全世界 唯你独棒
Appreciate efforts spent on this marathon, impressive.Crystal wrote:
全世界 唯你独棒
Crystal wrote:
全世界 唯你独棒
My sight started to blur when I saw this splendid mod. I couldn't appreciate it too much since that's amazingly useful for me.Bakari wrote:
I regret every decision I have made as a beatmap nominator so far.
[General][Marathon]
- Due to flashing stuff like 03:58:038 - I'd enable the epilepsy waning just to be on the safe side.
fixed that
- Are you sure it's not LINKIN PARK? (capytalized) If not, we can check it together, just let me know.
I took a short glance at lp's official website, got into a random news page (e.g. this), and found that they use "Linkin Park". Maybe they'd want a capitalized name for album covers, posters, news headings, etc. where almost everything is capitalized. Thus, both capitalized or not are okay from my point of view.
- 25:37:389 (1) - a break would do better here. Since the spinner feels like a really heaavy overkill. This much spinning in such a long map is a deadly thing.
I reduced the length of spinner sharply so that it won't be a fatal thing for marathon.
[Marathon Lite]
- 00:10:579 (1,3) - perhaps, you could move it to the left in order to prevent the overlap which appears slightly untidy here.
I rearranged the placement
- 00:23:101 (5,6) - might want to increase the spacing here as to be consistent with the jumps before/after this pattern.
that's right
- 01:19:449 (1,4) - consider adding a slight unstack as to increase readability of the pattern? Or maybe rotate it slightly.
umm since I want it to be on Insane level (and what's more, the marathon is marked as Expert difficulty), maybe this pattern is acceptable as it doesn't require too much sightreading skills. In addition, the stack pattern is relatively interesting and quite attractive to me.
Note: 03:41:362 (1,4) - same here.- 01:58:058 (1) - 02:00:145 (1) - these two combos don't really feel necessary. You should be able to take them down as to prevent the spammed feel of the song.
fixed
- 04:00:722 (2,3) - try to Ctrl+G these two, as the sound clearly goes in doubles 1 and 3 being loud and jumpworthy, whereas 2 and 4 are just supporting beats.
That makes sense. And I revamp the part so that it could be more enjoyable.
Note1: 04:03:248 (2,3) - same here.
Note2: 04:02:616 (6) - you don't really need a jump on (6) for the same reason.- 04:06:880 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,1,2,3,4,1) - Try to use louder hhitsounds to emphasize the main drum/bass line since it doesn't fade away during the stream.
okay
Note: 05:32:774 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,1,2) - something similar would apply here. Otherise, this would feel somewhat overmapped.- 04:26:774 (4,1) - misses the jump for the consistency with 04:26:301 (2,3) -
- 04:59:617 (5,1) - 05:01:037 (4,1) - feels like these two needs some jumps to stress the downbeat stuff and the drums.
I must have forgotten to take spacing into consideration.
- 06:54:120 (7) - try a 1/2 slider and a circle to stress the downbeat on 06:54:665 - ? example
That's what I want!
Note: 07:55:211 (7) - same.- 06:59:301 (1,2,3) - you could also work with the drums and 1/2 rhythm here in a more precise way. example
good idea
Note: 08:00:392 (1,2,3) - same.- 08:10:483 (1,2,3) - pretty sure they should use even spacing values to be spaced accordingly. I am sure this was the intended pattern.
fixed this
- 08:27:665 (2,3,4,5,6,7,8) - this pattern gives a lot of tension due to the way it is spaced. Perhaps, you could use lower DS as this part does not require anything that challenging?
So I reduced the spacing.
- 08:38:301 (4) - literally the first time in 8 minutes when such a slider appears. Are you sure you want that shape here? It could feel a bit out of your style, so I'd opt for something like this
fixed
Note: 08:50:301 (3) - you'd have to change this one as well.- 11:41:092 (1) - I love you.
<3
- 14:02:581 (2,3,4,5) - if you select the pattern and Ctrl+g it, it will swap the rhythms emphasizing vocals and stronger ticks better. Give it a try!
I got your point, so I revamped this and the next three parts according to your suggestion.
Note: 14:54:009 (2,3,4) - same here, 14:57:438 (2,3,4,5) - here, 15:02:367 (7,8,9) - here- 16:56:698 (8,1) - minor - the blanket here and around this combo could be improved.
fixed
- 17:28:183 - 17:28:628 - the drums require some kind of some support. Add a circle for each of these beats?
After thorough consideration, I'd keep this as it is. For one thing, a space here makes this section more enjoyable for me. For another thing, I could emphasize 17:27:878 (1) - , and pave the way for 17:28:769 (3,4,5) - . Besides, lyric goes "Set this silence free", so I just want to keep this as it is.
- 17:47:935 (6,7) - minor - not exactlu sure of these currves as they don't really appear anywhere before and feels way too aggressive. Wyh not stick to regular arc-shaped sliders?
fixed
- 18:58:480 (1,1,1) - 18:59:668 (1) - remember I've mentiond excessive comboing feeling spammed? That is also the case here. try to remove these new combos to prevent patterns from feeling spammed.
The color spam is intended to be in line with the lyric, "one by one by one".
- 20:27:275 (3) - the shape here causes some kind of a glitched move, that can be avoided, try a kess aggressive angle here? example
fixed
- 20:30:275 (1,2) - unstacking would keep the flow dynamic and work better here, I believe. example
good idea.
Note: 21:18:275 (5,6) - same?- 21:46:306 (2,3,4,5) - spacing change with no visible warning like a new combo may confuse players and make them think there's some snapping change. Either add a new ombo to warn about the DS change or stick to one DS? Same would happen 21:54:181 (2,3,4,5) - here.
It makes sense. I enlarged the spacing a bit in order to avoid misreading.
Note: I suggest sticking to some DS, just like you did it with 21:52:306 (2,3,4,5) -- 23:59:271 (2,3) - doesn't sound quite right to me, I would rather go with a 1/4 slider for the drums. example Or maybe two circles as the beat on the blue tick sounds pretty strong.
fixed
- 23:59:624 (1,2) - then the same thing like with the pattern above continues. So, the whole thing would be more like this?
umm... I am sure I follow the rap precisely.
- 25:26:448 (1) - I would add some hitsound to stress the music here. Whistle doesn't sound too bad if you ask me.
fixed
- 26:41:270 (3) - the drums go for some kind of intensity increase, so two circles would do better. Besides, the beat on 26:41:395 - definitely asks for a circle. So, yeah, replace the slider with two circles?
That's true and I fixed this 26:41:270 - . But I didn't fixed the next one 26:42:270 (2) - since there's no beat. Hope I've got your point right
- 26:45:645 (6,7) - probably move (7) a bit apart just to make sure players read it as 1/2 and not a 1/4 jump.
okay
- 27:32:395 (1) - split this one into two sliders? example. After playing for twenty minutes non-stop this slider will definitely get players stressed as in they'll keep trying to guess the amount of repeats and stuff.
Quite nice idea.
- 28:45:395 (2,1) - space it frther apart to make sure it is readabe? So that it'd match the previous sliders and their spacing
Looks better now.
- 29:21:319 (1) - I generally feel like new combos in this part are overused. Perhaps, you could reduce the amount of them to make it mor reasonable?
I'd like to, but the spacing gets messed up as there's no clue for note grouping. That's why I think newcombos are necessary here!
- 35:52:566 (1,2) - is there any way we could lower the spacing? this feels like a bit of an overkill, to be honest.
Rearranged those sliders so that it won't be too challenging while still reflect my feelings when listening to this moving song.
- 38:20:943 (5,9,10) - selecting these and hitting Ctrl+G would stress the stronger beats.
Things turn out to be better now.
Pretty good for such a long and relatively old map. I will post stuff I have on lite soon. I'd also use higher stack leniency as to make sure stacks are readable all the time. As they not visible on powerless, for example.Set SL to 0.6 on both difficulties, as 0.7 might break some visual patterns while 0.6 works well.
I guess that wraps it up. That truly was impressive in every possible way.
- Same stack leniency thing. Consider setting it higher for readability purposes.
- 03:40:840 (5,4) - I would rather use 1/2 slider and a circle as there are individual drum hits on white ticks that need something clickable.
fixed
- 04:17:617 (3,4) - minor - you might wnat to fix the blanket here.
okay
- 04:47:932 (3,4) - 04:49:195 (6,1) - are you sure stacks like these are readable for a Lite version. In the 1/2 chain they can be a bit confusing.
yeah fixed
- 11:41:370 (1,1) - since this is a lite version spreading spinners apart so that there is a bit of recovery time after the first one might be a good idea. You might as well remove 11:50:259 (1) - to give extra recovery time after the second one.
Sounds good. And I also removed 11:52:481 - to keep consistency.
- 14:38:367 (3,4,5) - Ctrl+G for the vocals and drums here as well. Should fit better this way.
Rearranged the rhythm. It works better.
- 17:10:064 (3,4,5,1) - so, the overlap here can be avoided. Try something like this
fixed
- 18:02:044 (2,3) - minor - blanketing here could be improved.
fixed
Note: same 26:04:395 (1) - probably in a few more patterns. scan through the set quickly if you are up for fixing it.- 20:01:962 - probably a circle here, or you could try turning 20:01:775 (3) - intos lider.
fixed
- 23:29:472 - end the slider here and then add a speparate circle on 23:30:241 - as this is where the new line starts.
that's right
- 27:02:895 - since the vocals start here this is where I would expect (1) to be started.
okay
- 29:14:395 (1) - gets overlapped with the HP Bar, consider moving it lower?
fixed
Hit me up when ready.
Yeah timing fixed and things turn out to be better now! Great thanks!Sieg wrote:
promised to Bakari to take a look on timings here
everything seems quite decent, tho i would shift few things
190,000 / 229196 -> -6
110,000 / 336120 -> +7
101,000 / 983728 -> -8
97,667 / 1159569 -> 97.720 / 1159563
78,000 / 1331011 -> +5
Thank you again! By checking new combos and break times again, I think I am ready.Bakari wrote:
Doubleposting so that you get a notification that I've posted here.
[Marathon Lite][Marathon]
- 23:30:246 (1) - and I guess we could remove a new combo just to prevent excessive combo usage.
fixed
Almost there.
- 01:19:449 (1,4) - asked around and we still believe these stacks should be slightly moved around. There is a plenty of other things that make this map difficult, so it's better to avoid borderline patterns. Besides, it will match with the rest of the patterns around, like 01:21:536 (1,2,1,2,1,2) - or 01:17:884 (1,2,3) - which give kind of a similar idea.
Probably. So I found a compromise by moving dozen pixels top-left. So is the same pattern occurring at the end of the track.
It was a surprise for me when I checked my phone this morning. Thank you very much!Desperate-kun wrote:
Random check, because I still love this as much as 2.5 years ago!
[Marathon]
01:14:753 (1) - I don't think a repeat slider fits here, because it's a constant sound and it's different from 01:16:318 (1) - etc. What about a slow-SV-slider like this http://puu.sh/tyEql/c61322e3ab.jpg or a single circle?well I came up with a slider of 2.0 SV that would be really awesome!
05:27:084 (1,2) - It seems a bit odd to have that slider without a jump afterwards, because you usually put jumps after 1/4-sliders in this song. What about http://puu.sh/tyEQt/4be4ae3195.jpg ?I got your point so I polished this part for the better.
06:35:036 (1,2) - The rhythm seems weird to me. The red ticks seem to be stronger sounds here, from drums or vocals, so what about shortening these sliders?makes sense. I've shortened the second slider so as to emphasize 06:35:854 - , while still kept the first slider extended.
19:14:512 (6) - Hmm, while the pattern is nice, mapping 19:14:809 - with a slider tail is bad emphasis, because there is a strong beat that should be clickable. Consider to make this two circles instead?That's right. Since I don't want to break the pattern, I revamp this part a bit.
20:02:712 (2) - I think it would be better to stack it on (1), for the vocal emphasis.Nice idea.
20:04:212 (2) - Same as above.
22:02:150 (5,6,7,8) - It would feel better to replace this stream with sliders like 22:01:775 (3,4) - , because the sounds are the same.Fixed this.
23:16:785 (2,3) - Another instance where repeat sliders don't really seem to fit, the sound in the music is pretty constant. So, I recommend you to use a spinner instead here, or a long slider.umm okay
[Marathon Lite]
11:41:370 (1,1) - Constantly changing volume of the spinner sounds weird. I know these are just the timing lines from Marathon, lol, but please remove these here.lol fixed
12:43:592 (1) - Same.
Didn't put so many explanations, because I thought this was going to be a long mod. Turns out it is pretty short regardless of the song lengthIf there's anything unclear please ask.
I can't believe I just modded 1:20h of maps
Call me back after you checked through this!
Sprite,Foreground,Centre,"BG\A_3.png",320,240手摆出的问题,后两行
M,0,340483,,326.6064,444.8
S,0,340483,,1.057806
F,0,340483,342665,0,1
F,0,342665,560847,1,0.9995417
F,0,560847,561938,0.9995417,0
Sprite,Foreground,Centre,"BG\A_4.png",320,240
M,0,581092,,320.8258,264.7742
V,0,581092,,0.8018065,0.6944522
F,0,581092,581370,0,1
F,0,581370,763314,1,0.9928058
F,0,763314,766647,0.9928058,0
Desperate-kun wrote:
Didn't put so many explanations, because I thought this was going to be a long mod. Turns out it is pretty short regardless of the song length
HootOwlStar wrote:
Quite concerned about the rhythm especially the offbeats throughout the In My Remains part, and how the drags are represented with 1/8 sliders in A Light That Never Comes. Besides the albums might need to be switched since A Light That Never Comes is imtroducex first.
Quite a number of things but I can't get access to my comp just yet. So I'm just pointing out the major ones first so that it will raise some attention.
Timeline: 3-0 4---0 5-0You may argue that the downbeat 17:29:660 - should be clickable, but from my perspective, rhythm can be shown both actively and passively. Clickable rhythms are played out actively by pressing down the button while tails are played by loosening the button. Since this part are more played by singletapping, players could feel the rhythm due to finger movement. That's why I think it is valid.
Movement: D U D U D U (D for down, U for up)
Drumline: X X X X X X
That would honestly be a good idea.Scarlet Evans wrote:
Bonus question, not really suggesting anything: I know it's a little against the spirit, but if the map is dedicated for Std, not CTB, and the auto-converting causes the problems, can't the map be simply ranked for Std, Mania and Taiko, but not the CTB? Or ranked for all mods, then unranked for CTB?
yes because if someone FCs this map in ctb after it gets ranked, they will lose about 2 billion score from their total ranked score, not to mention the rankings would show their scores at the bottom of the ladder as they are negative (less than zero)Scarlet Evans wrote:
So the osu!standard maps rankability strictly depend on how maps behave in the other game modes that they are not dedicated for?
That's what I am glad to see (there should be an option for std-only maps, the same as other modes), since the map is designed only for stdF1r3tar wrote:
That would honestly be a good idea.Scarlet Evans wrote:
Bonus question, not really suggesting anything: I know it's a little against the spirit, but if the map is dedicated for Std, not CTB, and the auto-converting causes the problems, can't the map be simply ranked for Std, Mania and Taiko, but not the CTB? Or ranked for all mods, then unranked for CTB?
pretty sure that's out of the question, right now the difficulty multiplier is at 15.5 = 4x (the range is something like 10.7 ~ 18 for 4x, idk why it conflicts with the wiki). to drop the multiplier would be getting its cumulative settings for CS, OD, and HP to be below 10.7. unless you'd like a CS3, HP3 and OD4.6 marathon over a ranked map, I suggest waiting for a better solution.diraimur wrote:
i dont know how ctb scoring works, but if its something closer to std maybe decreasing difficulty values (cs, hp, od, ar) might solve the problem.
you can cut it into a few parts if that doesnt work, i think you should be fine with same mp3 but with seperate diffs. while there *is* a rule that states you have to map like at least 70% of map i think (correct me if im wrong) i think we can make exception for this set.
Score recalculation may not be necessary as for integer 0..2147483647 the binary are the same in both unsigned or signed (but for 2147483648..4294967295, they have the same binary with -2147483648..-1 respectively). Correct me if things in osu database go another way.Blue Dragon wrote:
I think the reason why peppy wouldn't make a change on unsigned int is that (I'm not sure how this works, please correct me if I'm wrong) there would need to be a recalculation in every single submitted score to convert to the new system, and scorev2 is somewhat close to release, so I believe he's not too interested in doing that
[Mahua] wrote:
目瞪口呆.jpg
I hope peppy fixes it so you don't have to delete things from your map384059043 wrote:
Score recalculation may not be necessary as for integer 0..2147483647 the binary are the same in both unsigned or signed (but for 2147483648..4294967295, they have the same binary with -2147483648..-1 respectively). Correct me if things in osu database go another way.Blue Dragon wrote:
I think the reason why peppy wouldn't make a change on unsigned int is that (I'm not sure how this works, please correct me if I'm wrong) there would need to be a recalculation in every single submitted score to convert to the new system, and scorev2 is somewhat close to release, so I believe he's not too interested in doing that
But probably peppy is busy working on scorev2, so I'd rather see standard-only options in beatmap setup.
And on another side, I am trying to delete some notes, while still keeping the most crucial things including patterns I'd like players to enjoy, without hurting the essence of the map
RektCrystal wrote:
WASTED LUL
You only get 30 points (or something) when clicking on a slider or encountering reverse arrows but "combo-multiplied" score when finishing it. it means you get just a tiny bit more points than clicking on a circleAnkanogradiel wrote:
I always thought ctb's score raises much faster than any other mode and wondered why.. My guess was that it has been made like that so that they could use the same level algorhithm as osu uses. But it's trully a shame because the map itself is perfectly fine.
What was the idea of putting that one extra song to the album? Why would anyone do that?384059043 wrote:
1. delete the first track so that it is purely an album.
I once would like to include altnc since recharged is a remix version of living things with only one additional track. That's why I put all non-remixed songs together in both album.Exemmar wrote:
What was the idea of putting that one extra song to the album? Why would anyone do that?384059043 wrote:
1. delete the first track so that it is purely an album.
Also didn't you think about mapping the last missing Tinfoil song? It's pretty short and maybe you could fit it within the score limit.
hopefully 4 mod on ctb is totally impossible hahariktoi wrote:
It still overflows with full mods in ctb but it should be fine with 3 mod or less. I hope that is disregardable as I don't think anyone will be playing this map with such mod combination.
This map is previously 10343 combos, causing an overflow. Now I have cut the first track so it is only 8903 combos and rankable now. Sorry for misunderstanding, and I think I should update the creator's words ;w;Lexis wrote:
Hi, I have a small question : The issue with the CTB mode is happening because the players get too much score ?
And if that happens here, why don't it happens on "The Unforgiving" ? https://osu.ppy.sh/p/beatmap?b=156352&m=2 (52:57 min marathon) ?
This marathon (Marathon diff) have 8903 max combo
and The Unforgiving (Marathon diff too) have 9289 max combo
So we can get more score in the Unforgiving than in Living Things.
So why this issue don't happen on the unforgiving ?
o_O
Sorry for not able to attend to this set, as things in real life is going terribly busyBakari wrote:
Can we get someone from QAT/staff comment on the situation, if it's okay now and it's just the first track that's been removed I'd have no issue with rebubbling it.