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Crystal
全世界 唯你独棒
sahuang

Crystal wrote:

全世界 唯你独棒
Appreciate efforts spent on this marathon, impressive.

#1
Silverboxer
oh my god yes
SpaceshipWeirdo
Skin To Bone is a hellmap
Garden

Crystal wrote:

全世界 唯你独棒
iHatePeople
Waiting for approval (2 years ago)
:O
7ambda
You sir have gotten my utmost respect.
squirrelpascals
Please keep going
atlas
2 YEARS AND IT ISNT RANKED WTF
Topic Starter
pw384
it won't die away!
riffy
I regret every decision I have made as a beatmap nominator so far.

[General]
  1. Due to flashing stuff like 03:58:038 - I'd enable the epilepsy waning just to be on the safe side.
  2. Are you sure it's not LINKIN PARK? (capytalized) If not, we can check it together, just let me know.
  3. 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.
[Marathon]
  1. 00:10:579 (1,3) - perhaps, you could move it to the left in order to prevent the overlap which appears slightly untidy here.
  2. 00:23:101 (5,6) - might want to increase the spacing here as to be consistent with the jumps before/after this pattern.
  3. 01:19:449 (1,4) - consider adding a slight unstack as to increase readability of the pattern? Or maybe rotate it slightly.
    Note: 03:41:362 (1,4) - same here.
  4. 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.
  5. 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.
    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.
  6. 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.
    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.
  7. 04:26:774 (4,1) - misses the jump for the consistency with 04:26:301 (2,3) -
  8. 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.
  9. 06:54:120 (7) - try a 1/2 slider and a circle to stress the downbeat on 06:54:665 - ? example
    Note: 07:55:211 (7) - same.
  10. 06:59:301 (1,2,3) - you could also work with the drums and 1/2 rhythm here in a more precise way. example
    Note: 08:00:392 (1,2,3) - same.
  11. 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.
  12. 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?
  13. 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
    Note: 08:50:301 (3) - you'd have to change this one as well.
  14. 11:41:092 (1) - I love you.
  15. 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!
    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. 16:56:698 (8,1) - minor - the blanket here and around this combo could be improved.
  17. 17:28:183 - 17:28:628 - the drums require some kind of some support. Add a circle for each of these beats?
  18. 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?
  19. 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.
  20. 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
  21. 20:30:275 (1,2) - unstacking would keep the flow dynamic and work better here, I believe. example
    Note: 21:18:275 (5,6) - same?
  22. 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.
    Note: I suggest sticking to some DS, just like you did it with 21:52:306 (2,3,4,5) -
  23. 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.
  24. 23:59:624 (1,2) - then the same thing like with the pattern above continues. So, the whole thing would be more like this?
  25. 25:26:448 (1) - I would add some hitsound to stress the music here. Whistle doesn't sound too bad if you ask me.
  26. 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?
  27. 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.
  28. 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.
  29. 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
  30. 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?
  31. 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.
  32. 38:20:943 (5,9,10) - selecting these and hitting Ctrl+G would stress the stronger beats.

    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.
[Marathon Lite]
  1. Same stack leniency thing. Consider setting it higher for readability purposes.
  2. 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.
  3. 04:17:617 (3,4) - minor - you might wnat to fix the blanket here.
  4. 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.
  5. 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.
  6. 14:38:367 (3,4,5) - Ctrl+G for the vocals and drums here as well. Should fit better this way.
  7. 17:10:064 (3,4,5,1) - so, the overlap here can be avoided. Try something like this
  8. 18:02:044 (2,3) - minor - blanketing here could be improved.
    Note: same 26:04:395 (1) - probably in a few more patterns. scan through the set quickly if you are up for fixing it.
  9. 20:01:962 - probably a circle here, or you could try turning 20:01:775 (3) - intos lider.
  10. 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.
  11. 27:02:895 - since the vocals start here this is where I would expect (1) to be started.
  12. 29:14:395 (1) - gets overlapped with the HP Bar, consider moving it lower?
I guess that wraps it up. That truly was impressive in every possible way.

Hit me up when ready.
Sieg
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
Topic Starter
pw384

Bakari wrote:

I regret every decision I have made as a beatmap nominator so far.

[General]
  1. Due to flashing stuff like 03:58:038 - I'd enable the epilepsy waning just to be on the safe side. :arrow: fixed that
  2. Are you sure it's not LINKIN PARK? (capytalized) If not, we can check it together, just let me know.
    :arrow: 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.
  3. 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. :arrow: I reduced the length of spinner sharply so that it won't be a fatal thing for marathon.
[Marathon]
  1. 00:10:579 (1,3) - perhaps, you could move it to the left in order to prevent the overlap which appears slightly untidy here. :arrow: I rearranged the placement
  2. 00:23:101 (5,6) - might want to increase the spacing here as to be consistent with the jumps before/after this pattern. :arrow: that's right
  3. 01:19:449 (1,4) - consider adding a slight unstack as to increase readability of the pattern? Or maybe rotate it slightly. :arrow: 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.
  4. 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. :arrow: fixed
  5. 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. :arrow: 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.
  6. 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. :arrow: 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.
  7. 04:26:774 (4,1) - misses the jump for the consistency with 04:26:301 (2,3) -
  8. 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. :arrow: I must have forgotten to take spacing into consideration.
  9. 06:54:120 (7) - try a 1/2 slider and a circle to stress the downbeat on 06:54:665 - ? example :arrow: That's what I want!
    Note: 07:55:211 (7) - same.
  10. 06:59:301 (1,2,3) - you could also work with the drums and 1/2 rhythm here in a more precise way. example :arrow: good idea
    Note: 08:00:392 (1,2,3) - same.
  11. 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. :arrow: fixed this
  12. 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? :arrow: So I reduced the spacing.
  13. 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 :arrow: fixed
    Note: 08:50:301 (3) - you'd have to change this one as well.
  14. 11:41:092 (1) - I love you. :arrow: <3
  15. 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! :arrow: 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. 16:56:698 (8,1) - minor - the blanket here and around this combo could be improved. :arrow: fixed
  17. 17:28:183 - 17:28:628 - the drums require some kind of some support. Add a circle for each of these beats? :arrow: 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.
  18. 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? :arrow: fixed
  19. 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. :arrow: The color spam is intended to be in line with the lyric, "one by one by one".
  20. 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 :arrow: fixed
  21. 20:30:275 (1,2) - unstacking would keep the flow dynamic and work better here, I believe. example :arrow: good idea.
    Note: 21:18:275 (5,6) - same?
  22. 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. :arrow: 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. 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. :arrow: fixed
  24. 23:59:624 (1,2) - then the same thing like with the pattern above continues. So, the whole thing would be more like this? :arrow: umm... I am sure I follow the rap precisely.
  25. 25:26:448 (1) - I would add some hitsound to stress the music here. Whistle doesn't sound too bad if you ask me. :arrow: fixed
  26. 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? :arrow: 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 :D
  27. 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. :arrow: okay
  28. 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. :arrow: Quite nice idea.
  29. 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 :arrow: Looks better now.
  30. 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? :arrow: 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!
  31. 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. :arrow: Rearranged those sliders so that it won't be too challenging while still reflect my feelings when listening to this moving song.
  32. 38:20:943 (5,9,10) - selecting these and hitting Ctrl+G would stress the stronger beats. :arrow: 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. :arrow: Set SL to 0.6 on both difficulties, as 0.7 might break some visual patterns while 0.6 works well.
[Marathon Lite]
  1. Same stack leniency thing. Consider setting it higher for readability purposes.
  2. 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. :arrow: fixed
  3. 04:17:617 (3,4) - minor - you might wnat to fix the blanket here. :arrow: okay
  4. 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. :arrow: yeah fixed
  5. 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. :arrow: Sounds good. And I also removed 11:52:481 - to keep consistency.
  6. 14:38:367 (3,4,5) - Ctrl+G for the vocals and drums here as well. Should fit better this way. :arrow: Rearranged the rhythm. It works better.
  7. 17:10:064 (3,4,5,1) - so, the overlap here can be avoided. Try something like this :arrow: fixed
  8. 18:02:044 (2,3) - minor - blanketing here could be improved. :arrow: 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.
  9. 20:01:962 - probably a circle here, or you could try turning 20:01:775 (3) - intos lider. :arrow: fixed
  10. 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. :arrow: that's right
  11. 27:02:895 - since the vocals start here this is where I would expect (1) to be started. :arrow: okay
  12. 29:14:395 (1) - gets overlapped with the HP Bar, consider moving it lower? :arrow: fixed
I guess that wraps it up. That truly was impressive in every possible way.

Hit me up when ready.
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.

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
Yeah timing fixed and things turn out to be better now! Great thanks! :D

---------------------
After all, we might want to discuss about the capitalization, as well as go through the map over again. If there's a rebubble, I think it should be #1 since timing has been changed.
riffy


Metadata consistency is what I love. If they don't care, neither should we, you are right. Rechecking tomorrow.
riffy
Doubleposting so that you get a notification that I've posted here.

[Marathon Lite]
  1. 23:30:246 (1) - and I guess we could remove a new combo just to prevent excessive combo usage.
[Marathon]
  1. 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.
Almost there.
Topic Starter
pw384

Bakari wrote:

Doubleposting so that you get a notification that I've posted here.

[Marathon Lite]
  1. 23:30:246 (1) - and I guess we could remove a new combo just to prevent excessive combo usage. :arrow: fixed
[Marathon]
  1. 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. :arrow: Probably. So I found a compromise by moving dozen pixels top-left. So is the same pattern occurring at the end of the track.
Almost there.
Thank you again! By checking new combos and break times again, I think I am ready.
riffy
Similar pattern appears on 00:25:971 (4,3) - though this one is slightly more readable. You're free to unstack it for consistency or leave it as you originally intended to.

This and I rebubble.

Edit: the mapper decided to keep it, so here we go.

This is more than just a song, more than just a marathon and you are more than just a mapper. It's been a long way, but you are almost there. All my love packed in a neat icon, here we go.

Rebubbled. #1



Note: give it 24h before placing a bubble #2 just to be on the safe side.
sahuang
#2
riffy
We're almost there!
fieryrage
see this is a map i can get behind, good shit
Myxo
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?
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 ?
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?
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?
20:02:712 (2) - I think it would be better to stack it on (1), for the vocal emphasis.
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.
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.

[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.
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 length :) If 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!
Topic Starter
pw384

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? :arrow: 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 ? :arrow: 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? :arrow: 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? :arrow: 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. :arrow: 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. :arrow: 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. :arrow: 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. :arrow: 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 length :) If 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!
It was a surprise for me when I checked my phone this morning. Thank you very much!
Yumeno Himiko
A little check on sb :)
都是小问题我就直接改好放个文件了

Sprite,Foreground,Centre,"BG\A_3.png",320,240
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
手摆出的问题,后两行

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



其他有几个类似的我就不写了

Topic Starter
pw384
thanks!
updated!
riffy

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 :)
Of course it is, I have modded the set before.

jokes aside, though, I'm happy you did check it. Thanks a lot, I was afraid we'd be stuck with two bubbles for a while.
HootOwlStar
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.
Topic Starter
pw384

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.

About the rhythm, you may refer to rhythm that seems "weird" like 17:16:591 (2,3,4) - , 17:35:601 (3,4,5,6) - etc. As a matter of fact, I am DEFINITELY comfortable with the rhythm, especially those similar to 17:35:601 (3,4,5,6) -
  1. I have to point out foremost that this song doesn't provide much rhythm to follow in a map. Or maybe you can do that, but I believe the rhythm would turn out to be quite dull and frustrate players(especially during a 40-min map!). So I tried to recreate the music under the guidance of intuition. This technique was and is widely used, and some of my favorite mappers like tieff featured this (feel free to check out https://osu.ppy.sh/s/42092 , that's amazing). So I find no fault with the overall rhythm.
  2. Besides, to show that the rhythm is "recreated", hitsounds are of higher volumn so it won't be hard for players to find what to follow.

...or 16:48:521 (4) - , 17:13:620 - , 17:58:175 - , 18:13:026 - . And I'd like to explain the reasons why I put a down beat on slider tails.
  1. First, taking 17:28:769 (3,4,5) - as an example. The following diagram shows the movement of a player's finger
    Timeline: 3-0 4---0 5-0
    Movement: D U D U D U (D for down, U for up)
    Drumline: X X X X X X
    You 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.
  2. Second, symmetric design was taking into account while mapping this part. Patterns like 16:47:779 (2,3,4) - , 17:28:323 (2,3,4,5) - , etc. are of this kind. Still, taking 16:47:779 (2,3,4) - as example, I'd like to emphasize 16:47:779 - 16:48:076 - , and the way to do so is to place slider heads on them. To make it a symmetric pattern, 16:48:670 - should be of passive rhythm. So why didn't I alter 16:48:521 (4) - into 2 circles? That means I had to do the same with 16:47:779 (2) - . In that case, 16:47:927 - is of the same status in rhythm as 16:47:779 - , and that's what I don't want for this pattern.
  3. Third, the downbeat 17:13:620 - is occupied by the tail of 17:12:432 (3) - . What I'd see as more important is the inner logical connection of lyrics here. "Feel alive" works as a verb-complement phrase, so it should be a union, by placing a slider covering 17:12:432 - 17:13:026 - 17:13:620 - . And what's more, the single word "alive" should not be split up, especially when I choose to follow the logic of lyrics. So a circle on 17:13:620 - is not a good idea from my perspective.


About the 1/8 sliders in A Light That Never Comes: I don't know which slider you are referring to since I'm good with all of them. So here is the list of 1/8s.

  1. 00:07:971 (3) - Obvious drums. No need to explain more.
  2. 00:24:666 (1,2,3,4) - Same above, but I added movements in order to show the transition of music.
  3. 01:16:318 (1) - Obvious. I even added whistles.
  4. 01:17:362 (1,2,1,2,3,1,2,3,4) - Nice from my perspective. I mapped out the rhythm by covering 01:17:362 - 01:17:623 - 01:17:884 - 01:18:145 - , and the change of pitch by placing 2 1/8 sliders 01:17:884 (1,2) - and one 3/8 slider 01:18:145 (3) - , instead of 2 3/8 sliders 01:17:362 (1,2) - or 4 1/8 sliders 01:18:405 (1,2,3,4) - , as 01:18:405 (1,2,3,4) - , 01:17:884 (1,2,3) - , 01:18:405 (1,2,3,4) - are of different pitches.
  5. 01:20:492 (1) - Obvious.
  6. 01:23:101 (1) - Obvious.
  7. 01:39:797 (1,2,3,4) - +movements.
  8. 01:48:145 (3) - Obvious.
  9. 02:13:188 (3) - Same.
  10. 02:21:536 (1) - Same
  11. 02:29:884 (2,3) - The same. I even stressed 02:30:145 - out.
  12. 02:38:231 (1) - Obvious.
  13. 03:01:710 (1,2,3,4,1,2,3,4,1,2,3,4) - Perfectly snapped. And you know a slow slider after 1/8s requiring high moving speed is quite entertaining.
  14. 03:11:623 (1,2,3,4) - +movements. Players can play them as 4 circles.
  15. 03:19:971 (2) - Obvious.
  16. 03:28:318 (1) - Obvious.
  17. 03:43:449 (1,2,3,4,1,2,3,1,2,3,4,1) - By placing 1/8 sliders the FX effect is vivid. Circles just make them dull.
... or you mean extended 3/8 sliders. I'd want to explain 00:18:927 (1,2,3,4) - , 02:32:492 (1,2,3,4) - .
A map reflects the mapper's feelings of the music. And so does this pattern. When listening to this, I suggest that Mike is trying to stress the four words. My sixth sense told me that 3/8 sliders can be thus used. And 02:32:492 (1,2,3,4) - is more awesome, as sliders back and forth are relatively vivid.



About the title: Taking into consideration that Recharged := A Light That Never Comes + Remixed Living Things + Remixed A Light That Never Comes, and Recharged is released following Living Things, it is weird to put Recharged first. The reason that I put A Light That Never Comes first is that I intended the part to be a bit tricky (as it involves many extended sliders). And thus it should not be put at the very end of the compilation. Putting it into the middle is also strange (tracks from Living Things should be consecutive), so the only choice is the beginning.

Besides, and offtopic, ending the compilation with Powerless is the best choice in my opinion. All living things are bound to end up ash and dust, and creatures are powerless faced with eternal things like time and space. When the compilation comes to its end, I hope the player could realize it, and be thankful that we are not dead to the world.



I wish I've explained it clearly and thoroughly. Thank you for your concern! :)
HootOwlStar
basically my concerns are mostly as above so explanations are literally provided in detail. followed up with a message regarding to smaller issues like background image recommendations, tags and others. everything will hence depend on @384059043 again.

love the project anyway. good luck for everyone in everything.
Topic Starter
pw384
kudosu'd for HOS' suggestion via PM. I'll list the changes I make soon. Thank you a lot!

  1. Fixed title PNG for Victimized
  2. Changed BG for Lies Greed Misery, Until it Breaks, and Roads Untraveled
  3. 18:43:175 (6) -
  4. 18:02:333 (1,2,3) -
  5. 27:37:395 - in Lite difficulty
  6. Add tags
And self-modding: 18:22:234 - 18:24:908 (1) - .

Need redownloading since Backgrounds are changed!
Myxo
Rebubble #1
Topic Starter
pw384
Thank you very much!
riffy
Pssst, guys, Background2 is unused. Better fix this, before we go any further.

bubblepop icon, because rules
Lasse
can you add "compilation" to tags before getting this qualified?
Topic Starter
pw384
Seems that I deleted the unused files but forgot to update the mapset orz... Sorry for inconvenience.
Meantime, I added the tag compilation on the safe side. ;w;
riffy
Enough is enough. Let's roll.

Rebubbled. #1
Myxo
Rebubble #2
Frim4503
wow
this will gonna ranked soon
sahuang
Happy Chinese New Year!
Topic Starter
pw384
THANK YOU ALL! I LOVE YOU!
Yumeno Himiko
Happy Lunar New Year!
Lavender
Happy New Year!
Spork Lover
Congratz man! And Happy New Year :)
Nelly
Happy New Year!
Flask
Mismagius
This beatmap currently surpasses 2.147 billion score on Catch the Beat, therefore causing an overflow and turning the score into negative. It's not rankable unless the scoring system is changed to scorev2 as default.

The same issue happened with this beatmap t/186184 and the developers told the mapper to either remap, cut the song or wait for score v2.
vipto
what a joke
Mazziv
lo
donacdum
10/10 ctb ruins things again
7ambda
fuk u ctb

64-bit integer when
fieryrage
Haha yes.

why wasnt this fixed a year ago
worst fl player
Longer than parapara marathon? :thinking:
Raging Bull
congratulations!
Nelly
Guess peppy is lazy to port osu! at 64-bit. When?
Myxo
i made sure it doesn't happen on std, but happens on ctb instead. fuck
Topic Starter
pw384
oh wth...
in fact unsigned 32bit score would solve the problem without additional space
what should I do now :o
Stjpa
Well either you cut the song or you wait until the osu!lazer is out (just guessing it's fixed there, not sure)
diraimur
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.
Scarlet Evans
So the osu!standard maps rankability strictly depend on how maps behave in the other game modes that they are not dedicated for?

Where can I find the precise rules about how maps dedicated to be played in osu!Std, by Std players and on Std rules, have to behave after gimmick auto-converting to other mods, so it can be ranked in Std?

- - - - -

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?
7ambda

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?
That would honestly be a good idea.
Mismagius

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?
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)
Topic Starter
pw384

F1r3tar wrote:

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?
That would honestly be a good idea.
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 std
Adiopulse
Unrankable :( :(

somewhere around here 37:25:229

http://imgur.com/a/lNxRM
hehe

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.
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.
Myxo
Taking it down for now. Probably there is indeed no other solution than waiting until the bug is fixed or cutting the map in half or so :<
Lavender
int -> unsigned int
Vovan
The map was qualified, I played it, after the play, I saw it unranked.

I will hate marathons ;w;
Topic Starter
pw384
What a pity is it! But I believe there exists such kind of solution
1. Allowing beatmaps to be played on osu!std only, like taiko, ctb and mania specialties.
2. Unable scoreboard on ctb mode
3. Fix the bug by using signed or unsigned __int64. This require x2 space
4. Fix the bug by using unsigned 32bit int, since no score has overflowed to negative before so the signbit is 0 on all scores uploaded. This doesn't require additional space
5. Remove some notes so that the total score on ctb will be under 1<<31 (I'm working on this but it hurts)
dev plz
Kilabarus
omg lol
just have no other words in this situation
Doyak
3. Fix the bug by using signed or unsigned __int64. This require x2 space

-> literally 4 more bytes lol

Just the same solution how the view count of Gangnam Style on YT had been fixed.
sahuang
@peppy
Crystal


WASTED LUL
Mismagius
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
Topic Starter
pw384

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
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.

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
[Mahua]
目瞪口呆.jpg
Curisu

[Mahua] wrote:

目瞪口呆.jpg
Doyak
Recalculation is surely not needed. But he has to modify all the scores into the new data set. This wouldn't take too long though.
Shiguma

384059043 wrote:

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
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.

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
I hope peppy fixes it so you don't have to delete things from your map
Misure

[Mahua] wrote:

目瞪口呆.jpg
Ellyu
在解决bug前能先love吗
Nelly

Crystal wrote:



WASTED LUL
Rekt
Ankanogradiel
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.
Crystal

Ankanogradiel 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.
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 circle
in ctb "slider-starts" or "reverse arrows" all count as "objects" that apply to "combo-multiplying" score calculation, which means you get at least twice more (if it has reverses then the amount can be bigger depending on the amount of reverses one slider has) than you can get in standard mode. this is why ctb scores are often a lot higher than that on the same map of standard mode

hope the problem can be solved soon so that i can farm lol
Topic Starter
pw384
Decider par soi meme, encore faut-il qu'on ose

The decision comes that:
1. delete the first track so that it is purely an album.
2. change the title.
3. the first track will be ranked one day separately. https://osu.ppy.sh/s/566773

LET'S ROLL AGAIN
Zero__wind
世界变化快
Exemmar

384059043 wrote:

1. delete the first track so that it is purely an album.
What was the idea of putting that one extra song to the album? Why would anyone do that?

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.
Topic Starter
pw384

Exemmar wrote:

384059043 wrote:

1. delete the first track so that it is purely an album.
What was the idea of putting that one extra song to the album? Why would anyone do that?

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.
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.

And though Tinfoil is a separated instrumental track, it is more like a prelude of powerless so I did once think that there was no need to include it. But now altnc is removed and the score won't overflow anymore, let me do that. Thank you for your suggestion!

EDIT: The score will overflow again with additional mods. So leave it as it is for now. orz
riktoi
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.
Topic Starter
pw384

riktoi 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.
hopefully 4 mod on ctb is totally impossible haha
btw, timing fixed due to mp3 cutting
Vovan
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
Topic Starter
pw384

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
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;
RyoKazuka
pretty much one of the very reasons why i avoid mapping long songs tho i do want to map an album

but this is the prob that scares me and it really prevents this from ranking
looking forward for the set to be ranked (and the score thing fixed)
riffy
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.
Topic Starter
pw384

Bakari 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.
Sorry for not able to attend to this set, as things in real life is going terribly busy :cry: ... but I've pm'ed Desperate-kun to confirm the rankability just now and am waiting for his response.
Myxo
Confirmed with Kurokami that playing this perfectly with 4 mods on CtB is basically impossible, considering the difficulty and length, so it's fine to be moved forward. Rebubble #1
Scarlet Evans
Finally! <3
Good luck! I wish you didn't need to cut it though ;w;
sahuang
#2 cuz all good now.
Stefan
I am hyped ! ! !
Stjpa
Mods shouldn't even matter as every map is mapped to be played with no mods or am I wrong?
& hype!
BoberOfDarkness
Its sad that mapper need fix issue which is caused by game not being fine tuned :/
Curisu
Hype
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