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kors k feat. Yukacco - On The Beat (Akira Complex Remix)

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Cryptic
Saw someone complaining about this, decided to check it out myself. I like the song choice.
(Quick disclaimer: I'm going to do my best here, so please realize that I'm not trying to be mean or harsh or anything.)

[The More Simple Than People Make It Sound Like Difficulty]
  1. For the most part, this map is really easy to read with rhythmical sense, so I don't understand some of the complaints tbh.
  2. 01:16:176 (1) - Unlike the kicksliders in the early section, these are a bit harder to sightread. If this song has a non-repetitive structure with a changing bass-rhythm, the player would be completely screwed in this section because the rhythm isn't easy to sightread with the slider shapes the way they are. I honestly thing this section should be reworked a bit to make the rhythm a bit more blatant. It was fine in the earlier section because circles are more forgiving than kick sliders, but here its just brutal in my opinion.
  3. 01:50:059 (1) - So why is this not 0.75? Following your SV pattern up until this point, the structure just kind of changes.
  4. 02:12:647 (1) - ^
  5. 02:18:294 (1) - ^
  6. Structure of SV is really important in a map like this (as I'm sure you know) so the weird SV patterns don't exactly sit right with me.
  7. 02:47:588 (1) - Am I crazy or is this slider not symmetrical...?
  8. The fourth "kiai section" has similar problems to the ones I pointed out in the second, but its a bit too late for me to mark them all again (because I accidentally hit backspace on this the first time and I'm retyping the main meat of it).
  9. 03:42:294 (1,2,3,1,2,3) - Lower the DS a bit on these, they're really intimidating in game IMO
  10. 03:54:294 (1,2) - I think these are quiet ugly tbh, maybe give 'em a face lift like a wave slider or something? I don't think I've seen one in this map thus far.
  11. 05:01:000 (4,5) - Move a pixel or two up, not in a straight line atm from what I can see

    Sorry that the mod isn't longer, I originally had some critique on slider shapes/directions before I dun goofed, and if you found any of this helpful I can type it up again on another day.
Yunomi
don't know how "hard" it was 16 days ago, but looking at it now, looks completely fine.
Topic Starter
Voxnola
It wasn't hard, some people just completely loathe this type of mapping because it's different and they're unreceptive to different ways of song interpretation...

Replies later D: busy with school
Topic Starter
Voxnola
CrypticMech mod

CrypticMech wrote:

Saw someone complaining about this, decided to check it out myself. I like the song choice.
(Quick disclaimer: I'm going to do my best here, so please realize that I'm not trying to be mean or harsh or anything.)

[The More Simple Than People Make It Sound Like Difficulty]
  1. For the most part, this map is really easy to read with rhythmical sense, so I don't understand some of the complaints tbh.
  2. 01:16:176 (1) - Unlike the kicksliders in the early section, these are a bit harder to sightread. If this song has a non-repetitive structure with a changing bass-rhythm, the player would be completely screwed in this section because the rhythm isn't easy to sightread with the slider shapes the way they are. I honestly thing this section should be reworked a bit to make the rhythm a bit more blatant. It was fine in the earlier section because circles are more forgiving than kick sliders, but here its just brutal in my opinion. Kinda confused on what you mean, but the rhythm will always follow the wubs. It's the same with the earlier sections, but this time the background wubs have a change (compared to earlier) in rhythm. And I've never used circles for any of the chibi wubs. (I need something more specific >.>)
  3. 01:50:059 (1) - So why is this not 0.75? Following your SV pattern up until this point, the structure just kind of changes.
  4. 02:12:647 (1) - ^
  5. 02:18:294 (1) - ^ That's exactly the pattern though. (There was one more you missed) But some of them follow .50 for extra snap to the next object. It's like emphasizing something by de-emphasizing something before it
  6. Structure of SV is really important in a map like this (as I'm sure you know) so the weird SV patterns don't exactly sit right with me. I think all sv patterns are consistent with their copies elsewhere in the map
  7. 02:47:588 (1) - Am I crazy or is this slider not symmetrical...? No it isn't, but idk if I was going for symmetry. I was going for "I WANT CRAB HANDS HERE" I could try to make symmetrical. Maybe it will look better?
  8. The fourth "kiai section" has similar problems to the ones I pointed out in the second, but its a bit too late for me to mark them all again (because I accidentally hit backspace on this the first time and I'm retyping the main meat of it). There really are no problems with the sv changes. It's not all about the numbers. And even it it were about the numbers, the sv changes are consistent relative to the other objects within the kiais and the other kiais
  9. 03:42:294 (1,2,3,1,2,3) - Lower the DS a bit on these, they're really intimidating in game IMO ooooooooo I agree! done
  10. 03:54:294 (1,2) - I think these are quiet ugly tbh, maybe give 'em a face lift like a wave slider or something? I don't think I've seen one in this map thus far. There are so many unique sets of sliders in the kiais. This is just one of them. I'll keep the same until I can (stop being lazy) make a new unique set
  11. 05:01:000 (4,5) - Move a pixel or two up, not in a straight line atm from what I can see what? I think they are

    Sorry that the mod isn't longer, I originally had some critique on slider shapes/directions before I dun goofed, and if you found any of this helpful I can type it up again on another day.
Thanks so much for modding, CrypticMech ^-^ I do appreciate it (and I apologize for late)



(oop double post)
UPDATED
Ladies Night
[Complex]
03:33:823 (1) - Maybe rotate this slider 70° in anti-clockwise to ease the gap in spacing from this slider at 03:32:764 (2) -
and at 03:34:617 - just a little suggestion with a slider and a note that makes this 03:34:882 (1) - a double, to fill in the music here.


Nice map, good luck with it!
Topic Starter
Voxnola

Harry wrote:

[Complex]
03:33:823 (1) - Maybe rotate this slider 70° in anti-clockwise to ease the gap in spacing from this slider at 03:32:764 (2) -
and at 03:34:617 - just a little suggestion with a slider and a note that makes this 03:34:882 (1) - a double, to fill in the music here.


Nice map, good luck with it!
Nah mayne, I like this how it is. Stacks are bae.
lit120
sorry for kept you waiting

[Complex]
  1. 03:32:764 (2) - hoooo.... you changed the SV here, but you didn't even NC it
  2. 03:35:588 (2) - ^ same for the rest of them that i haven't mentioned
nothing much. GL!
Topic Starter
Voxnola
It's ok if the ending result isn't 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1...
I'd rather not obey that kind of guideline... especially since this map barely obeys any kind of guidelines anyway. Super excessive color-spam is nasty.
anna apple
increase tickrate pls I failed bc hr on the slow part xd
Winnie
Haha another kors k map, damn how unoriginal. I hope this map never makes it out of the depths of hell you little legged white kid. Go back to flaming on Call of Duty
anna apple
kds or troll
Shoutoshi
hyol xd niconiconitoshi you fckin degenerate. learn to smell your own farts befsore mapping another shit kors k map. hope this map goes from ON THE BEAT to IN THE TRASH you mole toed little boi. Go back to buliding your Great of Wall China to stop the Ethiopian invasion, ok Donald Trump?
anna apple
GET READY FOR A SHITPOST BOIIIS

Complex

  1. 03:18:911 (6) - NC
  2. 04:49:353 (1) - I don't think it is necessary to NC this as it breaks the NCing you did for this section.

this map is god damn good as shit dude, hoyl fuck, but it could use some polishing up on patterns and such
Topic Starter
Voxnola





All rejected, fuck you
anna apple

Naitoshi wrote:

All rejected, fuck you
so when is it happening?
Side
Cuz I want kds Hi!!!

03:37:353 (1) - Move to x:210 y:148 cuz minor excuse and moves it a bit away from (2) so it doesn't look so cluttered.

Also bump OD to 7.5 maybe 8 :^(


I could nitpick more but maps fine tbh get it ranked or hoard favorites and get it loved thanks ;)
Topic Starter
Voxnola




FOR THE LOVE OF SHIT, WHY
HootOwlStar
They ask you how you are, and you just have to say you’re fine when you’re not really fine, but you just can’t get into it, because they would never understand.
Topic Starter
Voxnola
Okoratu
sorry to destroy your bn spree but im not a bn

but the map seems fine imo
Topic Starter
Voxnola
I'm just gonna shit my fuck Oko
UndeadCapulet
lets go
Monstrata
Complex

01:18:823 (6,1) - 01:21:647 (6,1) - Try and make the spacing between these transitions a bit different to indicate its a 1/4 gap between jumps instead of a 1/2 like 01:21:382 (5) - . A larger jump 01:24:470 (6,1) - like this is fine. As long as you can give some visual hint outside of NC'ing because that's not really reliable here.
01:35:235 (1,2,3,4,5,6,7) - Im not really a fan of how linear this stream becomes. Like, it kinda loses its flow and aesthetic from earlier. Try and make this S pattern more curved?
01:50:764 (1,2) - Not really liking how the curve of 2 doesn't really follow the visual flow from 1. Try stacking the slider with 01:50:059 (1) - 's head. Similar sound for similar location could work here.
01:52:529 (2,3) - The sounds here are different from 01:52:176 (1) - because they have beats on the red tick too. I think you could try something different like kicksliders or something instead of using the same shape.
02:15:117 (2,3) - ^ 03:45:470 (2,3) - etc... if you apply
02:34:529 (1,2,3) - Not a good idea to do overlaps here. You are changing to a really different SV and that causes the slider to appear like it's on a different snap initially. If you overlap, it becomes even harder for players to tell that these are actually the same snaps as 02:34:176 (2) -
02:57:823 (1,1) - Really easy to break here due to the slider-tick at the end of 1. Can you arrange it in a way where it the player can play through the whole slider? Right now it benefits the player not to play it out, but the slider-tick creates breaks if they do.
03:19:706 (1,2) - Doubles instead? The red tick is the weakest beat here. Doublets are more interesting in terms of rhythm choice, and this map is all about non-standard rhythm choices. Would prepare the player for the doubles you use just after too.
03:54:294 (1) - Huh... weird slider design but okay i guess xd
04:05:470 (3,1) - Unless you're expecting players to singletap those 1/3's, this jump is going to be really sudden for players xP. Can you make it less drastic? I feel its a really easy place to break.
04:16:176 (4) - No NC?

[]

Interesting song. Allows for some very unusual rhythms that you rarely ever see in ranked maps nowadays. I don't really have any major concerns about this map. Some 3/4 patterns like towards the intro and outro seem a bit hard to read initially, but I think because of the nature of the song, players will naturally be more careful and aware of their rhythm. Call me back when you're ready then! Also, if you have metadata, would you mind linking it in your reply, thanks!
Topic Starter
Voxnola
Monstrata mod

Monstrata wrote:

Complex

01:18:823 (6,1) - 01:21:647 (6,1) - Try and make the spacing between these transitions a bit different to indicate its a 1/4 gap between jumps instead of a 1/2 like 01:21:382 (5) - . A larger jump 01:24:470 (6,1) - like this is fine. As long as you can give some visual hint outside of NC'ing because that's not really reliable here. I changed the first one to make 6 closer to 1, but I feel the second one has enough left velocity to just flow into 1
01:35:235 (1,2,3,4,5,6,7) - Im not really a fan of how linear this stream becomes. Like, it kinda loses its flow and aesthetic from earlier. Try and make this S pattern more curved? I agree, that part of the stream deviates from its original premise. I change stream to be more curvy there

01:50:764 (1,2) - Not really liking how the curve of 2 doesn't really follow the visual flow from 1. Try stacking the slider with 01:50:059 (1) - 's head. Similar sound for similar location could work here. It was like this at first, but I changed it because I really like the cursor movements I can pull off from circle to slider. Something I couldn't pull off it was how it was originally
01:52:529 (2,3) - The sounds here are different from 01:52:176 (1) - because they have beats on the red tick too. I think you could try something different like kicksliders or something instead of using the same shape. I think the hitsounds and repeated motions are enough to emphasize the beats. I'd like to remain strictly 1/2 there
02:15:117 (2,3) - ^ 03:45:470 (2,3) - etc... if you apply
02:34:529 (1,2,3) - Not a good idea to do overlaps here. You are changing to a really different SV and that causes the slider to appear like it's on a different snap initially. If you overlap, it becomes even harder for players to tell that these are actually the same snaps as 02:34:176 (2) - I think this is a nice transition moment for the overall concept. The approach circles are close enough and the ar is high enough to where the player can read it just like the other transition 00:41:588 -
02:57:823 (1,1) - Really easy to break here due to the slider-tick at the end of 1. Can you arrange it in a way where it the player can play through the whole slider? Right now it benefits the player not to play it out, but the slider-tick creates breaks if they do. This is like the major complaint I've received from anyone about this map, unfortunately these sliders are a big part of the map's premise and there are much worse ones than this. It's something I can't really change because of the individual map's fundamentals >~> I really like the fast snapping and impact/hitsound slider flow though

03:19:706 (1,2) - Doubles instead? The red tick is the weakest beat here. Doublets are more interesting in terms of rhythm choice, and this map is all about non-standard rhythm choices. Would prepare the player for the doubles you use just after too. Hell yeah, edgy af
03:54:294 (1) - Huh... weird slider design but okay i guess xd Hell yeah
04:05:470 (3,1) - Unless you're expecting players to singletap those 1/3's, this jump is going to be really sudden for players xP. Can you make it less drastic? I feel its a really easy place to break. Yeah I understand the concerns here. This is probably the part that most will miss on, but I think players will do well on it if they alternate it tbh xd
04:16:176 (4) - No NC? Nah, we're still in wub mode. The other part wasn't nc'd either

[]

Interesting song. Allows for some very unusual rhythms that you rarely ever see in ranked maps nowadays. I don't really have any major concerns about this map. Some 3/4 patterns like towards the intro and outro seem a bit hard to read initially, but I think because of the nature of the song, players will naturally be more careful and aware of their rhythm. Call me back when you're ready then! Also, if you have metadata, would you mind linking it in your reply, thanks!
Thank you for modding Monstrata, I appreciate it!
important snapping changes pointed about by UC: 01:27:117 (1,2) - and 03:20:059 (1,2) - should be 1/8 , not 1/6 (confirm)
04:45:824 (3,4,5,6) - first instance had to be a circle, second had to be a slider, rhythm changed to this
03:26:059 - stream changed cause I was pretty sure it looked like fucking ass
03:57:264 (2) - Akira Complex what the FUCK
added two hitsounds (6th customs)

I think the best source of the meta data for the song is here http://korsk.jp/event/gathering2014/
The official name that they advertise just has the mix names on it. (Original Mix), (Akira Complex Remix), etc.
The name that others advertise it as is the current name. Which makes more sense.
http://shop.attackthemusic.com/track/on ... plex-remix

https://soundcloud.com/akira-complex/ko ... plex-remix
at least the soundcloud came through for the title.

UPDATED
Nao Tomori
fine
Shiirn
fwiw i think the map's way better now so yeah you do you
Monstrata
02:57:823 (1,1,1) - These could still be smaller. Right now you're sacrificing playability for the sake of some emphasis that will still be there even if they are arranged in a simpler manner.
03:03:470 (1,1,1) - This is already a lot better since theres a lot more slider leniency with which to make the jump:

Well, i guess technically you can release past 02:58:176 - and still get 300

Other than that, metadata looks fine,
_handholding
I want to mod this but I also don't want to die ><
Topic Starter
Voxnola
I've tested this many times to see if I just wasn't getting something, but I still came to the conclusion that that specific jump plays like the ones before it from the same section and the previous section. I guess my reasoning for why I will keep it in its general form is that if the player is playing that one like they did the others, they shouldn't break on it at all. I am very confident that it doesn't majorly effect the playability of the map at that specific point. Though I did put the objects closer to match the spacing between the objects from the last slider jumps because #justtinyconsistencythings.









f-bomb counter for this thread: 19
↓fuck this guy↓
anna apple
this is f*ne
UndeadCapulet
please die bor <3
Shoutoshi
suggestion: can you make the diff name "Let's dance...in the trash". if that would be fine :3
Monstrata
Bubbled!

Future reference: hitsound checker might say sliderslide2.wav is unused, but it is actually used on some sliders. 00:54:647 (1) - for example.
Karen
placeholder'd
UndeadCapulet
aa
Side
on the mars
Topic Starter
Voxnola
Side please
_handholding
kiai times are kind of boring. Low spaced, long sliders with a slow SV in the climatic part of the song. You could have at least spaced them out a lot more to add more to the gameplay
Topic Starter
Voxnola
nah
you don't get it lol
UndeadCapulet

Naitoshi wrote:

nah
you don't get it lol
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