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Ni-Sokkususu - Blade Dance

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Total Posts
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Topic Starter
lolia
This beatmap was submitted using in-game submission on 2017년 6월 4일 일요일 at 오전 1:56:48

Artist: Ni-Sokkususu
Title: Blade Dance
Source: 精霊使いの剣舞
Tags: Seirei Tsukai no Blade Dance Ending TV Size
BPM: 187
Filesize: 13751kb
Play Time: 01:27
Difficulties Available:
  1. Black or White (5.75 stars, 436 notes)
  2. Hard (3.67 stars, 324 notes)
  3. Insane (4.68 stars, 379 notes)
  4. Light Hard (2.98 stars, 254 notes)
  5. Normal (1.84 stars, 141 notes)
Download: Ni-Sokkususu - Blade Dance
Download: Ni-Sokkususu - Blade Dance (no video)
Information: Scores/Beatmap Listing
---------------
Normal - me
Light Hard - me
Hard - me
Insane - me
Black or White - me

lol
Underforest
nice song
Topic Starter
lolia

Underforest wrote:

nice song
:^)
Ashton

Underforest wrote:

nice song


Savage, your making a GD for MY MAP

and you didn't even say 'nice song' to me!

how rude.


This version is way better than mine
Underforest
please, both versions are nice as well :o
Ashton

Underforest wrote:

please, both versions are nice as well :o

fair enough
Affirmation
m4m....많이 늦었습니다 죄송합니다.

[제네럴]
http://osu.ppy.sh/ss/6082843
동영상 좋아연


[노말]
00:45:241 (1) - 뉴콤 필요없을것 같네요.
00:52:781 (3) - 옆으로 옮겨서 00:51:979 (2) - 이친구랑 흐름 맞춰 주면 좋을것 같습니다
00:54:065 (1) - 역시 뉴콤보 제거.
01:00:482 (1) - ^
01:05:936 - 불필요한 타이밍선입니다.
01:12:193 (1) - 블랭킷 에러.
나지말고 잡을거 없네요.

[어드밴스]
00:03:690 - 00:01:124 - 여기에도 비트 하나 있었으면 좋겠다는느낌이 드네요.
00:15:402 (4,3) - 스택 해주시면 좋을것 같습니다.
00:46:846 (2) - 뒷부분이랑 똑같이 1/4 리버스 슬라이더로 해주세염, 혹은 00:48:129 (2,2) - 얘네를 바꿔주시거나..
00:58:717 (3,4) - 지금까지 1/1박 스택은 본 기억이 없습니다만 갑자기 1/1 스택이 나오니 흐름이 어색해게 끊어지는 느낌이었습니다.
01:02:888 (4,4) - 역시 스택

[하드]
00:08:824 (5,2) - 어색하게 겹쳐지는게 보기 좀 그렇네요. 완전히 떨어뜨려 주시거나 반스택 해주시는게 좋을것 같습니다/.
00:46:846 (2,3,4) - 187인 엄청난 bpm에 이런 무서운 3연타 나오면 손꼬입니다. 특히 하드 같은 하위난이도에서라면요...
01:05:134 (2) - 뉴콤보

[인세인]
00:15:241 (2,2) - 저만 그런건지 모르겠는데 이 스택이 리딩이 조금 힘들었습니다.,
00:43:637 (1) - 어색한 뉴콤보입니다.
01:26:953 (1,1) - 애매하게 겹쳐있는게 떼주시면 좋을것 같습니다.

[엑스트라]
죄송합니다 이상한거 안보이네요...

[Black or white]
사볼...?
00:57:594 (4,5) - 컨트롤지?
01:27:273 (1) - 슬라이더 나지?가 맞는지 모르겠지만 슬라 조금 더 예쁘게 고쳐주세얌

ㅈㅅㅈㅅ 진짜 잡을거 없네요...
오프닝 영상 맘에들어서 애니 보러갑니다
Topic Starter
lolia

Neoskylove wrote:

m4m....많이 늦었습니다 죄송합니다. 저도 모딩 늦게해서 괜찮아요 ㅋㅋ

[제네럴]
http://osu.ppy.sh/ss/6082843
동영상 좋아연

헨타이..

[노말]
01:05:936 - 불필요한 타이밍선입니다. 키아이가 끝나는 선입니다
나지말고 잡을거 없네요.

[어드밴스]
00:03:690 - 00:01:124 - 여기에도 비트 하나 있었으면 좋겠다는느낌이 드네요. 첫파트가 그렇게 강하지는 않아서 1/1로 음 전체를 잡아줘도 괜찮다고 판단했습니다.
00:46:846 (2) - 뒷부분이랑 똑같이 1/4 리버스 슬라이더로 해주세염, 혹은 00:48:129 (2,2) - 얘네를 바꿔주시거나.. 이 부분의 시작은 1/2인데 뒷부분의 시작은 전부 1/1이라 균형을 조금 잡아주고 싶었습니다.
00:58:717 (3,4) - 지금까지 1/1박 스택은 본 기억이 없습니다만 갑자기 1/1 스택이 나오니 흐름이 어색해게 끊어지는 느낌이었습니다. 이 스택은 좀 고민했었는데 스택이 가장 어울린다고 판단하여 그냥 넣었습니다.

[하드]
00:08:824 (5,2) - 어색하게 겹쳐지는게 보기 좀 그렇네요. 완전히 떨어뜨려 주시거나 반스택 해주시는게 좋을것 같습니다/. 여기는 오버랩 없는데.. ㅜㅜ
00:46:846 (2,3,4) - 187인 엄청난 bpm에 이런 무서운 3연타 나오면 손꼬입니다. 특히 하드 같은 하위난이도에서라면요... 이게 SD를 보면 아시겠지만 살짝 높게 잡은 하드라 필요하다고 생각했습니다.
01:05:134 (2) - 뉴콤보 여기는 없어도 상관없다고 생각했습니다.

[인세인]
00:15:241 (2,2) - 저만 그런건지 모르겠는데 이 스택이 리딩이 조금 힘들었습니다., 이런 패턴이 여기만 있는게 아니라.. 일단 생각해보겠습니다
01:26:953 (1,1) - 애매하게 겹쳐있는게 떼주시면 좋을것 같습니다. 여기도 떨어져있는..ㅜ

[엑스트라]
죄송합니다 이상한거 안보이네요...

[Black or white]
사볼...? 음??
00:57:594 (4,5) - 컨트롤지? 보컬에 맞춘 스택이라 이대로 두고 싶습니다.
01:27:273 (1) - 슬라이더 나지?가 맞는지 모르겠지만 슬라 조금 더 예쁘게 고쳐주세얌 으악 지금은 이게 최선인데...ㅂㄷ

ㅈㅅㅈㅅ 진짜 잡을거 없네요...
오프닝 영상 맘에들어서 애니 보러갑니다 ㅋㅋㅋㅋ
나머진 다 고쳤습니다
모딩 감사합니다!
Affirmation
오프닝 동영상 보고 훅가서 다운받았습니다
태그에 opening→ending인것 같네요
Topic Starter
lolia
으악 고쳤습니다 ㅋㅋ
Ujimatsu Chiya
에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥
Affirmation

eINess wrote:

에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 에스트 핡짥 이하생략
eINess is hentai
Topic Starter
lolia


넹??????????????????????????????????
William K
Nice song >w<

I'll try modding extra :3

[Black or White]

  1. 00:04:653 (4) - Making this semi stacked with number 2 I think would be better, how about making it like this to keep intensity up.
  2. 00:05:616 (2) - I'd love to making this a jump since it's extra XD
  3. 00:56:311 (2,2) - How about stacking these two?
  4. 01:26:311 - Consider making this has a higher volume than 01:22:461 -
  5. 01:27:354 - For this volume, I think putting this there is a bit questionable, how about putting this here? 01:28:076 -
Topic Starter
lolia

William K wrote:

Nice song >w<

I'll try modding extra :3

[Black or White]

  1. 00:05:616 (2) - I'd love to making this a jump since it's extra XD But I don't want it in this part w
  2. 01:27:354 - For this volume, I think putting this there is a bit questionable, how about putting this here? 01:28:076 - For killing slider-tick sounds
Deleted = Fixed
Thanks for modding!
Izzywing
hey its me ur thursday

[Normal]

00:05:776 (2,4) - Perhaps 2's tail and 4's head could have the same x value for neatness

00:13:477 (2,3) - Blanket fix looks much nicer; compare this to what you have: https://osu.ppy.sh/ss/6143768

00:25:990 (1,2) - simple blanket fix

00:44:760 (2,3) - Not really sure about this. Since this is the first diff in your set, it should have simpler rhythm than this I think. 1/2 is fine, but this kind of 1/2 is a bit much, especially because its the first 1/2 in the diff.

^If you don't chose to fix this, do note there's a distance error on the reverse slider.

00:59:038 (5,1) - if these are finishes, shouldn't 01:01:605 - and 01:01:926 - be finishes, not 01:01:284 - ?

01:03:209 (3,1) - Perhaps have 1 completely overlap 3's head?

[Light Hard]

light hard > advanced master race

SV 1.3 prob would have been better to bridge the gap between Normal and Hard but it's probably fine

00:03:209 (2) - I think it plays better and looks better if you place this slightly higher, like this - https://osu.ppy.sh/ss/6143797

00:16:043 (2,3) - blanket

00:32:247 (1,2) - a ctrl+g of this rhythm would fit the music better imo. requires moving the notes and stuff after of course.

00:46:846 (2) - Why's this one not a reverse slider when 00:48:129 (2), 00:49:412 (2) - are?
00:51:979 (2) - ^?

[Hard]

00:09:466 (2) - I think you can make equilateral triangles out of 00:08:664 (4,5,2) - and 00:08:824 (5,6,2) - for a neater placement.

00:32:247 (1,2) - as with the earlier diff, a ctrl+g of this rhythm fits the music better.

00:56:471 (4,2) - why not just stack regularly?

Very nice diff!

[Insane]

00:35:295 (3,1) - This doesn't really play well, and it's very easy to misread; I would ctrl+g 00:35:616 (1,2) -

01:21:177 (6,1) - this overlap doesn't look nice

[Extra]

No comments, looks great and nothing unrankable!

[Black and White]

01:26:311 - There are two timing points with conflicting volume here!

Good luck, great set!
Topic Starter
lolia

Hobbes2 wrote:

hey its me ur thursday

[Normal]
00:44:760 (2,3) - Not really sure about this. Since this is the first diff in your set, it should have simpler rhythm than this I think. 1/2 is fine, but this kind of 1/2 is a bit much, especially because its the first 1/2 in the diff. I wanted to remind players of 1/2 cuz KIAI part has some 1/2s.
00:59:038 (5,1) - if these are finishes, shouldn't 01:01:605 - and 01:01:926 - be finishes, not 01:01:284 - ? idk, I just followed the symbals in music. lol

[Light Hard]
light hard > advanced master race cuz of SV xd
SV 1.3 prob would have been better to bridge the gap between Normal and Hard but it's probably fine

00:03:209 (2) - I think it plays better and looks better if you place this slightly higher, like this - https://osu.ppy.sh/ss/6143797 but I like current position xP
00:32:247 (1,2) - a ctrl+g of this rhythm would fit the music better imo. requires moving the notes and stuff after of course. Followed vocals
00:46:846 (2) - Why's this one not a reverse slider when 00:48:129 (2), 00:49:412 (2) - are? cuz 00:46:525 (1) - this is not a 1/1 slider. I wanted to make a balance of rhythm
00:51:979 (2) - ^? XP

[Hard]
00:32:247 (1,2) - as with the earlier diff, a ctrl+g of this rhythm fits the music better. This is also for vocal w
00:56:471 (4,2) - why not just stack regularly? Just my perference

Very nice diff!

[Insane]
01:21:177 (6,1) - this overlap doesn't look nice not a big issue in-playing imo

[Extra]

No comments, looks great and nothing unrankable!

Good luck, great set!
Deleted = Fixed
Thanks for modding!
Ward74
BLACK AND WHITE

00:36:257 (1,2) - You can make a blanket
00:38:824 (1,3) - Bad Blanket so move 00:39:466 (3) - at x:216 y:104 and change the form of 00:38:824 (1) - like this

I want to say that black and white is impressive

Nothing to say other difficult , VERY VERY GOOD JOB , i hope it will ranked , good continuations 8-) :o
Frostings
Why are your curved 1/2 sliders so... curved?


Normal

It's a little weird you set your slider parity in such a way that they start on the vocals, whereas I'd think it'd be better if the sliders end on them.
00:05:455 (1,2,3) - For example here, slider + slider + circle sounds a little bit better. It's not "bad" or needs fixing per say, but just food for thought

01:04:493 (1) - I mean, if you're gonna do sliders like this, might as well make it symmetrical, or change it so that it's obviously not supposed to look symmetrical :|

01:10:749 - You probably won't agree, but consider making this clickable? :oops:
01:15:883 - Similarly here


Insane
00:58:396 (3,4,5,6) - this actually requires careful reading I think. It might be better design to make them more distinct

Black or White
I don't really like jump maps but at least this tries to be different with the 1/4 circle combos. It works nicely so good job :oops:
Topic Starter
lolia

Ward74 wrote:

BLACK AND WHITE

00:36:257 (1,2) - You can make a blanket
00:38:824 (1,3) - Bad Blanket so move 00:39:466 (3) - at x:216 y:104 and change the form of 00:38:824 (1) - like this
// I didn't want blankets at there orz

I want to say that black and white is impressive It's Black or White!!!

Nothing to say other difficult , VERY VERY GOOD JOB , i hope it will ranked , good continuations 8-) :o

Frostings wrote:

Why are your curved 1/2 sliders so... curved? idk, maybe it relates to my aesthetic(?) sense

Normal

It's a little weird you set your slider parity in such a way that they start on the vocals, whereas I'd think it'd be better if the sliders end on them.
00:05:455 (1,2,3) - For example here, slider + slider + circle sounds a little bit better. It's not "bad" or needs fixing per say, but just food for thought
B-but I really like current rhythm-patterns x.x

01:10:749 - You probably won't agree, but consider making this clickable? :oops:
01:15:883 - Similarly here
// I would have agreed if this was a common Normal diff. But I don't want to start with a hitcircle on 1/2 rhythms cuz this is the lowest diff ><

Black or White
I don't really like jump maps but at least this tries to be different with the 1/4 circle combos. It works nicely so good job :oops:
Deleted = Fixed
Thanks for moddings!
CodeS
Hey!

From my Q! as requested, small mod pointing out stuff that I believe could be improved!


Normal

00:12:193 (4,1,2,3) - Like this? http://i.imgur.com/LqLYZTO.png Seeinas you're using kinda similar patterns like 00:07:059 (4,2) - and 00:08:985 (3,5) -
00:17:006 (3) - Random stuff, not important, move the second red anchor to x:504 y:104, so the ball kinda changes direction with the change at voice at 00:17:327 -
00:21:819 (3,4,1) - Just an idea, http://i.imgur.com/haSi4WH.png , the current is fine but it feels kinda awkward being in such a low position and also the flow from 00:21:819 (3) - to 00:22:461 (4) - is kinda weird thanks to the position of these sliders.
00:32:086 (3) - Personal opinion here but, I'm really not fan of stuff being so out of grid in this area, mostly if you take into consideration the position your hand must be to do this movement for someone getting used to the game (normal players) with tablet, with Mouse is probably fine. try something like http://i.imgur.com/T7u8Jts.png

00:42:674 (3) - Blanket with 00:42:354 (2) - http://i.imgur.com/QXolTUY.png
00:57:113 (2) - add a second anchor and curve this to the right, so the change on flow is not as punishing here.


Light Hard

00:42:354 (4) - CTR G?
00:47:648 (1) - While I get your idea, in my opinion, you should use this 00:48:129 (2) - as a NEW COMBO instead of 00:47:648 (1) - , same on 00:49:412 (2) - instead of 00:48:931 (1) - , mostly because is where the music both end and start, same with NC on 00:51:979 (2) - instead of 00:51:658 (1) - , and 00:52:781 (1,2) - and well... you get the idea on similar parts.

00:55:348 (1) - Blanket with 00:55:188 (4) -

00:56:471 (4) - CTR G? tho a big DS would end 00:56:792 (1) - , a jump woudn't be that bad seein as you did on 00:51:338 (4) -

01:13:477 (1) - Why this NC tho? it doesn't make much sense being here

01:16:364 (2,3,4,1) - http://i.imgur.com/bN38Gvo.png

01:21:819 (3) - stack with 01:20:856 (4) - tail

Awesome diff <3

Hard


00:04:813 (4) - CTR G
00:06:899 (2) - stack with 00:06:257 (5) -

00:18:610 (2) - CTR G

00:47:648 (1,3) - Same suggestion I did to the Light Hard related to the combos





Really fun map overall!
-----

Suggestion to the Insane based on some testplays http://i.imgur.com/EaCo0dp.jpg
The diff is frigging perfect... and this is not a mod, just a "well uh"

00:41:712 (2,3) - this stack and 00:42:995 (2,3) - felt really weird because the stop takes out a lot of momentum to the player movement, same as 00:58:396 (3,4) - and 01:00:001 (3,4) - .
Kinda like "oh yeah I'm going to move a lot... uh oh.. a stack.. better stay here... THEN OH SHIT JUMPS" , they kinda feel out of place.

Other than that, perfect diff, and also again, this is not a mod, just a tesplay opinion.



Good luck with your map!

Also sorry if a timeline copypaste doesn't fit or imgur link doesn't work D=

Happy mapping!
Topic Starter
lolia

Katyusha wrote:

Hey!

From my Q! as requested, small mod pointing out stuff that I believe could be improved!

Normal

00:12:193 (4,1,2,3) - Like this? http://i.imgur.com/LqLYZTO.png Seeinas you're using kinda similar patterns like 00:07:059 (4,2) - and 00:08:985 (3,5) - I want to keep current pattern
00:42:674 (3) - Blanket with 00:42:354 (2) - http://i.imgur.com/QXolTUY.png I don't want a blanket here.
00:57:113 (2) - add a second anchor and curve this to the right, so the change on flow is not as punishing here. Keep for flow of (2,3)

Light Hard

00:42:354 (4) - CTR G? I don't want to make a jump here w
00:47:648 (1) - While I get your idea, in my opinion, you should use this 00:48:129 (2) - as a NEW COMBO instead of 00:47:648 (1) - , same on 00:49:412 (2) - instead of 00:48:931 (1) - , mostly because is where the music both end and start, same with NC on 00:51:979 (2) - instead of 00:51:658 (1) - , and 00:52:781 (1,2) - and well... you get the idea on similar parts. The reason the NC starts on 00:47:648 - here is 00:46:525 (1) - this also not followed the vocals.
00:55:348 (1) - Blanket with 00:55:188 (4) - Also keep for my aesthetic sense
00:56:471 (4) - CTR G? tho a big DS would end 00:56:792 (1) - , a jump woudn't be that bad seein as you did on 00:51:338 (4) - But I also want a jump between 00:56:150 (3,4) - here orz
01:13:477 (1) - Why this NC tho? it doesn't make much sense being here For consistency of NC
01:21:819 (3) - stack with 01:20:856 (4) - tail no issue at here imo

Awesome diff <3

Hard

00:04:813 (4) - CTR G For vocal
00:06:899 (2) - stack with 00:06:257 (5) - I want to keep this
00:18:610 (2) - CTR G Same as Light one. I don't want a jump here xP
00:47:648 (1,3) - Same suggestion I did to the Light Hard related to the combos Same reason w


Really fun map overall!
-----

Suggestion to the Insane based on some testplays http://i.imgur.com/EaCo0dp.jpg
The diff is frigging perfect... and this is not a mod, just a "well uh"

00:41:712 (2,3) - this stack and 00:42:995 (2,3) - felt really weird because the stop takes out a lot of momentum to the player movement, same as 00:58:396 (3,4) - and 01:00:001 (3,4) - .
Kinda like "oh yeah I'm going to move a lot... uh oh.. a stack.. better stay here... THEN OH SHIT JUMPS" , they kinda feel out of place.
// lol, I would have to partial remapping if I fixed above opinions. I'll consider about those stacks orz

Other than that, perfect diff, and also again, this is not a mod, just a tesplay opinion.

Good luck with your map!

Also sorry if a timeline copypaste doesn't fit or imgur link doesn't work D= there were fine w

Happy mapping!
Deleted = Fixed
Thanks for modding!
Gloria Guard
흠... 왜 douga니와 시타기가 나인데스카네... ㅠ

도움 필요하면 콜 해주시면 kam 4:P
Sonnyc
힛사 관련입니다.

맵 후반부인 01:22:461 - 부터 다운비트 관련 힛사가 표현이 안되어있네요. 가령 01:23:102 - 01:23:744 - 01:25:027 - 등. 초반의 유사 음악 구간인 00:00:322 - 00:00:963 - 등에서는 샘플셋 드럼으로 표현하신만큼 일관된 설정을 유지하는게 완성도에도 좋고, 음악의 표현에도 더 효과적일 것 같네요.

노말.
00:27:273 - 피니시가 없네요.
00:44:760 (2,3) - 박자가 살짝 어렵네요. 1/2 리버스 이후에 1/2 박자인 상태인데,, 물론 쉬운 난이도라고 해도 충분히 이해 가능한 박자입니다만 실질적으로 1/2 박자들이 키아이 지점에서 주로 등장하는 상황인만큼 키아이 섹션 이전에 저런 박자가 등장해버리면 키아이 내의 1/2 박자들이 갖는 임펙트가 약해진다고 봅니다. 대체 박자를 고려해보심이,,
01:06:418 (2) - 배치 그냥 01:03:851 (4) 꼬리에 하시는게 어떤가요? S 곡선 슬라까지 써가면서 표현된 패턴인데 정작 후속 노트가 블랭킷 안맞고 있어서 효과가 절감된 기분입니다. 저 정도 간격 오차는 충분히 감안 가능한 수준이고요.

인센.
00:51:979 (2) - 개인적으로 이 1/4만 리버스 슬라로 표현된거가 맵 구조적 측면에서 살짝 미흡하다는 느낌이 들었는데 혹시 유사한 가사를 보유하는 00:53:263 (3,4,5,6)도 비슷하게 1/4 리버스 슬라로 표현하시는거는 어떻게 보시나요? 지금은 약간 저기만 리버스 슬라라서 동떨어진 기분이 드네요.
01:27:273 (1) - 슬라 배치가 이전 노트들과 고려했을 때 살짝 애매한 느낌이 있는데 좀더 모양을 구체화시켜주실 수 있으신가요? 가령 01:26:953 (1,1) 을 블랭킷한다거나,, 아니면 슬라 꼬리와 이전 노트들이 일직선이 되게 만든다거나,,

준비 되시면 불러주세요.
Topic Starter
lolia

Gloria Guard wrote:

흠... 왜 douga니와 시타기가 나인데스카네... ㅠ ㅋㅋㅋㅋㅋㅋ

도움 필요하면 콜 해주시면 kam 4:P

Sonnyc wrote:

인센.
00:51:979 (2) - 개인적으로 이 1/4만 리버스 슬라로 표현된거가 맵 구조적 측면에서 살짝 미흡하다는 느낌이 들었는데 혹시 유사한 가사를 보유하는 00:53:263 (3,4,5,6)도 비슷하게 1/4 리버스 슬라로 표현하시는거는 어떻게 보시나요? 지금은 약간 저기만 리버스 슬라라서 동떨어진 기분이 드네요.
// 00:46:525 - 바로 앞 파트인 여기는 보컬의 높이가 일정한데 00:51:658 - 이 파트는 보컬이 조금씩 강해지고 있습니다. 엑라나 최상위 난이도에서는 연타 스페이싱을 점점 넓혀가며 보컬이 강해지고 있다는 것을 표현했었지만 인세인에서 그런 표현은 조금 힘들다고 생각해서 리듬도 같이 변화시키며 표현하고 싶었습니다. 그래서 1/4 리버스는 여기만 두고 바로 뒤는 1/4 점연타로 둬도 구조상으론 문제가 없다고 생각합니다.

준비 되시면 불러주세요.
나머지는 다 고쳤습니다.
모딩 감사합니다!
Sonnyc
맞다. 난이도명 왜 Black and white인지 여쭤봐도 될까요
Topic Starter
lolia

Sonnyc wrote:

맞다. 난이도명 왜 Black and white인지 여쭤봐도 될까요
남주 카미토의 정령인 레스티아와 에스트를 색으로 표현하고 애니에선 두 정령을 동시에 사용을 못하기에 Black(레스티아) or White(에스트)라 지었습니다.
Sonnyc
Nominated.
Topic Starter
lolia
감사합니다 c:
Akiyama Mizuki
검은 스타킹 흰 스타킹인줄 알았는데
Topic Starter
lolia

bbj0920 wrote:

검은 스타킹 흰 스타킹인줄 알았는데
ㅋㅋㅋㅋㅋㅋㅋ
전 검은색이 좋습니다
Myxo
Bubble popping over quality issues.



First of all, minor, but why is the HP-drain so low for the higher difficulties? These seem like maps that would fit well with higher HP-drain.

[Black or White]

The difficulty is unnecessary for this mapset as it adds nothing of value to it. 'Extra' already covers the song's full density and uses a lot of jumps to support the (almost) constant 1/2 beats in the song. 'Black or White' is exactly the same just with significantly more spaced out jumps (and some odd overmaps that I will mention below). It feels more like an attention seeker than anything else.

00:07:059 (1,2,1,2,1,2) - 00:09:626 (1,2,1,2,1,2) - 00:12:193 (1,2,1,2,1,2) - ...
I can see that these overmaps are intentionally done to emphasize these vocals. The logic behind them is flawed though - You are using 1/4-sliders instead of circles to emphasize vocals that are really loud and short, but sliders aren't shorter than circles. They feel off and add density to the map that isn't in the song.
A much better way of emphasizing these sounds would be with increased spacings (which doesn't really work since you are using jumps throughout the whole map) or with sharper angles (which doesn't work either since you are using sharp angles throughout the whole map). This alone shows how flawed this map is: Having sharp angled jumps everywhere is like trying to emphasized everything - With the result, that everything feels the same and therefore not emphasized at all.
Also, for this section 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - you suddenly ignore the gimmick that was consistently used throughout the whole map and replace everything with halfscreen-jumps? Sure, this is probably the most intense section of the song, but ignoring previous gimmicks for the sake of huge jump patterns is disappointing.

00:41:391 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,4,5,1,2,3) -
This intense build-up repeats the exact same sound 8 times in a measure, which made me hope for some more 'structured' patterns here, for example symmetry / polygons / back-and-forth etc. While this is a stylistic choice, it would help making special parts of the song stand out more.

00:51:338 (1,2) -
Why is there such a big jump between these notes? (2) doesn't have a strong sound in the music at all, the complete emphasis is on 00:51:017 (1,2,1) -. It would have been much better to leave 00:51:498 (2) - out completely or as a sliderend. If you want to keep a circle, atleast lower the spacing significantly. Same applies for 00:56:471 (1,2) -

[Extra]

As I already mentioned, this has the same global issues as 'Black or White', as it's full of jumps and sharp-angled movements throughout which results in almost no emphasis. However, I can understand why you mapped it this way for this difficulty as the song has this constant, rather strong 1/2-beat going, so it might be acceptable. It's still not a very exciting difficulty and could be a lot better with more diversity.

00:15:402 (1) - This note might be louder than the others but the overmap still feels unfitting for the same reasons as in 'Black or White'.
00:51:338 (1,2) - Same issue as in 'Black or White'.
01:01:926 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,2,3,4) - Really neat how the transition was handled here. I like this!

[Hard]

00:52:059 - Any reason for skipping this particular beat?

[Light Hard]

00:46:926 - 00:52:059 - Again, reasons for skipping these beats?



The 'emphasis' issue from 'Black or White' and 'Extra' is similar for 'Insane' too (and a common issue in ranked maps lately). The jump patterns that you are using are fun and exciting to play if they are used to emphasize something in the song, it can even be an entire section with constant strong 1/2-sounds or something. But if it's used for the whole map it feels disconnected from the song.
'Hard' and 'Light Hard' have a similar problem, 1/2-sliders are almost spammed throughout the whole map (especially in 'Light Hard') which makes it the most repetetive difficulty of the mapset. It won't be as fun to play as a map that uses a higher diversity of rhythms and patterns, with more emphasis on the intense sections.

Please reply carefully to everything you disagree with. I won't be accepting 'I think the jumps fit the song' as an explanation here. I know I am being a bit harsh by popping this bubble, especially since these issues apply to half of the ranked beatmaps these days, but I feel like starting somewhere to improve the quality of the ranked maps again. I'm sure we can come to an agreement and the map can be moved forward somehow.
Topic Starter
lolia

Desperate-kun wrote:

Bubble popping over quality issues.



First of all, minor, but why is the HP-drain so low for the higher difficulties? These seem like maps that would fit well with higher HP-drain. Increased to 6.5 in the highest diff.

[Black or White]

The difficulty is unnecessary for this mapset as it adds nothing of value to it. 'Extra' already covers the song's full density and uses a lot of jumps to support the (almost) constant 1/2 beats in the song. 'Black or White' is exactly the same just with significantly more spaced out jumps (and some odd overmaps that I will mention below). It feels more like an attention seeker than anything else. I agree about difference of spacing between Extra and this diff. But don't say the difference between two diffs is 'only spacing'. As you said, the highest diff has some overmapped things which are called 'emphasis'. The emphasis is one of 'method of expressions', and it means each worth is different that styles of expression between two diffs are not same.

00:07:059 (1,2,1,2,1,2) - 00:09:626 (1,2,1,2,1,2) - 00:12:193 (1,2,1,2,1,2) - ...
I can see that these overmaps are intentionally done to emphasize these vocals. The logic behind them is flawed though - You are using 1/4-sliders instead of circles to emphasize vocals that are really loud and short, but sliders aren't shorter than circles. They feel off and add density to the map that isn't in the song.
A much better way of emphasizing these sounds would be with increased spacings (which doesn't really work since you are using jumps throughout the whole map) or with sharper angles (which doesn't work either since you are using sharp angles throughout the whole map). This alone shows how flawed this map is: Having sharp angled jumps everywhere is like trying to emphasized everything - With the result, that everything feels the same and therefore not emphasized at all. yea, I used 1/4 sliders for emphasis of vocals. But I didn't use them for emphasis with spacing. The 1/4 slider is not same as a hitcircle. 1/4 has it own speed and it(=speed) can emphasize vocals itself I thought. Also, sharp angle doesn't fit for vocal. I don't know you did some test with sharp angle in this diff, but I did it already when I mapped this. The test result was 'not fit'. Vocals are emphasized by using 1/4 slider, but emphasis of the next hitcircle was more stronger than 1/4 slider because flow of 'to the hitcircle' was forced.

Also, for this section 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - you suddenly ignore the gimmick that was consistently used throughout the whole map and replace everything with halfscreen-jumps? Sure, this is probably the most intense section of the song, but ignoring previous gimmicks for the sake of huge jump patterns is disappointing. The reason that pattern is changed suddenly is pattern of instruments is changed in this part. The instrument sounds are heard speedy and I judged using jump is the best way to express the instrument sounds.

00:41:391 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,4,5,1,2,3) -
This intense build-up repeats the exact same sound 8 times in a measure, which made me hope for some more 'structured' patterns here, for example symmetry / polygons / back-and-forth etc. While this is a stylistic choice, it would help making special parts of the song stand out more. Structured jump flow is just a style of mappers and I prefer only flow in jump. Moreover, structured jump can be seen in only Editor and players don't mind it when they played maps. So it's not an issue about quality.

00:51:338 (1,2) -
Why is there such a big jump between these notes? (2) doesn't have a strong sound in the music at all, the complete emphasis is on 00:51:017 (1,2,1) -. It would have been much better to leave 00:51:498 (2) - out completely or as a sliderend. If you want to keep a circle, atleast lower the spacing significantly. Same applies for 00:56:471 (1,2) - Decreased (3.4x -> 3x)

[Extra]

As I already mentioned, this has the same global issues as 'Black or White', as it's full of jumps and sharp-angled movements throughout which results in almost no emphasis. However, I can understand why you mapped it this way for this difficulty as the song has this constant, rather strong 1/2-beat going, so it might be acceptable. It's still not a very exciting difficulty and could be a lot better with more diversity.

00:15:402 (1) - This note might be louder than the others but the overmap still feels unfitting for the same reasons as in 'Black or White'. Same reason as above. I'm sure this is the best.
00:51:338 (1,2) - Same issue as in 'Black or White'. Fixed
01:01:926 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,2,3,4) - Really neat how the transition was handled here. I like this! :pp

[Hard]

00:52:059 - Any reason for skipping this particular beat? Because the vocal becomes strong gradually. I wanted to express it with rhythm. You can find it in 00:51:979 (2) - 1/2 slider, 00:53:263 (3) - 1/4 repeat slider and 00:54:546 (3,4,5) - triplet.

[Light Hard]

00:46:926 - 00:52:059 - Again, reasons for skipping these beats? This is for balance of rhythm. I used 1/2 slider at 00:46:846 (2) - here because 00:46:525 (1) - this is a 1/2 slider. But I used 1/4 repeat slider at 00:48:129 (2) - here because 00:47:648 (1) - this is 1/1 slider, not 1/2 slider like 00:46:525 (1) - this. Also I applied it on 00:51:979 (2) - this.



The 'emphasis' issue from 'Black or White' and 'Extra' is similar for 'Insane' too (and a common issue in ranked maps lately). The jump patterns that you are using are fun and exciting to play if they are used to emphasize something in the song, it can even be an entire section with constant strong 1/2-sounds or something. But if it's used for the whole map it feels disconnected from the song. I think I replied about this above.

'Hard' and 'Light Hard' have a similar problem, 1/2-sliders are almost spammed throughout the whole map (especially in 'Light Hard') which makes it the most repetetive difficulty of the mapset. It won't be as fun to play as a map that uses a higher diversity of rhythms and patterns, with more emphasis on the intense sections. I agree about 1/2 spam in the Light Hard. But my answer is 'no' if someone asked me Light Hard is boring or not. Of course that diff is boring to us, but not to real newbie like a Normal player. Because 1/2 spam flow is not simple, I believe players can enjoy this diff enough.

Please reply carefully to everything you disagree with. I won't be accepting 'I think the jumps fit the song' as an explanation here. I know I am being a bit harsh by popping this bubble, especially since these issues apply to half of the ranked beatmaps these days, but I feel like starting somewhere to improve the quality of the ranked maps again. I'm sure we can come to an agreement and the map can be moved forward somehow.
I hope my reply is enough to you :3
Thanks for consider my mapset.
Myxo
Thanks for the quick reply! You didn't really understand what I meant with issues regarding 'emphasis', though.

1) You are using the overmapped 1/4-sliders in the highest diff for emphasis on the vocals. I can understand that. I don't really agree with it, because I think the overmaps are too much for the song, but they make sense. But you are not using it consistently for 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - because even though the song gets more intense here you should have expanded on the gimmick (using the 1/4 sliders but with higher spacing) instead of getting rid of them.

2) Except for these 1/4-sliders, the maps have almost no emphasis. Normally you would use emphasis with jumps or angle changes or anything like that, but since the whole map uses jumps and sharp angles there is no emphasis.

Also, newbie players find repetetive mapping boring, too. Just because it's not easy for them, they will still judge what they find interesting and what they find boring.
Topic Starter
lolia

Desperate-kun wrote:

Thanks for the quick reply! You didn't really understand what I meant with issues regarding 'emphasis', though.

1) You are using the overmapped 1/4-sliders in the highest diff for emphasis on the vocals. I can understand that. I don't really agree with it, because I think the overmaps are too much for the song, but they make sense. But you are not using it consistently for 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - because even though the song gets more intense here you should have expanded on the gimmick (using the 1/4 sliders but with higher spacing) instead of getting rid of them.

2) Except for these 1/4-sliders, the maps have almost no emphasis. Normally you would use emphasis with jumps or angle changes or anything like that, but since the whole map uses jumps and sharp angles there is no emphasis.

Also, newbie players find repetetive mapping boring, too. Just because it's not easy for them, they will still judge what they find interesting and what they find boring.
Fixed the 1st and 3rd things.

But I still don't agree about 2nd thing. Sharp flow is one of my mapping styles, so I didn't use it for emphasis. Also what I said about 'emphasis' was 1/4 slider. I used 1/4 sliders for emphasis, so it becomes no emphasis naturally if you except them x.x
Myxo
Okay, I'm fine with that. I won't be rebubbling but I like that the mapset improved. :3

@Sonnyc Feel free to rebubble.
Sonnyc
Nominated.
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