holy shiet.
congrats!!
congrats!!
"disrespecterino"Renumi wrote:
dq pls player experience is at risk how can we advance and grow more as a community of mappers and players when this is made present as official in game content I am unironically disgusted someone please do something about this as I feel extremely uncomfortable having said issue in this map how did two bns look at this pattern or diff if at all no disrespecterino and allow i feel so humiliated to be a part of this community I'm done I'm leaving this game goodbye I can't
Uhm where were you before this was qualifiedMir wrote:
stuff
Irrelevant.Stingy wrote:
Uhm where were you before this was qualifiedMir wrote:
stuff
It seems you only care now that it's qualified
You could've mentioned this before
You know, like before it was qualified and stuff
Why should we blame anyone? A mod is a mod, you make it sound like something negative, yet, the whole point of having a map qualified is to get more people to check it. Getting a map disqualified is not a bad thing, ignoring potential ways to improve the map is.Mir wrote:
Don't blame me for modding your map, you should blame your map for making me mod it.
True, it's not a bad thing. But the way Stingy replied was very accusative, and I didn't really appreciate that. I apologize.Bakari wrote:
Why should we blame anyone? A mod is a mod, you make it sound like something negative, yet, the whole point of having a map qualified is to get more people to check it. Getting a map disqualified is not a bad thing, ignoring potential ways to improve the map is.Mir wrote:
Don't blame me for modding your map, you should blame your map for making me mod it.
Mir wrote:
Hi I have some concerns about some of the difficulties.
[LGV]Now for the real concerns:
- Firstly, why does LGV's Hyper use kicksliders, but the topdiff doesn't? Kicksliders are generally considered difficult, and if they're used in a lower diff doesn't it make sense to use it in the higher diff? That said, the usage in LGV's diff is really hard to play anyways, because the kicksliders like 00:28:950 (1) - are emphasizing a held sound, which makes little sense if any. These specific ones should all be 1/2 sliders like the top diff if you really want my opinion on it. 00:31:750 (1,2) - are fine for reference. I don't think I like kicksliders in my map. That's why I didn't put them. It was his GD, so his style is going to be different
- 00:40:150 (5) - NC? Not many 1-downbeat combos go over 4 for the most part, so this looks really weird, especially when the downbeat isn't NC'd.
[Top Diff][Hard]
- 00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - There is no 1/4 in this part, and the hitsounds are not appropriate for this either. They sound really harsh and are on every 1/4 beat. This shouldn't be a stream in the first place. There are 1/4.
- 00:27:750 (1) - so you use one NC structure here that seems to be on every strong bass beat, which is fine, by all means do that. But it's inconsistent with 00:32:150 (1) - this part of the song, where you do it every downbeat. As you said in the comments of your map, the rhythm is boring and there are no interesting changes, thus the NC structure should be kept similar. The NCs follow the higher synth.
- 00:25:750 (1) - 00:26:950 (1) - 00:27:750 (1) - so these make sense because they're on the bass kick or whatever, which is fine, but then 00:28:950 (1,2) - shouldn't this be a slider to keep the rhythm consistent? Same goes for 00:35:350 (1,2).
- 00:41:750 - From here the rhythm structure completely changes from following the bass kicks to... something else? What is it following? If you're gonna say the snares then 00:46:350 (6) - should be a slider. Either way, changing the whole rhythm of the map while the song is still the same (the only change is the pitch, the rhythm is still the same) is inconsistent and should be changed. You can hear this rhythm in the music. Although it's the same, you can "hear" the emphasis differently in the music.
- 00:48:150 (1,2,3,4) - Mapped with much lower density despite being the buildup to the end of the cut, should all be 1/2 because you weren't against doing that in the beginning 00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The map is about to end. Why hype it up?
- As a general point, the map flows really awkwardly in my opinion due to how you put some of the sliders, like what is 00:33:750 (1,2,3) - this (3) point to (4).or 00:35:350 (1,2,3,4,5,6) -? This flow uses directional emphasis. It actually is consistent.This is really bad flow especially considering you don't do it consistently. If you intend to emphasize a sound with uncomfortable flow, all instances of that sound should be mapped the same. That isn't the case considering 00:31:350 (2,3,4) - 00:30:550 (2,3,1) - Generally the flow isn't consistent enough. ? I really don't see a problem with any of this
- Also, I'm not one to moan about aesthetics, but the visual distance between objects in places makes the map look really bad, some examples: 00:33:750 (1,2,3,4,5,6) - 00:30:950 (1,2,3,4) - 00:30:150 (1,2,3,1) - (3 should be stacked under the first 1's tail actually, but whatever That make it hard to read and there's no change for direction; the change is what I wanted.) Also: http://i.imgur.com/Iw239RD.jpg Should say enough really, you didn't use the space given to you, and thus the map looks cluttered and the aesthetic suffers because of that.
- Concerning the "theme" here, which seems to be back-and-forth as you told me months ago when I checked this map, it's executed inconsistently. 00:34:550 (4,5,6) - Should be back-and-forth too and 00:44:950 (1,2,3,4) too etc. Not back-and-forth, it's "sharp".
- And the final point is object placement seems really, really random, like I can barely see patterns if I tried to. Examples: 00:25:750 (1,4,1) - where's the problem? 00:29:950 (5,1,2,3,1) - ?00:33:750 (1,2,3,4,5,6) - ?? 00:49:750 (1,2,3,4) - and the patterns you do try to make eg. 00:43:350 (1,2,3,4) - are executed really poorly and could definitely be improved.
Stacks in Advanced: 00:43:350 (5,4) - 00:46:550 (1,5) -
- 00:13:750 (3,4) - Consistently misplaced emphasis. 3 is clearly stronger than 4, but 3 has less emphasis than 4? 00:15:350 (7,8,1) - Same for this, 1 is clearly stronger, but 8 is emphasized more for some reason. Emphasis is directional
- 00:20:950 (1,2,3,4,5,6) - Is this supposed to be a pattern? What about this 00:19:350 (1,2,3,4,5,6) - ? I can't see anything clearly recognizable. It looks really, really random. No not really
- 00:22:550 (1,2,3) - Again, clearly no 1/4 here but mapped 1/4. Please listen closer.
- 00:35:750 (3,4,5,6,1,2) - This is just ugly. 00:36:150 (5,1) - Is never done anywhere else either. It makes the occurrence of overlaps less spread.
- 00:40:950 (5) - Reason for skipping these beats? There's no special sound to emphasize here. It's the end of the phrase, so it ends with an easier rhythm
- Same complaints about the aesthetics as the topdiff, this difficulty actually uses the playfield better, so that's good. But 00:28:150 (4,5,6,7,1) - this could be tidied up as one of the few patterns in this diff. 00:31:350 (4,5,6,1) - No equal visual spacing whatsoever. 00:35:350 (1,2,3,4,5,6,1) - Do I even have to comment on this one?
I could keep saying the same sort of things about the lower difficulties, so I'll stop here with the specifics.
Generally this mapset does not seem to have any structure whatsoever in terms of aesthetic or theme in general. Somehow this got qualified so there must be some reasoning behind this, but reading the thread I'm not really convinced in all honesty.
There's my reply. I hope we can come to an agreement on this.Stingy wrote:
Mir wrote:
Hi I have some concerns about some of the difficulties.
[LGV]Now for the real concerns:
- Firstly, why does LGV's Hyper use kicksliders, but the topdiff doesn't? Kicksliders are generally considered difficult, and if they're used in a lower diff doesn't it make sense to use it in the higher diff? That said, the usage in LGV's diff is really hard to play anyways, because the kicksliders like 00:28:950 (1) - are emphasizing a held sound, which makes little sense if any. These specific ones should all be 1/2 sliders like the top diff if you really want my opinion on it. 00:31:750 (1,2) - are fine for reference. I don't think I like kicksliders in my map. That's why I didn't put them. It was his GD, so his style is going to be different That doesn't really disvalue the point about spread though. Just because it's a GD doesn't mean it should use more difficult elements than in higher difficulties.
- 00:40:150 (5) - NC? Not many 1-downbeat combos go over 4 for the most part, so this looks really weird, especially when the downbeat isn't NC'd.
[Top Diff][Hard]
- 00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - There is no 1/4 in this part, and the hitsounds are not appropriate for this either. They sound really harsh and are on every 1/4 beat. This shouldn't be a stream in the first place. There are 1/4. Okay, so there may be 1/4. Why blend both the drum, tick tick noise (idk what it's called the gross sound lol), and the barely noticeable background sounds into a fully clickable stream that has the highest aim and tapping strain in the map.
- 00:27:750 (1) - so you use one NC structure here that seems to be on every strong bass beat, which is fine, by all means do that. But it's inconsistent with 00:32:150 (1) - this part of the song, where you do it every downbeat. As you said in the comments of your map, the rhythm is boring and there are no interesting changes, thus the NC structure should be kept similar. The NCs follow the higher synth. Then follow the higher synth in the beginning? My point still stands, the rhythm is the same, only the pitch changes. NCs are mainly used to indicate a change in rhythm, not in pitch.
- 00:25:750 (1) - 00:26:950 (1) - 00:27:750 (1) - so these make sense because they're on the bass kick or whatever, which is fine, but then 00:28:950 (1,2) - shouldn't this be a slider to keep the rhythm consistent? Same goes for 00:35:350 (1,2).
Fair enough (however threadbare your argument seems), but the way it's mapped doesn't provide any emphasis whatsoever through object placement, and makes the already repetitive map even more repetitive, and this is a fundamental flaw in your map.
- 00:41:750 - From here the rhythm structure completely changes from following the bass kicks to... something else? What is it following? If you're gonna say the snares then 00:46:350 (6) - should be a slider. Either way, changing the whole rhythm of the map while the song is still the same (the only change is the pitch, the rhythm is still the same) is inconsistent and should be changed. You can hear this rhythm in the music. Although it's the same, you can "hear" the emphasis differently in the music.
- 00:48:150 (1,2,3,4) - Mapped with much lower density despite being the buildup to the end of the cut, should all be 1/2 because you weren't against doing that in the beginning 00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The map is about to end. Why hype it up? That's exactly why you hype it up though, the song itself is hyping it up. If you're going to follow the song accurately you're going to map a build up here, not 1/1 circle jumps.
- As a general point, the map flows really awkwardly in my opinion due to how you put some of the sliders, like what is 00:33:750 (1,2,3) - this (3) point to (4).or 00:35:350 (1,2,3,4,5,6) -? This flow uses directional emphasis. It actually is consistent. 00:28:950 (1,2,3) - No directional emphasis, 00:34:550 (4,5,6) - no directional emphasis, 00:42:950 (5,6,1,2) - no sharp movements, really comfortable, not directional emphasis, 00:44:550 (5,6,1) - not strong enough to really be "emphasis" since all sounds are emphasized the same. This is really bad flow especially considering you don't do it consistently. If you intend to emphasize a sound with uncomfortable flow, all instances of that sound should be mapped the same. That isn't the case considering 00:31:350 (2,3,4) - 00:30:550 (2,3,1) - Generally the flow isn't consistent enough. ? I really don't see a problem with any of this Yeah, well I just explained it.
- Also, I'm not one to moan about aesthetics, but the visual distance between objects in places makes the map look really bad, some examples: 00:33:750 (1,2,3,4,5,6) - 00:30:950 (1,2,3,4) - 00:30:150 (1,2,3,1) - (3 should be stacked under the first 1's tail actually, but whatever That make it hard to read and there's no change for direction; the change is what I wanted.) - Yeah but it's not hard to read and you LITERALLY JUST SAID YOU WANTED DIRECTIONAL EMPHASIS. Also: http://i.imgur.com/Iw239RD.jpg Should say enough really, you didn't use the space given to you, and thus the map looks cluttered and the aesthetic suffers because of that.
- Concerning the "theme" here, which seems to be back-and-forth as you told me months ago when I checked this map, it's executed inconsistently. 00:34:550 (4,5,6) - Should be back-and-forth too and 00:44:950 (1,2,3,4) too etc. Not back-and-forth, it's "sharp". - Fair enough, but look above and I pointed out areas where it's clearly not sharp movement.
- And the final point is object placement seems really, really random, like I can barely see patterns if I tried to. Examples: 00:25:750 (1,4,1) - where's the problem? 00:29:950 (5,1,2,3,1) - ?00:33:750 (1,2,3,4,5,6) - ?? 00:49:750 (1,2,3,4) - and the patterns you do try to make eg. 00:43:350 (1,2,3,4) - are executed really poorly and could definitely be improved. - So you don't see a problem with SEEMINGLY RANDOMLY PLACED NOTES.
Stacks in Advanced: 00:43:350 (5,4) - 00:46:550 (1,5) -
- 00:13:750 (3,4) - Consistently misplaced emphasis. 3 is clearly stronger than 4, but 3 has less emphasis than 4? 00:15:350 (7,8,1) - Same for this, 1 is clearly stronger, but 8 is emphasized more for some reason. Emphasis is directional
- 00:20:950 (1,2,3,4,5,6) - Is this supposed to be a pattern? What about this 00:19:350 (1,2,3,4,5,6) - ? I can't see anything clearly recognizable. It looks really, really random. No not really - "No, no, it's not really supposed to be a pattern." Then it's badly mapped, period. Everything should be related to everything else somehow through patterning. That's called structure - and you just admitted you have no problem with a structureless map?
- 00:22:550 (1,2,3) - Again, clearly no 1/4 here but mapped 1/4. Please listen closer. - See above
- 00:35:750 (3,4,5,6,1,2) - This is just ugly. 00:36:150 (5,1) - Is never done anywhere else either. It makes the occurrence of overlaps less spread. - But you never do this anywhere else, how can it be less spread if this is the ONLY INSTANCE OF IT?
- 00:40:950 (5) - Reason for skipping these beats? There's no special sound to emphasize here. It's the end of the phrase, so it ends with an easier rhythm - No but that's not what the song is doing... the song is still at the same intensity so this slider is literally misrepresenting the song.
- Same complaints about the aesthetics as the topdiff, this difficulty actually uses the playfield better, so that's good. But 00:28:150 (4,5,6,7,1) - this could be tidied up as one of the few patterns in this diff. 00:31:350 (4,5,6,1) - No equal visual spacing whatsoever. 00:35:350 (1,2,3,4,5,6,1) - Do I even have to comment on this one?
I could keep saying the same sort of things about the lower difficulties, so I'll stop here with the specifics.
Generally this mapset does not seem to have any structure whatsoever in terms of aesthetic or theme in general. Somehow this got qualified so there must be some reasoning behind this, but reading the thread I'm not really convinced in all honesty.
wtf shiirn you can't come out of nowhere and come onto my mapShiirn wrote:
okay so like for real
your emphasis on the top diff is completely fucking random and nonsensical and it doesn't seem to know when to use 1/2 sliders and when to spam circles and there's literally no coherence or relevance to the song.
You should really go over the map and actually note where the synth is weaker or straight up doesn't exist and actually re-do the map so that the 1/2 sliders are actually following the squeaky melody rather than......whatever completely messed up jumble you have right now.
Just because the map is playable and plays fine doesn't mean it's good or even follows the music. This is a shitdump song, but doesn't need to have a shitdump map.
[General]
AudioFilename: Mr. Grim.mp3
AudioLeadIn: 0
PreviewTime: 23350
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
Bookmarks: 21350
DistanceSpacing: 1.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.5
[Metadata]
Title:Itz Mr. Grim
TitleUnicode:Itz Mr. Grim
Artist:Atik
ArtistUnicode:Atik
Creator:Stingy
Version:pika's cream puffs
Source:
Tags:It's Its Mister EDM Dubstep Wub Bass Trap HootOwlStar HOS LGV894 LGV PolkaMocha
BeatmapID:0
BeatmapSetID:496005
[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:2.1
SliderTickRate:1
[Events]
//Background and Video events
0,0,"529236.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
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Combo6 : 255,13,13
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366,262,24750,2,0,P|383:287|395:317,1,62.9999980773926
213,231,24950,6,0,P|210:266|207:232,1,84
306,148,25150,6,0,P|301:182|305:148,1,84
165,99,25350,6,0,P|205:96|153:126,1,173.250005287171
Uhm where were you before this was qualifiedTake it easy on him. It's easy to understand his reaction. It's hard to get that far in the ranking process and seeing someone who didn't get involved with the project just step on it out of nowhere can really unbalance some ppl. I agree that qualification it's a way to show community the map and all that stuff, but I also believe that the modding effort should be given while the map is still looking for mods and it's a WIP map.
It seems you only care now that it's qualified
You could've mentioned this before
You know, like before it was qualified and stuff
Irrelevant.
It matters more now that it is qualified, whether I noticed before or not really doesn't matter. When a map is qualified, it's put out for the whole community to judge it. Don't blame me for modding your map, you should blame your map for making me mod it.