wrote:
What the staff should do right now is include a rule that all maps over 5 minutes long needs a storyboard. :^)
Who knowsEnon wrote:
i hope no more complains
ComfyWolf wrote:
Glad to see this back. I was about to jump in and just storyboard for you since it seemed like you were taking forever to wait for Cl8n (or whoever took over I don't remember).
Asphyxia wrote:
Disqualified on mappers' request, there will be a storyboard.
Battle wrote:
nelly post near nely wao
gz
Kroytz wrote:
@Xexxar: Stop crying and l2p AR10. Your attitude towards me about the AR has been nothing but whining. If the BPM is the deciding factor as to what determines a map's AR, then that's quite a poor argument considering there are a couple of "low-bpm" maps utilizing AR10. If your next argument is,"Oh but those maps are mapped in 1/3 hurr hurr so it's technically 200+bpm" then surely it's not the bpm of the song but the way in which its mapped. The map is perfectly readable at lower ARs, and the map is perfectly readable at AR 10, your argument is just as subjective as the players who are able to read 10.
@to everyone else: This is sort of how it looked like before, during the time it was qualified in November: with a few agreements/disagreements on the AR. The only difference is simply due to the fact that it would've been ranked with AR10, and have been accepted perfectly fine without complaints had I not DQ'd. Not to say "I could've gone away with it then" but what I'm saying follows more along the lines of, "it was perfectly acceptable then, and there's no reason why it shouldn't be acceptable now". For what it seems like, it's that everyone just has their preference as to what is "optimal" and that will be an opinion that varies from player-to-player or mapper-to-mapper.
On the first page you can find the reasoning for why it's OD 9, why it's 9,4 however you'd have to wait to know until Kryotz decides to address your issue.Kroytz wrote:
Look, I'm not sure who's been here the first time it was qualified to where it is now but the time it was first qualified (circa November 2015) the general consensus among the majority of players/spectators/mappers during that time was that a higher AR (higher in this sense would be above 9.5) is best suited in this case as to prevent clutter on the screen. So that gives us a few numbers to work with right; AR 9.5 is the slow end of the optimal AR spectrum and 10 would be the fastest end of it.
Now I've talked to many players ranging from single digits to 5 digits and received a lot of feedback regarding the AR and (un)surprisingly, the optimal AR varied completely. Some users within the top 100 couldn't even read AR10 whereas 4-5 digit players could. Somehow, top players couldn't even get through the first minute of the map (yet they can HDDT 10.3 maps with 99%+ amirite). From the many playtesters, I've only received about a dozen comments regarding the AR. A good half stating the higher AR feels good and the other half saying otherwise, maybe tone it down .2. or .3. But I feel as though the optimal AR for this particular map in its difficulty range is so subjective that it comes down to whether or not you're capable of reading it to begin with. If you can deathstream 200 bpm for 5 minutes straight, reading AR10 shouldn't be a problem.
Kroytz wrote:
OD 10 is too OP for me to use. OD9 is good enough to prevent note locking a lot. Anything lower, you'd get the whole x1 miss and you die Freedom Dive thing.