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MitiS - Movements Feat. MaHi (Original Mix) [OsuMania]

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Topic Starter
riunosk

Rivals_7 wrote:

FC, pls dont forget the 24 Hour rules xD
7:49 PM Singapore Time
Aruel
I finally didnt break 24 rule!
Kaito-kun
Hi, riunosk, just a random guy with a mod before this get ranked (If I do finish before FC qualifies this). Well shit, it got qualified while I was modding, o well, here we go anyways:

Warning: I'm the blunt type of modder, if I say something that insults you in any way, please be wary that my intention here isn't to shit on you, but to potentially increase the quality of the beatmap.

1|2|3|4

[General]
First of all, hitsounds are annoying as hell to play and hear. While I was testplaying, I had to mute hitsounds to be able to hear the map correctly. Same while I was modding. And even with putting Audio at 5% on the editor, I could hear it clearly, which annoyed me even more while I was modding It sounds like the default hitsounds, and I could swear at first that you were using default HS, but you are not, which is what puzzles me the most. Now, I'm not an expert at Hitsounding, so I can't help you with it. I'm only portraying what I felt regarding this from the point of view of a player. But I can clearly say that the Hitsounds can be a lot better than they currently are, by far.

Also, I don't think having 2 difficulties named Insane is good. Aliscea's Insane difficulty should be named another way. Because this is the current problem: Your spread (naming-wise) is Easy->Normal->Hard->Insane->Insane->Teleportation. You seeing the problem, right? Keep in mind I'm not telling you to remove one of the Insane diffs or something like that, it's ok spread-wise (won't talk about their quality since I haven't checked them). What I'm saying is simply change the name of Aliscea's difficulty to something different, but that could be considered above Insane, for example, Extra.
Regarding this, please remember that difficulty names like Insane+ can bring you problems, so be wary of those when changing the name.


[SVs]
Ok, so probably one of the main reason this map plays SO akward, it's the fact that literally half (if not more) of the map is one huge slowjam. And I'm not even joking here. You can take a look at it yourself. And that makes a bunch of patterns that should be easy to hit (saying this both playing-wise and also regarding the coherence with the map), both uncomfortable and akward to play.

Being honest, map would be far better without the slowjams, because of the reasons stated above. But also because most of the SVs you have on non-kiai are barely noticeable. Because you keep up on a constant slowjam, the bumps are not noticeable at all, which is useless if it's not even noticeable by the player (Being honest, I discovered you had a bump here 00:57:620 - after I finished testplaying and looked at it on the editor. That's how unnoticeable it is lol).

There's also the speedup at 01:16:326 - and other similar sections of the map. This is pretty uncomfortable to play, considering it's a sudden change in density, and adding such speedup is both uncomfortable to play and not really correct from my perspective. Let me explain: When the song reaches this point 01:16:326 -, it is at it's fastest point, in other words, it doesn't go faster than that after that part ends, but the opposite, it slows down a bit at 01:17:914 -. But with how you have the SVs there, you are making it look like it going faster and faster, when the whole SV section is just one constant speed. So it doesn't fit the section at all. Same thing happens with other similar sections throught the song

[Teleportation]
00:00:091 - Here, at the very start, there's a pretty strong sound that you tend to ignore. I can somewhat agree when you ignore sounds such as the ones heard here 00:00:796 - or here 00:01:149 -, but this starting crash is different. It's way too relevant and strong to simply leave out. It feels akward to simply ignore it while playing, as it sounds even more relevant than the other sounds. My suggestion here is adding a double along the LN on columns 3 and 4. Althought I would also agree if you only added a single note on the 4th column.

00:03:443 (3443|0,3620|1,3796|2) – Shouldn’t it play a lot better if you would have placed these notes the same way as 00:02:914 (2914|1,3090|0,3267|2) -, to accentuate the repetition of sounds there?

00:09:796 – There’s definitely a missing LN here. It’s clearly hearable when you slow down the song a little bit. Heck, even while playing the map it felt like there was something missing there. If you ask yourself what sound I’m talking about, it’s the same type of sound like these three 00:09:973 (9973|2,10149|3,10326|2) –

00:11:385 (11385|0,11561|1,11738|2,11914|0,12090|1,12267|2,12443|1) – Why don’t you vary it a bit more? You already repeated this pattern 3 times (counting this one), and there are a lot of other ways you could put these LNs. For example, moving these 2 LNs 00:11:561 (11561|1,12090|1) – into the 4th column, to vary the pattern a bit more and also increase the use of that column, which you have barely used up to this point (regarding LNs).

00:12:796 (12796|1,12973|2,13149|3,13326|2,13502|1,13679|3,13767|2,13855|1) – Ctrl+H and then Ctrl+LeftArrow (Simply put, mirroring what you did on those columns). This is because there’s no need to have something like this 00:12:443 (12443|1,12796|1) – when it could have been easily avoided by doing something like what I recommended.

00:14:738 (14738|1,14914|2,15090|3) -Move all 3 LNs one column to the left, to emphasize the repetition of 00:14:208 (14208|0,14385|1,14561|2) -

00:17:561 (17561|0) – Move this one column to the right to make a repetition emphasis with 00:17:032 (17032|1,17208|2,17385|3) –

00:20:385 (20385|1) - Move this to the 1st column, for the same repetition emphasis as I've explained before

00:22:679 - Starting here, things start playing even weirder than how the start already is. Notes like this one 00:24:090 (24090|0) - or this one 00:25:502 (25502|0) - are not very hearable while playing, and having them the same way as the ones clearly hearable make up for some akward feeling while playing the map. The best course of action for those not-so-hearable sounds would be to represent them as single notes instead of LNs. Like that, the hearable sounds are emphasized A LOT MORE, and there's no akward feeling, while also representing those sounds.
Also, after checking more throughly the map, such patterns are throught the whole map, which is probably one of the main reasons that makes this map so weird and akward to play overall. So give it some thought.

00:33:267 (33267|1,33355|2) - With both LNs being held at columns 1 and 4, this isn't very comfortable, nor playing-wise, nor by looking at it from the editor. These 2 LNs would've been a lot more comfortable (and less accuracy-draining for lower ranked players) by being single notes instead of LNs.

Althought I can accept that you cut early these LNs 00:31:149 (31149|3,32561|0) - to make space for the next set of notes, there should be no reason to do the same with 00:33:796 (33796|1) -, as this one feels weird to have cut off. The 2 long LNs are ok because they are overextended sounds (won't say they are incorrect, because I agree with the idea, but not precisely with the execution, but I digress), but the short one isn't an overextended sound like them, so it shouldn't be treated the same way as them. So my reccomendation is simple to make the small LN (this one 00:33:796 (33796|1) - if you got lost) end where it should, in other words, here 00:33:973 -.

From here 01:08:032 - up to here 01:13:502 (73502|2) -. On the section starting here, bluntly put, it feels overmapped. Now, before you go and start saying it's not: Yes, it's not overmapped, each single note/double note represents a sound, so it's not overmapping. But even tho it isn't overmapped, doesn't mean it doesn't FEEL like it is. Most of the notes on that section are barely hearable. And while playing the map, all I could think of here was "WTF am I supposed to be following with this?". My main guess here is that there's too much emphasis on the LNs (which, being honest, start getting a bit repetitive by this point, and the map is 4 minutes long), and too few on the single notes. So varying a bit and making it more oriented on the single notes rather than the LNs would give the player a break from the already-repetitive LNs, and also make this section both more comfortable (o yes, this section feels pretty uncomfortable too) and less akward overall.

I'm going to leave it like this for now, since I'm pretty tired and I would've gotten even further, and this already makes 4 pages on Word lol.

Anyways, if you have any doubts with my mod, you can always PM me either in-game, on forums, or even on Discord (I noticed you were on the RRM Discord Server yesterday lmao), the latter being the easiest point of access.
Seiryuu
Some inconsistencies here and there
00:50:561 - and 00:50:738 - are each missing a note for the triple beat. (I know these could be done on purpose but adding those notes really make it play out better)
02:54:796 - and 02:54:973 - ^
00:52:679 - There should be a note here.
00:52:855 (52855|2) - There's no beat here so this should be removed. (Ghost note)
03:13:767 (193767|2) - There's no beat here too (Ghost note)
03:16:326 (196326|2,196414|3,196502|2,196590|3,196679|2,196767|3) - Right hand trill here can definitely be avoided.
Actually from 00:52:326 - to 00:53:738 - there's a beat every 1/1 snap so you might want to fix that.

Also, the more i look at it, the more i realise that the chart is literally copypasted again and again :/.

Might add on a bit about the SVs after i get replies from the other guys.
pishifat
as requested
Topic Starter
riunosk

Kaito-kun wrote:

Hi, riunosk, just a random guy with a mod before this get ranked (If I do finish before FC qualifies this). Well shit, it got qualified while I was modding, o well, here we go anyways:

Warning: I'm the blunt type of modder, if I say something that insults you in any way, please be wary that my intention here isn't to shit on you, but to potentially increase the quality of the beatmap.

1|2|3|4

[General]
First of all, hitsounds are annoying as hell to play and hear. While I was testplaying, I had to mute hitsounds to be able to hear the map correctly. Same while I was modding. And even with putting Audio at 5% on the editor, I could hear it clearly, which annoyed me even more while I was modding It sounds like the default hitsounds, and I could swear at first that you were using default HS, but you are not, which is what puzzles me the most. Now, I'm not an expert at Hitsounding, so I can't help you with it. I'm only portraying what I felt regarding this from the point of view of a player. But I can clearly say that the Hitsounds can be a lot better than they currently are, by far. // i think the hitsounds are fine as they are

Also, I don't think having 2 difficulties named Insane is good. Aliscea's Insane difficulty should be named another way. Because this is the current problem: Your spread (naming-wise) is Easy->Normal->Hard->Insane->Insane->Teleportation. You seeing the problem, right? Keep in mind I'm not telling you to remove one of the Insane diffs or something like that, it's ok spread-wise (won't talk about their quality since I haven't checked them). What I'm saying is simply change the name of Aliscea's difficulty to something different, but that could be considered above Insane, for example, Extra.
Regarding this, please remember that difficulty names like Insane+ can bring you problems, so be wary of those when changing the name. // changed aliscea's diff to Extra


[SVs]
Ok, so probably one of the main reason this map plays SO akward, it's the fact that literally half (if not more) of the map is one huge slowjam. And I'm not even joking here. You can take a look at it yourself. And that makes a bunch of patterns that should be easy to hit (saying this both playing-wise and also regarding the coherence with the map), both uncomfortable and akward to play.

Being honest, map would be far better without the slowjams, because of the reasons stated above. But also because most of the SVs you have on non-kiai are barely noticeable. Because you keep up on a constant slowjam, the bumps are not noticeable at all, which is useless if it's not even noticeable by the player (Being honest, I discovered you had a bump here 00:57:620 - after I finished testplaying and looked at it on the editor. That's how unnoticeable it is lol).

There's also the speedup at 01:16:326 - and other similar sections of the map. This is pretty uncomfortable to play, considering it's a sudden change in density, and adding such speedup is both uncomfortable to play and not really correct from my perspective. Let me explain: When the song reaches this point 01:16:326 -, it is at it's fastest point, in other words, it doesn't go faster than that after that part ends, but the opposite, it slows down a bit at 01:17:914 -. But with how you have the SVs there, you are making it look like it going faster and faster, when the whole SV section is just one constant speed. So it doesn't fit the section at all. Same thing happens with other similar sections throught the song discussed in irc, removed slowjams

[Teleportation]
00:00:091 - Here, at the very start, there's a pretty strong sound that you tend to ignore. I can somewhat agree when you ignore sounds such as the ones heard here 00:00:796 - or here 00:01:149 -, but this starting crash is different. It's way too relevant and strong to simply leave out. It feels akward to simply ignore it while playing, as it sounds even more relevant than the other sounds. My suggestion here is adding a double along the LN on columns 3 and 4. Althought I would also agree if you only added a single note on the 4th column. added at 4

00:03:443 (3443|0,3620|1,3796|2) – Shouldn’t it play a lot better if you would have placed these notes the same way as 00:02:914 (2914|1,3090|0,3267|2) -, to accentuate the repetition of sounds there? then it'll be repetitive all the way so no change

00:09:796 – There’s definitely a missing LN here. It’s clearly hearable when you slow down the song a little bit. Heck, even while playing the map it felt like there was something missing there. If you ask yourself what sound I’m talking about, it’s the same type of sound like these three 00:09:973 (9973|2,10149|3,10326|2) – added at 4

00:11:385 (11385|0,11561|1,11738|2,11914|0,12090|1,12267|2,12443|1) – Why don’t you vary it a bit more? You already repeated this pattern 3 times (counting this one), and there are a lot of other ways you could put these LNs. For example, moving these 2 LNs 00:11:561 (11561|1,12090|1) – into the 4th column, to vary the pattern a bit more and also increase the use of that column, which you have barely used up to this point (regarding LNs). sort of rearranged

00:12:796 (12796|1,12973|2,13149|3,13326|2,13502|1,13679|3,13767|2,13855|1) – Ctrl+H and then Ctrl+LeftArrow (Simply put, mirroring what you did on those columns). This is because there’s no need to have something like this 00:12:443 (12443|1,12796|1) – when it could have been easily avoided by doing something like what I recommended. already fixed through ^

00:14:738 (14738|1,14914|2,15090|3) -Move all 3 LNs one column to the left, to emphasize the repetition of 00:14:208 (14208|0,14385|1,14561|2) - this sounds very very slightly different and higher pitched so no change

00:17:561 (17561|0) – Move this one column to the right to make a repetition emphasis with 00:17:032 (17032|1,17208|2,17385|3) – ^

00:20:385 (20385|1) - Move this to the 1st column, for the same repetition emphasis as I've explained before okay

00:22:679 - Starting here, things start playing even weirder than how the start already is. Notes like this one 00:24:090 (24090|0) - or this one 00:25:502 (25502|0) - are not very hearable while playing, and having them the same way as the ones clearly hearable make up for some akward feeling while playing the map. The best course of action for those not-so-hearable sounds would be to represent them as single notes instead of LNs. Like that, the hearable sounds are emphasized A LOT MORE, and there's no akward feeling, while also representing those sounds.
Also, after checking more throughly the map, such patterns are throught the whole map, which is probably one of the main reasons that makes this map so weird and akward to play overall. So give it some thought. they are audible for me so its probably on your side

00:33:267 (33267|1,33355|2) - With both LNs being held at columns 1 and 4, this isn't very comfortable, nor playing-wise, nor by looking at it from the editor. These 2 LNs would've been a lot more comfortable (and less accuracy-draining for lower ranked players) by being single notes instead of LNs. the way it is pressed is essentially the same whether it is LN or note so no change

Althought I can accept that you cut early these LNs 00:31:149 (31149|3,32561|0) - to make space for the next set of notes, there should be no reason to do the same with 00:33:796 (33796|1) -, as this one feels weird to have cut off. The 2 long LNs are ok because they are overextended sounds (won't say they are incorrect, because I agree with the idea, but not precisely with the execution, but I digress), but the short one isn't an overextended sound like them, so it shouldn't be treated the same way as them. So my reccomendation is simple to make the small LN (this one 00:33:796 (33796|1) - if you got lost) end where it should, in other words, here 00:33:973 -. okay

From here 01:08:032 - up to here 01:13:502 (73502|2) -. On the section starting here, bluntly put, it feels overmapped. Now, before you go and start saying it's not: Yes, it's not overmapped, each single note/double note represents a sound, so it's not overmapping. But even tho it isn't overmapped, doesn't mean it doesn't FEEL like it is. Most of the notes on that section are barely hearable. And while playing the map, all I could think of here was "WTF am I supposed to be following with this?". My main guess here is that there's too much emphasis on the LNs (which, being honest, start getting a bit repetitive by this point, and the map is 4 minutes long), and too few on the single notes. So varying a bit and making it more oriented on the single notes rather than the LNs would give the player a break from the already-repetitive LNs, and also make this section both more comfortable (o yes, this section feels pretty uncomfortable too) and less akward overall. these are all intended and the notes are following hihats

I'm going to leave it like this for now, since I'm pretty tired and I would've gotten even further, and this already makes 4 pages on Word lol. :(

Anyways, if you have any doubts with my mod, you can always PM me either in-game, on forums, or even on Discord (I noticed you were on the RRM Discord Server yesterday lmao), the latter being the easiest point of access. beware the spam
tank for mod
rip ur kds
AlisceaSparku
did a little self-mod to -maybe- prevent future disqualifications

https://puu.sh/u8FCy/133e3aa1a1.txt
LinkTaylord
Hello boi.
I had in mind to mod your all your SVs, but Thanks to Kaito-kun, the objectionable slowjam disappeared.
It was a very unnecessary and unpleasant slowjam that overshadowed the other SVs.
But I still think all those SVs are not very noticeable, try to intensify those that go with the song and eliminate those that you feel forced. Here is a little recommendation...That I can't explain very well, so I will make many arrows for you to understand.
Image full of arrows and stuff

It's a more noticeable SV. I do not tell you to put it exactly the same, but you can try something similar and make the change more luxurious than to simply damage your accuracy.



01:20:561 (80561|2,80737|1,80737|0,80826|3,80914|1,80914|2,80914|0) - And I think putting this after a SV is not a good idea, much less if there is a jack or something like. Change the LNs to normal notes and it is much better! Smooth speed changes, LNs and high OD do not get along.

03:23:384 - Refrain from putting many speed changes here, they are not bad to tell and it is the same as the last kiai. So either you put the same thing as in the last kiai or you change those SVs.

01:21:708 - I clearly hear something strong here that is not mapped, check parts like these and represent them with at least one note.

No kudosu. They are only recommendations.
Topic Starter
riunosk

[-Seiryuu-] wrote:

Some inconsistencies here and there
00:50:561 - and 00:50:738 - are each missing a note for the triple beat. (I know these could be done on purpose but adding those notes really make it play out better) p much nowhere else i could put notes and LNs were following pitch so bleh
02:54:796 - and 02:54:973 - ^ ^
00:52:679 - There should be a note here. discussed in irc, not applied
00:52:855 (52855|2) - There's no beat here so this should be removed. (Ghost note) ^
03:13:767 (193767|2) - There's no beat here too (Ghost note) ^, applied
03:16:326 (196326|2,196414|3,196502|2,196590|3,196679|2,196767|3) - Right hand trill here can definitely be avoided. fixed
Actually from 00:52:326 - to 00:53:738 - there's a beat every 1/1 snap so you might want to fix that. discussed in irc, sort of fixed

Also, the more i look at it, the more i realise that the chart is literally copypasted again and again :/. blame mitis

Might add on a bit about the SVs after i get replies from the other guys. dabalit fixed
tank for mod
Topic Starter
riunosk

LinkTaylord wrote:

Hello boi.
I had in mind to mod your all your SVs, but Thanks to Kaito-kun, the objectionable slowjam disappeared.
It was a very unnecessary and unpleasant slowjam that overshadowed the other SVs.
But I still think all those SVs are not very noticeable, try to intensify those that go with the song and eliminate those that you feel forced. Here is a little recommendation...That I can't explain very well, so I will make many arrows for you to understand.
Image full of arrows and stuff

It's a more noticeable SV. I do not tell you to put it exactly the same, but you can try something similar and make the change more luxurious than to simply damage your accuracy. interesting idea but sorry i think my svs are fine as they are



01:20:561 (80561|2,80737|1,80737|0,80826|3,80914|1,80914|2,80914|0) - And I think putting this after a SV is not a good idea, much less if there is a jack or something like. Change the LNs to normal notes and it is much better! Smooth speed changes, LNs and high OD do not get along. those LNs are following the synths so no change here and putting it too noticeable is not really my sv style

03:23:384 - Refrain from putting many speed changes here, they are not bad to tell and it is the same as the last kiai. So either you put the same thing as in the last kiai or you change those SVs. intended sv style

01:21:708 - I clearly hear something strong here that is not mapped, check parts like these and represent them with at least one note. there is CLEARLY no sound here... check timestamp?

No kudosu. They are only recommendations.
tank for mod
Seiryuu
"blame mitis"

I'm only gonna say this once:

Don't blame the artist for something you can change.
Abraxos

[-Seiryuu-] wrote:

"blame mitis"

I'm only gonna say this once:

Don't blame the artist for something you can change.


¿?
Topic Starter
riunosk
pls
Rivals_7
beep
Aruel
erlinadewi-
MitiS is luv <3
IamKwaN
can you link me metadata reference please?

what i could find all have original mix at the back of the title, they seem to be the same song.
Topic Starter
riunosk

IamKwaN wrote:

can you link me metadata reference please?

what i could find all have original mix at the back of the title, they seem to be the same song.
i copied metadata from the ranked standard version here
Arzenvald
>.> those 0.8 sv would've been better if added some speed normalizer for better reading, the slowjam somehow feel forced (the way it repetitive, inevitable) in some way
nonetheless gl on qualify
IamKwaN

riunosk wrote:

IamKwaN wrote:

can you link me metadata reference please?

what i could find all have original mix at the back of the title, they seem to be the same song.
i copied metadata from the ranked standard version here
it doesn't look correct to me. if there's no proof about it, i will move on disqualifying

my findings are here:
https://soundcloud.com/mitis/mitis-movements-feat-mahi
https://www.facebook.com/Mitismusic/app/256619807713597
Topic Starter
riunosk
i'll ask byfar about the metadata
if the source isn't credible enough you can dq then i'll add it in
edit: no source, probably need to add it in
EDIT2: the track sounds different very slightly from the original from the sc link (i took the audio mp3 from here) for me. the most "obvious parts" that i can hear is 3:23 so im not sure if "Original Mix" can be added
Protastic101
Was just taking a look at some of the SVs in teleportation along with some other stuff, and I had some comments about it

*boop v2*
[General]
  1. 03:23:340 - Why is your preview point on the 1/8 before the kiai? Like, what's wrong with putting it exactly on the kiai at 03:23:384 -
[Teleportation]
SVs:

01:16:326 - So for the effect here, the speed up is kind of random and hard to read due to the fact the average SV from 01:16:326 - to 01:17:737 - is 1.05x and you tend to want to use an average of 1 since that's the easiest to read. What I would recommend is doing a stutter, where the SVs don't span multiple notes, but rather there's a sequence between each note. It'd be something like this
  1. 01:16:326 - 01:16:414 - 01:16:502 - 01:16:590 - 01:16:679 - 01:16:767 - 01:16:855 - 01:16:943 - 01:17:032 - 01:17:120 - 01:17:208 - 01:17:296 - 01:17:385 - 01:17:473 - 01:17:561 - 01:17:649 - 1.25x SV (any value can be used within reason, I'll use this for my example)
  2. 01:16:370 - 01:16:458 - 01:16:546 - 01:16:635 - 01:16:723 - 01:16:811 - 01:16:899 - 01:16:987 - 01:17:076 - 01:17:164 - 01:17:252 - 01:17:340 - 01:17:429 - 01:17:517 - 01:17:605 - 01:17:693 - Use .75x here (assuming you use the above value I mentioned; it varies depending on what the starting SV is).
  3. 01:17:737 - Back to 1x again here (unless you want to use an SV sequence from here to 01:17:914 - , more on that in a sec)
This creates a stutter like effect between each note which could be an interesting way to get emphasis across as opposed to just forcing the player to read at more than 1x SV for an entire measure.


01:17:737 - to 01:18:796 - Ok, this is pretty messy imo. Between each set of 1/4 triplets, there's no pause in the SV for the player to differentiate the distances between each note. It's all one fluid speed up, which would be ok if the notes weren't disconnected by rhythm. What I'd suggest here is a similar stuttering effect to what I listed above, except a little stronger, like 1.5x values. As for the 1/2 spaces between the triplets, you could try something like this
  1. 01:17:737 - 01:17:914 - 01:18:002 - 01:18:090 - 01:18:267 - 01:18:355 - 01:18:443 - 01:18:620 - 01:18:708 - Something like .6x for example.
  2. 01:17:826 - 01:18:179 - 01:18:532 - 01:17:958 - 01:18:046 - 01:18:311 - 01:18:399 - 01:18:664 - 01:18:752 - If using my example above, 1.4x
  3. 01:18:796 - to 01:19:149 - For this, since it's the lead into a new section, you could try something like a drag and throw, where the value starts off smaller and at the very last second use a stronger SV. Value would be like 01:18:796 - .5x here and then 01:19:061 - 2.5x here. It still averages to 1x for the entire sequence.

01:20:208 - to 01:20:561 - , 01:23:032 - to 01:23:385 - , 01:25:855 - to 01:26:208 - , 01:28:679 - to 01:29:032 - and so on. Just using a .8x SV here feels so unfulfilling because it just turns this section into what feels like a really long slowjam. What I'd recommend is to average out the SVs in all those beats to 1x by using an SV on the 1/4 before the downbeat (where the 1x SV is at). Since all the starting SV values are .8x, you would use a 1.6x for the places at 01:20:473 - 01:23:296 - 01:26:120 - 01:28:943 - 01:31:767 - and so on. It would then make the section average to a 1x SV which is best for readability imo

01:42:796 - You could definitely make this stronger, like 1.9x or something, and then add a slower SV such as .5x at 01:42:973 - for an interesting visual. It doesn't exactly average to 1x, but I think it should be sightreadable enough.

01:41:385 - to 01:41:737 - Not really understanding the purpose of these SVs. They're just a gradual slowdown and you tend to see those only at the very end of a section when there are no notes. I'd just recommend using 1x here instead.

01:41:737 - to 01:43:149 - I would also suggest separating your kiai during this point as this is a "calm before the storm" kind of transition.

03:45:973 - to 03:47:384 - Similarly to the above.

The rest of the SVs are a repeat of what I said, so you can apply them there too. The important thing to remember is to try and avoid using SV sequences that span multiple notes and instead keep them contained between two notes while also trying to get them to average out to 1x 90% of the time.


[Easy]
00:00:091 - This whole beginning is pretty much copy pasted wtf. tbh, I think it'd be easier to follow the music if you mapped the hats like the ones at 00:00:620 - 00:01:502 - 00:02:032 - 00:02:208 - 00:02:561 - 00:03:443 - 00:04:326 - and so on since the hats are emphasized on the 3/2 beat it seems. Seriously though, don't just copy and paste all the patterns here, it leads to really bland gameplay.

00:26:914 - In this measure, I think it would be a better idea to shift the focus from the 3/2 in the background to the 1/2 synth, and make it like so https://osu.ppy.sh/ss/7426683
00:33:267 - 00:33:443 - 00:33:796 - Similar to what I said above, where the focus of the music seems to shift from the 3/2 to the synth

00:33:973 - I'm getting the feeling you also copy pasted the part here with 00:39:620 - since from what I've seen, the first two measures are the same

00:45:267 - This is where I think using 3/2 would actually be beneficial to the chart as that's where the lower sounding synth plays twice in every measure. So in this way, the note density is lowered and can gradually be built up just like what the song does.

01:19:149 - What exactly are you following here? Like, I'm really confused because you used jumps on the 2nd downbeat of every measure, but not on the 4th downbeat which is on the offbeat, and also where the snare plays again. Additionally, with the way your first few notes are set up, the player would probably assume that you're going to be following the drum, and it's like a slap to the face when they hear the kick come in at 01:20:032 - but have to play a note on the downbeat at 01:19:855 (79855|2) - instead.
01:21:620 (81620|2,81796|1) - Going off the above, you have two notes here for the snare, which only further emphasizes the focus on the drums that isn't there. You're basically tricking the player like, "Here's what I'ma follow- PSYCH"
01:24:443 (84443|2,84620|3) - This is a snare followed by a kick and im so confused because aaaa what are you following even Q_Q

01:24:796 - There's really no reason to leave this out unnecessarily. There's a kick and it's easily audible, plus it's the first downbeat of a new measure. Skipping it just leads to an awkward flow because the player's gonna be like, "y der a note at 01:24:973 (84973|1) - 4 the hihat?" :thinking:
01:27:796 (87796|0) - Similarly, move this down to 01:27:620 - for flow sake since you tend to normally use only 1/1 in this section.

01:29:914 - I mentioned above a few times when you used 1/2 for the kicks, and now when there is 1/2 kicks, you leave it out? Like, yeah, there's 1/4 at 01:30:002 - , but you can simplify it with 1/2, or even use an LN for the entire thing if that suits your fancy. It's just really hard to get a grasp of the rhythm and structure of this section because you keep changing your instrument of focus.

01:40:326 - For this measure, I think you should try something like this to better represent the drums here https://osu.ppy.sh/ss/7426833

02:07:149 - Ok, I'm going to make my point about this again. I'm pretty sure these should all just be snapped to the 1/1 downbeats as opposed to 1/16 before. What you're doing here is instead of mapping the climax of the sound where it comes in strongest, you're mapping the very beginning of where it starts, which makes it accurate, but not preferable because the player is going to count to the downbeat to press the note, and not before because they are going to expect it to come on the downbeat since the sounds are artificially made and thus cant be attributed to musician's error.

02:38:208 - This is just bordering on my opinion now, but I think it'd be way less confusing to just map the drums here as opposed to piano or synth cause the notes at places like 02:38:561 (158561|0) - look inconsistent with 02:39:973 (159973|0) - because they're the exact same note arrangement but for different sounds, so you're not really giving the player a good grasp of what you're trying to achieve here.

Anyways, I think the large problems in this diff is just the general flow since it's rather confusing for the player to figure out what exactly is being followed, which makes this more difficult than it should be imo.


[Crono's Hard] Just taking a quick look at this one, nothing too major

00:27:443 (27443|0) - Remove this? There shouldn't be an LN here since there's no synth. It's similar in rhythm to 00:25:679 (25679|3,25855|2) - . Additionally, the LN + short note creates a jump here which is the first one you've used in this entire section.

00:50:561 (50561|1,50649|3,50738|2) - I'd try rolling this in a linear way to avoid having a 3/4 pattern in column 4 with 00:50:385 (50385|3,50649|3,50914|3) - , like this https://osu.ppy.sh/ss/7427103

00:59:208 (59208|2) - I think it'd be cool to move this over to 1 to be on a separate hand, so both hands get the LN kind of movement, like this https://osu.ppy.sh/ss/7427116

01:06:002 (66002|1,66090|3) - I think it'd be a better idea to try and connect these notes as opposed to isolating them since it makes the hand movement a bit harder because the player now has to skip fingers when rolling. Try this https://osu.ppy.sh/ss/7427134

01:09:973 (69973|2,70061|3,70149|2) - I'd try to avoid turns like this since they're a bit more straining on one hand when you do that, and it tends to leave out other columns from the burst, example being col 4 in 01:08:385 - .

01:12:179 - Should be a note here for the hihat or whatever it's called I believe
01:12:885 - Similarly ^

01:14:737 (74737|1,74826|1) - This is kind of the only place you used mini jacks in this transition, and they feel really out of place because as I said, it's literally the only place in this section it's been used lol. Either make this a 1-2-34 roll or something similar, or turn 01:16:149 (76149|2,76237|1) - into a minijack too.

01:16:326 - Relates to what I mentioned about turning the direction of these streams. It's kind of like running really fast and then suddenly a wall pops up (the turn) and you slam right into, losing all your momentum (in this case, the flow). I'd try this instead, where the turns on both hands as opposed to one https://osu.ppy.sh/ss/7427196

01:17:186 (77186|0) - comparing your diff to Teleportation be like https://puu.sh/ujZTK.jpg :thinking:

01:17:737 (77737|2,77914|2) - 01:18:267 (78267|2,78443|2) - Not sure if you did this on purpose, but felt kind of off to me when playing, though that's only my opinion. I don't think it's an issue, but if you wanna try making them all shifted rolls, that could work too, like this https://osu.ppy.sh/ss/7427219

Gonna stop here since I've already taken about two hours (minus some procrastinating), but yeah, I do think at the very least, you should try making the SVs a bit more averaged by using sequences between notes as opposed to going over them. Also, you need to fix that wrongly snapped note in crono's diff, and the 1/8 on the easy I talked with Rival's about, but idk, you might wanna talk to him about it too since I'm pretty sure it's supposed to be on the downbeat.
IamKwaN

riunosk wrote:

i'll ask byfar about the metadata
if the source isn't credible enough you can dq then i'll add it in
edit: no source, probably need to add it in
EDIT2: the track sounds different very slightly from the original from the sc link (i took the audio mp3 from here) for me. the most "obvious parts" that i can hear is 3:23 so im not sure if "Original Mix" can be added
So where you got yours? If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.

Any news from byfar? Gotta wait for at most another day.
Niko-nyan
gonna pass by

i found MitiS' soundcloud of this song (Link : https://soundcloud.com/mitis/mitis-movements-feat-mahi) which official but after i hear the song, it's quite same with this one (link : https://soundcloud.com/markthef4rth/mit ... -feat-mahi)
IamKwaN
Don't think the second soundcloud link is official.
Topic Starter
riunosk

IamKwaN wrote:

riunosk wrote:

i'll ask byfar about the metadata
if the source isn't credible enough you can dq then i'll add it in
edit: no source, probably need to add it in
EDIT2: the track sounds different very slightly from the original from the sc link (i took the audio mp3 from here) for me. the most "obvious parts" that i can hear is 3:23 so im not sure if "Original Mix" can be added
So where you got yours? If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.

Any news from byfar? Gotta wait for at most another day.
i just took the title directly from the suicidesheep's yt video from ^

also take note of EDIT2, if you can hear the difference
IamKwaN

IamKwaN wrote:

If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.
I think I have explained your concern. Is Suicide Sheep official? Glancing through their site, everyone could upload a song and claim they have the copyright?
http://submit.mrsuicidesheep.com/
Topic Starter
riunosk

IamKwaN wrote:

IamKwaN wrote:

If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.
I think I have explained your concern. Is Suicide Sheep official? Glancing through their site, everyone could upload a song and claim they have the copyright?
http://submit.mrsuicidesheep.com/
fair enough
IamKwaN
please fix it (either 1 or 2) and call me back
1
Title: Movements (Original Mix)
Artist: MitiS & MaHi

https://www.facebook.com/Mitismusic/app/256619807713597
2
Title: Movements Feat. MaHi (Original Mix)
Artist: MitiS

https://soundcloud.com/mitis/mitis-movements-feat-mahi
Topic Starter
riunosk

Protastic101 wrote:

Was just taking a look at some of the SVs in teleportation along with some other stuff, and I had some comments about it

*boop v2*
[General]
  1. 03:23:340 - Why is your preview point on the 1/8 before the kiai? Like, what's wrong with putting it exactly on the kiai at 03:23:384 -
thats what i usually do with most of my maps for the funs

[Teleportation]
SVs:

01:16:326 - So for the effect here, the speed up is kind of random and hard to read due to the fact the average SV from 01:16:326 - to 01:17:737 - is 1.05x and you tend to want to use an average of 1 since that's the easiest to read. What I would recommend is doing a stutter, where the SVs don't span multiple notes, but rather there's a sequence between each note. It'd be something like this
  1. 01:16:326 - 01:16:414 - 01:16:502 - 01:16:590 - 01:16:679 - 01:16:767 - 01:16:855 - 01:16:943 - 01:17:032 - 01:17:120 - 01:17:208 - 01:17:296 - 01:17:385 - 01:17:473 - 01:17:561 - 01:17:649 - 1.25x SV (any value can be used within reason, I'll use this for my example)
  2. 01:16:370 - 01:16:458 - 01:16:546 - 01:16:635 - 01:16:723 - 01:16:811 - 01:16:899 - 01:16:987 - 01:17:076 - 01:17:164 - 01:17:252 - 01:17:340 - 01:17:429 - 01:17:517 - 01:17:605 - 01:17:693 - Use .75x here (assuming you use the above value I mentioned; it varies depending on what the starting SV is).
  3. 01:17:737 - Back to 1x again here (unless you want to use an SV sequence from here to 01:17:914 - , more on that in a sec)
This creates a stutter like effect between each note which could be an interesting way to get emphasis across as opposed to just forcing the player to read at more than 1x SV for an entire measure. i've already greatly nerfed the speedup a lot to the point that its not too strong, but yet its not too weak that its not noticeable so no change, besides its still quite readable


01:17:737 - to 01:18:796 - Ok, this is pretty messy imo. Between each set of 1/4 triplets, there's no pause in the SV for the player to differentiate the distances between each note. It's all one fluid speed up, which would be ok if the notes weren't disconnected by rhythm. What I'd suggest here is a similar stuttering effect to what I listed above, except a little stronger, like 1.5x values. As for the 1/2 spaces between the triplets, you could try something like this from here
  1. 01:17:737 - 01:17:914 - 01:18:002 - 01:18:090 - 01:18:267 - 01:18:355 - 01:18:443 - 01:18:620 - 01:18:708 - Something like .6x for example.
  2. 01:17:826 - 01:18:179 - 01:18:532 - 01:17:958 - 01:18:046 - 01:18:311 - 01:18:399 - 01:18:664 - 01:18:752 - If using my example above, 1.4x to here, my SVs are fully intended and i have no intention of changing it (i have tried applying the suggested sv and i didn't quite like it)
  3. 01:18:796 - to 01:19:149 - For this, since it's the lead into a new section, you could try something like a drag and throw, where the value starts off smaller and at the very last second use a stronger SV. Value would be like 01:18:796 - .5x here and then 01:19:061 - 2.5x here. It still averages to 1x for the entire sequence. i like this idea, implementing it, but changing it to 2x instead, since it seems a tad bit too strong

01:20:208 - to 01:20:561 - , 01:23:032 - to 01:23:385 - , 01:25:855 - to 01:26:208 - , 01:28:679 - to 01:29:032 - and so on. Just using a .8x SV here feels so unfulfilling because it just turns this section into what feels like a really long slowjam. What I'd recommend is to average out the SVs in all those beats to 1x by using an SV on the 1/4 before the downbeat (where the 1x SV is at). Since all the starting SV values are .8x, you would use a 1.6x for the places at 01:20:473 - 01:23:296 - 01:26:120 - 01:28:943 - 01:31:767 - and so on. It would then make the section average to a 1x SV which is best for readability imo feel that my current sv is fine as it is, even after taking a look at the sv suggestion, and for me, just because it averages out to Xx SV doesn't always mean its usually better

01:42:796 - You could definitely make this stronger, like 1.9x or something, and then add a slower SV such as .5x at 01:42:973 - for an interesting visual. It doesn't exactly average to 1x, but I think it should be sightreadable enough. i strongly disagree with it as it can come as a shock/surprise with the way the sv is executed, and my sv at this timing point isn't too drastic either, so it should be fine

01:41:385 - to 01:41:737 - Not really understanding the purpose of these SVs. They're just a gradual slowdown and you tend to see those only at the very end of a section when there are no notes. I'd just recommend using 1x here instead. okay

01:41:737 - to 01:43:149 - I would also suggest separating your kiai during this point as this is a "calm before the storm" kind of transition. okay

03:45:973 - to 03:47:384 - Similarly to the above. okay

The rest of the SVs are a repeat of what I said, so you can apply them there too. The important thing to remember is to try and avoid using SV sequences that span multiple notes and instead keep them contained between two notes while also trying to get them to average out to 1x 90% of the time. :b


[Easy]
00:00:091 - This whole beginning is pretty much copy pasted wtf. tbh, I think it'd be easier to follow the music if you mapped the hats like the ones at 00:00:620 - 00:01:502 - 00:02:032 - 00:02:208 - 00:02:561 - 00:03:443 - 00:04:326 - and so on since the hats are emphasized on the 3/2 beat it seems. Seriously though, don't just copy and paste all the patterns here, it leads to really bland gameplay. will discuss in irc, though applied somewhat

00:26:914 - In this measure, I think it would be a better idea to shift the focus from the 3/2 in the background to the 1/2 synth, and make it like so https://osu.ppy.sh/ss/7426683 didn't apply since it looks like it has a sudden density spike compared to the rest of the section
00:33:267 - 00:33:443 - 00:33:796 - Similar to what I said above, where the focus of the music seems to shift from the 3/2 to the synth ^

00:33:973 - I'm getting the feeling you also copy pasted the part here with 00:39:620 - since from what I've seen, the first two measures are the same rearranged so that its not that repetitive

00:45:267 - This is where I think using 3/2 would actually be beneficial to the chart as that's where the lower sounding synth plays twice in every measure. So in this way, the note density is lowered and can gradually be built up just like what the song does. seems fine as it is

01:19:149 - What exactly are you following here? Like, I'm really confused because you used jumps on the 2nd downbeat of every measure, but not on the 4th downbeat which is on the offbeat, and also where the snare plays again. Additionally, with the way your first few notes are set up, the player would probably assume that you're going to be following the drum, and it's like a slap to the face when they hear the kick come in at 01:20:032 - but have to play a note on the downbeat at 01:19:855 (79855|2) - instead. here to
01:21:620 (81620|2,81796|1) - Going off the above, you have two notes here for the snare, which only further emphasizes the focus on the drums that isn't there. You're basically tricking the player like, "Here's what I'ma follow- PSYCH"
01:24:443 (84443|2,84620|3) - This is a snare followed by a kick and im so confused because aaaa what are you following even Q_Q here will discuss with irc after i sorta remap this part

01:24:796 - There's really no reason to leave this out unnecessarily. There's a kick and it's easily audible, plus it's the first downbeat of a new measure. Skipping it just leads to an awkward flow because the player's gonna be like, "y der a note at 01:24:973 (84973|1) - 4 the hihat?" :thinking: added
01:27:796 (87796|0) - Similarly, move this down to 01:27:620 - for flow sake since you tend to normally use only 1/1 in this section. ^

01:29:914 - I mentioned above a few times when you used 1/2 for the kicks, and now when there is 1/2 kicks, you leave it out? Like, yeah, there's 1/4 at 01:30:002 - , but you can simplify it with 1/2, or even use an LN for the entire thing if that suits your fancy. It's just really hard to get a grasp of the rhythm and structure of this section because you keep changing your instrument of focus. throwing notes in

01:40:326 - For this measure, I think you should try something like this to better represent the drums here https://osu.ppy.sh/ss/7426833 applied with modification

02:07:149 - Ok, I'm going to make my point about this again. I'm pretty sure these should all just be snapped to the 1/1 downbeats as opposed to 1/16 before. What you're doing here is instead of mapping the climax of the sound where it comes in strongest, you're mapping the very beginning of where it starts, which makes it accurate, but not preferable because the player is going to count to the downbeat to press the note, and not before because they are going to expect it to come on the downbeat since the sounds are artificially made and thus cant be attributed to musician's error. if i were to snap everything to 1/1, it'll be better for the players, but if i snap it to 1/1, it'll be inconsistent with the other difficulties, which i am highly unwilling to change. :confused:

02:38:208 - This is just bordering on my opinion now, but I think it'd be way less confusing to just map the drums here as opposed to piano or synth cause the notes at places like 02:38:561 (158561|0) - look inconsistent with 02:39:973 (159973|0) - because they're the exact same note arrangement but for different sounds, so you're not really giving the player a good grasp of what you're trying to achieve here. seems fine as it is
Anyways, I think the large problems in this diff is just the general flow since it's rather confusing for the player to figure out what exactly is being followed, which makes this more difficult than it should be imo. fl o w

Gonna stop here since I've already taken about two hours (minus some procrastinating), but yeah, I do think at the very least, you should try making the SVs a bit more averaged by using sequences between notes as opposed to going over them. Also, you need to fix that wrongly snapped note in crono's diff, and the 1/8 on the easy I talked with Rival's about, but idk, you might wanna talk to him about it too since I'm pretty sure it's supposed to be on the downbeat. :b:b:b
Crono

Protastic101 wrote:

*boop v2*
[General][list][*]
[Crono's Hard] Just taking a quick look at this one, nothing too major

00:27:443 (27443|0) - Remove this? There shouldn't be an LN here since there's no synth. It's similar in rhythm to 00:25:679 (25679|3,25855|2) - . Additionally, the LN + short note creates a jump here which is the first one you've used in this entire section.

00:50:561 (50561|1,50649|3,50738|2) - I'd try rolling this in a linear way to avoid having a 3/4 pattern in column 4 with 00:50:385 (50385|3,50649|3,50914|3) - , like this https://osu.ppy.sh/ss/7427103 shifted them left in favour of pitch

00:59:208 (59208|2) - I think it'd be cool to move this over to 1 to be on a separate hand, so both hands get the LN kind of movement, like this https://osu.ppy.sh/ss/7427116

01:06:002 (66002|1,66090|3) - I think it'd be a better idea to try and connect these notes as opposed to isolating them since it makes the hand movement a bit harder because the player now has to skip fingers when rolling. Try this https://osu.ppy.sh/ss/7427134

01:09:973 (69973|2,70061|3,70149|2) - I'd try to avoid turns like this since they're a bit more straining on one hand when you do that, and it tends to leave out other columns from the burst, example being col 4 in 01:08:385 - . If I do this I am playing the exact same pattern for a different pitch. refer to 01:03:090 (63090|1)

01:12:179 - Should be a note here for the hihat or whatever it's called I believe not mapping this sound. its short notes to synths for the transition to the next part of the song
01:12:885 - Similarly ^ ^

01:14:737 (74737|1,74826|1) - This is kind of the only place you used mini jacks in this transition, and they feel really out of place because as I said, it's literally the only place in this section it's been used lol. Either make this a 1-2-34 roll or something similar, or turn 01:16:149 (76149|2,76237|1) - into a minijack too.

01:16:326 - Relates to what I mentioned about turning the direction of these streams. It's kind of like running really fast and then suddenly a wall pops up (the turn) and you slam right into, losing all your momentum (in this case, the flow). I'd try this instead, where the turns on both hands as opposed to one https://osu.ppy.sh/ss/7427196 This is nice

01:17:186 (77186|0) - comparing your diff to Teleportation be like https://puu.sh/ujZTK.jpg :thinking: oops :oops: :oops:

01:17:737 (77737|2,77914|2) - 01:18:267 (78267|2,78443|2) - Not sure if you did this on purpose, but felt kind of off to me when playing, though that's only my opinion. I don't think it's an issue, but if you wanna try making them all shifted rolls, that could work too, like this https://osu.ppy.sh/ss/7427219 Not changing these minijacks as they fit just fine and remove monotony. It also applies a little tension to the player to transition to the stream.
I made some other adjustments in coherence with your mod. Also fixed some extra notes.
Topic Starter
riunosk
im currently unable to use any computer or laptop for now so i will apply them as soon as i can
applied
Rivals_7
before we go on
[Aliscea's Extra]

01:40:149 (100149|2,100414|2) - i'm not sure i heard anything around here. could it be a ghost note? The other diff doesnt seem to map it too anyways

01:41:914 -

AlisceaSparku

Rivals_7 wrote:

before we go on
[Aliscea's Extra]

01:40:149 (100149|2,100414|2) - i'm not sure i heard anything around here. could it be a ghost note? The other diff doesnt seem to map it too anyways // upon hearing it at 25% it's definitely a ghost note, however i believe it would be a noticeable inconsistency (even if i turned it to a slider). if this problem may be an issue for disqualification, then i'll figure out a good solution.

01:41:914 -
// i love it :D (and definitely not an issue since both difficulties are mapped by different mappers)
Rivals_7
alright quick things
[Aliscea's Extra]
00:26:032 (26032|0) - should be kick (35%) @30%

and delete the sample below "//Storyboard sound samples" via notepad


about the N sample on your diff, i think riunosk already inform you
AlisceaSparku

Rivals_7 wrote:

alright quick things
[Aliscea's Extra]
00:26:032 (26032|0) - should be kick (35%) @30%

and delete the sample below "//Storyboard sound samples" via notepad


about the N sample on your diff, i think riunosk already inform you
fixed everything
+ found a way to fix that ghost note issue

note that the current pattern is like that for variation, which is a pattern that i intend to focus on semi-jacks

http://puu.sh/uuNsw/dc4c8b1c45.txt <-- update (note: did this after a prom night and didn't sleep yet so please bear with me if i messed something up ;w;)

edit: wait what what "N" sample? maybe it got fixed already?
Pachiru
It seems to have problems to be ranked actually, good luck for it, since the song is very nice, and the map aswell! :)
Topic Starter
riunosk

Pachiru wrote:

It seems to have problems to be ranked actually, good luck for it, since the song is very nice, and the map aswell! :)
I'd greatly appreciate it if you could do a mod on this map c:
Rivals_7
aaaaaaaaa
Pachiru

riunosk wrote:

Pachiru wrote:

It seems to have problems to be ranked actually, good luck for it, since the song is very nice, and the map aswell! :)
I'd greatly appreciate it if you could do a mod on this map c:
Heh, I would love to, but I never modded Mania, and since the map is actually good, I think that my mod would be useless ;w;
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