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ROUND TABLE featuring Nino - Puzzle [CatchTheBeat|Osu]

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Ascendance

JBHyperion wrote:

Alright, let's take a step back for a second and stop attacking each other.

Mistakes can happen, stuff can be forgotten - it's not the end of the world. However, all mods still require a proper response in any case. Whilst I appreciate that the mod was made some time ago and it might be difficult to accurately recall what was applied from it, please do your best to give a response at your earliest convenience.

If there's no adequate response 24 hours from now, we will have to disqualify the map until such time that one can be produced. Consider this a grace period for an honest mistake, and try to make sure it doesn't happen again in the future (:
Sure, as I said to ZiRoX, and as I stated in the logs here I told FoxyGrandpa to make changes for me for the points I directed, which was the final point, and the one directed at the jump. I didn't say to apply them directly, so the coordinates are obviously not the same, but I did check after and agreed with the coordinates he moved them to. As such, I'll address the points I didn't accept.

Gordon123 wrote:

[Ascendance's Rain]

  • lol nice diff)
    00:50:397 (4) - move it to x:144 y:112 The slightly tilted vertical stack is something I've done quite often as of late, and it's used here as a good way to "catch" the leftwards movement. As such, I don't really want to change it.
    00:50:486 (5) - move it to x:112 y:80 Instead of the full jump, the distance was slightly moved to create a perfect stack. As expected of a standard mapper B)
    ^ i think here better jump lol
    00:59:071 (4) - move it to x:136 y:328 The same goes for here.
    00:59:161 (5) - move it to x:176 y:296 seems he moved it slightly to keep the aesthetic consistent with the other stack
    ^ better to have been sent to the 00:59:342 (6) - )
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

nice map :D
Good Luck ;)
Again, sorry for the confusion this caused, but hopefully things are okay. If there's further questions, please let me know
Xinnoh
Somehow your CtB diff got through with only two really small mods from CtB players that I can see in this thread. While I know you are confident in your mapping, no map is perfect (where did I say that before?). You should have had at least one good CtB modder look at it before it was ranked. If other people did look at this set then it should have been mentioned somewhere.
There was a couple things that really stood out to me that I would like addressed. I'd appreciate it if you would properly look over them.

Rain
00:30:246 (3,4) - This could almost be called an edge dash, but there is no change in anything at all in the song. The lyrics are slowly decreasing and has no real change until the slider end, so you could potentially make the distance snaps smaller as they go on in this bar, but a sudden increase makes no sense. You could give it a similar angle to the last two sliders to fix this, or something else you could do. It's unplayable unless you've memorised it's there.

00:37:294 (2) - Same thing as above, while it's more justifiable because of the "drop", it's still too far to be have any flow.
Those two points above are the main reason why I feel it needs a DQ

00:39:463 (5) - Putting the circle on this side has some really weird flow, and there's no real change in the music to have antiflow like that. It's difficult to read because there's no way to predict it.
An example of that circle flow being used correctly was 01:17:076 (7) - While I didn't like the last one, this one is fine because you established the right left pattern with 01:16:172 (2) - just before.

00:40:728 (4,1) - This hyperdash is insanely far compared to everything prior to chorus. While the singer does go a little bit lower, it's nowhere near enough to make this reasonable.

00:59:704 (1) - There aren't any non-hyperdash jumps in the kiai sections that are close to being this far apart. Move it closer or make it a hyperdash.

01:14:342 (1) - If you're following the hitsound patterns of the other diff, then this needs to be soft. Sounds weird when half of the same bar is soft and half is not.

Not worth a DQ on its own, but I'll mention that 00:21:210 (2) - might be too far by a couple pixels. That and the Final spinner is missing the whistle that is used on Hard/Insane/Conspiracy


I would ask that another good CtB modder takes a look at this if it does get a DQ, since I know that the BN/QA team is better at this than I am.
Ascendance

Sinnoh wrote:

Somehow your CtB diff got through with only two really small mods from CtB players that I can see in this thread. While I know you are confident in your mapping, no map is perfect (where did I say that before?). You should have had at least one good CtB modder look at it before it was ranked. If other people did look at this set then it should have been mentioned somewhere.
There was a couple things that really stood out to me that I would like addressed. I'd appreciate it if you would properly look over them.

Rain
00:30:246 (3,4) - This could almost be called an edge dash, but there is no change in anything at all in the song. The lyrics are slowly decreasing and has no real change until the slider end, so you could potentially make the distance snaps smaller as they go on in this bar, but a sudden increase makes no sense. You could give it a similar angle to the last two sliders to fix this, or something else you could do. It's unplayable unless you've memorised it's there. While the distance is admittedly a bit bigger, I don't think this warrants a DQ, as even if I was to change it, the distance would only drop one or two grids.

00:37:294 (2) - Same thing as above, while it's more justifiable because of the "drop", it's still too far to be have any flow. It flows fine though? It's coming out of a full circular-flow slider with the intention for the player to make the dash to the next note. Again, the distance is a bit far, but it's justified. If I was to change the distance, it wouldn't be much different than it is now.
Those two points above are the main reason why I feel it needs a DQ

00:39:463 (5) - Putting the circle on this side has some really weird flow, and there's no real change in the music to have antiflow like that. It's difficult to read because there's no way to predict it.
An example of that circle flow being used correctly was 01:17:076 (7) - While I didn't like the last one, this one is fine because you established the right left pattern with 01:16:172 (2) - just before. This is probably the only thing I'd change if there was a DQ. When I was playing around with it, it didn't seem so bad, but I wouldn't mind changing it. Though, still a minor adjustment that I don't think 100% warrants it. If the map gets DQ'd though, I'll fix it.

00:40:728 (4,1) - This hyperdash is insanely far compared to everything prior to chorus. While the singer does go a little bit lower, it's nowhere near enough to make this reasonable. Err the distance isn't that far from the lead-in to the kiai so I don't see a serious issue.

00:59:704 (1) - There aren't any non-hyperdash jumps in the kiai sections that are close to being this far apart. Move it closer or make it a hyperdash. What? This is just a normal jump.

01:14:342 (1) - If you're following the hitsound patterns of the other diff, then this needs to be soft. Sounds weird when half of the same bar is soft and half is not. I didn't do anything with hitsounds so it's not up to me.

Not worth a DQ on its own, but I'll mention that 00:21:210 (2) - might be too far by a couple pixels. That and the Final spinner is missing the whistle that is used on Hard/Insane/Conspiracy The slider is perfectly catchable due to 1's tilt :( Hitsounds aren't me though


I would ask that another good CtB modder takes a look at this if it does get a DQ, since I know that the BN/QA team is better at this than I am.
Thanks for taking a look, though, directly insulting the ability of other modders isn't exactly the most polite thing to do :(
JBHyperion
Let's take a look.
  1. 00:30:246 (3,4) - Hdash triggers at x-399, only seven pixels away, so yes, this could easily be considered an edge dash, and an unexpected one at that. Even just previously at 00:29:342 (1,2) - you used half the spacing for the same drum sound.
  2. Although the spacing at 00:37:294 (2) is not approaching an edge dash, the issue for me here is again how unexpected it is. The fact that (1) before it follows a nice curve actually exacerbates this problem, because one would expect a smooth movement for the weak-ish vocal sound on a red tick. Compare to 00:38:740 (3,4) - 00:40:186 (3,4) - which are walkable for significantly stronger vocal sounds for example.
Regarding the other comments:
  1. 00:39:101 (4,5) - I don't find this flow particularly odd since the movement is so slight. It's quite interesting and for players at this level shouldn't pose a reading challenge.
  2. 00:40:728 (4,1) - 00:59:704 (1) - 00:20:668 (1,2) - could feel a little uncomfortable without prior knowledge of the spacing, though not as crucial as the above - I would prefer if these were dropped a little, but I leave the final decision to you.
  3. 01:14:342 (1) - Change to soft does sound a little odd so you could make this consistent, though personally I would just opt for all Normal here, removing the clap from 01:15:065
Some additional stuff you may want to consider:
  1. 00:48:318 (1,2,3) - Potentially a bit tricky due to significant difference in hyper strength, and also strangely, the stronger sound (3) is the weaker of the two. May want to consider rebalancing these for better flow leading into the kiai
  2. 01:22:678 (7,1) - Why hyper to the weak red tick sound and not one of the strong drum sounds such as 01:23:039 (2) - ? Plays quite strangely, moving (1) to the left for hyper between 01:22:859 (1,2) would work better, and don't forget to switch NC to the downbeat if you change this, for consistency with other NC patterns.
  3. 01:15:811 - 01:21:594 - 80% volume sounds a bit overpowering to me, I'd opt for the same volume as was used in the previous kiai, and as in the Std diffs.
I have no particular issue with the low number of mods - it's a clean map save for the points mentioned. At the very least, please consider the first two points mentioned before requalification. If you have any questions, please do not hesitate to ask.
Ascendance

JBHyperion wrote:

Let's take a look.
  1. 00:30:246 (3,4) - Hdash triggers at x-399, only seven pixels away, so yes, this could easily be considered an edge dash, and an unexpected one at that. Even just previously at 00:29:342 (1,2) - you used half the spacing for the same drum sound. changed the distance to something more comfortable
  2. Although the spacing at 00:37:294 (2) is not approaching an edge dash, the issue for me here is again how unexpected it is. The fact that (1) before it follows a nice curve actually exacerbates this problem, because one would expect a smooth movement for the weak-ish vocal sound on a red tick. Compare to 00:38:740 (3,4) - 00:40:186 (3,4) - which are walkable for significantly stronger vocal sounds for example. Dropped the distance a bit, rearranged stuff to keep the hdash
Regarding the other comments:
  1. 00:39:101 (4,5) - I don't find this flow particularly odd since the movement is so slight. It's quite interesting and for players at this level shouldn't pose a reading challenge. That being said, I did adjust 00:39:463 (5) - so it wasn't so ugly anymore
  2. 00:40:728 (4,1) - 00:59:704 (1) - 00:20:668 (1,2) - could feel a little uncomfortable without prior knowledge of the spacing, though not as crucial as the above - I would prefer if these were dropped a little, but I leave the final decision to you. The first one was adjusted, the others were left as they were.
  3. 01:14:342 (1) - Change to soft does sound a little odd so you could make this consistent, though personally I would just opt for all Normal here, removing the clap from 01:15:065 Leaving it to foxy
Some additional stuff you may want to consider:
  1. 00:48:318 (1,2,3) - Potentially a bit tricky due to significant difference in hyper strength, and also strangely, the stronger sound (3) is the weaker of the two. May want to consider rebalancing these for better flow leading into the kiai Done
  2. 01:22:678 (7,1) - Why hyper to the weak red tick sound and not one of the strong drum sounds such as 01:23:039 (2) - ? Plays quite strangely, moving (1) to the left for hyper between 01:22:859 (1,2) would work better, and don't forget to switch NC to the downbeat if you change this, for consistency with other NC patterns. I'm retarded
  3. 01:15:811 - 01:21:594 - 80% volume sounds a bit overpowering to me, I'd opt for the same volume as was used in the previous kiai, and as in the Std diffs. Foxy
I have no particular issue with the low number of mods - it's a clean map save for the points mentioned. At the very least, please consider the first two points mentioned before requalification. If you have any questions, please do not hesitate to ask.
Topic Starter
Foxy Grandpa

Sinnoh wrote:

Somehow your CtB diff got through with only two really small mods from CtB players that I can see in this thread. While I know you are confident in your mapping, no map is perfect (where did I say that before?). You should have had at least one good CtB modder look at it before it was ranked. If other people did look at this set then it should have been mentioned somewhere.
There was a couple things that really stood out to me that I would like addressed. I'd appreciate it if you would properly look over them.

Rain

01:14:342 (1) - If you're following the hitsound patterns of the other diff, then this needs to be soft. Sounds weird when half of the same bar is soft and half is not. It's like this on every other difficulty.

That and the Final spinner is missing the whistle that is used on Hard/Insane/Conspiracy Added
thanks!
JBHyperion
Catch diff is looking better now so that's cool - I also did a quick sweep over the Std diffs, an unnecessary green line in KKip's Hard was removed but otherwise it's all good. Here's your bubble back, good luck!

Bubbled~
Topic Starter
Foxy Grandpa
\o/
defiance
DAB
Ultima Fox

osuskrub wrote:

DAB
Cloudchaser
I love this anime
Caw
i love anime
Booze
i love this
Spaghetti
Nominated.
celerih
dank u mr spaget
Ideal
Fox
Ultima Fox
haha woah man
Xinnoh
yay, hopefully no dq this time
Topic Starter
Foxy Grandpa

Sinnoh wrote:

yay, hopefully no dq this time
Only problems really coming from the DQ were on the ctb diff, so most likely not \:D/
quaternary
Is it just me, or is the offset a little wonky?

Topic Starter
Foxy Grandpa

quaternary wrote:

Is it just me, or is the offset a little wonky?

Where...?

The vocals are slightly off from the background track in the chorus, the offset resets at 01:15:811 - where i have another timing point
celerih
ur walcomhe 4 da for thymes Eye modded dis
Topic Starter
Foxy Grandpa

celerih wrote:

ur walcomhe 4 da for thymes Eye modded dis
sorry i dont speak retard
Xinnoh
gj on ranking \o/
Binguo
nice map

I like this song very much
Topic Starter
Foxy Grandpa

Binguo wrote:

nice map

I like this song very much
Thank you :)
Saileach
u wot
defiance
im gay
Xinnoh
timing was definetaly off at some places
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