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UNDEAD CORPORATION - Bloodthirsty Nightmare Lul...

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Cherry Blossom
@Weber
Okay then.
Find me someone in this community that is able to play this map properly and pass, and which has also enough modding skills, and not "please change this pattern" without giving a good reason, and without understanding the whole mechanic of the map.
And i didn't say this map looks like Alien, there is a huge difference between them.
Monstrata wanted to create another concept behind his map by making it intentionally ugly in order to make it "fit better" the song. While EphemeralFetish's map has a "simple concept" but looks as difficult as Alien.

@EphemeralFetish
And it's a bad idea to take patterns one by one. A map is made by its global structure, and judging patterns one by one doesn't make sense, because you ignore the context around it. And the context must not be forgotten.
Charles explained something similar in this video (around 2mins), please look at it https://www.youtube.com/watch?v=yRW8EGbdfLA
Topic Starter
EphemeralFetish
I was just saying that while it may be difficult to judge a map as a whole, you can certainly judge each concept/pattern/structure etc etc and see that it works.
Weber

Cherry Blossom wrote:

Find me someone in this community that is able to play this map properly and pass


Cherry Blossom wrote:

and which has also enough modding skills


You don't need to be good at this game to have an in-depth understanding at how mapping works.
Cherry Blossom

Cherry Blossom wrote:

Nobody has BOTH enough playing and modding skills to judge this map.
Weber

Cherry Blossom wrote:

Cherry Blossom wrote:

Nobody has BOTH enough playing and modding skills to judge this map.
Explain why you need to both be able to play the map as well as have extensive mapping and modding knowledge when instead, as an experienced mapper, you COULD get the opinion of someone talented at the game who can play it, then through your own knowledge and experienced judgement, determine whether the map is good or not.

Because your train of thought where, just because we don't have a player that's both extremely proficient at both playing the game as well as mapping/modding it somehow gates us from ranking these kind of maps, just doesn't make sense imo.
Vyander
what about Doomsday, jesse1412 and XII? they all have experience on this kinds of maps i think (at least on terms of playing it)
Topic Starter
EphemeralFetish
At the end of the day none of this matters. Got a couple mods, applied pretty much everything from both. Just needs Re Qualify.
Kibbleru

Weber wrote:

Cherry Blossom wrote:

Nobody has BOTH enough playing and modding skills to judge this map.
Explain why you need to both be able to play the map as well as have extensive mapping and modding knowledge when instead, as an experienced mapper, you COULD get the opinion of someone talented at the game who can play it, then through your own knowledge and experienced judgement, determine whether the map is good or not.

Because your train of thought where, just because we don't have a player that's both extremely proficient at both playing the game as well as mapping/modding it somehow gates us from ranking these kind of maps, just doesn't make sense imo.
i agree, but its just not quite the same unfortunately :( i wish what u said were true too
LastExceed
This map is passable, we just need someone who mastered playing with 4keys in osu!std to meet up with someone who has the aiming skills and then do a coop attempt.

And no, I'm not joking.
FathomAssembly
Hi ! I wanted to help at least a bit by saying motivating shit !

I've read with attention all twenty pages of the post, which is something I do rarely, and here is what I think : This should be ranked. I'm thinking like Rohulk, having really really hard maps is good, because its motivating. Having maps you look up to, that you dream to do, is what makes you going.
"It's too difficult !" some say, I'd make a simple comparison. At first, humanity didn't even have fire, now, we've reached the moon, and I know that soon we'll reach the stars. Tell any prehistoric man that their descendance will reach the stars in the sky, I'm sure they wouldn't believe you, yet we're close to it now.

When I see something hard/seemingly impossible, I think 'what makes this look impossible ?... Oh, it's that and that, but now that I think about it, it's perfectly doable !'. I personnally believe that someday, someone will SS Centipede all mods, and when that day happens, this map will have been SS'ed all mods plenty of times already. The only way to improve it to challenge yourself. Let's improve the mapping meta by making and ranking this kind of hard yet well made maps !
Shiirn

Cherry Blossom wrote:

@EphemeralFetish
And it's a bad idea to take patterns one by one. A map is made by its global structure, and judging patterns one by one doesn't make sense, because you ignore the context around it. And the context must not be forgotten.
Charles explained something similar in this video (around 2mins), please look at it https://www.youtube.com/watch?v=yRW8EGbdfLA
If you bothered to actually look at the map, this uses global structure pretty well. It's pattern-based rather than distance-based.
chainpullz

Cherry Blossom wrote:

Cherry Blossom wrote:

Nobody has BOTH enough playing and modding skills to judge this map.
Idk, smoothie world seems like he might have the requisite skills in both departments. Though hes quite literally the only person I can think of who comes close to satisfying both.

Edit: Rustbell is pretty good at 4key alternating with mouse but good fucking luck aiming at the same time lol. Hes pretty spro but I think even his inhuman rhythm game talents would struggle on this one.
Topic Starter
EphemeralFetish
Reminder.

Side
So apparently NOW it matters that the people responsible for ranking maps can also play them themselves...

No doubt Monstrata's quaver will get re-qualified real soon even though there's probably not a damn BN or QAT that can easily pass it much less his road of resistance or even maps like apparition for that matter (inb4 "don't use previously ranked maps to justify current pending maps" excuse.) That's played out and irrelevant because y'all know damn well it doesn't mean s*** if it happened yesterday or a few months ago if the rules are the same. It only further proves that BNs and QATs only pay attention when they're pushed to do it which pretty much means if none of them even care or bother then mistakes slip through.


I bet if this song was half the bpm and the map stayed the same y'all wouldn't be complaining.
Seijiro

Shiirn wrote:

Cherry Blossom wrote:

@EphemeralFetish
And it's a bad idea to take patterns one by one. A map is made by its global structure, and judging patterns one by one doesn't make sense, because you ignore the context around it. And the context must not be forgotten.
Charles explained something similar in this video (around 2mins), please look at it https://www.youtube.com/watch?v=yRW8EGbdfLA
If you bothered to actually look at the map, this uses global structure pretty well. It's pattern-based rather than distance-based.
I have to agree with this.
The map has nothing complex in it. The fact it has 270 BPM deathstreams is another matter.


This is something I rarely do, but I do agree in part with what Rohulk said (regarding the player's point of view). While it is true no one can pass this map NOW it doesn't mean it can't make people strive for higher playing standards.
Holy, how can streams, one of the basic concepts of mapping, be difficult to understand?
How can simple jumps be considered yet again difficult to understand?
How?

It is fast, ok. That's it, tho.
Get it already.

_______________



Back to something more BN-related, since I'm here as a BN right now:
personally speaking, it changed nothing for me. The few mods that came in after/during the DQ were just a couple and they were meant to polish the map and not actually pointing out objectively "wrong" stuff (and we could endlessly continue doing this polishing since perfection doesn't exist, right?)
Yet again, I see no problems after rechecking the map so I don't see why it shouldn't be ranked.

I waited a bit longer to see if anyone was going to add something here, but it looks like the last 3-4 pages have no mods in it so I guess you guys got all the pseudo-drama you needed to calm down.

Here's your first bubble again and good luck with the other BNs
Vyander
now that's an objective comment
Swiftrax
HERE COMES DAT +3 KUDOSU
OH SHIT WADDUP
LastExceed
It was probably discussed before but i dont want to read through 21 pages of comments for this: why is the HP of this map so low? 4.7 sounds like you suddenly want to make up for the extreme difficulty of this map. (this is not an insult, im just trying to understand) I have never seen such a low HP before (except for easy maps ofc). Since you made a map noone can pass i don't think "anything higher would be too hard" is a valid excuse because if you want to create an unbeatable map, do it seriously. HP4.7 will result in the first pass being mashed. (again, I don't want to judge you, this is 100% objective).

Also another question on the side: Is there someone who can "pass" this with relax? i mean is there someone who has the cursor skills but lacks the finger skills?
Topic Starter
EphemeralFetish
Me and mithew both had runs that failed after the last stream at hp5. I asked him how be felt about it being 5 and he said a little lower wouldnt hurt.
LastExceed

EphemeralFetish wrote:

Me and mithew both had runs that failed after the last stream at hp5. I asked him how be felr about it being 5 ans he said a little lower wouldnt hurt.
Wait, you actually managed to survive until the very end?! So much to "noone can pass this map"
Topic Starter
EphemeralFetish

LastExceed wrote:

EphemeralFetish wrote:

Me and mithew both had runs that failed after the last stream at hp5. I asked him how be felr about it being 5 ans he said a little lower wouldnt hurt.
Wait, you actually managed to survive until the very end?! So much to "noone can pass this map"
Dont listen to a bunch of random people assuming no-one can pass this. Aside from the 2 of us all the other people who could probably pass it havent even tried. Ive seen people like rohulk even gain HP on the death stream at the end as well.
LastExceed
Well in that case id definitely increase the HP and change the end of the beatmap. Putting the hardest part at the very end is extremely evil anyway (evil as in making people hate you for that)
Wormi

LastExceed wrote:

Also another question on the side: Is there someone who can "pass" this with relax? i mean is there someone who has the cursor skills but lacks the finger skills?
https://osu.ppy.sh/ss/6195011

Now finding someone who can pass this with Autopilot would be a way harder task
Zallies
Nice Map, this is the first time that i see 2 song in one diff XD
LastExceed

Worminators wrote:

LastExceed wrote:

Also another question on the side: Is there someone who can "pass" this with relax? i mean is there someone who has the cursor skills but lacks the finger skills?
https://osu.ppy.sh/ss/6195011

Now finding someone who can pass this with Autopilot would be a way harder task
I could, if i was able to read it +.+
7ambda

LastExceed wrote:

Well in that case id definitely increase the HP and change the end of the beatmap. Putting the hardest part at the very end is extremely evil anyway (evil as in making people hate you for that)
Higher HP with 270 bpm deathstreams isn't generally a good idea.
LastExceed

F1r3tar wrote:

LastExceed wrote:

Well in that case id definitely increase the HP and change the end of the beatmap. Putting the hardest part at the very end is extremely evil anyway (evil as in making people hate you for that)
Higher HP with 270 bpm deathstreams isn't generally a good idea.
Well as i said I'd change the death stream in the end. I find it stupid to make the HP so low that you can mash through the streams. Its like you want to make up for the difficulty because almost noone can pass the map properly, so peole who actually lack the required skill xan just mash through it and still pass the map.

When I first heard of the map i thought we'd get something truly unique, a challenge that will break the osu! community as soon as someone beats it. But with a very low HP Its like highscore: i dont have nearly enough skill to play those jumps from that last diff, but i can still pass the map because the HP is so low that hittinng only every second note during the jump sections is enough to stay alive, which makes the map MUCH easier. Beating higgscore isnt really something you can be proud of, or at least i can't, because passing the map isnt nearly as hard as the mapping indicates at first. Same applies to this map here if the HP stays this low.

Right now we need the HP so a decent amount of people can pass it. (some might already be able to pass it with higher HP). but one day we will have people making A ranks and then there will be no point in it anymore. The problem is that the mainstream thinks
too hard = impossible = bad
Too hard isnt equal to impossible and even if it was its still not bad.

@EphemeralFetish, if you want to make a truly unique challenge then PLEASE change/replace/nerf/whatever the end stream and set thw HP to a proper value. And if the mainstream flames you for it, ignore them. Its your map.

Unfortunately noone will understand this. Many people wont even read what i just wrote. No matter how well i explain it, I will be called stupid by everyone because people can't think freely and those who can are either too few or just not here. The map will stay like this and the "ultimate challenge" will never happen. And then, a year later when we have some A ranks and cookiezi did the first FC, we look back and wonder: "why".
Topic Starter
EphemeralFetish
I cant believe you find a 0.3 hp change that doesnt even matter that much such a big deal.
LastExceed

EphemeralFetish wrote:

I cant believe you find a 0.3 hp change that doesnt even matter that much such a big deal.
It's not the recent 0.3 change. If you set it back to 5 it would still be too low in my opinion. I think it should be 6-7 at least.
Topic Starter
EphemeralFetish

LastExceed wrote:

EphemeralFetish wrote:

I cant believe you find a 0.3 hp change that doesnt even matter that much such a big deal.
It's not the recent 0.3 change. If you set it back to 5 it would still be too low in my opinion. I think it should be 6-7
5 Is considered to be the lowest "acceptable" HP for bragging about passes. If I change it again it wont be anything higher than 5.2
LastExceed

EphemeralFetish wrote:

5 Is considered to be the lowest "acceptable" HP for bragging about passes. If I change it again it wont be anything higher than 5.2
See this is what i meant with "the ultimate challenge" will never happen. It really is a shame.
Topic Starter
EphemeralFetish

LastExceed wrote:

EphemeralFetish wrote:

5 Is considered to be the lowest "acceptable" HP for bragging about passes. If I change it again it wont be anything higher than 5.2
See this is what i meant with "the ultimate challenge" will never happen. It really is a shame.
Theres a difference between an ultimate challenge and an unfair one.
Ayyri
Oh boy.
LastExceed

EphemeralFetish wrote:

Theres a difference between an ultimate challenge and an unfair one.
...and this is the point where I start repeating myself, which is also why others start calling it drama again. So since I have no chance to convince you anyway I'm not even going to try anymore.
Swiftrax
i'm not really going to go far with my opinion but I'm just going to punch in my thoughts upon this topic

tbh hp5 is a-ok, the highest I would put it is 6, but not 7+

with my opinion said, I'd like to point out that the last 2 pages or so have had 0 mods put into them
i'd stop dwelling on the hp and focus on the actual map itself so we can hopefully get it ranked sooner or later

anyways, good luck ranking, I'll take a peak every once in a while to see if lastexceed says anything about what I said
Stjpa
A higher HP drain isn't needed at all. If you don't have nearly enough stamina and can stream a similar BPM as this song you won't be able to survive that long. Sure the drain also scales with the density of the map, but in this case the "low hp" is definitely high enough.
Cryptic

Also from my queue.


[Starbow Break]
  1. This is purely my opinion. The only reason I'm being this strict is to 1. Help Fetish, and to 2. give him a reason to grave since he wanted one. Its also worth noting that I won't be picking apart every pattern, just the immediately apparent ones.
  2. Really, aside from the quality of the map itself, this merging of mp3s is just kind of bland. Bloodthirsty Nightmare Lullaby has a BPM of 180 with some triple stuff to make it occasionally 270 (for a player), whereas The Empress is a solid 270. The real difference here is that even though the player has to play at the same BPM, the listening experience and the differences between the song are quite jarring. Overall, since the songs don't flow together and have an entirely different feel (Bloodthirsty being more guttural and Empress being more heroic) it just doesn't work well. There are time when mp3s can be placed together, but in my opinion, this was not one of those times. But I digress, on to the mod.
  3. So lets first address mapping metal. Metal typically has a lot of complexity to the song itself, and as a mapper its typically useful to help bring out that complexity in your interpretation. Obviously, though, everyone sees things differently and people who don't have as much experience modding or mapping metal may have problems doing it (it being modding/mapping). Some of the various techniques mappers use to bring out the minor details are stream shaping, distance spacing, and even in some cases overlaps. Using the beginning as the example, 00:10:731 (1,2,3,4,5,6,7,8) - and 00:12:064 (1,2,3,4,5,6,7,8) - could have different DS or the difference in shaping to emphasize the changes in pitch. Sections like 00:37:397 (1,2,3,1,2,3,1,2,3,1,2,3) - and 00:54:730 (1,2,3,1,2,3,1,2,3) - could both benefit from DS/patterning-changes to better represent pitch shift or varying pitch intensities. Having these elements in your map really separate it from a common deathstream practice map and solidify it as something to be taken seriously by modders. Another important thing to remember when mapping metal is to remember to be consistent. If theres a repeating motif within the song (there normally is) its useful to try and have a recall in your map to the way you mapped it the first time (e.g. use the same pattern or a very similar pattern, maybe even a variation if its a modification of the motif). This can even mean making sure you use opposing or linear flow in the same places (as how can a song have a jarring flow in one part but a smooth flow in the exact same musical part?) Doing this will make your map seem more complete not only thematically but also from a modding aspect.
  4. Another thing that needs to be addressed is following instruments and why exclusively prioritizing drums can be a very bad thing. Throughout most of Bloodthirsty you give insane priority to drums (even ignoring one of the best parts of the song because of it, the guitar solo). On a lot of songs like this the guitar ends up being the more interesting instrument to give priority to and you should just keep the drum on reserve (so you should still map to it but try to emphasize the guitar rather than the drum, especially in a map like this with minimal changes to the drum's rhythm). Theres not a whole lot I can say here, this tends to be a more subjective thing on my end so I don't want to force anything down your throat. I just felt like it was worth mentioning.
  5. 00:14:731 (1,2,3,1,2,3) - Why is the DS of these the same and why does flow here seem so jarring compared to the rest of the map? In particular, the transition from 00:14:564 (4,1) - seems much larger than in other places. In general, the overall pattern of 00:14:064 (1,2,3,4,1,2,3,1,2,3) - requires a somewhat slurred movement to play, because when you look at it how it essentially plays (look at the screenshot) its a bunch of fairly obtuse angles. Sure, its 180 BPM and CS 3.5, but thats not really any excuse IMO.
  6. 00:16:064 (1,2,3,4,1,2,3,4) - What are you following here? Didn't you use circles earlier? Rhythm variance is nice and all but you barely even used the prior rhythms.
  7. 00:17:397 (1,2,3,1,2,3) - Any particular reason you used this rhythm again? Also, why not an opposing flow like last time?
  8. 00:18:564 (6,7,1) - Why the 1.8 DS when you used a DS of 00:13:064 (3,4,5,6) - 1.6 back here? The drums are more intense but 1.8 is really large. You should probably have nerfed overall stream DS or something so that the 1.8 makes more sense, or nerf the initial 1.6 and make the 1.8 more like the 1.6 spacing. Regardless, 1.8 seems way overspaced and the flow itself is quite jarring. (I reread this and it's a bit confusing. Change 00:13:064 (3,4,5,6) - to 1.4 and 00:18:564 (6,7,1) - to 1.6.)
  9. 00:21:175 (3,4,1) - Angles like this are pretty rough when you start to get over 200 BPM. They can be okay at times, but I don't think they are here.
  10. 00:21:397 (1,2,3,4,1,2,3,4,1,2,3,4) - Why the NC's? Additionally, why isn't 00:22:064 (1,2,3,4) - Sliders like it was previously? Not a whole lot is changing here musically.
  11. 00:22:730 (1,2,3,1,2,3) - When you used this pattern earlier (for the same sounds), it had a more linear flow, so why the opposing flow here? What changed?
  12. 00:25:397 (1,2,3,4,5,6,1,2,3,4,5,6,1) - None of the weird things you were doing here at the beginning of each NC. Its very straight-forward which seems contradictory to the established pattern, especially since nothing much really changes in the music. (To clarify since that reads like trash, I meant why is this a smooth curve when the other parts have the off-set parts on the NCs during the stream?)
  13. 00:26:064 (1,2,3,4,5,6) - This pattern would probably play better if it was more like 1>2>6>5>4>3
  14. 00:28:953 (10,11) - 11 is arguably more intense than 00:28:286 (4,5) - but its represented with the same distance. Also, overall, 00:28:064 (1,2,3,4,5,6,7,8,9,10,11) - this pattern is pretty weak musically compared to 00:26:064 (1,2,3,4,5,6) - and other patterns, yet you gave it fairly large spacing. The reason its more weak is because its purely drum with no other instruments there, and since it has the same consistency as the previous drum set, it feels weird being so large. The only spacing that absolutely should be changed is 10,11, but overall it could benefit from a slight spacing nerf on the rest and a buff on those two.
  15. 00:29:730 (3) - Not a huge fan of the strong guitar sound on the slider end.
  16. 00:30:397 (6) - Why the repeat here? You're putting a fairly prominent guitar beat on a slider end which is typically a huge no-no.
  17. 00:31:397 (1) - Based on rhythmic patterning this would probably be better suited as two circles. Listen to the guitar on 50%, and notice how 00:31:286 (4) - is a lead in for the guitar 1/2s. (Also, that being said, 00:30:730 (1,2,3,4) - doesn't seem entirely kosher because 4 isn't quite connected to that pattern musically, so it should probably be a bit more detached.)
  18. Continuing from the above point 00:31:397 (1,2) - has such a small spacing when its higher pitched compared to 00:31:730 (3,4,5) - whereas you give the transition between the patterns, 00:31:619 (2,3) - fairly good spacing. Altogether though, it gives the pattern no clear direction. When you, if you, change the slider to two circles, make 1>2>3 larger than 4>5>6 and nerf the transition between 3>4 so that its not as big as your current 2>3.
  19. 00:32:286 (2,3) - Incredibly strong drum beat paired with a strong part of the guitar melody, and you give it a practically non-existant spacing. I don't think much elaboration is needed here.
  20. 00:32:730 (5,6,7,8,1,2) - This entire sequence here kind of just feels like you ran out of room. It doesn't follow your established flow and overall it feels cramped and way too circular. The worst spot though, is probably 00:33:064 (7,8,1) - after you've established those wider angle jumps on the previous notes.
  21. 00:33:397 (1,2,3,4,5,6) - These are all consistent in the music and the map, so good job there. The spacing from the sliders to the next circles is a bit too high, so I'd nerf that. To compensate, give more spacing to 00:34:397 (7,8,9) - since its a buildup and has more intensity. If you want to make the pattern great, give them an expanding DS as well.
  22. 00:35:730 (7,8,9) - These definitely need more as well, though probably a descending DS would work better after the 7>8.
  23. 00:37:064 (7,8,1,2,3) - Why this at 270? Its essentially a square jump into a borderline linear path. There are definitely better alternatives that can be found. Also, the transition of 8>1 is really really large for no apparent reason.
  24. 00:37:397 (1,2,3,1,2,3,1,2,3,1,2,3) - I mentioned this pattern itself in one of my earlier statements, so I don't think I need to go into detail. Also, it doesn't even work correctly which I find kind of funny that no one mentioned. 00:37:397 (1,2,3,1,2,3) - 3's are stacked on each other, but 00:38:064 (1,2,3,1,2,3) - then the 3's are stacked on the 1's.
  25. 00:38:730 (1,2,3,4,5,6,7,8,9,1) - Any reason it goes from stacked, unstacked, unstacked, stacked? I think stacking all or unstacking all is best.
  26. 00:39:175 (7,8,9,1,2,3) - I probably would give the 7>8,9,1 more spacing and then nerf the 2>3 spacing just a tad. I think right now it doesn't feel as intense to play as it could/should.
  27. 00:40:397 (3,6) - Both of these have strong guitar notes on the slider ends, kind of makes me sad. I think this is undermapped and not for the best.
  28. 00:41:619 (2,3,4,1) - Kind of a weird flow + spacing. I feel like if you stared at this for a while you could probably do something that falls a bit more in like with the rest of the map.
  29. 00:42:064 (1) - Same point as earlier, two circles. Also, the overall pattern 00:42:064 (1,2,3,4,5) - has pretty poor flow if you look at it note by note. 2 is placed to the up and left of the slider's tail, implying the next note will be in the lower right quadrant, which is not what you've done. After you hit the 3, which defied expectations, you have a sharp angle into the 4>5 which plays quite well, and then a huge jump (bordering on a right angle) into 00:42:730 (1) - which then basically goes the exact opposite way of your cursor flow. So overall the pattern could definitely be improved.
  30. 00:43:064 (3) - Same as earlier.
  31. 00:44:064 (1,2,3,1,2,1,2,1,2,3) - The guitar is the more prominent instrument to the ears. The current patterning makes sense with the drums, but definitely not to the thing thats dominating the ears. I'd recommend changing it to prioritize guitar and reference the drums. (As in use your circles/sliders to follow guitar but use spacing to emphasize drums.) When you do this, basically 00:44:064 (1,2,3) - these end up being the same sound, which means 1 should be circles, 00:45:064 (2) - ends up being a transition which should also be circles, and overall your spacing should be getting larger until 00:44:953 (1) - due to the increasing drums. You also give some of the largest spacing to 00:45:064 (2,3) - which is relatively mundane. Overall this pattern is definitely the worst pattern in the map so far.
  32. 00:45:286 (3,1) - Baby spacing.
  33. 00:46:397 (7,8,9) - I'd give this a bit more DS like I mentioned earlier.
  34. 00:49:397 (1,2,3,4,5,1,2,3,4,5) - It would have been cool to see the first 1,2,3,4,5 have a larger DS than the second to emphasize the drum's decreasing pitch.
  35. 00:50:730 (1) - I'm kind of sad the piano didn't get any fun emphasis since its such a cool section of music. Overall a lot of your spacing is similar to previous sections 00:50:730 (1,2) - like here and 00:51:619 (2,3) - here, so on and so forth. Overall I'm not the biggest fan of this section design/spacing-wise, just because I feel like theres an entire instrument not being considered in the section. I'll point out a few things that should be changed, but glazing over the rest.
  36. 00:52:730 (1,2,3) - 00:58:064 (1,2,3) - Really intense, needs more spacing.
  37. 00:54:730 (1,2,3,1,2,3,1,2,3) - Mentioned this in intro paragraphs.
  38. 01:00:064 (1,2,3,1,2,3,1,2,3,1,2,3,4) - In my opinion, this is way too clean compared to the rest of the map. It feels super unnatural and out of place, as well as the pattern itself is super linear for your BPM. The spacing helps with it being a bit too linear, but yeah. I feel like you could have done something better. 01:01:286 (3,4) - This is getting less spacing than 01:00:730 (1,2,3) - this even though the 3,4 has more intensity, as well.
  39. 03:34:125 (1,2,3,4,1,2,3,4,1,2,3,4,5) - These are fairly consistent musically unless you listen to the strings. The strings don't really follow this pattern either, so overall I think this is just unnecessary.
  40. 03:41:680 (1,2,3) - I actually really like this, when I first mapped this song forever ago (spoiler the map was trash) I wish I had thought of this.
  41. 03:46:124 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Having these have two different DS's based on string pitch would be a really cool way to make this map more interesting.
  42. 03:47:013 (1) - I think having this really makes the transition jarring. You definitely can't really hear a 1/2 rhythm and its definitely still drumming in the background. I'd either do two kicks OR a 3/4 slider with a silenced end.
  43. 03:47:236 (2,3,4,5,6,7,8,9,10,11,12,13) - I think that this isn't quite connected because of the string. I'd do something different than your other patterns, like a really stacked stream or repeating sliders.
  44. 03:47:902 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Same as above.
  45. 03:48:791 (1,2,3,4) - Visually, I think 03:45:236 (1,2,3,4) - was better as it segmented them into two sets of two. The music kind of follows a do-do du-du type pattern, so I think that 03:48:791 (1,2,3,4) - should try to do the same.
  46. 03:50:791 (2,3,4,5,6,7,8,9,10,11,12,13) - Similar to the last part, making 03:50:791 (2,3,4,5) - kicks would be worthwhile to emphasize the repeated string that ends on 03:51:013 (6) - .
  47. Those points can basically be copy/pasted for a bit, I'll skip to the interesting parts.
  48. 03:54:791 (1,2,3,4) - Kicks would have worked much better here because the spacing and movement could have better emphasized the transition and building intensity.
  49. 03:55:013 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - There aren't really a whole lot of times the strings is doing a "do-do do-do do-do, etc" in the song, so having it mapped as a bland stream is dissapointing. I'd suggest kicks + stacked triples.
  50. 03:58:569 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Once again, DS changes wold be baller, maybe even to the vocals for added epic-ness.
  51. 04:00:791 (9,10) - Repeats because of her held voice? Or is there another reason? Overall it doesn't really seem to fit the standard you've established thus far so I'm not sure how I feel about them.
  52. 04:01:902 (1,2,3,4) - Kicks here would be better.
  53. 04:03:458 (1,2) - These feel out of place since her vocals are not accompanying them. I would have went with repeat-sliers.
  54. 04:03:902 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Model this off of 04:11:013 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - that. I think you did much better there.
  55. 04:05:680 (1,2,3,4,5,6,7,8) - Wait what, why does the DS randomly change halfway through the stream what
  56. 04:13:458 (4,1) - Pretty large spacing out of nowhere accompanied by a pretty circular flow at 04:13:680 (1,2,3) - just feels pretty awkward in general.
  57. 04:13:902 (3,1,2,3) - W-why? This doesn't play well at all.
  58. 04:14:347 (3,1) - Whats it with you and having opposing slider directions at high BPMs? If It was CTRL+G'd I could see this working, possibly, but as it is now its just really harsh on the player and overall kind of clunky.
  59. 04:15:680 (3,1,2,3) - Same thing as earlier, these are pretty weird at the BPM. They kind of remind me of Image Material but not nearly as structured and with DS thats a bit too high.
  60. 04:16:569 (5) - Are you missing a drum sampleset whistle here?
  61. 04:19:013 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Definitely one of those places where different DS's would really shine.
  62. And honestly, those points really cover the biggest majority of issues that appear in Empress.
  63. As a general disclaimer for this post, a lot of people say things like "Well its in {insert generic TV size map here} so why isn't it fine in this?" Really, in the end, everyone has varying standards. (Also its much harder to get mappers to change inconsistency issues over 90 seconds versus 450 seconds. You have more to work with and can support your mods better on the 450.) Its much easier to rank an inconsistent generic 5.8* map than an inconsistent and generic 8.4* map. One of the reasons being is the 8.4* map always ends up with more eyes on it than the 5.8* map - especially with the reddit posts making sure everyone realizes a hard map may get ranked. The other reason is that in all honesty, all hard maps should definitely be held to a higher standard. These maps are the top end of our game for ranked (disregarding mods) and should definitely be mapped in suit. So those reasons, paired with the fact that Fetish wanted me to nazi-mod this, is why I was so hard on this map.

A few ending notes. I decided to mod only 1 minute from each map, lest I just repeat myself the entire time. The map isn't beyond saving, but still needs a lot of work. Some entire sections need to be overhauled while others are relatively fine. In my opinion, though, its best to let this just stay as a map you've learned from and move on. Revisit Undead Corporation in the future, with a non-marathon map, and show everyone here how much you've learned. But yeah, hopefully this helps. Feel free to ask questions for clarification.
Ayyri
Rip Matte.
Topic Starter
EphemeralFetish
Sweet freedom via grave here I come. Kreygasm

I may actually totally remap it
7ambda
I'm legitimately wondering how Mazzerin got Apparition ranked when it's practically impossible to get any 8* map ranked nowadays.
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