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IAHN - Transform (Original Mix)

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moya

Venumidas wrote:

How the fuck did this get ranked, are the people approving this on hard drugs?

Ranking maps that cannot be 100%...

Not saying the map is bad (Even tho some parts are shit), but the Map should in no realistic way ever be Ranked.

Yes, I have read the insane Description of this Map, if the osu! team is stupid enough to create a Tag4 Map 2.0 failure then go on ahead...
wen u still dont understand the point of the aspire contest even after reading the description
rawrneru

Venumidas wrote:

How the fuck did this get ranked, are the people approving this on hard drugs?

Ranking maps that cannot be 100%...

Not saying the map is bad (Even tho some parts are shit), but the Map should in no realistic way ever be Ranked.

Yes, I have read the insane Description of this Map, if the osu! team is stupid enough to create a Tag4 Map 2.0 failure then go on ahead...
This isn't your everyday stupid.

This is..

"Advanced" stupid.
Pachiru
Pachi-pachiru!
Luddy
loving it <3
saunikadi
Well , atleast " Auto " cannot shove " full 300 " to our face anymore , for the first time i actually see Auto get an " 100 " at an " impossible map " , even though " Auto " did get " full 300 " at Centipede - Knife Party thou :) ...
_DT3
There is a difference between 0. ...1 ms between objects and none
Aesis
(mania!) The map is good... but not anywhere possible poor chaps like me even on 4k...

I can't play on slow speeds

Boring criticism
Pointless to say this SV is more that just overkill...

EDIT:
Nvm, I realized it was for a contest and wasn't actually supposed to be a normal map
KageShano
This map sucks lul :x :x why is ranked? :ccccc
Underforest

KageShano wrote:

This map sucks lul :x :x why is ranked? :ccccc
Did you even read the map description? lol
Topic Starter
Monstrata
Hey guys, so a quick run through of the major unrankable elements found in Transform! Hope something will be useful now that there's a new Aspire. Additionally, feel free to use these techniques in order to create cool maps for the Loved section too!

Forbidden Techniques


00:00:659 (1) - Burai Reverse Slider

This is a simple reverse slider using a red node instead of a repeat. Do something like this simply create a normal slider, then go back on itself using slider points. You basically want all slider-points to overlap each other. 00:09:279 (3) - Stuff like this follows the same concept! Additionally, stuff like 00:19:279 (1) - follows the same concept, but used multiple times to create a false 3x repeat slider.

00:12:037 (4) - Stutter Slider Version 1

This is the stutter slider that Charles445 used in his Evanescent Aspire entry. The construction is similar to that of a Burai Reverse Slider. Your goal is basically to use red nodes to make the slider to back and forth really quickly, scrunching up the slider-path so it appears as if the slider is stuttering or refusing to go its intended path. The advantage of this stutter slider is that it doesn't require advanced knowledge of the editor in order to pull off. The down-side is that it won't look as neat.

Construction is rather simple. Begin with the initial red notes
And slowly begin weaving the red nodes back and forth ontop of itself. The idea is that the slider path will still look the same, but it will take the slider-ball longer to reach from one end to the other end.

00:23:072 (1) - Decelerating Stutter Slider

This stutter slider was constructed through extensive notepad editing. The idea of this slider is to have red node overlaps become progressively denser and denser. To elaborate, towards the beginning of the slider, red node burai's overlap paths once, then twice (they will go from x1 to x2, then back to x1, then x 3, x2, x3, x2, x3, then x4, x3, x4, x3, x4, x3, x4 etc... becoming progressively denser)
On an american keyboard, it looks something like this:
Visual Representation through the top row of the keyboard
qwq|wewew|erererere|rtrtrtrtrtrtr|tytytytytytytytytytytytyt|yuyuyuyuyuyuyuyuyuyuyuyuyuyuyuyuyuy|uiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiu|ioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioi|opopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopop
Towards the end, the nodes will be overlapping 30 to 40 times, thus making the slider scrunch ontop of it much more than at the beginning. The effect is that the slider will appear to decelerate because it's being held between two coordinates for longer and longer intervals.

00:34:105 (1) - Reverse Hold Slider

This is a simple slider to create. All you have to do is use the burai techniques above, and scrunch up the tail of the repeat slider in order for the slider-ball to seemingly freeze at the end of the tail. I added an additional spin to it by angling the slider-tail backwards so that the repeat arrow would point in the opposite direction it would normally face.

00:42:813 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - Star Transformation

I highly recommend editing slider-points on a separate difficulty, or a separate map entirely, because if you mess up the coding, you can potentially lose all your progress or your entire map if you have not yet submitted.
In order to construct symmetrical slider patterns like this, you will first have to construct one side of the star in editor.
You will then copy/paste this 4 times and arrange them into a star formation through rotation methods (72 degrees for star etc... Simple geometry)
Once you've assembled this, save your creation. (I highly recommend practicing this process on another map first)
Now, you will want to open up your .osu notepad and find the code for your 5 sliders. Since my slider begins on 00:44:106 - , I will be looking for an object that begins on 44106. This will be the 3rd number in the code. (The first two are the x and y coordinates for the circle, or slider-head)
Now, the subsequent 4 sliders will correspond to the next 4 sliders in the star. Your job is now to copy/paste every single slider-point from these sliders onto the first slider's code, effectively combining the code of all 5 sliders into 1 slider.
To find the slider's slider-point code, look for sets of two numbers separated by |. They should look like |xxx:yyy|
^Note above, that the last set of numbers does not contain a | .
Copy-paste all slider-points in, and you should end up with one slider that has a rather long slider-code. Make sure every slider-point (except the last one) is separated by a | . Once you are confident you have everything done, save the .notepad. (If the game prompts you to save, do not save, or you will lose your work in the notepad). Now reload your map and you should be able to see your slider. You may need to use Ctrl+Shift+S to get it to work. Also, you may need to turn some white nodes into red nodes.

In order to do the animation, a combination of scaling and rotation is necessary, as well as a good scheme for how to progressively increase/decrease slider-speed. This, I cannot help with, as it is a creative process and nothing is really technical.

00:45:486 (1) - Stutter Slider Version 2

This is a more advanced version of the Stutter Slider, and one that uses the same method of star-creation. The twist is that instead of using 5 sliders, you are now using 10, 15, even 20 different sliders, rotating them slightly, and then copy/pasting their code. This slider originally consisted of 16 very small burai sliders. I had them arranged into a circular pattern, and then all their slider-nodes combined into one large slider. Once you've figured out how to edit slider-points within editor, you will be able to do stuff like this that integrates slider-point editing with burai slider usage.

01:11:002 - Butterfly Slider Animation

Actually, this was largely a manual process since every butterfly slider was made in editor. Since there was no need for slider-point manipulation, every slider in the butterfly slider animation was done within the bounds of the editor. Here, I can't explain how to create the design systematically as it was purely creative. What I can say is that if you want to create symmetrical sliders, you can use the exact same technique used for rotational sliders (as done in the star pattern) except with Ctrl+H or Ctrl+J'ed sliders!

01:36:348 (1) - 1 pixel Hold Slider + Editing SV's and BPMs beyond editor's limits

This slider was constructed through notepad editing, surprisingly. The idea here is to find the slider-head coordinate and the slider-tail coordinate in notepad, and edit it so that the coordinate only changes by one pixel. For example, here, the head is at coordinates 70||191. The tail coordinate is 71|191. You could probably do this in editor, but it's very tedious.

The second part of constructing this slider involves reducing the BPM and SV to extremely low values.
The first number is the time-stamp. We are mainly concerned with the second number, which will dictate the BPM and SV. Let's start with SV since it's more useful.

The formula for calculating slider-velocities is -100/x = y. Where x is your intended SV, and y = the number you plug into editor.
To create an SV that is 0.20x for example. You will plug in -100/0.2 = y , y = -500. For an SV of 0.10x you will do -100/0.1 = -1000. The lowest SV you can achieve in editor is 0.10x. If you use an SV lower than 0.10x it will show that in the Timing panel (F6) but the speed will still be 0.10x. Similarly, the highest SV you can obtain in editor is 10.0x. Because of this limit, sometimes SV editing will not be enough. Therefore we will have to reduce the BPM to further slow-down the slider.

The formula for calculating the BPM is 60000/x = y ; where x = bpm and y = number you plug into editor.
For example, in Transform the BPM is 174. Therefore 60000/174 = 344.8275862 which is the number editor will display. Now all you do is divide the bpm in half, and continue doing so until you have a BPM slow enough to support your 1 pixel slider. I ended up having to divide down to 1.35xxx BPM

01:40:313 (1) - Reversing Stutter Slider

This special slider appears to begin on the tail and end on the head of the slider. The idea is simple. Use an extremely high SV and/or BPM. In this case, I used a BPM of 2784, and an SV of 2.00x. The idea is to scrunch up the slider-nodes like you would a burai or decelerating slider, but have them going backwards in the direction of the head. This procedure is extremely difficult and requires a lot of notepad editing. Essentially, you will copy/paste two coordinates about 20 times, forcing the slider to bounce back/forth between those two coordinates, before going to another coordinate (which will be only 2 pixels higher up). You will have to repeat this process until you reach the top of the slider. Essentially, the idea is that it will take 20 times longer for the slider to go from the tail > head than from head > tail due to how you've scrunched up the slider 20 times over itself.

This ended up being the code for just this one slider
256,240,100313,6,0,B|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:331|256:331|256:327|256:327|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:327|256:327|256:324|256:324|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:324|256:324|256:320|256:320|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:320|256:320|256:317|256:317|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:317|256:317|256:314|256:314|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:314|256:314|256:310|256:310|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:310|256:310|256:308|256:308|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256:305|256:305|256:308|256:308|256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This is an extremely drawn out process for an effect that can easily slider-break players. You have been warned.

02:02:726 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - Off-screen circles/slider-heads.

Note: Circles and slider-heads will only appear off-screen on the bottom of the screen. If you try to get them off-screen on the top, left, or right of the screen, it will not work. Don't ask me why, ask peppy.

In any case, you will need to edit their coordinate values through editor. The first step is to locate your object, you can do this by using the time-stamp as mentioned earlier.
The next step is simply to assign a coordinate value. The first two numbers you see, 512,449 are the corresponding X and Y values of the circle. Simply edit them how you want, save in notepad (and not editor) and reload your game. It helps to have a pattern or mathematical formula in mind before you do your editing, so you know what precise coordinate to plug in.

False Breaks

The method for creating a false break is rather simple. All you have to do is locate the Events section of your map's .osu notepad. under the Break Periods, you will see three numbers. Ignore the 2. The next two numbers will be the beginning and end of a break. Simply punch in whatever numbers you want.

Here is the tricky part with editing false breaks. Editor will automatically delete false breaks because when you "save" Editor automatically removes any breaks from the .osu notepad that were unnecessary. In order to counter-act this, You will have to save the coding for your breaks elsewhere (Desktop or something). When you are done editing your map, Save in Editor. Then open in note-pad and copy/paste the coding for your false breaks. Save in notepad, then do not save in Editor again (if prompted).

If you are uploading a map with edited breaks, the method becomes even more convoluted because editor automatically saves your map when you click "Upload Map", however, by saving, editor also deletes all your false breaks. Follow these steps precisely to counteract this:

1. Make sure your beatmap is ready to go, as in edited breaks are currently in the .osu notepad.
2. Open your map in notepad.
3. Go back to editor and click Upload. This will cause osu to save your map and remove false breaks. Do not click Submit.
4. In your already opened notepad, re-save your .notepad so that the false breaks will be a part of the .osu code again.
5. Now go back to editor and click Submit.

There are some really interesting advantages to uses false-breaks.

1. You can cause the background to appear during gameplay.
2. HP Drain is halted during the duration of the break.
3. If you are using Flashlight, the edited break causes the flashlight to amplify to 75% of the screen. Creating a false-break on the entirety of a map allows you to literally sightread the map on Flashlight while still having the effects of FL.
Rivals_7
ow nice
But I cant understands a single things xd
Topic Starter
Monstrata
It's mainly for standard, and specific to editing note-pad in many cases xD.

Formula for changing SV's and BPM will probably be useful in other modes though!
7ambda
Maybe you should've made this a thread on its own.
Topic Starter
Monstrata
Should I repost this in the Guides section? lol. I feel like no one uses that forum x__x
7ambda

Monstrata wrote:

Should I repost this in the Guides section? lol. I feel like no one uses that forum x__x
Mapping Techniques is always a thing.
Yohanes

Rivals_7 wrote:

ow nice
But I cant understands a single things xd
hi-mei
meh
Metaku
thanks mr.monstrata
abraker
Oh :(

Was really curious what you would come up with using multiple CS.


Weird I swear I saw a post on here about 6 hours ago with Monstrata saying that he won't do Aspire this time due to time constraints.
It must have been too early in the morning o_o
Aurele
Interesting! Thanks for sharing with us :)
JBHyperion
Would never have imagined just how much code that single reverse stutter required geez...
Shad0w1and
still like this more than aspire2017.
I am serious.
Kagetsu

Shad0w1and wrote:

still like this more than aspire2017.
I am serious.
same
-kevincela-

Shad0w1and wrote:

still like this more than aspire2017.
I am serious.
You're talking like you have a strange preference, it's just normal to have differing opinions lol
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