I didn't mean that nor support shadow's opinion. If anyone argue with him then it's off topic.
Sophia wrote:
Setting aside how hard it is to read, there are some things which just don't feel right with this mapset. I simply for the life of me cannot come to understand how, for example, in HW's EX, things like
01:12:775 (1,2,1,2,1,2) -
Are completely fine. It's practically a 1/4 fullscreen jump, when there are sections of the map that have a much shorter distance snap when they're 1/2 or similar. Distance snap seems to be something that was tossed out the window in a few of the difficulties. Even if it is fine for gimmicky reasons or mapping reasons I do not comprehend, a fullscreen 160bpm 1/4 jump doesn't really seem something we should be seeing in ranked mapsets. I suppose such things as basics kept in the wiki are not something that applies to popular, experient mappers. Or maybe the wiki just needs an overhaul. i don't see your exact point of why 160 1/4 jump is not fit to rank, otherwise it'll be not fit to rank anything breaking the distance snapping.
But what the hell, I'm no mapper and this is going to get ignored because I'm not good enough to play the difficulties regardless.
oh well, maybe we should be more careful about things got past.ecdonald wrote:
fmm...I'd like to have an opinion that we should just wait Hollow Wings but try to do reading comprehension her map and pick up some issues which is expected to help improving map actually with valid reason as much as possible before our be too belligerent. I think HW will explain the theory of HW's EX since, according to her user page, her mapping style is making objective sense.
It is hard too comprehend HW's EX for my skill, but I found one point to be a little worried about. just suggestion.
00:37:900 (1,2,3,4,5,6,7,8) - I couldn't find any good reason for these placing. it looks a bit too monotonous for the song because the sound of this song of this timing has not completely same melody. how about ctrl+G on 00:37:900 (1) - and 00:38:275 (3) - (separately) ? this up-and-down cirsor moving with this placing would follow the song-melody's up and down. and 00:38:650 (5,6,7,8) - has a bit different melody to 00:37:900 (1,2,3,4) - , so I'd recommend to change this placing, too. especially 00:39:025 (7,8) - would more fits with four 1/4 circles imo, which has slight special melody compete with before ones. the reason i set tapping point in really short distance here is for the map's following aiming style which really required good movement skill from players, like some 1/4 jumps and really fast sliders. aiming for this pattern may be a pause to them to get really in their own phase. for mapping way in some kind of emotional things, it's still working good that let players be focused on what'll appear even with more and more heated beats at 00:37:900 (1,2,3,4,5,6,7,8) - with overlapped and easy-to-complete pattern as well.
thanks! sorry for trespassing on the discussion (the reading long text is also lerning English for me who is poor at English lol), hope it gets requalify.
I had changed the patterns according to this post, although the original suggestion doesn't fit the style of the map. So this is implicitly fixed.MillhioreF wrote:
As long as we're here, PLEASE fix 01:25:900 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4). The cursor movements required are incredibly unnatural, on top of the massive difficulty of the section in the first place. If you keep the spacing, at least provide some sort of flow like you do in the notes before it.
An example of how it could be fixed (doesn't have to be like this though)
Shad0w1and wrote:
只是觉得你的NC越改越难看了。。。不如之前的好,你现在这样根本不好读了
01:26:181 - 这里这一大串NC改回去啊,现在的丑爆了。。。能打的玩家还是能打,不能打的叒比还是一脸2逼 反对,这些nc极大的帮助了玩家的读图
01:21:775 (1,1,1,1) - 这几个NC怎么看怎么逗比。。。能打的依然能打。。不能打还是不能 同上
01:57:400 (6) - 考虑NC 没有在这里特意断开必要
00:21:962 (5,6,7) - 应该和 00:21:400 (1,2,3) - 00:22:337 (8,9,10) - 一样的间距 这里提供一种渐进的感觉
01:34:056 (4,5) - 01:35:556 (1) - 这两段还是改成一样吧 同上
Hula wrote:
So. I really don't understand nearly anything that's going on in AXION_REBORN
But, I believe that 00:53:093 - has a missing object at the very least in AXION_REBORN because you're mapping like everything occasioanlly (which is completely unnecessary and not suitable for osu - this is a rhythm game not a orchestra simulator) Currently the gap you have here looks completely broken when there should be an object cos there's drums and synth stuff. as discussed, this was an intended feature to let user to notice the long chord, which emphasises the music
Edit: So, 00:27:587 - no object here? You're mapping the synth most of the time, but you start off the intense rhythm stuff with something which isn't even in the song. This should be a triple. the music stressed the first two 1/4s but not the 3rd. this should be perfectly fitting.
00:27:681 (3) - This is a terrible example of how to use a repeat slider. You put the clap on the middle of the slider whilst the slider head and tail land on blue ticks which are synths which are constantly 1/4 beats for several bars. I don't understand. sometimes basic principles don't correspond to the real game play. the reverse after the long jump gives player a solid "reflection" feeling which emphasises the clap
00:43:525 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,1) - This section in the song has constant 1/4 synth stuff, but that's like the least interesting part of this part of the song. You could do such good things by mixing in the drums with the synth stuff. imo that's how the song goes. a repetitive 1/4 makes the player focus on the flow.
00:49:525 (1,2,3,4,1) - Overmap, no need for 1/8 sliders here. Sounds like we should be expecting a rollover sound, but we don't. there is a reverse drum, as I observe
01:00:212 (7,8,1,2,3,4,1,2,3,4,1,2,3,4) - This might look cool. But wtf. Going back on yourself in streams is ass. 01:00:681 (4,1) - I can hear in the song the justification for this, but it just doesn't fit. So, in this pattern you're mapping the piano, therefore why have you included in the same pattern this 01:00:400 (1,2,3) - this is not piano sounds part of the rhythm, yet you included it in the pattern making it look exactly the same as the rest which is confusing. The pattern should start at 01:00:681 (4) - being constant should help the player. I don't see how that would be confusing
01:00:400 (1) - This should basically be a 1/2 slider because right now this pattern doesn't make sense. not really a valid reason
Whilst we're at it, can you explain these jumps 01:34:525 (3,4,5) - So, there's a jump from 3 to 4 cos of a synth, but then there's a reduction in DS from 4 to 5 despite it being a drum and when you're listening to the song it is much more dominant than a subtle change in the synth stuff. because drums are deep in the frequency, that's how I emphasise them
01:38:650 (1,2,3,4) - These are all practically the same sounds yet why have you spaced them like this? They should have equal spacing. because they have difference in pitch
Are you fucking kidding me? Your mapset takes so many liberties. I'm busy this week and i wrote down a small but broad ranging mod cos i know that these issues have been brought up before and clearly haven't been dealt with.Flower wrote:
To Hula:
Your "mod" is appreciated, but not taken. The map is good, and you should feel good.
Have fun.
Thanks for taking your valuable time and provide useful feedback.Hula wrote:
Are you fucking kidding me? Your mapset takes so many liberties. I'm busy this week and i wrote down a small but broad ranging mod cos i know that these issues have been brought up before and clearly haven't been dealt with.
Don't be rude. Thanks bro
P.s. if you end up denying everythig from everyone's mods, you're clearly bullshitting your way to an easy rank. This mapset has barely changed from the first time you tried to rank it
Hula wrote:
Are you fucking kidding me?
Hula wrote:
Don't be rude. Thanks bro
Disqualifications allow mappers to discuss their reasons behind patterns and make changes accordingly, if good points are brought up by other modders. If you're expecting everything to be changed due to a disqualification, then you're honestly approaching the disqualification process with a wrong mindset. You're not here to force changes onto the mapper.Hula wrote:
If you end up denying everythig from everyone's mods, you're clearly bullshitting your way to an easy rank. This mapset has barely changed from the first time you tried to rank it
Nice.Hula wrote:
All i'm saying is, don't deny everything, cos this is the 2nd time now and you'll only end up going around in circles. If it's not unrankable there's no real reason a mapper has to accept even one point
And monstrta you're the guy who tried to dq my mapset cos a quirky normal cos you don't like me. Don't try to take some moral high ground here about mindset towards dqing wow so you tell Flower not to be rude but then in the same post you are rude yourself, and then Monstrata is apparently a terrible person according to you
LOL good job on giving a personal opinion when it isn't necessary, and telling everyone to be polite when you're not using polite languageHula wrote:
All i'm saying is, don't deny everything, cos this is the 2nd time now and you'll only end up going around in circles.
And monstrta you're the guy who tried to dq my mapset cos a quirky normal cos you don't like me. Don't try to take some moral high ground here about mindset towards dqing
idk I just found it weird that Skystar's diff (which is easier than AXION_REBORN) has higher odFlower wrote:
Why? OD8 is already ok for bpm 160.
i would kindly suggest just to leave the thread alone, ur not making a very good impression of urselfHula wrote:
All i'm saying is, don't deny everything, cos this is the 2nd time now and you'll only end up going around in circles.
And monstrta you're the guy who tried to dq my mapset cos a quirky normal cos you don't like me. Don't try to take some moral high ground here about mindset towards dqing
you have to keep in mind that a map's star rating being underweighted/overweighted or not has little to no impact on map quality. star ratings shouldn't even be involved when you're discussing map quality.-Kanzaki wrote:
Generally what i see when i look at this diff is it plays like 7+ star map but it is 6.71 and is short so i won't retry.
not being properly reflected by sr (under-/overrated) should never be a reason for changing a pattern or whole part-Kanzaki wrote:
00:54:400 (1,2,3,4,1,2,3,4) - And these kind of parts are pretty challenging as well where star difficulty cant understand what flow is, my suggestion is you can make them flow a bit better while you keep your style and SR same like this
Cheers-Kanzaki wrote:
I got some stuff to tell about gameplay as a player most likely. There are parts really annoying to play.
AXION_REBORN:
00:21:400 (1,2,3) - I feel like music changes on 1 not on 2 as you NC'd but i didnt get why you space 1 to 2 instead of 9 to 1, visually doesnt seems cool either but not really important tho. The pitch is raised at 2, therefore, I put a higher spacing. But you make some point as well. I will not hurry to push my thing to rank soon and will consult some pro mappers later.
00:21:962 (5,6,7) - Also you could make this one same as the 00:21:400 (1,2,3) - ctrl c this and ctrl g. Same
00:31:618 (5) - I am totally against these maybe you thought it will work like this but it plays like this. Yea its pretty challenging not really telling you to change but check if you didn't meant or you did to flow it like on the second picture. Yes that's totally how I expect players to play. The 3/4 drum in the music is some absurd stuff and I would like to recreate it in the map.
01:21:400 (1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4) - On these part why is the jump on 4 to 1 you simple could put 1 and 2 upper and somewhere closer to 4 and you also break the flow there which makes here super hard. Both BMS and Cytus (I don't want to talk about Cytus though, the fumens are crap) fumen have a vertical duple on 1 and 2, and I think this is the way to emphasise it.
00:54:400 (1,2,3,4,1,2,3,4) - And these kind of parts are pretty challenging as well where star difficulty cant understand what flow is, my suggestion is you can make them flow a bit better while you keep your style and SR same like this Skystar addressed this, and I agreed. Besides the suggestion in the picture isn't my style though
Generally what i see when i look at this diff is it plays like 7+ star map but it is 6.71 and is short so i won't retry.
Imo 00:55:150 (1,2,3,4) - is some "fall in steep downhill" part which leads to an acceleration of 00:55:900 (1,2,3,4) - , therefore making a low spacing makes sense for entering such a notification pattern.Lasse wrote:
pattern is nice, though I don't get why 00:54:962 (3,4,1) - is consistently spaced when 00:54:400 (1,3,1,3) - all have much higher spacing?
isn't it bad to say this when you're a bnsahuang wrote:
When can we do this again
maybe yes o.oKaren wrote:
isn't it bad to say this when you're a bnsahuang wrote:
When can we do this again
_DT3 wrote:
OMG
as a both a mapper and someone who can all of the diffs adequately including Skystar (1 miss score right now as it's qualified) this pattern is completely fine both playability wise and rhythm wise, there isn't anything really questionable about this random pattern tbhWORSTPOLACKEU wrote:
Slystar's Expert
01:18:681 (2,3,4,5,1) -
Is this really going through?