boiiii
I got the same. Is this a bug with not ranked maps or something else?-Vanilla wrote:
I'm not sure if this is just a bug for me, but the 'DL Without Video' button decided to include the video anyways xd
you were waiting for this you cheeky bugger (new page hype)Bara- wrote:
Happy 01.23 everyone!
If the community member(s) requesting disqualification cannot reach an agreement with the mapper and you placed the last bubble or heart on a map, you cannot rebubble or requalify it. For osu!taiko, osu!catch, osu!mania, and hybrid sets, you may break these conditions once per map due to the low number of nominators.i don't think we reached an agreement here... the most important reason for dq (in my opinion) wasn't properly addressed. i'm talking about the rhythm around 03:52:143 - this section. response given was:
problem about this reasoning is that you're basically overmapping (aka using a more dense rhythm where the music doesn't support it). i'd say there are two ways to realize that a section in the music is more intense than the rest (pitch and rhythm density) this phrase is, in fact, more intense than previous ones, because the tuning of the song goes up on 03:43:572 - so i would agree to have a higher spacing for this whole section. yet the rhythm is not denser.Kroytz wrote:
What I'm saying is that by adding in sliders to the ARIGATŌ part is lowering its intensity unless you space it out or do some finicky stuff with it, which would in turn make it inconsistent with how the previous kiais dealt with the vocals in that area. And how does it being more lyrically more intense and trying to be consistent become contradictory? By being consistent it follows the 1/2 jumps, by increasing intensity the angles and spacing is higher. That's all it is.
not in this song, though. you're basically saying that you're mapping a different song because is the common way to go even when the your song is clearly different.Kroytz wrote:
@Kagetsu
The idea of 'big finales' and consistency within choruses (all while building intensities) is nothing new. It's done in almost every anime song and is perfectly fine as even some of your maps share a similar theme to the idea.
why isn't it true? composer decided to elongate the Ō sound, which creates another different rhythm. map should reflex such change. because current rhythm isn't following anythingKroytz wrote:
I'm not sure what exactly is wrong with this but it seems like just because she elongates a single Ō sound, everything has to change to revolve around it and that's not true.
third and last chorus that has a different rhythm. it's not a problem of being familiarized to, but rather of what's musically correctKroytz wrote:
Players have had two choruses of a 1/2 section that when they're coming to play the third and last chorus, since they've been already familiarized with what's to come, It'll be the last 1/2 section they're expecting
this wouldn't be a problem if the previous sections were not so spaced, though. balancing the spacing is also a thing when it comes to mapping, it's possible to make the last section to stand out by reducing the previous onesKroytz wrote:
Not undermapping it to fit in the Ō sound because then it becomes a big letdown for the ending and things fall flat
uhh... using different songs to justify your choices is not a valid reasoning, though. people usually use the word "overmapping" for 1/4 rhythms but i think it can also be applied here, basically, overmapping is using denser rhythms than the song actually provides, i think that definition fits for this type of caseKroytz wrote:
Don't say it's overmapping when there are similarities and thematic commonalities with basic 1/2 songs such as this that are shown across many anime songs.
i personally think that you should look for it. this was one of the reasons why your map got dq'd last time so i'd say it is highly questionable.Kroytz wrote:
I'm not looking for agreement, I'm only justifying my interpretation and why it was done this way.
Halfslashed wrote:
00:09:301 (2) - Given that there's a metronome reset earlier than 1/1, it's better to be safe than sorry and just end this at 00:09:837. There are even stronger beats present on that slider end.
Let's just say that it's been done before and it'd be more controversial to talk in the Paraclete set I did than in this set since Snow Drive is fairly basic in its rhythm.Halfslashed wrote:
The slider rhythm isn't a problem, it's more of the fact that you chain so many in a row. Doesn't seem too big, but I know most people wouldn't be able to get away with these differences with an Easy -> Normal progression like this on a more regular BPM.
High BPM music will always have more density than songs with a more regular BPM, and thus requires more difficulties to ensure a good spread for players of all levels. Additionally, just because something has been ranked before, doesn't mean that it's okay now.Kroytz wrote:
@Halfslashed
Thank you for your input~ but I must say that high bpm music will always have more density than songs with a more "regular BPM".HalfslashedFirst, I'll say that this isn't necessary since the metronome reset is only 14ms and the player has a 1/1 gap to react to the incoming slider. Other songs with metronome resets this small don't really change anything to accommodate for it. If it was as large as a 1/4 reset, then possibly but currently it's as big as a 1/16 lol.00:09:301 (2) - Given that there's a metronome reset earlier than 1/1, it's better to be safe than sorry and just end this at 00:09:837. There are even stronger beats present on that slider end.HalfslashedThe slider rhythm isn't a problem, it's more of the fact that you chain so many in a row. Doesn't seem too big, but I know most people wouldn't be able to get away with these differences with an Easy -> Normal progression like this on a more regular BPM.
Let's just say that it's been done before and it'd be more controversial to talk in the Paraclete set I did than in this set since Snow Drive is fairly basic in its rhythm.
Even in 200bpm, a song that is comprised of mostly 1/4s will be much denser and the jump from one undermapped diff to another undermapped diff will be quite big when it comes to density. When you're referring to songs of a "regular BPM" and here I'll assume your typical 180bpm TV size song, then density doesn't become an issue because the song is naturally slower and will provide more gaps in time between each circle. You can't compare high bpm songs to low bpm. A 300bpm comprised of all 1/1s would just be as inflated when it comes to difficulty as you can imagine. If someone were to make it based off of mostly 1/2s, it'd probably already be a 4.5* insane even if it wouldn't feel like one (and this is keeping it simple).
The rest of what you've said in your post is simply comparing the density between difficulties, so rather, try to compare the mechanics of play between each diff. Hard doesn't introduce streams, but insane introduces a single 5 beat stream and a couple repeat sliders. And after Insane, the extras introduce a bit more and more. Normal introduces basic rhythm and so does Hard! The hard difficulty follows mostly standard DS and 1/1 1/2 rhythm, similar to the Normal of having 3/2s and 1/1s, we've now become more dense in introducing 1/2s and replacing 3/2s. No 3/4 shenanigans or triples that some other Hard diffs in "regular BPM" use. It only tones down the overly long sliders of Normal to be kept more to the music while the 1/2s follow the fast vocals. And for the Insane, it varies a bit with circles on the vocals but still lots of 1/2s and 1/1s, just not DS'd.
For the record, I have gathered many testplays on every diff throughout the course of Q4 2016, and made sure that the diffs were playable to their intended audience. NHI for the five and six digit players, and the rest on varying skills from five digits to the single digits. Especially for the NHI diffs where I would go into low rank multiplayer lobbies and see where people may mess up on and for the most part, everything seemed okay. With what happens in high bpm songs on lower diffs is that density becomes evident and the player has to react to the speed of the song rather than the complexities within the map.
Here's a credit to Bluepencil- who is a rank 167,000 player who managed to FC the Hard difficulty on his 3rd submitted score:
YT Video.
Shiirn wrote:
how to completely fucking ignore the music and vocals and map practically and functionally random cross-screen 1/2s that change momentum and rotation at unpredictable points and in general is a bloody mess to look at. and that's just the kiai.
i hope you're banking on more than bullshit meme power to get this ranked, otherwise you might as well give up while you're ahead. The jump sections (all 20+ of them) need a complete do-over. I'm rather bored of seeing people map literally randomly placed jumps. At least have some basic concept of momentum or cursor positioning. And get a sense of rhythm, while you're at it.
Monstrata wrote:
Maybe don't aim to rank/qualify a map on specific dates so there's not so much stress in fending off otherwise helpful remarks.