flowering bn fever
Well, to be honest, i usually want to keep one combo for a whole pattern (a star will be like 1-2-3-4-5, not like 1-2-3-4-1), if you know what i mean.Anxient wrote:
it has been bugging me for quite awhile now, but for the top diff,
00:01:692 (9) - and for all similar sections, ekoro, youre not gonna NC this because of downbeat?
;l
That's the spirit!Alheak wrote:
If people have a problem with it, they should just come and say it here and now, I believe this set has gotten enough attention for mappers and modders to know about it already.
Any post-qualification drama would just prove that those people have nothing better to do than to piss people off.
We know this set is quite edgy, and we are ready to make some sacrifices to rank it. We just want people to speak their mind about it now so we can change things accordingly.
If nothing is said officially here, we'll assume nothing is wrong with it and go on with the ranking process.
Thank you for the mod!TheOnlyLeon wrote:
Alright, I'm here with my week late M4M, sorry just some bullshit IRL problems, moving on.
EXTRA
00:21:968 - (1) This note should be in a very different location from my perspective, like around ctrl+J area. I think this would work better if the strong note was reflected to where the curve of the previous notes highlights, Also having an increase in distance would make a lot of sense here where as right now, it just sits still more or less. I think the "break" in the curved flow is enough emphasis for this beat, I want to keep a constant spacing because of the very high BPM, and also because this small part is quite "calm" relatively speaking, we're strongly losing in intensity for the small break coming right after
00:34:382 - (5,1,2,3,4,5,6) This sounds kinda broken since it goes against what all the leading patterns have followed, I'm not entirely sure what I can suggest here, but I don't like how the first note of the heavy drums here is mapped by the tail of slider 5, it ends up feeling like you're going into the pattern with a delay. I dont understand what you're finding wrong here, the pattern begins like the previous ones on a strong downbeat (big white tick), which helps keeping the rhythm intuitive
01:14:313 - (5,6,7) This sharp turn honestly kinda hides the stream because of appearance, at a quick glace it appears that the slider is two ticks longer than it actually is, and the song doesn't help the case either, since at this point the drums are relatively background white noise and it wouldn't be a stretch to assume that you didn't map to the drums here. what kind of skin are you using, I really don't see how this turn can be confounded for anything else than a stream, so I can't really fix that
01:31:899 - This section feels counter-intuitive, since at this point, is when the guitar section of the song starts kicking in, and is very dominant over any other track, yet you don't start paying attention to this track until 01:33:296 - And even then it's relatively minor. It'd feel much more intuitive and graphically fit the song better if you mapped out this piece rather than sticking with the drums that're relatively quiet and have been maintained for pretty well the entire track since the drums are not what makes the song interesting. The thing is the guitar track is way too complex and imprecise to be properly map, you have to consider the fact that for the difficulty spread, this has to fit properly between the quite "easy" Lunatic and the quite hard Wolf's Night. This difficulty has to be both intuitive and easy to read while still being challenging to play in a practical way, so I need to map following the most easily recognizable rhythmical patterns. Try to listen closely to the guitar track and try to make sense of it rhythmically, it's just not possible and even if I tried really hard, I'd just be an absolute mess to map and play
01:42:244 - (1,2,3,4,5,6,7) This entire stack doesn't make a lot of sense to me, I find even at 25% speed I have trouble lining up any of the tracks to this exact timing, and the dynamics of the stream change halfway through, while I can't tell the difference as to what's happened. You could keep the timing as it works alright in the high bpm since most people wouldn't be able to tell at that speed, but the dynamics should be consistent since there is little to no change musically here. the guitar is shredding 1/3s notes constantly for the whole section. Sometimes imprecisely I agree, but it's a fairly recognizable rhythmical pattern and relatively easy/intuitive to play
02:19:434 - (4-12) I feel like this stream kills any consistency in rhythm here, I get that there is in fact drums there, but they're incredibly quiet and frankly I could only tell they were there on 25% speed and even then I had to go back and double check cause I still wasn't confident. I'd recommend either getting rid of this stream since it doesn't fit, or at least give it some loud hitsounds so that it SOUNDS like there is an actual stream there, cause there is, you just can't hear it at full speed. you have a point here, I may change this but I want to break the repetitiveness here since the previous patterns are quite dull to play
INSANE
00:30:555 - (2,3,4) The spacing of this stack is really close together compared to the previous slow streams, which would make me inclined to think that this was a full speed stack, I'd try to space this out more, make it a bit less deceptive in appearance. changed
00:34:072 - (2,3,4) ^^^^^^ same
01:41:830 - (1,2,3,4,5,6) I can't quite figure it out, but somehow this sounds offtime, I slowed it down and it still sounds wrong, although I'm not sure what the correct answer would be, I feel like this is a case where it starts slower and speeds up however, while you have it at a uniform pace. Just take some time to look at this one yourself. As I said for Extra, this is all 1/3s, the illusion of acceleration comes from the impreciseness of the guitar and the raise in intensity and tone. I did change some things here
Well, that's all I have for that diff, I have much less to say about the lower diffs, and frankly I don't feel comfortable dealing with the upper diffs at the current time. I hope I was able to say something of value, GL with ranking this one.
- Rules:
- Pick one of the maps above
- You mod first
- Total drain time < 15 minutes
- No diffs above 6.5*
Thank you!Chaoslitz wrote:
M4M (Sorry for delay)
well as i have said...
- Rules:
- Pick one of the maps above
- You mod first
- Total drain time < 15 minutes
- No diffs above 6.5*
[Normal][Advanced]
- 00:30:244 (3,1) - The angle of flow here is really sharp, also the overlap doesn't look well, it would be better if 00:30:244 (3) is curved in opposite direction (give up the blanket) fixed
- 00:30:865 (1,1) - ^ as well, the angle same
- Yea i know all of the reverse sliders you used in kiai time have 2 reverse, but I am afraid if beginners can react it well will with this high bpm removed one repeat from all repeat sliders and rearranged them
- 02:36:451 (1,2) - Same as 00:30:244 (3,1), you can just have the same solution fixed
- 02:39:761 (1,2) - 02:45:555 (3,4) - 02:48:865 (3,4) - ^ same
- As the lowest diff and considering about the bpm, I would suggest you to decrease in the rhythm for a bit, rhythm in stanza like 00:35:624 or those kiai are too intense which is not good for the lowest diff of a mapset, leaving gaps like what you have done in 01:35:210 are nice well i understand this, but this would widen the diff spread to unwanted proportions, and i don't want to denature the song too song, keeping a minimal level of difficulty and diversity in rhythmical patterns
[Hard]
- 00:06:658 (1,2,3,4) - This is the only combo which is not following the guitar in the first stanza become really confusing (as well as to have consistent with 00:13:279 (1,2,3) ) changed all those patterns with more appropriate and intuitive ones
- 00:40:589 (1,2,3,4) - ^, don't really know what it is following to be honest
- yea same as in Easy those reverse..... I am not sure if this is allowed to use or not in this case, you may have to find others to confirm well it's Advanced, it should be mid-way between normal and hard, and even if unexpected, those repeat sliders are not hard to play and players of this level should naturally wait before releasing completely
- 01:33:555 - Try something clickable on downbeat? i dont think they are any note or beat strong enough to justify this, but I do understand that it'd be more intuitive to play on the downbeat. For the sake of fitting to the song while keeping the rhythm/pattern simple, I believe the current setup is ideal
- 02:03:348 (3,4) - Same as 00:06:658 (1,2,3,4), also 02:03:348 (3,1) - switch NC fixed
[Insane]
- It is weird when you follow guitar at 01:22:796 (3,4) but not 01:23:624 (1,2) the guitar is a bit unprecise here and i want to keep it clean instead of bloating the map of repeat sliders
- 01:34:175 (4,5,6) - It is better to avoid overlaps fixed
[pishi's Lunatic]
- 02:16:589 (1,1,1,1) - Using 1/2 sliders will be fine, like what you have done in 00:53:830 (1,1,1,1) the drum beats are more pronounced on 02:16:589 (1,1,1,1) - , so I believe those repeat sliders are appropriate
- 00:16:692 (2) - You don't need this finish
- 02:01:486 (4) - Ctrl+g this I guess..? only this reverse slider is in opposite direction
Good Luck!
this^^^^^^^Kisses wrote:
Change SV of all taiko diffs to 1.4
At first I thought I had HR on when I first tested the Oni diff xdddd
when sk answers his mod ;;Ayyri wrote:
ok fr call me sometime soon
As you can see, I applied some of the points, but most has stayed unreplied as you clearly seem to be farily new in Taiko modding since some of your suggestions contradict with what you call as obvious pp mapping even tho it's not. But we will come later to that. Despite the beatmap being already very hard due to the nature of the BPM, some of your suggestions would have made certain patterns harder or more tricky as they actually already are, and which got mentioned above more in specific (red). Additionally what you might refer as pp mapping, which is rather a term for osu! but taiko, is in our term improvised mapping which is a valid stylistic device in Taiko - placing patterns with a recognizable rhythm / beat placement. While I have to agree that some patterns may be improved, which is why I gave Alheak my new update with some own changes combined with yours, the current setting is anything but made for pp. If anything, it is hard due to the nature of the song's speed which is abnormal high. Lastly, what should be also mentioned is that there aren't any unrankable issues in both beatmaps as they follow the RC and current mapping standards. The 1/3 is a bit unorthodox, but that rather due to the song.k3v227 wrote:
SPOILERthis^^^^^^^ Those are just bugs from the editor which appear when checking the AImod. It's not an attribute from the map itself.Kisses wrote:
Change SV of all taiko diffs to 1.4
At first I thought I had HR on when I first tested the Oni diff xdddd
-------------------------------------------
From my mod queue
Preface: There are many issues with both taiko diffs. Both aren't rankable yet and still need a lot of work IMO. A lot of patterns need to be reworked, and I will try my best to suggest changes. Nevertheless, this mod may seem harsh at some points, but I am just being honest and serious. Enjoy :3[Ono's Oni]
General: SV1.4 and resnap all notes.
Proposals:
00:03:348 (1) - Finisher. changed
00:05:003 (1) - Finisher. changed
00:41:210 (1) - Finisher. changed
00:48:865 (1,1,1,1,1,1,1,1) - Change to k. dons are very fitting here due to the song, but did it also intentionally so 00:52:175 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - has more impact instead.
00:54:761 - Add d. rest moment purpose, so people can rest for a moment
01:36:865 (1) - No finisher. Those are very fitting pattern and song wise, so I see no reason that would justify to delete those.
02:23:210 - 02:24:348 - Add spinner. It's fine without one as resembles the decay of sound.
02:38:106 - 02:49:692 - Replace a lot of 1/3 with 1/2 similar to earlier kiai patterns. This could be discussed about, but since this part is very 1/3 heavy, I would rather stick to 1/3 for now.
02:47:348 (1) - Delete. Instead, I used a d.[Ono's Ura Oni]
General: SV1.4 and resnap all notes. Some of the PP mapping is really obvious for this map and it doesn't fit at all.
Proposals:
00:25:072 - Remove x1.10SV There is no reason to remove these. This part is still emphasized but is losing a bit of impact due to the 1/2. The SV change prevents that by having aproximately SV 1.4. Changed it to x0.9 tho, since this is closer to SV 1.4.
00:28:589 - Remove x1.10SV ^
00:28:900 (4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - Ctrl + g Oh, you are right. Changed.
00:30:969 - Add k. It makes hitting the finishers just unreasonable harder on a BPM of 290.
00:31:072 - 00:32:003 - Change to this: https://osu.ppy.sh/ss/5927445 Higher pitch is on the down beat, so I mapped accordingly to this. But beside that, using ths pattern is rather unforgiving than the one I have since it is naturally pretty odd when starting off with ddk... .
00:35:727 - Add k. Adding one isn't beneficial as I want to acchieve clear disticntion between previous and upcoming part. Break can give their own impact as well and make hence upcoming part have a slight higher emphasis.
00:46:382 - 00:47:210 - Change to this: https://osu.ppy.sh/ss/5927561 Doing so contradicts the don placement I had before and make the last stanza inconsistent.
00:48:037 - 00:48:555 (12) - Change to this: https://osu.ppy.sh/ss/5927540 Another pattern which is harder than current one as you need to have a steady acc on a monoton stream while suddenly switching once to a single note. But beside that, I'm not agreeing to switch suddenly the main snapping which carries on every down beat a don.
00:59:624 - 01:00:348 (15) - Change to this: https://osu.ppy.sh/ss/5927636 Current dons (even if improvised) resemble the current drums in the background in a fine way and make the lower the emphasis of this part to give upcoming one a higher impact. Beside that, it's another pattern you make harder while you critzised this to be a pp map.
01:04:589 (1,2,3,4,1,2,1,2,3,4,1) - Remove 1/4. Did some own changes here and for the rest.
01:31:899 - 01:34:382 - Remap to a 1/3 stream for the guitar. As I am mostly improvising with following the drums at the background, going suddenly mainly with the guitar would be very odd.
01:51:348 (1,2,3,4,1,2,3,4) - Remove 1/4. Done.
02:36:348 (2,1) - Change to ddk and remove finisher on k. But what about the consistency?
02:44:038 (1,2,3,1,1,1) - Change to 1/1 K D K finishers: https://osu.ppy.sh/ss/5927823 Hm, this isn't actually bad. Will think about it.
02:49:692 - 02:50:934 - Change to this: https://osu.ppy.sh/ss/5927854 Here is pretty much nothing beside the significant drum sounds.
02:51:451 - 03:00:451 - Add spinner. Possible, but I prefer to have none.
Hopefully this is helpful
-Kev
2 days ago, i decided to change some parts a little bit because it didn't fit the real intensity of the track._DT3 wrote:
Ok, will someone tell me when Fever was bumped up to 9*
Ah ok, good to know ^^Ekoro wrote:
2 days ago, i decided to change some parts a little bit because it didn't fit the real intensity of the track._DT3 wrote:
Ok, will someone tell me when Fever was bumped up to 9*
I had to hold back a little bit (by using less spacing on streams) so it could still be suitable
now i feel like the track really needs this, the 1/2 had boring spacing and didn't fit totally the track, etcetc
overall, in my opinion my diff really describes how powerful this music is
and i actually wouldn't mind if my diff was less difficult "star-wise" than mazzerin's map, i mapped exactly what i wanted
he got a 9,32* diff anyway
ye too bad urs are garbo LOLEphemeralFetish wrote:
You need an 8* difficulty now. :^)
love u ekoro <3Ekoro wrote:
overall, in my opinion my diff really describes how powerful this music is
Alheak wrote:
I'm afraid no.
I don't want to have to deal with any more GDs.
loved maps can still move to rankedEraser wrote:
>_> rip pp
In theory yes, but in practice no.LastExceed wrote:
loved maps can still move to rankedEraser wrote:
>_> rip pp
Alheak wrote:
We're going for Loved to gain some attention and to see what works and what doesn't especially in the highest difficulties so that BN can more easily mod the set.
please rankAlheak wrote:
We're going for Loved to gain some attention and to see what works and what doesn't especially in the highest difficulties so that BN can more easily mod the set.
LastExceed wrote:
loved maps can still move to rankedEraser wrote:
>_> rip pp
this man is about to become the wrongest man in the worldSliderr wrote:
so as expected, this set is in loved forever. rip another fun set
Realazy wrote:
[Wolf's Extreme Night, in theaters March 24th]
01:08:106 (2,3,4,5,6,7,8,9,10,11,12) - i feel like this should be a continuous stream, i don't hear anything in the music that particularly asks for a 1/2 break here. an idea could be having kicksliders on each note the lead guitar plays? k
01:34:381 (1,2,3,4) - wouldn't this rhythm fit the guitar's rhythm better? i think a 1/2 slider would also help greatly with transitioning from 1/3 to 1/2 Talked about it on vocal, basically I'm mapping the bending over the lead note and not anything else so no change
thank you! fixed for ekoro'sRealazy wrote:
oh boy
[General]
everything will freeze 2 the return
also make combo colors consistent
[Flowering Extra]
would be nice to raise OD a tad to avoid notelocking issues, 9.3 could be nice imo okay
00:19:175 (2,4) - could've been nice to have those as repeat sliders since there's a drum roll going on in the background mhh i think like this would fuck up the rhythm here, and i wanna keep 00:19:693 (7,8) - clickable because of the drums, but changed in another way to map the rolls, it was a bit obvious but for some reason it flew right past me
02:20:106 (2,3) - movement here looks very iffy due to the very wide angle at such a high bpm, would be nice if you could arrange 02:19:900 (1,2,3,4) - differently to have something more comfortable to play changed
[Lunatic]
od8 to avoid some notelocking could help a ton here okay
make sure taiko/mania is ready
LOLMonstrata wrote:
Hi I think this map is too hard so here are some convoluted mod posts I want you to explain to me. Also stop mapping for attention!!!
Shhh the map isn't qualified yet. It's too early to break the mapper's spirit.Monstrata wrote:
Hi I think this map is too hard so here are some convoluted mod posts I want you to explain to me. Also stop mapping for attention!!!
fuck my mapper spirit is 🅱roke nowMonstrata wrote:
Hi I think this map is too hard so here are some convoluted mod posts I want you to explain to me. Also stop mapping for attention!!!