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LeaF - Calamity Fortune

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Kibbleru

Bakari wrote:

If a player is capable of reading jumps they should proceed to Hard difficulties, Normals give them an idea of distance spacing and interrupting this is irrational and will have a negative impact on future mapping in general.

With all of the explanation given above, I've to say just one thing, players are not machines indeed, but they are getting used to more intense rhythms and breaking that process with jumps is not an option to me.

Jumps are breaking normal spacing values, this statement alone makes the idea of using jumps in Normals inappropriate.
but we arent beginner players anymore so who are we to say that this is too hard?
Topic Starter
Frostings
Thanks so much to everyone for their input :) I've carefully read through all the replies

Regarding whether standard DS should be broken or not in Normal, I think "jumps" are being overestimated in terms of their difficulty (or maybe I'm severely underestimating them :)). The biggest problem new players face is not recognizing the visual/auditory cues to hit notes in the correct time (e.g. ignoring approach circles). Instead the objects simply appear on their screen and they click it too fast. Aim is not something new players struggle as much on, especially taking into account how big the circles are. Everyday people are already accustomed to pointing and clicking things on their screen that are 10x smaller than the objects on osu. The real difference is clicking in the correct time as accompanied by music. I take these things into account when mapping lower end difficulties, and as I think easier diffs are a bit of a bore, I opt to map pattern-centric, while making sure to keep the rhythm as easy as possible.

Regarding the general spread issue, I know larger (7-diff) spreads have been growing in popularity, but I personally don't like these "continuous" spreads, and prefer making each map discrete in terms of difficulty. This way, skill milestones are more concrete and the difficulties are individually strong.

Regarding creating an Easy ... As it stands, I'm hesitant in making an Easy diff because I specifically mapped Normal taking into consideration that I wouldn't be making a difficulty that precedes it. I chose to map visually-oriented and sacrificing standard DS, while balancing that with rhythm that one would typically see in an Easy diff. I think making a true Easy would make E+N too similar and negatively affect how each diff stands right now. I could either make a senseless Easy that could be Full Combo'd by any new player in 3 tries, but I think then the diff becomes obsolete; or if Easy is too similar, I would then have to add harder rhythm in Normal (more 1/2) which is against my intentions

Currently, I made one change in Normal diff:
00:39:387 (3,1) - as proposed by Reditum, because I agree that the start/end of the slider is misleading

More opinions would be healthy I think
DakeDekaane
Came here for mere curioustiy, my 2 cents.

While I'm a bit open regarding spacing variations and stuff like that in EN difficulties, the problem here is that you don't leave too much time for the target audience to aim (for example, 00:13:287 (2,3) - ), you can't expect new players to aim this quick. I know this difficulty isn't really aimed to a true newcomer (song calls for a challenge), but some considerations have to be taken.

Also looked a Hard for to catch some possible spread issues, personally the spread is a bit large there (take this with a grain of salt), but instead I found a poor NC usage/consistency in some parts. For example, 00:02:487 (1,1,1,1) - , 00:07:287 (1,2,3,4) - and 00:04:887 (1,2,3,4) - are pretty much the same rhythmically, yet the first one is mapped really different. 00:26:487 (1,1,1,1) - . Same around 00:37:287 - .
Topic Starter
Frostings
Regarding NC usage, I used NC for sliders that completely overlap each other, because I think it looks weird without it. I can change it if it's a major problem

Regarding the large jump in difficulty from N to H, I think it's much easier to improve from being able to 99% FC Normal to 99% FC Hard, than it is to improve from H->I or I->X, since the skill required grows exponentially quite quickly

Also I've now finished creating an Easy with restricted DS. I wonder if I can get opinions on the viability of the spread as a whole now
Kibbleru
when u fix it up call me over q:
Topic Starter
Frostings
only for you kibbleruu
Kibbleru
let me just repeat what charles said

'the jumps need to be done in a specific way so that it works and is readable, the way you put the jumps isnt systematic and they also drop suddenly halfway through the diff. so yeah its like why were they in there at all'

-shrugs-
Kyubey
Add "sanae kochiya 東風谷 早苗 東方風神録 ~ Mountain of Faith" to the tags, since it's her theme and origins of the music, touhou players/fans/lovers use these tags to search pretty often. And also add BMS as source, since this track was made as BMS, and due to some reason we are using it as source for these tracks.
No kd.
Topic Starter
Frostings
thank you, updated
Kibbleru
ztrot here with some exciting news!
it seems like we can get this shit going.

alright, so i talked with ztrot, and he seems to be cool with the concept of the normal diff

SPOILER
19:07 Kibbleru: but i really wana help this guy get his first ranked lol
19:07 Chara: rip
19:07 Kibbleru: and he just makes his normal diffs really different
19:07 ztrot: I really want to get my 6 month pending map ranked too :U
19:07 undertalefanxx: ztrot
19:08 ztrot: link me you have my intrest with just saying different
19:08 ztrot: current mapping meta is lame
19:08 *Kibbleru is editing [http://osu.ppy.sh/b/869732 LeaF - Calamity Fortune [Normal]]
19:08 ztrot: so if this guy is out of the box
19:08 undertalefanxx: how do u put the first timing point so that it starts before the notes come in
19:08 Kibbleru: ya
19:08 Kibbleru: well
19:08 Kibbleru: the normal diff at least LOL
19:09 ztrot: so what are you wanting me to confirm
19:09 ztrot: just the normal?
19:09 Kibbleru: yeah
19:09 Kibbleru: also im wondering if it will fit the spread as well
19:09 ztrot: lets take a look
19:09 ztrot: starting by looking at easy
19:10 Kibbleru: basically a fine easy to me xd
19:10 ztrot: easy is nice
19:10 ztrot: a bit jagged but if he likes that style more to him
19:10 Kibbleru: think its fits this kinda song tbh
19:10 ztrot: fits the theme really well
19:11 ztrot: 01:21:687 (1) -
19:11 ztrot: can we just rank it for that alone
19:11 ztrot: :D
19:11 Kibbleru: xD
19:11 ztrot: this dudes slider creation is nuts
19:11 ztrot: this is a 1st time map?
19:11 Kibbleru: no lol
19:11 Kibbleru: this guy is a really good mapper
19:12 ztrot: just 1st ranked
19:12 Kibbleru: just never has motivation to rank stuff
19:12 Kibbleru: ya
19:12 Kibbleru: he has a couple of gds
19:12 *Chaos is playing [https://osu.ppy.sh/b/508558 Nanahoshi Kangengakudan - IMAGINARY LIKE THE JUSTICE [Frostings' Insane]]
19:12 Kibbleru: but he finally got motivation to finish a set so i really want to help him with this
19:12 Chaos: for example
19:12 Kibbleru: here comes the moment of truth xd
19:13 Slick: who's slidercreators is nuts
19:13 ztrot: the 1st thing is the finger stress increase from easy to normal is fine
19:13 Slick: i like sliders
19:13 Slick: slider creations*
19:13 ztrot: he uses repeats very smart
19:14 ztrot: so even tho the star rating is a bit higer
19:14 ztrot: it really isn't that much harder
19:14 Kibbleru: this type of normal is mapped with low rhythm density but with weird spacing
19:15 ztrot: so if you are worried about bubbling don't me
19:15 ztrot: spacing felt fine to me
19:15 Kibbleru: r u ok with the jumps?
19:15 ztrot: sure there are some gaps
19:15 ztrot: but it is for patterns
19:15 Kibbleru: i feel lke they're fine personally but i just wana get some more input on it
19:15 ztrot: not once does the jump not warrant itself
19:15 ztrot: it follows the theme from easy
19:16 ztrot: it just takes it one step further
19:16 ztrot: this is good diff progression
19:16 Kibbleru: alright
19:16 ztrot: and spacing changes are made known with NC
19:16 ztrot: something that is still allowed but never used :C
19:17 Kibbleru: i agree :3
19:17 Kibbleru: i guess thisll be the start of something new
19:17 ztrot: >.<b thumbs up from me
19:17 ztrot: not really my current pending map does it too
19:17 ztrot: XD
19:17 Kibbleru: o xD
19:17 ztrot: it is just old school
19:17 ztrot: by no means not good tho plays great
19:18 Kibbleru: ya
19:18 Kibbleru: i feel like people are scared to do spacing changes in lower diffs
19:18 Kibbleru: k ill go talk with the mapper then, thanks for ur input :3





k some things
bold = u better fix if u want me to buble xd

hard
01:04:887 (1) - touches hp bar
01:39:387 (1,1) - it would be better if u space this the same as the rest tbh
01:57:987 - why did u skip this one, u dont do it elsewhere
02:09:687 (1,2,3,4) - imo its alot better to play if u just removed 1 repeat from each of them, it would fit pretty nice too imo. cuz the motion is kinda weird rn


insane
00:34:887 (1,2) - imo swapping nc would make it easier to read?
02:00:387 (4) - eh


extra
00:11:187 (3) - i would honestly ask for either an nc or slight length variation from the previous ones
00:36:387 (3) - ^
00:17:187 (2) - curve this more for the structure
00:27:687 (1,2) - i legit don't know why but the way u made this part actually looks so awful LOL. try some red anchors maybe?
00:32:487 (1,2,3,4,5,6,7,8) - i think in general could use some more spacing here.
00:58:137 (4,5) - more spacing pls, so ppl can tell the difference between this and 00:57:687 (1,2) -

u gotta make ur white combo colour darker, its unrankable otherwise iirc

is the source supposed to be tohou or bms? the ranked version has tohou
Topic Starter
Frostings

Kibbleru wrote:

k some things
bold = u better fix if u want me to buble xd

hard
01:04:887 (1) - touches hp bar sam
01:39:387 (1,1) - it would be better if u space this the same as the rest tbh tr
01:57:987 - why did u skip this one, u dont do it elsewhere uh because the slider is cool
02:09:687 (1,2,3,4) - imo its alot better to play if u just removed 1 repeat from each of them, it would fit pretty nice too imo. cuz the motion is kinda weird rn ewwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww


insane
00:34:887 (1,2) - imo swapping nc would make it easier to read? holy actually no joke this is god suggestion
02:00:387 (4) - eh what am I looking at


extra
00:11:187 (3) - i would honestly ask for either an nc or slight length variation from the previous ones pce
00:36:387 (3) - ^
00:17:187 (2) - curve this more for the structure a
00:27:687 (1,2) - i legit don't know why but the way u made this part actually looks so awful LOL. try some red anchors maybe? uh fixed? iodk
00:32:487 (1,2,3,4,5,6,7,8) - i think in general could use some more spacing here. I think the pacing is alright, rhythm gets kinda complicated here
00:58:137 (4,5) - more spacing pls, so ppl can tell the difference between this and 00:57:687 (1,2) - true

u gotta make ur white combo colour darker, its unrankable otherwise iirc a

is the source supposed to be tohou or bms? the ranked version has tohou the original song this was remixed from is from Touhou. This one is from BMS which is apparently what we're putting as the source. BMS, original song
also changed one thing in Normal: 00:21:087 (4) - changed from 1/2 + note into 1/2 reverse
ThanK
Irreversible
Do you really use BMS as source? I'm pretty sure there was a debate once not to do that
Topic Starter
Frostings
seems relatively recently ranked maps all include BMS as the source if the song is from there
I can remove it if it's an issue :oops:
Kibbleru
use tohou as source like the current ranked set

also having the reverse here makes the flow bad for the next jump
00:21:087 (4) - so i would still recommend u do something else, ctrl g might be a good fix

hard
02:08:487 (1,2,1,2,3,4,1) - the main issue i have with this tbh is that it doesn't provide a really good difficulty progression to any of the other diffs
00:01:287 (1,1) - u need 1 beat of recovery time at minimum



the spinner on easy diff seems to end at a different spot than the others also dont forget to change it to soft sample
also spinners on normal and hard apparently unsnapped
Topic Starter
Frostings

Kibbleru wrote:

use tohou as source like the current ranked set The thing is, this specific song isn't from Touhou. Though it's based on the Touhou character's theme, I think the two songs are different enough to be separate sources

also having the reverse here makes the flow bad for the next jump
00:21:087 (4) - so i would still recommend u do something else, ctrl g might be a good fix extended to 1/1 instead

hard
02:08:487 (1,2,1,2,3,4,1) - the main issue i have with this tbh is that it doesn't provide a really good difficulty progression to any of the other diffs hmm what if I remap this part in the highest diff to be harder?
00:01:287 (1,1) - u need 1 beat of recovery time at minimum fix



the spinner on easy diff seems to end at a different spot than the others also dont forget to change it to soft sample true
also spinners on normal and hard apparently unsnapped Fixed I think? I have the spinners ending on the 1/8 if that's what's causing it
Kibbleru

Frostings wrote:

Kibbleru wrote:

use tohou as source like the current ranked set The thing is, this specific song isn't from Touhou. Though it's based on the Touhou character's theme, I think the two songs are different enough to be separate sources ok.. uhm, idk then, remove it maybe lol?

also having the reverse here makes the flow bad for the next jump
00:21:087 (4) - so i would still recommend u do something else, ctrl g might be a good fix extended to 1/1 instead

hard
02:08:487 (1,2,1,2,3,4,1) - the main issue i have with this tbh is that it doesn't provide a really good difficulty progression to any of the other diffs hmm what if I remap this part in the highest diff to be harder? > sure
00:01:287 (1,1) - u need 1 beat of recovery time at minimum fix



the spinner on easy diff seems to end at a different spot than the others also dont forget to change it to soft sample true
also spinners on normal and hard apparently unsnapped Fixed I think? I have the spinners ending on the 1/8 if that's what's causing it
Topic Starter
Frostings
updated
Ujimatsu Chiya
랭크 시켜주세여 !!
Kibbleru
u still hav bms as source :X

didnt they say not to use it? if u dun wana use tohou i think it might be better to just keep the source filed empty
Topic Starter
Frostings
metadata discussion in this thread: p/4577530

sheela wrote:

HootOwlStar wrote:

Are niconico and BMS websites official sources for metadatas to be honest? It is not included in the original post.
Yeah, they should be included.
Since this song was made for BMS 2013, the source should be BMS, if anything to keep it consistent with the other ranked sets with songs from BMS

?
Irreversible
Nah, the discussion I was refering to was older I believe. Maybe ask some metadata specialist first, just to be sure. "keeping it consistent" doesn't seem too reliable haha
Shiirn
If the track was made for a BMS 2013 event (which it was, verifiably so), the source should be [BMS] with the varied tags bms of fighters bof and since this was for the konzertsaal event, you should also have [konzertsaal 2013]. This is how BoF tracks have always been handled and I see no problem with changing it. (technically, it's "The BMS of Fighters" but literally nobody searches "the", and even if they did it wouldn't pop, but if you want to be anal you can add "the" to the tags)

Nevermind, that was Doppelganger. I got them mixed up. This was a generic BMS event specifically to remix touhou tracks. Stick with the current tags. Should still be source: BMS though, as it is a BMS track.


You don't have the accompanying video so maybe the creator of that video - Optie - is optional for tags. Oh well.

LeaF specifically remixed the original track for the BMS event, just as most other BMS remixes came about. It's a remix with rhythm gaming in mind, so beats are added and smoothed out and sometimes outright changed. Although this seems to only apply to BMS as most other remixes on this site have the original composer listed as the artist with the remixer in parenthesis (which happens tends to depend on whether the artist of the remix themselves puts their name in their own artist field. It's a vague field.)

When it comes down to it, we're a piggyback community - we attribute songs and tracks how the source attributes them. "Composer remixed by Artist", "Composer - song name (Artist's remix)", "Artist - Song name", composer mentioned somewhere else, there are examples of these all over. IIDX, BMS, random pickups off soundcloud, various other rhythm games, we attribute how they're attributed from their sources. And BMS treats the metadata like I mentioned above.

If the other ranked sets have touhou as a source, they are the inconsistent ones.
Topic Starter
Frostings
added Remix, ZUN, and Optie to tags

I actually specifically chose not to include the video in this set because I'm not a fan of it

Thanks for your help :)
Kibbleru
k i guess bms is fine as source then.

we can get this going
Topic Starter
Frostings
based kibbleru
Sidetail
hype
Doormat

BetaStar wrote:

hype
hype
Kibbleru

Doormat wrote:

hype
hype
Ujimatsu Chiya
we need heart BNs Q^Q
Monstrata
Some quick things:

Cataclysm

00:18:087 (9,1) - I think using a 1/2 slider here is better, with an additional circle on 00:18:687 (3) - to emphasize the blue tick.
00:26:487 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This is actually reallly cool. I wish you had kept the counter-clockwise flow with 00:27:687 (1) - .
00:30:987 (7,1,2,3,4,5,6,7,8) - I don't really like the flow here too much. Try an arrangement like this for the star? It'll create a more consistent counter-clockwise flow

Insane

00:02:787 (1,1,1) - Are the NC's necessary? Since you don't NC for 00:04:887 (1,2,3,4,5) -
00:12:087 (1,2) - It's easy to misread this as a 1/2 jump. I would make 1 a 1/2 sliders instead to eliminate the gap. That, or increase spacing more.
00:33:687 (1,2) - It's quite hard to see the repeat arrow of 2. Can you make it more visible?
01:00:087 (1) - I wish the SV was higher lol. Guess theres not much we can do tho idk.

[]

So this was the map with the jumps on Normal. Okay, I'm interested in seeing the community's thoughts on this concept, so call me back for Heart.
Topic Starter
Frostings

Monster Rattata wrote:

Some quick things:

Cataclysm

00:18:087 (9,1) - I think using a 1/2 slider here is better, with an additional circle on 00:18:687 (3) - to emphasize the blue tick. hmm. I think it makes the play too smooth. I want a bit of a staccato feel
00:26:487 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This is actually reallly cool. I wish you had kept the counter-clockwise flow with 00:27:687 (1) - . It's intentional. I changed the direction to make it standout :)
00:30:987 (7,1,2,3,4,5,6,7,8) - I don't really like the flow here too much. Try an arrangement like this for the star? It'll create a more consistent counter-clockwise flow too much distance and I think stars are overdone :o

Insane

00:02:787 (1,1,1) - Are the NC's necessary? Since you don't NC for 00:04:887 (1,2,3,4,5) - Fixed
00:12:087 (1,2) - It's easy to misread this as a 1/2 jump. I would make 1 a 1/2 sliders instead to eliminate the gap. That, or increase spacing more. I think the AR and spacing are both high enough to distinguish them. I don't really like the alternative options because I want to preserve the emphasis on the down, and the structure as well
00:33:687 (1,2) - It's quite hard to see the repeat arrow of 2. Can you make it more visible? Ok
01:00:087 (1) - I wish the SV was higher lol. Guess theres not much we can do tho idk. Fixed

[]

So this was the map with the jumps on Normal. Okay, I'm interested in seeing the community's thoughts on this concept, so call me back for Heart.
Tyty

Other changes:
Extra
00:23:487 (1,2,3) - manually stacked

Insane
00:08:487 (1,2,3) - slightly tweaked so it doesn't look like garbage

Hard
00:57:687 (1,1,1,1,1,1) - shifted whole pattern down slightly

Normal
02:02:487 (1) - soft sample
Topic Starter
Frostings
LAST MINUTE MP3 SWAP ASASDASD
Monstrata
Can i heart?
Topic Starter
Frostings
no

graveyard 4ever ;______;
pkk
heart it if ur good .
Topic Starter
Frostings
heart it if you're a nerd
Monstrata
Enjoy your graveyard
Topic Starter
Frostings
damn
Spytes
Grtz on being qualified
Kibbleru
Now before you guys complain about 'ahh jumps in normal' let me remind you what 'diff spread means'

diff spread refers to the equal difficulty spacing between various difficulties. Sure this normal isn't exactly normal, however when you consider the hard difficulty for example, you notice that it has various similarities to the normal diff. for one; it has relatively low rhythm density, and it also have rather large jumps. HMM WHAT DOES THIS LOOK LIKE 'cough normal diff cough'

so yeah. just wanted to put that out there.
Doormat

Kibbleru wrote:

Now before you guys complain about 'ahh jumps in normal' let me remind you what 'diff spread means'

diff spread refers to the equal difficulty spacing between various difficulties. Sure this normal isn't exactly normal, however when you consider the hard difficulty for example, you notice that it has various similarities to the normal diff. for one; it has relatively low rhythm density, and it also have rather large jumps. HMM WHAT DOES THIS LOOK LIKE 'cough normal diff cough'

so yeah. just wanted to put that out there.
Just to add to this, there's nothing in the Ranking Criteria that explicitly states that Normals must have consistent distance snap, so keep this in mind before you complain about this being unrankable.
Gaia
first
heart

frostyyy !!!!!!
dqs01733
Awesome map! Congrats!!!!
sahuang
Interesting mapping concept, gratz!
Kinshara
Frostings-sama congratulations! :)
Sidetail
:o congrats frostings!~
RyoKazuka


congratzz

nice mapping style !

Ujimatsu Chiya
xDxDxD
Topic Starter
Frostings
wo
Alexaaro
:?
DeathInsanity
Great map, Well done! 8-)
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