Gratsssssssssss!!!!!!!!!!!!!!!!!
I agreeSophia wrote:
04:00:183 (1) - lol what
Some parts of the map are okay, but others (specially this one) feel disgusting to play, and look lazy as heck.
This slider didn't make me feel like I was into the song, it felt like not playing a map and listening to some good vocals that could have been mapped but weren't.
"Lazy" is the only word I can use to describe this slider.
Monstrata wrote:
A lot of progress was made between bubble-pop and qualification. From what I gathered, you were asked for your opinion and to recheck the map multiple times, but failed to do so for whatever reason. What you veto'ed on may well have been addressed and resolved, but either way, you didn't contribute any further to the discussion after veto'ing despite the discussion and changes that were made after your post, so your veto became invalidated. The decision was made by a member of a QAT .
its not the mappers responsibility to hold your veto.Xexxar wrote:
No one informed me that there was progress being made on the map and yes, I still have issues with this map. I was under the impression I have a right to veto a map for what I believe to be fundamental flaws but I guess not? I supplied my reasons and sure, the mapper defended their points but I still heavily disagree with the overall design on this map, and nothing minor could be changed to fix the overarching flaws within this map. I will be contacting Loctav because this is clearly a breach of the BNG Rules.
ah yes a qat, the voice of godMonstrata wrote:
The decision was made by a member of a QAT .
its not like qat is in charge of bns is it.Xexxar wrote:
ah yes a qat, the voice of godMonstrata wrote:
The decision was made by a member of a QAT .
I HEAVILY disagree with the design of this map, this is not something I believe to be suitable for ranking and and making it 100% clear that I am and still have been VETOing this map with my bubble pop.Xexxar wrote:
[Overall]
- I can continue but overall I believe this map is fundamentally flawed. Specifically designing your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable and not something fit for the ranked section of osu! You are going to claim that these overlaps are critical to the design and play style of your map, however I have a hard time believe that poorly constructed and inconsistent amounts of overlaps and slightly inconsistent distance between notes visually adds any difference in the play of your map.
- Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - .
- There doesn't seem to be reason for what is a slider and what isn't. During the kiai you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it.
- 01:56:298 (1,2,3,1,2) - also why are you blasting 2 kiai fountains
just for the record, I never said anything like that lolhi-mei wrote:
Dude you said EXACTLY the opposite to me 6 months ago when same drama appeared in my map.
Literally nobody in playerbase gonna notice how beautiful these irregularities are.Bonsai wrote:
I'm saying that a map can make sense in more ways than just "this single object represents this single beat".
Bonsai wrote:
-About that long slider: I originally thought it would just be lazy too but I read through UC's dozen of repeated explanations in previous mod-responses and asked further in irc. I realized that he wanted to express that section in a way that wouldn't have worked any other way, because breaks or regular rhythm just don't have the same effect as such a slider. This way, it actually differs from other sections that have similar vocal rhythms, and I find that justified since this section ins indeed very different to the others, it has a lot of tension and that tension is better built with that slider than with 'regular' mapping, or a break here (and instead mapping out the other break). I don't think anyone who cares enough to make a whole map of whatever lenght would just throw in some random slider bc they are lazy and don't care about how the map turns out to be. Assuming that someone doesn't care about their map like that is quite disrespectful imo.
I don't think you understand the map on a high enough baseline to even judge it or there's a huge perspective difference.Xexxar wrote:
stuff
"there is no logical structure to beat placement at the beginning of the song. we have basically the same rhythm every measure but you effectively randomly change your rhythms with no structure or purpose....( truncated )"
"I can continue but overall I believe this map is fundamentally flawed. Specifically designing your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable....( truncated )"
I think the design is pretty acceptable for ranking, the song constantly shifts intensity and keeps doing different things, so the mapper decided to have somewhat variable visuals/rhythms based around that aspect of the song, making everything clean and structured would simply simplify the song, and is just a really meta-ish stupid decision.
"Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - ."
01:49:441 (1,2,3) - 01:56:298 (1,2,3,1) - those are indeed visually very counterintuitive from each other, however, those are rhythmically consistent and the mapper wants to challenge the player to depend less on the visuals and actively memorize the rhythms of the song, which is a really exotic concept I like cause it actually makes osu! a fucking rhythm game, your veto is basically "I can't read this pls chang"
"why are you blasting 2 kiai fountains "
Notice how those are spaced streams 01:56:298 (1,2,3,1) - and the song's vocals rises. So the first Kiai is for extra emphasize for that, the other Kiai is rhythmically consistent, check 01:49:870 -, Also it's not really good to say "why" when you try to veto something it makes it sound that you don't understand it rather than disagreeing with something.
"There doesn't seem to be reason for what is a slider and what isn't. During the kiai, you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it."
in a song like this rhythms can get really variable and constantly keep changing, the mapper simply decided to went for the vocals for the last part, the guitar/harp'ish chord and the vocals constantly changes intensity, so choosing one over the other is fine imo, and that's not even the same rhythmical phase lol.
"04:00:183 (1) - I didn't even mention this last time but, this isn't mapping to the song... it's just lazy mapping and is not acceptable."
the slow slider is just for the player to enjoy the vibe of the song, as people say people play this map mostly for the song :^) @zare
mapping it less dense or putting a break or anything would just make it less special cause the rest of the map is already interesting. so boring becomes the new interesting.
Naotoshi wrote:
Xexxar trying to reapply his veto is probably the most logical thing happening on this thread. The intro rhythms have been explained over and over, forcing this map into generic clean boring ass patterning like the amazing full symmetry pachiru maps we all have seen 30 million times is retarded and purely subjective, the slider itself has been explained repeatedly and extensively and is not lazy mapping. Again, if Xexxar's veto should have held up then that is fine, but according to a member of the QAT it was invalidated. So please consider this before acting like idiots on the thread and trying to force your perspective of the song onto this map.
Natsu wrote:
About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.
Find new BNs to veto xexxar's veto, that's what we are supposed to do in this situations, anyways I back up xexxar's mod (not the visual part, but the rhythm pats).bor wrote:
Natsu wrote:
About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.
You think about this, and realize that there was no disagreement with the response. the mapper tries to contact this person to reach an agreement for an entire month. what do you do in this case? give up on the map?
Natsu wrote:
Find new BNs to veto xexxar's veto, that's what we are supposed to do in this situations, anyways I back up xexxar's mod (not the visual part, but the rhythm pats).
UndeadCapulet wrote:
Thanks for you concerns, Xexxar! And thanks for dividing everything up into main issues, it was well-worded and easy to read :>
Since your post ended up being about a lot of general things, it'd be better for me to discuss things more generally as well instead of going line by line. Hope that's okay, feel free to let me know if there was a bulletpoint you especially wanted a response to.
Also, since it's mostly general, some things may just be able to be summarized as "uh i disagree". I only have general responses to your general replies, so they might not feel satisfying (also, wording words is hard orz). Let me know if I need to elaborate further on anything.
If I'm reading things right, there are 4 main issues you have with the map: unappealing visuals, rhythm inconsistencies, 1/3 readability, and the intro. With that said:InconsistencyConsistency is definitely something important in mapping. Songs are naturally repetitive, so concepts in a map should also repeat to express the song properly, and make the map feel cohesive and defined. Concerns like this are the ones I value the most in modding, so thank you for focusing on this more than visuals (though it would've been great if you hadn't focused on visuals at all ww).
I put a great deal of care into keeping rhythms and spacing consistent throughout the map, repeating for same-sounding sections of the song. You use the example of 01:58:870 (8) - vs 01:48:584 (6) - being a rhythm inconsistency, but I don't really see why, when 01:48:584 (6) - is ending a vocal verse and is matched by 04:33:170 (6) - , while 01:58:870 (8) - is in the middle of a vocal verse and has no relation. There is consistency, just not whatever you were looking for.
My response to Kisses' mod goes through nearly every note in the map. It discusses rhythm consistency, spacing consistency, and general concepts. If you have more specific examples of things I messed up on, I would love to hear them, since I don't really see your issue here. But check my reply to Kisses' reply first, since it talks about nearly everything.
Also, before Nao bubbled the map we spent like 4 hours going through pretty much every note, and Nao was happy with the justifications.IntroThis is definitely the most questionable part of the map imo, I have no problems with somebody popping over this.
The start of the song is a constant spam of piano at 1/2 beat (well, 1/4 at double bpm but you know what I mean). But mapping this wouldn't feel satisfying in the big picture of the map, because this section of thee song is really, really quiet and weak feeling. So instead I mapped this section with the idea to:I can try to walk through some of the intro to explain my thought process.
- introduce gameplay concepts that will appear throughout the map
- start with super minimal rhythming and slowly build in note density
- emphasize high pitched beats like 00:06:171 (4,5) - , 00:09:600 (5) - , etc.
Spacing is generally really low because I want as little motion as possible for this super quiet intro to contrast the bigger motions in the kiai sections. So you talk about ugly overlaps in the intro, that's why they're there.
00:00:172 (1) - to 00:13:029 (4) - is half a verse, and then it repeats starting at 00:13:886 (1) - with the introduction of a new instrument. The rhythms from the second half of the verse mirror the first half, with the exception of the added instruments. 00:00:172 (1,2,3,4) - matches 00:13:886 (1,2,3,4) - , 00:06:171 (4,5,1) - matches 00:19:886 (6,7,1) - , and so on. The second half is slightly more dense than the first half for previously explained reasons, but the previously emphasized beats are still the overall focus, unless something new shows up.
00:00:172 (1,2) - Is a really quiet start to a song, so I perfect stack. No cursor motion reflects the quiet start, as well as the 1/1 rhythm gap. Also, now the player knows this map has perfectly stacked objects.
00:02:743 (5,1) - The first introduction to a common theme in the map: Downbeats frequently reverse play direction. It's overlapped because the overall spacing is so slow, but I still need the heavy direction change here, so this is the resulting placement.
00:05:529 (3) - The first 1/2 beat shows up here, so to keep note density low I avoid mapping 00:04:029 - . It also helps to emphasize 00:06:171 (4) - when we get back to white tick clicking.
00:06:814 (5,1) - These are both really weak high tick piano beats, so they are stacked together to reduce motion, and the spacing from 00:06:171 (4) - is smaller. Lower spacing for weak stressed high pitches is a very common theme of the map.
00:08:529 (3,4) - First instance of multiple 1/2 clicks, note density is slowly increasing more and more.
00:09:600 (5) - Slidershape reduces motion here to emphasize the high pitch for similar reasons as above.
00:10:457 (1,2,3,4) - End of the first half of the verse, things get simplified to build into the next half, where the song begins to repeat itself. Another common theme of the map.
00:16:243 (5,6) - The first 1/2 jump, emphasizing the new instrumental. The player is now aware of 1/2 jumps. Spacing is slowly building in intensity as well. Also, this introduces sliders that feed back into the prior circle, another common theme.
00:16:457 (6,1) - As a quick example, this motion matches 00:02:743 (5,1) - , but larger. The whole intro works with this concept.
---
And so on. Mapping every piano beat would be very unfitting in the big picture imo, so I did this kind of thing instead. If you have suggestions for better rhythming, feel free to suggest them, I totally understand these rhythmings being questionable.
Hope I understood you properly, and I hope I made some form of sense in my ramblings.
Sorry to see you didn't enjoy my map. But I definitely don't think it's "fundamentally flawed", we just disagree about what should be focused on in mapping. If you can put the visual differences aside, I'd be happy to discuss further.
---
Also, to anyone following this thread, I'm considering changing the rhythms at 04:31:027 (1,2,3,4,5,6) - or 02:13:870 (1,2,3,4,5,6) - to be more consistent with each other. I originally wanted the second kiai to blend the two halves of the first kiai together (since it's half as long), but the better experience may just be to fully match everything. Would love to hear other opinions!
you also seem to misunderstand the issue with xexxar as people are claiming they tried to contact him for a month, only he is the one claiming nobody contacted him. And if anything is asshole-ish its veto-ing a bubble on a map, abandoning it, and then trying to dq the map after a discussion about the parts that were in question already occured. Another asshole-ish thing to do would be posting on a thread without reading replies or understanding the situation and assuming something. So thanks so much for your time you really benefited this map thread.Shiirn wrote:
If you think mapping the introduction will bore the player, you've failed as a mapper. Make it interesting, it's not hard.
If you (UndeadCapulet) need to constantly explain every note to someone, you have failed as a mapper, because if your map's themes or concepts need to be explained constantly, they're clearly not coherent and don't belong in the ranked section.
If your concept has people questioning what it even is to begin with, you've failed. There's a big difference between people "Not understanding" and "Not liking". It's quite possible to understand a map's concept and hate it. But when you can't understand the concept to begin with, (if there even is one other than "I think the intro rhythm is boring and would rather have my own entirely different one and just make it kind of consistent") there's no second step. It can't be liked or hated if it's not understood.
If your map needs a spoken or written tutorial, you've fucked up. Just change it and save everyone the headache.
saying a mapper has failed if people can't understand their purpose is a misguided approach. Sure I can use the wording you've used and find any newer mapper say "understand this" to a lot of widely accepted maps and get a response of "no". Though this wouldn't invalidate the mapper in any way. If anything its easier to argue if the modder doesn't understand the map they failed as a modder, though this can be logically falsified. Just because you don't understand it doesn't mean other people cannot. This is why explaining what a map is doing happens ever. As for them being explained constantly, don't you think people cannot read prior posts? Don't you think people who dislike the map or don't understand its concepts are much more likely to post asking about them than people posting on this map "hey I like this and fully understand your reasoning behind the map. this is really cool" because hey you can rate this map without even entering the thread itself. Asking someone to give up on their idea means you failed as a modder. Modders are supposed to take the mappers ideas and make them better when all you want to do is throw them away.
And for what it's worth "Nobody bothered contacting Xexxar at all but he didn't show up for a month so clearly he doesn't care" is a hilariously asshole way of going about bypassing a veto. I expected better from you guys.