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Haruto
m4m from your queue m8

tbh this is a free mod. and i dont have any finished map to mod, there is one but you collabed in it xd

[General]
  1. Countdown is intentional? i think it should be disabled lol
  2. like most #modhelp users said, why not use 9.5 or 9.7 for the AR? people seems complaining too much about the AR xD
  3. One More, Combo Colour 5, 7 and 8 could be brighter xP some parts are hard to read cuz they are blend with the BG
    ex
    00:40:172 - the slider
    well atleast for me xd idk what you think but yeah. they can be a bit brighter as most people play in dark background dim.
  4. eh btw, metadata source? and why the tags are blank? ;o also, artist should be "マキシマム ザ ホルモン" instead, i guess
[Winny Upload]
  1. 00:24:200 (3,4,5,6,7,8,1,2,3) - first, im not an experienced player but once i tested this. i felt like the movement between triplets to 00:24:842 (4) - are hard to read. it maybe because the AR but idk. just my thought
  2. 00:44:016 (5) - i'd ctrl+g this tho, cuz the reading. this cause me a miss here lol
    ~ Jump Section ~
  3. 00:52:766 (3,4) - this can cause a player misread. as you stacked (4) under 00:52:107 (1) - . and this is completely different with other jumps, what will i do is. do something like overlap it rather stacking it which could cause a player miss especially with the High AR you have used
  4. 00:58:900 (8,1) - can be emphasized more? previous cursor movement is bigger while 00:58:900 (8) - to 00:59:022 (1) - isnt big at all, increase the spacing wouldnt hurt i guess lol
  5. 01:00:723 - tbh the jumps here didnt make sense at all :/ well maybe just me
  6. 01:07:259 (1) - definetly looks like a gut, 01:19:288 (1) - yehaj same
  7. 01:30:362 (1,2) - are the stacked slider node here is intentional? seems weird :/
  8. 01:36:505 (2,3) - ew spaced stream xd why dont stack this with 01:36:344 (1) - instead? hard cursor movements here tho :/
  9. 01:36:772 (5,6,7) - slider give me aids. also, stack? same like above
  10. 01:38:058 - 01:40:576 - this parts give me aids. sik
  11. 01:45:552 (3,1) - emphasis more i guess?
  12. 01:53:257 (1,2) - first blanket mod : DDD yeah, blanket seems bad imo
  13. 02:13:049 (4,1) - ew whats with the movements here. player would confuse here tho. as most of the cursor movements in this map is going to left so why not making the movements between 4>1 is left? like, 02:13:164 (1) - ctrl+g this would work
  14. 02:13:776 (3,4,5) - unperfect triangle 8( pls fix thx
  15. 02:15:605 (3,4) - are this intentional to be "ugly blanket" or it isnt?
  16. 02:32:742 (1,1) - ok. this is suprising. are the slow SV on 02:33:171 (1) - is a purpose? i mean, its not really natural when the previous was fast and the next is slowest. raise the SV a bit like 0,15 or 0,17 maybe? xd
  17. 02:34:901 - add a greenline here and set the volume to 20% to give a nice transition to 02:35:017 (1) -
  18. 02:36:401 - this too^
  19. 02:40:674 (4,5) - okay, the jump here is suprising LOL
  20. 02:43:016 (10,1) - dont stack :< can cause a misread especially in high AR also, 02:42:793 (6) - NC here maybe?
  21. 02:46:793 (1,2,1,2,1,2) - this is confusinggggg LOL
  22. 02:55:471 (1,2,1,2,1,2,1,2,1,1,1) - how to... give me inspiration, sensei
    ~ Slow Part ~
  23. 03:08:850 (3) - remove whistle on the tail? its weird to have a whistle in red tick
  24. 03:16:894 (5,1,2) - the blanket could be nicer :D
  25. 03:28:492 (3,4) - for a reason, i thought 03:28:744 (4) - would appear on right where 03:28:996 (5) - is placed. ctrl+g them maybe? so players wont confused. well for me its a bit confusing tho ^^'
  26. 04:25:225 (6,7,1,2,3) - high ar caused this a bit hard to read xd and btw, lower the placements i guess? maybe because its placed high caused me a misread there lol
  27. 04:33:754 (1,1,1,1) - Creative

    k i think thats all, i dont even know what i am doing lmao also, the slow part. why dont use a normal-hitnormal to replace the claps? fits better with hitnormal imo
im a shitmodder indeed, cancer part gives me aids xd slow part gives me beauty on my maps (~˘▾˘)~
[]
well, i hope it helps you and i dont really know how to mod 8.21* so pardon my mod if its bad xd
good luck sensei :D
Battle
aaaaaa

[S T O P]
AR 9.6 or 9.7 would always work lol, that way the reading isn't too obnoxious with AR 10 while making the 3.8* part less awkward lol
00:24:200 (3,4,5,1,2,3) - You may want to consider repositioning these notes, while you do have patterns during the guitar similar to this, none of them go immediately back and forth from the same positions immediately, the other section of the song similar to this has consistent movement, so it feels kinda off since this is the only time something like this happens
00:32:332 (1,2) - Are you sure you want to sliders here? For the most part it's been single tapping, and I don't really see too much difference in the screaming he's doing in this part compared to the other parts, also it's worth pointing that there isn't really another part similar to it, so having it structured like the other rhythms in this section would work best imo
00:41:339 (5,3) - Could always put 3 in the curve of 5, but I dunno if you want that since you want it to look messy n stuff lol
00:42:941 (3,4,5) - Maybe make these mirror each other? You make the rhythms similar to this like that (00:44:663 (4,5) - and 00:46:484 (3,4,5,6) - )
00:48:623 (1,2,3) - The pause for 00:48:852 - is kind of awkward imo, since you never really emphasize that pause in the vocals as the section goes on
00:51:250 (1,2,3,4,5,6,7,8) - I feel like these are somewhat fine, but I feel like this part should be toned down a little, so that way the scaling chaotic-ness on the screen is more apparent, since it's slowly getting more and more scream-y in the song, and I don't feel like the pattern should be as spaced as the part where he's screaming deeply in the song lol
01:43:490 (1,2) - The way you have been spacing things makes these really not seem too emphasized, you might want to make them more emphasized since the guitar feels unique
02:20:338 (3,4,5,1) - 02:24:229 (3,4,5,1) - I feel like for both instances, you might want to break away from the pattern that you are doing, by doing so you differentiate both from stuff like 02:23:262 (3,4,5,1) - , plus the downbeat that both of the 1s pointed out are one have a significant change in the music so ye
02:43:016 (10,1,2,1,2,1,2) - I don't agree with stacking 02:43:239 (1) - on top of 10 since like, you kinda had a flow break for 02:39:463 (10,1) - , so I would suggest doing something similar. You may have done it to differentiate the pitches of the guitar, but imo since the guitar is in a higher pitch for 02:43:016 (10,1) - it should be unique without doing something like stacking
03:07:390 (1) - Maybe give this a unique shape to compliment the vocal being stressed in the song
04:11:819 (2,3) - lol this blanket is slightly off and I need to fulfill my "1 blanket mod" quota xd

mm
Frostings
Decrease your timeline zoom holy f literally unmoddable
Disable countdown

Artist: マキシマムザホルモン
Romanized: Makishimamu Za Horumon
Album: 予襲復讐
Romanized: Yoshū Fukushū, or Yoshu Fukushu
Add "ALIEN" to tags, and other optional tags like screamo or metal, like anyone even searches those tags

Source English
Source Japanese
(It's the band's official English and Japanese site respectively)
[Stop Whatever]
  1. 00:00:838 (1) - prob better to extend it to downbeat. Same with the following spinners (better style because their hitsounds are only on their ends)
  2. 00:17:766 - verify the guitar isn't 1/3. I already can't hear properly in one ear anymore
  3. 00:28:922 (1,2,3,4,5) - Ignoring the fact that this is straight unplayable (let's be honest, no part of the map is playable), I think it's better if you emphasize your kick slider more than your previous 4 notes. The super one-taps make your slider seem like a filler.
  4. 00:34:046 (1,2,3,4,5) - This one isn't too bad because the jump is there
  5. 00:41:771 - Kinda sad you stopped caring about the guitar
  6. 01:41:487 - it's a shame you don't emphasize the drums here further. They're very strong and would make the map actually somewhat coherent. It does get better in the second half though, I guess. I think you should make the solo strings play separately, like antijumps, and only provide movement along the loud guitar/drums, if that makes sense
  7. 02:39:686 (1,2,1,2,1,2,1) - I'd rework the structure here, maybe space them out horizontally more. Specifically, the transition is super awkward here 02:40:244 (2,1) -
  8. 02:57:257 - Wow, I can actually mod this. Uh just about style I think blankets are a complete noob trap, and force bad structure
  9. 03:01:292 - I think the low spacing is supes awkward to play, even considering the slowness of the song. Low spacing does nothing here because your AR is maxed
  10. 03:15:390 - Ugh. Actually turn off DS because it plays like tr. Use large distances strategically to make the notes feel like they're there for a reason, not just as a filler. and stop using blankets
  11. 03:53:600 - same with this whole section
  12. 04:01:581 - Also I dunno if you noticed but there's some dramatic changes in the song here that's not reflective at all in your mapping
  13. 04:45:303 (1) - lol
Sorry that my mod doesn't point out anything really specific, I'd need to be able to actually play the map to do so
eeezzzeee
hi m4m from your queue

alright so lets start by saying i did actually try to playtest this map, once with relax and once with htnf lol. but unfortunately i am a shit tier player so yeah take any suggestions to gameplay with a grain of salt

[diff]
i dont understand the complaints about ar tbh, anyone playing this should be at the level where reading ar 10 is pretty natural. and for the ez part, once again anyone playing this wont mess up there anyway. that being said though i think there are a few parts that are hard read and it has more to do with the map and song than ar
  1. 00:35:361 (2) - check ds
  2. 00:39:638 (5,6,7,8,9,10) - maybe we should use sliders again like before 00:37:929 (4,5) - or like dont stack these triples under the previous notes, or nc or something to make it a little easier to read
  3. 00:43:473 (1,2,3,4,5,6,1,2,3,4,5,6) - really awkward to transition between tiny spacing of the first combo into large spacing of the second one. i dont see the need for 00:44:342 (1,2,3,4) - to be so large anyway. also consider changing 00:44:449 (2,3) - into a slider instead, it seems to be similar to 00:44:016 (5) - so it would fit the style of mapping the vocal so far
  4. 00:52:986 (1,2,3) - err this flow man lol. i guess it was intentional but i didnt like playing it
  5. 00:59:022 (1,2,3,4,5,6,7,8) - alright... can we not force difficulty on a map thats already going to be one of the hardest ever? this part of the music is basically exactly the same as 00:55:579 (1,2,3,4,5,6) - so i dont see the reason why suddenly its changed into all circles. not to mention all these zig zags are just completely not fun to play imo, compared to the slider patterns you had before which actually had different flows to make the part more interesting
  6. 00:59:867 (1,2,3,4,5,6,7,8) - ^
  7. 01:00:723 (1,2,3,4,5,6,7,8) - ^ plz
  8. 01:24:577 (2,3,4,1) - would be nice if these four were all part of the same combo instead of that randomly being a part of the next but eh
  9. 01:34:630 (1,2,3,4,5,1,2,3,4,5) - you can try NC'ing it like this i think it would make more sense with the structure of the rhythm here http://puu.sh/pjHgb/7c5201fa03.jpg
  10. 01:36:344 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - ^ if you took that suggestion http://puu.sh/pjHkp/e6d2297dee.jpg
  11. 01:38:058 (1,2,3,4,5,6,7,8,1,2,3,4,5) - hoyl ok i guess its fine but 01:38:380 (4) - this is a kinda unnecessary trap imo, people will expect it to be a lot more to the left
  12. 01:42:186 (4,1) - swap the NC?
  13. 02:13:512 (2,3) - the timing difference is quite significant and this might cause issues during gamplay but what can we do to fix it lel i have no idea sorry. NC? Sliders?
  14. 02:26:570 (3,4) - same thing i said about 01:38:380 (4) - being a trap
  15. 02:27:195 (1,2,3,4) - argh this is just so ridiculously hard to read when its overlapped by the stuff before it
  16. 02:28:885 (1,2,3,4) - ^
  17. 02:29:742 (1,2,3,4,5,6,7,8) - can we just try to keep the spacing between them as even as possible like do whatever you want with the shapes but plz spacing
  18. 02:49:895 (4,1) - swap NC
  19. 03:10:874 (5,1) - blanket
  20. 03:45:634 - but monstrata only makes triangles
  21. 04:33:754 (1,1,1,1) - and its so cool how this actually works
ya. i like the contrasting aesthetics of this map btw
Adventure
hi, from your Queue

GENERAL


Artist : マキシマムザホルモン (Maximum the Hormone)
Tags
Sky Records Yoshū Fukushū Album ダイスケはん ナヲ マキシマムザ亮君 上ちゃん Daisuke-han Nao Maximum the Ryo-kun Ue-chan

00:00:838 (1) - y: 196 x: 192
00:03:446 (1) - Spinner to long
00:19:486 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) - This should have been placed in the shape of a star or triangle
00:25:484 (1) - x: 352 x:192
00:39:211 (1,2,3,4,5,6,7,8,9,10) - This is also the same, put a triangle or star shape
01:04:890 (1) - change the shape of the slider
01:41:058 (3) - straight or crooked
02:36:517 (1) - changing speed, so players can be surprised if suddenly
04:45:303 (1) - x: 268 y: 320
Kawashiro
From your M4M Q

[UHHH]
  1. 00:34:933 (1) - Move to x48 y124 because of DS with 2
  2. 00:48:737 (2,3) - This part has the change of melody, but this gap is weird to this changing. how about copy 00:49:623 (2) - it to here?
  3. 00:51:346 - Del this timing point and change 00:51:250 - here to 283 bpm. and replace 00:51:346 (2,3,4,5,6,7,8) - them. i think it is correct bpm
  4. 00:54:828 - ^
  5. 00:56:971 (4,5) - Too close.
  6. 01:34:417 (6,7,8) - Move to x136 y164 because I think to make harmony with this pattern and song, 01:34:523 (8,1) - this gap have to has harder DS than 01:34:311 (5,6) - here.
  7. 01:37:469 (4) - Del this note. i think you should keep same beat in 01:36:344 (1,2,3,4) - here with 01:37:201 (1,2,3,4,5) - here.
  8. 03:08:850 (3) - Change to circle
  9. 04:41:302 (3,1) - NC swap
Akiyama Mizuki
what the actual fuck is this

nice concept though
SnowNiNo_
@Monstrata : why dont make the T like this instead =w=?
Topic Starter
Monstrata
Cuz burai
Incise
Stop! Stop! WINNY UPLOAD!
Zyl
From your queue

(=>w<=)/ M4M \(=>w<=)


[Stop! Stop Winny Upload!!]

Stop! Stop Winny Upload!! diff
00:00:838 (1) - i think here it's better to remove the whistle sound, because in that part of the song the music isn't that strong to add a whistle, only a recommendation, why not to add a Custom Hitsound?.
00:19:486 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) - I think that in this part you can be more creative because this triplets ruin the sthetic of the map at that point so, why not to add more sliders?.
00:30:836 (3) - i think that this can be pretty confusing.
00:59:022 (1) - from this point to 01:02:330 (8) - this point you ignore some sliders it will be easier for me explain this if you see this point of the map 00:57:293 (1,2) - .
01:32:289 (2) - Ctrl+G?.
01:41:058 (3) - its better to add a streamer than this.
01:56:103 (1,2) - its better to make a whole blanket
02:50:353 (1) - change the pattern, no? aww...
02:51:908 (1) - ^
02:53:686 (1) - ^

thats all :)

Really cool song!.
+ 1 Star

:)
DoKito
00:19:486 (1,2,3) - I know you are going for a 'messy' kind of map, but this pattern is just very ugly in my opinion. It reminds me so much of 2009-2011 maps where they just randomly placed circles with DS. It's more of a subjective suggestion.
00:40:172 (3) - I would make this slider 1/2 beat longer, so you start clicking into the jumps on 00:40:172 with the strong beat. It feels better in my opinion.
00:49:623 (2) - This reverse feels kinda out of place.
00:59:022 (1) - I would stick with some sliders in this section, like you did before.
01:37:469 (4) - For me this section sounds exactly the same as all those before, so I'd remove this circle.
01:41:058 (3) - Maybe you could split this slider here 01:41:272.
02:36:517 (1) - Wasn't able to sightread this... Not in the slightest. I don't think this is even possible to sightread. Maybe try to alter the shape into something where you don't have to travel too much to stay in the followcircle.
02:50:353 (1,1,1) - This part is much fun to play. It doesn't really match the rhythm tho. Not sure about this.

I am not sure if our mod4mod agreement is still valid. If not, then just take this as a free mod.
Topic Starter
Monstrata

Haruto wrote:

m4m from your queue m8

tbh this is a free mod. and i dont have any finished map to mod, there is one but you collabed in it xd

[General]
  1. Countdown is intentional? i think it should be disabled lol ok
  2. like most #modhelp users said, why not use 9.5 or 9.7 for the AR? people seems complaining too much about the AR xD probably
  3. One More, Combo Colour 5, 7 and 8 could be brighter xP some parts are hard to read cuz they are blend with the BG
    ex
    00:40:172 - the slider
    well atleast for me xd idk what you think but yeah. they can be a bit brighter as most people play in dark background dim. they look fine for me
  4. eh btw, metadata source? and why the tags are blank? ;o also, artist should be "マキシマム ザ ホルモン" instead, i guess ok
[Winny Upload]
  1. 00:24:200 (3,4,5,6,7,8,1,2,3) - first, im not an experienced player but once i tested this. i felt like the movement between triplets to 00:24:842 (4) - are hard to read. it maybe because the AR but idk. just my thought ok
  2. 00:44:016 (5) - i'd ctrl+g this tho, cuz the reading. this cause me a miss here lol did it on purpose xD
    ~ Jump Section ~
  3. 00:52:766 (3,4) - this can cause a player misread. as you stacked (4) under 00:52:107 (1) - . and this is completely different with other jumps, what will i do is. do something like overlap it rather stacking it which could cause a player miss especially with the High AR you have used I think it'll be fine when i reduce ar
  4. 00:58:900 (8,1) - can be emphasized more? previous cursor movement is bigger while 00:58:900 (8) - to 00:59:022 (1) - isnt big at all, increase the spacing wouldnt hurt i guess lol fixed
  5. 01:00:723 - tbh the jumps here didnt make sense at all :/ well maybe just me just you xd
  6. 01:07:259 (1) - definetly looks like a gut, 01:19:288 (1) - yehaj same yea
  7. 01:30:362 (1,2) - are the stacked slider node here is intentional? seems weird :/ good
  8. 01:36:505 (2,3) - ew spaced stream xd why dont stack this with 01:36:344 (1) - instead? hard cursor movements here tho :/ to make it ugly lol
  9. 01:36:772 (5,6,7) - slider give me aids. also, stack? same like above im evil
  10. 01:38:058 - 01:40:576 - this parts give me aids. sik yes
  11. 01:45:552 (3,1) - emphasis more i guess? ok
  12. 01:53:257 (1,2) - first blanket mod : DDD yeah, blanket seems bad imo i made it worse
  13. 02:13:049 (4,1) - ew whats with the movements here. player would confuse here tho. as most of the cursor movements in this map is going to left so why not making the movements between 4>1 is left? like, 02:13:164 (1) - ctrl+g this would work this actually flows pretty well for me. the flwbreak is kinda slight, and works with the music
  14. 02:13:776 (3,4,5) - unperfect triangle 8( pls fix thx o well
  15. 02:15:605 (3,4) - are this intentional to be "ugly blanket" or it isnt? intentinal
  16. 02:32:742 (1,1) - ok. this is suprising. are the slow SV on 02:33:171 (1) - is a purpose? i mean, its not really natural when the previous was fast and the next is slowest. raise the SV a bit like 0,15 or 0,17 maybe? xd nah, this is cool i think
  17. 02:34:901 - add a greenline here and set the volume to 20% to give a nice transition to 02:35:017 (1) - k
  18. 02:36:401 - this too^ okay
  19. 02:40:674 (4,5) - okay, the jump here is suprising LOL seems straightforward
  20. 02:43:016 (10,1) - dont stack :< can cause a misread especially in high AR also, 02:42:793 (6) - NC here maybe? hmm i think its fine. ppl can misread :D
  21. 02:46:793 (1,2,1,2,1,2) - this is confusinggggg LOL yaaaa
  22. 02:55:471 (1,2,1,2,1,2,1,2,1,1,1) - how to... give me inspiration, sensei xD
    ~ Slow Part ~
  23. 03:08:850 (3) - remove whistle on the tail? its weird to have a whistle in red tick vocal tho
  24. 03:16:894 (5,1,2) - the blanket could be nicer :D ok
  25. 03:28:492 (3,4) - for a reason, i thought 03:28:744 (4) - would appear on right where 03:28:996 (5) - is placed. ctrl+g them maybe? so players wont confused. well for me its a bit confusing tho ^^' might be ar. this is straightforward for me
  26. 04:25:225 (6,7,1,2,3) - high ar caused this a bit hard to read xd and btw, lower the placements i guess? maybe because its placed high caused me a misread there lol too much structure, cant change
  27. 04:33:754 (1,1,1,1) - Creative :D

    k i think thats all, i dont even know what i am doing lmao also, the slow part. why dont use a normal-hitnormal to replace the claps? fits better with hitnormal imo
im a shitmodder indeed, cancer part gives me aids xd slow part gives me beauty on my maps (~˘▾˘)~
[]
well, i hope it helps you and i dont really know how to mod 8.21* so pardon my mod if its bad xd
good luck sensei :D

Thanks for the mod Haruto!
Topic Starter
Monstrata

Battle wrote:

aaaaaa

[S T O P]
AR 9.6 or 9.7 would always work lol, that way the reading isn't too obnoxious with AR 10 while making the 3.8* part less awkward lol yea
00:24:200 (3,4,5,1,2,3) - You may want to consider repositioning these notes, while you do have patterns during the guitar similar to this, none of them go immediately back and forth from the same positions immediately, the other section of the song similar to this has consistent movement, so it feels kinda off since this is the only time something like this happens yea
00:32:332 (1,2) - Are you sure you want to sliders here? For the most part it's been single tapping, and I don't really see too much difference in the screaming he's doing in this part compared to the other parts, also it's worth pointing that there isn't really another part similar to it, so having it structured like the other rhythms in this section would work best imo the vocals just fit well there especially for me, but i see your point. i think its okay to break consistency here though
00:41:339 (5,3) - Could always put 3 in the curve of 5, but I dunno if you want that since you want it to look messy n stuff lol messy
00:42:941 (3,4,5) - Maybe make these mirror each other? You make the rhythms similar to this like that (00:44:663 (4,5) - and 00:46:484 (3,4,5,6) - ) Fixed by making them all assymetrical
00:48:623 (1,2,3) - The pause for 00:48:852 - is kind of awkward imo, since you never really emphasize that pause in the vocals as the section goes on fixed
00:51:250 (1,2,3,4,5,6,7,8) - I feel like these are somewhat fine, but I feel like this part should be toned down a little, so that way the scaling chaotic-ness on the screen is more apparent, since it's slowly getting more and more scream-y in the song, and I don't feel like the pattern should be as spaced as the part where he's screaming deeply in the song lol didnt do it here, but i took your suggestion for the later part
01:43:490 (1,2) - The way you have been spacing things makes these really not seem too emphasized, you might want to make them more emphasized since the guitar feels unique yea
02:20:338 (3,4,5,1) - 02:24:229 (3,4,5,1) - I feel like for both instances, you might want to break away from the pattern that you are doing, by doing so you differentiate both from stuff like 02:23:262 (3,4,5,1) - , plus the downbeat that both of the 1s pointed out are one have a significant change in the music so ye
02:43:016 (10,1,2,1,2,1,2) - I don't agree with stacking 02:43:239 (1) - on top of 10 since like, you kinda had a flow break for 02:39:463 (10,1) - , so I would suggest doing something similar. You may have done it to differentiate the pitches of the guitar, but imo since the guitar is in a higher pitch for 02:43:016 The idea is to give ppl the opportunity to alternate like its a stream, and then abruptly force them to play those streams as 1/2's again. Basically its laughing at players for not singletapping xD.(10,1) - it should be unique without doing something like stacking
03:07:390 (1) - Maybe give this a unique shape to compliment the vocal being stressed in the song did something. not a lot of length to work with but tried something :D
04:11:819 (2,3) - lol this blanket is slightly off and I need to fulfill my "1 blanket mod" quota xd ok

mm
Thanks for the mod!!
Topic Starter
Monstrata

Frostings wrote:

Decrease your timeline zoom holy f literally unmoddable
Disable countdown

Artist: マキシマムザホルモン ok
Romanized: Makishimamu Za Horumon uhh/color]
Album: 予襲復讐
Romanized: Yoshū Fukushū, or Yoshu Fukushu ^
Add "ALIEN" to tags, and other optional tags like screamo or metal, like anyone even searches those tags added

Source English
Source Japanese
(It's the band's official English and Japanese site respectively)
[Stop Whatever]
  1. 00:00:838 (1) - prob better to extend it to downbeat. Same with the following spinners (better style because their hitsounds are only on their ends) o yea my bad
  2. 00:17:766 - verify the guitar isn't 1/3. I already can't hear properly in one ear anymore its 1/4
  3. 00:28:922 (1,2,3,4,5) - Ignoring the fact that this is straight unplayable (let's be honest, no part of the map is playable), I think it's better if you emphasize your kick slider more than your previous 4 notes. The super one-taps make your slider seem like a filler. ok
  4. 00:34:046 (1,2,3,4,5) - This one isn't too bad because the jump is there yea
  5. 00:41:771 - Kinda sad you stopped caring about the guitar sadlyfe
  6. 01:41:487 - it's a shame you don't emphasize the drums here further. They're very strong and would make the map actually somewhat coherent. It does get better in the second half though, I guess. I think you should make the solo strings play separately, like antijumps, and only provide movement along the loud guitar/drums, if that makes sense i like the guitar better
  7. 02:39:686 (1,2,1,2,1,2,1) - I'd rework the structure here, maybe space them out horizontally more. Specifically, the transition is super awkward here 02:40:244 (2,1) - theyre structurally arranged tho. just not horitzontally, more vertically and spatially
  8. 02:57:257 - Wow, I can actually mod this. Uh just about style I think blankets are a complete noob trap, and force bad structure the idea is blankets look clean and nice so yea xD. noob traps? meh :D im noob mapper so this fits me
  9. 03:01:292 - I think the low spacing is supes awkward to play, even considering the slowness of the song. Low spacing does nothing here because your AR is maxed maybe
  10. 03:15:390 - Ugh. Actually turn off DS because it plays like tr. Use large distances strategically to make the notes feel like they're there for a reason, not just as a filler. and stop using blankets
  11. 03:53:600 - same with this whole section maybe next time maybe
  12. 04:01:581 - Also I dunno if you noticed but there's some dramatic changes in the song here that's not reflective at all in your mapping SV :D
  13. 04:45:303 (1) - lol xD
Sorry that my mod doesn't point out anything really specific, I'd need to be able to actually play the map to do so
Thanks for the mod Frostings!!
Topic Starter
Monstrata

eeezzzeee wrote:

hi m4m from your queue

alright so lets start by saying i did actually try to playtest this map, once with relax and once with htnf lol. but unfortunately i am a shit tier player so yeah take any suggestions to gameplay with a grain of salt

[diff]
i dont understand the complaints about ar tbh, anyone playing this should be at the level where reading ar 10 is pretty natural. and for the ez part, once again anyone playing this wont mess up there anyway. that being said though i think there are a few parts that are hard read and it has more to do with the map and song than ar
  1. 00:35:361 (2) - check ds this was kinda intentional. i'll see if more ppl point it out, but i did it to be obnoxious xd
  2. 00:39:638 (5,6,7,8,9,10) - maybe we should use sliders again like before 00:37:929 (4,5) - or like dont stack these triples under the previous notes, or nc or something to make it a little easier to read okay i agree. changed.
  3. 00:43:473 (1,2,3,4,5,6,1,2,3,4,5,6) - really awkward to transition between tiny spacing of the first combo into large spacing of the second one. i dont see the need for 00:44:342 (1,2,3,4) - to be so large anyway. also consider changing 00:44:449 (2,3) - into a slider instead, it seems to be similar to 00:44:016 (5) - so it would fit the style of mapping the vocal so far did some adjustments here. fixed
  4. 00:52:986 (1,2,3) - err this flow man lol. i guess it was intentional but i didnt like playing it thats what i like to hear :D
  5. 00:59:022 (1,2,3,4,5,6,7,8) - alright... can we not force difficulty on a map thats already going to be one of the hardest ever? this part of the music is basically exactly the same as 00:55:579 (1,2,3,4,5,6) - so i dont see the reason why suddenly its changed into all circles. not to mention all these zig zags are just completely not fun to play imo, compared to the slider patterns you had before which actually had different flows to make the part more interesting true. I nerfed some parts, and buffed others to create a better difficulty increase. applies to others below
  6. 00:59:867 (1,2,3,4,5,6,7,8) - ^
  7. 01:00:723 (1,2,3,4,5,6,7,8) - ^ plz
  8. 01:24:577 (2,3,4,1) - would be nice if these four were all part of the same combo instead of that randomly being a part of the next but eh o god ur right. redid the nc rhythm for everything in this section
  9. 01:34:630 (1,2,3,4,5,1,2,3,4,5) - you can try NC'ing it like this i think it would make more sense with the structure of the rhythm here no i prefer my wayhttp://puu.sh/pjHgb/7c5201fa03.jpg
  10. 01:36:344 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - ^ if you took that suggestion http://puu.sh/pjHkp/e6d2297dee.jpg ^
  11. 01:38:058 (1,2,3,4,5,6,7,8,1,2,3,4,5) - hoyl ok i guess its fine but 01:38:380 (4) - this is a kinda unnecessary trap imo, people will expect it to be a lot more to the left seems predictable enough for me
  12. 01:42:186 (4,1) - swap the NC?
  13. 02:13:512 (2,3) - the timing difference is quite significant and this might cause issues during gamplay but what can we do to fix it lel i have no idea sorry. NC? Sliders? fixed this and others
  14. 02:26:570 (3,4) - same thing i said about 01:38:380 (4) - being a trap you just activated my trap card
  15. 02:27:195 (1,2,3,4) - argh this is just so ridiculously hard to read when its overlapped by the stuff before it yea
  16. 02:28:885 (1,2,3,4) - ^ yea
  17. 02:29:742 (1,2,3,4,5,6,7,8) - can we just try to keep the spacing between them as even as possible like do whatever you want with the shapes but plz spacing no sry xP
  18. 02:49:895 (4,1) - swap NC ok
  19. 03:10:874 (5,1) - blanket ok
  20. 03:45:634 - but monstrata only makes triangles
  21. 04:33:754 (1,1,1,1) - and its so cool how this actually works
ya. i like the contrasting aesthetics of this map btw
Thanks for the mod!!
Topic Starter
Monstrata

arnoldusj wrote:

hi, from your Queue Uh....

GENERAL


Artist : マキシマムザホルモン (Maximum the Hormone)
Tags
Sky Records Yoshū Fukushū Album ダイスケはん ナヲ マキシマムザ亮君 上ちゃん Daisuke-han Nao Maximum the Ryo-kun Ue-chan
added some tags

00:00:838 (1) - y: 196 x: 192 no...
00:03:446 (1) - Spinner to long no...
00:19:486 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) - This should have been placed in the shape of a star or triangle maybe
00:25:484 (1) - x: 352 x:192 no...
00:39:211 (1,2,3,4,5,6,7,8,9,10) - This is also the same, put a triangle or star shape no...
01:04:890 (1) - change the shape of the slider why
01:41:058 (3) - straight or crooked curved
02:36:517 (1) - changing speed, so players can be surprised if suddenly no..
04:45:303 (1) - x: 268 y: 320 at least give me some reason xP
Thanks for the mod!!
Topic Starter
Monstrata

UnLock- wrote:

From your M4M Q

[UHHH]
  1. 00:34:933 (1) - Move to x48 y124 because of DS with 2 ehh enough ppl point it out, i'll fix
  2. 00:48:737 (2,3) - This part has the change of melody, but this gap is weird to this changing. how about copy 00:49:623 (2) - it to here? fixed
  3. 00:51:346 - Del this timing point and change 00:51:250 - here to 283 bpm. and replace 00:51:346 (2,3,4,5,6,7,8) - them. i think it is correct bpm I disagree
  4. 00:54:828 - ^ ^
  5. 00:56:971 (4,5) - Too close. ehh why not change it to linear flow
  6. 01:34:417 (6,7,8) - Move to x136 y164 because I think to make harmony with this pattern and song, 01:34:523 (8,1) - this gap have to has harder DS than 01:34:311 (5,6) - here. i prefer no harmony xP
  7. 01:37:469 (4) - Del this note. i think you should keep same beat in 01:36:344 (1,2,3,4) - here with 01:37:201 (1,2,3,4,5) - here. i think it fits here tho
  8. 03:08:850 (3) - Change to circle slider is better
  9. 04:41:302 (3,1) - NC swap huh no :P
Thanks for the mod!!
Topic Starter
Monstrata

Trent83 wrote:

From your queue [/color]

(=>w<=)/ M4M \(=>w<=)


[Stop! Stop Winny Upload!!]

Stop! Stop Winny Upload!! diff
00:00:838 (1) - i think here it's better to remove the whistle sound, because in that part of the song the music isn't that strong to add a whistle, only a recommendation, why not to add a Custom Hitsound?. sure why not.
00:19:486 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) - I think that in this part you can be more creative because this triplets ruin the sthetic of the map at that point so, why not to add more sliders?. No... this is better imo.
00:30:836 (3) - i think that this can be pretty confusing. I think so too.
00:59:022 (1) - from this point to 01:02:330 (8) - this point you ignore some sliders it will be easier for me explain this if you see this point of the map 00:57:293 (1,2) - . Yea. I want to focus more on the drums now, creating a transition out of the vocals.
01:32:289 (2) - Ctrl+G?. Better not to
01:41:058 (3) - its better to add a streamer than this. I prefer this to a stream xP.
01:56:103 (1,2) - its better to make a whole blanket Not here.
02:50:353 (1) - change the pattern, no? aww... No
02:51:908 (1) - ^ ^
02:53:686 (1) - ^^

thats all :)

Really cool song!.
+ 1 Star

:)
Thanks for the mod!!
Topic Starter
Monstrata

DoKito wrote:

00:19:486 (1,2,3) - I know you are going for a 'messy' kind of map, but this pattern is just very ugly in my opinion. It reminds me so much of 2009-2011 maps where they just randomly placed circles with DS. It's more of a subjective suggestion. Mmm... I kinda like this actuallly lol.
00:40:172 (3) - I would make this slider 1/2 beat longer, so you start clicking into the jumps on 00:40:172 with the strong beat. It feels better in my opinion. Made some c hanges here along with stuff from previous mods, should work now
00:49:623 (2) - This reverse feels kinda out of place. true. changed it up
00:59:022 (1) - I would stick with some sliders in this section, like you did before. wanted to transition from vocals to drums here.
01:37:469 (4) - For me this section sounds exactly the same as all those before, so I'd remove this circle. hmm fair enough
01:41:058 (3) - Maybe you could split this slider here 01:41:272. i prefer a longer hold
02:36:517 (1) - Wasn't able to sightread this... Not in the slightest. I don't think this is even possible to sightread. Maybe try to alter the shape into something where you don't have to travel too much to stay in the followcircle. hmm. i like this tho. i don't think its necessary to make everything sightreadable, and i think this is one pattern where its fitting once you know the sv's
02:50:353 (1,1,1) - This part is much fun to play. It doesn't really match the rhythm tho. Not sure about this. Should be fine i hope xD.

I am not sure if our mod4mod agreement is still valid. If not, then just take this as a free mod.
Thanks for the mod!! Also, it's still valid if we already pre-arranged. I forgot your map though,
Yoshikawa Hoshi
Whatever made you think that smuggling an unfunny and absolutely dead meme with no entertaining value was a good idea is wrong. It absolutely ruins the entire set in terms of user perception, as the playerbase will see nothing but another attempt to be funny. Moreover, this brings a good deal of inconsistency in the set, as the names do not match well.
Topic Starter
Monstrata
Whatever made you think I was smuggling?
Battle
septuple post
KASUM1_old
good luck
Spork Lover
Saw this on your profile and thought "wtf why not do a random (Insanely challenging 'cause weird style xD) mod :^)" Here we go!

Color coding
Red = Unrankable if unchanged
Black = Normal Suggestion
Blue = Strong Suggestion
Pink = Comment or a question


General

I saw the AR being discussed, and I agree that 9.7 is suitable because of the slow section lol :^)

Stop! Stop Winnie the Pooh!


00:00:838 (1) - I find it weird that this first slider is pretty, when the guitar is insanely distorted ;o (And you carry the "purposely mapped ugliness" onward as we get further into the map :3)
00:31:049 (5,1) - This might sound stupid, but maybe consider making the overlap awkward on purpose? 'cause with the 1-anchored long slider, it looks surprisingly pretty xD (I guess something like could work idk lmfao http://osu.ppy.sh/ss/5434789)
00:43:047 (4,5) - I donno if it's intentional that it isn't consistent, but maybe change sliders like these to 1/4's? (You do stuff like that on 00:48:192 (3) - )
00:50:710 (3,1,2) - Aren't some transitions like those very annoying to deal with playability-wise? I know it's probably intentional, but just giving a heads up ;o (Considering sharp angles with low spacing)
01:22:624 (1,2,3,4,1,2,3,4) - I love that you intentionally didn't make it symmetrical xD I'd maybe even go as far as to Ctrl+G 01:22:841 (2) - to make it even less symmetrical, so 01:22:624 (1,2) - ISN'T mirrored with 01:23:928 (3,4) - :3
01:26:077 (7,1) - Switch NC my friend :3
01:27:791 (7,1) - Hi :3
01:29:505 (7,1) - Eh
^I'll stop rambling about those NC's lol

01:36:022 (5) - Doesn't the sound that you're trying to follow start on 01:35:915 (4) - ?
01:37:630 (6,7) - Same
01:39:344 (5,6) - Same (This would be hard af to fix lmfao)
^ I'm mentioning those 3 because you actually follow that same exact sound on spots like 02:27:612 (1) - and 02:29:313 (1) - :^)

02:13:512 (2,3) - Oh my, this will cause some very awkward 100's I think because of the timing point lol (Maybe do some stacking with the slider or something idk D:)
02:33:171 (1) - I think this slider will 'cause some very messed up chokes on a sightread attempt, if it doesn't at least have a few red anchor points.
02:40:244 (2) - Consider moving it a bit to make it asymmetrical :^)
02:49:895 (4) - I donno if NC'ing this will cause trouble :^)
02:53:686 (1,1,2) - This transition is really weird imo considering the angle.
04:45:303 (1) - It's kinda pretty now, the map, so why is this heart still asymmetrical ;o

I hope my (Unexpected?) mod helped just a tiny bit with a few things lol xD Looking forward to see what people are gonna say about the map :D
Topic Starter
Monstrata

Spork Lover wrote:

Saw this on your profile and thought "wtf why not do a random (Insanely challenging 'cause weird style xD) mod :^)" Here we go!

Color coding
Red = Unrankable if unchanged
Black = Normal Suggestion
Blue = Strong Suggestion
Pink = Comment or a question


General

I saw the AR being discussed, and I agree that 9.7 is suitable because of the slow section lol :^)

Stop! Stop Winnie the Pooh!


00:00:838 (1) - I find it weird that this first slider is pretty, when the guitar is insanely distorted ;o (And you carry the "purposely mapped ugliness" onward as we get further into the map :3) I want to start off with a neat slider. The sound is jarring, but its very consistent, and i want to emphasize the difference in vocals between the metal/moe part so this doesn't fall into that category since it's a guitar.
00:31:049 (5,1) - This might sound stupid, but maybe consider making the overlap awkward on purpose? 'cause with the 1-anchored long slider, it looks surprisingly pretty xD (I guess something like could work idk lmfao http://osu.ppy.sh/ss/5434789) I already used a bunch of overlaps before and after this, so i think putting anything here will become an unnecessary playability issue.
00:43:047 (4,5) - I donno if it's intentional that it isn't consistent, but maybe change sliders like these to 1/4's? (You do stuff like that on 00:48:192 (3) - ) Actually these are the consistent ones, the 1/4's is the inconsistent one that i only use once for emphasis. Usually the 4th repetition i'll do something more difficult.
00:50:710 (3,1,2) - Aren't some transitions like those very annoying to deal with playability-wise? I know it's probably intentional, but just giving a heads up ;o (Considering sharp angles with low spacing) Did something, but the angle is generally fine.
01:22:624 (1,2,3,4,1,2,3,4) - I love that you intentionally didn't make it symmetrical xD I'd maybe even go as far as to Ctrl+G 01:22:841 (2) - to make it even less symmetrical, so 01:22:624 (1,2) - ISN'T mirrored with 01:23:928 (3,4) - :3 I like it as is lol.
01:26:077 (7,1) - Switch NC my friend :3 Did some NC reworks here
01:27:791 (7,1) - Hi :3
01:29:505 (7,1) - Eh
^I'll stop rambling about those NC's lol

01:36:022 (5) - Doesn't the sound that you're trying to follow start on 01:35:915 (4) - ? I'm going for the vocal, not the guitar, apples to all below xP
01:37:630 (6,7) - Same
01:39:344 (5,6) - Same (This would be hard af to fix lmfao)
^ I'm mentioning those 3 because you actually follow that same exact sound on spots like 02:27:612 (1) - and 02:29:313 (1) - :^)

02:13:512 (2,3) - Oh my, this will cause some very awkward 100's I think because of the timing point lol (Maybe do some stacking with the slider or something idk D:) You're right. I'll just NC to remove the follow point so ppl are more aware.
02:33:171 (1) - I think this slider will 'cause some very messed up chokes on a sightread attempt, if it doesn't at least have a few red anchor points. Well, i ended up redoing a bunch of stuff here, so maybe this fixes what you mentioned lol. But its the same slider speed. There's now a flow-break so players are more visually aware of a shift.
02:40:244 (2) - Consider moving it a bit to make it asymmetrical :^) I'm good lol
02:49:895 (4) - I donno if NC'ing this will cause trouble :^) Good point.
02:53:686 (1,1,2) - This transition is really weird imo considering the angle. I think the angle is fine.
04:45:303 (1) - It's kinda pretty now, the map, so why is this heart still asymmetrical ;o It doesn't have to be symmetrical to be pretty xD

I hope my (Unexpected?) mod helped just a tiny bit with a few things lol xD Looking forward to see what people are gonna say about the map :D
Thanks for the unexpected mod :D.
Pereira006
we did make more ugly, Shame question where you from ?

irc
20:36 Pereira006: LET'S DO THUS
20:37 *Monstrata is editing [https://osu.ppy.sh/b/978026 Maximum the Hormone - A-L-I-E-N [Stop! Stop Winny Upload!!]]
20:37 Monstrata: 8.5 stars lmaooo
20:37 Monstrata: ahahahah
20:40 Pereira006: 00:48:737 (2) - that ugly lol
20:40 Monstrata: xD
20:40 Monstrata: make it uglier?
20:41 Pereira006: yes like this 00:42:090 (3) -
20:41 Pereira006: pls
20:41 Monstrata: looool
20:41 Monstrata: oka
20:41 Monstrata: y
20:41 Monstrata: :D:DD
20:43 Monstrata: http://puu.sh/pzPLu.jpg
20:43 Monstrata: am i doing this right?!
20:43 Pereira006: GOOD JOB
20:43 Pereira006: 01:41:058 (3) - i suprise you didn't hat NC
20:43 Pereira006: WHY ?!"
20:44 Monstrata: oh
20:44 Monstrata: right
20:44 Monstrata: omg
20:44 Pereira006: TELL ME
20:44 Monstrata: do you think i should NC 01:41:272 (5) - too?
20:44 Monstrata: xD
20:44 Pereira006: 01:46:531 (2) - well BPM change is huge
20:44 Pereira006: NC ?
20:45 Pereira006: i don't know, there lot jump actually you don't NC
20:45 Pereira006: bu you can that NC
20:45 Pereira006: 01:49:654 (4) - ^ same NC
20:46 Monstrata: okay
20:46 Pereira006: well just saying missing NC
20:46 Pereira006: example 01:48:572 (1) orz
20:47 Monstrata: ya
20:47 Monstrata: its hard here cuz of all the bpm shifts
20:47 Pereira006: ya i know
20:48 Pereira006: i wonder other why didn't NC example 01:53:585 (2) -
20:48 Pereira006: but actually that is fit song ...
20:48 Pereira006: i don't know... i wonder other BN see that
20:48 Pereira006: or qat
20:48 Pereira006: OR LOCTAHV
20:51 Pereira006: lmo
20:53 Pereira006: that all
20:53 Monstrata: o lol okay gimme a sec
20:54 Monstrata: bonsai mention 04:37:266 (3) - is too early so im going to get a better offset reset
20:55 Pereira006: ayy
21:00 Monstrata: okay moved it to 04:37:276 -
21:00 Monstrata: +10 ms
21:00 Pereira006: ónly that ?
21:00 Monstrata: should be enough
21:00 Pereira006: ARE U REALYIDFSIFDGBSF SURE =!
21:00 Pereira006: ?!
21:01 Monstrata: and also 04:37:763 (1) -
21:01 Pereira006: lol
21:01 Monstrata: shifted offset for the "stop"
21:01 Monstrata: cuz i told pishifat i wanted to follow instruments
21:01 Monstrata: but i guess for those S T O P sliders i want to follow vocals
21:01 Pereira006: i don't you follow
21:01 Monstrata: the song's vocals and instruments are on different offsets so im just shifting them to vocal offset instead of instrument lol
21:01 Pereira006: but the bpm or offset
21:01 Pereira006: should be snap correct
21:02 Monstrata: yep
21:02 Pereira006: if there beat
21:02 Pereira006: then Beat > allthing
21:02 Pereira006: if no beat, only instrumental
21:02 Monstrata: well, it depends what you want to follow tho xD
21:02 Pereira006: then instrumental > all things
21:02 Monstrata: Vocal beat and Drum beat is like 10 ms different
21:02 Pereira006: ya i know
21:02 Pereira006: but is better if you put snap correct is beat
21:02 Monstrata: but yea 99% of map is following beat/drum beat/ instrument beat
21:02 Pereira006: well if you wanna snap vocal or instrumental
21:03 Pereira006: is risky guidelines
21:03 Monstrata: i just change for 04:33:754 (1) - 04:35:730 (1) - 04:37:763 (1) - 04:39:787 (1) -
21:03 Monstrata: everything else is beat. just those 4 sliders are vocal
21:03 Pereira006: did u update ?

#bubble 1
Spork Lover
That was fast o.o
Topic Starter
Monstrata
_DT3
:>
Okoayu
can you switch to a tad brighter combocolors before moving on the dark ones wil probably make ppl ignore them cuz DIM
Sonnyc
01:58:499 - Is this finish intended?

Uhh.. The quality of the dark combo part feels.. not good for me compared to your other maps.
Topic Starter
Monstrata

Sonnyc wrote:

01:58:499 - Is this finish intended?

Uhh.. The quality of the dark combo part feels.. not good for me compared to your other maps.
Intentional.

Hmm... I think the combo colors are fine, but I think I can make the purple one lighter. the blue/red/green are quite readable with the current bg though. I think using background dim as an excuse to using lighter combo colors will restrict the range of values available for mappers to use... But if its too dark relative to the background i've selected, then i'm fine with making the color lighter.
Henri
Mazzerin mapping 4Head
zoesan

huono_tuuri wrote:

Mazzerin mapping 4Head
I don't even remotely agree. Maybe on the most superficial level it looks slightly similar. However, when looking at mazzerin maps, every note feels like it was placed there for a reason. The flow of the map goes with song structure insanely well.

This... well, this not so much.
Bunnrei


oKAY
Toy

Chara wrote:



oKAY
GOOD FOR CTB
deathmarc4
Congrats on your award!
Ascendance
wew
Kaine
Congrats on rank
Bursthammy

zoesan wrote:

However, when looking at mazzerin maps, every note feels like it was placed there for a reason.
This... well, this not so much.
yeh i agree he's really good at mapping anti-flow xdddddddddd

new hardest rank map hype
Shiirn
Suggestions
Major suggestions
Unrankable issues

Well.... we did have an agreement.


Extraterrestrial
  1. I am 90% sure that parts of this are inaccurately timed, especially the vocal-focused areas such as 00:35:790 - . On first pass I didn't see anything iffy but for that one section in particular, but maybe a couple of checks by... a few more knowledgeable and experienced modders would be a good idea.
  2. I understand that you intentionally made a lot of this map look messy to fit with the theme of the crazy bullshit going on. But there are many points where there are clear oversights as opposed to intentional departures from reason.
  3. 00:00:946 - The whine doesn't actually start up until around here. Have the start of the slider be of lower volume and use alternating custom sets with increasing volume to cause the slidertrack to increase in volume over time as well? It's a neat technique.
  4. 00:30:198 (3,4) - It's weird for these to be unstacked but 00:30:836 (3) - is manually stacked.
  5. 00:31:903 (3,4) - somethingsomething crappy blanket, i do this all the time whatever
  6. 00:36:647 (1,2,3,4) - The blanketting for this pattern is off. While you're at it, maybe make the endings for 1 and 2 naturally sit in the middle of 3 and 4's slider tracks.
  7. 00:38:997 (7) - This... isn't like you at all. Try putting it under 00:38:570 (3) - ?
  8. 00:40:066 (1,2,3) - Stacking makes this look a bit weird. Manually move it over so 1 is at x:103|y:264.
  9. 00:41:771 (1,4) - Stacking is off by a few pixels.
  10. 00:45:734 (3) - This is clearly intentionally ugly, but it's so intentionally ugly it's just hideous and doesn't feel right at all. There's nothing special about the voice here to warrant it either.
  11. 00:56:650 (2) - Another one of those weird sliders. I know you're doing the whole "just sometimes they're fucking crazy!" thing but there are points where they fit and points where they don't. This is just random.
  12. 00:58:150 (1,2,3,4,5,6,7,8) - Found one of the SR jacking sections. Brave new world was just DQ'd for having dumb back and forths where they didn't fit the music at all. Most notably, there are points in this section where they could arguably fit, namely, where the vocalist is having a seizure, but these jumps continue even when there are just the normal, boring drums are going and it just generally feels completely disconnected from the music. This particular section could really, really use a do-over.
  13. 01:29:719 (1,2,3) - bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbblankets. Like, if they were clearly meant to not be blankets, that'd be fine, but they're right at the level where they almost blanket so it looks like an oversight rather than intentional.
  14. 01:30:576 (4,5) - suddenly a psuedo-catmull? Sometimes linear nodes get separated into two bezier nodes if you're screwing around at the wrong timing snap. I think these sliders were intended to be linear. Of course, if you intentionally did that weirdo bug then it's fine. I did it myself on Routing.
  15. 01:34:630 (1,1) - weird stacking issues caused by stacking under 01:35:808 (3) - ?
  16. 01:36:772 (5) - If your mouse is randomly clicking things, please consult your doctor
  17. 01:37:469 (4) - There actually isn't a beat here. Just... fyi, i guess?
  18. 01:41:219 (4,1) - hahahaha fuck you. But really, this makes zero sense. at least 01:41:433 (4,1) - is A) circle->slider, and B) a new section so it actually fits.
  19. 01:53:257 (1,2) - hngggh it's so ugly
  20. 01:56:760 (1,5) - hngggh it's so ugly
  21. 02:13:512 (2) - Doesn't this slider fail to be a burai slider by like a pixel? ew.
  22. 02:20:580 (5,1) - these aren't even like the others are. But i doubt anyone would notice.
  23. 02:26:362 - this section: uh yeah whatever lol
  24. 02:30:599 (9) - there is an actual new stanza here but whether it needs a new combo or not ehhhhhhhhhhhhhhhh you had new combos and even a new pattern previously but you didn't do it here, and the musical patterning is the same.... holy fuck is shiirn about to say "consistency"? Heck, for the entire section, you had sets of 8,4 then 8,4, but the next two are just straight 12 long. Choose one and stick with it, it's a normal, typical 4-repeat pattern.
  25. 02:44:346 (2,1) - overlap made specifically to trigger people, make it overlap more or don't overlap at all?
  26. 02:51:908 (1) - These will always play like ass, and I would be disappointed to see this map be ranked without changes to these sliders. I'm also 80% sure they're timed wrong, so even if a player is correctly bobbing their cursor they still might break because it's not accurate.
  27. 03:08:850 (3) - Remove whistle from end.
  28. 03:25:972 (2,3,4,5) - These aren't accurate triangles and that's unlike you. If you don't care, proceed as usual.
  29. 03:55:342 (1) - The drum whistles here don't seem to be following any particular instrument, nor are they following any particular pattern. Are they really random?
  30. 04:01:581 - From here on they're fine.
  31. Cute "S T O P" you got there.

In summary, the map is fairly okay, but poses three significant issues of contention:

1. The jump section starting at 00:58:150 - and ending at 01:02:466 -

It doesn't seem to follow any sort of musical pattern within the song whatsoever, except that it's at the end of the chorus, such as it is. It doesn't follow the vocals (e.g. being much larger when the voices are gargling gravel, smaller when it's just drums), and following just the drums leads to weirdness as there are clear vocal stanza changes at 00:58:793 - and 00:59:444 - and every 4th beat after that. Logically, the first one is the big problem - it starts on the third beat, not the fourth beat, so it throws off the entire thing because it means you can't do pretty 8-note sets anymore. But that's your job as the mapper to figure out; it's lazy to just throw down the most basic musical pattern that "sort of fits".


2. The back-and-forth sliders from 02:50:353 - to 02:55:353 - . Let's just ignore the completely pants-on-head retarded jumps after them.

As far as gimmicks go, it's an interesting one to have the player need to bounce their cursor back and forth in rhythm with a slider. But if you want to do that, make sure they're timed correctly. And given that the guitar and drums are audibly out of sync, this poses a significant problem: Namely, that the sliders are meant to follow the guitar strumming, but they follow the timing of the drums. There are several places where they are very out of sync, namely in spots such as 02:51:491 - , 02:51:741 - , 02:52:491 - , etc etc etc. It really sucks, but these should probably go back to the drawing board. Let me be clear when I say I really like the idea and concept of these sliders, but I don't think they can really be done well here. And finally,

3. A map that is intentionally incredibly ugly is still, in the end, incredibly ugly.

"Duh", you think. But it also means that you're intentionally forgoing what normally amounts to "quality control" and only serves to make you look like kind of a tool. I'm as much of a Big Fan of theming and intentionally going against the grain as far as simple aesthetics go, but this is kind of pushing it, especially since it will gain a lot of attention as an 8* potential map.


Thanks for your time.
Topic Starter
Monstrata

Shiirn wrote:

Suggestions
Major suggestions
Unrankable issues

Well.... we did have an agreement.


Extraterrestrial
  1. I am 90% sure that parts of this are inaccurately timed, especially the vocal-focused areas such as 00:35:790 - . On first pass I didn't see anything iffy but for that one section in particular, but maybe a couple of checks by... a few more knowledgeable and experienced modders would be a good idea. I'm almost always following instruments. The vocal focus will almost always also be on an instrumental note. I did change the timing slightly for sections where i wanted to follow vocals because with a track like this, understandably, some parts have a different offset based on what you want to follow. I basically asked pishi to time everything to instruments as that's how I would naturally map.
  2. I understand that you intentionally made a lot of this map look messy to fit with the theme of the crazy bullshit going on. But there are many points where there are clear oversights as opposed to intentional departures from reason.
  3. 00:00:946 - The whine doesn't actually start up until around here. Have the start of the slider be of lower volume and use alternating custom sets with increasing volume to cause the slidertrack to increase in volume over time as well? It's a neat technique. i want to keep it because the guitar whine or whatever you call it is already jarring enough. I don't think it requires any hitsounding. Rather, hitsounding would only detract from the sound by creating more noise.
  4. 00:30:198 (3,4) - It's weird for these to be unstacked but 00:30:836 (3) - is manually stacked. Reduced stack leniency to 6
  5. 00:31:903 (3,4) - somethingsomething crappy blanket, i do this all the time whatever Made it worse
  6. 00:36:647 (1,2,3,4) - The blanketting for this pattern is off. While you're at it, maybe make the endings for 1 and 2 naturally sit in the middle of 3 and 4's slider tracks. Fixed slider 3, the rest are fine for me.
  7. 00:38:997 (7) - This... isn't like you at all. Try putting it under 00:38:570 (3) - ? I want to create a second revolution in terms of flow. Basically a 5 point counterclockwise flow, then a 3 point, going into the second pentagon. The idea is to have the flow as well as the placement become more chaotic as the pattern spirals out of structure.
  8. 00:40:066 (1,2,3) - Stacking makes this look a bit weird. Manually move it over so 1 is at x:103|y:264. Did a manual stack
  9. 00:41:771 (1,4) - Stacking is off by a few pixels. Fixed
  10. 00:45:734 (3) - This is clearly intentionally ugly, but it's so intentionally ugly it's just hideous and doesn't feel right at all. There's nothing special about the voice here to warrant it either. I dislike it too.
  11. 00:56:650 (2) - Another one of those weird sliders. I know you're doing the whole "just sometimes they're fucking crazy!" thing but there are points where they fit and points where they don't. This is just random. It contributes to the general theme. I'm not going to normalize a slider just because it doesn't need to be weird :P.
  12. 00:58:150 (1,2,3,4,5,6,7,8) - Found one of the SR jacking sections. Brave new world was just DQ'd for having dumb back and forths where they didn't fit the music at all. Most notably, there are points in this section where they could arguably fit, namely, where the vocalist is having a seizure, but these jumps continue even when there are just the normal, boring drums are going and it just generally feels completely disconnected from the music. This particular section could really, really use a do-over. We just have to disagree then, because I think these fit perfectly well with the instruments. Actually, I would have made everything past 00:55:579 (1) - into single tap jumps, but I'm already doing that on quaver so i'll leave this be.
  13. 01:29:719 (1,2,3) - bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbblankets. Like, if they were clearly meant to not be blankets, that'd be fine, but they're right at the level where they almost blanket so it looks like an oversight rather than intentional. Im glad theyre triggering people :D
  14. 01:30:576 (4,5) - suddenly a psuedo-catmull? Sometimes linear nodes get separated into two bezier nodes if you're screwing around at the wrong timing snap. I think these sliders were intended to be linear. Of course, if you intentionally did that weirdo bug then it's fine. I did it myself on Routing. Yea its intentional xD.
  15. 01:34:630 (1,1) - weird stacking issues caused by stacking under 01:35:808 (3) - ? Fixed with the stack leniency decrease
  16. 01:36:772 (5) - If your mouse is randomly clicking things, please consult your doctor yes
  17. 01:37:469 (4) - There actually isn't a beat here. Just... fyi, i guess? I like it. at 100% the vocals really sound like there are 1/4's so i didn't bother slowing down. Maybe the beat doesnt exist, in which case i'll just tastefully overmap because of the vocals at 100%.
  18. 01:41:219 (4,1) - hahahaha fuck you. But really, this makes zero sense. at least 01:41:433 (4,1) - is A) circle->slider, and B) a new section so it actually fits. I'm told this is the hardest pattern in the game. It must deserve a place in the hardest map to be ranked.
  19. 01:53:257 (1,2) - hngggh it's so ugly Thanks
  20. 01:56:760 (1,5) - hngggh it's so ugly I got anti-blanket mods.
  21. 02:13:512 (2) - Doesn't this slider fail to be a burai slider by like a pixel? ew. yes
  22. 02:20:580 (5,1) - these aren't even like the others are. But i doubt anyone would notice. Doubt anyone will, but theres a hihat here too.
  23. 02:26:362 - this section: uh yeah whatever lol whatever xD
  24. 02:30:599 (9) - there is an actual new stanza here but whether it needs a new combo or not ehhhhhhhhhhhhhhhh you had new combos and even a new pattern previously but you didn't do it here, and the musical patterning is the same.... holy fuck is shiirn about to say "consistency"? Heck, for the entire section, you had sets of 8,4 then 8,4, but the next two are just straight 12 long. Choose one and stick with it, it's a normal, typical 4-repeat pattern. This one's not so much an NC of rhythm but one of flow and intended movement. Where i don't NC, its just one consistent back/forth movement. Where i do NC< there is a change of flow/intended movement.
  25. 02:44:346 (2,1) - overlap made specifically to trigger people, make it overlap more or don't overlap at all? nah i prefer to trigger people
  26. 02:51:908 (1) - These will always play like ass, and I would be disappointed to see this map be ranked without changes to these sliders. I'm also 80% sure they're timed wrong, so even if a player is correctly bobbing their cursor they still might break because it's not accurate. I like them. You're prompted to play them, but here the player can move the slider up and down independently, without actually following the slider. Rather, if they just play it based on rhythm, it will feel like the sliderball is following their cursor instead, and thats why I really enjoy this. I can actually get 300's every time i play this using that mindset lol. The wave slider is useful for maintaining momentum going into the jumps too, because traditionally these repeat sliders are played with minimal movement due to slider leniency. You'll notice the length of the slider is about 0.75x the length of the jumps (for scaling reasons with the previous two sliders). It's done to allow players to wind up and prepare for the jumps.
  27. 03:08:850 (3) - Remove whistle from end. Hmm... I like it though...
  28. 03:25:972 (2,3,4,5) - These aren't accurate triangles and that's unlike you. If you don't care, proceed as usual. Rhombus pattern
  29. 03:55:342 (1) - The drum whistles here don't seem to be following any particular instrument, nor are they following any particular pattern. Are they really random? Main melody here ;o. Which is basically "what i would hum"
  30. 04:01:581 - From here on they're fine.
  31. Cute "S T O P" you got there.

In summary, the map is fairly okay, but poses three significant issues of contention:

1. The jump section starting at 00:58:150 - and ending at 01:02:466 -

It doesn't seem to follow any sort of musical pattern within the song whatsoever, except that it's at the end of the chorus, such as it is. It doesn't follow the vocals (e.g. being much larger when the voices are gargling gravel, smaller when it's just drums), and following just the drums leads to weirdness as there are clear vocal stanza changes at 00:58:793 - and 00:59:444 - and every 4th beat after that. Logically, the first one is the big problem - it starts on the third beat, not the fourth beat, so it throws off the entire thing because it means you can't do pretty 8-note sets anymore. But that's your job as the mapper to figure out; it's lazy to just throw down the most basic musical pattern that "sort of fits".


2. The back-and-forth sliders from 02:50:353 - to 02:55:353 - . Let's just ignore the completely pants-on-head retarded jumps after them.

As far as gimmicks go, it's an interesting one to have the player need to bounce their cursor back and forth in rhythm with a slider. But if you want to do that, make sure they're timed correctly. And given that the guitar and drums are audibly out of sync, this poses a significant problem: Namely, that the sliders are meant to follow the guitar strumming, but they follow the timing of the drums. There are several places where they are very out of sync, namely in spots such as 02:51:491 - , 02:51:741 - , 02:52:491 - , etc etc etc. It really sucks, but these should probably go back to the drawing board. Let me be clear when I say I really like the idea and concept of these sliders, but I don't think they can really be done well here. And finally,

3. A map that is intentionally incredibly ugly is still, in the end, incredibly ugly.

"Duh", you think. But it also means that you're intentionally forgoing what normally amounts to "quality control" and only serves to make you look like kind of a tool. I'm as much of a Big Fan of theming and intentionally going against the grain as far as simple aesthetics go, but this is kind of pushing it, especially since it will gain a lot of attention as an 8* potential map. This is largely just aesthetic. I'm confident my flow choice and rhythms are strong, whereas most "ugly" maps are ugly because they don't use well-supported rhythms or contain really harsh flows. Basically, in terms of clicking and moving, the map is done in the highest quality I am capable of.


Thanks for your time.
Thanks for the mod!! I'll update with the changes when BN #2 comes around, unless Pereira wants me to update first.
deathmarc4
you were supposed to quote me and say "what award" so i could be really snarky and reply with this

Shiirn
For reference re the first slider:

Alternating custom sets allows the slider-slide hitsound to dynamically increase in volume. The default behavior is that slider-slide is a constant volume for the entire slider, but alternating custom sets causes the volume to actually change.

In essence, it'd be like -
Start of slider - 20%, also contains thesliderstart hitsound, no custom set
1/8 later - 22%, custom set 1
1/8 later - 25%, no custom set
1/8 later - 30%, custom set 1

etc until the whine is at full volume. This is how you can have a slider-slide hitsound increase or decrease in volume over time. I phrased it badly by implying that there should be actual custom hitsounds, I didn't mean that, just the default.


Would still be very disappointed if you pushed this through using the lowest quality mods possible.
Topic Starter
Monstrata
Yea, I know what you mean xD. I've done that for maps in the past. The slider-slide just isn't necessary on that first slider.

Also, I don't think those mods are low quality :P. I did receive a lot of player and mapper input outside of this thread as I typically do.
EEEEEEEEEEEEEEE
please no
Topic Starter
Monstrata
Ended up fixing some other stuff from Shiirn's mod, including redo'ing the jump section. I'm quite adamant about those repeat sliders though xD. Thanks for the feedback guys! Now im out.
Topic Starter
Monstrata
!!
Enkidu

this is a legendary map, have a kudosu star, this deserves a rank, arguably the best map i've seen in my two long years playing this game : ^)

edit: i'm serious i want to see this ranked lol
Seni
xd wtf
Spaghetti
lots of double posting y tho
Enkidu

Spaghetti wrote:

lots of double posting y tho

some guy made a post between monstrata's two posts there and it appears to be gone now
Reddit
As the official account of the Reddit website Kappa , I must add that this is literally the worst serious attempt at a ranked map I have ever seen and I've seen plenty of maps from brand new players who don't even know how the fuck to map. I actually like the song but Jesus fucking Christ actually try to map to the song instead of mapping for star rating.
Kayla

Monstrata wrote:

Also, I like to play 8 star maps for 3 minutes and then have two minutes of 2.5 star mapping. So now you know at least one person who enjoys it :D.
rank 26k. highest pp score 150pp on a 51 second 3.1 star DT map. likes playing 8 star maps for 3 minutes.
im sorry but do you even comprehend 8 stars? you can barely read 4.6 after 70,000 plays.

maybe the problem with you is you simply dont comprehend your own maps.
maybe thats why theyre bad. (except the delta triangle map, but thats unrankable too imo.)
Kayla
story of my wife for best ranked map 2017.

to be fair i dont think structure is the problem with this map, i think the difficulty is incredibly overkill i dont think a 20k player should be mapping 8.5 star maps (or anyone for that matter.) they clearly have no idea what theyre doing if theyre submitting an 8.5 star map claiming they play it. i dont think any of those kick sliders are remotely necessary even if they flow its just sliderbreak central with how sliders work in this game. humans are humans not robots. the full screen full speed squares are bonkers. the 1/4 stream jumps into slider. a lot of things are just unreasonable for ranking in my opinion. i think this sort of map pushes the bar too high, and i think HONESTLY if maps have a majority pass in the top 50 being halftime there is always a problem with difficulty.

also i dont think this song lends well to osu at all but whatever.
Topic Starter
Monstrata
I think you guys might enjoy this map too! https://osu.ppy.sh/s/423527

Coming to a pp farm near you.
Tassadar

Kayla wrote:

Monstrata wrote:

Also, I like to play 8 star maps for 3 minutes and then have two minutes of 2.5 star mapping. So now you know at least one person who enjoys it :D.
rank 26k. highest pp score 150pp on a 51 second 3.1 star DT map. likes playing 8 star maps for 3 minutes.
im sorry but do you even comprehend 8 stars? you can barely read 4.6 after 70,000 plays.

maybe the problem with you is you simply dont comprehend your own maps.
maybe thats why theyre bad. (except the delta triangle map, but thats unrankable too imo.)
rank 11k. highest pp score 200pp on a 3.62 star DT just over a minute long.
how can you fairly judge this map then? what gives you the right to say it's bad? you can't even comprehend it either.

I'm not saying rank matters - it's just by your own logic, you shouldn't be trying to form your own opinions. He's an incredibly experienced and knowledgeable mapper. You don't always need to be able to play it to comprehend it (though it is good if you can - but not necessary in every single case).
Kayla

Tassadar wrote:

rank 11k. highest pp score 200pp on a 3.62 star DT just over a minute long.
how can you fairly judge this map then? what gives you the right to say it's bad? you can't even comprehend it either.

I'm not saying rank matters - it's just by your own logic, you shouldn't be trying to form your own opinions. He's an incredibly experienced and knowledgeable mapper. You don't always need to be able to play it to comprehend it (though it is good if you can - but not necessary in every single case).
that 200pp play is a complete joke, that map is overweighted. i have better plays worth less.

i replied that way because he said he "played it and enjoyed it"
that is the only reason i brought up rank, because he said he played this map.
and yes i think you do actually need to atleast be 4 digits to understand 8.5 stars within ranking criteria. ive been rank 3k and i still think that 7 star maps are pushing it for ranking. 8.5 is just silly.
squirrelpascals
Heya, decided to stop by and take another look at this map after seeing it got bubbled, because who can forget a map like this :lol:

hi
00:41:339 (5,1,2) - I don't feel like this plays well at all; at this speed; with 2's placement at least I feel like players will hold on the sliderhead of 1 causing sliderbreak-itis

00:49:081 (1,2,3,4) - space 2 and 3 more? dont see why not

00:50:710 (3,1,2,3,4) - how does this flow make sense?

01:38:058 (1,2,3,4,5,6,7,8) - I feel like your putting all of your focus into the theme and ignoring flow. the sliders are ugly and all and that's fine but as a result the flow in this pattern is deficient. I use this pattern in the example below but it gets far worse at 02:26:362



01:41:058 (1,2,3,4,1,2,3,4) - I don't feel like a 280bpm stream jump would be very adequate even for exageration, just make eack 3,4 a kickslider or something

02:27:195 (1,2,3,4) - This flows so randomly and object placement is just haphazard

02:29:099 (3) - with this specific sliderend being right next to the sliderhead I feel like this will call for a lot of sliderbreaks

02:31:563 (2) and 02:32:206 (8) - make it flow down less, players are going to jump straight toward the next circle yet these sliders are directed otherwise, causing breaks n stuff


One other thing I feel needs work on this map with it's theme of ugliness is the difference between an ugly and awkward overlap. An overlap can play well but still not look pretty. This is for all the points listed below

00:32:117 (4,1,2) - 4 and 2, the flow here feels so confined and cramped imo

00:37:822 (3,2,7) - I don't see a reason not to place this where 00:38:463 (2) is besides ugliness; this is just very out of place from 00:38:463 (2,3,4,5,6) making it awkward

01:36:022 (5,1) - the way this slider dips curves downward after flowing upward

kickslider patterns at 01:38:058 through 01:39:451 - and 02:26:362 through 02:31:028 - see above mod for 01:38:058 (1,2,3,4,5,6,7,8) . In the case of overlaps, i feel this happens because of the random spacing between each sliderhead. (Some of the patterns you use a gradual spacing increase between each; those overlaps have reasoning in them and thats fine)

This is just a clutter: 01:38:808 (8,2) -


Just stated some general stuff. I tried to respect your maps theme as much as I could; sorry if I infringed it. I just feel like this map is still in lack of some fundamentals because of its focus. Also, this is my first time modding a map with such an sr (i dont think im the only one here tho) so sorry if i messed up in that manner.

:o
Tassadar

Kayla wrote:

Tassadar wrote:

rank 11k. highest pp score 200pp on a 3.62 star DT just over a minute long.
how can you fairly judge this map then? what gives you the right to say it's bad? you can't even comprehend it either.

I'm not saying rank matters - it's just by your own logic, you shouldn't be trying to form your own opinions. He's an incredibly experienced and knowledgeable mapper. You don't always need to be able to play it to comprehend it (though it is good if you can - but not necessary in every single case).
that 200pp play is a complete joke, that map is overweighted. i have better plays worth less.

i replied that way because he said he "played it and enjoyed it"
that is the only reason i brought up rank, because he said he played this map.
and yes i think you do actually need to atleast be 4 digits to understand 8.5 stars within ranking criteria. ive been rank 3k and i still think that 7 star maps are pushing it for ranking. 8.5 is just silly.
4 digits is way too low to understand 8.5 stars, and a tad too low to understand even 7 stars completely probably
also does he really need to put /s at the end of "I enjoy 3 minutes of 8.5 stars and 2 minutes of 2.5 stars", I thought it was apparent that he was joking lmao
Lagel

Tassadar wrote:

4 digits is way too low to understand 8.5 stars, and a tad too low to understand even 7 stars completely probably
you overestimate 7 stars bruh
Topic Starter
Monstrata

squirrelpascals wrote:

Heya, decided to stop by and take another look at this map after seeing it got bubbled, because who can forget a map like this :lol:

hi
00:41:339 (5,1,2) - I don't feel like this plays well at all; at this speed; with 2's placement at least I feel like players will hold on the sliderhead of 1 causing sliderbreak-itis Fair enough. I moved 2 closer to 1's slider-end.

00:49:081 (1,2,3,4) - space 2 and 3 more? dont see why not True. changed the pattern here.

00:50:710 (3,1,2,3,4) - how does this flow make sense? It does...? It plays well for me. The flow is inward and creating cross shapes. It's a flow i use a lot in my jumps.

01:38:058 (1,2,3,4,5,6,7,8) - I feel like your putting all of your focus into the theme and ignoring flow. the sliders are ugly and all and that's fine but as a result the flow in this pattern is deficient. I use this pattern in the example below but it gets far worse at 02:26:362 This flow analysis is just wrong... Please consider the kicksliders as circles and analyse the movement based on that. you'll see the actual movement is a simple back/forth zigzag pattern. Sliders are calculated to be short enough to avoid ever slider-breaking and they are arranged so that the slider-ball is going in the same direction as the player's general movement direction too.



01:41:058 (1,2,3,4,1,2,3,4) - I don't feel like a 280bpm stream jump would be very adequate even for exageration, just make eack 3,4 a kickslider or something Nah, i prefer the stream. I think it's quite fitting here after those kicksliders.

02:27:195 (1,2,3,4) - This flows so randomly and object placement is just haphazard This flows perfectly fine. I think you just analyzed the flow incorrectly...

02:29:099 (3) - with this specific sliderend being right next to the sliderhead I feel like this will call for a lot of sliderbreaks That won't happen though... slider-ends being next to slider-heads won't cause breaks, if anything it would prevent breaks because only sliderhead/ticks/tails are factored in to sliderbreaks... (take HW's Notch Hell map for example).

02:31:563 (2) and 02:32:206 (8) - make it flow down less, players are going to jump straight toward the next circle yet these sliders are directed otherwise, causing breaks n stuff Same as above, your flow analysis isn't accurate to how the patter will actually be played.


One other thing I feel needs work on this map with it's theme of ugliness is the difference between an ugly and awkward overlap. An overlap can play well but still not look pretty. This is for all the points listed below

00:32:117 (4,1,2) - 4 and 2, the flow here feels so confined and cramped imo Flow's fine to me... its a counterclockwise inward flow.

00:37:822 (3,2,7) - I don't see a reason not to place this where 00:38:463 (2) is besides ugliness; this is just very out of place from 00:38:463 (2,3,4,5,6) making it awkward Already explained this on Shiirn's mod, It's done for a second sharped flow revolution before the jumps spiral out of control and structure.

01:36:022 (5,1) - the way this slider dips curves downward after flowing upward The flow is fine here. actually it plays quite well... Also factor in slider-leniency too.

kickslider patterns at 01:38:058 through 01:39:451 - and 02:26:362 through 02:31:028 - see above mod for 01:38:058 (1,2,3,4,5,6,7,8) . In the case of overlaps, i feel this happens because of the random spacing between each sliderhead. (Some of the patterns you use a gradual spacing increase between each; those overlaps have reasoning in them and thats fine) All slider-heads are visible, which is what's most important. I would say it's the only factor too because from the arrangement you can already see where all the sliders are pointing (their general direction anyways).

This is just a clutter: 01:38:808 (8,2) -


Just stated some general stuff. I tried to respect your maps theme as much as I could; sorry if I infringed it. I just feel like this map is still in lack of some fundamentals because of its focus. Also, this is my first time modding a map with such an sr (i dont think im the only one here tho) so sorry if i messed up in that manner.

:o
Thanks for the mod!!
Lagel

Nyari wrote:

ITT a ton of people who cannot comprehend the map nor mapping complaining about star rating and their correlation to ranks with some "I can't play this therefore it's a bad map"


Seriously, if you don't like the map, don't play it. Everyone being able to play a certain map isn't a part of the ranking criteria, nor is mapping in a certain way.
this isn't art it's a game, there's nothing complex to comprehend
Reddit

Nyari wrote:

ITT a ton of people who cannot comprehend the map nor mapping complaining about star rating and their correlation to ranks with some "I can't play this therefore it's a bad map"


Seriously, if you don't like the map, don't play it. Everyone being able to play a certain map isn't a part of the ranking criteria, nor is mapping in a certain way.
lol no, the issue is how a low quality extremely high star rating map can get bubbled so casually when its almost impossible for anyone else besides Mazzerin to get the same response (probably because his maps are extremely well designed with tons of effort put in to making it as high quality as possible), and its pretty obvious this map isn't even made to be quality, its only made to be a very high star map because "le harder is le cooler xd". Either put effort into making something of quality or just don't make the ranking system become worse than it already is, oh wait that one triangle only map got ranked so looks like that's already done. It baffles me how people continue to deny the mapper circle jerk still.
Lagel

Reddit wrote:

Nyari wrote:

ITT a ton of people who cannot comprehend the map nor mapping complaining about star rating and their correlation to ranks with some "I can't play this therefore it's a bad map"


Seriously, if you don't like the map, don't play it. Everyone being able to play a certain map isn't a part of the ranking criteria, nor is mapping in a certain way.
lol no, the issue is how a low quality extremely high star rating map can get bubbled so casually when its almost impossible for anyone else besides Mazzerin to get the same response (probably because his maps are extremely well designed with tons of effort put in to making it as high quality as possible), and its pretty obvious this map isn't even made to be quality, its only made to be a very high star map because "le harder is le cooler xd". Either put effort into making something of quality or just don't make the ranking system become worse than it already is, oh wait that one triangle only map got ranked so looks like that's already done. It baffles me how people continue to deny the mapper circle jerk still.
There needs to be no mapper favouritism. Guarantee if this was made by anyone else it wouldn't have had the attention it does, it would be just another shitty graveyard map
Akali
Intro section, this 01:22:624 (1) - one, and 02:26;362 (1,2) - this one are played in triplets (1/3s). In last section even vocal doesn't justify 1/4 slider jumps as it's 1/1 not 1/2
Rohit6

Jaitonat wrote:

00:17:766 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6,7,8,9,1,2,3,4,1,2,3,4) -

This entire section is overmapped as 1/4th, notes mapped to the guitar should be snapped to 1/3rd. Doesnt fit well on any other offset, isnt a bpm thing either; just snap 2 1/3rd plz its awful

listen to the notes at 50% playback speed when they're all snapped to 1/3rd and they sound perfectly fine
asked a few people (Akali,BOUYAAA,etc) and i got mixed answers , but I feel that it should be 1/3 too
VINXIS

Reddit wrote:

lol no, the issue is how a low quality extremely high star rating map can get bubbled so casually when its almost impossible for anyone else besides Mazzerin to get the same response (probably because his maps are extremely well designed with tons of effort put in to making it as high quality as possible), and its pretty obvious this map isn't even made to be quality, its only made to be a very high star map because "le harder is le cooler xd". Either put effort into making something of quality or just don't make the ranking system become worse than it already is, oh wait that one triangle only map got ranked so looks like that's already done. It baffles me how people continue to deny the mapper circle jerk still.
brb


btw i also hear 1/3 EXCEPT for 02:26:362 (1,2) - i hear it fine this way tbh.
Sieg
hello apparition wannabe

confirming from my part that guitar in intro 1/3

also, don't you feel like those patterns overextended?
01:01:151 (3,4,5,6,1,2,3,4,5,6,7,8) -
02:55:471 (1,2,1,2,1,2,1,2,1) -

also, while 1/4 sliders can be justified(?), I don't see much support for placing just streams there:
01:41:058 (1,2,3,4,1,2,3,4) -
02:32:742 (1,2,3,4,5,6,7,8) -
Timorisu
This is seriously the worst thing I've ever seen. The only reason this gets attention and people defending it is because a relatively known mapper mapped it, seriously? If some rank 50k made this and tried to rank it there's no way in hell it'd be possible. If this gets ranked the ranking system needs a serious overhaul.

Also ITT 9Ks battling with 10Ks over who has the better plays, I fucking can't
BOUYAAA
Should be 1/3 as said above

there are still alot of questionable things in the map imo though

rythm is kinda fucked in some places like here 01:38:058 (1,2,3,4,5,6,7,8) - etc i'm guessing you're doing that kickslider stuff because vocals go crazy or something but you're not following the vocals so yea feels super weird

some pretty ugly overmaps too like 01:37:362 (2,3,4,5) - idk it's probably not 1/4
01:41:058 (1,2,3,4,1,2,3,4,1) - this one is pretty lol with the streamjumps and all

don't have time to look at the rest but yea

idk
joolomasta
I won't be commenting on the playability of the map because i'm only rank 6k (LUL). Instead, a few things come to mind. Let's take a look at some facts about this map.

1) This map would have the highest star rating of a ranked map in the game
2) The map has 2 minutes of 3* mapping (yes, it fits that part of the song)
3) The map boasts a load of really ugly-looking patterns and sliders which are most likely awkward to play. According to the mapper, this is intentional.
4) The map was speedbubbled after a few mods
5) People have pointed out several mistimed sections

In my opinion, combining facts 1 and 2 shouldn't be happening. It's generally considered wise to keep the map's difficulty somewhat consistent, as far as the song allows for it. This map is straying away from the principle by a huge margin. The first half is only playable by a few top players, the second half, however, is way easier. There will be no type of player who can enjoy the whole map because either the beginning will be way overwhelming or the last 2 minutes will be a painful bore. This song is clearly not suitable to be mapped as the hardest map in the game, yet the mapper decided to do this.

Next we come to point 3 and 4. We are talking about the fairness of the ranking system here. If a mapper who didn't have several ranked maps under his belt uploaded this map, they would be heavily criticized for the ugly mapping style. If they responded to the criticism by saying that it was intentional because the song is ugly, i can 100% guarantee you that the mapper would be literally laughed out. Nobody would ever consider the map for ranking. Most likely the map would be considered a joke and graveyard material. But this isn't what happened here. So where is the difference?

The difference in attitude towards the map was because it was mapped by a well-known person with a lot of friends in the beatmap nominator team. The current state of the ranking system lets a person who knows the right people to speedrank any map that is even reasonably decent. This happened pretty recently with Monstrata's speedranked triangle meme map. It was obvious that the map was made with memes and a funny idea in mind, yet it was quickly bubbled and ranked by his friends. This map getting bubbled now just shows how the system is heavily biased in the favor of well known mappers. It seems almost that if you have made a few maps that are high quality in the past, you don't need to keep up the quality in your future maps. Obviously this wasn't looked at very carefully if several people started pointing out mistimed sections AFTER the map already getting bubbled.

TL;DR: Map ranking system is biased towards well known mappers, who can get even low quality maps ranked with the help of their connections in the BN. Also, the song isn't fit to be the highest star rating map in the game (because of the long easy part).


As a side note, when this gets ranked (it will), you can probably start ranking some of the well-known jump practice maps, too.
Lagel

joolomasta wrote:

As a side note, when this gets ranked (it will), you can probably start ranking some of the well-known jump practice maps, every unranked map too.
ftfy
Reyvateil

Lagel wrote:

this isn't art it's a game, there's nothing complex to comprehend
Agree. At least for ranked, playability should come firs, aesthetics second.

Let's not comment on how this was speed-bubbled even if it was obvious that the map would turn devolve into another dramafest just like Genryuu Kaiko was because this... thing, was made clearly to just be hard, as hard as it can be and I'm pretty sure the nominators who pushed this knew the QAT would turn their eyes onto this as soon as it got into the Qualified section and point all the flaws from the shallow mods that preceded the bubbling.

And one can argue the artistic value of the patterns and whatever, but the same effect could probably also be achieved without turning this into a 8.5 star abomination of overspaced notes, playability is high questionable here, was this map made specifically for a number of players that I can count using the fingers in my two hands that can actually play this but was made HP 3 just so a few more can squeeze a pass? Why even bother giving this a leaderboard when there are other options that had more effort and thought put onto them, with more mods, more stars, more difficulties encompassing a larger part of the player base?

Bubbling this was just one more thing showing the circlejerking around the current meme maps that have been ranked for some time just for the sake of difficulty. The people who pushed this, like I mentioned before, knew that there would be drama and that some people would come to defend the map and now that this was brought to light most likely it will get even more attention turning the odds of this getting ranked eventually higher.
orbital gun
Maps are unranked because of poor aesthetics all the time, simply because there needs to be some sort of quality control; especially on something as hard as this. Just look at something recent like awaken's toumei elegy. It was unranked and remapped multiple times because of poor aesthetics, just to name one map. (there's a lot more if i could care to look around but you get the idea)

Basically, it's one thing to have poor artistic style in a map; but it's another thing entirely to just be complete shit in aesthetics. It's just unsightly.
Zallies
hi dad (alien)
Reddit

Default wrote:

The ugliest thing about the map is this thread.
Hmmm really makes u think...
ac8129464363

Reddit wrote:

Default wrote:

The ugliest thing about the map is this thread.
Hmmm really makes u think...
very insightful point my friend
semaphore

deetz wrote:

Reddit wrote:

Hmmm really makes u think...
very insightful point my friend
shut UP deetz
Dogirl
haHAA
orbital gun

deetz wrote:

very insightful point my friend
i think he was talkin about u detz...
riktoi
jk
Iceskulls
well
if the map is intend to be ugly then saying this map is so ugly might be a compliment instead xd

#Mind = Blown

the guitar intro sound like 1/3 for me tho lmao
Topic Starter
Monstrata
Hmm alright I'll take your guy's advice and remap every 1/4 triplet into 1/3. I interpreted the 1/4's as the guitarist struggling to catch up, with the snapping intended to be 1/4, not 1/3. I think if they had intended for the guitar to be 1/3 the 2nd strum of the guitar wouldn't be so consistently early (by a few ms). That's how I interpreted it anyways.

I wanted the metal part to look aesthetically ugly and chaotic, so thanks for reaffirming my success in this map!
Spaghetti
ok what u guys dont understand is that if the map was the same without the ugly sliders you wouldnt be complaining :\
orbital gun
well yea but that doesnt change the fact that it looks like complete horseshit and predates 2009 mapping

thats like sayin you'd be ok with a pile of dogshit in front of you if the owner of the dog said that it was meant to be there xd
Spaghetti
so what if it looks like horseshit it plays and goes with the song perfectly

you open the map and theres obvious structure to be found

people are saying monstrata doesnt know shit when they cant even distinguish strucuture from pretty maps - _ -
Spaghetti
anyhow it takes much more effort to ensure every slider fits the music than just putting straight and curved ones like any normal map so people who say monstrata put no effort into this think again
Myxo
Grand mapping. This is exactly what my interpretation of this song would look like, except I wouldn't be able to pull it off and finish it. Also everyone complaining about the slidershapes being 'ugly' should calm down and think for a moment. The sliders are just as 'ugly' as the song, both in a good way.

EDIT: Also, please stop saying it goes against any 'standards of quality'.
Spaghetti
why, you literally have no reasoning exept that it looks ugly, despite what the rc says, and the song portrays. if you says it goes against standards of quality, pull up the rc and show us where.

727th post
VINXIS
who givs a shit if this map is shit or not lo maximum the hormome was alrdy fukd on osu! cuz of louis cyphre rip ; /
Spaghetti
continue the trend
orbital gun
already edited my shitpost hloyy -_ -


remov 280 stremjump and we'r oko dad
Reddit

VINXIS wrote:

who givs a shit if this map is shit or not lo maximum the hormome was alrdy fukd on osu! cuz of louis cyphre rip ; /
I'm pretty sure some people who care about the current ranking system care whether or not a shitmap becomes the hardest ranked map in the game but that's just my opinion. If some mappers find it (insert big fancy art phrase here xd) while the vast majority of people don't then that's whatever.

P.S this is also my opinion but I can almost guarantee this map was purely made just to be the hardest ranked hopefully not map regardless of its playability or aesthetics.
VINXIS
it was made to look like shit/for aesthetic purposez not to be the ahrdest ranked map u can ask monstrata huimself

if som parts that actualy "boost" sr play lik shit hed proly chang it..
deathmarc4
what needs to happen before the ranking system is changed to combat this garbage? how has this gone on so long?
Tassadar
There's never going to be a complete consensus on the map, because the map looks ugly because of the song.

Some inherently agree with this idea. I'm one of those people - I think the map should look chaotic and ugly, because the song is inherently chaotic, ugly and a very rough thrash song, so it seems to fit the music perfectly to me (as long as playability hasn't been hindered).
Others inherently disagree, that ugliness should never be used as an inherent concept and that this map is bad because of it.
Which is why there's never going to be an agreement. Either way it's not against the ranking criteria, so it shouldn't stand in the way of this getting ranked.

As for playability - how much playtesting has there been? The patterns seem fine to me but I'm not good enough to judge ofc (only able to pass because hp3). That should be the determining factor here imo.
Reddit

deathmarc4 wrote:

what needs to happen before the ranking system is changed to combat this garbage? how has this gone on so long?
Because AFAIK your opinion doesn't matter unless you're relevant in the mapping community, and just remember that it doesnt matter how unpolished and disgusting your map is you can just say "hurt durr that's the point you silly billy xd" its like Hollow Wings all over again. Playability should always be the most important aspect of making maps for ranking. This is a fucking game to have fun clicking circles not to have fun making "artistic" maps for teh lulz that almost no players will enjoy. If you wanna argue how this map fits the song then go ahead but you could rank shit like ZigZag Hacker and most rabbit style jump maps with that argument if you wanted to.
snoverpk_old
this entire thread is a bunch of nonsensical arguing
i mean seriously listen to yourself "ewww this map isn't aesthetic where are the qats pls only aesthetic we need triangles"
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