gratz uwu
not to be that guy but you've known about this map for at minimum 2 months so.Naotoshi wrote:
Greetings! I have some concerns with the top difficulty of this map set!
[Wrath of God]
00:13:212 (1,2,1) - these parts are the exact same in the vocals but followed differently for no apparent reason. things like 00:16:212 (1) - make sense because there aren't 2 vocals but for ones that do have 2 vocals putting the weaker beat as a clickable circle and the stronger one as a slider end feels bad. i can see where you're coming from but the reason I used 1/2 slider there is because to me a really dense streamy section into a 1/1 slider seemed lame. In my opinion either way is valid. About using a lot of 1/1 sliders in the rest of the section it's just how I chose to map it, previously there were a lot of higher spacing 1/2 rhythms but I chose to go to something less dense and more simple for the beginning of the map.
00:21:212 (1,2,3,4) - you use a stacking pattern here that literally never repeats itself ever in the map. the part that you used it on is identical to 00:05:212 - but you mapped it entirely differently. the stacking pattern is to accentuate the difference between the two sections musically and play wise. I chose a very low motion, low density rhythm here because the song takes a sudden halt after the big jumps from just before. I think this is a good way of fitting the music. Your concern about never using it again doesn't really make sense to me, because it's 21 seconds into the map... maybe if I introduced something like this near the end it'd be more problematic but right now I think it's irrelevant.
00:22:212 (1) - you return back to the other type of mapping, leaving 1 measure randomly completely devoid of any red ticks Yes, that is because I wanted the movement to build back up with the song. Using the rhythm before would be pretty boring because it'd just be spaced out circles to snap to.. I think this is more interesting.
00:24:212 (1,2,3,4,5) - there's a random overmapped 5 burst here that appears to emphasize 00:24:462 - which is some random syllable with no drum emphasis or anything else There is a piano roll in the background that this is mapped to, not gonna change this. It also follow my whole "sudden spike then intensity decrease" thing I've been talking about in replies before this so.. yeah.
00:35:212 - shouldnt this section, which is noticeably calmer, have lower click density as well as spacing? The spacing is already noticeably lower than the stuff around 00:29:212 here. It's more dense because the drum is doing something slightly different than the drums just before it that have the same vocals. I like taking any opportunity I can to do small variations in a map.
00:37:212 - the rhythm in this section, after 00:37:212 (1,2) - which are clearly on vocals, appears to be entirely randomly switching between what layer it follows.
00:37:212 (1,2) - is on the front layer of vocals
00:37:712 (3,4,5) - is on the background layer 00:38:212 (1,2,3) - same here
00:38:712 (4,5,6) - follows a piano for some reason
00:39:212 (1,2,3) - appears to not follow anything in particular since the front layer of vocals pauses and the background layer of vocals has a strong beat on this slider end that isn't clickable
I guess the rhythms here are sorta strange, but honestly there's so much going on in the song here it's p hard to pick just one thing to follow
00:43:212 (1,2,3,4,5) - random overmapped burst into a fairly weak, unsupported note. I hear some kind of rumbling in the background,
not to mention this is supposed to help build up intensity for the jumps at the end of this section
00:44:837 (2,1) - according to the vocals that you're gonna use to justify the overmapping this should be a really big jump since the vocals peak in intensity
I mean if you want me to buff my 7 star anime I can get behind that, however I think the context and motion does a fine job at emphasizing what I was going for with these four circles.
00:49:462 (2,3) - shouldn't this be a slider to follow the vocals? No, this rhythm matches the synth-y thing. Each slider is on the same sound and would ruin it if I added sliders in other places.
00:55:837 (4,5) - why is this a fullscreen jump? it's the weak vocal setting up for 00:56:212 (1) - but it actually has bigger spacing and is harder to hit due to slider leniency on its end This isn't as hard to hit as it looks and I don't think I've ever seen someone miss here. The motion is very comfortable (obviously) and while it technically could be smaller I don't think it makes much of a difference at all
00:57:212 (1) - how come this one is a 1/1 slider when you used 1/2 sliders for all the rest of the vocals with 2 syllables? Cause I like variation. I don't know what you want me to say
00:58:712 (4,5,6) - why is this a bunch of fullscreen jumps when the vocal 00:59:212 (1) - you are putting the jump pattern to set up for is spaced almost identically? 00:58:837 (5) - has almost nothing in the song on it, there is no reason for it to be this high spaced. Maybe it could be smaller,
but I mapped all of these sections (01:06:212 (1,2,3,4,5,6) etc) with the idea of the first 3 notes are small because there's no vocals but then I start spacing it out more whe nthe vocals come. Maybe the jump from 6 > 1 could feel stronger but to me the concept I'm using makes sense so I think it's fine.
01:07:212 (1,1) - are clearly paired together in the song, as ends of words on downbeats, why is one of them followed with a 1/1 slider and the other followed with a slider+circle? Because overusing 1/1 rhythms in a kiai is lame. And in the first 1/1 slider she is clearly holding the vocal for much longer than the 1/2 rhythm, so I switched back to drums./color]
01:10:212 (1,2,3,4) - you'd think the jumps here would be really big since this part is same as 01:02:212 (1,2,3,4,5,6,1,2,3,4,5) - where you have massive spaced streams but instead they're smaller than most of your base spacing in the chorus
01:13:087 - this has to be the only 1/1 break you use in the map lol Well it is a topdiff so I don't know how many 1/1 breaks you want from me.
01:22:712 (3,4,5) - cmon these all follow the piano so why is one of them a 1/2 slider and the other one 2 1/1 circles? yeah I know what yo mean but set of 3 in their pattern are supposed to match the vocals, so I'm leaving it how it is.
01:23:212 (1) - the vocal on this slider end has a decent amount of emphasis imo, should be clickable. 01:24:212 (1) - same
01:25:712 (3,4,5) - again same, ctrl g on this rhythm fits much better with what the vocals are doing... I think either way is fine, there's no reason for me to change it just because you like one over the current one I'm using.
01:27:337 (2,3,4,5,6) - 456 is a repetition of 123 so why is it double the spacing? Because the song is coming to a close and I wanted to up the intensity before the streamy part at the end.
your use of direction changes is also by your own admission entirely random. stuff like 00:55:962 (5,1) - continuing the same rotational cursor movement weakens the emphasis on it while 00:56:462 (2,3,4) - which is not as strong gets the change. kinda weird. will consider for future maps?
idk what im supposed to say to that
00:58:962 (6,1) - same deal here. 00:59:587 (2) - ends up with a lot of emphasis since it's a flow break where as 1, which is already the same spacing as the jump pattern to set it up, is a completely comfortable movement that has no emphasis whatsoever. 2 has a lot of emphasis i wanted a bigger distance on the jump to 3 which has the powerful vocal.
01:00:962 (5) - why are you emphasizing 5 here? there's no new vocal or anything, it's just continuing the phrase. the emphasis may be a off but it's still pretty easy to hit considering how slider leniency works
01:09:337 (2,3) - 2 ends up with the first rotation change in a while, why is that? it isn't really special or anything new rhythm in a new section
01:17:462 (2) - you end up breaking out of anti clockwise rotation on this slider. what's so great about this one that you need to change the rotation you've been using since 01:13:212 - ? can you really not see how this pattern is supposed to be drum emphasis? because that's my logic behind this
01:18:212 (1,2,1,2,1,2,1,2) - why did you make a curve going one way then make the exact same thing going the other way, splitting this section into 2 parts when it is only 2 measures of the same vocals being held? not to mention that imo this pattern itself plays horribly. You're going to have to explain what you mean by curves, because I'm not really seeing where you're coming from. Also saying a pattern plays horribly is completely subjective and you know that..
01:19:587 (3,4,1) - this is also a rather uncomfortable motion, 1 doesn't even have a loud drum on it so why make a spaced triple into it took a lot of feedback on this point in particular, and this is what I have come up with. It's spaced because this is the peak of the song, and after getting the opinions of many top players I have tweaked this to make it way more comfortable than it used to be.
01:23:712 (3,4,5,6) - you use a back and forth based pattern here which is completely different from the other drum based jump patterns like 00:11:212 (1,2,3,4,1) - and 00:44:712 (1,2,1,2) - . tried to change this part to tie into how I interpreted the vocals a bit, wit ha bouncy motion.
[kalibe's insane]
if this gets dq'd can you do something about 01:11:462 - these ticks are hella loud lol
Logic Agent wrote:
not to be that guy but you've known about this map for at minimum 2 months so. i'm a very busy person who does his best to contribute to the community so sorry i couldn't get to your map faster! i was too busy checking... 40? 50? other maps or something, but don't let that stop you from complaining!Naotoshi wrote:
Greetings! I have some concerns with the top difficulty of this map set!
[Wrath of God]
00:13:212 (1,2,1) - these parts are the exact same in the vocals but followed differently for no apparent reason. things like 00:16:212 (1) - make sense because there aren't 2 vocals but for ones that do have 2 vocals putting the weaker beat as a clickable circle and the stronger one as a slider end feels bad. i can see where you're coming from but the reason I used 1/2 slider there is because to me a really dense streamy section into a 1/1 slider seemed lame. In my opinion either way is valid. About using a lot of 1/1 sliders in the rest of the section it's just how I chose to map it, previously there were a lot of higher spacing 1/2 rhythms but I chose to go to something less dense and more simple for the beginning of the map.
00:21:212 (1,2,3,4) - you use a stacking pattern here that literally never repeats itself ever in the map. the part that you used it on is identical to 00:05:212 - but you mapped it entirely differently. the stacking pattern is to accentuate the difference between the two sections musically and play wise. I chose a very low motion, low density rhythm here because the song takes a sudden halt after the big jumps from just before. I think this is a good way of fitting the music. Your concern about never using it again doesn't really make sense to me, because it's 21 seconds into the map... maybe if I introduced something like this near the end it'd be more problematic but right now I think it's irrelevant. i think you missed the point here, the degree to which the sections contrast is similar to other changes in the music but your mapping contrasts a hell of a lot more than the song. i think you could easily lower the density without making it 1/1 single taps ONLY especially considering that the next measure is more or less the same thing but the density is significantly higher.
00:22:212 (1) - you return back to the other type of mapping, leaving 1 measure randomly completely devoid of any red ticks Yes, that is because I wanted the movement to build back up with the song. Using the rhythm before would be pretty boring because it'd just be spaced out circles to snap to.. I think this is more interesting. agree i don't think this part is the problematic part
00:24:212 (1,2,3,4,5) - there's a random overmapped 5 burst here that appears to emphasize 00:24:462 - which is some random syllable with no drum emphasis or anything else There is a piano roll in the background that this is mapped to, not gonna change this. It also follow my whole "sudden spike then intensity decrease" thing I've been talking about in replies before this so.. yeah. the piano is on the 1/2 beats. this is mapped to imaginary beats. in any case, even if there were a piano roll, which there isn't, having a sudden spike here then an intensity decrease makes no sense because the song itself doesn't change. i can agree that 00:23:212 - this part should be harder but after the guitar chord or whatever the fuck that is, the intensity stays the same and should be mapped as such.
00:35:212 - shouldnt this section, which is noticeably calmer, have lower click density as well as spacing? The spacing is already noticeably lower than the stuff around 00:29:212 here. It's more dense because the drum is doing something slightly different than the drums just before it that have the same vocals. I like taking any opportunity I can to do small variations in a map.
00:37:212 - the rhythm in this section, after 00:37:212 (1,2) - which are clearly on vocals, appears to be entirely randomly switching between what layer it follows.
00:37:212 (1,2) - is on the front layer of vocals
00:37:712 (3,4,5) - is on the background layer 00:38:212 (1,2,3) - same here
00:38:712 (4,5,6) - follows a piano for some reason
00:39:212 (1,2,3) - appears to not follow anything in particular since the front layer of vocals pauses and the background layer of vocals has a strong beat on this slider end that isn't clickable
I guess the rhythms here are sorta strange, but honestly there's so much going on in the song here it's p hard to pick just one thing to follow randomly switching between layers inconsistently is kind of bad and should be avoided. it's not that hard to focus on one layer or even change between them, but you change what you're following during the same patterns and rhythms which makes it really unfitting imo. saying "i did a bunch of random stuff cuz the song is a clusterfuck" is not a particularly good argument.
00:43:212 (1,2,3,4,5) - random overmapped burst into a fairly weak, unsupported note. I hear some kind of rumbling in the background,
not to mention this is supposed to help build up intensity for the jumps at the end of this section i don't know what to say other than there is literally nothing different in this part. if you wanted to build up intensity for jumps why not increase 00:43:712 (6,7,8) - this spacing as well?
00:44:837 (2,1) - according to the vocals that you're gonna use to justify the overmapping this should be a really big jump since the vocals peak in intensity
I mean if you want me to buff my 7 star anime I can get behind that, however I think the context and motion does a fine job at emphasizing what I was going for with these four circles. i disagree since this is a simple rotation pattern, the only difference is that you NC'd here. besides, you can clearly hear the vocal intensity increase at 00:44:712 (1,2,1) - yet 2>1 is the smallest and most comfortable jump in the pattern.
00:49:462 (2,3) - shouldn't this be a slider to follow the vocals? No, this rhythm matches the synth-y thing. Each slider is on the same sound and would ruin it if I added sliders in other places. makes sense
00:55:837 (4,5) - why is this a fullscreen jump? it's the weak vocal setting up for 00:56:212 (1) - but it actually has bigger spacing and is harder to hit due to slider leniency on its end This isn't as hard to hit as it looks and I don't think I've ever seen someone miss here. The motion is very comfortable (obviously) and while it technically could be smaller I don't think it makes much of a difference at all the fact that nobody misses there is immaterial for starters, and yes i agree the motion is very comfortable. that doesn't mean it should be a bigger jump that the next note which is also a very comfortable motion, even more so than this one due to the way sliders work making it more similar to a 1/1 jump. i think this is just poor emphasis, even ctrl g on 5 would make this better imo.
00:57:212 (1) - how come this one is a 1/1 slider when you used 1/2 sliders for all the rest of the vocals with 2 syllables? Cause I like variation. I don't know what you want me to say
00:58:712 (4,5,6) - why is this a bunch of fullscreen jumps when the vocal 00:59:212 (1) - you are putting the jump pattern to set up for is spaced almost identically? 00:58:837 (5) - has almost nothing in the song on it, there is no reason for it to be this high spaced. Maybe it could be smaller,
but I mapped all of these sections (01:06:212 (1,2,3,4,5,6) etc) with the idea of the first 3 notes are small because there's no vocals but then I start spacing it out more whe nthe vocals come. Maybe the jump from 6 > 1 could feel stronger but to me the concept I'm using makes sense so I think it's fine. well i disagree, the vocals again are supposed to be setting up the 6 > 1 jump but the way you made your pattern instead makes the 6 > 1 jump really comfortable and not emphasized properly.
01:07:212 (1,1) - are clearly paired together in the song, as ends of words on downbeats, why is one of them followed with a 1/1 slider and the other followed with a slider+circle? Because overusing 1/1 rhythms in a kiai is lame. And in the first 1/1 slider she is clearly holding the vocal for much longer than the 1/2 rhythm, so I switched back to drums.
01:10:212 (1,2,3,4) - you'd think the jumps here would be really big since this part is same as 01:02:212 (1,2,3,4,5,6,1,2,3,4,5) - where you have massive spaced streams but instead they're smaller than most of your base spacing in the chorus Why would I do big jumps here when the song is doing a kind of false wind down? I wanted to bring the spacing down for the less dense section that follows it. difference in interpretation, whatever
01:13:087 - this has to be the only 1/1 break you use in the map lol Well it is a topdiff so I don't know how many 1/1 breaks you want from me. just stood out to me since it's the only one since your 1/1 circle section.
01:22:712 (3,4,5) - cmon these all follow the piano so why is one of them a 1/2 slider and the other one 2 1/1 circles? yeah I know what yo mean but set of 3 in their pattern are supposed to match the vocals, so I'm leaving it how it is. at least distinguish the obviously stronger 3 from 1 and 2? considering vocals, the LOS has more emphasis than the other normal words here.
01:23:212 (1) - the vocal on this slider end has a decent amount of emphasis imo, should be clickable. 01:24:212 (1) - same
01:25:712 (3,4,5) - again same, ctrl g on this rhythm fits much better with what the vocals are doing... I think either way is fine, there's no reason for me to change it just because you like one over the current one I'm using. because you say you are following vocals and then map clickable objects on not-vocals and vocals on passive slider ends. it doesn't make sense with your rhythm choice.
01:27:337 (2,3,4,5,6) - 456 is a repetition of 123 so why is it double the spacing? Because the song is coming to a close and I wanted to up the intensity before the streamy part at the end. you should follow the intensity of the song where you are mapping not the intensity of the other part of the song that you map later imo.
your use of direction changes is also by your own admission entirely random. stuff like 00:55:962 (5,1) - continuing the same rotational cursor movement weakens the emphasis on it while 00:56:462 (2,3,4) - which is not as strong gets the change. kinda weird. will consider for future maps?
idk what im supposed to say to that there's always the option of.. not qualifying maps that ignore a core tenet of mapping? i guess?
00:58:962 (6,1) - same deal here. 00:59:587 (2) - ends up with a lot of emphasis since it's a flow break where as 1, which is already the same spacing as the jump pattern to set it up, is a completely comfortable movement that has no emphasis whatsoever. 2 has a lot of emphasis i wanted a bigger distance on the jump to 3 which has the powerful vocal. yes you end up with more spacing on 3 but you also end up emphasizing a circle that has nothing strong on it which is not the best solution imo
01:00:962 (5) - why are you emphasizing 5 here? there's no new vocal or anything, it's just continuing the phrase. the emphasis may be a off but it's still pretty easy to hit considering how slider leniency works
01:09:337 (2,3) - 2 ends up with the first rotation change in a while, why is that? it isn't really special or anything new rhythm in a new section
01:17:462 (2) - you end up breaking out of anti clockwise rotation on this slider. what's so great about this one that you need to change the rotation you've been using since 01:13:212 - ? can you really not see how this pattern is supposed to be drum emphasis? because that's my logic behind this you start following drums presumably with this stream 01:16:962 (5,6,7,8,1) -, so shouldn't your change of rotation be there as well? because 2 is not a particularly strong drum or anything.
01:18:212 (1,2,1,2,1,2,1,2) - why did you make a curve going one way then make the exact same thing going the other way, splitting this section into 2 parts when it is only 2 measures of the same vocals being held? not to mention that imo this pattern itself plays horribly. You're going to have to explain what you mean by curves, because I'm not really seeing where you're coming from. Also saying a pattern plays horribly is completely subjective and you know that.. here's pictures:picturesfor the first one and for the second one. basically i think the flow reverse is not needed and not good here.
01:19:587 (3,4,1) - this is also a rather uncomfortable motion, 1 doesn't even have a loud drum on it so why make a spaced triple into it took a lot of feedback on this point in particular, and this is what I have come up with. It's spaced because this is the peak of the song, and after getting the opinions of many top players I have tweaked this to make it way more comfortable than it used to be.
01:23:712 (3,4,5,6) - you use a back and forth based pattern here which is completely different from the other drum based jump patterns like 00:11:212 (1,2,3,4,1) - and 00:44:712 (1,2,1,2) - . tried to change this part to tie into how I interpreted the vocals a bit, wit ha bouncy motion.
huh. they sure sound like the same vocals as 00:11:212 (1,2,3,4) - and 00:23:212 - to me.
i also noticed that 01:07:587 (2) - has a large amount of emphasis and i don't think it should.
[kalibe's insane]
if this gets dq'd can you do something about 01:11:462 - these ticks are hella loud lol
Cloudchaser wrote:
Plaudible's Extra
00:21:212 (1,2,1,2,3,1,2) - why 00:21:837 (2) - has the same DS as the rest of the notes (00:21:212 (1,2,1,2) - ) lol? It makes no sense for me. I'd place (2) according to the real DS. First, the rhythm here is entirely predictable based off of the first instance when this was played in the beginning in hobbes' part, so someone playing this should be able to immediately understand the chanting rhythm and be able to apply it here. Second, think of it like this: look at 00:23:212 (1,2,3,4) - in contrast to this section. The spacing emphasis between the actual clicks on 00:23:212 (1,2,3) - versus the sliders 00:23:462 (3,4) - is expanding on this concept, with the same rhythm with some held notes and very similar spacing emphasis. Now, why do I make these different rhythms look almost identical? At this point in the song, the chanting is the ONLY thing going on, and as such I want to keep the complexity of the mapping here to a bare minimum. Simple overlapped back and forth jumps to represent this chanting is, in my opinion, the best way to emphasize them. Third, building off of the fact that there is almost nothing else in the song but the chanting right now, giving them that strength in emphasis by doubling the DS for the sharp vocal changes is the way I saw it best fit. I do concede that on its own it makes rhythm interpretation hard, but playing through the map and having that knowledge of the song developed from the intro is enough to make this work imo, as well as with the other justifications before.
15:04 Naotoshi: more representative of what happens
15:04 Logic Agent: ok then i wont delete it
15:04 Naotoshi: in the song
15:04 Naotoshi: cuz suddenly the drums and guitar show up
15:04 Logic Agent: i just
15:04 Naotoshi: it isn't really a gradual increase
15:04 Logic Agent: really like the "mapping for effect and feel" thing i was going for here
15:04 Naotoshi: it's like blitzkrieg
15:05 Naotoshi: you know why snow drive got dq'd
15:05 Logic Agent: no ryl
15:05 Logic Agent: not rly*
15:06 Naotoshi: mapping for raikozen's theory on the intensity of the song
15:06 Naotoshi: instead of the song
15:06 Logic Agent: i don't think it's fair to compare a calm part of this song
15:06 Logic Agent: to his
15:06 Logic Agent: 8 star jump patterns
15:06 Naotoshi: there's like nothing supporting this intensity increase
15:06 Logic Agent: lmao
15:06 Naotoshi: no it's the principle
15:06 Logic Agent: but mapping 8 circles
15:06 Logic Agent: is lame as fuck
15:06 Naotoshi: its circle circle slider circle circle slider
15:06 Logic Agent: if you truly think that since there is no actual increase
15:06 Naotoshi: then a massive diffspike
15:06 Logic Agent: i shouldn't map for an increase in feel
15:06 Naotoshi: i think that's better
15:06 Logic Agent: we will never agree on this point
15:07 Logic Agent: so the question that needs to be asked is
15:07 Logic Agent: are you going to hold on to your dq mod because of this point
15:07 Logic Agent: is it really that serious
15:07 Naotoshi: imo yes
15:07 Naotoshi: alright
15:07 Naotoshi: how about this
15:07 Naotoshi: 00:22:462 -
15:08 Naotoshi: you leave this as a slider
15:08 Naotoshi: and start the overmapped red ticks there
15:08 Logic Agent: z i dont like that optino either
15:08 Logic Agent: there's no way rhythmically for me to do this
15:08 Logic Agent: other than what iv'e done
15:08 Logic Agent: and be satisfied wit hit
15:09 Logic Agent: i thought a lot about how i wanted to progress her
15:09 Logic Agent: and this is what i came up with
15:09 Naotoshi: mm
15:09 Naotoshi: then
15:09 Naotoshi: 00:21:712 - make this into a slider
15:09 Naotoshi: at least
15:09 Logic Agent: fine
15:10 Logic Agent: i will make 3 into a slider
15:10 Logic Agent: but i won't like it
15:11 Naotoshi: ok
15:11 Naotoshi: 00:24:212 (1,2,3,4,5) - this thing has to go
15:11 Logic Agent: sec
15:14 Logic Agent: ok i talked with lassse
15:14 Logic Agent: what do you think about
15:14 Logic Agent: 00:21:212 (1,2,3,4,5) -
15:14 Logic Agent: 3 circles instead
15:14 Logic Agent: like all 1/2
15:15 Naotoshi: that's cute
15:15 Naotoshi: but don't stack them all please
15:15 Logic Agent: yeah i did
15:15 Logic Agent: https://la.s-ul.eu/6XHgFEuy.png
15:15 Logic Agent: this
15:15 Naotoshi: wt
15:15 Naotoshi: why not stack 5 on 1 head
15:15 Naotoshi: then you have 1/1 stacks and its cool
15:16 Naotoshi: thats fine too tho
15:16 Logic Agent: i was just thinking like
15:16 Logic Agent: a quick back and forth motion
15:16 Naotoshi: mh
15:16 Naotoshi: yea
15:16 Logic Agent: would be cool
15:16 Logic Agent: ok
15:16 Logic Agent: cool
15:17 Naotoshi: 00:24:212 (1,2,3,4,5) - this thing
15:18 Logic Agent: z
15:18 Naotoshi: this isn't happening
15:18 Naotoshi: aside from the fact that you said its for piano and then hitsounded a drum burst on it
15:18 Naotoshi: there isn't piano there
15:20 Logic Agent: mapping that as purple 1/2 circles is pretty underwhelming though
15:20 Logic Agent: and it fits the intensity
15:20 Naotoshi: the intensity does not change
15:21 Naotoshi: if you really insist on the nonexistent piano thing put kicksliders and don't hitsound it with drum sounds
15:21 Logic Agent: i guess
15:24 Logic Agent: ok
15:24 Logic Agent: uh
15:24 Logic Agent: next up
15:24 Logic Agent: 00:35:212 (1,2,3,4) -
15:24 Logic Agent: i think i explained
15:24 Logic Agent: this fairly well
15:24 Logic Agent: are you satisfied with my asnwer
15:25 Naotoshi: yea
15:25 Logic Agent: mk
15:25 Logic Agent: 00:38:212 (1,2,3,4,5) - rhythm changed here laready talked about that
15:26 Naotoshi: 00:43:212 (1,2,3,4,5) - this thing
15:27 Logic Agent: yeah that's mapped to the rumbling drums in the background
15:27 Naotoshi: literally what
15:27 Logic Agent: and it also helps build up into the jumps
15:28 Naotoshi: what rumbling drums
15:28 Naotoshi: this sounds identical to 00:41:212 -
15:28 Logic Agent: i don't know what i'm supposed to say to that
15:28 Naotoshi: to me
15:28 Naotoshi: like
15:28 Logic Agent: there's definitely a low rumble im hearing in the background
15:28 Naotoshi: --
15:28 Logic Agent: and it helps build up intensity
15:28 Logic Agent: i map for feel
15:28 Logic Agent: like
15:28 Logic Agent: 99% of the time
15:28 Logic Agent: i think that should be obvious by now
15:28 Naotoshi: 00:43:712 (7,8,9) - then why is this
15:28 Naotoshi: not a jump
15:29 Logic Agent: i ran out of room and i like blankets
15:29 Logic Agent: i can buff it if you want
15:29 Naotoshi: no
15:29 Naotoshi: it's fine
15:29 Naotoshi: whatever
15:29 Logic Agent: d
15:29 Naotoshi: 00:44:212 (1,2,3,4,5) -
15:29 Naotoshi: if ur gonna overmap to vocals
15:29 Naotoshi: 00:44:837 (2,1) -
15:29 Naotoshi: this has to be the biggest jump in the pattern
15:30 Logic Agent: yeah i know
15:30 Logic Agent: ill buff that
15:30 Logic Agent: thing is
15:30 Logic Agent: i dont rly know how to do
15:30 Logic Agent: a sharp angle there
15:30 Logic Agent: without it looking gross
15:31 Logic Agent: i guess ill just do a wide angle thing
15:31 Naotoshi: http://osu.ppy.sh/ss/7773550
15:31 Naotoshi: hmm
15:32 Naotoshi: something along those lines imo
15:34 Logic Agent: what about
15:34 Logic Agent: https://la.s-ul.eu/0YeyTwwA.jpg
15:34 Logic Agent: this
15:34 Logic Agent: cause what you did looks awfully small
15:34 Naotoshi: that
15:34 Naotoshi: looks like ass
15:34 Naotoshi: why make 12345 blanket nothing lol
15:34 Logic Agent: well i was gona
15:34 Logic Agent: blanket00:44:962 (1) -
15:34 Naotoshi: the size is w/e
15:35 Logic Agent: into the curved 5 burst
15:35 Logic Agent: but idk if it'd be big enough
15:35 Naotoshi: what you could do is
15:35 Naotoshi: blanket 12345 on where 1 is
15:35 Naotoshi: then move 6 down and to the right a bit
15:35 Naotoshi: to be evenly spaced with like 2 in the burst 1 and 6
15:37 Logic Agent: https://la.s-ul.eu/vwIiKWVi.jpg
15:38 Logic Agent: hm?
15:38 Naotoshi: ok thats literally the opposite of what i said
15:38 Naotoshi: but
15:38 Naotoshi: fine
15:38 Logic Agent: LO
15:38 Logic Agent: ok i thought i did it
15:38 Logic Agent: but
15:38 Logic Agent: i must have misunderstood
15:38 Logic Agent: basically i thought you were typing what i was already doing as you typed it
15:38 Logic Agent: but yeah
15:38 Logic Agent: i think it looks better
15:39 Logic Agent: than the other ss anyways
15:39 Logic Agent: ok
15:39 Logic Agent: cool
15:39 Logic Agent: 00:49:212 (1,2,3,4) -
15:39 Logic Agent: my explanation on this
15:39 Logic Agent: i hope was enough
15:39 Logic Agent: cause yeah
15:39 Logic Agent: pretty straightforward concept
15:39 Naotoshi: http://osu.ppy.sh/ss/7773634
15:40 Naotoshi: here's what i mean
15:40 Naotoshi: ok
15:40 Naotoshi: er
15:40 Logic Agent: holy
15:40 Logic Agent: our styles are worlds apart
15:40 Naotoshi: whatever
15:40 Naotoshi: 49 was fine
15:41 Logic Agent: mk
15:41 Logic Agent: o you
15:41 Logic Agent: replied to that
15:41 Logic Agent: whoops
15:41 Logic Agent: 00:55:837 (4,5) -
15:41 Logic Agent: if this still bugs you
15:41 Logic Agent: ill nerf it
15:41 Logic Agent: i dont rly think its that big a deal but
15:41 Logic Agent: i see where you're coming from in comapring it to everything else
15:41 Logic Agent: since it's already dq'd no harm no foul
15:41 Naotoshi: just ctrl g 5 tbh
15:41 Naotoshi: ok no dont
15:41 Naotoshi: that makes 5 1 fucking huge
15:42 Logic Agent: wait but i dont
15:42 Logic Agent: want the double upward motion
15:42 Logic Agent: slider leniency is a huge factor here
15:42 Logic Agent: this is nowhere near as hard as it looks
15:42 Logic Agent: i think you're ignoring
15:42 Naotoshi: http://osu.ppy.sh/ss/7773662
15:42 Naotoshi: hm
15:42 Naotoshi: yea yea i know it's easy
15:42 Logic Agent: that would also break my lil
15:42 Logic Agent: concept of
15:43 Logic Agent: sliders doing the same motion on these vocals
15:43 Naotoshi: 00:57:712 (3,4) - like these
15:43 Naotoshi: ?
15:43 Logic Agent: no its only on
15:43 Logic Agent: thje first two lyrics
15:43 Logic Agent: uh
15:43 Logic Agent: 01:03:962 (5,1) -
15:44 Naotoshi: hm
15:44 Logic Agent: 01:03:212 (1,2) - only reason i didnt do it here is because
15:44 Logic Agent: 1. my concept on sliders in sepearate paterns
15:44 Logic Agent: going the same way
15:44 Logic Agent: hate that
15:44 Logic Agent: and then 2. i ran out of room
15:44 Naotoshi: sounds hella inconsistent already
15:44 Logic Agent: it's not the biggest gameplay factor its just something i tried to do as much as i could
15:44 Logic Agent: i could
15:44 Logic Agent: mmmmmmmmmm
15:45 Logic Agent: actually doing what i was about to say would require a big remap
15:45 Logic Agent: and no thanks to that
15:45 Naotoshi: cant u ctrl g 5 and 1
15:45 Naotoshi: then nerf 1-2 a bit
15:45 Logic Agent: hl it
15:45 Logic Agent: the beginning of the kiai?
15:45 Naotoshi: 00:55:962 (5,1) -
15:47 Logic Agent: ok so
15:47 Logic Agent: i repatterned it a bit
15:47 Logic Agent: https://la.s-ul.eu/SFCXdjir.jpg
15:47 Logic Agent: the hl'd slider at the top is 00:56:712 (4) - obv
15:47 Logic Agent: and i also moved it all over a bit to the left to make room for
15:47 Logic Agent: 3
15:48 Naotoshi: ok
15:48 Logic Agent: just nerfed it a tiny bit again
15:48 Logic Agent: cause
15:48 Logic Agent: 3 > 4 was p big
15:48 Logic Agent: but yeah
15:49 Naotoshi: 01:02:962 (5) - make thiss a wiggle slider plz
15:49 Logic Agent: alright
15:49 Naotoshi: its too good not to
15:49 Logic Agent: i wanted to but
15:49 Logic Agent: the problem is
15:49 Logic Agent: to do a nice one you have to do a 1/1
15:49 Logic Agent: and the vocal
15:49 Naotoshi: raise the sv
15:49 Naotoshi: for it
15:49 Naotoshi: by .2
15:49 Logic Agent: lmfao
15:49 Naotoshi: and make it
15:50 Logic Agent: ok i hate it
15:50 Logic Agent: but i did try
15:50 Logic Agent: mainly becuase it starts doing an overlap with 01:03:462 (2) -
15:51 Naotoshi: it isnt wiggly enough then
15:51 Logic Agent: i think i just dont like how they look when they're not on their side
15:51 Naotoshi: http://osu.ppy.sh/ss/7773767 just go full val0108
15:51 Naotoshi: mh
15:51 Naotoshi: makes sense
15:51 Logic Agent: i'd
15:51 Logic Agent: sooner
15:51 Logic Agent: die
15:52 Logic Agent: 00:57:212 (1) -
15:52 Logic Agent: variation
15:52 Logic Agent: are you ok with this
15:52 Naotoshi: thatss fine cuz
15:52 Logic Agent: also if i just spam 1/2 rhythms i feel like a map mapper
15:52 Logic Agent: and not a song mapper
15:52 Naotoshi: 00:15:212 (1,2) -
15:52 Naotoshi: it isn't actually variation
15:53 Logic Agent: get off of me
15:53 Logic Agent: anyways
15:53 Logic Agent: 01:00:712 (4,5,6) -
15:53 Logic Agent: ill fix this
15:53 Logic Agent: i agree the emphasis was too much
15:55 Logic Agent: i think i might
15:55 Logic Agent: change that a bit more anyways
15:55 Naotoshi: wait
15:55 Naotoshi: 00:58:712 (4,5,6) -
15:55 Naotoshi: this thing
15:55 Logic Agent: ima come bac kjto that
15:55 Logic Agent: 01:00:712 (4,5,6) - ima change this a bit mroe than just
15:55 Logic Agent: a small change
15:55 Logic Agent: cause i want the movement of01:01:212 (1,2,3,4,5) - to be unique
15:55 Logic Agent: so i need to not use the same slider
15:56 Naotoshi: er
15:56 Naotoshi: 01:00:212 (1,2) -
15:56 Naotoshi: u need to change this then
15:56 Naotoshi: cuz thats where you start the counterclockwise movemen
15:56 Naotoshi: t
15:56 Logic Agent: yeah im gonna
15:56 Logic Agent: figure it out
15:56 Logic Agent: just now now
15:56 Logic Agent: im not rly fixing anything just kinda laying stuff out to be fixed
15:56 Logic Agent: for later
15:57 Naotoshi: ok
15:57 Logic Agent: 01:07:212 (1,1) -
15:57 Logic Agent: are you satisfied with my explanation
15:57 Logic Agent: the vocal on the 1/1 is more drawn out
15:57 Naotoshi: yea'
15:57 Logic Agent: so i used 1/2 an fell to drums on the second one
15:57 Logic Agent: mk
15:57 Logic Agent: 01:10:212 (1,2,3,4) - interpretational difference
15:57 Logic Agent: 01:13:087 - meme break
15:58 Naotoshi: feels weird af
15:58 Logic Agent: im kinda torn
15:58 Logic Agent: on this
15:58 Logic Agent: 01:22:712 (3,4,5) -
15:58 Logic Agent: cause i wanna map vocals with rising pattern but
15:58 Logic Agent: the synth thingy is cool too
15:58 Logic Agent: it feels like im trying hard to ignore it
15:58 Logic Agent: and thats not what i want
15:58 Naotoshi: hm
15:58 Naotoshi: idk i think just circles is fine there
15:58 Naotoshi: the piano is hella loud
15:59 Logic Agent: at one point
15:59 Naotoshi: and the vocals are hella strong
15:59 Logic Agent: i was even gonna do like
15:59 Naotoshi: just do a z shaped jump pattern lol
15:59 Logic Agent: uh i cant evne make it look nice enough to ss is
15:59 Logic Agent: yeah
15:59 Logic Agent: something like that
15:59 Logic Agent: idk i might try something different here
16:00 Naotoshi: http://osu.ppy.sh/ss/7773847
16:01 Logic Agent: i think
16:01 Logic Agent: i figured something out but
16:01 Logic Agent: 01:23:212 (1,2,3,4,5,6) - ill have to repattern this
16:01 Logic Agent: which i dont rly thinkg is a bad thing
16:01 Logic Agent: so yeah
16:01 Logic Agent: ill remap that bit
16:01 Naotoshi: 01:23:212 (1,1) - these things as circles
16:01 Naotoshi: is better too imo
16:01 Naotoshi: 01:23:712 - and these as sliders
16:02 Naotoshi: same thing with the vocal basically
16:02 Logic Agent: ok
16:02 Logic Agent: new rhythm
16:02 Logic Agent: https://la.s-ul.eu/9POVgqEG.png
16:03 Logic Agent: starting from 01:22:212 (1) -
16:03 Logic Agent: what do yo uthink
16:03 Naotoshi: imo the 01:23:212 (1) - as circles is cool
16:03 Logic Agent: but then
16:03 Logic Agent: the whole
16:04 Logic Agent: rhythm gets muddled thing is a factor
16:04 Naotoshi: hm
16:04 Naotoshi: yeah
16:04 Logic Agent: cause unconnected circle spam
16:04 Naotoshi: fine
16:04 Logic Agent: ok so
16:04 Logic Agent: ill remap that entire rhythm
16:04 Logic Agent: uh
16:04 Logic Agent: my directional concepts
16:04 Logic Agent: are
16:05 Logic Agent: par
16:05 Logic Agent: could be better but
16:05 Logic Agent: unless you have like some kind of serious grudge against a specific one
16:05 Logic Agent: i'd prefer not to remap just for adding a tad more emphasis
16:05 Naotoshi: 01:16:962 -
16:05 Naotoshi: this is the only one i think really needs change
16:06 Logic Agent: 01:16:212 (1,2,3,4) -
16:06 Logic Agent: i think it'd just be easier to repattenr this
16:06 Logic Agent: because the rising drum thing is nice
16:06 Logic Agent: and i don't wanna change that
16:07 Naotoshi: all u need to do is like
16:07 Naotoshi: ctrl g 1 somehow
16:07 Naotoshi: and make it not look like shit i guess
16:07 Naotoshi: cuz 2 is already set up to go the other way
16:08 Logic Agent: wait ctrl g which 1
16:08 Logic Agent: 01:16:212 (1) - ?
16:08 Naotoshi: 01:17:212 (1) -
16:08 Naotoshi: and 01:17:712 (1) -
16:08 Logic Agent: 01:17:212 (1,2,1,2) -
16:08 Logic Agent: i dont think im gonna be changing this pattern
16:09 Logic Agent: cause i like what it does with the drums
16:09 Logic Agent: i'd rather change the stuff around it
16:09 Naotoshi: hm
16:09 Naotoshi: then i think changing the direction of the stream
16:09 Naotoshi: is the better option
16:09 Naotoshi: start the rising motion with that
16:10 Logic Agent: ur gonna have to show me what you mean
16:11 Naotoshi: http://osu.ppy.sh/ss/7773954
16:11 Naotoshi: something along these lines
16:11 Naotoshi: so you get that up down motion started with the stream that you switch to drum focus on
16:11 Logic Agent: 01:16:212 (1,2,3,4) -
16:11 Logic Agent: did you leave this the same
16:11 Logic Agent: or
16:11 Naotoshi: i moved 4
16:11 Naotoshi: over to the right
16:11 Logic Agent: wait
16:13 Logic Agent: hm
16:13 Logic Agent: i think that's too much uncomfortable motion
16:13 Logic Agent: i'll figure it out i gues
16:13 Naotoshi: huh
16:14 Logic Agent: the 3 > 4 slider body motion
16:14 Logic Agent: is bugging me out
16:14 Naotoshi: thats like
16:14 Naotoshi: a rotation
16:14 Logic Agent: wait did you move 3 or something
16:14 Naotoshi: http://osu.ppy.sh/ss/7773991
16:14 Naotoshi: it's like this
16:14 Naotoshi: except like
16:14 Naotoshi: not mapped like kencho would
16:16 Logic Agent: actually
16:16 Logic Agent: i found another way
16:16 Logic Agent: that is much nicer to me
16:16 Logic Agent: on accident
16:16 Naotoshi: solid
16:17 Logic Agent: ok
16:17 Logic Agent: 01:18:212 (1,2,1,2,1,2,1,2) -
16:18 Naotoshi: ngl i just think that thing looks ugly
16:18 Logic Agent: i still dont
16:18 Logic Agent: really understand what you have aginst this
16:18 Naotoshi: after looking at it again
16:18 Naotoshi: its fine
16:18 Logic Agent: 01:18:712 (1) -
16:18 Logic Agent: if i moved this more to the right
16:18 Logic Agent: would you be happier
16:18 Naotoshi: just leave it
16:18 Naotoshi: whatever
16:19 Logic Agent: mk
16:19 Logic Agent: 01:19:587 (3,4,1) -
16:19 Logic Agent: talked to like
16:19 Logic Agent: 4 people about this
16:19 Logic Agent: befopre qualify
16:19 Logic Agent: and they all said it's "hard but rewarding to hit"
16:19 Logic Agent: in their own way
16:19 Logic Agent: so yea
16:19 Naotoshi: that thing just looked hella pain in the ass
16:20 Logic Agent: i mean
16:20 Logic Agent: i sure as hell can't hit it
16:20 Logic Agent: so i can't really be the judge of that
16:20 Logic Agent: however i've seen people hit it
16:20 Logic Agent: and retry the map just to hit it again
16:20 Logic Agent: so
16:20 Naotoshi: mhm
16:20 Logic Agent: the back and forth pattern
16:20 Logic Agent: that you mentioned
16:20 Logic Agent: im remapping
16:20 Logic Agent: so
16:20 Logic Agent: yea
16:20 Logic Agent: and i think that's it
16:20 Logic Agent: was there anything else you wanted to say
16:20 Logic Agent: also i lowered tickrate on kalibes thing so
16:21 Naotoshi: wat
16:21 Naotoshi: was his 2 or 1
16:21 Logic Agent: ..
16:21 Logic Agent: i mean volume
16:21 Logic Agent: not tickrate
16:21 Logic Agent: whoops
16:21 Naotoshi: ok
16:21 Naotoshi: 00:58:712 (4,5,6) - these
16:21 Naotoshi: are still way too big
16:21 Naotoshi: imo
16:21 Logic Agent: oh yeah
16:21 Logic Agent: i'm completely down to
16:21 Logic Agent: change that rhythm altogether
16:21 Logic Agent: if you have a better one
16:21 Logic Agent: if not ill just nerf
16:22 Naotoshi: just like
16:22 Naotoshi: nerf the spacing i think
16:22 Naotoshi: 00:58:212 -
16:22 Naotoshi: unless u wanna make this into a
16:22 Naotoshi: 1/1
16:22 Logic Agent: i'll make 456 more like 123
16:22 Logic Agent: 1/1 nc after a 1/1 nc in a 7 star map
16:22 Logic Agent: in the kiai
16:23 Logic Agent: bleh
16:23 Naotoshi: mm
16:23 Logic Agent: ill just nerf
16:23 Logic Agent: the spacing on 456
16:23 Naotoshi: cuz
16:23 Naotoshi: its a repeat of the rhythm from like
16:23 Naotoshi: 15 seconds in
16:23 Naotoshi: lol
16:24 Naotoshi: 00:13:212 - it's actually
16:24 Naotoshi: kinda weird to not have kiai here
16:24 Naotoshi: 00:21:212 -
16:24 Naotoshi: to here
16:24 Naotoshi: imo could definitely be kiai
16:24 Naotoshi: cuz its literally the same
16:24 Logic Agent: tru
16:25 Logic Agent: i might do that
16:27 Logic Agent: i'll just
16:27 Logic Agent: find you again whenever i actually fix this stuff
16:27 Logic Agent: unless there's something else you wanted to mention
16:28 Naotoshi: thats about it
16:28 Logic Agent: mk
16:29 Naotoshi: o
16:29 Naotoshi: like 10 other ppl modded
16:29 Naotoshi: woops
16:29 Logic Agent: ?
16:29 Naotoshi: nino and halfie
16:29 Logic Agent: o i asked half
16:29 Naotoshi: mm
16:29 Naotoshi: oh also
16:29 Logic Agent: none of the other ones are as big
16:29 Logic Agent: so its np
16:29 Naotoshi: add "lasse" as the gd
16:29 Naotoshi: tbh
16:29 Naotoshi: "lasse"'s extra
16:29 Logic Agent: "S
16:30 Logic Agent: holy
16:30 Naotoshi: "'s
16:30 Logic Agent: meme in my thread and ill :gun:
16:33 Logic Agent: also
16:33 Logic Agent: should you post this log in thread or should i
16:33 Logic Agent: because i dont want to reply to your reply of my reply
Sonnyc wrote:
Wrath.
00:04:212 - I can see the spacing concept being large starting here, but since the major change of the song which could be the drums happen at 00:05:212, the spacing change felt a bit too early compared to the actual musical difference. Maybe your intentions were to create a transition that creates a pressure, since the map design of 00:04:212 (1,2,3,4,5) was quite similar with the one after 00:05:212, it didn't felt effective for me. tried something different here to keep the bigger spacing but not as drastic
00:04:962 (5) - Besides, what happened to this snap? whoops
SnowNiNo_ wrote:
top diff
00:11:587 (4,1,2,3,4) - i expect the flow like this tbh, there isnt specific sound too change the flow on 00:11:712 (1) - , so keep the flow clockwise was wat the player expect (and me either lmao wanted to emphasize the nc'd vocal with a directional change
00:39:712 (4,5,6) - same here flow is kinda awkward from 4>5, imo u should swap 00:39:962 (5) - and 00:40:087 (6,7,1) - , u can try this remapped this bit but i think it's still kinda similar? we'll see
01:00:712 (4,5,6) - since the slider 4 was tilt upward, so imo it smoother if make the flow clockwise here, ctrl + g 01:00:962 (5,6) - would be rly good also changed this bit around to make the repeating slider pattern look more... separated i guess?
01:18:712 (1,2,1,2) - same as 00:11:587 (4,1,2,3,4) - , flow would be smoother if u keep the flow clockwise, u can try sth like tried your way here, we'll see if i keep itthis
well all ive mention was some subject flow issue
imo if u fix these stuff the map would be more enjoyable since ur mapping for players right xd? thanks for the mod~~
fixed a lot more stuff from nao's mod too, thanks for the mods~Halfslashed wrote:
No kds since I modded this set earlier.
[Wrath of God]
00:02:962 (4) - I think a whistle on this slider head would add a nice effect given how distinct this piano sound is. yes
00:11:712 (1) - Since you use finishes every 1/1 in the next measure, it would make sense to add a finish here for some progression. yes
00:18:962 (4) - I think you're missing a clap here. yes
00:18:337 (2,3) - I think it makes more sense for the finish to be on 2 and the clap on 3 given how you used finishes in the previous measure. yes
00:19:212 (1) - This skips a drum beat and deprioritizes the vocal on the end of this slider, which makes me wonder what you're trying to follow here. I'd change this to a 1/2 slider + circle rhythm for clarity. talked about this with nao, keeping the 1/1's here because the stronger vocals have clicks on them in the previous combos while the vocals here aren't as strong, so I used 1/1 sliders
00:20:212 (1,2,1,2,1,2) - I think you could do a better job of emphasizing the increasing intensity with these, since right now the differences in distance between each pair of jumps is fairly small and not noticeable in play. tried again
00:22:212 (1,2) - These slider ends add a pretty dense feeling to this section honestly. I'd recommend changing these to circles. that's the feeling i was going for though,
01:12:962 (6) - The lower amount of clicks in this section should be enough here, you don't need a pace-killing 1/1 gap. Try making this a 1/2 slider.yes
01:18:462 (1) - May as well finish here since you did that for the rest of the white ticks. yes
but theres like 1/3 in the song lol how else u gonna map itVINXIS wrote:
man tht 1/3 pattern feels so uncalled 4 in evry diff ;/
#blamethesongVINXIS wrote:
man tht 1/3 pattern feels so uncalled 4 in evry diff ;/