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Utsu-P - TRAUMATIC

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Sonnyc
General.
-- Why is "MY SONG IS SHIT" on the tags? It really feels some inappropriate contents to be inside the tags, and if it is related with the song officially, I'd like to get some reference regarding that. Unless, removing it would work safe.
-- Dark concepted combo color along a dark BG wasn't really good enough to properly read the approach circles. Though it isn't really merging with the BG, I strongly recommend you to use an alternative for a fair gameplay.
-- Imo, the sound appears at least from 00:01:750, and the point where the spinner starts felt a lot questionable.

Exote's Normal.
Personally ar5 felt way too fast to get used at the lowest difficulty of a 240bpm song imo.

Anxient's Advanced.
00:19:500 (3,1) - 00:33:000 (3,1) - These were the jumps appearing in this diff. Would be fine as it is, but considering this is one of the difficulty consisting a mapset, you'll want to take a look at your Hard. Even the hard diff is mainly having some large spacing, you didn't used a concept of a jump at these parts. I consider these jumps in Advanced to be a difficult concept than the ones used in hard, and therefore recommend you to get rid of these jumps.

Sharkie's Expert.
Overall, I do not consider this difficulty to be readied for a rank. The map lacks proper structures or technical skills to support the mapper's ideas on expressing the song. To start with one of the beginning patterns: 00:08:000 (1,2,3,4) - the sliders has some similar angled shape, and the rhythms are 1/2 -> 1/4 reverse -> 1/2 -> 1/4 reverse. Concept so far was fine, but then not much skills were presented here to create some quality. Let me ask you some questions. 00:08:000 (1,2) - this is having a 1.26x, is this your base spacing? 00:08:250 (2,3) - You've used a jump here. In which part of the song do you wanted to express this jump concept? Is it used consistently? How did you decided the scale of this jump? 00:08:000 (1,3) - these are overlapping each other. Not directly unrankable indeed, but such placement or relationship between a shape that was intended to be similar was neither creating any extra quality. 00:08:500 (3,4) - the concept of a 1/4 after a 1/2 slider repeated, but the placement concept has changed a lot. Why did the spacing increase to 1.38x while the one you were using at 00:08:000 (1,2) was only 1.26x? (2) was heading outside of the previous slider, but why is (4) heading towards the previous slider? Was there any musical difference to use such inconsistency? Such question goes on the whole map.

00:06:000 (1,1) - I pretty much feel the overlaps being really hard to indicate the covered one as a slider.
00:15:000 (1,2,3,4,5,1) - 00:31:500 (3,4,1) - These mapping concepts you are using are not properly indicating the 1/3 rhythms. Since it is using slider leniency, it is playable. While these two were the distinctive 1/3 rhythms in this map, the way you mapped is just an ordinary slider with a spacing concept that is nothing much different from others. If there was no timeline providen, there is less way to tell this is 1/3 and it isn't good in quality.

Extreme.
00:11:250 (2,3) - 00:23:000 (1,2) - I hope the overlaps of each could be polished more. The overlaps between sliderends/sliderheads didn't really looked aesthetically pleasing, considering how you've successfully managed to do at 00:26:000 (1,2,3,4).
00:27:750 (1) - Do you think the nc is necessary? It made the slider of 00:27:500 (1) single comboed, which made some inconsistent feeling apart 00:27:000 (1,2). Also since the drum beat is pretty much consistent since 00:27:625, removing the nc of the circle would work better. I don't think it would hinder playability.

ehh was considering to pop this but I was a little late.
Lanturn
MY SONG IS SHIT is actually the name of the circle apparently lol.

https://msis.jimdo.com/
Sonnyc

Lanturn wrote:

MY SONG IS SHIT is actually the name of the circle apparently lol.

https://msis.jimdo.com/
demn they are cool bois
Okoratu
Topic Starter
Cryptic
Gonna respond properly later when I get the chance but I definitely agree with the combo colors and the AR thing, so requesting a DQ to expedite the process.
Thank you for the mod!
Sharkie

Sonnyc wrote:

Sharkie's Expert.
Overall, I do not consider this difficulty to be readied for a rank. The map lacks proper structures or technical skills to support the mapper's ideas on expressing the song.

To start with one of the beginning patterns: 00:08:000 (1,2,3,4) - the sliders has some similar angled shape, and the rhythms are 1/2 -> 1/4 reverse -> 1/2 -> 1/4 reverse. Concept so far was fine, but then not much skills were presented here to create some quality. Let me ask you some questions. 00:08:000 (1,2) - this is having a 1.26x, is this your base spacing?
Nah, didn't really have a base spacing in mid. Wanted this diff to be a in a way, a "Light Extra", where spacing isn't always exactly the same, even for small spacings.
00:08:250 (2,3) - You've used a jump here. In which part of the song do you wanted to express this jump concept? Is it used consistently? How did you decided the scale of this jump? 00:08:000 (1,3) - these are overlapping each other. Not directly unrankable indeed, but such placement or relationship between a shape that was intended to be similar was neither creating any extra quality.
A couple of inconsistencies are fine, that's part of style. Generally, the overlaps do create a shape and consistency throughout the map.

00:08:500 (3,4) - the concept of a 1/4 after a 1/2 slider repeated, but the placement concept has changed a lot. Why did the spacing increase to 1.38x while the one you were using at 00:08:000 (1,2) was only 1.26x? (2) was heading outside of the previous slider, but why is (4) heading towards the previous slider? Was there any musical difference to use such inconsistency? Such question goes on the whole map.
As stated earlier, in mapping Hard Insanes/Light Extras, they really should introduce the player to varying spacings as most Extras do, in addition, the playability is fine.
00:06:000 (1,1) - I pretty much feel the overlaps being really hard to indicate the covered one as a slider.
I disagree, its very easy to read and see the new slider.
00:15:000 (1,2,3,4,5,1) - 00:31:500 (3,4,1) - These mapping concepts you are using are not properly indicating the 1/3 rhythms. Since it is using slider leniency, it is playable. While these two were the distinctive 1/3 rhythms in this map, the way you mapped is just an ordinary slider with a spacing concept that is nothing much different from others. If there was no timeline providen, there is less way to tell this is 1/3 and it isn't good in quality.
That was done for the sake of difficulty, in addition, I wanted a different rhythm than what Cryptic had used in his diffs, so its not boring. I have asked many players about that pattern and it plays fine. Again, what I prefer doing in these difficulties is introducing concepts in Extras, but they're still not that hard to play. This makes it less awkward for when players learn more about the different techniques mappers use in mapping Extras.
Sonnyc
Nah, didn't really have a base spacing in mid. Wanted this diff to be a in a way, a "Light Extra", where spacing isn't always exactly the same, even for small spacings.
Okay, and guess that's why I've got the whole feeling of an inconsistency and whatever feeling of the diff being not ready yet.

Not using the same spacing all the time doesn't mean that you can just completely forget about the spacing concepts and use 100 kinds of random inconsistent spacings. If every spacing just differs by time to time, they hardly form any consistent structure inside a map. This such goes even before the decision of jumps. 00:08:750 (4,1,2) - 00:20:000 (1,2,3) - each placement uses a close 1/2 distance, but why is one 1.1x while the other is 1.0x? Do you really consider such inconsistency to be forming a structure? At the early part, 00:08:250 (2,3) has a jump but then 00:20:250 (2,3) is containing no jump. In where did you form a consistency or structures?

Maybe I was inaccurate regarding the overlapped slider. It is fine as long as you've got testplays regarding it, since I thought it to be some playability issue.

However the 1/3 thingy wasn't an issue regarding playability. As I said, slider leniency is being used. Players would deal it nicely enough. The issue is regarding spacing concepts which lays under the beatmap quality. The spacing concept that appears in the 1/3 rhythm shows no major difference with other normal 1/2 objects, and that is why I consider this to be not high enough in quality. This goes far back to the beginning that you weren't thinking about some base spacing concepts. If there was a major difference of spacing concepts to indicate a 1/2 and 1/3 respectively, I wouldn't even have mentioned this issue.



If you disagree with my statements regarding how the map wasn't good enough, then I'd like to hear your opinion regarding "why the map is good under the current design". It doesn't necessarily have to be a point by point arguement of my concerns.
Doyak
Keeping consistent spacing isn't about determining the difficulty. It's about structuring your map. Also it's not about snapping the DS. You can put jumps, but not in a 'random' way, by making adjacent notes interact with each other, mainly by the spacing.

Style is constructed when you can explain why the notes are there, and what they're trying to represent. So, inconsistency isn't a style, as you just said, they're inconsistent for no reason. "For the sake of difficulty" cannot be an excuse, since it has nothing to do with the relation between the map and the music. "Playability" can be a reason, but only by itself it's too weak, since there are so much things you can consider other than the playability.
Anxient
list of changes:

ADV: that retarded jump i forgot to change for some reason. and the AR. nuked it to 6.

magic box
osu file format v14

[General]
AudioFilename: 06 TRAUMATIC (feat. Hatsune Miku).MP3
AudioLeadIn: 0
PreviewTime: 7968
Countdown: 0
SampleSet: None
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.4

[Metadata]
Title:TRAUMATIC
TitleUnicode:TRAUMATIC
Artist:Utsu-P
ArtistUnicode:鬱P
Creator:Cryptic
Version:Anxient's ADVANCED
Source:
Tags:MY SONG IS SHIT Post-Traumatic Stress Disorder P.T.S.D. PxTxSxD Reissue metalcore hatsune miku 初音ミク rock vocaloid Exote Anxient Sharkie UtsuP
BeatmapID:1161443
BeatmapSetID:499478

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:6
SliderMultiplier:0.999999999999999
SliderTickRate:1

[Events]
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Cryptic

Sonnyc wrote:

General.
-- Why is "MY SONG IS SHIT" on the tags? It really feels some inappropriate contents to be inside the tags, and if it is related with the song officially, I'd like to get some reference regarding that. Unless, removing it would work safe. Lanturn had me covered, but its the circle/label name!
-- Dark concepted combo color along a dark BG wasn't really good enough to properly read the approach circles. Though it isn't really merging with the BG, I strongly recommend you to use an alternative for a fair gameplay. Brightened 'em up a bit.
-- Imo, the sound appears at least from 00:01:750, and the point where the spinner starts felt a lot questionable. Spinner placement sounds correct to me as is, and moving it wouldn't make much of a difference from a drain time perspective or from a playability perspective. The actual noise starts prior to the redline but the higher whirring noise starts at my spinner.

Exote's Normal.
Personally ar5 felt way too fast to get used at the lowest difficulty of a 240bpm song imo. Nerfed to 4.

Extreme.
00:11:250 (2,3) - 00:23:000 (1,2) - I hope the overlaps of each could be polished more. The overlaps between sliderends/sliderheads didn't really looked aesthetically pleasing, considering how you've successfully managed to do at 00:26:000 (1,2,3,4). The focus here is DS and relatively consistent movement. Maintaining a DS of 2.0 into a repeat of around 1.1 is the goal and I've executed it consistently. Aesthetics are not the primary concern and the overlaps are consistent as to where they appear (e.g: 00:11:000 (1,2,3) - are overlapped the approximate same distance, same for 00:23:000 (1,2) - there).
00:27:750 (1) - Do you think the nc is necessary? It made the slider of 00:27:500 (1) single comboed, which made some inconsistent feeling apart 00:27:000 (1,2). Also since the drum beat is pretty much consistent since 00:27:625, removing the nc of the circle would work better. I don't think it would hinder playability. Agreed, un-NC'd. I believe the original reason was to better indicate the spatial changes.
Updates applied, Sharkie remapped his diff as well.
One more metadata source for capitalization as well.
Len
pp boys
Lasse
got asked to give my opinion on sharkie's remapped diff
definitely seems better than the old one, only thing I couldn't quite get is how you decided when to map 1/4 repeats and when 1/2 sliders cause in some cases it seems like both were mapped to the same rhythms in the song?
Sharkie

Lasse wrote:

got asked to give my opinion on sharkie's remapped diff
definitely seems better than the old one, only thing I couldn't quite get is how you decided when to map 1/4 repeats and when 1/2 sliders cause in some cases it seems like both were mapped to the same rhythms in the song?
Yes, I did that intentionally. The reason I mapped 1/4 in some cases was because generally, I follow percussion. However, starting at 00:12:000 - and ending 00:15:500 - The vocals became much more prominent in my interpretation and would be generally easier to follow from a players' perspective. In addition, both sections of 00:12:000 - 00:15:500 - and 00:24:000 - 00:27:250 - are the same. You can see in this section, 00:28:000 - 00:31:500 - that I mapped the 1/4 because there are no more 1/2 vocals, just a held screaming note. In my interpretation, the percussion, lead guitar, and bass guitar have become more prominent.
Akiyama Mizuki
DROP THE BASS NOT GONNA MATE
BOUYAAA
Sharkie revive american idiot ty :

00:09:125 (2) - slider feels a little random like i get that you're following guitar chords and all but you miss sounds that you map almost everywhere else like ma boy the kick 00:09:250 -

00:10:000 (1) - instances where you mix on beat and offbeat sliders to emphasise vocals for 1 beat feels super random like in the same measure you go back to your usual offbeat snare mapping. 00:10:375 (3) - here for example you switch back to having a click on snare when vocals are on the sliderend. Idk if what i'm trying to say is clear but basically you switch between vocals and snares for seemingly random reasons so it plays awkward. 00:22:000 (1) - e

00:16:000 (1) - are these nc necessary the single ones look a bit weird. I'd have paired either 4 by pattern or 4 per measure

00:35:000 - revive american idiot
Sharkie

BOUYAAA wrote:

Sharkie revive american idiot ty :

00:09:125 (2) - slider feels a little random like i get that you're following guitar chords and all but you miss sounds that you map almost everywhere else like ma boy the kick 00:09:250 - I found it more important to follow the snare + guitar rather than the bass drum + guitar.

00:10:000 (1) - instances where you mix on beat and offbeat sliders to emphasise vocals for 1 beat feels super random like in the same measure you go back to your usual offbeat snare mapping. 00:10:375 (3) - here for example you switch back to having a click on snare when vocals are on the sliderend. Idk if what i'm trying to say is clear but basically you switch between vocals and snares for seemingly random reasons so it plays awkward. 00:22:000 (1) - e
Some rhythm variation isn't random, especially when I use the same rhythm for the same section twice. Rhythms too consistent within itself, especially for such difficulty is boring.
00:16:000 (1) - are these nc necessary the single ones look a bit weird. I'd have paired either 4 by pattern or 4 per measure
I just copied Cryptic's NCing pattern.
00:35:000 - revive american idiot
Soon tm
Izzywing
sharkie -

cryp asked me to take a look but I don't think there's anything wrong with this one. Looks great to me, reading your replies to Lasse and Bouya everything looks justifiable. Good work.

One thing I'll say is 00:06:000 (1,1) - would be super nice if you could stack these like you did with 00:04:000 (1,1), would be much nicer on the player. not really required but i recommend doing so.

EDIT - actually quick question, I get for here 00:28:000 (1,2,3,4,1,2,3,4) - you mapped the 1/4 again because the vocals turn off, wouldnt it make sense to make the rhythm similar to 00:08:000 (1,2,3) - this part where the red ticks are clicked?
Sharkie

Hobbes2 wrote:

sharkie -

cryp asked me to take a look but I don't think there's anything wrong with this one. Looks great to me, reading your replies to Lasse and Bouya everything looks justifiable. Good work.

One thing I'll say is 00:06:000 (1,1) - would be super nice if you could stack these like you did with 00:04:000 (1,1), would be much nicer on the player. not really required but i recommend doing so.
Hmm, I disagree. I believe the intro plays fine and is very readable for all players of such difficulty.

EDIT - actually quick question, I get for here 00:28:000 (1,2,3,4,1,2,3,4) - you mapped the 1/4 again because the vocals turn off, wouldnt it make sense to make the rhythm similar to 00:08:000 (1,2,3) - this part where the red ticks are clicked?
The lead guitar and rhythm guitar rhythm is very different, for both phrases, mapped accordingly.
Strategas
remap count: ?
Topic Starter
Cryptic
top diff is at 1 and sharkie diff is at 1
so remap count: 2?
Monstrata
Sharkie's EXPERT

00:12:000 (1,2,3,4,5,6,1,2,3,4,5,6) - If you're following vocals, then shouldn't you be emphasizing notes like 00:12:125 - 00:12:625 - 00:13:125 - with sliders instead? It feels like the slider rhythm is 1/2 a beat too late. There's a polarity shift here at 00:12:000 (1,2) - if you're looking at vocals. Instead of 1 2 3, it becomes 1 2 > 1 2 3 | 1 2 3 | 1 2 3 // The polarity shifts back on 00:13:875 - so this would fit better as a circle.
00:24:125 (2,3,4,5,6,1,2,3,4,5,6) - The same idea applies here^
00:21:000 (1,2,3,4,5,6) - Not really sure what rhythm you're following here xd. The 1/1 slider seems kinda odd too.
Sharkie

Monstrata wrote:

Sharkie's EXPERT

00:12:000 (1,2,3,4,5,6,1,2,3,4,5,6) - If you're following vocals, then shouldn't you be emphasizing notes like 00:12:125 - 00:12:625 - 00:13:125 - with sliders instead? It feels like the slider rhythm is 1/2 a beat too late. There's a polarity shift here at 00:12:000 (1,2) - if you're looking at vocals. Instead of 1 2 3, it becomes 1 2 > 1 2 3 | 1 2 3 | 1 2 3 // The polarity shifts back on 00:13:875 - so this would fit better as a circle.
Remapped.
00:24:125 (2,3,4,5,6,1,2,3,4,5,6) - The same idea applies here^
Remapped.
00:21:000 (1,2,3,4,5,6) - Not really sure what rhythm you're following here xd. The 1/1 slider seems kinda odd too.
Same as the beginning pharse, 00:09:000 (1,2) - following snare here.
Topic Starter
Cryptic
Updaterooni.
Monstrata
I'm going to rebubble since those places were remapped. Was just expecting a Ctrl+G or something lol. Just poke Strategas to give Sharkie's diff a final rundown.
Strategas
gz
Topic Starter
Cryptic
Thanks <3
Round 2 bois
Ancelysia
this song is terrifying but so good
fieryrage
regratz!
Ancelysia
also

remove the widescreen support thing because theres no sb
Exote
yay not even half an hour nuked already gg
Topic Starter
Cryptic

iiOkward wrote:

also

remove the widescreen support thing because theres no sb
Its not on on any diffs though...?
Ancelysia

Cryptic wrote:

iiOkward wrote:

also

remove the widescreen support thing because theres no sb
Its not on on any diffs though...?
Oh, osu! must've been messing with me.. Oh well. Don't listen to me :p
Pachiru
Hello Cryptic,

I'm not hating or else, so don't take what I'll say as an hating comment, that's just what I'm thinking of the mapset, and not a mod or a DQ thing, okay? I'll not being like "mapping shit 2k17" or "haitai 2017" #disqus

First, the basics diffs are very clean, I like them, especially Sharkie's diff, but when I watched the 6* and 7* diffs on the editor, I thought like it was a bit overdone, and it got some non-sense jumps. I know that's an intense song, with high BPM, but I think that some jumps don't have their place on it. If you have some reason of those insanes jumps, I would love to know why you did it, because it might be a reason besides those insane jumps.

I'm not saying that you should rework the map or else, because the map is qualified, so it means that it meet the BN ranking requirements, and I'm glad for you that you qualified your song, moreover, that's your mapping style, so I can't judge for everyone since I would map it on a different way.
I would like to add that I'm not able to play your three diffs, so my opinion is only about editor viewing, so my point of view might be different from other players!

Otherwise, the ryhthm use is pretty clean and that's a pretty nice set ;)

Have a good day, and gratz for qualify!
Topic Starter
Cryptic

Pachiru wrote:

First, the basics diffs are very clean, I like them, especially Sharkie's diff, but when I watched the 6* and 7* diffs on the editor, I thought like it was a bit overdone, and it got some non-sense jumps. I know that's an intense song, with high BPM, but I think that some jumps don't have their place on it. If you have some reason of those insanes jumps, I would love to know why you did it, because it might be a reason besides those insane jumps.
Hey I appreciate the nice comment and thank you! I'm not entirely sure which jumps you may be referring to, but I'll point out the largest ones in the map and try to explain the reasoning behind them succinctly.

Overall, most of the spacing follows guitar pitch and drum intensity. The note density follows moreso vocal intensity. On the Extreme, 00:12:000 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1,2) - that could be viewed as a seemingly random pattern, but the jumps roughly increase/decrease with the guitar pitch as well as change flow on each word. The same concept is here: 00:25:500 (1,2) - but I gave it more spacing for aesthetic purposes as well as to make it a bit larger than some of the previous jumps in the pattern since the pitch itself is higher. These (00:27:750 (2,3) - ) are the most intense drums on the entire map and therefore given the largest spacing. On Traumatized the reasoning are about the same, with 00:15:000 (1,2,3,4) - and 00:27:000 (1,2,3,4) - being exceptions. Originally, the 2 and 3 were stacked which properly fit the music in my eyes, but I ended up changing it to be easier to play with Monstrata's mod (which is also the reason this map went 6.9x to 7.04).

I think that covers everything? If you have any questions please let me know!
Ambrew
Abysmal.
Pachiru
Indeed, I looked further with your explications about the 3 highest SR diffs, and I understand why you did it like that, that have more sense to me now since you explain it.

Thanks for taking time to answer,

Have a good day :)
Renumi
suffocating while im still breathing
Weber

Ambrew wrote:

Abysmal.
are you gonna do something about it or
nextplay
MY SONG IS SHIT Nice Tag xd
Seni

Weber wrote:

Ambrew wrote:

Abysmal.
are you gonna do something about it or
stfu weeber
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