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Linked Horizon - Shinzou o Sasageyo! [TV Size]

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Doormat
okay, just running through double checking metadata, because apparently を can be transliterated as either 'o' or 'wo' and i'm not sure which of the two is correct. apparently wo is more commonly used in songs, but it'd probably be better to double check with a native speaker. sorry for the trouble monstrata i was 99% sure that the metadata i provided was right /w\
Rumia-
oh no D:
im very late fot the mods wtf im very sorry ;;;

p/4977700 fro clarifications yo its correct
native speaker also have troubles doin metadata for osu xd
Doormat

MoeMoeKyunNN wrote:

oh no D:
im very late fot the mods wtf im very sorry ;;;

p/4977700 fro clarifications yo its correct
native speaker also have troubles doin metadata for osu xd
oh so i was right? hell yea

carry on then zzzz
Topic Starter
Monstrata
@Net0. Yea, there are other translations, its why I added "heart" as well, so ppl can search dedicate all your hearts, or dedicate your heart.

@Doormat. Yes, its o. I confirmed the modified hepburn approach with KSHR some time ago for my Ame, Kimi o Tsurete map.

@MoeMoeKyunNN. No worries, i have another map for you to check if you dont mind~ I'll forum pm you.
Topic Starter
Monstrata
1. Romanization for the title
The method of romanization used in osu! is the modified Hepburn, in which Japanese characters with 2 readings such as は / を / へare romanized as their actual pronunciations. Therefore "雨、キミを連れて" is romanized into "Ame, Kimi o Tsurete". In conclusion, your current romanized title is fine unless there is official information that says it's incorrect.

- KSHR
Xinnoh
is it fine if the top diff goes outside the boundary like this?
Topic Starter
Monstrata
Yes, as long as it's not offscreen.

Offscreen = offscreen in gameplay, not editor, since the boundaries of editor are actually smaller than the boundaries of the actual gameplay screen. You can double check on 800x600 resolution (smallest resolution) if it's not offscreen on that resolution then it won't be offscreen on any resolution (except 5:4, but that one doesn't count).
riffy
While it is true I have to tell you that having a 5:4 display makes me a very sad player.

Good luck with the map, though!
Topic Starter
Monstrata
Pretty sure at least half of the maps on osu are offscreen on 5:4 since even stuff thats inside the editor's grid is offscreen on 5:4. Rip Bakari ;c

Thanks for the encouragement ^^ The set will be qualified probably tomorrow.
Yohanes

Bakari wrote:

While it is true I have to tell you that having a 5:4 display makes me a very sad player.

Good luck with the map, though!
thats a pretty old school stuff you have there
-Sh1n1-

Monstrata wrote:

The set will be qualified probably tomorrow.
go go bro
Gero


~ Qualified ~
Winnie
First to say I was here after qualified easy boys but I'm not a mapper
Aurele
4 days ago

bye
DeletedUser_6709840
That was fast, congratz
Weedy
This is what i call a true jerk (´・◡・`)
Weber

Gabe wrote:

4 days ago

bye
SnowNiNo_
not even fast lol
congratz
Akitoshi
gratz!
Foxy Grandpa
congrazzles =w=b
-Sh1n1-
finally :3 Gratz
Shad0w1and
It took you 4 days XD
Haruto
shiett finally qualified

we did it guys 8-)
HabiHolic
Congratz!!!
Chromoxx
nice one!
Xinying
SASAGEYO

congrats
Mint
You won!
A r M i N
gz Mr. Sonic
_DT3
Finally, took long enough
headphonewearer
Hard
00:04:872 (1,2) - why is the ds so small here? its bigger at all the other parts basically, doesnt make any sense to me
00:17:247 (2,3) - if these are 3x, why is 00:17:622 (4,5) - 2,5x? 00:17:622 (4,5) - is even much more intense, so should be the opposite imo
00:18:560 (1) - this part is intense af. if you had such a high spacing at the previous parts i mentioned, why do you have it so low at other intense parts?
01:14:060 (3) - i would read this like it is on the red tick, and the upcoming slider to be on the white tick, maybe do something about that?
01:20:060 (1,2,1,2) - in my opinion these should be the same ds, i dont know if stuff like this are issues, its just stuff i disagree with

this occurs at like every diff thats over hard
01:06:747 - and 01:07:497 - actually has claps, so why didnt you hitsound them?
"normal-hitfinish2" sounds like something that would be used in a fort map, not in a medieval-themed anime opening. doesnt fit at all
also above 70% is a bit "ear-rape" with the default skin, especially with default hitsounds

these are some stuff i found that i didnt really agree with. i dont know if its dq worthy and im sure youll deny everything if you even respond.
Maruyu
here it comes
SnowNiNo_

Maruyu wrote:

here it comes
the free NM wave
Kynan
What's the explanation for such a high AR on this mapset ? And especially Haruto's diff ?
Maruyu

SnowNiNo_ wrote:

Maruyu wrote:

here it comes
the free NM wave
True modding starts when maps get qualified :p

oh, and @Kynan: p/5920064

Shad0w1and
Modern mapping cares way too much about the ds and spacing. That is not how mapping works and they does not help playing experience.
Yes the first step to mapping is to understand the spacing reflecting to the intensity. But it is not the only thing you look at a map.
Yuii-

Shad0w1and wrote:

Modern mapping cares way too much about the ds and spacing. That is not how mapping works and they does not help playing experience.
Yes the first step to mapping is to understand the spacing reflecting to the intensity. But it is not the only thing you look at a map.
Wait, wait, wait. Wait a second. You first said "spacing and ds are overrated nowadays," then "mapping doesn't work like that," and finally "you need to understand how spacing reflects the song in order to start mapping".

I am truly speechless, sir. Amazed.
headphonewearer
LMAO
Topic Starter
Monstrata

Mapper wrote:

Hard
00:04:872 (1,2) - why is the ds so small here? its bigger at all the other parts basically, doesnt make any sense to me I'm emphasizing only the high note of every set of two beats. 00:04:122 (3) - Higher pitch = jump, 00:04:497 (4) - Lower pitch = no jump, 00:04:872 (1) - Higher = jump, etc... If i made them all jumps it would be overkill on the Hard.
00:17:247 (2,3) - if these are 3x, why is 00:17:622 (4,5) - 2,5x? 00:17:622 (4,5) - is even much more intense, so should be the opposite imo This is just patterning. You can clearly see emphasis is being expressed on the white tick through sharp angles + jumps. That's what matters. Due to slider velocity, I can't position slider 5 in a way that would give it an equal jump as 2>3 without jeopardizing visuals, and the visual here are good.
00:18:560 (1) - this part is intense af. if you had such a high spacing at the previous parts i mentioned, why do you have it so low at other intense parts? This part is being exemplified through higher SV's. Spacing should be used sparingly in a Hard still. I don't want to introduce an Advanced difficulty.
01:14:060 (3) - i would read this like it is on the red tick, and the upcoming slider to be on the white tick, maybe do something about that? You should do something about your reading instead :P. Just because you can't read it doesn't mean I need to change it. I got a few opinions on this, and it's fine to read. The spacing of 2>3 suggests a 1/4 gap just because of how close 3 is from 2's slider-end. As well, you can see the spacing from 3>1 before the repeat slider finishes playing due to the AR so you can also extrapolate that 3>1 is probably a 1/2 rhythm. You should assume that it is, if you read the pattern properly ( and when you play, you'll confirm your assumption).
01:20:060 (1,2,1,2) - in my opinion these should be the same ds, i dont know if stuff like this are issues, its just stuff i disagree with Not an issue imo. The first jump is good because it creates an expectation for something more intense in the next section, and by then the player will be expecting more intense patterns overall.

this occurs at like every diff thats over hard
01:06:747 - and 01:07:497 - actually has claps, so why didnt you hitsound them? Because they're 1/1 sliders and hitsounding the slidertick would be wrong? Like, are you saying I should change my rhythm just to be consistent with other diffs? If you notice, the upper diffs are a lot denser. Here I want to emphasize the vocals with longer sliders
"normal-hitfinish2" sounds like something that would be used in a fort map, not in a medieval-themed anime opening. doesnt fit at all
also above 70% is a bit "ear-rape" with the default skin, especially with default hitsounds Disagree completely. Nothing much else to say. This is just your personal opinion anyways and I don't need to convince you that your opinion is wrong.

these are some stuff i found that i didnt really agree with. i dont know if its dq worthy and im sure youll deny everything if you even respond.
I've responded, thanks for checking :).
Topic Starter
Monstrata

Kynan wrote:

What's the explanation for such a high AR on this mapset ? And especially Haruto's diff ?
The AR is barely high imo. 9.2 gives you 570 ms between seeing and clicking an object. For comparison, AR9 is 600 ms. The rhythms on Insane + Haruto's Insane are quite dense, and both are mapped in a sort of "light" alternator style. I'll call it light because even though its very dense, the 1/4's are generally stacked rather than spaced like the Titan diff. Higher AR"s help keep the map less cluttered. The decision to add a decimal helps with the spread between Insane and Titan, as well, decimal AR's are perfectly fine, unless you can convince me that AR 9 is objectively better than 9.2 with a reasoning outside of "it doesn't have a decimal". Another thing to note is that since the song is 160 bpm, there is 558ms between every 3/2 of a beat. This means that there will be at most 6 objects on the screen on the Insanes (The AR's on Insane are greater than 558, the AR on Titan is less than 558) and 5 objects on the screen on Titan. If you check the Insanes, you'll notice that there is a 1/2 slider that occurs at least once every 2/1 of a beat in the kiai's, so reliably, I can say the AR's help with decluttering the screen and compliment the rhythms used on the Insanes.

You could extend the AR argument to the Titan diff though. The AR is barely higher (9.3 instead of 9.2) but object density still feels more overwhelming since I use almost exclusively 1/4 sliders and rarely 1/2 sliders. However, imo 9.3 is really good for this particular rhythm choice, and I've had ample opportunity to test that setting on alternator style ranked maps (Hey Kids, Fighting Dreamer) so I can reliably say this AR is good too, even if it doesn't seem like as much of a progression from Haruto's AR.

I guess what I mean is, with the current AR's and rhythm choices, it will feel like there are 3-4 objects on the screen across the top 3 diffs, which helps with decluttering. However, the Titan diff will feel more rushed because while its more or less the same object density. The objects are usually exclusively 1/4 rhythms, whereas on the Insanes, you can realiably expect at least a 1/2 rhythm.
Kynan
The thing is that on Haruto's diff, ALL the alternating is just stacked 1/4 on top of sliders, even on the "harder" part at the end, so I really don't see how adding 0.2AR would help anyone reading that. On the Titan diff however, the ending is WAY more spaced than the rest of the map and I find the AR almost too low compared to how easy the rest of the map is to read.

My point is that when there's no spacing, there is legit NO REASON to put such a high AR, and I'll be honnest saying I didn't check the lower diffs, but if the excuse is to create a gap between the lower diffs, then you might as well reduce the AR of the lower diffs too since it's probably way too high for how easy it is to read.
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