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LiSA - Catch the Moment -Radio Edit ver.-

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osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

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DistanceSpacing: 0.9
BeatDivisor: 2
GridSize: 32
TimelineZoom: 1.900006

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Kisses' Novice
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1227487
BeatmapSetID:570938

[Difficulty]
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CircleSize:3
OverallDifficulty:3
ApproachRate:3
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Fixed a couple of things from other ppl's mods

@garden overlap is ok imo, fixed rhythm
Topic Starter
Shad0w1and
Moecho
==============

Garden wrote:

为啥我感觉自己经常摊上很多很多diff的图 :(

General
  1. Wave hitsounds with possible delay > 5ms: normal-hitfinish.wav soft-hitnormal98.wav
    那个finish貌似蛮明显的和whistle一起加的时候(?
Moecho
  1. 00:08:916 (1) - 这里感觉用个默认的softwhistle点一下效果会不错 行的
  2. 00:16:179 (3) - burai目前还是unrankable的来着 你摸圖之前忘記更新了,這個已經改好,我忘記之前那個什麼樣子了... 感覺應該沒有做burai吧 總之不是故意的
  3. 00:18:705 (6,7,1) - 微调一下7,1位置让这边包得和 00:18:389 (4,5,6) - 视觉距离差不多? 个人认为这样这个梗看上去更有整体感(欸就是和 01:54:705 (2,3,1) - 一样,为什么复制段落这里是不一样的.. NC也不一样)後面的NC可能不小心點到了 謝謝,然後Blanket我實在不覺得有什麼問題,主要是你開了Stack之後就根本是動1px的節奏... 我調整了一下4的位置,包了5的尾巴
  4. 00:19:652 (4,5) - 我觉得可以调整下节奏突出这个音 -> 00:19:810 - 毕竟前面整体上都在跟主旋律,最后一段同 有點難修改,這裡不好分了 之前想好的現在修改很難,interesting不過目前應該不會改了
  5. 00:20:126 - 这里出kiai比较好? 和你最后一段一样 我後面這段也之前改了一下 沒更新,不是很懂你現在說的,不過修改了一下,現在應該效果蠻好的了
  6. 00:44:284 (1,2,1) - 滑条尾巴drum sample? 好的
  7. 01:18:389 (1,2,1,2,1,2) - 为什么这里节奏处理得和kiai其他部分很不一样啊.. 忽然一堆圈儿 歌裡面就是這樣子compose的節奏,仔細聽bass
HS是从Caramel Heaven拿的,根据测试,你砍掉波峰后面那一块对音效没影响,但是砍掉前面那一块反而音效没对了,应该是波峰没有反应实际听觉。。。这个音效没有delay,1ms也没有
jonathanlfj
[Kisses' Novice]
00:08:916 (1) - whistle?
00:50:284 (2) - this significantly overlaps the hp bar, you should lower it
01:52:495 (1) - this should end at 01:52:968 based on where the drums land

[Flask's Advanced]
00:24:074 (1) - the end of this slider overlaps the progress bar and score display, consider lowering it a bit
00:30:074 (1) - a bit Nazi but this is not symmetrical; you can build it on the y-axis then just rotate it slightly clockwise
00:56:284 (1) - feels more impactful as a 1/2 repeat slider imo
01:07:021 (4) - NC here instead of 01:07:337 (1); refer to 01:09:547 (1)
01:29:126 (4) - generally overlaps that cover more than half of the hitcircle is discouraged in a lower difficulty like this, you should adjust it so it overlaps similar to 00:21:547 (1)
01:42:389 (1,2) - should try to follow vocals here which is a much more dominant layer: https://puu.sh/uSs7a.jpg
01:53:442 (3) - the sequence of 1/2 is quite long here so you can separate it by making this a circle

[Doormat's Hard]
00:40:337 (1) - a more natural flow for this is to stack it on top of 00:39:863 (3), but the patterns after are gonna have to be adjusted to up to you
otherwise a very consistent map, nothing much to say

[Hyper]
00:18:389 (1) - remove NC, don't see why its needed here
00:19:495 (1) - ^
01:14:600 (1,2,3,1,2,3) - what a difficulty spike for a Hyper, consider toning down the jumps a bit
01:17:758 (3,4,5) - not stacked properly
01:51:389 (1) - instead of multiple repeats, having a triplet + single repeat slider works better here to complement the piano layer at the beginning

[Moecho's Insane]
hitsound in the beginning is too loud, something under 50% would be nicer
00:50:284 (1) - I understand you want to keep the visual symmetry here, but having a strong beat land on a slider end is really affecting the quality of gameplay here. You can consider a 3/4 slider followed by a circle at 00:50:916
01:27:705 (3) - again, a better approach here is to remove the repeat and have a circle for 01:27:863 since a strong vocal sound lands there
01:38:442 (3) - based on how you mapped out this section this should be a 1/4 slider as well
01:43:416 (1) - soft sample
01:55:652 (4) - should be two separate 1/4 sliders so the guitar at 01:55:802 is covered by a click action

[Another]
00:18:231 (4) - if you curve this a bit to the left it will flow more naturally on the stacked stream
00:41:126 (1,1,1) - quite difficult to read given the overall difficulty of this map, you should follow distance snap more proportionally here as I got confused the first time trying this. Also silencing the slider ends (including 00:42:863 (1)) would help a lot
01:31:337 (3,4,5,6) - this part flowed a bit weird, a more natural movement would have 01:31:652 (4) somewhere like the start of 01:32:284 (1)

[Lami's Extra]
00:16:021 (4,5,6) - I expect some sort of movement here due to the way the piano just goes phewwww, perhaps you can unstack it and create some form of linear flow
00:56:600 (5) - tbh a faster SV here will work wonders as it contrasts nicely with the compressed stream before
01:49:021 (3,5) - a blanket here would be nice

[Ultra]
how did I pass this on a sight read lmao
00:19:337 (3,4,5) - angle is a bit weird to play, having the circles a bit to the right feels better
00:31:179 (1,1,1) - I don't see the need for NC spam here, there are no SV changes and no other patterns are like this
00:40:179 (3) - this is a very minor beat, so based on the way spacing works to convey intensity, should be stacked under 00:40:179 (3)
00:56:916 (1) - now the kiai is fine with the 1/4 sliders on my end, but they only work well if you silence the slider ends (e.g. 20% volume) so the audio feedback is accurate to the music. May take some work but I can guarantee it will make the map much more fitting to the song
01:56:891 (1,2,3,1) - the straight line is nice, but I expected a larger spacing here considering it being the finale of the map

ok pm me after you fix stuff I guess
Topic Starter
Shad0w1and

jonathanlfj wrote:

[Hyper]
00:18:389 (1) - remove NC, don't see why its needed here :arrow: 00:18:705 - deleted the NC on 00:18:705 - instead
00:19:495 (1) - ^
01:14:600 (1,2,3,1,2,3) - what a difficulty spike for a Hyper, consider toning down the jumps a bit :arrow: Hyper to me is light insane, Another is light extra xc... I think it should be acceptable xc, I got Hard anyways xc
01:17:758 (3,4,5) - not stacked properly
01:51:389 (1) - instead of multiple repeats, having a triplet + single repeat slider works better here to complement the piano layer at the beginning :arrow: I feel it is a over kill for this diff(or maybe just I am too weak tho xc)

[Another]
00:18:231 (4) - if you curve this a bit to the left it will flow more naturally on the stacked stream :arrow: I actually think curve to the left will break the flow from previous pattern, so I instead changed the angle of 00:18:389 (1,2,3,4,5,1,2,3) - to make them catch the flow better
00:41:126 (1,1,1) - quite difficult to read given the overall difficulty of this map, you should follow distance snap more proportionally here as I got confused the first time trying this. Also silencing the slider ends (including 00:42:863 (1)) would help a lot :arrow: did not change the slider ends tho, because I think the crash is strong enough to overwrite the feedback from the slider tail(I do not like to silent slider end anyways unless I have to)
01:31:337 (3,4,5,6) - this part flowed a bit weird, a more natural movement would have 01:31:652 (4) somewhere like the start of 01:32:284 (1)

[Ultra]
how did I pass this on a sight read lmao
00:19:337 (3,4,5) - angle is a bit weird to play, having the circles a bit to the right feels better :arrow: due to the track switch (guitar-drum), I would like to keep the current flow cut idea, I think this should give a flow hint to the player
00:31:179 (1,1,1) - I don't see the need for NC spam here, there are no SV changes and no other patterns are like this
00:40:179 (3) - this is a very minor beat, so based on the way spacing works to convey intensity, should be stacked under 00:40:179 (3) :arrow: I would like to be consistent because in my previous patterns, I highlighted vocal beat, regardless of the drum intensity(stop is another type of emphasis as well), 00:38:442 (3) - 00:39:074 (6) -
00:56:916 (1) - now the kiai is fine with the 1/4 sliders on my end, but they only work well if you silence the slider ends (e.g. 20% volume) so the audio feedback is accurate to the music. May take some work but I can guarantee it will make the map much more fitting to the song :arrow: I am unsure about this, because I placed additions on every slider head for additional feedback, the default soft-hitnormal should not be much distracting at this volume. I played this diff with HT and the default volume does not distract me :? I think it should be fine tho xc
01:56:891 (1,2,3,1) - the straight line is nice, but I expected a larger spacing here considering it being the finale of the map

ok pm me after you fix stuff I guess
Topic Starter
Shad0w1and

jonathanlfj wrote:

[Flask's Advanced]
00:24:074 (1) - the end of this slider overlaps the progress bar and score display, consider lowering it a bit
00:30:074 (1) - a bit Nazi but this is not symmetrical; you can build it on the y-axis then just rotate it slightly clockwise
00:56:284 (1) - feels more impactful as a 1/2 repeat slider imo :arrow: I personally prefer the current so it treat the red beat and blue beats the same
01:07:021 (4) - NC here instead of 01:07:337 (1); refer to 01:09:547 (1)
01:29:126 (4) - generally overlaps that cover more than half of the hitcircle is discouraged in a lower difficulty like this, you should adjust it so it overlaps similar to 00:21:547 (1)
01:42:389 (1,2) - should try to follow vocals here which is a much more dominant layer: https://puu.sh/uSs7a.jpg
01:53:442 (3) - the sequence of 1/2 is quite long here so you can separate it by making this a circle :arrow: current is ok I think, leave that beat empty makes me sick xccccc
fixed flask's diff for him as he requested.
Doormat
@lfj i stacked 00:40:337 (1) - on top of 00:39:863 (3) - like you suggested, and adjusted the following patterns. thanks for the mod!

https://drmt.s-ul.eu/pM1uWjnB
Lami
fixed all, ty mod
z
osu file format v14

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AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
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[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Lami's Extra
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1232440
BeatmapSetID:570938

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Kyouren
Metadata? Because i can't found a correct site :c
and maybe you can remove "-" from tags :>
Doormat

KittyAdventure wrote:

Metadata? Because i can't found a correct site :c
and maybe you can remove "-" from tags :>
you gotta learn to search more indepth :p

劇場版 ソードアート・オンライン -オーディナル・スケール- from http://sao-movie.net/sp/music/
_handholding

jonathanlfj wrote:

[Kisses' Novice]
00:08:916 (1) - whistle?
00:50:284 (2) - this significantly overlaps the hp bar, you should lower it
01:52:495 (1) - this should end at 01:52:968 based on where the drums land At first I was following the drum beat for the whole section but Garden told me to change it since a lot of 3/2 gaps are intuitive so he told me to change it to the same rhythm as the first part of the song. I think it'd be a bit stupid to follow this specific drum beat when i've omitted a lot already from the section and it wil break away from the current rhythm used
fixed other 2!
update
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 74,11442,21547,31652,41600,51863,56916,77126,87231,97337,107442
DistanceSpacing: 1
BeatDivisor: 1
GridSize: 32
TimelineZoom: 1.900006

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Kisses' Novice
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1227487
BeatmapSetID:570938

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG2.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Combo2 : 221,60,55
Combo3 : 95,158,222

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5,135,80916,2,0,L|13:246,1,90,2|0,0:0|1:0,0:0:0:0:
100,235,81547,2,0,L|90:345,1,90,2|0,0:0|1:0,0:0:0:0:
174,362,82179,6,0,B|198:304|198:304|180:175,1,180,2|0,0:0|0:0,0:0:0:0:
117,125,83126,1,0,1:0:0:0:
169,51,83442,2,0,P|246:9|341:34,1,180,2|0,0:0|0:0,0:0:0:0:
391,95,84389,1,0,1:0:0:0:
334,164,84705,6,0,B|327:216|327:216|346:290|346:290|336:354,1,180,2|0,0:0|0:0,0:0:0:0:
255,376,85652,1,0,1:0:0:0:
201,303,85968,2,0,L|51:310,2,135,4|2|2,2:0|1:2|1:2,0:0:0:0:
268,243,87231,6,0,P|314:169|267:80,1,180,4|0,3:0|0:0,0:0:0:0:
201,45,88179,2,0,B|147:54|147:54|80:40|80:40|25:51,2,180,4|4|0,1:2|0:3|1:0,0:0:0:0:
280,89,89758,6,0,L|273:186,2,90,4|0|0,0:3|0:0|1:0,0:0:0:0:
350,33,90705,2,0,P|448:21|497:88,1,180,4|0,0:0|1:0,0:0:0:0:
453,157,91652,1,0,0:0:0:0:
465,246,91968,1,0,1:0:0:0:
416,321,92284,6,0,B|361:315|361:315|292:337|292:337|234:331,1,180,6|0,0:0|0:0,0:0:0:0:
169,275,93231,1,0,1:0:0:0:
86,310,93547,2,0,P|49:242|90:145,1,180,2|0,0:0|0:0,0:0:0:0:
67,62,94495,1,0,1:0:0:0:
145,17,94810,6,0,L|290:8,2,135,2|2|2,0:0|1:2|1:2,0:0:0:0:
67,62,96074,1,0,1:0:0:0:
112,139,96389,1,2,0:0:0:0:
43,197,96705,2,0,L|50:307,1,90,0|0,1:0|0:0,0:0:0:0:
107,355,97337,6,0,L|253:340,2,135,4|0|0,0:0|1:0|1:0,0:0:0:0:
133,268,98600,2,0,L|-11:251,2,135,4|0|0,0:0|1:0|1:0,0:0:0:0:
187,196,99863,6,0,P|220:259|203:323,2,135,4|0|0,0:0|1:0|1:0,0:0:0:0:
141,118,101126,2,0,L|284:104,1,135,4|0,0:0|1:0,0:0:0:0:
377,34,102074,1,0,1:0:0:0:
441,95,102389,6,0,B|448:137|448:137|435:188|435:188|441:239,2,135,8|4|4,0:3|0:3|1:2,0:0:0:0:
256,192,103495,12,0,106179,0:0:0:0:
172,335,107442,6,0,L|164:245,1,90,4|0,0:0|0:0,0:0:0:0:
202,163,108074,2,0,P|136:159|84:204,2,135,2|2|2,0:0|0:0|0:0,0:0:0:0:
267,224,109337,1,0,1:0:0:0:
298,140,109652,1,0,1:0:0:0:
362,203,109968,6,0,L|513:194,2,135,0|4|0,1:0|0:0|1:0,0:0:0:0:
298,140,111231,2,0,P|241:131|188:160,1,90,2|0,0:0|0:0,0:0:0:0:
205,52,111863,2,0,P|162:65|131:97,1,90,2|0,0:0|1:0,0:0:0:0:
75,168,112495,6,0,B|59:281|59:281|100:351,1,180,6|0,1:2|0:0,0:0:0:0:
176,369,113442,1,0,1:0:0:0:
235,301,113758,2,0,L|223:156,2,135,2|2|0,0:0|0:0|1:0,0:0:0:0:
305,356,115021,6,0,P|382:312|378:209,1,180,4|4,0:3|0:3,0:0:0:0:
357,109,116102,2,0,B|194:93|194:93|243:43,1,225,4|8,1:2|0:3,0:0:0:0:
123,5,117365,5,4,1:2:0:0:
256,192,117523,12,2,120049,0:0:0:0:
Topic Starter
Shad0w1and
Moecho

jonathanlfj wrote:

[Moecho's Insane]
hitsound in the beginning is too loud, something under 50% would be nicer Alright, 60%->50%
00:50:284 (1) - I understand you want to keep the visual symmetry here, but having a strong beat land on a slider end is really affecting the quality of gameplay here. You can consider a 3/4 slider followed by a circle at 00:50:916 I don't feel like it is affecting much, no change
01:27:705 (3) - again, a better approach here is to remove the repeat and have a circle for 01:27:863 since a strong vocal sound lands there Also I think it's fine here too, changing would be hard to adjust placement
01:38:442 (3) - based on how you mapped out this section this should be a 1/4 slider as well Nope, listen carefully to when it's slider and when it's not slider, it's a huge difference
01:43:416 (1) - soft sample OK ouo
01:55:652 (4) - should be two separate 1/4 sliders so the guitar at 01:55:802 is covered by a click action Did a major change to that, replaced with circles, since adding kickslider to make it both clickable AND for the aesthetics would be hard without a proper space, which in this case is very crowded. As well as I want to keep the SR at 4.60
Topic Starter
Shad0w1and
[Some Discussion about the set]
  1. In Novice, spinner end at 02:00:049 - to make it easier for new player, although it is not 100% accurately snapped,
    we believe it is good enough for this diff.
  2. The two HS normal-hitfinish.wav soft-hitnormal98.wav does not really have a delay, its sound peak does not matter. Because if we cut their peak it is still audible.
  3. This mp3 is the official radio cut ver, so the file was cut officially without the concern of bpm section and got a error at the end,
    I have to add two red lines to fix the timing.
  4. For Another diff I did 80% of the work, so I would not call this diff as a collab or smt similar.
  5. For metadata, this is the offical radio edit ver. metadata:
jonathanlfj
The 1/4s sounded messy mostly because I was modding with speakers (forgot my headphones at home and I'm out traveling for work), perhaps they are more acceptable with headphones...

I will take your word for the hitsounds as I've seen similar things in the past (refer to Charles445's discussion about where the attack of a hitsound is introduced)
Topic Starter
Shad0w1and
thanks for helping me even when you so busy on your work xc.
Garden
qualified
Karen
https://osu.ppy.sh/s/576112 ??? 什么时候不同mode可以同时q了,话说居然两种metadata
sahuang
悲剧了,好奇一下假如那张图meta不对的话优先度是什么,先dq这个再dq那个还是只dq那张啊
Topic Starter
Shad0w1and
那張是自行cut的,我這個是官方的cut。他們少了10秒。我問過兩個mode可以同時qua。
Battle
None of the albums on LiSA's site have -Radio Edit ver.- on any of the Catch the Moment songs so I'm curious where you found the radio edit ver. part of the song
Topic Starter
Shad0w1and
official digital file distributor recochoku, the meta copied from the file.
refer to p/5891962
btw I bought the file before the full ver release, so it is clearly official source, kwan proved that.
Maxus
weee another one xd
Congrats for the qualify! dat bg.. wanna big fav huh? :p
Topic Starter
Shad0w1and

Maxus wrote:

weee another one xd
Congrats for the qualify! dat bg.. wanna big fav huh? :p
;^) Thank you and why not.
Also thanks to everyone who helped <3
Pho
Hi there Shad0w1and o/ Before seeing this map being pushed through the ranked section, I have some quality concerns about the highest difficulty of this set:

[Ultra]
  1. The map seems like it tries to be special in certain ways, but many parts ended up being either overdone or not well-thought out for the song:
  2. 00:00:074 - to 00:08:916 - Starting right at the beginning, the 1/2 singletaps are too much compared to what is actually offered in the song at this point, about 50% of the taps land on weak, barely-emphasized snare sounds (red ticks).
    Keep in mind that the tempo of the song is already pretty high, 1/2 sliders would be more fitting to the intensity of the song for the intro. What really annoys me however are the triples (00:01:179 (8,9,1) - , 00:02:442 (8,9,1) - etc.) at the beginning that are way too overspaced. It'd be less forced to play if you just stack them instead.
  3. Extended sliders (3/4 sliders) are overused / inproperly used in this map. It is fine to a certain extent to give notion to strong or special notes in the track, using too many of them usually results in maps with wonky rhythms that are most of the time unnatural and forced to play:
    1. 00:11:126 (1) - Doesn't emphasize anything specific in the song and thus should be cropped to 1/2. Similar occasions where this happens:
      00:18:705 (1) - 00:21:547 (1) - 00:22:810 (1) - 00:23:442 (4) - 00:24:074 (1) - 00:38:600 (4) - 01:37:968 (1) - etc.
      00:26:600 (1) - The whole slider pattern here at 00:25:968 (1,2,1) - feels weird as well since you weren't focussing on vocals after 00:21:547 - . Make clear what exactly you follow with your rhythm here.
      00:46:179 (1,2,1) - It seemingly follows the vocals, but 00:44:284 (1,1,1) - previous sliders clearly follow the e-guitar, which makes rhythm pretty confusing here. Ending 00:46:179 (1) - on 00:46:652 - instead would make it clearer.
    2. 00:12:547 (1,2) - Feels too forced and would be better if you swap these with only a slider instead. Same goes to:
      00:34:179 (1,2) - 00:46:810 (1,2) -
  4. 00:31:179 (1,2,3) - This feels pretty forced if it's just for the sake of the vocals since those aren't that strong to warrant buzz sliderjumps.
  5. 00:41:600 - There's a lack of differentiation towards the previous section of the music. Song gets less intense, but you're still spacing /positioning objects high, the same way as before.
  6. 00:51:863 - Pretty sad about this since a build-up would've been nice here. Jumping right into a vertical jumps section isn't the greatest idea, ramping up spacing slowly would've been more fitting to the song. In general, try to balance out the difficulty according to different sections of a song.
  7. 00:56:916 (1,2) - Two major problems I see with the kiai time here:
    1. 1. Overdoing sliders. Now I get that sliders are funnier and entertaining to play, but if it doesn't correlate with the song there's no sense in doing so. The 1/4 sliders in particular for the kiai, with 01:15:547 (1,2,3,4,1,2,3) - being a prime example of overdoing patterns. There are others following like 01:27:547 (1,2,1,2) -
    2. 2. Repetition. There's no place for rhythm variation here since you decided to make a big slidertrain here, which doesn't reflect the song well at all. It's seven times the same rhythm in a row starting from 00:58:179 - (8 times actually, 00:56:916 (1,2) - should be a single slider only if i were to follow your current logic), which is pretty bland, don't you think?
  8. 01:51:389 (1,2,3,4,5) - Doesn't follow anything properly and the spacing on the ministream feels really huge.
Sorry if I sound blunt, but this map doesn't look well executed to me at all. Many concepts you used in this map lack proper application which I explained above, and this seems to need more work before being ranked imo. Other peoples opinion's matter ofc, so it might be good to ask around. Anyways, good luck with the set o/
Topic Starter
Shad0w1and

Pho wrote:

Hi there Shad0w1and o/ Before seeing this map being pushed through the ranked section, I have some quality concerns about the highest difficulty of this set:

[Ultra]
  1. The map seems like it tries to be special in certain ways, but many parts ended up being either overdone or not well-thought out for the song: :arrow: I do not think so, and I am not trying to be special on mapping, in this map I was trying to present the strong vocal and instruments with various slider shapes. I was also using these sliders to control the flow of the diff, so most point on your mod are already invalid.
  2. 00:00:074 - to 00:08:916 - Starting right at the beginning, the 1/2 singletaps are too much compared to what is actually offered in the song at this point, about 50% of the taps land on weak, barely-emphasized snare sounds (red ticks).
    Keep in mind that the tempo of the song is already pretty high, 1/2 sliders would be more fitting to the intensity of the song for the intro. What really annoys me however are the triples (00:01:179 (8,9,1) - , 00:02:442 (8,9,1) - etc.) at the beginning that are way too overspaced. It'd be less forced to play if you just stack them instead.
    :arrow: It is not over spaced compare to the latter section. In fact, with out HT, this part is the only part I could play and FC. This diff was designed as an Ultra since beginnning, it is expected to be much harder compare to Lami's Extra
  3. Extended sliders (3/4 sliders) are overused / inproperly used in this map. It is fine to a certain extent to give notion to strong or special notes in the track, using too many of them usually results in maps with wonky rhythms that are most of the time unnatural and forced to play:
    1. 00:11:126 (1) - Doesn't emphasize anything specific in the song and thus should be cropped to 1/2. Similar occasions where this happens:
      00:18:705 (1) - 00:21:547 (1) - 00:22:810 (1) - 00:23:442 (4) - 00:24:074 (1) - 00:38:600 (4) - 01:37:968 (1) - etc.
      00:26:600 (1) - The whole slider pattern here at 00:25:968 (1,2,1) - feels weird as well since you weren't focussing on vocals after 00:21:547 - . Make clear what exactly you follow with your rhythm here.
      00:46:179 (1,2,1) - It seemingly follows the vocals, but 00:44:284 (1,1,1) - previous sliders clearly follow the e-guitar, which makes rhythm pretty confusing here. Ending 00:46:179 (1) - on 00:46:652 - instead would make it clearer.
    2. 00:12:547 (1,2) - Feels too forced and would be better if you swap these with only a slider instead. Same goes to:
      00:34:179 (1,2) - 00:46:810 (1,2) -
    :arrow: This point is not valid as I explained at the beginning, you fail to understand my idea for this diff, it is not for people to single tap on these drum beats at the kiai, although I know that will be easier, however, when I design this diff I was trying to keep the constant flow and motion pressure on the player, because the song has a very strong background music, and vocal, by only give 1/2 single tap I think it will be way too mindless to follow the drum beats, which I did in my lower diffs. Yes, when I map a song for 3 times, I will not try to use exactly the same rhythm choice for Hyper/Another/Ultra. Also, because I added strong HS additions on the slider heads, the HS in the tail is not a problem according to the test plays and my self tests with HT
  4. 00:31:179 (1,2,3) - This feels pretty forced if it's just for the sake of the vocals since those aren't that strong to warrant buzz sliderjumps. :arrow: Either way worked, I do not think current got any problems
  5. 00:41:600 - There's a lack of differentiation towards the previous section of the music. Song gets less intense, but you're still spacing /positioning objects high, the same way as before. :arrow: uhmmmm... I can't agree to you.... as I placed the green lines before I started mapping.... Ipersonally feel these two sections got the same intensity....
  6. 00:51:863 - Pretty sad about this since a build-up would've been nice here. Jumping right into a vertical jumps section isn't the greatest idea, ramping up spacing slowly would've been more fitting to the song. In general, try to balance out the difficulty according to different sections of a song. :arrow: again I think either way worked tho xc.... the build up was like since the beginning tho... this whole diff was kinda jumpy, so I think current patterns fit the theme tho .....
  7. 00:56:916 (1,2) - Two major problems I see with the kiai time here:
    1. 1. Overdoing sliders. Now I get that sliders are funnier and entertaining to play, but if it doesn't correlate with the song there's no sense in doing so. The 1/4 sliders in particular for the kiai, with 01:15:547 (1,2,3,4,1,2,3) - being a prime example of overdoing patterns. There are others following like 01:27:547 (1,2,1,2) -
    2. 2. Repetition. There's no place for rhythm variation here since you decided to make a big slidertrain here, which doesn't reflect the song well at all. It's seven times the same rhythm in a row starting from 00:58:179 - (8 times actually, 00:56:916 (1,2) - should be a single slider only if i were to follow your current logic), which is pretty bland, don't you think?
    :arrow: to me for this song, sadly there is no clear way I could make a diverse rhythm choice. I was very sad about it when I mapped to this part, because the main rhythm itself was not the diverse, as you can see in all of my diffs the kiai was using the repetitive rhythm, I tested very hard and the slider shape thing come to my mind, I spend more than 10 hours to just shape these sliders to make them look good to my aesthetics, also I try to shaped sliders to control the flow so targeted players will be able to catch my"train" as you said.
  8. 01:51:389 (1,2,3,4,5) - Doesn't follow anything properly and the spacing on the ministream feels really huge. :arrow: this one is a commonly used technic to use the stream to overwrite the piano sweeps, because make it a hold for buzz slider will be too easy for this diff and for its strong sound, but do smt like ctb snap it to 1/12 will also be a over kill, therefore current solution is the best for me.
Sorry if I sound blunt, but this map doesn't look well executed to me at all. Many concepts you used in this map lack proper application which I explained above, and this seems to need more work before being ranked imo. Other peoples opinion's matter ofc, so it might be good to ask around. Anyways, good luck with the set o/
I know it is not a creative map to many people's standard, however, my idea was very clear, also I did many test plays and according to the test player they could catch my flow with these "werid" sliders, and that is why I believe this map should be able to get ranked. aesthetics is a very weird term, because I truly believe I made a great flow with sliders, many player agree to me. however, some mappers disagree to my because in the editor it does not look that pretty. My response is: the map is for play, for me it is pretty.
Pho

Shad0w1and wrote:

Pho wrote:

Hi there Shad0w1and o/ Before seeing this map being pushed through the ranked section, I have some quality concerns about the highest difficulty of this set:

[Ultra]
  1. The map seems like it tries to be special in certain ways, but many parts ended up being either overdone or not well-thought out for the song: :arrow: I do not think so, and I am not trying to be special on mapping, in this map I was trying to present the strong vocal and instruments with various slider shapes. I was also using these sliders to control the flow of the diff, so most point on your mod are already invalid.

    Just saying it now since you always raise that point again in your reply: I have no complaints about your aesthetics and slidershapes at all, this one's somewhat subjective anyway. The actual issue is in how you use extended sliders in this map in general. A map flowing and playing well doesn't mean a thing if your rhythm placement doesn't work out with the song. I explained it further below.

  2. 00:00:074 - to 00:08:916 - Starting right at the beginning, the 1/2 singletaps are too much compared to what is actually offered in the song at this point, about 50% of the taps land on weak, barely-emphasized snare sounds (red ticks).
    Keep in mind that the tempo of the song is already pretty high, 1/2 sliders would be more fitting to the intensity of the song for the intro. What really annoys me however are the triples (00:01:179 (8,9,1) - , 00:02:442 (8,9,1) - etc.) at the beginning that are way too overspaced. It'd be less forced to play if you just stack them instead.
    :arrow: It is not over spaced compare to the latter section. In fact, with out HT, this part is the only part I could play and FC. This diff was designed as an Ultra since beginnning, it is expected to be much harder compare to Lami's Extra

    The issue here is that this part is too motion-intense compared to how quiet this part of the song is. While the singletaps are acceptable for an Extra since you also spaced them fairly low and with DS, the spaced triples are questionable since they add too much tempo in this section and should be stacked or at least lower-spaced to fit the quietness in the intro. Also try not to use Ultra as a high-end difficulty as an excuse to make harder patterns, it's not a valid one and I am more concerned about how your patterns reflect the song than how difficult it is actually to play.
  3. Extended sliders (3/4 sliders) are overused / inproperly used in this map. It is fine to a certain extent to give notion to strong or special notes in the track, using too many of them usually results in maps with wonky rhythms that are most of the time unnatural and forced to play:
    1. 00:11:126 (1) - Doesn't emphasize anything specific in the song and thus should be cropped to 1/2. Similar occasions where this happens:
      00:18:705 (1) - 00:21:547 (1) - 00:22:810 (1) - 00:23:442 (4) - 00:24:074 (1) - 00:38:600 (4) - 01:37:968 (1) - etc.
      00:26:600 (1) - The whole slider pattern here at 00:25:968 (1,2,1) - feels weird as well since you weren't focussing on vocals after 00:21:547 - . Make clear what exactly you follow with your rhythm here.
      00:46:179 (1,2,1) - It seemingly follows the vocals, but 00:44:284 (1,1,1) - previous sliders clearly follow the e-guitar, which makes rhythm pretty confusing here. Ending 00:46:179 (1) - on 00:46:652 - instead would make it clearer.
    2. 00:12:547 (1,2) - Feels too forced and would be better if you swap these with only a slider instead. Same goes to:
      00:34:179 (1,2) - 00:46:810 (1,2) -
    :arrow: This point is not valid as I explained at the beginning, you fail to understand my idea for this diff, it is not for people to single tap on these drum beats at the kiai, although I know that will be easier, however, when I design this diff I was trying to keep the constant flow and motion pressure on the player, because the song has a very strong background music, and vocal, by only give 1/2 single tap I think it will be way too mindless to follow the drum beats, which I did in my lower diffs. Yes, when I map a song for 3 times, I will not try to use exactly the same rhythm choice for Hyper/Another/Ultra. Also, because I added strong HS additions on the slider heads, the HS in the tail is not a problem according to the test plays and my self tests with HT

    Constant flow and motion pressure only makes sense if the song had about the same intensity throughout it's whole length. And this song certainly is not constant, it has ups and downs. The problem lies in how you utilize extended and buzzsliders for Ultra.

    Maybe I was too inprecise, so here's a concrete example:
    00:56:916 (1,2,3,4,1,2,3,4) - If I were to compare the kiais of Ultra to the ones in your Insane difficulty, the latter are actually fine because it is clear what exactly you want to focus on with the extended sliders - the vocals, since that is also what is the most noticeable layer in this section. Then in Ultra, you decided to make motion-heavy extended slider/ 1/4 sliderjumps with focus on the instruments/e-guitar in the background - which are considerably weaker than the vocal. And you did this for around 50% of the map. This is what I mean when I said some of those patterns are overdone, the background music isn't that intense to make such motion-heavy patterns.

    And I already mentioned one of these above at 01:15:547 (1,2,3,4,1,2,3) - , which should be revised again, because focus lies on drums from 01:14:600 - to 01:17:126 - and should be emphasized with circleclicks, so I'm irritated why you suddenly decided to put in 1/4 sliders after 01:15:547 - (starting those at 01:15:863 - makes more sense tbh). Singletapping to drums here might sound like it's a generic thing to do here mapping-wise, and yea it actually is. But it makes more sense in relation to the music instead of putting 1/4 sliders in places where they don't fit.

  4. 00:31:179 (1,2,3) - This feels pretty forced if it's just for the sake of the vocals since those aren't that strong to warrant buzz sliderjumps. :arrow: Either way worked, I do not think current got any problems
  5. 00:41:600 - There's a lack of differentiation towards the previous section of the music. Song gets less intense, but you're still spacing /positioning objects high, the same way as before. :arrow: uhmmmm... I can't agree to you.... as I placed the green lines before I started mapping.... Ipersonally feel these two sections got the same intensity....

    It's pretty noticeable if you compare the note density of the background instruments of this part to the previous part.
  6. 00:51:863 - Pretty sad about this since a build-up would've been nice here. Jumping right into a vertical jumps section isn't the greatest idea, ramping up spacing slowly would've been more fitting to the song. In general, try to balance out the difficulty according to different sections of a song. :arrow: again I think either way worked tho xc.... the build up was like since the beginning tho... this whole diff was kinda jumpy, so I think current patterns fit the theme tho .....

    I mean for 00:51:863 - to 00:55:652 - specifically, since vocals raise up 00:51:863 (1,2,1,2,1,2,1,2) - here so you could ramp up the spacing for this pattern.
  7. 00:56:916 (1,2) - Two major problems I see with the kiai time here:
    1. 1. Overdoing sliders. Now I get that sliders are funnier and entertaining to play, but if it doesn't correlate with the song there's no sense in doing so. The 1/4 sliders in particular for the kiai, with 01:15:547 (1,2,3,4,1,2,3) - being a prime example of overdoing patterns. There are others following like 01:27:547 (1,2,1,2) -
    2. 2. Repetition. There's no place for rhythm variation here since you decided to make a big slidertrain here, which doesn't reflect the song well at all. It's seven times the same rhythm in a row starting from 00:58:179 - (8 times actually, 00:56:916 (1,2) - should be a single slider only if i were to follow your current logic), which is pretty bland, don't you think?
    :arrow: to me for this song, sadly there is no clear way I could make a diverse rhythm choice. I was very sad about it when I mapped to this part, because the main rhythm itself was not the diverse, as you can see in all of my diffs the kiai was using the repetitive rhythm, I tested very hard and the slider shape thing come to my mind, I spend more than 10 hours to just shape these sliders to make them look good to my aesthetics, also I try to shaped sliders to control the flow so targeted players will be able to catch my"train" as you said.

    I suppose the point about repetition isn't that much of an issue, and yes you did the same in the lower difficulties where it actually worked out fine because the rhythms were fine. In Ultra it doesn't work out well as I've already explained above. Again, playability is not the issue here, your rhythm placement is.
  8. 01:51:389 (1,2,3,4,5) - Doesn't follow anything properly and the spacing on the ministream feels really huge. :arrow: this one is a commonly used technic to use the stream to overwrite the piano sweeps, because make it a hold for buzz slider will be too easy for this diff and for its strong sound, but do smt like ctb snap it to 1/12 will also be a over kill, therefore current solution is the best for me.
It is fine if the snapping overwrite isn't too noticeable or the ideal snapping would make it hard to play, but here it certainly is not because the stream doesn't follow a thing in the song. You can go with 1/2 ticks for the drums here, or 3/4 to give notion to the piano sweeps (see Delis' set), but the current rhythm is no great solution.

Sorry if I sound blunt, but this map doesn't look well executed to me at all. Many concepts you used in this map lack proper application which I explained above, and this seems to need more work before being ranked imo. Other peoples opinion's matter ofc, so it might be good to ask around. Anyways, good luck with the set o/
I know it is not a creative map to many people's standard, however, my idea was very clear, also I did many test plays and according to the test player they could catch my flow with these "werid" sliders, and that is why I believe this map should be able to get ranked. aesthetics is a very weird term, because I truly believe I made a great flow with sliders, many player agree to me. however, some mappers disagree to my because in the editor it does not look that pretty. My response is: the map is for play, for me it is pretty.
I care for the quality of this map more than its rankability, and I still believe you should put a bit more work into this map, but well it's your set in the end. I never raised aesthetics or playability as an issue though, so not sure why you always bring these points up in your arguments. Rhythm placement is the critical issue here, which I still believe makes this set unfitting for rank as of now.
nextplay
Lol why is Kisses Diff Novice instead of Normal because Maps like this https://osu.ppy.sh/s/156235 are useing Novice>Advanced>Exhaust but here it is Novice>Advanced>Hard>Insane
_handholding

nextplay wrote:

Lol why is Kisses Diff Novice instead of Normal because Maps like this https://osu.ppy.sh/s/156235 are useing Novice>Advanced>Exhaust but here it is Novice>Advanced>Hard>Insane
it lacks 1/2 beats so I don't think it's appropriate to call it a normal and novice does fit it with the spread.. kinda
Topic Starter
Shad0w1and
Hard for you does not mean it is hard for everyone. Your most points are about my motion intense designing in general. However, a player cannot play the first part he is already out from the Ultra diff. This diff requires strong aiming and movement ability.
I could not understand your point of up and downs. this song to me only has minor intensity change and I would not agree to your point of change the spacing and sv too much for presenting the "rhythm intensity change". There are songs I would like to do that, but not for this one.
Ok, lastly, your point of my rhythm choice, I think current rhythm is correct, because the usage of the kick sliders is quite consistent throughout the whole diff, I could not see any problem with rhythm placement as you mentioned. I want to explain my idea there: represent all drum beats as a click>then I found the vocal, strings, and everything else is continuing, notes are not good compared to my previous sections. finally, use kick sliders throughout the whole section come to my mind, because I do not want to make the rhythm placement too complex since it actually was not that diverse, mixed rhythm placement is not good to me for this song. so I added additions on every slider head and make the whole section kick sliders. I asked for some player's feedback, my current kiai has a great difficulty and fit my overall motion intense theme. the other mapping like moecho's insane, starr's aguma will break the whole diff's feeling. and that is why there is only kick sliders in the kiai: because: 1, the rhythm is not diverse, 2, other parts of the map are motion intense, there is no way I should make this part too easy, 3, test plays showed its difficulty is actually very good, if a person passed the previous section, he will feel this part has a right difficulty.
Pho
I'm aware of the difficulty of the map, and my points still stand.
There are clear differences in intensity in the track which you can highlight in terms of spacing and rhythm density. And you did care of that in your Another difficulty, just look at 00:41:758 - this section compared to the previous one (you even set bookmarks that logically separates sections from each other), so why you chose to make it all constant on the ultra difficulty is a big question mark for me.
Also, the way you described your kickslider usage is questionable, it sounds like you arbitrarily used kicksliders whenever you see fit. While your rhythms are consistent, the one your measurements in the kiai are based on (00:56:916 (1,2,3,1,2,3,1,2,1,2,3) - ) doesn't work out well in the Ultra, in contrast to Another and Hyper, due to what I already wrote above. (Speaking of, you seem to dodge giving answer to the specific timestamps I pointed out, oh well)
Topic Starter
Shad0w1and

Pho wrote:

I'm aware of the difficulty of the map, and my points still stand.
There are clear differences in intensity in the track which you can highlight in terms of spacing and rhythm density. And you did care of that in your Another difficulty, just look at 00:41:758 - this section compared to the previous one (you even set bookmarks that logically separates sections from each other), so why you chose to make it all constant on the ultra difficulty is a big question mark for me.
Also, the way you described your kickslider usage is questionable, it sounds like you arbitrarily used kicksliders whenever you see fit. While your rhythms are consistent, the one your measurements in the kiai are based on (00:56:916 (1,2,3,1,2,3,1,2,1,2,3) - ) doesn't work out well in the Ultra, in contrast to Another and Hyper, due to what I already wrote above. (Speaking of, you seem to dodge giving answer to the specific timestamps I pointed out, oh well)
I do not give specific timecode because all your point are arguing my mapping idea in general, how does that not fit in the rhythm, so I explain my mapping idea in general.
ok about this one 00:41:758 - , tbh in Another it's Rizia's idea. at least its his rhythm choice (I arranged the placement). I think it is a fun pattern because it switched to another track which is different from my mapping theory. I respected his rhythm choice. To me it should have the same spacing on patterning according to my theory (as you can see in hyper).
Pho
I will leave the decision to the QAT whether the map should be open for discussion or not. I'll just add one final point for now that I didn't bring up in my previous posts:
01:47:442 - 01:54:705 - The final kiai is is pure 1/2 singletapping jumps with high spacing throughout all objects, with clear lack of differentiation
Topic Starter
Shad0w1and
put all your thoughts in one sentence: overall spacing too huge, too many notes, and too hard...
uhm, I think that is all modern mapping are focusing at on their PP jumpy sections. It is just, my map does not offer pp because of the continuous pressure throughout the whole diff. It will be hard for most players to follow the intense mapping.
However, we already see many FCs and even with HR.
and is this song much less intense than those 7* or 8* jumpy maps? I don't think so.
the only parts you did not mention to my diff was the biggest cross-screen jumps. These days I only map these in ultra diff, partially because I believe if a player can fc those jumps, they must have the skill for the rest of the diff, those who play the TV size for trying their luck for the cross-screen jumps should not be allowed to take these PP.
Battle
I'll add a bit of my opinion on the ultra since Pho already added his

[Ultra]
00:10:652 (3,1) - I don't really see a reason to have this snapped 1/8 here, it heavily increases the precision it takes to hit 1 properly while also making it easier for people to get 100 on the slider because more often than not a player will expect a 1/4 slider not a really awkwardly snapped to a yellow slider
00:13:337 (4,5) - I don't exactly see why you've made this jump abnormally big, all those guitar beats are far stronger than this, this jump seems to exist just to exist
00:14:442 (3,1) - Would have been better if you had used a 1/2 slider instead, having both really isn't practical since 3 is obviously more important (and you've been following the guitar), making a 1/2 slider make much more sense imo
00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - This feels more like it breaks up into a 123456 123456 pattern rather than a 1234 1234 1234 pattern, the pitch changes at 00:17:126 (1) - but a much larger pitch change occurs at 00:17:442 (3) - . In addition to this there's not really an increase in intensity happening here, the jumps are consistently around the same spacing while the music is increasing in intensity here
00:21:547 - For this section I feel as if the 3/4 usage is fairly poor, many of the 3/4 go over beats on the red tick, and though it is arguable that these beats are ignorable, this section is filled with consistent 1/2 beats that feel fairly calm compared to the adjacent sections. I feel it's inappropriate to have such a calm section still have a high SV of 1.4x, but I suppose that's subjective as to how fast it feels
00:31:179 (1,2,3) - While I am all for using 1/4 sliders to create fast feeling gameplay to support a "mood" of things being more fast-paced, I don't really see the point in using 1/4 sliders here, the music definitely picks up in intensity here, but not to the point where overmapping 1/4 sliders is appropriate
00:38:600 (4,5) - An extended slider doesn't really make sense here, you're skipping over a vocal beat which you've been following, you may want to stick to your theme of 3/4 sliders but you can't exactly just break away from what you're following, it feels awkwardly inconsistent both to hear and to play
00:50:600 (1,2,1,2,1,2,3,4) - This is another section where the section is definitely increasing in intensity, most notably at 00:51:231 (1,2,3,4) - yet maintains consistent spacing with the rest of this section of small spaced 1/2 stuff

Like Pho, I feel like the 1/4 sliders are overused in the kiai, the song just really doesn't call for something that creates pseudo-intensity as much as these 1/4 sliders do. The part where I felt fit the 1/4 sliders during the kiai was the calmer sections from 01:07:337 - to 01:12:074 - simply because it worked well with the drum hitsounding and keeping the relative intensity of the other parts of the kiai. Other than that there's very little drums to support the 1/4 sliders in the kiai as there's no drums to support them, only vocals, which makes it very awkward to hear and play in my opinion.

01:29:758 (1,2,3,1,2,3) - I would expect this to fit in more of the lines of something like 01:06:231 (3,1,2,3,4,1) - since the vocals are fairly calm here, if not that kind of spacing probably more along the lines of 01:26:600 (1,2,1,2) - but a bit more spaced out of course
01:47:442 (1,2,3,4,1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,1,2,3,1,2,3) - I also agree that the spacing for here doesn't really follow what the music provides. It does not really follow the stronger beats, making weaker beats (e.g. 01:49:495 (2,3) - ) the same spacing as the stronger beats.

From what I understand, you've mapped purposely with larger spacing to make it more "difficult". While I do not really have a problem with the concept of that itself, it becomes an issue for me when it's mapped solely for the difficulty aspect of it instead of what the song offers. You clearly acknowledge pp mapping and it's existence, yet I don't really see why you purposely follow that trend when you know that it's fairly unreasonable. In an ideal world a map would have great aesthetics and flow and not be generic but it seems like great aesthetics and flow just falls under generic pp mapping majority of the time. While I do appreciate the effort on focusing on flow, I feel like you shouldn't completely ignore aesthetics by using differing slider shapes all the time to break visual consistency just cuz
pishifat
the "continuous pressure" idea isn't a problem. like, there's a lot of maps which use that idea -- some of pho's even do. what pho is concerned with here is that sliderend usage isn't at all supported by the song.

as pho said, using extended sliders is okay when done to show important parts of the music, but overdoing it leads to rhythm which doesn't suit the song to which it's mapped. unless the song calls for this type of continuous pressure concept through constant 1/4 rhythms or something, i don't imagine it'll work out :(

the low contrast spacing stuff at the end is worth talking about too, but the sliderends are a bit more concerning right now



oh and there's battle's post to check too
Topic Starter
Shad0w1and
I cannot agree with these subjective points since none of them actually make Pho's point valid. As I explained none of these points tried to understand my mapping idea. if you would say the major problem is the slider ends, I will argue why you think it is not accepted?
oh, for other people, do not copy the same thing into a mod, I do not care your mapping theory, unless you try to understand mine first and help me to find my mistakes.
Pho
The people here already tried to explain to you what the flaws of your mapping philosophy are, and also why the sliderends are a major problem here; see pishi's answer/battle's final paragraph/my posts regarding that. Mapping to a song means that you work with the song, and not utilize it as a mere tool to put your mapping ideas into a map.

I'm willing to help out with the map if you need it, so feel free to ask me when you find me online.
LMT
Since this is dq'd, consider some of these points for moecho's diff:

  1. There are some overmaps that I don't quite understand:
    01:32:205 (5) -
    01:38:837 (2) -
    01:39:468 (2) -
    00:18:942 (7) - especially this one since it gives the impression that this and 00:19:258 (2) - this are the same pattern but the sounds in the song suggest otherwise.
  2. 01:37:810 (3) - not sure what you're emphasising with this 1/4. This would be a 1/4 slider too? 01:38:283 (2) -
  3. 01:38:600 (1,2,3,4,1,2,3,4) - compared to 01:41:126 (1,2) - is quite a huge disparity in intensity even tho the sounds are same-ish.
  4. 00:13:495 (4) - probably reconsider 1/4 slider concepts because this kinda undermines places where actual 1/4 exists like 00:15:863 (1,2) -
  5. 01:16:495 (4,5) - also this. Rhythm is like, 1/2 into triple but you make it sound like it's just 1/4 anyway (or 1/2)
  6. 01:18:389 (1,2,1,2,1,2) - same differentiation issue, actually this note 01:18:547 (2) - is overmapped. I can't figure out what you're trying to emphasise with this fancy pattern that happens only once in the map.
  7. 01:22:810 (3) - you overmap here but not 01:24:074 (3) - 01:21:547 (3) -
Also I agree with other ppl on the final diff on the extended sliders in general, felt like it was too overdone and the lack of sliderends to provide feedback kinda messes up with the rhythm overall.
Gl on reranking this btw.
pls no hate just passing by ; ;
Topic Starter
Shad0w1and

Pho wrote:

The people here already tried to explain to you what the flaws of your mapping philosophy are, and also why the sliderends are a major problem here; see pishi's answer/battle's final paragraph/my posts regarding that. Mapping to a song means that you work with the song, and not utilize it as a mere tool to put your mapping ideas into a map.

I'm willing to help out with the map if you need it, so feel free to ask me when you find me online.
as I replied b4, I will just copy it. I believe I have explained my rhythm choice very clearly.

I think current rhythm is correct, because the usage of the kick sliders is quite consistent throughout the whole diff, I could not see any problem with rhythm placement as you mentioned. I want to explain my idea there: represent all drum beats as a click>then I found the vocal, strings, and everything else is continuing, notes are not good compared to my previous sections. finally, use kick sliders throughout the whole section come to my mind, because I do not want to make the rhythm placement too complex since it actually was not that diverse, mixed rhythm placement is not good to me for this song. so I added additions on every slider head and make the whole section kick sliders. I asked for some player's feedback, my current kiai has a great difficulty and fit my overall motion intense theme. the other mapping like moecho's insane, starr's aguma will break the whole diff's feeling. and that is why there is only kick sliders in the kiai: because: 1, the rhythm is not diverse, 2, other parts of the map are motion intense, there is no way I should make this part too easy, 3, test plays showed its difficulty is actually very good, if a person passed the previous section, he will feel this part has a right difficulty.
Topic Starter
Shad0w1and

LMT wrote:

Since this is dq'd, consider some of these points for moecho's diff:

  1. There are some overmaps that I don't quite understand:
    01:32:205 (5) -
    01:38:837 (2) -
    01:39:468 (2) -
    00:18:942 (7) - especially this one since it gives the impression that this and 00:19:258 (2) - this are the same pattern but the sounds in the song suggest otherwise.
  2. 01:37:810 (3) - not sure what you're emphasising with this 1/4. This would be a 1/4 slider too? 01:38:283 (2) -
  3. 01:38:600 (1,2,3,4,1,2,3,4) - compared to 01:41:126 (1,2) - is quite a huge disparity in intensity even tho the sounds are same-ish.
  4. 00:13:495 (4) - probably reconsider 1/4 slider concepts because this kinda undermines places where actual 1/4 exists like 00:15:863 (1,2) -
  5. 01:16:495 (4,5) - also this. Rhythm is like, 1/2 into triple but you make it sound like it's just 1/4 anyway (or 1/2)
  6. 01:18:389 (1,2,1,2,1,2) - same differentiation issue, actually this note 01:18:547 (2) - is overmapped. I can't figure out what you're trying to emphasise with this fancy pattern that happens only once in the map.
  7. 01:22:810 (3) - you overmap here but not 01:24:074 (3) - 01:21:547 (3) -
Gl on reranking this.
I just want to say that players have brains, they should be able to understand the map, not just use their conditional reflex, I will ask Moecho for the reply, but these overlaps were made with great design, if you could try to understand them a bit more that will be awesome.
Kamio Misuzu
good mapu why gaoshi i budong
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