In MBomb's Rain, 00:28:661 (1,2,3,4,5,6,7,8,9,10,11) - is wrongly snapped, as those notes should use a 1/10 snapping. I think manipulating BPM to fit the correct snapping isn't really allowed, so I'd go for a slider focusing on the vocals.
I think mapping to the drum here using a 1/12 should be fine, as during actual play, it sounds fine with the drums, it's only noticable as 1/10 snapping if you slow down the editor. If there was an option for 1/10, I'd use it here, but there unfortunately isn't, and not mapping the drums here seems strange with the rest of the map to me.ZiRoX wrote:
In MBomb's Rain, 00:28:661 (1,2,3,4,5,6,7,8,9,10,11) - is wrongly snapped, as those notes should use a 1/10 snapping. I think manipulating BPM to fit the correct snapping isn't really allowed, so I'd go for an extended slider focusing on the vocals.
Finding the correct snapping requires slowing down in the editor, but it's noticeable at 100% playback rate. I noticed it while playing, that's how noticeable it can be.- Magic Bomb - wrote:
I think mapping to the drum here using a 1/12 should be fine, as during actual play, it sounds fine with the drums, it's only noticable as 1/10 snapping if you slow down the editor. If there was an option for 1/10, I'd use it here, but there unfortunately isn't, and not mapping the drums here seems strange with the rest of the map to me.ZiRoX wrote:
In MBomb's Rain, 00:28:661 (1,2,3,4,5,6,7,8,9,10,11) - is wrongly snapped, as those notes should use a 1/10 snapping. I think manipulating BPM to fit the correct snapping isn't really allowed, so I'd go for an extended slider focusing on the vocals.
I don't see it as much of an issue, however if the QAT do see it as an issue, I'm fine with replacing it with 1/6 patterns.ZiRoX wrote:
Finding the correct snapping requires slowing down in the editor, but it's noticeable at 100% playback rate. I noticed it while playing, that's how noticeable it can be.
As for the slider not fitting with the rest of the song, another option would be to keep the 1/6 patterns to the violin, which would fit much better to the rest of the diff than the previously suggested slider.
Sorry but I think the mp3 is fine, and I will not change itSinnoh wrote:
Since it's DQd, I should point out that I still really think the mp3 you're using is of low quality. It's most noticable at 00:00:899 (1) - , 00:51:049 (1) - and 00:39:407 (3) - . Mostly in the chorus though.
I'd like someone else to confirm this because cosmo doesn't think it's the case despite it being really apparent to me. You can just check by flipping back and forth between History Maker sets in game, I would suggest comparing Roseus' set because I know that one is fine.
also have more volume, roseus' one is low, waiting for MB too ._.Sinnoh wrote:
Since it's DQd, I should point out that I still really think the mp3 you're using is of low quality. It's most noticable at 00:00:899 (1) - , 00:51:049 (1) - and 00:39:407 (3) - . Mostly in the chorus though.
I'd like someone else to confirm this because cosmo doesn't think it's the case despite it being really apparent to me. You can just check by flipping back and forth between History Maker sets in game, I would suggest comparing Roseus' set because I know that one is fine.
osu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 48660
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
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DistanceSpacing: 1.5
BeatDivisor: 6
GridSize: 8
TimelineZoom: 1.6
[Metadata]
Title:History Maker
TitleUnicode:History Maker
Artist:DEAN FUJIOKA
ArtistUnicode:DEAN FUJIOKA
Creator:Cosmolade
Version:MBomb's Rain
Source:ユーリ!!! on ICE
Tags:Umebayashi Tarou Matsushiba Taku yuri yuuri op opening - Magic Bomb - MB HappyRocket88
BeatmapID:1135616
BeatmapSetID:536049
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ApproachRate:8.7
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_( :3 」< )_Deif wrote:
You were born to make history!
Not reallly-BlueSun- wrote:
Hi.
so when i was playing the our history diff, i almost failed it because of this part: 01:26:869 (1,2,3,4,5,1,2,3,4,5,1,2,3) - this the only pattern used in the entire diff, the hardest and is used at the end of the song. dont know if it is disqualifyable or not but it seems like you only used this to break combos and piss people off at the end. Just my suggestion
Hi Cosmo, I was just looking around and look at this comment and said: "hey, it's a 3,79*, what would be wrong with that ending?" Then I played and passed it very easily...maybe it's because of my rank,pp,skills whatever you wanna call it xd. Then I thought that it would be better if I play it with DT since it'd be fairer. It just raised to 4.95... Then after lots of retry i couldn't even pass that ending.-BlueSun- wrote:
Hi.
so when i was playing the our history diff, i almost failed it because of this part: 01:26:869 (1,2,3,4,5,1,2,3,4,5,1,2,3) - this the only pattern used in the entire diff, the hardest and is used at the end of the song. dont know if it is disqualifyable or not but it seems like you only used this to break combos and piss people off at the end. Just my suggestion
Yeah I agree that it's the most intense part of the song, but that doesn't justify to make it way too difficult, that's the point. with dt it's < 5* and I coulnd't even pass it (maybe i'm way too noob, ;w;). I just say it because of the sake of the mapset spread thoHobbes2 wrote:
The ending is the most intense part of the song by far, so it makes sense to be the most instense part of the map. Yeah, it makes the map's overall difficulty a bit lopsided but it's accurately following the song so I don't see a problem.
They aren't meant to be played with DT or HR at first, I agree, but when you want to "evaluate" something that is "easy" i just could use DT so it actually get to my actual skills. It now could be nerfed but still loses the point since I still find it too high. those jumps with this bpm are just too difficult imo. Maybe when you play it nomod, you can find it "easy" to pass since you have the proper skill. I think that lot of people that are used to play around 3.5* (which are extremely hard for them) will think similar. The fact that I couldn't even pass it with DT makes me think that. (Also remember with DT is just 4.95*... It feels like 6* tbh, and it's not about the sr system, it's about the actual gameplay)HappyRocket88 wrote:
Hola, iYiyo. =3 I can relate with your reasoning but mapsets aren't meant to be mapped thinking how would it play with DT or HR. I think that's a matter of how players approach the diffs according to their skills.
We all agree this is the most intense part: 01:26:869 - 01:28:660 -
Based on that, I'd like to say that:
In Rocket's Hard, the density has to be less due to the Normal is mainly mapped as 1/3. Therefore, that's why some the introduction of 1/6 beats is fairly "friendly" since it does not require lot of efforts to click them. (Just some mini-jumps inconsistencies among them and it's good) xd
In the other hard, Our History difficulty has the same 1/6 transition but does it with adjusted jumps which were way nerfed while this passed trough the modding phase. Yes, your suggestion could work but it doesn't necessarily make the section the mapper decided to use here bad or "too dense".
Totally agree with this, I map a thing for the normal play, not for the mods thingy, this is because I will not map for pp lolHappyRocket88 wrote:
Hola, iYiyo. =3 I can relate with your reasoning but mapsets aren't meant to be mapped thinking how would it play with DT or HR. I think that's a matter of how players approach the diffs according to their skills.
I didn't see your reply as i was still writing mine, ok i'll delete my new post, don't wanna keep this war going if you really don't want it to. good luck with the rank. EDIT: wtf i can only strike it O_0 whatever.Cosmolade wrote:
Totally agree with this, I map a thing for the normal play, not for the mods thingy, this is because I will not map for pp lolHappyRocket88 wrote:
Hola, iYiyo. =3 I can relate with your reasoning but mapsets aren't meant to be mapped thinking how would it play with DT or HR. I think that's a matter of how players approach the diffs according to their skills.
If the normal player can pass it with no mod and HD (I see SS with HD) it isn't a unrankeable issue, and in conclusion is fine, no needs to change anything
and the pattern for a final diff is clearly acceptable, the purpose of mapping the most hard diff in the set is cover all the sounds in the best way possible, and for me, the jump pattern is the most perfect way, so please stop the drama.
pp? why you bring this to the topic xd this is clearly not about this. I used dt so I can really give an objective opinion cause the nomod is quite easy for me, not the case with dt.. Oh and this shoulnd't be an excuse since mods are still part of the game, and if it feels unbalanced with DT, then I'm gonna complain xd. Also this won't give me pp at all, so don't confuse pleaseCosmolade wrote:
I map a thing for the normal play, not for the mods thingy, this is because I will not map for pp lol
No, it's not unrankeable, but imo it clearly doesn't represent the music according with the overall difficult of the last diff. Might be the last diff, but still is a 3.7* or so. And yes, it can represent the music well, but for that you should've built a different structure for the whole diff, it just go from something quite easy to something insane in terms of difficulty (That's why I used DT. At the end it'll make the same effect for newbie players with nomod)Cosmolade wrote:
If the normal player can pass it with no mod and HD (I see SS with HD) it isn't a unrankeable issue, and in conclusion is fine, no needs to change anything and the pattern for a final diff is clearly acceptable, the purpose of mapping the most hard diff in the set is cover all the sounds in the best way possible, and for me, the jump pattern is the most perfect way, so please stop the drama.
I mentioned the pp thing because those maps are maked to hard/skill-pass them with mods, obviously (that is what I think)iYiyo wrote:
No, it's not unrankeable, but imo it clearly doesn't represent the music according with the overall difficult of the last diff. Might be the last diff, but still is a 3.7* or so. And yes, it can represent the music well, but for that you should've built a different structure for the whole diffs, it just go from something quite easy to something insane in terms of difficulty (That's why I used DT. At the end it'll make the same effect for newbie players with nomod)
Well seems you don't want to talk more about it, i'm very disappointed since I just thought you can really improve that section :/ Gratz for the qualified
That might be true, I might not have enough skill. But still I think you don't have the skill either to properly say if this is balanced or not (not about representing the music but representing the overall difficulty). Anyway gonna stop here xdCosmolade wrote:
If you can't pass with DT is because you don't have the skill to do it, not because the map have problems, simple.