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sakuraburst - cherry blossoms explode across the dying horiz

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Topic Starter
Shiirn

pinataman wrote:

This song has a very mild pacing curve.

00:30:133 (2,3) – This spacing feels a little big. The increase to ¼ rhythm already increases the intensity nicely, why do you need a bigger DS as well? The spacing isn't that large when you account for the 1/2 leniency.

00:46:480 (1,2,1,2,1,2,1) – There's a lot of cool pitch changes going on here in the melody. There's a lot of opportunities to express these changes with a change in DS which I think would make a nice play experience. The focus here is on the offbeat melody. The pitch changes are largely irrelevant, the offbeat melody already emphasizes them indirectly.
01:39:172 (1) – similar instances

01:26:672 (2,1) – This flow is kind of awkward since the slider direction at the head changes direction very drastically. This has a very strong effect on the player, and I don't see anything in the music it goes with in this overall calm part. Try a rotation like: http://puu.sh/pvBgg/c91ca82d90.jpg Not happenin'. Slider's fine as it is.

01:32:057 (1,3) – These notes feel unequally emphasized. Is there anything you can do to emphasize (1) more so that the huge change in intensity is a lot more clear? (Can you reduce the DS 01:30:903 (3,4) – or perhaps even consider making a slider somewhere in here?) If you can't emphasize (1) more, than the huge DS change into (3) feels a little too extreme relative to how much you built up, so it feels appropriate to nerf the DS a little (to maybe 6.50x?). They're unusually emphasized because they're very powerful. I heavily disagree with using a slider for any of these notes, although I may decrease the spacing if other people feel it is too large as well.

03:46:095 (3) – Why squiggle the bottom of this slider? You reserve the squiggle affect for 1/8 disruptions at 01:14:749 (3) - , so these feel slightly at odds with each other? The flute quavers a bit at this point but without going full distortion-y. This is just a bit of a wiggle, it's not actually vibrating.

04:27:826 (1) – This downbeat is quite strong. Why give so little distance for it? The way it's mapped feels too weak. sure

04:30:518 (1) – To me, the overall tone of this section of the song feels too calm to support the big change in intensity you're going for, nor does this “drop” sound deserve such a huge change in spacing. There is no big change in intensity for a 1/1 section. This is just off to the side to emphasize the don hit.

04:44:364 (1,2,3,4,1,2,3,1,2,3,4,1,2,3,4) – Why use repetition in the flow? Starting a new flow structure on each NC feels like it would add something exciting and spontaneous in a similar way the double bass is rejuvenating the song. A similar kind of argument can be made from a broader perspective. This new section of the song is what 04:39:557 (2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2) – is building into, so new flow structures helps show the radical transition away from the calm section, where as repetition keeps the map calm. ehhhhhhhhhhhhhh i feel like you're using words of which you have no idea what the meanings are. There is no particular flow here, it's just a mash section.

Tl;dr: Sometimes you're too crazy, sometimes you're not crazy enough.

There's a lot of cool, expressive patterns in this map, so even though I don't enjoy the song, you make it nice to play. Good luck!

Quite Cynical wrote:

(stole my song hmph)

f being finish, c being clap etc.

  1. 01:01:672 (1,1) - drum sampleset to suit the hard hitting sound (also keeps it consistent with 01:38:595 (1,2) - )
  2. 02:24:557 (1,2) - f-c to c-f due to higher to heavy sound(same as below)
  3. 02:27:441 (1,2,3,4) - f-c-c-f to c-c-f-f to emphasize the change from a high to heavy sound (kind of like a breakdown)
  4. 02:42:057 (2) - change addition from soft to auto to keep consistency from this and 02:35:903 (2) -
  5. 02:48:210 (2) - same as above (but add a whistle here)
  6. 04:42:441 (1,3) - change to drum sample.s +whistle here to keep consistency with the sound being hitsounded at 04:42:730 (2) - (also sounds pretty sweet)
will try and find more but this is all I could find in term of hitsounds :o

all done
Faust
Dude, pinataman just become a BN already :l
Anxient
m4m for evanescent
cherryblossom just exploded.
00:43:210 (1,2) - try making the movement angle go downwards? the song pitch becomes lower, and it might fix the awkward overlap 00:42:441 (3,2) -
01:01:672 (1,1) - make the spacing wider. it feels a bit weak coz the slow part before this one had about the same spacing (visually)
01:27:057 (1,2) - :^)
01:39:172 (1,2,1,2) - i think itll be better if the white ticks are clickable coz there is more emphasis on it rather than your current pattern (which is missing some clickable beats)
01:42:249 (2,1,2,1,2) - same here.
and for similar parts -

01:51:672 (1) - i think the spacing is way too wide. 4.9x spacing lol. try ctrl g?
02:03:595 (1) - why NC? the song is still connected
02:03:883 (2,3) - blanket?
02:09:749 (3,4) - i dont think this overlap is a good idea.
02:10:518 (6) - NC? xd
02:21:480 (6,1) - blanket lol
02:29:845 - this super clickable beat bothers me lol try doing this. itll fix the missing beat http://puu.sh/px92j/12dfaaff92.jpg http://puu.sh/px91C/6787d02e34.jpg
02:35:518 (1,2) - same in here
02:41:672 (1,2) - and in here. btw fix the overlap. imo it looks bad
02:43:690 (2,3) - overlap. why did you stick to the usual lol this looks weird. imo this looks better http://puu.sh/px97q/29ada7505c.jpg
02:47:826 (1,2) - and similar parts.

02:54:749 (3) - space this out a BIT more to emphasize the louder piano note? :D
02:55:518 (1) - give this more spacing? like at least use 0.5x?
03:01:672 (1) - same for here.
03:07:826 (2,3) - i sorta expected this to be placed somewhere else coz of the song lol
03:48:018 (4) - NC?
04:25:133 (1) - try placing over in x261 y349
04:42:441 (1,2) - overlap bothers me tbh
04:54:941 (2,2) - this aint stacked and its bothering me
05:07:249 (2,1) - consider distancing this lol its so close to overlapping
05:20:133 (1,2,3,4,1,2,3,4) - this part feels randomly placed lol. it looks wonky and doesnt play all that well either?
05:34:749 (1) - continue combo
05:35:518 (4) - NC
05:43:980 (1) - vontinue combo
05:44:749 (4) - NC
05:47:057 (1) - continue combo
05:47:826 (3) - NC
05:53:980 (3) - NC
06:02:826 (5,6,7,8,1) - not keysounded ;c
Topic Starter
Shiirn
Only responding to relevant points. Anything not mentioned or responded to or removed was either done without comment or just removed to save space and time.

General response: New combos largely ignored, mine are fine and well-structured, blankets fixed, some overlaps remove while others were made more clearly intentional and patterned.
I won't change the click rhythms to follow the bassline as that is not the point of this map, which is to follow the wubs and bass and distortions.

Anxient wrote:

m4m for evanescent
cherryblossom just exploded.
01:39:172 (1,2,1,2) - i think itll be better if the white ticks are clickable coz there is more emphasis on it rather than your current pattern (which is missing some clickable beats) I disagree. Offbeat is love, offbeat is life. I'd rather have the player experience the slightly-off sensation of offbeat patterning than have the extremely snooze-worthy white beat patterning.
01:51:672 (1) - i think the spacing is way too wide. 4.9x spacing lol. try ctrl g? It's fine.
02:54:749 (3) - space this out a BIT more to emphasize the louder piano note? :D It's pretty much the same piano note as always.
02:55:518 (1) - give this more spacing? like at least use 0.5x? k
03:01:672 (1) - same for here. k
03:48:018 (4) - NC? ya
04:25:133 (1) - try placing over in x261 y349 k
04:42:441 (1,2) - overlap bothers me tbh intentional overlap, but moved a bit
04:54:941 (2,2) - this aint stacked and its bothering mek
05:07:249 (2,1) - consider distancing this lol its so close to overlappingk
Arphimigon
Hey!

Fancy Modding Formatting

  • I find it a little offputting how you have 00:12:441 (1,2) - 00:14:748 (1,2) - these two at higher spacing than the one 00:13:594 (1,2) - in the middle of it, seemz kinda random and weird imo, would rather have the same higher spacing on all 3 of them (not lower cuz therez extra brass sound at bg xd) or make them all lower cuz thiss is the only point you do higher spacing like this
    00:50:133 - Yknow how you increase the spacing here because of the piano? Well why not -small- jumpz at 00:51:672 - 00:53:210 - too to follow that same logic? It'd be nicer to play imo
    01:50:903 (1,1) - These slightly touch and itz visible in game and triggered
    01:53:403 (2,3) - Blahblabhblanketz
    01:57:057 (1,1,2,3,1,1,2,3,1,1,2,3) - How about increasing spacing per pattern here to add emphasis to increasing pressure/build and pitch rising?
    01:59:364 (1,1,2) - I can NOT IGNORE that 5 note stream u didnt map right here, simply cant, itz way too obviouss
    02:20:807 (4) - Doeznt feel wubby or special enough how about this:
    Or anything thatz wubby or special
    02:29:749 (2,3) - alblakblkblanketz
    03:30:710 (2) - Kinda disagree with this being a slider cuz second ssound has higher pitch, i see you increassed the volume, but it doesnt feel right to tap, likewise, 03:30:903 - doeznt need a jump either, so how about a sstacked or low-spaced triple?
    05:22:441 (3,4) - 05:23:980 (3,4) - mapped to extra 1/4 sound which iz cool, 05:21:191 - so why miss thiz one out? Mistake?
    05:57:057 (1,2,1) - Is it just me or is this unusually low spaced (05:57:441 (2,1) - that part)
Thats it, not much but some changez could be done for a more e n j o y a b l e experience at times, take as you will.
PS: Sorry4late
Arusamour
if shiirn ddies, idk howi will ever map. this map is so spooky btw, makes me feel violated. also pls playy wth storybord and shit cuz it's sick . nice
Ongaku
ok

[lamentations of the past]

- 01:29:749 - Have you considered just adding a single note here? I mean, you can hear something on the white tick, so it should work.
- 01:44:364 (1,2,3,4,5) - I feel like making 01:44:364 (1,2) - a single 1/4 slider and 01:44:556 (3,4,5) - stack would make it feel more better, since the stream doesn't give off enough... "impact," if thats the right word.
- 02:16:191 (3) - Control+g this? I think it would feel better when you play it, since the feeling of moving from 02:15:903 (2) - to 02:16:191 (3) - would feel much smoother.
- 02:20:133 (1,2) - Make 02:20:133 (1) - a 1/4 slider so it can hit the element 02:20:230 - ? Missing this would feel weird, so I recommend you do it.
- 02:43:690 (2) - Control+g this one? It would feel kind of the same as transitioning to 02:44:267 (4,5) - .

[Conclusion]
To be honest, this song is so weird. It has a lot of tempo changes around the song, like 03:04:749 - is a 3/4 tempo change to 03:07:825 - , which is another 3/4 to 03:10:901 - , which is the final 3/4 in the section, up to 03:13:977 - which is 4/4. I would apply those tempo changes, just to keep things from being complicated in the timing section.

Thats all I can find so far, everything looks reasonable and good to go. Good luck!
Topic Starter
Shiirn
Due to issues with posting while silenced, I lost my respons eto arphi's mod and am too lazy to go over it again. Know that I changed most everything except for the wubzy slider and the 5-note stream during the buildup.

Same with ongaku's except i did different things. ~lazy~ to re-say them all.


Also, re: the tempo changes, I honestly don't think anyone really wants to piece together what exactly is going on, i tried to do it early on and it was a hilariously awkward failure.... and the map is single-BPM anyway. Just feels like semantics really.
Monstrata
[diff name]

00:40:903 (1) - Use another color here? Purple really blends in with the storyboard here.
00:55:422 (3) - Is this supposed to be spaced like that? Just wonder, cuz it looked misplaced.
01:14:749 (3) - Sorry, I can't support this xP. Even though it makes sense with the song.
01:20:903 (1) - This one too. But this one's at least a bit better since it's not inside a loop. Basically, If this was posted on the BN discussion forum, I can see people potentially considering this acceptable, but the one before, I can't.
02:15:133 (5) - NC here, or remove it from 02:14:172 (1) - for consistency between patterns.,
02:27:826 (1,2) - Blanket's off.
02:32:633 (2,3,4) - The overlaps with the slider-borders really make this pattern look unpolished.
02:35:903 (2,3) - Blanket here is off too.
02:41:287 (4) - Spacing's off.
02:46:287 (1) - Try and use the approach circle to give the slider-head section a better blanket.
02:52:826 (2,3,4) - This spacing bugs me... as does 02:54:364 (2) - (though less obvious).
03:34:236 (1) - Snapping to 03:34:268 - sounds better... but tbh I'd just leave it out because it doesn't have any rhythmic value...
03:35:326 (1) - This whole section and onward is like, sliderbreak-heaven cuz of that slidertick right at the end of every slider xP. It's really bad for stuff like 03:44:172 (1,2) - where the movement you want to go to isn't the same movement as the sliderball, which causes the player to break more easily. If you want to keep these jumps, at least have the slider-shape match the flow in this section. Don't consider slider-leniency on sliders with a tick really near the slider-end because player's won't be able to use slider-leniency like they want to.
04:05:518 (1,2,3) - Is this uneven spacing intentional? xd why xd, why aren't the others 04:07:441 (1,2,3,1,2,3) - spaced like that then? I imagine it could have been for the pitch change or something.
05:20:133 (1,2,3,4) - The windup doesn't work well here when your spacing and jumps progressively decrease before picking up in the later combos...
05:45:326 (1) - xdd blanket. Use more nodes.

Okay good luck!
Topic Starter
Shiirn

Monstrata wrote:

[diff name]

00:40:903 (1) - Use another color here? Purple really blends in with the storyboard here. ok
00:55:422 (3) - Is this supposed to be spaced like that? Just wonder, cuz it looked misplaced. yaeh made it even
01:14:749 (3) - Sorry, I can't support this xP. Even though it makes sense with the song.
01:20:903 (1) - This one too. But this one's at least a bit better since it's not inside a loop. Basically, If this was posted on the BN discussion forum, I can see people potentially considering this acceptable, but the one before, I can't. I'll try to make them less...questionable, i guess.
02:15:133 (5) - NC here, or remove it from 02:14:172 (1) - for consistency between patterns.,
02:27:826 (1,2) - Blanket's off.
02:32:633 (2,3,4) - The overlaps with the slider-borders really make this pattern look unpolished. I mean, if it bothers you that much and I can't scream *aesthetics* like you can, then fine.
02:35:903 (2,3) - Blanket here is off too.
02:41:287 (4) - Spacing's off.
02:46:287 (1) - Try and use the approach circle to give the slider-head section a better blanket.
02:52:826 (2,3,4) - This spacing bugs me... as does 02:54:364 (2) - (though less obvious).
03:34:236 (1) - Snapping to 03:34:268 - sounds better... but tbh I'd just leave it out because it doesn't have any rhythmic value...
03:35:326 (1) - This whole section and onward is like, sliderbreak-heaven cuz of that slidertick right at the end of every slider xP. It's really bad for stuff like 03:44:172 (1,2) - where the movement you want to go to isn't the same movement as the sliderball, which causes the player to break more easily. If you want to keep these jumps, at least have the slider-shape match the flow in this section. Don't consider slider-leniency on sliders with a tick really near the slider-end because player's won't be able to use slider-leniency like they want to.
04:05:518 (1,2,3) - Is this uneven spacing intentional? xd why xd, why aren't the others 04:07:441 (1,2,3,1,2,3) - spaced like that then? I imagine it could have been for the pitch change or something.
05:20:133 (1,2,3,4) - The windup doesn't work well here when your spacing and jumps progressively decrease before picking up in the later combos...
05:45:326 (1) - xdd blanket. Use more nodes.

Okay good luck!

rest of stuff applied
grumd
ruined the sliders thanks :^)

honestly, they are fucking ugly now

why?

can you please find the text documents i sent you earlier and bring my sliders back to normal?
Battle
rip in peace slider
Topic Starter
Shiirn

grumd wrote:

ruined the sliders thanks :^)

honestly, they are fucking ugly now

why?

can you please find the text documents i sent you earlier and bring my sliders back to normal?
pls i fixed the blanket of the second one and the start was completely obscuring the bulgy bit, and the first one only had the bend at the end changed in direction, which i think is neat
Topic Starter
Shiirn
completely reverted to the original sliders.
Lanturn
those
RE: t/471752

Hey guys remember this map? https://osu.ppy.sh/s/112654 It had this in it:



Here's the appropriate response: p/2615681



GL with map! :P
Topic Starter
Shiirn
3 years ago says it all


times change, and music moves on. This kind of glitch mid-bass is not something you see very often even now, and even 3 years ago it was probably unheard of.



(not to mention that techniques such as this get ranked with no fanfare whatsoever fairly often, although they're admittedly less extreme than what is used here.)
Kethsar
Please don't let those sliders cause problems. I cannot imagine this map without them. They fit to the point that nothing can replace them without ruining that part of the map.
Liiraye
You don't argue with grumd, you just don't
Endaris
Imo 01:20:903 (3) - 01:27:057 (3) - are perfectly fine as there is a continous outline of the sliderpath and the wobble is also indicated by the shape.
But 01:14:749 (3) - is a burai and burais are not allowed for a good reason. Sure, at the slow sliderspeed it isn't a problem gameplaywise but the premise is that the player should always be able to tell how the sliderball goes at first glance of the shape and this is not the case for this slider because the wiggle-indicating change of slidershape is covered by the overlap. The wiggle itself fits nicely but in the interest of readibility+ranking criteria I think it'd be best if you used a more readable shape here - the other 6/1 sliders show that it's possible.
Spaghetti
[General]
  1. Your MP3 quality could be better, here's a 192kbps version. (Taken from Quite Cynical's mapset.)
[lamentations]
  1. 00:13:594 (1) - Pls snap.
  2. 00:51:672 (4) - 00:53:210 (3) - I feel like these circles should be emphasized since they land where that little chord hits in the music and because you emphasized it at 00:37:826 (3) - 00:43:980 (1) - 00:50:133 (3) - and 00:54:749 (1) -
  3. Topic about sliders like - 01:14:749 (3) - 01:20:903 (3) - 01:27:057 (3) -have been raised in the beatmap management forums and I just want to give my opinion on them.

    First of all, sliders like these aren't new, I'm assuming the issue is that the "glitched" part of it is not visible and can supposedly lead to sliderbreaks.

    Here's the thing though, the slider follow circle area is so massive that even if i sit at the edge of the sliderball the entire time, and keep a constant speed through the glitched part, i still survive without any sliderbreaks.

    Also, once a player notices that the slider does weird shit on the first one, they'll be prepared for the next two, so I really don't see the issue in them in terms of playability.

    Moving on,

  4. 01:32:057 (1,2,3) - I feel like this whole pattern should be moved a bit further from six, it helps with readability and emphasis imo.
  5. 01:32:633 (1) - Some hitsounding here to emphasize the "loudening" (xd) of the song would be nice.
  6. 01:53:595 (3) - Move this to 287|209? 2 and 4 are a little too close for comfort imo and I think that this looks much nicer.
  7. 01:53:980 (1,1,1,1,1,1,1,1) - why so many NC's
  8. 02:15:326 (2) - Comparing this to 02:15:133 (1) - , I feel like 2 would make much more sense as 2 circles, since the 2 distinct drum hits that are masked by the wub sound on 1 are much more audible on 2, due to the lack of the wub sound of course.
  9. 02:28:307 (2) - Unsnapped?
  10. 02:29:749 (2) - Aaaa pls find a way to compliment that hit on the blue tick, maybe shorten by a tick, move it so it starts on the blue tick, and add a circle to the white tick?
  11. 02:30:566 (1) - Something really gimmicky you can do here is making this a double, with a circle on the white tick as well. It'll compliment a super quiet beat and help with accuracy.
  12. 02:33:210 (4,5) - It'd make for a good triple if you put a circle in between these to compliment the hit inbetween them.
  13. 02:35:903 (2) - Same as what I said above about the hit on the blue tick, I may have missed other times this happened so if you know of any others please fix them as well.
  14. 02:36:720 (1) - Same as what I said above about the double.
  15. 02:36:720 (1,1,2) - I'm a big fan of this.
  16. 02:42:057 (2) - Same as what I said above about the hit on the blue tick.
  17. 02:42:874 (1) - Same as the double lol, I'm gonna stop listing these, if you find other places with these same placements, pls adjust them accordingly.
  18. 02:45:518 (4,5) - You should know. xd
  19. 03:04:172 (4,5,6) - Is there a reason why the spacing isn't consistent? If not pls fix.
  20. 05:57:057 (1,2) - I don't understand what you're trying to compliment with 2, but it's pretty awkward. I'd just delete 2 and if there's actually something there, it's so negligible that it should just be complimented by the sliderend. I hear what you're trying to hit at 05:58:210 (1,2) - and the rest though.
  21. 07:10:518 (1,1) - This is definitely my personal opinion but I feel like the ending would be a lot more ominous if you ended with the sliderend and not a circle, I don't know why though lol it just works.
  22. There might be more unsnapped sliders beware, I'll edit this post if I run into more.
Let me know if there's anything I can improve modding-wise, going for BN of course. :P
Nice map, GL o/
Topic Starter
Shiirn

Spaghetti wrote:

[General]
  1. Your MP3 quality could be better, here's a 192kbps version. (Taken from Quite Cynical's mapset.) This is an upscaled mp3.
[lamentations]
  1. 00:13:594 (1) - Pls snap. Pls yes
  2. 00:51:672 (4) - 00:53:210 (3) - I feel like these circles should be emphasized since they land where that little chord hits in the music and because you emphasized it at 00:37:826 (3) - 00:43:980 (1) - 00:50:133 (3) - and 00:54:749 (1) - The clicks are following two different patterns. While the music does indeed have the same instrument at those points, it is much weaker.
  3. Topic about sliders like - 01:14:749 (3) - 01:20:903 (3) - 01:27:057 (3) -have been raised in the beatmap management forums and I just want to give my opinion on them.

    First of all, sliders like these aren't new (I know they're not), I'm assuming the issue is that the "glitched" part of it is not visible and can supposedly lead to sliderbreaks.

    Here's the thing though, the slider follow circle area is so massive that even if i sit at the edge of the sliderball the entire time, and keep a constant speed through the glitched part, i still survive without any sliderbreaks.

    Also, once a player notices that the slider does weird shit on the first one, they'll be prepared for the next two, so I really don't see the issue in them in terms of playability.

    The thing is, these sliders have two big functions to them.

    They are Unpredictable on first playthrough. This is penchantly unrankable and always has been. I've never been a fan of this rule. It's inane and boring and needlessly limiting to force mappers to assume that players will only play a map once. But on the other hand, maps shouldn't need to be memorized to be played. This is barely worth considering, in my eyes: They are the only 3 super-long bass sliders and every one of them has a glitch bit near the end. It's extremely predictable on secondary playthroughs because they are incredibly memorable. Out of all the plays, I'm sure that players remember these three sliders alongside the kiai and wub sections as the only memorable parts of the map. Nobody remembers the other bits quite as clearly - "that weird jumpy bit before the chorus?" for example.

    On the other hand, they are Completely playable on their first playthrough. They are designed to be a bit surprising, but no player that is not currently having a spontaneous seizure is going to sliderbreak on them, in which case they have bigger issues to deal with.


    Due to both of these factors, I'm of the opinion that fuck it, they're cool, they're fine. They shouldn't set a precedent and they shouldn't give mappers leave to copy it "because shiirn did it why can't i?". There are extenuating factors that outweigh the cons here, to me.




    Moving on,

  4. 01:32:057 (1,2,3) - I feel like this whole pattern should be moved a bit further from six, it helps with readability and emphasis imo. Disagree. Its closeness to 6 helps emphasize how big the spacing jump is for 1,2,3.
  5. 01:32:633 (1) - Some hitsounding here to emphasize the "loudening" (xd) of the song would be nice. ehhhhhh
  6. 01:53:595 (3) - Move this to 287|209? 2 and 4 are a little too close for comfort imo and I think that this looks much nicer. sure why not, not exactly where you said because no
  7. 01:53:980 (1,1,1,1,1,1,1,1) - why so many NC's why not
  8. 02:15:326 (2) - Comparing this to 02:15:133 (1) - , I feel like 2 would make much more sense as 2 circles, since the 2 distinct drum hits that are masked by the wub sound on 1 are much more audible on 2, due to the lack of the wub sound of course. Disagree again. The 1/4 sliders here actually disconnect the drums from the player. I know it's a weird concept, but even when I'm mapping the drums I don't want the drums to be the focus.
  9. 02:28:307 (2) - Unsnapped? what the fuck even is this game
  10. 02:29:749 (2) - Aaaa pls find a way to compliment that hit on the blue tick, maybe shorten by a tick, move it so it starts on the blue tick, and add a circle to the white tick? NOT FOLLOWING THE DRUMS FUCK THE DRUMS LALALALALALAA
  11. 02:30:566 (1) - Something really gimmicky you can do here is making this a double, with a circle on the white tick as well. It'll compliment a super quiet beat and help with accuracy. Fuck gimmicking this. There is no beat on the white tick. And I'm not going to force one.
  12. 02:33:210 (4,5) - It'd make for a good triple if you put a circle in between these to compliment the hit inbetween them. Again, not following the god damn drums >.<
  13. 02:35:903 (2) - Same as what I said above about the hit on the blue tick, I may have missed other times this happened so if you know of any others please fix them as well. Ain't shit to fix mate! They're staying the way they are.
  14. 02:36:720 (1) - Same as what I said above about the double. Ain't shit to fix mate! They're staying the way they are.
  15. 02:36:720 (1,1,2) - I'm a big fan of this. Hi a big fan of this i'm dad
  16. 02:42:057 (2) - Same as what I said above about the hit on the blue tick. I'm going to ignore these from now on.
  17. 02:42:874 (1) - Same as the double lol, I'm gonna stop listing these, if you find other places with these same placements, pls adjust them accordingly.
  18. 02:45:518 (4,5) - You should know. xd
  19. 03:04:172 (4,5,6) - Is there a reason why the spacing isn't consistent? If not pls fix. To have 5 be directly behind 2 and still have increased movement. The exact spacing is fine, it increases over time and curves interestingly.
  20. 05:57:057 (1,2) - I don't understand what you're trying to compliment with 2, but it's pretty awkward. I'd just delete 2 and if there's actually something there, it's so negligible that it should just be complimented by the sliderend. I hear what you're trying to hit at 05:58:210 (1,2) - and the rest though. Those 2s are the entire reason the chorus is the chorus. If you can hear the second one and beyond, it should be obvious why the first one is this way even if it's a little softer. The chorus has more advanced and swingy slider movement and the addition of those 2s to make the rhythm even more complex. It's a perfect fit for the kiai.
  21. 07:10:518 (1,1) - This is definitely my personal opinion but I feel like the ending would be a lot more ominous if you ended with the sliderend and not a circle, I don't know why though lol it just works. You know what? Fuck it sure, I was getting whiny bitch complaints that the suddenly extremely slow slider was unreadable anyway. This fixes all the issues.
  22. There might be more unsnapped sliders beware, I'll edit this post if I run into more.
Let me know if there's anything I can improve modding-wise, going for BN of course. :P
Nice map, GL o/
as far as improvements go, some uppity guys with sticks up their asses replacing their spines will tell you to be less casual and more formal, but fuck 'em, mapping and modding is, and should be, fun, and there's nothing like a fun conversational mod to get the creative juices flowing. Everyone's too rigid nowadays, maaaaan, and they know fuck all because they limit themselves to their comfy little bubble with the simple basic concepts that fit the Double-Damocles meta of PP mapping and qualification phases. Break the chains, etc etc. 8-)
Kethsar
>Upscaled MP3
What's an upscaled MP3?
I decided to buy the album, cause I enjoyed this song enough. The screenshot is a comparison of the waveforms of a FLAC, a freshly transcoded 192kbps MP3, the one Spaghetti linked, and the file you have currently. The top two are mine, the bottom two yours and Spaghetti's. The two 192's are more or less the same. The 128 you have currently really isn't much worse either, though, so whether you take the 192 or not probably doesn't matter.

Topic Starter
Shiirn
That's what i get for not comparing them side-by-side, i guess. I'll look into upping the quality.


EDIT: listening to the FLAC, 192, and 128, the quality difference is negligible. The bass is a bit stronger, but it's already plenty deep in 128kbps.
Xinely
Shiirn asked me my opinion toward sliders that Beatmap Management thread itself discussing, personally im fine with that, just a bit worry due the overlapping to slider's bodies but yes its playable and the shapes fit to the music

Good map and SB shiirn good luck for push forward the map
Wyatt
Hello shiirn
01:30:903 (5) - Sb does not line up here.
Topic Starter
Shiirn
no shit, sb is not updated in time with the map
Izzywing
really cool map!

I don't really get the issue with the "glitch" sliders, like do people actually sliderbreak on them??

Sure they might surprise you on the first playthrough, but after the first one the other ones are pretty obvious. Even if you are surprised, I don't see how you can actually sliderbreak on them considering the slider itself is very slow.

Anyway, this map was a ton of fun. Good luck!
Renumi
10/10 map approval when
Winnie
Already doing my fair take of shit anyways, might as well do something to get them all declined. I need for you to explode in mah face k thxs
This is a pretty good song at the start then wub wub hit me too hard


[lamentations of the past]
01:40:710 (3) - I feel spacing here is slight close. You have the consistency of 1.8 with 01:39:556 (2,1,2) - then go to 1.65 Whatever works tbh it feels relatively the same but I see what you're getting at
02:15:903 (2) - I'm surprised this isn't made as a straight slider, give me your reasoning as to why that is http://puu.sh/qecLR/5a896b52ff.jpg
Music to me represents more of a straight than a curve
02:16:480 (4) - Going with what you have previously. The sound can be represented to use those red anchor points for the zig zag effects here such as 02:17:730 (3) -
03:35:326 (1) - holy shit somebody ripped off the lugia theme song :D
Other than that, pretty hawt stuff :)
Topic Starter
Shiirn
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Spaghetti
epilepsy warning pls

00:03:211 (1,2,1,2) - how come these are overlapping eachother?
01:20:133 (1,2) - why are these 3/4 when the ones before were 1/1 circles?
05:45:326 (1) - snap plis
Topic Starter
Shiirn
the map graved literally 8 seconds before i applied all except the 3/4 slider thing


also some minor fixing and 0.04x distance snap aesthetic errors
Spaghetti
bub 1
Ascendance
yea wots up -

probably gonna pop this since those sliders haven't changed, and by definition of burai they're unrankable

edit: yea pop
Topic Starter
Shiirn
I've asked the question up the totem pole and have never been given a satisfactory answer; as they do not actually affect the speed of the slider and do not cause the player to miss unless they have a seizure mid-vibration (And in that case, they have bigger shit to worry about). They technically break the letter of the rule, but do not break the intention of it.

Maps have had wiggle sliders and been ranked with fairly low amounts of fanfare for years, peppy's one post from three years ago on a single map only shows up sporadically and has never really stopped anything. Monstrata's kyouran is the first example off the top of my head of an obvious wiggle slider, I'm sure with a bit of digging more examples can be made.
Ascendance
I've been told there is a "change" to the ranking criteria coming this weekend. If it fits the new rule so be it and rebubble it. For now, it's unrankable and will be treated as such.
Stjpa
IRC
2016-08-27 01:29 Shiirn: soooooo
2016-08-27 01:29 Shiirn: should i ask spaghetti for a rebubble and see if i can get a 3rd bn
2016-08-27 01:29 Stjpa: hi
2016-08-27 01:29 Stjpa: what map
2016-08-27 01:29 Shiirn: presuming you're the second
2016-08-27 01:29 Shiirn: cherry blossoms explode
2016-08-27 01:29 Stjpa: idk its still risky
2016-08-27 01:29 Stjpa: because we are aware that its breaking the RC
2016-08-27 01:29 Stjpa: but still do it
2016-08-27 01:30 Shiirn: the word, not the spirit, of the rule
2016-08-27 01:30 Shiirn: the intent is to avoid sliders that defy player expectations in an unnatural or unfair way
2016-08-27 01:30 Shiirn: this does not do that
2016-08-27 01:30 Stjpa: hmm
2016-08-27 01:30 Stjpa: what did Irre say when u asked him?
2016-08-27 01:30 Shiirn: the rule is worded to just overkill stop every possible way
2016-08-27 01:30 Shiirn: uhhh
2016-08-27 01:30 Shiirn: i never asked irreversible or if i did i don't remember his answer
2016-08-27 01:31 Stjpa: kek
2016-08-27 01:31 Stjpa: did u ask oko about it?
2016-08-27 01:31 Shiirn: oko is fine with it
2016-08-27 01:31 Stjpa: o
2016-08-27 01:31 Stjpa: ok then im not afraid LOL
2016-08-27 01:31 Shiirn: oko was one of the reasons i wanted to rank it in the first place
2016-08-27 01:31 Shiirn: because he said he thought it was a viable usage
2016-08-27 01:31 Stjpa: it truly is
2016-08-27 01:31 Shiirn: like ask him right now
2016-08-27 01:31 Shiirn: 1 sec
2016-08-27 01:31 Stjpa: but u still wanna make a warning in the description tho
2016-08-27 01:34 Shiirn: sec
2016-08-27 01:34 Shiirn: t/471752&start=0
2016-08-27 01:37 Stjpa: so its 50/50
2016-08-27 01:38 Stjpa: should probably let the retarded community decide whether its fine or not
2016-08-27 01:39 Shiirn: hahaa
2016-08-27 01:39 Shiirn: if anyone even notices
2016-08-27 01:39 Shiirn: i'm writing the disclaimer
2016-08-27 01:40 Stjpa: i just hope it doesnt escalate when peppy hears of it
2016-08-27 01:40 Stjpa: lol
2016-08-27 01:46 Shiirn: After the first break, there are three extended sliders who very briefly (for 200 milliseconds) vibrate in ways that are not readily apparent at first glance. This formally breaks the "No wiggle sliders" or "No unreadable changes in slider shape" or "No changes to slider velocity during the slider proper" rules, whichever you prefer to label it as. But I believe that due to the extremely short duration, they do not impact gameplay whatsoever and ... (message truncated)
2016-08-27 01:46 Shiirn: message truncated
2016-08-27 01:46 Shiirn: LEL
2016-08-27 01:46 Shiirn: http://puu.sh/qPFHK/9ca401fdc1.png
2016-08-27 01:47 Stjpa: nice
2016-08-27 01:47 Shiirn: am i an eloquent son of a bitch or what
2016-08-27 01:48 Stjpa: no lol
2016-08-27 01:48 Stjpa: warning could be shorter but whatever
2016-08-27 01:48 Shiirn: :(
2016-08-27 01:48 Stjpa: sometimes the way u space confuses me
2016-08-27 01:49 Stjpa: like 02:55:903 (1,2,3) - compared to 02:57:057 (1,2) -
2016-08-27 01:49 Shiirn: u wanna know why honey
2016-08-27 01:49 Shiirn: because distance literally doesn't matter at 1/1 timing unless it's like cross-screen shit
2016-08-27 01:49 Stjpa: good2know
2016-08-27 01:49 Shiirn: there is no real feedback, as a player, for playing a 1/1 spaced anywhere from like
2016-08-27 01:49 Stjpa: ima consistency bitch, so eh
2016-08-27 01:50 Shiirn: 100 to 400 pixels apart
2016-08-27 01:50 Shiirn: any shorter and the LACK of distance feels apparent
2016-08-27 01:50 Shiirn: and further and THEN you feel the distance
2016-08-27 01:50 Shiirn: i'm a big-picture sort of mapper
2016-08-27 01:50 Stjpa: i realized that
2016-08-27 01:51 Shiirn: i don't care about the niggling details of each note compared to the other; i care about the impression and image the entire section gives BECAUSE of those details
2016-08-27 01:52 Stjpa: feels almost like i dont even need to check anything
2016-08-27 01:52 Stjpa: lol
2016-08-27 01:53 Shiirn: well it was checked by spaghetti and me that few days ago
2016-08-27 01:53 Shiirn: and i cleaned up most of, if not all, the readily apparent and small stuff
2016-08-27 01:54 Shiirn: and idc what the bn test says, (ok well i do), but i know that if i check my own stuff really hard and feel it's ready, it's probably ready
2016-08-27 01:54 Stjpa: i wish more people would check their own stuff
2016-08-27 01:54 Stjpa: sometimes its horrible
2016-08-27 01:55 Shiirn: not many people can check their own stuff
2016-08-27 01:55 Shiirn: i can drop my mapping viewpoint and swap to a modding viewpoint at will and mod my own maps as if i've never seen them before
2016-08-27 01:55 Shiirn: or at least, that's what i try to do
2016-08-27 01:55 Stjpa: man, today a map i bubbled got dq'd because of 1 missing hitsound and when i re-check it had like 5x more hitsound errors
2016-08-27 01:55 Shiirn: nice
2016-08-27 01:55 Stjpa: i dont even know how thats possible
2016-08-27 01:56 Shiirn: hitsound errors are always the most annoying ones
2016-08-27 01:56 Stjpa: 06:00:518 (4) - claps suck so hard for these sounds
2016-08-27 01:56 Stjpa: would rather use a clock tick hitsound for that
2016-08-27 01:57 Shiirn: really?
2016-08-27 01:57 Shiirn: hm
2016-08-27 01:57 Shiirn: i mean
2016-08-27 01:57 Shiirn: i guess
2016-08-27 01:58 Stjpa: i can give u one and u try out
2016-08-27 01:58 Shiirn: sure
2016-08-27 01:58 Shiirn: it can't just
2016-08-27 01:58 Shiirn: replace custom2softclap though
2016-08-27 01:58 Stjpa: use a special green line for it
2016-08-27 01:58 Stjpa: should work?
2016-08-27 01:59 Shiirn: cuz that's used04:19:364 (3) - in this section
2016-08-27 01:59 Shiirn: yeah
2016-08-27 01:59 i'd need to add inheriteds for *every clap*
2016-08-27 01:59 Shiirn: so let me see
2016-08-27 01:59 Stjpa: http://puu.sh/qPGw0/b002cac101.wav
2016-08-27 01:59 Stjpa: not exactly a clock tick sound, but should still fit better than a clap
2016-08-27 02:03 Stjpa: and epilepsy warning is still not enabled btw
2016-08-27 02:03 Shiirn: i really dont think it needs to be
2016-08-27 02:03 Shiirn: there is no flashing
2016-08-27 02:03 Shiirn: or strobing
2016-08-27 02:04 Stjpa: 05:37:249 - dont tell me that this isnt a flash
2016-08-27 02:04 Shiirn: a single flash or fades don't cause epilepsy risks
2016-08-27 02:04 Shiirn: a single flash
2016-08-27 02:04 Shiirn: is not an epilepsy risk
2016-08-27 02:04 Shiirn: epilepsy is about strobing lights
2016-08-27 02:04 Shiirn: source: an old mapper friend of mind has/had epilepsy and we've discussed this many times
2016-08-27 02:06 Stjpa: every little thing can cause epilepsy triggers
2016-08-27 02:06 Stjpa: its just a warning anyways
2016-08-27 02:06 Shiirn: having it when the map doesn't need it
2016-08-27 02:06 Shiirn: is DQable
2016-08-27 02:06 Shiirn: https://en.wikipedia.org/wiki/Photosensitive_epilepsy
2016-08-27 02:06 Stjpa: i know that trusting the internet is not always the best thing but "Certain video games or TV broadcasts containing rapid flashes or alternating patterns of different colors."
2016-08-27 02:07 Shiirn: Version 2.0, produced in 2008, specifies that content should not flash more than 3 times in any 1 second period. However it does allow flashing above this rate if the flashing is below the "general and red flashing thresholds". (Basically, it is OK to flash more than 3 times in a 1-second period if the flashing is small enough or low contrast enough.) [12]
2016-08-27 02:07 Shiirn: The Act says that pages shall be designed to avoid causing the screen to flicker with a frequency greater than 2 Hz and less than 55 Hz
2016-08-27 02:08 Shiirn: photosensetive epilepsy is a well-recognized and well-documented ailment
2016-08-27 02:08 Shiirn: and in every case, is caused by REPEATED flashes of high frequency
2016-08-27 02:09 Shiirn: however
2016-08-27 02:09 Shiirn: if you outright insist I enable it, and the map gets DQ'd, I'll laugh and tell you "i told you so" and we'll have a nice german beer and hope you'll help me requalify the map
2016-08-27 02:09 Shiirn: sound fair?
2016-08-27 02:09 Stjpa: then keep it disabled
2016-08-27 02:09 Stjpa: :v
2016-08-27 02:10 Shiirn: :u
2016-08-27 02:10 Shiirn: ok
2016-08-27 02:10 Shiirn: like
2016-08-27 02:10 Shiirn: my old buddy ziin
2016-08-27 02:10 Shiirn: literally designed storyboards with strobing that were designed to avoid inducing epilepsy
2016-08-27 02:12 Stjpa: 05:55:710 - this is pretty much the only thing that still worries me a bit
2016-08-27 02:12 Stjpa: but fine
2016-08-27 02:12 Stjpa: but anyway
2016-08-27 02:12 Shiirn: oh the butterfly?
2016-08-27 02:12 Stjpa: who the fuck plays osu with epilepsy
2016-08-27 02:12 Stjpa: yeah
2016-08-27 02:12 Shiirn: it's not large enough
2016-08-27 02:13 Shiirn: photosensetive epilepsy is caused by flashing in the large proportion of vision
2016-08-27 02:13 Shiirn: it's caused by screens because of the light they give off
2016-08-27 02:13 Stjpa: 06:20:807 - this is probably on the edge as well
2016-08-27 02:13 Shiirn: and most indoor rooms are not well-lit enough
2016-08-27 02:13 Stjpa: well when u sit in front of ur computer its not that smal when the whole screen flashes like 06:20:807 - here
2016-08-27 02:14 Shiirn: yeah that's the only really iffy point and even then it's two flashes, not 3 (which doesn't cause seizures in 95% of cases, iirc)
2016-08-27 02:14 Stjpa: so hows the hitsound
2016-08-27 02:14 Stjpa: > 95%
2016-08-27 02:14 Shiirn: havent checked hitsoun
2016-08-27 02:14 Shiirn: i got triggered by p/5434997
2016-08-27 02:15 Shiirn: 3 causes 95%
2016-08-27 02:15 Shiirn: 2 is like
2016-08-27 02:15 Shiirn: never
2016-08-27 02:15 Shiirn: LOL
2016-08-27 02:15 Stjpa: o
2016-08-27 02:15 Stjpa: nvm
2016-08-27 02:15 Shiirn: like
2016-08-27 02:15 Stjpa: tfw u are not native english and dont understand everything as u should :(
2016-08-27 02:15 Shiirn: i know more about epilepsy than most people because of ziin and his friends
2016-08-27 02:16 Shiirn: lemme check the hitsound real fast fam
2016-08-27 02:16 Shiirn: ACTION scrolls up
2016-08-27 02:17 Shiirn: HAHHA
2016-08-27 02:17 Shiirn: I MADE IT NORMAL-HITCLAP2
2016-08-27 02:17 Shiirn: SUCK IT, ORGANIZATION
2016-08-27 02:17 Stjpa: kek
2016-08-27 02:19 Shiirn: mmm
2016-08-27 02:19 Shiirn: its a bit high pitched and doesn't have the impact i want
2016-08-27 02:19 Shiirn: with softclap it's got high impact
2016-08-27 02:20 Stjpa: fine
2016-08-27 02:20 Shiirn: i was more implying
2016-08-27 02:21 Shiirn: if u had a different hitsound we could try that
2016-08-27 02:21 Shiirn: than "suggestion rejected"
2016-08-27 02:21 Shiirn: cuz yeah softclap is kind of TOO much
2016-08-27 02:22 Stjpa: i dont think i have another one that could fit
2016-08-27 02:23 Shiirn: o
2016-08-27 02:23 Shiirn: ok
2016-08-27 02:23 Stjpa: but regarding strobing, Hours doesnt have quick strobing as well but has epilepsy warning
2016-08-27 02:23 Stjpa: jesus fuck this topic
2016-08-27 02:24 Shiirn: what topic
2016-08-27 02:24 Stjpa: epilepsy warning
2016-08-27 02:24 Shiirn: ??
2016-08-27 02:25 Stjpa: im just comparing ur storyboard to this
2016-08-27 02:25 Stjpa: ACTION is editing [https://osu.ppy.sh/b/622407 SON OF KICK - Hours ft. Lady Leshurr & Paigey Cakey [Gangsta Collab]]
2016-08-27 02:26 Shiirn: the rapid color changing and flashing of the skyline in the chorus
2016-08-27 02:26 Shiirn: probably
2016-08-27 02:26 Stjpa: i dont think its because of the color changing
2016-08-27 02:26 Stjpa: probably more like because of the rain drops and these lazer thingies
2016-08-27 02:27 Shiirn: well maybe
2016-08-27 02:27 Shiirn: i mean can u get me that i know it's not an epilepsy trigger storyboard and i dont want a bullshit reason DQ 5-6 days in
2016-08-27 02:27 Shiirn: can u get my concern there
2016-08-27 02:27 Stjpa: ye
2016-08-27 02:41 Shiirn: OH
2016-08-27 02:41 Shiirn: p/5270994
2016-08-27 02:41 Shiirn: IRRE SAID IT'S OK THERE
2016-08-27 02:42 Stjpa: why are u sending me this
2016-08-27 02:43 Shiirn: ...
2016-08-27 02:43 Shiirn: because you asked about whether i showed irre
2016-08-27 02:43 Shiirn: and i guess i did
2016-08-27 02:43 Shiirn: :d
2016-08-27 02:43 Stjpa: oh
2016-08-27 02:43 Stjpa: well i asked irre about the epilepsy thing few mins ago
2016-08-27 02:44 Stjpa: and he said that enabling it wouldnt hurt because its just a warning after all
2016-08-27 02:44 Shiirn: o?
2016-08-27 02:44 Stjpa: and nothing gamebreaking
2016-08-27 02:44 Shiirn: yeah
2016-08-27 02:44 Shiirn: okay
2016-08-27 02:44 Shiirn: i just dont want it DQ'd over it
2016-08-27 02:44 Stjpa: oko doesnt answer :(
2016-08-27 02:44 Stjpa: thing is
2016-08-27 02:44 Stjpa: it can be dqable if it doesnt fit at all
2016-08-27 02:44 Shiirn: http://puu.sh/qPJ6G/a6afd52186.png
2016-08-27 02:45 Shiirn: oops
2016-08-27 02:45 Stjpa: huh
2016-08-27 02:45 Shiirn: didnt mean to quote that
2016-08-27 02:45 Shiirn: FUCK
2016-08-27 02:45 Stjpa: also
2016-08-27 02:45 Stjpa: if the map only gets dqd because of the epilepsy warning u should be glad about that
2016-08-27 02:46 Stjpa: getting it dqd because of missing warning and wiggle would fuck us all
2016-08-27 02:46 Shiirn: the wiggle is just
2016-08-27 02:46 Shiirn: peppy wiggling his dick about
2016-08-27 02:46 Shiirn: he won't de-bn anyone or do anything but raise a brief, albeit scary, fuss
2016-08-27 02:49 Stjpa: well let me ask spaghetti about it
2016-08-27 02:49 Shiirn: haha
2016-08-27 02:49 Shiirn: i mean it's fine with me
2016-08-27 02:54 Stjpa: he says that there should be one too
2016-08-27 02:57 Shiirn: yeah
2016-08-27 02:57 Shiirn: i havent updated it
2016-08-27 02:57 Shiirn: but it's done
2016-08-27 02:57 Stjpa: in all honest
2016-08-27 02:57 Stjpa: who the fuck takes a look on epilepsy warning
2016-08-27 02:57 Stjpa: and googles it
2016-08-27 02:57 Stjpa: except Ascendance
2016-08-27 02:58 Shiirn: I DON'T KNOW
2016-08-27 02:58 Shiirn: is it really being paranoid if there ARE people out to get you?
2016-08-27 02:58 Stjpa: :D
2016-08-27 02:58 Stjpa: not only ur maps are questional at times, even ur storyboards
2016-08-27 02:58 Stjpa: thats an...uhm..archievement
2016-08-27 02:58 Shiirn: i mean
2016-08-27 02:59 Shiirn: if people question
2016-08-27 02:59 Shiirn: that means they're trying to understand
2016-08-27 02:59 Shiirn: and thats better, for me, than people just mindlessly consuming shitty pp maps
2016-08-27 02:59 Shiirn: if they ask "why?" then some are going to try to figure out why
2016-08-27 02:59 Shiirn: and those people learn
2016-08-27 02:59 Shiirn: and ive shared my knowledge and experience that way
2016-08-27 03:00 Stjpa: inb4 in half a year im a pro extra mapper because of u
2016-08-27 03:00 Shiirn: just don't copy my weirder maps that even i'm not entirely sure on
2016-08-27 03:00 Shiirn: yukari and strike? fucking great
2016-08-27 03:00 Shiirn: routing? bit risky
2016-08-27 03:00 Shiirn: mushi? pls dont
2016-08-27 03:01 Stjpa: strike is awesome
2016-08-27 03:01 Stjpa: u should make more pp maps
2016-08-27 03:01 Stjpa: :^)
2016-08-27 03:02 Shiirn: pls
2016-08-27 03:02 Shiirn: my wip map
2016-08-27 03:02 Shiirn: is 4.53* and gives 170pp
2016-08-27 03:02 Shiirn: and plays like a 5.7* extra
2016-08-27 03:02 Shiirn: HAHAHAHA
2016-08-27 03:02 Stjpa: i think of all the maps u created strike is the easiest one
2016-08-27 03:02 Stjpa: from the newer maps ofc
2016-08-27 03:03 Shiirn: strike is extremely flow and momentum based without having difficult rhythms
2016-08-27 03:03 Shiirn: so yeah that makes sense
2016-08-27 03:03 Shiirn: yukari has three seperate kinds of flow and momentum-based mapping and transitions so it's a harder map but still gives good pp
2016-08-27 03:03 Shiirn: routing is....routing
2016-08-27 03:03 Stjpa: yukari is really hard to acc for some reason
2016-08-27 03:04 Shiirn: it has higher OD than strike
2016-08-27 03:04 Shiirn: and has more slightly offbeat rhythms
2016-08-27 03:04 Shiirn: strike is on-rhythm 90% of the time
2016-08-27 03:04 Shiirn: yukari is closer to 60-70% iirc
2016-08-27 03:04 Stjpa: makes sense
2016-08-27 03:04 Shiirn: i do agree that as far as modern meta goes
2016-08-27 03:04 Shiirn: strike and yukari are my best examples
2016-08-27 03:04 Shiirn: the rest are just anti-meta as fuck
2016-08-27 03:05 Stjpa: well i disagree with yukaris flow tho
2016-08-27 03:05 Shiirn: and i probably should do something meta to keep people on their toes
2016-08-27 03:05 Stjpa: haha
2016-08-27 03:05 Shiirn: well yukari is slightly different because
2016-08-27 03:05 Shiirn: i know the lyrics and know the story and wanted emotional impact for it when possible
2016-08-27 03:06 Shiirn: one of my japanese fans told me he had trouble FCing yukari despite being 4-digit because he always teared up in the middle because of how emotional the song gets
2016-08-27 03:06 Stjpa: jesus
2016-08-27 03:06 Shiirn: strike is just a soundscape
2016-08-27 03:06 Shiirn: it sounds really neat and carries a "vibe" but not a "story"
2016-08-27 03:07 Stjpa: i wanna map songs like strike
2016-08-27 03:07 Stjpa: but i never tried mapping an extra yet
2016-08-27 03:07 Stjpa: or only did it for the first few seconds
2016-08-27 03:07 Shiirn: mmm
2016-08-27 03:07 Shiirn: extras are the only way i can really bring out the feel of the song most of the time
2016-08-27 03:08 Shiirn: depends on the song, ofc
2016-08-27 03:08 Shiirn: skyshifter vip and cherry blossoms are both only insane
2016-08-27 03:08 Stjpa: well its because u are not extremely limited there
2016-08-27 03:08 Stjpa: there will never be a song where u can express the feel of a song better with lower diffs than with higher ones
2016-08-27 03:09 Shiirn: theoretically, anyway
2016-08-27 03:11 Stjpa: i found a lower pitched hitsound i think
2016-08-27 03:11 Stjpa: http://puu.sh/qPKA6/1651693e99.wav
2016-08-27 03:12 Shiirn: testing
2016-08-27 03:12 Shiirn: this is just softer
2016-08-27 03:12 Shiirn: :C
2016-08-27 03:13 Stjpa: u are really picky :^)
2016-08-27 03:15 Shiirn: i mean kind of because i feel softclap is ok
2016-08-27 03:15 Shiirn: and softer = no impact
2016-08-27 03:15 Shiirn: the entire reason the kiai has clicks there when the pre-kiai doesn't is for impact
2016-08-27 03:15 Shiirn: because those little beats don't exist pre-kiai and i feel they're an important distinction for the kiai
2016-08-27 03:16 Stjpa: i wonder if u could 04:41:575 (2,3) - seperate them a bit since they are not exactly mapped to the same sound
2016-08-27 03:16 Stjpa: that would also make it a bit different to 04:42:057 (1,2,3,4,1) -
2016-08-27 03:17 Shiirn: http://puu.sh/qPKTe/8ef6592cd7.jpg
2016-08-27 03:18 Stjpa: that would do the job ye
2016-08-27 03:20 Shiirn: 05:31:672 (1) - i should prolly change this
2016-08-27 03:20 Shiirn: cuz this is a bona fide wiggle slider
2016-08-27 03:20 Stjpa: 05:40:903 (2) - shouldnt this be NCd or something?
2016-08-27 03:21 Shiirn: ya
2016-08-27 03:21 Shiirn: nc'd
2016-08-27 03:22 Shiirn: good catch
2016-08-27 03:22 Stjpa: is every sv change supposed to be ncd
2016-08-27 03:22 Stjpa: or didnt u nc some on purpose
2016-08-27 03:23 Shiirn: mmmm
2016-08-27 03:23 Shiirn: the patterning is a bit weird but its meant to very closely follow the musical patterning
2016-08-27 03:23 Stjpa: 05:48:980 (2) - because of this
2016-08-27 03:23 Shiirn: basically
2016-08-27 03:23 Shiirn: when the wubs change from inner distortion to outer
2016-08-27 03:23 Shiirn: it's a new combo
2016-08-27 03:24 Shiirn: it's hard to explain FUCK
2016-08-27 03:24 Stjpa: can imagine that xD
2016-08-27 03:24 Shiirn: I'm checking to make sure it's consistent though
2016-08-27 03:24 Stjpa: u probably mean less aggressive to a more aggressive sound?
2016-08-27 03:24 Shiirn: kind of yes
2016-08-27 03:25 Shiirn: but there are also "rolls of growls" in sets of three
2016-08-27 03:25 Shiirn: e.g.05:43:980 (1,2,3) -
2016-08-27 03:25 Shiirn: but in cases like 05:40:903 (1,2,1) - there's a new combo on that last one because it's part of the very-weak-sounding and thus not-worthy-of-NC 05:42:249 (2) -
2016-08-27 03:26 Shiirn: other than that the "rolling 3s" are consistent even in the kiai

Since even the nominators can't really tell if it should pushed forward or not we are gonna try it. The rule is only there to prevent people abusing the way sliders have been made for, which isn't the case here because it fits more than well. Also, imo the wiggles are somewhat "readable" when taking a look on the sliderpath. Additional to that there's now a warning in the maps description, even though it's not even needed since the wiggles don't have impact for playability except you are someone who doesn't even try to follow the sliderball properly. Peppy even has been asked but afaik he refused to say anything about them, and his other statement from 3 years ago is quite old and might be outdated. And yeah, the qualified section is made for discussions, so if he appears here and is still against it them I'm deeply sorry for that.

In the whole IRC we pretty much only discussed about the epilepsy warning that is now enabled because one part is really on the edge (I asked several people about it, and it's only a warning after all) and fixed a NC.

Edit: If this map gets DQ'd because the majority of the community doesn't want it I won't push the map forward as well. I'm nominating it for the memes or whatever you would call it, it just deserves to be ranked in my opinion, so please tollerate that.
Evening
is the artist the same as this map? https://osu.ppy.sh/b/1026046

because you seem to have missing brackets for the artist: 【sakuraburst】
Topic Starter
Shiirn
oops, it's hard to tell given the site doesn't show them at all

i'll add them during bub2
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