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UNDEAD CORPORATION - Bloodthirsty Nightmare Lul...

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jeanbernard8865
HYPE BUILDING UP EVEN MORE GOGOGOGOGO
Pelzio
when
Topic Starter
EphemeralFetish
Madman who is gonna qualify this where are you.
fieryrage
im here
jeanbernard8865

EphemeralFetish wrote:

Madman who is gonna qualify this where are you.
Cheesecake
Complimentory heart
Touhou
Inb4 Kagetsu being the hero
Rapthorn
believe
-Yunii-
hype
-Ran Yakumo-
hype hype hype
Kagetsu
irc
16:21 EphemeralFetish: Yo, got time for a mapcheck m4m? 2 bubbles. Sorry if I asked you before, just going over everyone again now I got #2
16:22 Kagetsu: it depends on the song
16:23 EphemeralFetish: Just quick, sorry for requesting this, but Im very very low on options. I 99% expect you to say no
16:23 *EphemeralFetish is listening to [https://osu.ppy.sh/b/1011053 UNDEAD CORPORATION - Bloodthirsty Nightmare Lullaby / The Empress]
16:25 Kagetsu: looks cool tbh
16:26 EphemeralFetish: Yeah most of the BN's Ive spoke to who arent busy like it, but are afraid to qualify
16:27 Kagetsu: i guess i could qualify it
16:27 Kagetsu: xd
16:27 EphemeralFetish: Shit
16:27 EphemeralFetish: Are you for real?
16:27 EphemeralFetish: I was not expecting that
16:27 Kagetsu: why not
16:27 Kagetsu: looks really clean
16:28 EphemeralFetish: Dude, after some of the reasons Ive got I never expect anything with this
16:28 EphemeralFetish: If you are serious there is one thing about it I need to confirm
16:28 Kagetsu: ?
16:29 EphemeralFetish: 2 BN's said they arent sure about the colours with 100% dim
16:29 EphemeralFetish: I think they're fine though
16:29 Kagetsu: they're ok for me
16:30 EphemeralFetish: Thought so
16:30 Kagetsu: maybe 5 and 6 are too similar
16:30 EphemeralFetish: I think the issue they had is some are too dark and blend with the black dim
16:33 Kagetsu: idk... i think it's ok
16:33 Kagetsu: xd
16:33 Kagetsu: i'd just change 5 or 6
16:33 EphemeralFetish: Yeah let me have a look
16:33 EphemeralFetish: Wanna keepthe rainbow
16:34 EphemeralFetish: http://puu.sh/rduH7/756a92e444.png
16:34 EphemeralFetish: Better?
16:34 Kagetsu: i guess so
16:38 Kagetsu: do u have metadata?
16:38 Kagetsu: xd
16:38 EphemeralFetish: Got wiki links
16:39 EphemeralFetish: And liger in the thread is a good source for confirming
16:39 EphemeralFetish: Pulled the rest from the ranked mania empress for the cc84 stuff
16:39 EphemeralFetish: https://en.touhouwiki.net/wiki/%E6%9A%B4%E5%90%9B
16:39 Kagetsu: they're 2 different songs, right?
16:39 EphemeralFetish: Yeah
16:40 EphemeralFetish: Follow each other on the same album
16:40 EphemeralFetish: Thats been confirmed fine in another song thread thats the same case as this
16:40 Kagetsu: yes
16:40 Kagetsu: i'm aware
16:40 Kagetsu: https://osu.ppy.sh/s/395739
16:40 EphemeralFetish: Yeah thats the one
16:42 Kagetsu: ok
16:42 Kagetsu: lets start the mod then xd
16:43 EphemeralFetish: Aight
16:43 Kagetsu: 00:38:730 (1,2) -
16:44 Kagetsu: is this intended?
16:44 Kagetsu: the stack i mean
16:44 EphemeralFetish: Uhh no
16:44 EphemeralFetish: I thought I fixed that
16:45 EphemeralFetish: It used to be fully unstacked, mustve just got a bit sloppy with replacing it
16:45 Kagetsu: idk... the stack is just not perfect
16:45 EphemeralFetish: Yeah I fixed it now dw
16:45 Kagetsu: looks out of place if you compare it with the other 2 over there
16:45 EphemeralFetish: It wasnt auto stacked for some reason
16:46 EphemeralFetish: https://osu.ppy.sh/ss/6108886
16:47 Kagetsu: k
16:47 Kagetsu: 02:20:286 -
16:47 Kagetsu: shouldn't be this clickable?
16:48 Kagetsu: the amount of repeats seems kinda random
16:48 Kagetsu: on 02:20:064 (1) -
16:48 EphemeralFetish: Guess I can make it a 5 stack
16:49 Kagetsu: i guess it works
16:50 EphemeralFetish: Just thought it would be a bit harsh to have a 5 stack after a triple into single taps
16:51 Kagetsu: wait
16:51 Kagetsu: what do u mean
16:51 Kagetsu: send screenshot lol
16:52 EphemeralFetish: https://osu.ppy.sh/ss/6108935
16:52 EphemeralFetish: Thats what Ive replaced it with
16:52 EphemeralFetish: Gave it a snap for some emphasis
16:54 Kagetsu: oh
16:54 Kagetsu: so you converted it into a stream
16:55 EphemeralFetish: Yeah a stack might be a bit confusing right after a stacked triple
16:57 Kagetsu: yup
16:58 Kagetsu: 02:25:619 (2,3,4) -
16:58 Kagetsu: there's barely a sound on 02:25:675 (3) -
16:59 Kagetsu: which kinda outshines the actual sound on 02:25:842 (5,6,7) -
16:59 EphemeralFetish: Its a mess of random cymbal hits, there is something on the 3 and it helps keep it consistent and readable
17:00 Kagetsu: tru
17:03 Kagetsu: wait i lost the timestamp
17:03 Kagetsu: lol
17:03 Kagetsu: 05:02:347 (1,2,3,4) -
17:03 Kagetsu: maybe convert these into repeaters?
17:04 Kagetsu: the transition between 05:02:513 (4,1) - is kinda flat
17:04 EphemeralFetish: Ahh, Ive had to explain these almost everytime
17:04 Kagetsu: lo
17:04 EphemeralFetish: I mean thats pretty sharp
17:04 EphemeralFetish: I dont have it as a repeat for the snares as well
17:05 EphemeralFetish: When the vocals kick up in pitch I fully map those 4 snare hits to match intensity, before I cover them with repeats to introduce the player to whats going on with them
17:06 Kagetsu: k
17:07 Kagetsu: i guess it's the same here 06:01:013 (1,2,3,4) -
17:07 Kagetsu: i like how you're increasing the spacing on those instances 06:04:569 (1,2,3,4,1) -
17:08 EphemeralFetish: Yeah gotta seperate the snares
17:10 Kagetsu: k
17:13 Kagetsu: that's all i guess
17:14 EphemeralFetish: Aight
17:15 EphemeralFetish: Updated
Topic Starter
EphemeralFetish
Pools open boys.
Cheesecake
posting
jeanbernard8865
OH MY GOD YES FINALLY

FDNFGDSNFGHDSNFTRHNHFFGHJKLFG
Aegle
congrats fetish
Rapthorn
I like bad memes
DeletedUser_6709840
Congratz!
riktoi
grats
Bursthammy
6th day final hour mod incoming ;)
fieryrage
00:09:103 (1) - nice unsnapped note!
Kuruby
Congrats!
Foxy Grandpa
Congratz!
Ideal
based kagetsu
brdzxh
420x better than ALIEN 10/10
Ekoro
seriously
jeanbernard8865

Ekoro wrote:

seriously
Looks like your 280 bpm Yukari map got outspeeded :^)
Topic Starter
EphemeralFetish
Not gonna lie I dont see why Ekoro maps shouldnt be ranked, nothing fundamentally wrong with them.
The Emperor
gratz lets hope this goes well!
jeanbernard8865

EphemeralFetish wrote:

Not gonna lie I dont see why Ekoro maps shouldnt be ranked, nothing fundamentally wrong with them.
I do like them myself. I love UNDEAD CORPORATION as much as I love mapping hard stuff so I kinda have a weak spot for this map and Ekoro's :>
_DT3
Hoi, wow
Nathan
  1. 04:40:347 (9,1) - Nothing here calls for such a sharp and massive jump following up with a 180 transition into the stream
    06:12:124 (2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - None of this 1/4 is really emphasizing to anything; from what I can tell maybe you were just simplifying the mess of guitar snaps, but I think there are better options. You could just use repeats for 1/3 or 1/6 rhythms while still keeping the 1/4 as circles, even vice versa w/e
  2. 06:14:236 (1,2,3,1,2,3,4) -
  3. 02:38:064 (1,2,3,4) - The first 3 circles of this pattern start out super snappy, then switches to a random wide angle on 4... which is the highest pitched guitar note out of these. This could fit the guitar intensity more while still keeping the overall shape.
  4. 01:44:064 (1,2,3,1,2,3,1,2,3,1,2,3) - These angles have the same problem as above. The overall spacing makes sense, but here it's barely significant when the movement is underwhelming. The triangles are sharp individually, but each shift between them is wide angled.
  5. 02:58:057 (1,2,3,1,2,3,1,2,3,1,2,3) - aaa same as above
  6. 02:54:279 (2,3,1,2,1,2,1) - What's with the grouping and NCing of these circles? I don't hear any pitch changes in the guitar up until 02:55:057 (2), and as for percussion, you're actually placing more emphasis on the less intense kicks over the snares.
  7. 06:18:124 (1,2,3,4,1,2,3,4) - I don't see any musical reason behind the large differences in spacing for the two groups of 4. The only note that stands out to me is 06:18:124 (1), but everything else is relatively within the same pitch range.
  8. 06:19:902 (1,2,3,4,1,2,3,4) - Same thing here; 06:20:347 (1) - should have the largest jump, but instead you have 06:20:124 (3,4) - and 06:20:569 (3,4) - which are more spaced despite being lower intensity.
  9. 06:28:680 (4,1) - Another random jump... Actually the entirety of 06:27:902 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - is just weird. 06:28:236 (4) - 06:28:569 (3) - 06:28:902 (2) - are guitar notes that stand out, but none of them are emphasized since they're all consistent in spacing and all wide angled. Especially 06:29:680 (1) - which has a crash.
  10. 06:30:124 (3,4,5,6,1,2,3,4) - So the jump between the two groups is good, but 06:30:569 (1,2,3,4) - uses the same DS as 06:30:124 (3,4,5,6) - which is lower in pitch asdjklgasdl
  11. 06:31:458 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This isn't necessarily a problem, but seriously, you could do something at least a little more interesting than this. There are some guitar rhythms you can take advantage of like the 1/2 at 06:32:124 - 06:33:458 - etc. It doesn't even have to be the guitar really. Using circles before the crashes at 06:33:236 (1) - and 06:35:013 (1) - would be much more impactful than just slider spam.
  12. 06:42:124 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - oh god this is literally a combination of all the spacing/angle problems I've mentioned so far. 06:42:124 (1,2,3,4,1,2,3,4) - Starts out zig zagging and then uses a wide angled transition in between the 2 groups. Then 06:43:013 (1,2,3,4,1,2,3,4) - here it just completely drops the sharp angles and uses the same ds despite the build up in pitch. 06:43:902 (1,2,3,4,1,2,3,4,1,2,3,4) - So much variation in spacing with no intensity changes.
Topic Starter
EphemeralFetish
JK Ill check now.

sukiNathan wrote:

  1. 04:40:347 (9,1) - Nothing here calls for such a sharp and massive jump following up with a 180 transition into the stream - Rare case in the song where the snares are stonger on certain spots at the end (Slider heads, last circle) And the long snare roll I is the only one thats that long and powerful in these sections so its justifiable being that hard compared to the rest.
    06:12:124 (2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - None of this 1/4 is really emphasizing to anything; from what I can tell maybe you were just simplifying the mess of guitar snaps, but I think there are better options. You could just use repeats for 1/3 or 1/6 rhythms while still keeping the 1/4 as circles, even vice versa w/e - Discussed with a few people, agree'd to map as 1/4. Random mess of 1/4 1/3 and just plain random notes that dont fit anywhere. "Overmapping" for pure 1/4 to cover shitty guitar playing actually makes it much easier and simple to play, as opposed to a bunch of nonsensical mess that I doubt anyone would like to be playing.
  2. 06:14:236 (1,2,3,1,2,3,4) -
  3. 02:38:064 (1,2,3,4) - The first 3 circles of this pattern start out super snappy, then switches to a random wide angle on 4... which is the highest pitched guitar note out of these. - [/color]This could fit the guitar intensity more while still keeping the overall shape. I honestly dont know how to explain this because I literally do not see an issue what so ever. 1 2 3 are basic snaps and the 4 clearly has the most emphasis which is needed, so yeah. This in itself is just another regular pattern anyways, you still have to snap to the 4 as well.
  4. 01:44:064 (1,2,3,1,2,3,1,2,3,1,2,3) - These angles have the same problem as above. The overall spacing makes sense, but here it's barely significant when the movement is underwhelming. The triangles are sharp individually, but each shift between them is wide angled. - No emphasis needed aside from the 3 > 1 which I have, so again no issue for me. Playing these you actually move smoothly from 1 > 3 rather than snapping which is intended, the same as the previous time this part came up.
  5. 02:58:057 (1,2,3,1,2,3,1,2,3,1,2,3) - aaa same as above - This is a totally differet case seeing as its sliders, I wouldnt wanna make players snap for these aside from each 3 > 1, and its uneeded.
  6. 02:54:279 (2,3,1,2,1,2,1) - What's with the grouping and NCing of these circles? I don't hear any pitch changes in the guitar up until 02:55:057 (2), and as for percussion, you're actually placing more emphasis on the less intense kicks over the snares. - For guitar and its doubles so it fits. Emphasis on drums matters not since guitar is arguable the stronger instrument here. Plus this song is a mess and a lot of the time instruments dont match up like they do in 99% of other songs
  7. 06:18:124 (1,2,3,4,1,2,3,4) - I don't see any musical reason behind the large differences in spacing for the two groups of 4. The only note that stands out to me is 06:18:124 (1), but everything else is relatively within the same pitch range. - Since the 1 is stronger and indicates a new pattern I figured having the second be spaced more made sense, it works as a nice build up as well, the spacing doesnt really matter since the intensity isnt that noticeable. Everything just feels difficult throughout.
  8. 06:19:902 (1,2,3,4,1,2,3,4) - Same thing here; 06:20:347 (1) - should have the largest jump, but instead you have 06:20:124 (3,4) - and 06:20:569 (3,4) - which are more spaced despite being lower intensity. - Spacing isnt everything when it comes to intensity, aside from these being the exact same, the change in direction on 06:20:347 (1) - Helps add extra emphasis, rather than just replying on spacing.
  9. 06:28:680 (4,1) - Another random jump... Actually the entirety of 06:27:902 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - is just weird. 06:28:236 (4) - 06:28:569 (3) - 06:28:902 (2) - are guitar notes that stand out, but none of them are emphasized since they're all consistent in spacing and all wide angled. Especially 06:29:680 (1) - which has a crash. 06:28:347 (1) - Not strong enough to need a jump, tighter turn is fine enough. 06:28:791 (1,1) - These 2 are clearly much stronger than all the others so are the only ones that deserve jumps, the rest you pointed out are just blended in with the basic huitar line, they do not have enough power, or dare I say any at all to warrent emphasis on them.
  10. 06:30:124 (3,4,5,6,1,2,3,4) - So the jump between the two groups is good, but 06:30:569 (1,2,3,4) - uses the same DS as 06:30:124 (3,4,5,6) - which is lower in pitch asdjklgasdl - 06:30:124 (3,4,5,6) - Climbs down in pitch while 06:30:569 (1,2,3,4) - Rises, so they're the same basic concept. Having the same DS is fine. They arent 2 clearly different pitches, but on average they are the same.
  11. 06:31:458 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This isn't necessarily a problem, but seriously, you could do something at least a little more interesting than this. There are some guitar rhythms you can take advantage of like the 1/2 at 06:32:124 - 06:33:458 - etc. It doesn't even have to be the guitar really. Using circles before the crashes at 06:33:236 (1) - and 06:35:013 (1) - would be much more impactful than just slider spam. - Guitar is pretty slow and takes away from the intensity, I did have some longer sliders before but pretty much everyone suggested I take them out.
  12. 06:42:124 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - oh god this is literally a combination of all the spacing/angle problems I've mentioned so far. 06:42:124 (1,2,3,4,1,2,3,4) - Starts out zig zagging and then uses a wide angled transition in between the 2 groups. Then 06:43:013 (1,2,3,4,1,2,3,4) - here it just completely drops the sharp angles and uses the same ds despite the build up in pitch. 06:43:902 (1,2,3,4,1,2,3,4,1,2,3,4) - So much variation in spacing with no intensity changes. - 06:30:569 (1,2,3,4) - Wide angle because 06:42:569 (1) - is strong enough to warrant that. 06:43:013 (1,2,3,4,1,2,3,4) - The rise in pitch is cleaner here than before, hence why its curved and not zigzag like before, no DS need because as I explained before, climbing in pitch on the first 4 and lowering on the second 4. Only the 1's need emphasis. 06:43:013 (1,2,3,4,1,2,3,4) - Jumps start sharp and large at the pitch height, and get less intense to match it lowering.
.
Shiirn
Considering how inane these are, I figured I'd step in real fast and say a few words.
I am not in any way speaking for Fetish, nor am I decidedly defending him because "oh they're friends".
My friends can attest that if I think they're doing something dumb, I'll tell them they're doing something dumb.

sukiNathan wrote:

  1. 04:40:347 (9,1) - Nothing here calls for such a sharp and massive jump following up with a 180 transition into the stream This is a transition measure. The spacing is large, but this is also the one time this particular measure (which is used other times, at 04:05:013 - , 04:33:680 - , 06:09:458 - , there are others) is actually only 1/2 away from a drum beat. Unlike most metal tracks, this one has a nice amount of variance so the similarities are muted, but I'm sure you're aware as a mapper of how freely spacing can be abused during transitional phases.
  2. 06:12:124 (2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - None of this 1/4 is really emphasizing to anything; from what I can tell maybe you were just simplifying the mess of guitar snaps, but I think there are better options. You could just use repeats for 1/3 or 1/6 rhythms while still keeping the 1/4 as circles, even vice versa w/e This is not the first time that random guitar wailing has been mapped with a set of steams, nor will it be the last. I'm confused as to why you find this objectionable when it's a technique commonly used.
  3. 02:38:064 (1,2,3,4) - The first 3 circles of this pattern start out super snappy, then switches to a random wide angle on 4... which is the highest pitched guitar note out of these. This could fit the guitar intensity more while still keeping the overall shape. This is pure preference.
  4. 01:44:064 (1,2,3,1,2,3,1,2,3,1,2,3) - These angles have the same problem as above. The overall spacing makes sense, but here it's barely significant when the movement is underwhelming. The triangles are sharp individually, but each shift between them is wide angled. Again, pure preference. He probably feels that the individuality of each set of threes is more significant than the entire whole.
  5. 02:58:057 (1,2,3,1,2,3,1,2,3,1,2,3) - aaa same as above boop
  6. 02:54:279 (2,3,1,2,1,2,1) - What's with the grouping and NCing of these circles? I don't hear any pitch changes in the guitar up until 02:55:057 (2), and as for percussion, you're actually placing more emphasis on the less intense kicks over the snares. You can't hear changes in pitch, but you can't tell that they're cascading pairs? Like, this is actually some really skilled emphasis that's looking at the music as a whole, rather than data points.
  7. 06:18:124 (1,2,3,4,1,2,3,4) - I don't see any musical reason behind the large differences in spacing for the two groups of 4. The only note that stands out to me is 06:18:124 (1), but everything else is relatively within the same pitch range. This is inane as hell. People do crazier shit during plain 1/2 spam sections all the damn time. You've done it as well. The spacing is not so incredibly large that they count as taxing jumps for the theoretical player.
  8. 06:19:902 (1,2,3,4,1,2,3,4) - Same thing here; 06:20:347 (1) - should have the largest jump, but instead you have 06:20:124 (3,4) - and 06:20:569 (3,4) - which are more spaced despite being lower intensity. This is purely based around distance snap, which is a shitty metric. The entire section is just largely spaced, inane details such as the exact distance is only discernable when you're sitting in the editor armchair. The player does not notice these changes, and musically they are following a consistent rhythm and pattern structure.
  9. 06:28:680 (4,1) - Another random jump... Actually the entirety of 06:27:902 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - is just weird. 06:28:236 (4) - 06:28:569 (3) - 06:28:902 (2) - are guitar notes that stand out, but none of them are emphasized since they're all consistent in spacing and all wide angled. Especially 06:29:680 (1) - which has a crash. I'm really not seeing your point here. Just by listening to it once, I can tell that the first four beats lead into the second set, while the third and fourth sets are independent copies of the first original four. And this combo setup is very efficient at representing that. Again, you're looking at the raw pitch and sound so hard you're losing sight of the relationships between the beats.
  10. 06:30:124 (3,4,5,6,1,2,3,4) - So the jump between the two groups is good, but 06:30:569 (1,2,3,4) - uses the same DS as 06:30:124 (3,4,5,6) - which is lower in pitch asdjklgasdl Honestly, this is just the same thing over and over again. If anything, I find 06:31:013 (1,2,3,4) - to be the most disconcerting of this section because of how it's not aligned with its own structure that well and the jump of 3->4 is overkill for emphasis there. But it's not that bad.
  11. 06:31:458 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This isn't necessarily a problem, but seriously, you could do something at least a little more interesting than this. There are some guitar rhythms you can take advantage of like the 1/2 at 06:32:124 - 06:33:458 - etc. It doesn't even have to be the guitar really. Using circles before the crashes at 06:33:236 (1) - and 06:35:013 (1) - would be much more impactful than just slider spam. Honestly the music gets pretty boring here too and having a bit of a breather is probably a good idea. It goes back into more dense patterns later on as the music picks back up. My only suggestion here would be to disable kiai for a bit near the middle, but that's personal preference speaking - the music slowly loses energy and slowly regains it, making the harsh cutoff of "kiai on, kiai off" probably disconcerting.
  12. 06:42:124 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - oh god this is literally a combination of all the spacing/angle problems I've mentioned so far. 06:42:124 (1,2,3,4,1,2,3,4) - Starts out zig zagging and then uses a wide angled transition in between the 2 groups. Then 06:43:013 (1,2,3,4,1,2,3,4) - here it just completely drops the sharp angles and uses the same ds despite the build up in pitch. 06:43:902 (1,2,3,4,1,2,3,4,1,2,3,4) - So much variation in spacing with no intensity changes. This is a direct, higher-spacing, higher-energy "copy" (I use quotes because it's not a direct copy, but a similar-use one) of an earlier combo - and because this chorus takes that same musical pattern and continues it, getting even more ramped up, the mapping reflects this. If there's any point at which the spacing should deservedly "go nuts", it's here. And also, fuck the bit about sharp angles. Tablets don't give a shit about sharp angles, people who complain that they're hard to play should just get better or go back to their comfortable pp maps.

Again, people tend to only look at maps based off their own viewpoints. I'm aware that sukiNathan's generation was the "editor armchair" mapper generation, so I'm trying to explain how some of the concepts that were prescribed as holy back then, actually aren't that vital or even, blasphemously, matter all that much to the player or as a representation of the music. Such as absurd consistency and references to music as data points as opposed to a crafted story. It's like looking at a single sentence of a book at a time. You're never getting the whole picture, and when you make every sentence the same length and consistency, your story's going to be fucking boring and a pain to read.

I'm aware technically speaking that I'm also "only looking at the map from my viewpoint", but I'm not telling fetish to actually change anything that I may suggest because any faults I found in this map came down to what I could recognize as personal preference, and not actually map-destroying errors. The map stays consistent with its theme even if you disagree with that theme. I recently modded quaver and specifically avoided the whole "crescendo" theme commentary specifically because I hated that concept because it spat on the music in my opinion, but kept my tongue and went over other pieces whilst explaining why I felt that theme was patently unrankable (ref: the way it spat on the music).

If you'd like to sit down and explain to everyone why you think Empress' theme should be patently unrankable, feel free - I'd love to hear more about your mapping views and what you consider important to having a good map. Because this doesn't spit on the music at all. It's quite accurate in representing metal at this high velocity.

I don't want to get too deep into the details of my personal preferences towards mapping (too late probably), but anyway, that's enough lol
Iceskulls
gratz
Monstrata

Shiirn wrote:

Considering how inane these are, I figured I'd step in real fast and say a few words.
I am not in any way speaking for Fetish, nor am I decidedly defending him because "oh they're friends".
My friends can attest that if I think they're doing something dumb, I'll tell them they're doing something dumb.

sukiNathan wrote:

  1. 04:40:347 (9,1) - Nothing here calls for such a sharp and massive jump following up with a 180 transition into the stream This is a transition measure. The spacing is large, but this is also the one time this particular measure (which is used other times, at 04:05:013 - , 04:33:680 - , 06:09:458 - , there are others) is actually only 1/2 away from a drum beat. Unlike most metal tracks, this one has a nice amount of variance so the similarities are muted, but I'm sure you're aware as a mapper of how freely spacing can be abused during transitional phases. I don't see how this being a transitional phrase qualifies this pattern. It's a large jump, but i think the spacing is alright, like you say. Spacing can be abused during transitional phases as it's one of the best opportunities for extra-large spacings. The problem here is the 180 degree turn you have to make jumping from 9>1 and then playing the spaced stream. Your argument suggests that spatially the pattern is fine, which I don't disagree with. However, the angle change is the crux of the issue imo.
  2. 06:12:124 (2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - None of this 1/4 is really emphasizing to anything; from what I can tell maybe you were just simplifying the mess of guitar snaps, but I think there are better options. You could just use repeats for 1/3 or 1/6 rhythms while still keeping the 1/4 as circles, even vice versa w/e This is not the first time that random guitar wailing has been mapped with a set of steams, nor will it be the last. I'm confused as to why you find this objectionable when it's a technique commonly used.Overmapping to cover up messy snappings is a poor choice. Did other mappers suggest overmapping to cover up the clear snapping issues and messy guitar wailing? Or was this a solution thought up by the mapper? In either case, this is not a good design choice imo. It's better to simplify rhythm and imo, repeats like sukiNathan said, are a good alternative. You can see that the mapper employs them elsewhere too: 06:14:569 (1,2,3,4) - so using repeats will still fit the section well.
  3. 06:18:124 (1,2,3,4,1,2,3,4) - I don't see any musical reason behind the large differences in spacing for the two groups of 4. The only note that stands out to me is 06:18:124 (1), but everything else is relatively within the same pitch range. This is inane as hell. People do crazier shit during plain 1/2 spam sections all the damn time. You've done it as well. The spacing is not so incredibly large that they count as taxing jumps for the theoretical player. Doesn't answer the complaint... Spacing doesn't have to reflect the section musically, but justification helps.
  4. 06:19:902 (1,2,3,4,1,2,3,4) - Same thing here; 06:20:347 (1) - should have the largest jump, but instead you have 06:20:124 (3,4) - and 06:20:569 (3,4) - which are more spaced despite being lower intensity. This is purely based around distance snap, which is a shitty metric. The entire section is just largely spaced, inane details such as the exact distance is only discernable when you're sitting in the editor armchair. The player does not notice these changes, and musically they are following a consistent rhythm and pattern structure. Players don't notice these changes? Really...
  5. 06:42:124 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - oh god this is literally a combination of all the spacing/angle problems I've mentioned so far. 06:42:124 (1,2,3,4,1,2,3,4) - Starts out zig zagging and then uses a wide angled transition in between the 2 groups. Then 06:43:013 (1,2,3,4,1,2,3,4) - here it just completely drops the sharp angles and uses the same ds despite the build up in pitch. 06:43:902 (1,2,3,4,1,2,3,4,1,2,3,4) - So much variation in spacing with no intensity changes. This is a direct, higher-spacing, higher-energy "copy" (I use quotes because it's not a direct copy, but a similar-use one) of an earlier combo - and because this chorus takes that same musical pattern and continues it, getting even more ramped up, the mapping reflects this. If there's any point at which the spacing should deservedly "go nuts", it's here. And also, fuck the bit about sharp angles. Tablets don't give a shit about sharp angles, people who complain that they're hard to play should just get better or go back to their comfortable pp maps.Wat. The angles here are really poorly done. It being a copy of something earlier doesn't qualify it being there. It's not so much the spacing thats the problem, its the angles. Large spacings can play very well with the right angles, but with the wrong angles, even small spacings can be uncomfortable to play.

Again, people tend to only look at maps based off their own viewpoints. I'm aware that sukiNathan's generation was the "editor armchair" mapper generation, so I'm trying to explain how some of the concepts that were prescribed as holy back then, actually aren't that vital or even, blasphemously, matter all that much to the player or as a representation of the music. Such as absurd consistency and references to music as data points as opposed to a crafted story. It's like looking at a single sentence of a book at a time. You're never getting the whole picture, and when you make every sentence the same length and consistency, your story's going to be fucking boring and a pain to read.

I'm aware technically speaking that I'm also "only looking at the map from my viewpoint", but I'm not telling fetish to actually change anything that I may suggest because any faults I found in this map came down to what I could recognize as personal preference, and not actually map-destroying errors. The map stays consistent with its theme even if you disagree with that theme. I recently modded quaver and specifically avoided the whole "crescendo" theme commentary specifically because I hated that concept because it spat on the music in my opinion, but kept my tongue and went over other pieces whilst explaining why I felt that theme was patently unrankable (ref: the way it spat on the music).

If you'd like to sit down and explain to everyone why you think Empress' theme should be patently unrankable, feel free - I'd love to hear more about your mapping views and what you consider important to having a good map. Because this doesn't spit on the music at all. It's quite accurate in representing metal at this high velocity.

I don't want to get too deep into the details of my personal preferences towards mapping (too late probably), but anyway, that's enough lol
Topic Starter
EphemeralFetish
I mean id prefer if you replied to my post rather than shiirns since I actually explained everything there but okay.
Monstrata

EphemeralFetish wrote:

JK Ill check now.

sukiNathan wrote:

  1. 04:40:347 (9,1) - Nothing here calls for such a sharp and massive jump following up with a 180 transition into the stream - Rare case in the song where the snares are stonger on certain spots at the end (Slider heads, last circle) And the long snare roll I is the only one thats that long and powerful in these sections so its justifiable being that hard compared to the rest. Hmm. I can agree to that.
    06:12:124 (2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - None of this 1/4 is really emphasizing to anything; from what I can tell maybe you were just simplifying the mess of guitar snaps, but I think there are better options. You could just use repeats for 1/3 or 1/6 rhythms while still keeping the 1/4 as circles, even vice versa w/e - Discussed with a few people, agree'd to map as 1/4. Random mess of 1/4 1/3 and just plain random notes that dont fit anywhere. "Overmapping" for pure 1/4 to cover shitty guitar playing actually makes it much easier and simple to play, as opposed to a bunch of nonsensical mess that I doubt anyone would like to be playing. This is not a good mapping decision imo... People are bringing it up now so more discussion can clearly be done, with more experienced mappers now that the map is qualified. I also disagree with overmapping for 1/4's. You've clearly mapped other sections to repeating sliders, so the option of using less technically demanding rhythms and patterns is definitely there.
  2. 06:14:236 (1,2,3,1,2,3,4) -
  3. 02:38:064 (1,2,3,4) - The first 3 circles of this pattern start out super snappy, then switches to a random wide angle on 4... which is the highest pitched guitar note out of these. - [/color]This could fit the guitar intensity more while still keeping the overall shape. I honestly dont know how to explain this because I literally do not see an issue what so ever. 1 2 3 are basic snaps and the 4 clearly has the most emphasis which is needed, so yeah. This in itself is just another regular pattern anyways, you still have to snap to the 4 as well. The reason using a "snappy" angle is better is because a clear angle shift allows for more impact since there's a greater change in momentum. Since there's a really wide angle from 2>3>4 you don't get the impact you want onto 4. Also, the angle relative to the pattern feels really odd as sukiNathan pointed out. I can't open sukinathan's link for some reason, but something like this would fit your pattern and create a better angle: http://puu.sh/rdMPH.jpg
  4. 01:44:064 (1,2,3,1,2,3,1,2,3,1,2,3) - These angles have the same problem as above. The overall spacing makes sense, but here it's barely significant when the movement is underwhelming. The triangles are sharp individually, but each shift between them is wide angled. - No emphasis needed aside from the 3 > 1 which I have, so again no issue for me. Playing these you actually move smoothly from 1 > 3 rather than snapping which is intended, the same as the previous time this part came up.I see your point about moving smoothly actually. It can work, but I don't think it does, because of how you've mapped the rest of the section. Let me explain. It will definitely play smoothly if you were to alternate this. If i were mapping an alternator style map, this pattern would play really well and have great flow. But you've set up these 1/3 snaps such that they should be single-tapped as evidenced by basically the first half of the map. With that in mind, players will more likely single-tap this, and when you single-tap you lose that flow because you are obligated to snap to each note, like the other 1/3's, or change your playstyle specifically for these triangles. I think changing playstyle is possible too, but in that respect, I don't think there's enough testing done to reliably say what is what, well, going from your vague reply anyways.
  5. 02:58:057 (1,2,3,1,2,3,1,2,3,1,2,3) - aaa same as above - This is a totally differet case seeing as its sliders, I wouldnt wanna make players snap for these aside from each 3 > 1, and its uneeded. This is exactly the same though... They are sliders, but you are going to play them like they are circles, and as a result, the angles are going to be very similar. The caveat of course, is that kicksliders tend to allow more angle leniency to them, but it still doesn't seem like this has been tested enough, well, looking at your reply anyways.
  6. 06:18:124 (1,2,3,4,1,2,3,4) - I don't see any musical reason behind the large differences in spacing for the two groups of 4. The only note that stands out to me is 06:18:124 (1), but everything else is relatively within the same pitch range. - Since the 1 is stronger and indicates a new pattern I figured having the second be spaced more made sense, it works as a nice build up as well, the spacing doesnt really matter since the intensity isnt that noticeable. Everything just feels difficult throughout.Players can still notice these spacings though... And this one in particular, has a very noticeable visual pattern. People can recognize patterns very easily, so here, your argument that "everything feels difficult" doesn't justify the change. Some parts are more difficult, and both the spacing, and the visual pattern itself suggest that. Following the next point though:
  7. 06:19:902 (1,2,3,4,1,2,3,4) - Same thing here; 06:20:347 (1) - should have the largest jump, but instead you have 06:20:124 (3,4) - and 06:20:569 (3,4) - which are more spaced despite being lower intensity. - Spacing isnt everything when it comes to intensity, aside from these being the exact same, the change in direction on 06:20:347 (1) - Helps add extra emphasis, rather than just replying on spacing. The pattern is less recognizable (small square > big square, anyone will see that) but here, its just zigzags with no real structure (sadly) which ends up making it more justifiable haha. I'm okay with reasoning here.
  8. 06:28:680 (4,1) - Another random jump... Actually the entirety of 06:27:902 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - is just weird. 06:28:236 (4) - 06:28:569 (3) - 06:28:902 (2) - are guitar notes that stand out, but none of them are emphasized since they're all consistent in spacing and all wide angled. Especially 06:29:680 (1) - which has a crash. 06:28:347 (1) - Not strong enough to need a jump, tighter turn is fine enough. 06:28:791 (1,1) - These 2 are clearly much stronger than all the others so are the only ones that deserve jumps, the rest you pointed out are just blended in with the basic huitar line, they do not have enough power, or dare I say any at all to warrent emphasis on them. Reasoning is okay here, but why don't you put a jump on 06:29:569 (4,1) - then? following your logic of where you place these jumps.
  9. 06:42:124 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - oh god this is literally a combination of all the spacing/angle problems I've mentioned so far. 06:42:124 (1,2,3,4,1,2,3,4) - Starts out zig zagging and then uses a wide angled transition in between the 2 groups. Then 06:43:013 (1,2,3,4,1,2,3,4) - here it just completely drops the sharp angles and uses the same ds despite the build up in pitch. 06:43:902 (1,2,3,4,1,2,3,4,1,2,3,4) - So much variation in spacing with no intensity changes. - 06:30:569 (1,2,3,4) - Wide angle because 06:42:569 (1) - is strong enough to warrant that. 06:43:013 (1,2,3,4,1,2,3,4) - The rise in pitch is cleaner here than before, hence why its curved and not zigzag like before, no DS need because as I explained before, climbing in pitch on the first 4 and lowering on the second 4. Only the 1's need emphasis. 06:43:013 (1,2,3,4,1,2,3,4) - Jumps start sharp and large at the pitch height, and get less intense to match it lowering. If you're talking about rising pitch, then making 06:42:902 (4,1) - bigger than 06:43:347 (4,1) - is counterintuitive to your rising-pitch concept. Emphasis is very relative. Relative to other jumps, a spacing that is small, can still be the focus of emphasis. Also, I agree with sukiNathan that the obtuse angles you use just make for really uncomfortable movements and snaps. You are expecting players to single tap these :P.
.
Added some other stuff. There are some things I agree with actually.
Topic Starter
EphemeralFetish
Well no need to re-reply, I guess I can if someone wants more detail. Just wait and see if a QAT drops on this for now. I do stand by everything I said and I think most of this is slight too opinionated and really is fine as is. I think a couple points you were assuming how players will be playing this a little too much, I myself can play this and 02:38:064 (1,2,3,4) - as an example plays perfect for me, just dont assume player capability as much is all.

But yeah, wait on QAT and see what they make of both sides.

EDIT: 06:29:569 (4,1) - This is actually a new point so I better explain. No jump because of the massive spacing on the sliders for emphasis instead, and the sharp turn into the slider, simple as that.

One last thing as well since you brought it up with a different view based on it being awkward.

06:42:124 (1) - Ive seen testplayers hit this, and none of them ever complained about it, if anything they think it fits perfect. sharp aggressive, arguably "awkward" angles justify this since its basically the height of the song. That being said I dont think they play awkward.
Spaghetti
Ok, I know I participated in the ranking process of this map, but after taking a look at some of the concerns that have been brought up, I've had a change of mind concerning the quality of this map and whether it should be inducted in the ranking section.

I also looked back and found some points of my own.

00:10:731 (1) - Starting a map with a stream is very off-putting to many players as there is no reference point for the rhythm/bpm. It could pass if the blank intro provides a feel for the song, but this one doesn't.
00:16:731 (1,2,3,4) - even though there's a downshift in pitch you choose to up the spacing tremendously, and that doesn't make much sense to me.
00:22:897 (3,1) - Another huge gap that doesn't make much sense to me, especially with the provided angle.
00:32:064 (1) - I tried to stay objective with modding originally but, this rhythm is so bland and basic, and seems like you're aiming for difficulty more than you're aiming for a quality map. The way you did it in the intro of the section was much better.

Everything after the point above, doesn't look like it had much structuring and patterning in mind. It's all mindless 1/2 spam with fully circular flow which makes for a very bland map. I tried to help you polish the structure a bit, but I don't think any of this is gonna cut it.

01:03:397 (1) - I cannot tell what you're emphasizing in this section all. The spacing seems so arbitrary and doesn't compliment anything the song provides, it just adds to the difficulty. The linear flow provides no feedback aim-wise and just feels so random.
01:08:397 (3,4,5,1) - Why is this jump so spaced out while 01:07:619 (1,2,3,4) - is completely linear? It makes no sense to me.

The rhythm is a whole other problem that is just flawed from the start of the section. It's so random and all I can say is remap.

02:06:730 (1) - You start this guitar solo off with a huge stream then, ignore it for the rest of the solo..? You only fish out the hard part of the guitar solo to emphasize in your map? Why? This kind of mindless difficulty-oriented mapping puts me off a lot, this is one of the greater issues I have with the map.
02:28:175 (1) - There could be a beat on this blue tick for the guitar end.
02:33:064 (4) - Would be better as a 3/4 slider.
03:47:013 (1) - Why not use kicksliders like you did earlier to compliment the orchestral melody?
04:03:458 (1) - What are these complimenting?
04:07:013 (1) -
04:10:569 (1) -
Etc.

04:16:347 (1) - Kickslider usage could be much more intuitive.
04:19:902 (1) - Another section that really peeves me. I cannot hear what you are complimenting with these rhythms and placements at ALL. They're literally just mindless 1/2 spam. This applies up to 04:55:458 (1) - . This is probably my second greatest issue.
05:38:791 (6,1) - This spacing could be bigger IMO.
05:39:902 (1) - More mindless 1/2 spam.
06:10:124 (1) - This explains itself.
06:19:013 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SO overdone IMO, nothing here warrants such jumps at such high speed.
06:27:902 (1) - This jump pattern compliments nothing, you should create a pattern that compliments the guitar melody.
06:31:458 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Again, explains itself.
06:44:347 (1,2,3,4) - ^
06:45:680 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - ^
07:20:124 (6,1) - Could be spaced out more.

One thing you did well with this map is the streams IMO, they really seem to flow well and emphasize the song right, especially after the preview point.

For the rest however, I don't think this map is ready to stand in the rankings. And I am also to blame for that. I'd like to apologize for rushing into an icon so quickly with this map, I should have left it as is.

There is a lot more wrong with this map than I can point out, and I've barely scratched the surface with the mod above. If I were to point out every single thing, this would need a full remap.

[quote="Code of Conduct: Modding and Mapping":1337]Unless the concept behind a beatmap is fundamentally flawed from the start, modding should aim to improve the map in its current design - not force your own style upon it. If you truly believe the map has too many significant issues to address individually, try to give a general statement of why this is the case and what direction you think the map should go in to get back on track.
Cryptic
05:03:180 (12,13) - Aren't these off the playfield?
EDIT: To clarify, I don't mean offscreen but rather off editor-field.
Pelzio
i'm starting to think getting an 8* ranked is literally impossible now, because everyone will shit on it as soon as it's qualified despite it being near perfection
Topic Starter
EphemeralFetish

Cryptic wrote:

05:03:180 (12,13) - Aren't these off the playfield?
EDIT: To clarify, I don't mean offscreen but rather off editor-field.
My eye sight is not so good so I cant tell, but its possible since I recall making this stream with slider convert.
Cryptic

EphemeralFetish wrote:

Cryptic wrote:

05:03:180 (12,13) - Aren't these off the playfield?
EDIT: To clarify, I don't mean offscreen but rather off editor-field.
My eye sight is not so good so I cant tell, but its possible since I recall making this stream with slider convert.
They're at y386 and y387 iirc, and the bottom of the editor-field is y384. Not sure how rankable this is as you can't place the notes there without slider-convert or rotate shenanigans (or editing the .osu). So I guess we need a QAT or someone to expand upon this a bit more.
Yuii-

EphemeralFetish wrote:

Cryptic wrote:

05:03:180 (12,13) - Aren't these off the playfield?
EDIT: To clarify, I don't mean offscreen but rather off editor-field.
My eye sight is not so good so I cant tell, but its possible since I recall making this stream with slider convert.
It's rankable, though.

Pelzio wrote:

i'm starting to think getting an 8* ranked is literally impossible now, because everyone will shit on it as soon as it's qualified despite it being near perfection
On another hand, please, there's no need to say this. It might look hard to rank something like that. But it's FINE, fam. The better we can get off a map in qualified, the better. Ranking really difficult sets is hard just because there's more room (or more likely to be) for mistakes. We should all be opened for criticism, though!
Shiirn

Yuii- wrote:

Ranking really difficult sets is hard just because there's more room (or more likely to be) for mistakes. We should all be opened for criticism, though!
And varied, massively varied, chaotic, directly conflicting opinions.

Having looked over the map, there are a few places here and there where Bloodthirsty is pretty harsh and awkward, but thematically it fits the song, while Empress is much more muted but sustains high-velocity mapping very rigidly. Neither of them are stellar examples of mapping but they're both rankable and Fetish has done high-velocity metal mapping far better for the player than Apparition did. All that's left is someone physically capable of keeping up, if that'll ever happen.
Topic Starter
EphemeralFetish

Spaghetti wrote:

Ok, I know I participated in the ranking process of this map, but after taking a look at some of the concerns that have been brought up, I've had a change of mind concerning the quality of this map and whether it should be inducted in the ranking section.

I also looked back and found some points of my own.

00:10:731 (1) - Starting a map with a stream is very off-putting to many players as there is no reference point for the rhythm/bpm. It could pass if the blank intro provides a feel for the song, but this one doesn't. - Really picky. "Ohh starts with a stream, Ill take 5 seconds and restart now I know."
00:16:731 (1,2,3,4) - even though there's a downshift in pitch you choose to up the spacing tremendously, and that doesn't make much sense to me. - Pitch shifts up, which to me = more intense. And its just basic patterning. Simple to play.
00:22:897 (3,1) - Another huge gap that doesn't make much sense to me, especially with the provided angle. - Plays fine, good emphasis, considering its 180 BPM for a song this intense this spacing is nothing.
00:32:064 (1) - I tried to stay objective with modding originally but, this rhythm is so bland and basic, and seems like you're aiming for difficulty more than you're aiming for a quality map. The way you did it in the intro of the section was much better. - Gonna be brutally honest, but thats ridiculously inconsiderate, if you accuse me of mapping for difficulty, consider bloodthirsty is 7.6 stars on its own while empress is 8.4, meaning this has zero impact on that, listening to guitar for this particular part as an example you can see why Ive chosen to use sliders and circles in their respective positions. Calling this low quality when Ive tried my hardest to put out the best piece of work I can, while staying true to the music is honestly insulting to me.

Everything after the point above, doesn't look like it had much structuring and patterning in mind. It's all mindless 1/2 spam with fully circular flow which makes for a very bland map. I tried to help you polish the structure a bit, but I don't think any of this is gonna cut it. - None of this is mindless, again I hate sounding like a dick but I really just dont think you can understand how complex this song is, and how the map actually reflects that accurately, nothing is midless, Ive placed everything with care and consideration to the best of my ability. Just because you disagree doesnt make it bad.

01:03:397 (1) - I cannot tell what you're emphasizing in this section all. The spacing seems so arbitrary and doesn't compliment anything the song provides, it just adds to the difficulty. The linear flow provides no feedback aim-wise and just feels so random. Linear flow on the starting combo is pretty obvious, drums are clean same sounds hence linear, the gap for the second 3 is for the vocals coming in.
01:08:397 (3,4,5,1) - Why is this jump so spaced out while 01:07:619 (1,2,3,4) - is completely linear? It makes no sense to me. - If you listen, the first point is vey high pitched guitar = more spacing for me. The second is gradual build up which is why Ive gone with the linear flow, the snapping when it reaches the peak and switches off helps to show that even more.

The rhythm is a whole other problem that is just flawed from the start of the section. It's so random and all I can say is remap. - Its 100% consistent with the song, again actually listen to how complex and varied this is and you might understand.

02:06:730 (1) - You start this guitar solo off with a huge stream then, ignore it for the rest of the solo..? You only fish out the hard part of the guitar solo to emphasize in your map? Why? This kind of mindless difficulty-oriented mapping puts me off a lot, this is one of the greater issues I have with the map. - This stream is really the only part of the guitar that truly stands out, it helps signify a new section, and as I explained to you in IRC, I ignored the majority of the solo since its random bursts of 1/4 which arent that clear and only make for an awkward and un-intuitive play experience.
02:28:175 (1) - There could be a beat on this blue tick for the guitar end. - Not really noticeable at 100% so I dont think it should be clickable, plus ending on a blue tick you can barely hear is plain awkward.
02:33:064 (4) - Would be better as a 3/4 slider. - Having one 3/4 slider randomly is a bad idea for me, this combo is mainly focused on the drums anyways.
03:47:013 (1) - Why not use kicksliders like you did earlier to compliment the orchestral melody? - I use kick sliders when the melody is 4 clear notes, here is one sustained and Ive gone with 1/2 sliders to break up the streams to make it more playable, and these in particular are 1/2 anyways.
04:03:458 (1) - What are these complimenting? - Consistency with the others, and considering there are no melodys for these sections it again helps to break up streams while still making sense since they sit on the snares nicely.
04:07:013 (1) -
04:10:569 (1) -
Etc.

04:16:347 (1) - Kickslider usage could be much more intuitive. - Guitar is clear streams here, kick sliders would be far too weak.
04:19:902 (1) - Another section that really peeves me. I cannot hear what you are complimenting with these rhythms and placements at ALL. They're literally just mindless 1/2 spam. This applies up to 04:55:458 (1) - . This is probably my second greatest issue. 04:20:124 (2,3) - Vocals are very clear on the heads. Again here. 04:20:791 (1,2,3) - And the whole section honestly. 04:20:791 (1,2,3) - Guitar and drums constant 1/4 piano helps justify as well, whats the issue?
05:38:791 (6,1) - This spacing could be bigger IMO. - It also doesnt need to be bigger.
05:39:902 (1) - More mindless 1/2 spam. - Explained so many times now, if you really think this is mindless I dont know what to say.
06:10:124 (1) - This explains itself. - Well it doesnt tell me what your problem is. Following rhythm guitar since lead isnt doing much of anything worth mapping.
06:19:013 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SO overdone IMO, nothing here warrants such jumps at such high speed. - Its the height of the song, why would it not be this hard? Im gonna say this again and again but testplayers have never had issues with the jumps.
06:27:902 (1) - This jump pattern compliments nothing, you should create a pattern that compliments the guitar melody. - For starters its not a jump pattern, its designed to flow smoothly to match the guitar, its nowhere near aggressive enough to warrant jumps on every note.
06:31:458 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Again, explains itself. - Again, explained multiple times in the thread.
06:44:347 (1,2,3,4) - ^
06:45:680 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - ^
07:20:124 (6,1) - Could be spaced out more. - Nope.

One thing you did well with this map is the streams IMO, they really seem to flow well and emphasize the song right, especially after the preview point.

For the rest however, I don't think this map is ready to stand in the rankings. And I am also to blame for that. I'd like to apologize for rushing into an icon so quickly with this map, I should have left it as is.

There is a lot more wrong with this map than I can point out, and I've barely scratched the surface with the mod above. If I were to point out every single thing, this would need a full remap. - This doesnt need a remap, there is no fundamental core issue at hand, its consistent and justifiable, not just by me but by many others. I honestly think you're being way too closed minded, or dare I say it trying to save yourself trouble and back out of this since you bubbled it.

[quote="Code of Conduct: Modding and Mapping":1337]Unless the concept behind a beatmap is fundamentally flawed from the start, modding should aim to improve the map in its current design - not force your own style upon it. If you truly believe the map has too many significant issues to address individually, try to give a general statement of why this is the case and what direction you think the map should go in to get back on track.
Cryptic

EphemeralFetish wrote:

Spaghetti wrote:

02:06:730 (1) - You start this guitar solo off with a huge stream then, ignore it for the rest of the solo..? You only fish out the hard part of the guitar solo to emphasize in your map? Why? This kind of mindless difficulty-oriented mapping puts me off a lot, this is one of the greater issues I have with the map. - This stream is really the only part of the guitar that truly stands out, it helps signify a new section, and as I explained to you in IRC, I ignored the majority of the solo since its random bursts of 1/4 which arent that clear and only make for an awkward and un-intuitive play experience.
The job of a mapper is to make non-intuitive rhythms and musical patterning playable. The guitar solo itself, is just that, a solo. It should be emphasized like the guitar itself is being emphasized in the song. Just because the part you mapped is more "distinct" than the rest doesn't mean the rest should be ignored. Thats just my opinion, though.
Topic Starter
EphemeralFetish
Dunno if you still wanted to mod this Cryptic, but Im calling it a day for now, Ill give a QAT a shout tomorrow and have them check both sides and see what they think regardless.
Cryptic

EphemeralFetish wrote:

Dunno if you still wanted to mod this Cryptic, but Im calling it a day for now, Ill give a QAT a shout tomorrow and have them check both sides and see what they think regardless.
Got a QAT opinion on those circles by the way. Since they aren't off-screen they're fine according to KwaN. And thats fine, I'll get around to it after I see how the current discussion pans out. No need to overload the thread with information yet.
Lost The Lights
I'm just gonna say this.

I'm not a standard player, neither a mapper, but Spaghetti made REALLY valid points, you're just rejecting it because you don't want your map disqualified, as any other mapper. In any case, you should rethink what Spaghetti said and ask for a DQ, since it will help you improve the quality of the map (which in my opinion is the most important thing about mapping).

Acting like this won't help you improve. If you got your map qualified, a disqualify is just to make sure the map gets better, and it will eventually get requalified, it's not the end of the world.

In any case, good luck with what you decide to do.
Topic Starter
EphemeralFetish

Cryptic wrote:

EphemeralFetish wrote:

Dunno if you still wanted to mod this Cryptic, but Im calling it a day for now, Ill give a QAT a shout tomorrow and have them check both sides and see what they think regardless.
Got a QAT opinion on those circles by the way. Since they aren't off-screen they're fine according to KwaN. And thats fine, I'll get around to it after I see how the current discussion pans out. No need to overload the thread with information yet.
Fair enough, depending on how much QAT's decide to bash this will mean if I just grave this or not, so yeah little bits at a time if I can.
Topic Starter
EphemeralFetish

Lost The Lights wrote:

I'm just gonna say this.

I'm not a standard player, neither a mapper, but Spaghetti made REALLY valid points, you're just rejecting it because you don't want your map disqualified, as any other mapper. In any case, you should rethink what Spaghetti said and ask for a DQ, since it will help you improve the quality of the map (which in my opinion is the most important thing about mapping).

Acting like this won't help you improve. If you got your map qualified, a disqualify is just to make sure the map gets better, and it will eventually get requalified, it's not the end of the world.

In any case, good luck with what you decide to do.
Im just giving my side to let the QAT decide who they agree with, obviously what they say I need to change must be done. So even if I disagree Ill have to change points. Dont assume im trying to DQ dodge when Im the one wanting to go get a QAT.
Electoz

EphemeralFetish wrote:

Spaghetti wrote:

There is a lot more wrong with this map than I can point out, and I've barely scratched the surface with the mod above. If I were to point out every single thing, this would need a full remap. - This doesnt need a remap, there is no fundamental core issue at hand, its consistent and justifiable, not just by me but by many others. I honestly think you're being way too closed minded, or dare I say it trying to save yourself trouble and back out of this since you bubbled it.
It's true that "remap" might sound harsh but I think Spaghetti didn't intend to mean anything badly, he already apologized for rushing and tried to improve the quality of the beatmap so please don't blame him, everyone has their own mistakes.
Shiirn

Lost The Lights wrote:

I'm not a standard player, neither a mapper, but Spaghetti made REALLY valid points, you're just rejecting it because you don't want your map disqualified, as any other mapper. In any case, you should rethink what Spaghetti said and ask for a DQ, since it will help you improve the quality of the map (which in my opinion is the most important thing about mapping).

Acting like this won't help you improve. If you got your map qualified, a disqualify is just to make sure the map gets better, and it will eventually get requalified, it's not the end of the world.

In any case, good luck with what you decide to do.
Oh get out. Just git outta here. Every mapper in qualified has to defend their map from attack, claiming they're rejecting it "just because they want to stay in qualified" is downright insulting. You're completely discarding every possible feeling the mapper might have on the flimsy basis of "well they're just bullshitting" which, generally speaking, is not an accurate metric by any sense. I personally tell whether someone is "bullshitting" by how much they contradict themselves and by their level of acceptance. Clearly, you do not.

Is it so hard for people to stop and actually think about how patterns actually appear to the player? Concepts that apply at 200bpm completely disintegrate as velocity increases. Spacing becomes less of a factor than instant pattern recognition - patterns need to follow a predictable format that follows the music as closely as possible. Certain concepts become more important as the pace grows faster, while individual pitch blends into practical white noise that seriously doesn't even appear for a millisecond in the mind of the player. I'm saying this as is if they're self-explanatory because I truly, honestly believe not a single person here has even had an instant of consideration for how these patterns play at full speed. Everyone is sitting at 25%, 50%, or 75%, and judging the patterns as if this song was 160ish bpm. It is not.


I can safely say that the main conflicting opinions should be around Bloodthirsty, as it is the far more rhythmically complex of the two tracks. It's confusing and complex and I honestly haven't gone over it in its entirety. But only spaghetti has said anything really interesting about it and most of it was "I'm confused" rather than "I think this is wrong".

The Empress, on the other hand, is mapped using solid, playable (maybe not sustainably, certainly, players don't have the stamina to pull this shit off) concepts that are specifically tailored towards player capabilities at higher velocities - more rigid patterning than adherence to spacing, predictable rhythms that may lose "emphasis" or "not follow the music" quite as effectively as you might want them to be at 25% or 50%.


That said, there's no harm in actually discussing the baser points of the map, DQ or no DQ, as long as it isn't done purely to spite the 8* map or try to throw opinions around. This map has had plenty of opinions. I understand that many of you are experts - with experience far beyond mine - on 160-180bpm flow and standardized patterning and playability. And I respect that. Those concepts can work very well on a standardized DT map, pushing the BPM to 250 or 260 or so - but these aren't streamfests and they're just whack-a-mole contests at that point and honestly, conceptually speaking they're pretty fucking boring.


But stop expecting those concepts to work on a flat deathmetal track. Quit modding at 50% in the editor and start thinking at full speed as a player.
Lefafel

Ayyri wrote:

LefafeI wrote:

Do you ever think before you type this shit out? Jesus fucking christ.
Posts like these will only lead to drama in the end.

He's a mapper, just like EphemeralFetish or yourself. He can understand rhythm and the mechanics of the game. Please do not undermine someone else's ability just because they are not highly skilled in that game mode.
Please do not group me with these mappers. That would be an insult to Ephemeral (and probably the other guy as well). I just place objects on the screen vaguely to the rythm because it's fun.

I am not undermining anyone's ability to understand rythm or mechanics (well, maybe Spaghetti's based on that mod). Spaghetti's mod basically says "I don't understand why or what this is mapped to, it must be wrong and it needs to be remapped" and your friend called that "REALLY valid points". Either he didn't actually read Spaghetti's mod, or did not understand it.
Topic Starter
EphemeralFetish
Throwing this in quick I know a couple experienced mappers I can give a shout to if confusing stuff needs clearing up. Since Im not really much of anybody my views go relatively un-noticed so may be a good idea so get some opinions to back me from others. (Rather than just shiirn)
Yuii-
Guys, while I'm not a moderator, can we please just address/talk about the map and only about that? Let's not go over Taiko or anything like that. Let's keep things clear!
Yunomi
u shud try making a gud map instead of tryin to get le osu fame omg 8 stars :3 1k peepee cokiezu fc !! haha very famous cool big diff mapper :d
7ambda
I just wanted to remind everyone that there's nothing wrong with dq, as long as the mapper doesn't give up on the map and let it go to grave.
Topic Starter
EphemeralFetish

Yunomi wrote:

u shud try making a gud map instead of tryin to get le osu fame omg 8 stars :3 1k peepee cokiezu fc !! haha very famous cool big diff mapper :d
I couldnt care less about the hardest map, alien will probably come back, flowering night fever will most likely get ranked, and mazzerins 8.9 is looking like it will as well. All of which are harder.

My bad for mapping accurately. Guess I shouldve used CS1
Deltmin

EphemeralFetish wrote:

Yunomi wrote:

u shud try making a gud map instead of tryin to get le osu fame omg 8 stars :3 1k peepee cokiezu fc !! haha very famous cool big diff mapper :d
I couldnt care less about the hardest map, alien will probably come back, flowering night fever will most likely get ranked, and mazzerins 8.9 is looking like it will as well. All of which are harder.

My bad for mapping accurately. Guess I shouldve used CS1
LMAOOOOOOOOOOOOOOOOOOOO god bless you
sick map btw
Yunomi

EphemeralFetish wrote:

Yunomi wrote:

u shud try making a gud map instead of tryin to get le osu fame omg 8 stars :3 1k peepee cokiezu fc !! haha very famous cool big diff mapper :d
I couldnt care less about the hardest map, alien will probably come back, flowering night fever will most likely get ranked, and mazzerins 8.9 is looking like it will as well. All of which are harder.

My bad for mapping accurately. Guess I shouldve used CS1

looks lik i forgot to /s oops ! :3
Ambient
but why are HW's maps rankable... *runs*

But nah good stuff. Crazy yet fitting.
m1ts
don't want to type out a full essay on why but simply put i don't think blood thirsty nightmare is a song meant to be mapped. the way its mapped here makes it obvious that a song like this is difficult to express in mapping, yet no one seems to realize that since only a handful of players including my self can play it. so yeah, as a player (and small amount of mapping experience) i'd probably agree with spaghetti on the remap thing (if its even possible making a good map to a song like that)
-Yunii-
why map if no one can play? xd

where are my maps made for DT and my tv size pp maps?

who cares about a well mapped map that actually complements the song right?

when not even a year ago people complained about tv size and mapping

what the fuck is going on now
Sing
its maps like these that get more attention when on the discussion of dq than actually being ranked
Backfire

Sing wrote:

so we got shiirn 41k saying it plays gud

and smoothie wolrd and some other top players prob too thatre saying it plays bad

one of yall wrong
Or what if...hold on...don't let me hit u with too much here...

Both of them are correct? What if the world wasn't black or white? What if...mapping isn't supposed to be black or white?

osu has always been very flip-floppy "yo this is the right way to do things" to "nah this is the wrong way".

Divisiveness only breeds more and more problems. If you don't like the map, give it a 1, (or whatever score you want) right? If you do like it, give it a 10. Mapping itself is totally up to the person, and mods SOLE PURPOSE is not to neuter or have an agenda, but to rather point out inherent/accidental flaws. In the past, it was so, but now we focus on rather "please don't try things different".

There is no way to properly respond to maps like this in a way that will get them unranked, I think in almost every case it is the wrong way to approach something. As soon as it is ranked, I think more analyzing should be done, instead of calling for heads. And again, if it's basically "well I just don't like the style or the song or the bpm" just give it a 1. That's it. I totally applaud mappers who try to push the boundries in ways like this. It is what will make the game grow and not make it stagnant. Aspire to be creative and map what you like, do what you want, that's what the BEST ASPECT OF OSU HAS AND WILL BE FOREVER.
Sing

Backfire wrote:

Sing wrote:

so we got shiirn 41k saying it plays gud

and smoothie wolrd and some other top players prob too thatre saying it plays bad

one of yall wrong
Or what if...hold on...don't let me hit u with too much here...

Both of them are correct? What if the world wasn't black or white? What if...mapping isn't supposed to be black or white?

osu has always been very flip-floppy "yo this is the right way to do things" to "nah this is the wrong way".

Divisiveness only breeds more and more problems. If you don't like the map, give it a 1, right? If you do like it, give it a 10. Mapping itself is totally up to the person, and mods SOLE PURPOSE is not to neuter or have an agenda, but to rather point out inherent/accidental flaws. In the past, it was so, but now we focus on rather "please don't try things different".

There is no way to properly respond to maps like this in a way that will get them unranked, I think in almost every case it is the wrong way to approach something. As soon as it is ranked, I think more analyzing should be done, instead of calling for heads. And again, if it's basically "well I just don't like the style or the song or the bpm" just give it a 1. That's it. I totally applaud mappers who try to push the boundries in ways like this. It is what will make the game grow and not make it stagnant. Aspire to be creative and map what you like, do what you want, that's what the BEST ASPECT OF OSU HAS AND WILL BE FOREVER.
i was talking about how the ppl saying it plays well cant play it while the ppl saying it plays bad can play it

but i was misinformed and smoothie said it plays well so
Irreversible
Why do people always go crazy with textwalls...

There is discussion ongoing, so you know what it means - please discuss everything accordingly and try to stay reasonable. Anything what does not belong in this thread will be deleted.
LigerZero
wow ranked......

Congrats....!!!!!
Backfire

Sing wrote:

i was talking about how the ppl saying it plays well cant play it while the ppl saying it plays bad can play it

but i was misinformed and smoothie said it plays well so
Absolutely, I apologize to an extent then, because I was by no means targeting you or anything :) I think my opinion still stands, regardless, because it's a little independent from that.
Akiyama Mizuki

LigerZero wrote:

wow ranked......

Congrats....!!!!!
same tbh
jeanbernard8865
Jesus christ so much drama on this thread...

Looking forward to next qualify ( if you don't grave it )
Dre-

Lost The Lights wrote:

I'm just gonna say this.

I'm not a standard player, neither a mapper, but Spaghetti made REALLY valid points, you're just rejecting it because you don't want your map disqualified, as any other mapper. In any case, you should rethink what Spaghetti said and ask for a DQ, since it will help you improve the quality of the map (which in my opinion is the most important thing about mapping).

Acting like this won't help you improve. If you got your map qualified, a disqualify is just to make sure the map gets better, and it will eventually get requalified, it's not the end of the world.

In any case, good luck with what you decide to do.
You are rank 135k in STANDARD do you even know anything relating to mapping at all? You proved no points of your own and were just riding spaghetti's post while spouting random nonsense like "you're just rejecting it because you don't want your map disqualified" what is this bullshit?
hehe
hello :) concerned community member

00:18:397 (1,2,3) - there shouldn't be implied emphasis on 1, its just a kick, nothing special. however you've masked two pretty distinct sounds iin 00:18:564 (3) - , which are much more suitable for emphasis. adding on to that, the emphasis created on 00:18:730 (1,2,3,4) - seems odd. the implied pressure is on the reverse slider's head, but there's nothing special on it compared to its reverses. putting those together, i feel that this rhythm would be a much better representation. http://i.imgur.com/PO2hXuG.png
00:20:064 (1,2,3) - the short 'sound' that comes up is actually audible on 00:20:342 - , i suggest this: http://i.imgur.com/5M0QmjJ.png and to prevent confusion you can do the same to the next repeat (00:20:397 (3) - ).
00:20:953 (1,2,3,4) - i'm of the opinion that the jumps would be much more comfortable if there was more momentum associated with them, try starting off with slightly lower spacing because this is the first occurance
00:21:397 (1,2,3,4,1,2,3,4,1,2,3,4) - the streamjumps are small enough to feel inconsequential but at the same time they conflict greatly with the design choices put out so far, with no reasonable justification behind it. the only change is the vocals that appear but the streamjumps or the NC patterns don't reflect them. if you were mapping to the drums it'd be cooler if you used increased spacing throughout, rather than grouped 4s.
00:26:397 (3,4,5,6) - i don't think staggered spacing works well considering every single drum hit has equal pressure here, a regular star pattern would fit nicely, possibly with lower spacing.
00:28:064 (1,2,3,4,5,6,7,8,9,10,11) - similar to jumps previously mentioned, there could be more usage of momentum, its very abrupt now and the spacing/pattern usage seems random. 00:28:397 (5,11) - seems to be the points with higher spacing to give more emphasis, but it doesn't have enough contrast to make a noticeable difference.
00:31:619 (2,3,4,5) - seems like these have been patterned in a way that doesn't bring emphasis to 00:31:730 (3) - , i suggest doing something a little different along the lines of: http://i.imgur.com/gu8zneC.png apart from the patterning, i think more NCs could be used to show discerning emphasis on the suitable notes, such as 00:32:619 (4) - 00:34:397 (7) -
00:37:064 (7) - this feels like a 'i ran out of screenspace' pattern, cuz i encounter this a lot myself when mapping. i think a rework of this whole pattern 00:36:064 (1,2,3,4,5) - would be more suitable. right now the position of 7 is suddenly spaced so far, and under a visible overlap at that point which really ups the difficulty to hit this slider, even though it doesn't have a special emphasis on it.
00:37:397 (1,2,3) - it strikes me as odd that this is the outlier in the whole square pattern, but i assume its because it starts on a finish lol
00:38:730 (1,2,3,4,5,6) - in this section, the only tick without an audible sound would be 00:38:897 (3) - and maybe 00:39:230 -. right now i can't find much reasoning behind the rhythm emphasis behind the repeats and 'doubles', or why there was an ignored sound on 00:39:342 - . this would be ideal for simplicity, http://i.imgur.com/epCQWTd.png. but seing as how youd' like to keep it fancy maybe http://i.imgur.com/mKM79AO.png, i actually like this too since theres more emphasis on where the 1/4 sliders are.
00:42:064 (1,2,3,4,5) - http://i.imgur.com/pg6Hp0r.png this could be cool if you were mapping to vocals (i think you were)
00:45:064 (2,3) - really feel like these should be swapped in rhythm. they oppose the vocals and guitar.
00:50:064 (1,2,3,4,5,6) - having higher spaced versions of 00:49:730 (1,2,3,4,5) - would be better fitting, as right now the only emphasis on 00:50:397 (1) - would be 'end of a stream', but you can up that by giving it a large spacing jump.
00:50:730 - althought you're not wrong or anything with the current patterns and spacing, i highly suggest reworking this section with the piano to be noticeably different from the previous parts. its a noticeable shift in music. and could be represented differently. there could be more circles and lower spacing (mapped like an alternating map), or possibly more sliders instead. 99% chance you wouldn't bother but i strongly recommend it.
01:01:064 (1) - a reverse or a long slider is better fitting, although it 'ignores' the drums but theres a really audible held guitar sound here!

just dropping some stuff first to chum the waters
Okoayu
since around 30ish posts were just complete nonsense, spam or needlessly provoking others for no reason I want to remind people to stay on topic here (not related to post above, the post this refers to aren't here anymore).

Difficult maps will always gather more attention because they cater to a pretty small target audience so a lot of people may want to make sure the map is as good as it can be, if it's made for really fast top players only so this being dq'd seems somewhat expectable. The modding panel would certainly help for cases like these and routing though.
Topic Starter
EphemeralFetish
Dropping this for a while, I honestly believe bloodthirsty is fine, minus some minor placement/optimisation that I may be missing. I have no intentions of totally remapping it or anything. And I doubt I can convince people otherwise.

Just a bit salty so I dont wanna do anything with this till I level my head a bit.

EDIT: Just from reading Handsoms mod, it seems to be mostly optimisation so Ill get around to looking at it later and probably apply some of it.
Irreversible

EphemeralFetish wrote:

Dropping this for a while, I honestly believe bloodthirsty is fine, minus some minor placement/optimisation that I may be missing. I have no intentions of totally remapping it or anything. And I doubt I can convince people otherwise.

Just a bit salty so I dont wanna do anything with this till I level my head a bit.

EDIT: Just from reading Handsoms mod, it seems to be mostly optimisation so Ill get around to looking at it later and probably apply some of it.
You should definitely have a close look at the mods and try to improve / optimize your map. If anything, it doesn't have to fail because of the difficulty, because the argument that 8* ranked maps can get ranked is nonsense.
Topic Starter
EphemeralFetish

Irreversible wrote:

EphemeralFetish wrote:

Dropping this for a while, I honestly believe bloodthirsty is fine, minus some minor placement/optimisation that I may be missing. I have no intentions of totally remapping it or anything. And I doubt I can convince people otherwise.

Just a bit salty so I dont wanna do anything with this till I level my head a bit.

EDIT: Just from reading Handsoms mod, it seems to be mostly optimisation so Ill get around to looking at it later and probably apply some of it.
You should definitely have a close look at the mods and try to improve / optimize your map. If anything, it doesn't have to fail because of the difficulty, because the argument that 8* ranked maps can get ranked is nonsense.
Its mainly the whole "remap bloodthirsty" I have issues with, because I honestly believe its fine at its core. I dont want to be that guy but I really think people just cant understand it because the song is so complex and varied. If I was forced to remap it I wouldnt be able to do so, since Id be mapping based off ideas I myself dont understand so it would never turn out good. So its either I convince people and optimise it, or it graves.
extrasensory

EphemeralFetish wrote:

Its mainly the whole "remap bloodthirsty" I have issues with, because I honestly believe its fine at its core. I dont want to be that guy but I really think people just cant understand it because the song is so complex and varied. If I was forced to remap it I wouldnt be able to do so, since Id be mapping based off ideas I myself dont understand so it would never turn out good. So its either I convince people and optimise it, or it graves.
I agree with you. I have seen many people just saying something like "remap this" or "nobody can pass this anyways, it's too hard" etc... I too believe that the map is fine at it's core and what idea it is based off. Still, no map if perfect instantly from the beginning and thus optimisations have to be made, which isn't a problem of course. The main problem in my oppinion is that many people are too blinded by all the jumpy PP maps that are mostly roaming osu! at the moment. I am glad that there are more non-PP maps being ranked/qualified now (e.g. Axion) since we have new BNs (I am not saying that there were no ranked non-PP maps, but if I remember correctly, there were less of them getting ranked than now [statistically]). Coming back to your map though I have to say: Yes, optimisations have to be made at some point but in my oppinion a complete remap would be absolutely ridiculous because the best thing about mapping is the part where you can express yourself in your own style, basically like drawing, and if you'd be forced to paint something that isn't your style, your enjoyment for painting this will be gone in no time, and the same goes for mapping, at least for me. But according to what you wrote I think you feel the same.

Long story short: I believe if you stay determined enough for ranking this map, it will get ranked eventually if you keep working on it.

If anyone reading this may not have the same oppinion as I do it is completely fine. Feel free to discuss with me!
Topic Starter
EphemeralFetish

-Akuro wrote:

EphemeralFetish wrote:

Its mainly the whole "remap bloodthirsty" I have issues with, because I honestly believe its fine at its core. I dont want to be that guy but I really think people just cant understand it because the song is so complex and varied. If I was forced to remap it I wouldnt be able to do so, since Id be mapping based off ideas I myself dont understand so it would never turn out good. So its either I convince people and optimise it, or it graves.
I agree with you. I have seen many people just saying something like "remap this" or "nobody can pass this anyways, it's too hard" etc... I too believe that the map is fine at it's core and what idea it is based off. Still, no map if perfect instantly from the beginning and thus optimisations have to be made, which isn't a problem of course. The main problem in my oppinion is that many people are too blinded by all the jumpy PP maps that are mostly roaming osu! at the moment. I am glad that there are more non-PP maps being ranked/qualified now (e.g. Axion) since we have new BNs (I am not saying that there were no ranked non-PP maps, but if I remember correctly, there were less of them getting ranked than now [statistically]). Coming back to your map though I have to say: Yes, optimisations have to be made at some point but in my oppinion a complete remap would be absolutely ridiculous because the best thing about mapping is the part where you can express yourself in your own style, basically like drawing, and if you'd be forced to paint something that isn't your style, your enjoyment for painting this will be gone in no time, and the same goes for mapping, at least for me. But according to what you wrote I think you feel the same.

Long story short: I believe if you stay determined enough for ranking this map, it will get ranked eventually if you keep working on it.

If anyone reading this may not have the same oppinion as I do it is completely fine. Feel free to discuss with me!
Yeah you summed that up pretty well, obviously every map can always be optimised, which is what handsomes mod is looking like, as opposed to "This is bad but I cant say why" I have no issues making changes just to tidy things up but redoing the entire base of it is just not an option for me.

Again I said this last night but Im also looking to call a few people who might be able to shed some light with their opinions as well.
m1ts

-Akuro wrote:

EphemeralFetish wrote:

Its mainly the whole "remap bloodthirsty" I have issues with, because I honestly believe its fine at its core. I dont want to be that guy but I really think people just cant understand it because the song is so complex and varied. If I was forced to remap it I wouldnt be able to do so, since Id be mapping based off ideas I myself dont understand so it would never turn out good. So its either I convince people and optimise it, or it graves.
I agree with you. I have seen many people just saying something like "remap this" or "nobody can pass this anyways, it's too hard" etc... I too believe that the map is fine at it's core and what idea it is based off. Still, no map if perfect instantly from the beginning and thus optimisations have to be made, which isn't a problem of course. The main problem in my oppinion is that many people are too blinded by all the jumpy PP maps that are mostly roaming osu! at the moment. I am glad that there are more non-PP maps being ranked/qualified now (e.g. Axion) since we have new BNs (I am not saying that there were no ranked non-PP maps, but if I remember correctly, there were less of them getting ranked than now [statistically]). Coming back to your map though I have to say: Yes, optimisations have to be made at some point but in my oppinion a complete remap would be absolutely ridiculous because the best thing about mapping is the part where you can express yourself in your own style, basically like drawing, and if you'd be forced to paint something that isn't your style, your enjoyment for painting this will be gone in no time, and the same goes for mapping, at least for me. But according to what you wrote I think you feel the same.

Long story short: I believe if you stay determined enough for ranking this map, it will get ranked eventually if you keep working on it.

If anyone reading this may not have the same oppinion as I do it is completely fine. Feel free to discuss with me!
i mean if the map plays poorly due to how complex the song is i dont think calling that your style is enough to justify it. not enough people are looking at this map as players (only talking about the first song if it isnt clear)
Topic Starter
EphemeralFetish
Honestly you're not really giving any reason as to why you think its bad, not now and not when you initially checked this. There are other people who can play this who like it. Conflicting opinions. Both mean nothing if either side isnt explaining their views.

I myself can also play this, but since Im the mapper that means nothing as it just looks like me trying to pass stuff off when in reality im not.
Squigly
i think to put it quite simply its hard to take you seriously because with some of the small things people suggest you seem to have just completely deny, reminds me of what i do, which is not look at what anyone suggests to me. And lets me honest some of these jump patterns are pretty fucking awkward not to mention it gets super messy towards the end. TBH it doesnt look that bad, just take some criticism maybe and you should be fine but evidently i guess that is not ok ):
Topic Starter
EphemeralFetish

Squigly wrote:

i think to put it quite simply its hard to take you seriously because with some of the small things people suggest you seem to have just completely deny, reminds me of what i do, which is not look at what anyone suggests to me. And lets me honest some of these jump patterns are pretty fucking awkward not to mention it gets super messy towards the end. TBH it doesnt look that bad, just take some criticism maybe and you should be fine but evidently i guess that is not ok ):
I already said I was only giving my side of it to let QAT's decide which is better. Not outright shutting everything down.
vipto

EphemeralFetish wrote:

Squigly wrote:

i think to put it quite simply its hard to take you seriously because with some of the small things people suggest you seem to have just completely deny, reminds me of what i do, which is not look at what anyone suggests to me. And lets me honest some of these jump patterns are pretty fucking awkward not to mention it gets super messy towards the end. TBH it doesnt look that bad, just take some criticism maybe and you should be fine but evidently i guess that is not ok ):
I already said I was only giving my side of it to let QAT's decide which is better. Not outright shutting everything down.

You do realize that this entire ordeal is your and and only your job. The QAT dq'd this to make you improve the map because it obviously does not meet the "quality requirement".

You make it seem like this is not your fault at all and are giving away responsibility to do anything.
Topic Starter
EphemeralFetish
And after DQ I said I was gonna take a break then come back and apply stuff. Quit assuming shit. The entire point of waiting on a QAT was to come to a middle ground regarding both sides.
vipto

EphemeralFetish wrote:

And after DQ I said I was gonna take a break then come back and apply stuff. Quit assuming shit. The entire point of waiting on a QAT was to come to a middle ground regarding both sides.
There is no middle ground. The map has been disqualified, that's your answer right there.
And concerning your willingness to "apply stuff", you flat out denied a lengthy mod of good points with basically "I think it's ok/plays well/I like it better".

You have to work on your attitude.
Irreversible
I agree that the core is definitely good and a remap is not needed.
Topic Starter
EphemeralFetish

viptwo wrote:

EphemeralFetish wrote:

And after DQ I said I was gonna take a break then come back and apply stuff. Quit assuming shit. The entire point of waiting on a QAT was to come to a middle ground regarding both sides.
There is no middle ground. The map has been disqualified, that's your answer right there.
And concerning your willingness to "apply stuff", you flat out denied a lengthy mod of good points with basically "I think it's ok/plays well/I like it better".

You have to work on your attitude.
How many fucking times do I have to say I was giving my side to come to a middle ground if possible, just because I deny and disagree with something doesnt mean I wont go back and apply it after discussion and coming to an agreement.
vipto
And again, there is no middle ground.
There is no "let's settle on this and rank it again yeah?"
There however is a "it is your turn to apply mods and take feedback seriously".
Topic Starter
EphemeralFetish

viptwo wrote:

And again, there is no middle ground.
There is no "let's settle on this and rank it again yeah?"
There however is a "it is your turn to apply mods and take feedback seriously".
Which I said I was going to do. Please read the fucking thread holy shit.
vipto

EphemeralFetish wrote:

viptwo wrote:

And again, there is no middle ground.
There is no "let's settle on this and rank it again yeah?"
There however is a "it is your turn to apply mods and take feedback seriously".
Which I said I was going to do. Please read the fucking thread holy shit.
I don't think swearing at me is going to make you any more believable. You've already shown how serious you take feedback.

You need to get off your high horse.
Topic Starter
EphemeralFetish
Okay, went back and applied almost all of Handsomes mod, went through the others again and changed a couple things, mainly bloodthirsty solo, hopefully I managed to catch the guitar parts properly for that. Also went and did a couple things a bit later to make the changes I made consistent throughout.

Im still adamant about Empress solo, so thats still on the cards for discussion.

Ill pull up the mods just to show which parts I went with in a bit.
Speed of Snail
Seeing this get qual'd and coming back to it, I also appreciate how my mod was replied to, but mostly discounted, that aside you did agree with a point I made.
Followed by not doing anything to the map and not crediting my mod either.

Really appreciate it.
Topic Starter
EphemeralFetish

TheOnlyLeon wrote:

Seeing this get qual'd and coming back to it, I also appreciate how my mod was replied to, but mostly discounted, that aside you did agree with a point I made.
Followed by not doing anything to the map and not crediting my mod either.

Really appreciate it.
Well it was 3 points, I didnt apply any, the last one is what Im looking to debate about. Plus I never asked you to mod this so you did it at your own risk of me denying everything.
Kibbleru
i agree with most of nathan's points u shud seriously consider them.

low angle jumps at high bpm plays really awkwardly
Topic Starter
EphemeralFetish

Kibbleru wrote:

i agree with most of nathan's points u shud seriously consider them.

low angle jumps at high bpm plays really awkwardly
Gonna go over that again to see about empress stuff since that was the majority of the post.
Topic Starter
EphemeralFetish
Doing this before I forget, and Ill do Nathans again when I figure out what I want to do with empress solo,

handsome wrote:

hello :) concerned community member

00:18:397 (1,2,3) - there shouldn't be implied emphasis on 1, its just a kick, nothing special. however you've masked two pretty distinct sounds iin 00:18:564 (3) - , which are much more suitable for emphasis. adding on to that, the emphasis created on 00:18:730 (1,2,3,4) - seems odd. the implied pressure is on the reverse slider's head, but there's nothing special on it compared to its reverses. putting those together, i feel that this rhythm would be a much better representation. http://i.imgur.com/PO2hXuG.png - Applied
00:20:064 (1,2,3) - the short 'sound' that comes up is actually audible on 00:20:342 - , i suggest this: http://i.imgur.com/5M0QmjJ.png and to prevent confusion you can do the same to the next repeat (00:20:397 (3) - ). - Applied
00:20:953 (1,2,3,4) - i'm of the opinion that the jumps would be much more comfortable if there was more momentum associated with them, try starting off with slightly lower spacing because this is the first occurance - Tried something else, scaled down a bit so its less harsh.
00:21:397 (1,2,3,4,1,2,3,4,1,2,3,4) - the streamjumps are small enough to feel inconsequential but at the same time they conflict greatly with the design choices put out so far, with no reasonable justification behind it. the only change is the vocals that appear but the streamjumps or the NC patterns don't reflect them. if you were mapping to the drums it'd be cooler if you used increased spacing throughout, rather than grouped 4s. - Got rid of the jumps.
00:26:397 (3,4,5,6) - i don't think staggered spacing works well considering every single drum hit has equal pressure here, a regular star pattern would fit nicely, possibly with lower spacing. - This was actually a mistake I didnt spot.
00:28:064 (1,2,3,4,5,6,7,8,9,10,11) - similar to jumps previously mentioned, there could be more usage of momentum, its very abrupt now and the spacing/pattern usage seems random. 00:28:397 (5,11) - seems to be the points with higher spacing to give more emphasis, but it doesn't have enough contrast to make a noticeable difference. - I think this one is fine but I did scale it down.
00:31:619 (2,3,4,5) - seems like these have been patterned in a way that doesn't bring emphasis to 00:31:730 (3) - , i suggest doing something a little different along the lines of: http://i.imgur.com/gu8zneC.png apart from the patterning, i think more NCs could be used to show discerning emphasis on the suitable notes, such as 00:32:619 (4) - 00:34:397 (7) - Applied this, but I dont think the NC is needed.
00:37:064 (7) - this feels like a 'i ran out of screenspace' pattern, cuz i encounter this a lot myself when mapping. i think a rework of this whole pattern 00:36:064 (1,2,3,4,5) - would be more suitable. right now the position of 7 is suddenly spaced so far, and under a visible overlap at that point which really ups the difficulty to hit this slider, even though it doesn't have a special emphasis on it. - Rather than redoing the whole thing I fiddled around with the end.
00:37:397 (1,2,3) - it strikes me as odd that this is the outlier in the whole square pattern, but i assume its because it starts on a finish lol - Yeah I dont see a problem with this.
00:38:730 (1,2,3,4,5,6) - in this section, the only tick without an audible sound would be 00:38:897 (3) - and maybe 00:39:230 -. right now i can't find much reasoning behind the rhythm emphasis behind the repeats and 'doubles', or why there was an ignored sound on 00:39:342 - . this would be ideal for simplicity, http://i.imgur.com/epCQWTd.png. but seing as how youd' like to keep it fancy maybe http://i.imgur.com/mKM79AO.png, i actually like this too since theres more emphasis on where the 1/4 sliders are. - Thanks, I had trouble figuring out exactly what was going on here, I might go back to have a gap before the next combo though just because its so hard to hear anything there, and it would make it a bit easier.
00:42:064 (1,2,3,4,5) - http://i.imgur.com/pg6Hp0r.png this could be cool if you were mapping to vocals (i think you were) - Was mapping to guitar, I dont really wanna change this.
00:45:064 (2,3) - really feel like these should be swapped in rhythm. they oppose the vocals and guitar. - Tried something.
00:50:064 (1,2,3,4,5,6) - having higher spaced versions of 00:49:730 (1,2,3,4,5) - would be better fitting, as right now the only emphasis on 00:50:397 (1) - would be 'end of a stream', but you can up that by giving it a large spacing jump. - Increased spacing.
00:50:730 - althought you're not wrong or anything with the current patterns and spacing, i highly suggest reworking this section with the piano to be noticeably different from the previous parts. its a noticeable shift in music. and could be represented differently. there could be more circles and lower spacing (mapped like an alternating map), or possibly more sliders instead. 99% chance you wouldn't bother but i strongly recommend it. - Personally disagree, Wanna stick to drums and guitar and the sliders for those line up with piano well anyways.
01:01:064 (1) - a reverse or a long slider is better fitting, although it 'ignores' the drums but theres a really audible held guitar sound here! - Yeah since the whole pattern is for the drums I dont wanna cover them.

just dropping some stuff first to chum the waters
Topic Starter
EphemeralFetish
Okay Round 2, Anything I still disagree on Ill just leave blank since I already explained. Some of this is applied from Handsomes mod as well so if I can remember any that line up ill point that out. Nevermind it was literally one thing.

sukiNathan wrote:

  1. 04:40:347 (9,1) - Nothing here calls for such a sharp and massive jump following up with a 180 transition into the stream
    06:12:124 (2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - None of this 1/4 is really emphasizing to anything; from what I can tell maybe you were just simplifying the mess of guitar snaps, but I think there are better options. You could just use repeats for 1/3 or 1/6 rhythms while still keeping the 1/4 as circles, even vice versa w/e - Tried to keep this aggressive but Ive moved the stream to allow for a bit less space going from the single into the spaced stream.
  2. 06:14:236 (1,2,3,1,2,3,4) - - Still think this is fine, and Im not sure what could be wrong, the snapping seems good and the slider heads are on the clean guitar notes.
  3. 02:38:064 (1,2,3,4) - The first 3 circles of this pattern start out super snappy, then switches to a random wide angle on 4... which is the highest pitched guitar note out of these. This could fit the guitar intensity more while still keeping the overall shape. - Yeah this is one of the ones I fixed as you suggested.
  4. 01:44:064 (1,2,3,1,2,3,1,2,3,1,2,3) - These angles have the same problem as above. The overall spacing makes sense, but here it's barely significant when the movement is underwhelming. The triangles are sharp individually, but each shift between them is wide angled.
  5. 02:58:057 (1,2,3,1,2,3,1,2,3,1,2,3) - aaa same as above
  6. 02:54:279 (2,3,1,2,1,2,1) - What's with the grouping and NCing of these circles? I don't hear any pitch changes in the guitar up until 02:55:057 (2), and as for percussion, you're actually placing more emphasis on the less intense kicks over the snares.
  7. 06:18:124 (1,2,3,4,1,2,3,4) - I don't see any musical reason behind the large differences in spacing for the two groups of 4. The only note that stands out to me is 06:18:124 (1), but everything else is relatively within the same pitch range. - Since the first of these 4 starts on a higher pitch than the second, Ive gone and swapped them around, so it gets smaller as you go instead of larger, should make a bit more sense now.
  8. 06:19:902 (1,2,3,4,1,2,3,4) - Same thing here; 06:20:347 (1) - should have the largest jump, but instead you have 06:20:124 (3,4) - and 06:20:569 (3,4) - which are more spaced despite being lower intensity. - Re did this to hopefully match your explanation.
  9. 06:28:680 (4,1) - Another random jump... Actually the entirety of 06:27:902 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - is just weird. 06:28:236 (4) - 06:28:569 (3) - 06:28:902 (2) - are guitar notes that stand out, but none of them are emphasized since they're all consistent in spacing and all wide angled. Especially 06:29:680 (1) - which has a crash.
  10. 06:30:124 (3,4,5,6,1,2,3,4) - So the jump between the two groups is good, but 06:30:569 (1,2,3,4) - uses the same DS as 06:30:124 (3,4,5,6) - which is lower in pitch asdjklgasdl
  11. 06:31:458 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This isn't necessarily a problem, but seriously, you could do something at least a little more interesting than this. There are some guitar rhythms you can take advantage of like the 1/2 at 06:32:124 - 06:33:458 - etc. It doesn't even have to be the guitar really. Using circles before the crashes at 06:33:236 (1) - and 06:35:013 (1) - would be much more impactful than just slider spam.
  12. 06:42:124 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - oh god this is literally a combination of all the spacing/angle problems I've mentioned so far. 06:42:124 (1,2,3,4,1,2,3,4) - Starts out zig zagging and then uses a wide angled transition in between the 2 groups. Then 06:43:013 (1,2,3,4,1,2,3,4) - here it just completely drops the sharp angles and uses the same ds despite the build up in pitch. 06:43:902 (1,2,3,4,1,2,3,4,1,2,3,4) - So much variation in spacing with no intensity changes. - Im still thinking these last few are fine with the explanations Ive given
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