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.
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.Spaghetti wrote:
[General][lamentations]
- Your MP3 quality could be better, here's a 192kbps version. (Taken from Quite Cynical's mapset.) This is an upscaled mp3.
Let me know if there's anything I can improve modding-wise, going for BN of course.
- 00:13:594 (1) - Pls snap. Pls yes
- 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.
- 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,- 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.
- 01:32:633 (1) - Some hitsounding here to emphasize the "loudening" (xd) of the song would be nice. ehhhhhh
- 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
- 01:53:980 (1,1,1,1,1,1,1,1) - why so many NC's why not
- 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.
- 02:28:307 (2) - Unsnapped? what the fuck even is this game
- 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
- 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.
- 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 >.<
- 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.
- 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.
- 02:36:720 (1,1,2) - I'm a big fan of this. Hi a big fan of this i'm dad
- 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.
- 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.
- 02:45:518 (4,5) - You should know. xd
- 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.
- 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.
- 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.
- There might be more unsnapped sliders beware, I'll edit this post if I run into more.
Nice map, GL o/
shithahahaitotallyforgotthatSpaghetti wrote:
tldr particles ingame that go offscreen get clipped, whereas the ones in the editor dont, which causes major differences in sb load between the two
to check sb load ingame use the testing window and look at the top left
It doesn't affect searching for them, I believe Shiirn did it to help segregate the names relevant to the map from the tags relevant to the song.fieryrage wrote:
so wait why are there brackets around the tags
Monstrata wrote:
03:35:326 (1,2) - With the way you arranged them, as well as the way those green lines are placed in timeline, it really looks like you intended for them to be 1/4 longer, ending at 03:36:191 - and 03:37:153 - . They were originally ending on the blue ticks, but this added an additional slidertick that was invisible and caused players to break very often. I shortened the sliders and never carried over the 5% volume slider endings because A) I wasn't the one who 'silenced' them, and I prefer slider endings to have volume levels equal to their start (exceptions apply, obviously) and then B) forgot to outright delete the green ticks. It'd make the entire section 25%, but oh well.
03:39:941 (4) - This sounds too early... assuming you're following the woodwind instrument. Might need an offset shift here... IF you'll look at sakurabursts handy documentation and construction guide he did on this very song (xilver has a link in his map, i'm a bit busy to link it here), you'll see that he didn't actually use any offset changes. This might be a little bit off, but it's a very lenient slider head.
sounds like a personal problemSide wrote:
sorry shiirn but as soon as I got to the first buzzy slider my PC automatically deleted system32, sent the downandup virus through all my wireless devices connected to my home network and changed my wallpapers to a tiled 320x320 free harambe picture. I feel these instances are related to that slider thus this map should be unranked :^)
All rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.
They are allowed with the new upcoming RC, maybe read them now. The only things that are controversial right now are the sliderpaths themselves.sahuang wrote:
The sliders that change sv....they are quite controversial tbhAll rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.
I could write 10 paragraphs about how if I have a song that rewinds backwards, I can use a burai slider that goes inwards on itself because it "fits the song" and "should be intuitive", but realistically it breaks the rulesRanking Criteria wrote:
All rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.
As nominators, you are allowed to decline Shiirn's requests to nominate this map. This isn't a form of bravery for the sake of the community, it's a form of you ranking something that is explicitly unrankable. Just a reminder in case people didn't read the BNG RulesProposed RC wrote:
Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous cannot be used, such as burai sliders and hold sliders without straightforward slider borders. Perfectly overlapping slider bodies must give enough time to fully read each slider’s path.
meanwhile monstrataAscendance wrote:
Why would you want to break the rules anyways for any other reason to be an incompetent edgelord? You aren't a god, Shiirn. It's about time you got brought back down to Earth like the rest of us and realize that you have to follow the same rules as the rest of us. No exceptions.
Okay okay, let me just drop something.Ascendance wrote:
Why would you want to break the rules anyways for any other reason to be an incompetent edgelord? You aren't a god, Shiirn. It's about time you got brought back down to Earth like the rest of us and realize that you have to follow the same rules as the rest of us. No exceptions.
R.I.P. Xexxar: 2016-2016Ascendance wrote:
Won't say anything more then. Good luck to the 3 nominators that you've just plunged into a terrible situation.
Kek.Xexxar wrote:
R.I.P. Xexxar: 2016-2016Ascendance wrote:
Won't say anything more then. Good luck to the 3 nominators that you've just plunged into a terrible situation.
Rules are meant to be broken anyways. ¯\_(ツ)_/¯Ascendance wrote:
Including QATs? I'm not so sure about that oneThe point is you've NOMINATED AN UNRANKABLE MAP, regardless of how Shiirn wants to put it, the map is unrankable. It's against the rules of the BNG and I'm sure you're 100% aware of that, since you read those rules, right?
methinks that the issue here isnt about the wiggle sliders. i think its because that some sliders such as this one forcibly slows down the slider. isnt that the unrankable one?Stjpa wrote:
Monstrata used a wiggle in Hey kids!! too to slow down a slider even though it's against the RC, isn't it?
Yup, basically this. On this map, the slider is burai and undetectable until after it has happened. The monstrata one is obvious because of the sliderborder and shapeAnxient wrote:
methinks that the issue here isnt about the wiggle sliders. i think its because that some sliders such as this one forcibly slows down the slider. isnt that the unrankable one?
for convenience, i believe that this slider is the one stjpa is talking about.
Hey, that's not even relevant, maps are judged on a case-by-case basis.Stjpa wrote:
Monstrata used a wiggle in Hey kids!! too to slow down a slider even though it's against the RC, isn't it?
But anyway, let's wait for more opinions or a QAT who doesn't want this map to be pushed forward.
i do have to agree that these sliders are perfectly fine and without it the map would feel hollow, but unfortunately in the current state of the ranking criteria, it does remain unrankable. which why i restate ascendance's point, of bringing this up with the criteria council in attempt to move the rule from the criteria to the guidelines. this allows for "case-by-case analysis" to be employed and makes arguments such as "rules are rules" invalid.Guidelines wrote:
Guidelines are important and should be followed in most maps. However, they are NOT rules, so they may be broken in special cases. If you want to break a guideline, ask yourself this: Does what I'm about to do make sense? Is it more fun to play like this compared to sticking to the guidelines? If you answer yes to both these questions, then it is probably okay.
since when o-oStjpa wrote:
/me whispers case-by-case is a thing even when breaking the RC
idk if this was adressed yet but loctav said that there is no point of waiting on others and letting that take over your thinking when we mentioned that we wanted to wait for the new rc to come out to handle thisIrreversible wrote:
I just have one simple question.
If something isn't allowed by the rules, why is this approved? As you said yourself, the new RC isn't in effect yet, so this theoretically is unrankable. 10/10
Irreversible wrote:
I've been talking about several inconsistencies in this map, but never really told you what I mean with that. I decided to spend some time to list some up.
01:20:133 (1,2) - Why have you decided to make this slider, and none of the rest? I do not quite hear anything that supports this in the song - could as well be two circles, right? Honestly, this is grumd's bit. I initially had the idea for vibrations during the bass, grumd made the actual entire section except for the ending, 01:29:845 (4,5,6,1,2,3,1) - is what I did. I was going to change them to circles, but this screwed over the storyboard and Nephroid was unavailable to change it at all, and nobody I knew could change the SB, and I couldn't figure out heads from tails with it, so I left it.
01:48:018 (1,2,1,2,1,2) - Considering that the strong beat is on the white tick here, this is pretty counterintuitive. If you let all the sliders end on red, it still follows what you intended to follow, but it supports the strong beats better. Man you really hate offbeats. This fits better in my mind. If it doesn't fit better in yours, well, that's just unfortunate. I find that consistent offbeats provide the player with a more suiting feeling for the "cascading melody" musical pattern better than following the simply louder beats.
02:17:730 (3,4,5,1) - That spacing is really just something. You have higher spacing on 1/8 than on the 1/4. And then it gets higher again. Why? 02:18:018 (4,5,1) - Is a firm triple. They need to be together, closely. They're individually separate from the held note of 02:17:730 (3) - (which technically ends at the same time as the first beat of the triple, which is why it's 1/8 and doesn't end on the blue tick), as well as 02:18:595 (1) - being the start of a new measure both technically and musically, so the increased spacing between the two sliders is totally normal, if you ask me.
02:25:710 (3,1) - You never really used that kind of antijump, so why have you decided for one here? For the past few measures, and the measures afterwards, there's pretty much always a growl or wub or distortion connecting beats to one another. This the 1/2 duration where they are weakest. you can barely here the distortion on 02:25:710 (3) - 's beat, so I simply made it a circle rather than a slider, and the "anti-jump" just fell into place from there. I don't look at the distance snap of notes to determine where they should go. I simply consider what kind of impact I want the player to feel when they move to the next note - This "anti-jump" is barely noticeable while playing but suits the feeling of it being the weakest beat of the entire section.
02:55:903 (1,2,3,1,2) - What's that increase in spacing? The song literally stays the same. 1/1 spacing at this level, as long as it isn't cross-screen, literally doesn't matter. The heavily increased spacing is also an indicator that "not the entire section is going to be really small movements". The music has 1/1 sections that extend for quite a while, but this one is interposed with various glitchy musical patterns. I'm not going to say that this was a concious choice, but it makes sense in retrospect to have a noticeably bigger bit of spacing that doesn't actually qualify as a jump.
03:03:403 (2,3) - That's pretty much the same as 01:48:018 (1,2,1,2,1,2) - Same response. I prefer using offbeat start sliders to better represent "cascading melodies". The fact that there are both on and off-beat sliders here is due to the "cascading" being a bit more unpredictable and not a straight downwards trend like the previous one.
03:04:749 (1,2,3) - Why are these in one pattern? The piano starts on 2, but it connects with 3 and 1... this is not really correct if you ask me. 03:05:903 (4) - This needs to be alone due to the stick clap, and it's better to connect the nearby three notes into a pattern than to have one and two seperate notes just spilling about randomly.
03:07:056 (3) - According to your logic (03:05:903 (4) -) this should be higher spacing. The whole part can be checked for that. I'm sorry, I don't hear the stick clap at 03:07:057 - . It's also present at 03:12:057 (1) - (which, coincidentally, is already spaced due to it being a new set of three, thanks sakuraburst). The only mistake I might have made here is that I didn't hitsound them with soft claps like I did for the post-lugia area but they'd be excessively loud here anyway.
03:27:890 (1,2,1) - Why 1/6 and 1/4? And the spacing is heavily increased at points, why? Like Monstrata said, sakuraburst just ripped the lugia theme from the movie proper, the timing is going to be iffy no matter what you do. These are good approximations and the flow between the sliders and notes works fine. (This is also mostly Liiraye's contribution. I modified the sliders to play better and abuse OD mechanics. Monstrata is very familiar with using a single bpm on a map that goes slightly off-timed (cough, supercell), and at the time I disagreed but I've come to understand his viewpoint about just making sure it's playable and comfortable by keeping the same BPM so that the player can mentally keep time in their own head as to when they need to click the notes.
03:46:095 (3) - This wiggle now really doesn't make sense. The sound is just as subtle as it could be.. Subtle, but enough for liiraye to put a wiggle there. *shrug* I don't know why you're obsessing over this.
04:05:518 (1,2,3) - Again, this patterning is weird. Slider end of 1 does not go with 2 musically. I felt that the last note should be held in regards to the beginning of a new section. I decided to have it end at the proper place you would have a click because I could not have all three of "Have a click at 04:06:287 - , Have a hold start at 04:05:518 - , and have the slider end at a point that is either suitable or makes sense". So I decided to sacrifice the click at 04:06:287 - so that I could have a hold instead. This was a conscious decision, for sure.
05:40:326 (1) - I mean, so far you've only used smooth sliders how comes that you randomly decide to use a super special slider now? It would be really nice if you could accentuate the same sounds with similar stuff, especially in this part it could become a really nice effect. Right now, there is different sliders for everything which kind of defeats the purpose.. idk what parts you've been looking at but i'm pretty sure it's clear the sliders get progressively weirder over time...
06:08:018 (3) - There is one slider that end on a red tick, but this and some others end on blue, why? I was confused as to what you meant until I actually found the only actual red-tick-ending slider of this relevant beat. It's 06:04:941 (3) - , by the way. 06:06:864 (1) - Is much more subdued and does not have the extremely harsh crash introduction, so it ending later simply makes it distinct. 06:04:941 (3) - can be called a legitimate oversight, it should be a 3/4 slider. Something must have happened to it along the way, I don't remember it being 1/1 nor the sliderpoint extending so far down south. If it was 3/4 at that point, it'd also be close to ending in the crux of the first bend of 06:03:787 (1) - , which is probably what it was going for.
Other issues:
01:01:672 (1,1) - Why does this need two NCs? why not, they're both very significant beats, and are very independent
01:27:057 (3) - Imo that slider would look better if it had the same distance around the starting point. http://puu.sh/qT9Om/5135a73485.jpg (pretty optional) Considering grumd yelled at me for even moving one node of his finished sliders a tiny bit, I'd rather leave them alone.
02:30:566 (1) - I think someone could try fixing the mp3, so this doesn't have to be so weirdly unsnapped. #blamesakuraburst
04:18:980 (2) - A NC would be beneficial here since it's a new part. There was't a new combo at 04:05:518 (1,2,3) - tho and the same concept is used here??? :eyes:
I know, there are a lot of why questions, but this basically should help me understanding why you do these things, because for me and some others it simply doesn't make sense and it's odd to me, that it wasn't pointed out (it seems). I haven't pointed out all things because I want to see how it goes, but this should definitely give you an idea.
Hope we can clear things up.
Okorin wrote:
hi~
Irre raised some points which should be discussed imo.
additionally to that post i can't really tell if 02:30:566 (1) - isnt supposed to be ending on 02:30:550 - #blamesakuraburst, these are accurate
02:17:730 (3) - shouldnt this end on 02:17:954 - ? i'm pretty unsure about this but 1/8 sounds late, additionally agreeing that spacing can be super misleading here as it somehow indicates 02:17:730 (3,4) - are 1/4 apart while they arent Went over this in irre's mod. I'll change it to 1/4 if necessary, but I'm still saying I disagree.
03:27:890 (1) - i think sliderend actually sounds late, a thing around 03:28:435 - sounds more accurate... to me at least but then again it's late so im not too sure on this call. for this issue in particular I'm not confident in my timing skills due to poor hardware, if you want to help me pin it down, I'll be glad to go over it.
06:04:941 (3) - shouldnt this be same length as 06:08:018 (3) - 06:11:095 (3) - 06:14:172 (3) - cuz same sound This is one of the things I mentioned I'd be happy to change.
Shiirn wrote:
Irreversible wrote:
I've been talking about several inconsistencies in this map, but never really told you what I mean with that. I decided to spend some time to list some up.
01:20:133 (1,2) - Why have you decided to make this slider, and none of the rest? I do not quite hear anything that supports this in the song - could as well be two circles, right? Changed to two circles. Will figure out the SB situation before requalification.
01:48:018 (1,2,1,2,1,2) - Considering that the strong beat is on the white tick here, this is pretty counterintuitive. If you let all the sliders end on red, it still follows what you intended to follow, but it supports the strong beats better. Irreversible mentioned that "the only spot i was making sense was on the offbeats" so I'm assuming that means he's okay with me denying these.
02:17:730 (3,4,5,1) - That spacing is really just something. You have higher spacing on 1/8 than on the 1/4. And then it gets higher again. Why? Changed the slider to end on blue tick for relevant consistency. It's not worth decreasing the spacing, as that hampers the independence of the triple, so I figure shortening the slider is a good middle ground.
02:25:710 (3,1) - You never really used that kind of antijump, so why have you decided for one here? Ctrl+G'd 02:25:903 (1) - to increase the spacing, and ctrl+g'd 2 as well to maintain the patterning, just flipped, of the previous combo. This solves any spacing-related issues neatly. I still think the anti-jump was more in line with my original reasoning, but I'll cave under pressure here.
02:55:903 (1,2,3,1,2) - What's that increase in spacing? The song literally stays the same. I still think that the actual spacing used wasn't of any particular negative influence, but this is one of those things where it's like "well yeah fine sure". But that kind of thing isn't something you just go "Well yeah, let's DQ the map and go through the entire process and spend everyone's time again requalifying over this". At least, I don't. Please don't punch me.
03:03:403 (2,3) - That's pretty much the same as 01:48:018 (1,2,1,2,1,2) - Same response as above
03:04:749 (1,2,3) - Why are these in one pattern? The piano starts on 2, but it connects with 3 and 1... this is not really correct if you ask me. I'll figure this out later, it'll probably need a bit more than a "move note five pixels" solution and I don't want to change it haphazardly.
03:07:056 (3) - According to your logic (03:05:903 (4) -) this should be higher spacing. The whole part can be checked for that. This still follows proper in-map logic and consistency, if you're looking at it from the proper way (stick claps being the changing force, rather than basic measure-based pattern changes)
03:27:890 (1,2,1) - Why 1/6 and 1/4? And the spacing is heavily increased at points, why? Will need to go over this later.
03:46:095 (3) - This wiggle now really doesn't make sense. The sound is just as subtle as it could be.. Still don't know what you're exactly saying by this. Should this juts be straight? I think the wiggle is fine.
04:05:518 (1,2,3) - Again, this patterning is weird. Slider end of 1 does not go with 2 musically. Since this choice happens twice, it's internally consistent, even if some people disagree with it. And I honestly like it more this way.
05:40:326 (1) - I mean, so far you've only used smooth sliders how comes that you randomly decide to use a super special slider now? It would be really nice if you could accentuate the same sounds with similar stuff, especially in this part it could become a really nice effect. Right now, there is different sliders for everything which kind of defeats the purpose.. idk what parts you've been looking at but i'm pretty sure it's clear the sliders get progressively weirder over time...
06:08:018 (3) - There is one slider that end on a red tick, but this and some others end on blue, why? This has been fixed.
Other issues:
01:01:672 (1,1) - Why does this need two NCs? See referendum: "Sure, whatever" changes.
01:27:057 (3) - Imo that slider would look better if it had the same distance around the starting point. http://puu.sh/qT9Om/5135a73485.jpg (pretty optional) Still avoiding touching this slider..
02:30:566 (1) - I think someone could try fixing the mp3, so this doesn't have to be so weirdly unsnapped. Still #blamesakuraburst
04:18:980 (2) - A NC would be beneficial here since it's a new part. Still consistent with the other time this happened. New combo is used beforehand. Reasoning can be "Very end has a new combo and the new section doesn't want a new combo start at the red tick after it starts".