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Muzzy - Spectrum

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Topic Starter
Yamicchi

Chaoslitz wrote:

m4m
(most of them are aesthetic mod)

[Dispersion of Lights]
  1. 00:06:837 to 00:39:751 - to be honest it doesn't look good when all slider heads/ends are stacked, Moreover you did the same thing when there are only 1/4 between sliders like 00:47:980 (1,2) in the next section, so space them out to prevent inconsistent (also adding NCss in every 4 sliders will be enough, 2 is too much) wew took me a while but fixed
  2. 00:26:037 (1) - looks overcurved, you can try something like this:
    fixed with different slider shape
  3. 00:45:151 (1) - Slider path is not clear enough, mostly because you curved slider up between first and second red anchor, try to curve it down instead to provide a clear slider path did that before but idk why I changed it xd fixed
  4. 00:56:208 (1) - nice, but it will look better if you enlarge the first loop xD if you don't mind I will skip this cause being small is not quite bad afterall, plus I'll have to move the next slider too, and I don't wanna mess with the blanket anymore xd
  5. 01:09:751 (1,3) - looks untidy when their heads/ends are overlapping together done
  6. 01:15:233 (1,3) - same as above, you can adjust 01:16:604 (3) so that only the slider body is overlapping with 01:15:233 (1) done
  7. 01:53:637 - I don't think finish is needed in this downbeat um actually you can hear the similar sound of the song tho, that's why I chose to make it hitfinish
  8. 01:57:751 (5) - Missing NC for downbeat? hmm ok
  9. 02:18:151 - Would be nice if you add a whistle here to emphasize the high pitch
  10. 02:40:265 (1,1) - missing drum sampleset?
  11. 02:42:151 (2,3,4,5,6) - They are lacking hitsounds to emphasize the background drums, to using drum-hitclap for 02:42:151 (2,3) and drum-hitfinish for 02:42:494 (4,5,6)? woah great idea
  12. 02:54:322 (1,3) - Same as 00:26:037 (1), also 02:54:837 (3,4,5) do not flow when because 02:54:837 (3) is overcurved ok
  13. 03:15:408 (4) - Could add drum-hitclap
  14. 03:15:408 (4) - drum-hitfinish ??? :D ??? I'll go with the hitclap then
  15. 03:43:008 (5,1,1) - fix stacks
  16. 04:24:151 (8,9,10,1) - Spacing is too large compare to other patterns, try to place 04:24:322 (9,10,1) around x:340|y:49 my bad, didn't notice
  17. 04:55:694 (5,6) - ctrl+g in timeline? 04:55:865 is too soft which should not be clickable but 04:56:037 need to instead fair point
  18. 05:12:494 (1,2,3,4,5,6,7,8,1) - This jump looks overdone when the spacing of it is larger then those in the kiai section, so please reduce the ds
  19. 05:13:865 (1,2,3,4,1) - Same as above, especially in 05:14:894 (4,1), it is difficult to aim properly fixed the 2 above, but the second one,
    not much because I find it not that hard tho.
  20. 05:48:322 (1) - ok notlikethis this is so misleading when you are making loops in sliders like 00:56:208 (1) etc and not in this one LOL, make a loop instead hmmmmmmmmmmmmmmmmmmmm fine

nice map
i will try to contact members in pigeon queue to see if they are willing to push this map forward together
Thanks a lot ^^
Garden
hi from pigeon q, my map for m4m: https://osu.ppy.sh/s/624037

General
  1. Unused hitsounds: drum-hitwhistle.wav
  2. Wave hitsounds with delay > 5ms: normal-hitfinish.wav
  3. combo colour 3,4 look pretty similar, which make new combo patterns less obvious, please consider a change
Dispersion of Lights
  1. move the first timing point to 00:06:837 - , you have most things start at red ticks lol
  2. 01:01:694 (1) - what about ending it at 01:04:437 - so you can make the sound audible
  3. 02:54:837 - 02:57:579 - 03:00:322 - 03:38:722 - 03:41:465 - 03:44:208 - they lack hitsounding imo
  4. 03:59:122 (3,4,5) - movement here is a bit awkward, consider moving 5 to upper playfield so flow is similar to same rhythm patterns in this section
  5. 04:26:808 (7,8) - https://puu.sh/wnI1m/c065d741e8.png looks visually better?
  6. 05:15:922 (5,6) - i suggest turning the two circles into a slider too, so the melody at 05:15:922 - 05:16:094 - 05:16:265 - are followed in the same way
  7. 05:41:637 (1) - sounds more accurate if it starts at 05:41:465 - , also don't forget to reset offset
  8. 05:48:494 (1) - wait why doesnt it start at 05:48:322 -
Topic Starter
Yamicchi

Garden wrote:

hi from pigeon q, my map for m4m: https://osu.ppy.sh/s/624037

General
  1. Unused hitsounds: drum-hitwhistle.wav 04:31:008 - here you go
  2. Wave hitsounds with delay > 5ms: normal-hitfinish.wav problem solved
  3. combo colour 3,4 look pretty similar, which make new combo patterns less obvious, please consider a change a bit hard to adjust so I removed the 4 cc hope it's fine
Dispersion of Lights
  1. move the first timing point to 00:06:837 - , you have most things start at red ticks lol hmm the timing I got was from Secretpipe's set so, besides it's not really a problem to have most objects start on red tick imo
  2. 01:01:694 (1) - what about ending it at 01:04:437 - so you can make the sound audible hmm audible is ok but I added a circle instead
  3. 02:54:837 - 02:57:579 - 03:00:322 - 03:38:722 - 03:41:465 - 03:44:208 - they lack hitsounding imo Idk what to add there tbh :c
  4. 03:59:122 (3,4,5) - movement here is a bit awkward, consider moving 5 to upper playfield so flow is similar to same rhythm patterns in this section well it's because I afraid the spacing towards 03:59:808 (1) - wouldn't be enough, fixed
  5. 04:26:808 (7,8) - https://puu.sh/wnI1m/c065d741e8.png looks visually better? oops my bad, ok
  6. 05:15:922 (5,6) - i suggest turning the two circles into a slider too, so the melody at 05:15:922 - 05:16:094 - 05:16:265 - are followed in the same way nah the 1/4 sliders are for the snares sound tho, not the rhythm. 05:15:922 (5) - this is still a kick, so I don't have any reason to make those circles a 1/4 slider too
  7. 05:41:637 (1) - sounds more accurate if it starts at 05:41:465 - , also don't forget to reset offset ok good idea
  8. 05:48:494 (1) - wait why doesnt it start at 05:48:322 - oops my bad, please don't tell Chaoslitz xD
Thanks for the mod :3 I'll be modding yours in a day after I finished my irl works
Garden
a few things that i overlook..

rc(skinning) wrote:

Both slider border and body colors must be manually set or not set.
00:45:151 (1) - should end at 00:47:894 - as the inherited point and your other rhythms suggest so?
Topic Starter
Yamicchi

Garden wrote:

a few things that i overlook..

rc(skinning) wrote:

Both slider border and body colors must be manually set or not set.
removed custom color

00:45:151 (1) - should end at 00:47:894 - as the inherited point and your other rhythms suggest so? done, sorry my bad
Updated
Garden
bubbled
Shmiklak
cool song got bubbled gj
Chaoslitz
Recheck~ (was confirming about timing)

  1. 00:06:837 (1,2) - The distance here is too large when compared to other patterns in this section, please reduce it a bit
  2. 03:15:665 - sorry i pasted the wrong timeline in last mod xD, you can add drum-hitfinish in here

call me back again
Topic Starter
Yamicchi

Chaoslitz wrote:

Recheck~ (was confirming about timing)

  1. 00:06:837 (1,2) - The distance here is too large when compared to other patterns in this section, please reduce it a bit done
  2. 03:15:665 - sorry i pasted the wrong timeline in last mod xD, you can add drum-hitfinish in here I'll go with normal-hitwhistle :3 since they're the same

call me back again
Go~
Chaoslitz
Qualified~
Pachiru
gg boiii
Topic Starter
Yamicchi
Thanks Chaoslitz, Garden and the Pigeon queue :3 you guys are doing such awesome things for this community <3
Hikomori
gratz!
C00L
Hey!

Dope map, I like it ... although one thing bothers me:


02:04:608 (1) - from here onwards you didn't hitosunds notes like these 02:05:294 (3,5) - or 02:06:322 (1,2,3,4,5,6) - but you were doing it constantly here 02:03:579 (1,2,3,4,5,6) - all the way back to 01:36:151 (1,2,3,4,5,6) - , I'm guesing this was a accidental mistake since all the visible hitsounded elements don't gave any additions whilst the ones I mentioned have a normal addition for some reason.


Don't think this is DQ worthy but thought you might consider it, just to fix it. It's really noticable in-game (at least on my skin) so it gets pretty annoying haha
Topic Starter
Yamicchi
@C00L yea that's intentional actually, as I literally changed the hitsound to kicks when the similar sound appears in the song from 02:04:437 - and on. They're totally fine to me tho, not a big problem at all. But thanks for mentioning :3 I'll try to make it better in my next maps
Hikan

Yamicchi wrote:

next maps
next speedmaps
C00L
Understandable, have a great day
Skylish
Hi, this map previously aroused my concern before its qualified state. Here is my suggestion about the timing:

> 00:01:351 - I think the offset should be started right here, since the noice gate opens at this timing instead of 00:01:008 - (listen at 100% music volume, my ears X_X).

> Furthermore, 00:06:837 (1) - this note will fall on the metronome of the 5th beat which makes the NC mod works well too. Every base 4/1 long note accompaniment, if no special snapping like 00:12:330 (1) - / 00:13:873 (2) - , matches the on-beats.

> Additionally, the original offset is a bit delayed. Imo offset+8 to 1359 would fit the music better.
Topic Starter
Yamicchi
Agree with Skylish, gonna ask for QAT to DQ this and will be right back
Cryptic
DQ'd upon mapper's request.
Topic Starter
Yamicchi
Changelog
• Change offset of first timing point to 00:06:836 -
• Add 1 timing point on 01:07:008 -

Updated
Garden
rechecked
Chaoslitz
qualified
Hikomori
gratz another time, have a great day
Topic Starter
Yamicchi
Thanks again guys :3 and thanks Alpha twice
Secretpipe
gotta wait for one more week lol

re gz
Topic Starter
Yamicchi

Secretpipe wrote:

gotta wait for one more week lol

re gz
Aaaa timing ;v;

Can't wait for yours :3
hi-mei
kinda dissapointed in this map, yamicchi, since i know u could make this better

1. slider art. (warning: SUBJECTIVE)


slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also have a structure).
- the way you build each slider - it should at least represent the music it reflects

so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.

i didnt see any of these in this map. its just random, harsh and tasteless.

00:06:837 (1,2,3) - compare the spacing there visually
00:15:237 (3,4) - this blanket giving me rainbows
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?)
00:45:151 (1) - the way it looks reminds me of forceps
00:45:151 (1,1) - blanket?
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily
00:53:465 (1) - kinda works, but the red anchor is way off
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png


ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING

why didnt you make custom soft-slidertick?


here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please.

01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi

05:41:465 - pretty much the same things are going here

2. emphasis and patternization

02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:

02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion

the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right?
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit.
02:25:351 (4,1,2,3,4,5,6) - this time around its way better
02:28:265 - well yea please reconsider all these places, its just feels randomly bad (structure-wise) despite these sound phrases are really easy to put into some pattern or polygon
02:53:979 (1,1) - here goes my main concern of this map:
here you switching to 1/4 gap, suddenly
i basically cant see why you did 1/2 gaps on slider art section 00:37:007 (3,4) - , or just in common section 02:21:665 -
02:54:322 - this stuff... has 1.1x sv, 02:51:922 - 1.3x sv, why the hell on the earth would you put slow sliders on wubs there and put a circles under their ends?
i mean, yes i can see the progression form 1.1 to 1.5 (here 02:59:808 - ) but the way its done is absurdly poor:
02:54:322 - 02:57:065 - 02:59:808 - the way these are changing - is NOT the volume or intensity, its just sounds. differently, the way it should be reflected is mainly shape and distance/sv acceleration.
03:29:979 (2,3,4,5,6,7,8) - it actually hard to explain what is wrong with it, because like... i completely disagree with what u did here.
1. this 03:30:151 (3,4) - double makes the reading hard and its just bad emphatically because the 03:30:322 (4) - is a strong sound which should be emphasized i guess?
2. 03:30:837 - equals 03:30:151 - why its different? its really noticeable, i would suggest to 03:30:151 (3) - make this as slider-end, and 03:29:979 (2) - slider-start
03:49:179 (2) - nc here i guess?
04:26:379 - this section is really annoying to play, i know how it is when you got really stupid music here to emphasize, but hmm adding some reverse sliders would save player's hands and mood during they play this map i think? and also, talking about reverse sliders 04:30:322 - doesnt feel like a proper decision here, i just dont feel like 04:30:322 - is proper object to reflect CONTINUOUSLY decreasing music, with EACH sond, not by 3 like you tried to do 04:30:322 - its like, hey, its my feeling and ure free to decline, but its super objective here. its almost significant rhythm-related mistake here.
05:16:437 (3,4,1) - make them a bit lower from 05:16:265 (2) - so people would hit that tripple without cursor spikes?
04:30:151 (2,1) - distance is too big here i think? considering previous and next sections.


3. hitsounding and volume control

01:22:464 (4) - hitsound issue, its a definitely a mistake
02:24:322 - stuff like this should be at least lowered volume-wise?
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming
03:04:094 (1,2,3,4) - the way you hitsounded this is... hm. basically if u remove the notes, you gonna notice that there is similar pairs:
03:04:094 - 03:04:265 - 03:04:437 -03:04:608 - 03:04:779 -
now remove custom hitsounds and check how it sounds with default ones. its noticeable during the gameplay.
03:28:608 - same issue^
inb4: hey, its up to user's skins, i dont care how it sounds with default ones.
many people (if not the most ones) are using their custom default hitsounds, which can contraddict your decision there.


4. rhythm

02:43:522 - quick example of how you could make the rhythm better (not ignoring the drops and making them clickable, because making them on slider ends isnt adequate i think, considering its 2017 outside and its 5* map) - https://puu.sh/wB7Gj/628449985c.png
02:54:579 - etc
its really tangible during the gameplay

Considering issues&suggestions above, I affirm that this map should be disqualified for further development.
Topic Starter
Yamicchi

hi-mei wrote:

kinda dissapointed in this map, yamicchi, since i know u could make this better

1. slider art.
it sucks.
It not subjectively sucks, it sucks because theres no idea behind such placement, random curves, random directions. its just bad.

slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also has a structure).
- the way you build each slider - it should at least represent the music it reflects

so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.

i didnt see any of these in this map. its just random, harsh and tasteless. I have never been rude to anyone in this community, I think I should at least not to be treated rude by anyone either. The way you're saying about my slider is like insulting me. If you want soft, good blanket sliders with no harsh curve, go to Secretpipe's set, he got all you need.

00:06:837 (1,2,3) - compare the spacing there visually
00:15:237 (3,4) - this blanket giving me rainbows it is not blanket
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?) why would I have to make it 1/8?
00:45:151 (1) - the way it looks reminds me of forceps
00:45:151 (1,1) - blanket?
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily
00:53:465 (1) - kinda works, but the red anchor is way off
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png Give me a day, I can give you 100 maps with 0.5-1 grid off blanket.


ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING

why didnt you make custom oft-slidertick?


here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please.

01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi

I won't say a thing. Read the RC first, then try again. Good luck.

01:22:464 (4) - hitsound issue, its a definitely a mistake yes

2. emphasis and patternization
02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:

02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^ Can't you hear the pitch of 4,1 in every pattern? They are the same
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion Because I'm making the combo odd for 3 pairs of jump.

the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? I would have turned on distance snap while mapping this, but no. Mostly what I wanna show is the decreasing pitch, showing in every 2 objects spacing. That's all I wanna say.
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think it's enough i think
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit.
02:25:351 (4,1,2,3,4,5,6) - this time around its way better


3. hitsounding and volume control
02:24:322 - stuff like this should be at least lowered volume-wise? less feedback, no
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no necessary


dont reply, gonna finish this in a moment dont finish, I replied.
To be honest, is this MY map or YOUR map? I don't wanna be impolite but the way you suggest me stuffs makes me feel really upset. If you want to make a perfect map, with perfect spacings, flows, NC, go ahead and make one. I would love to give it a 10/10 after playing if it really is better than my map. So now, please, I don't feel like fixing any of your suggestions. Thank you for noticing my map, have a good day.
hi-mei
I gonna request disqualify at least for hitsound issues. You gonna have time for other changes anyways.
and also, please reply for the rest of the mod.
you must do that in consideration of Code of conduct.


edit: if you cant use soft-slidertick, then you should mute (lower at least to 10%) them manually, or just mute the entire slider 1/8 off slider head.
the way these sliders are ticking right now is too loud. and these ticks arent expressing anything.
Asaiga
I don't know what made you used rough words, himei. But if you could have worded better to encourage a safe dq everyone would be happy. You sounded a bit arrogant and started your post with a mood-breaking line. No one likes replying to a mod that feels like getting slapped by a gorilla.
Topic Starter
Yamicchi
Feel free to request DQ, if you can convince me instead of saying out such minor and not even an issue stuffs.
hi-mei
it just shows how u care about your map, if you think these things were "minor" and

Yamicchi wrote:

no necessary
w/e, up to QAT if its shud be disqualified or not.
Plaudible
is this really something that needs another dq? lol

it's fine, just let it go
Doyak
Let's cool down, and let's reply to the rest of the mod, then we'll see if we need a DQ or not.
Seni

hi-mei wrote:

I gonna request disqualify at least for hitsound issues. You gonna have time for other changes anyways.
and also, please reply for the rest of the mod.
you must do that in consideration of Code of conduct.


edit: if you cant use soft-slidertick, then you should mute (lower at least to 10%) them manually, or just mute the entire slider 1/8 off slider head.
the way these sliders are ticking right now is too loud. and these ticks arent expressing anything.
why does he even need to reply to this guy? It's not even a mod he's just talking out of his ass
Topic Starter
Yamicchi

hi-mei wrote:

kinda dissapointed in this map, yamicchi, since i know u could make this better

1. slider art. (warning: SUBJECTIVE)


slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also has a structure).
- the way you build each slider - it should at least represent the music it reflects

so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.

i didnt see any of these in this map. its just random, harsh and tasteless. If you want every slider of it represent the exact music, it would be like http://puu.sh/wBLKx/a1d64fce81.jpg from the beginning to the end. Making different shape to create the diversity for the intro, why not?

00:06:837 (1,2,3) - compare the spacing there visually there's nothing wrong about it. 1/2 gap support such spacing.
00:15:237 (3,4) - this blanket giving me rainbows did not intend to make a blanket
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way? as explained. Also now you don't want me to blanket?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?) based on what you thought, every stacks are 1/8, right? And why do I have to make it 1/8? I don't want to make the section harder
00:45:151 (1) - the way it looks reminds me of forceps i don't know what that is
00:45:151 (1,1) - blanket? a grid off, I don't think you can notice that 100% clearly ingame
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily I don't think it's necessary
00:53:465 (1) - kinda works, but the red anchor is way off why was it off?
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png joke for you, good for me.


ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING

why didnt you make custom soft-slidertick?


here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please. to keep players stick to the beat, that's what they reflect. Smaller slidertick doesn't help

01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi Besides you I don't think anyone else have a problem with it

05:41:465 - pretty much the same things are going here just asking are you using hit-finish or stuff for slidertick default hitsound? Because the way you complain about them seems like it

2. emphasis and patternization

02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:

02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion

the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? this is explained in the previous post so I won't say again
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think I think not, it's enough
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit. what's wrong with jumping for big drum? Also with that SV, it is not even considered as jump
02:25:351 (4,1,2,3,4,5,6) - this time around its way better
02:28:265 - well yea please reconsider all these places, its just feels randomly bad (structure-wise) despite these sound phrases are really easy to put into some pattern or polygon not a fan of structuring everything
02:53:979 (1,1) - here goes my main concern of this map:
here you switching to 1/4 gap, suddenly
i basically cant see why you did 1/2 gaps on slider art section 00:37:007 (3,4) - , or just in common section 02:21:665 - why are you comparing 2 different rhythm part of the song?
02:54:322 - this stuff... has 1.1x sv, 02:51:922 - 1.3x sv, why the hell on the earth would you put slow sliders on wubs there and put a circles under their ends? not all wubs have higher SV. Never had anyone created a rules of mapping dnb like that. My map, my choice of SV. If it's not ridiculously wrong, then I can use it. If it is wrong, it's not your turn to tell me it's wrong, I can figure that out myself
i mean, yes i can see the progression form 1.1 to 1.5 (here 02:59:808 - ) but the way its done is absurdly poor:
02:54:322 - 02:57:065 - 02:59:808 - the way these are changing - is NOT the volume or intensity, its just sounds. differently, the way it should be reflected is mainly shape and distance/sv acceleration. SV increased following the pitch. Idk what you're talking about
03:29:979 (2,3,4,5,6,7,8) - it actually hard to explain what is wrong with it, because like... i completely disagree with what u did here.
1. this 03:30:151 (3,4) - double makes the reading hard and its just bad emphatically because the 03:30:322 (4) - is a strong sound which should be emphasized i guess? it is not hard to read, and if you want I can copy paste 1 single pattern that satisfied you and apply it to each and every second of the song, and the map will never be ranked.
2. 03:30:837 - equals 03:30:151 - why its different? its really noticeable, i would suggest to 03:30:151 (3) - make this as slider-end, and 03:29:979 (2) - slider-start 03:29:979 (2,4,5,7) - aesthetically, no. I don't support just music, it's also aesthetics. No need to be fixed
03:49:179 (2) - nc here i guess? no
04:26:379 - this section is really annoying to play, i know how it is when you got really stupid music here to emphasize, but hmm adding some reverse sliders would save player's hands and mood during they play this map i think? the intensity doesn't allow easier stuffs. and also, talking about reverse sliders 04:30:322 - doesnt feel like a proper decision here, i just dont feel like 04:30:322 - is proper object to reflect CONTINUOUSLY decreasing music, with EACH sond, not by 3 like you tried to do 04:30:322 - its like, hey, its my feeling and ure free to decline, but its super objective here. its almost significant rhythm-related mistake here. the pitch did not lower regularly, it hits on every 3 1/2 beats. Try to listen to it again
05:16:437 (3,4,1) - make them a bit lower from 05:16:265 (2) - so people would hit that tripple without cursor spikes? too linear pattern
04:30:151 (2,1) - distance is too big here i think? considering previous and next sections. to emphasize the violin section


3. hitsounding and volume control

01:22:464 (4) - hitsound issue, its a definitely a mistake So you're calling the police, tell them to come to your house without any reason, will they come? I don't even understand why you call that a mistake
02:24:322 - stuff like this should be at least lowered volume-wise? hitfinish already made them weak enough. Also keeping the volume for better feedback, as they would know if it's 1/2 or 1/4 or 1/1
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no
03:04:094 (1,2,3,4) - the way you hitsounded this is... hm. basically if u remove the notes, you gonna notice that there is similar pairs:
03:04:094 - 03:04:265 - 03:04:437 -03:04:608 - 03:04:779 -
now remove custom hitsounds and check how it sounds with default ones. its noticeable during the gameplay. it's fine to me
03:28:608 - same issue^
inb4: hey, its up to user's skins, i dont care how it sounds with default ones.
many people (if not the most ones) are using their custom default hitsounds, which can contraddict your decision there.


4. rhythm

02:43:522 - quick example of how you could make the rhythm better (not ignoring the drops and making them clickable, because making them on slider ends isnt adequate i think, considering its 2017 outside and its 5* map) - https://puu.sh/wB7Gj/628449985c.png growl sound, no
02:54:579 - etc
its really tangible during the gameplay

Considering issues&suggestions above, I affirm that this map should be disqualified for further development.
Thanks for the look, but no DQ please thank you.
hi-mei

Yamicchi wrote:

hi-mei wrote:

kinda dissapointed in this map, yamicchi, since i know u could make this better

why didnt you make custom soft-slidertick?


here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please. to keep players stick to the beat, that's what they reflect. Smaller slidertick doesn't help
I dont ask you to make them dissapear at all, Im saying that setting them to lower volume will improve emphasis of the sliders.

01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi Besides you I don't think anyone else have a problem with it

05:41:465 - pretty much the same things are going here just asking are you using hit-finish or stuff for slidertick default hitsound? Because the way you complain about them seems like it

2. emphasis and patternization

02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:

02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion

the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? I would have turned on distance snap while mapping this, but no. Mostly what I wanna show is the decreasing pitch, showing in every 2 objects spacing. That's all I wanna say.
please compare 02:22:608 - 02:25:522 - 02:28:094 - 02:44:551 - 02:47:294 -
the first measure has the issue mentioned above, others are not.

etc.


02:25:351 (4,1,2,3,4,5,6) - this time around its way better
02:28:265 - well yea please reconsider all these places, its just feels randomly bad (structure-wise) despite these sound phrases are really easy to put into some pattern or polygon not a fan of structuring everything
How is this even... logical? LOL yea dude the way you defending your map is absurdly bad. Not a fan of structure? WHat? ? ??


02:53:979 (1,1) - here goes my main concern of this map:
here you switching to 1/4 gap, suddenly
i basically cant see why you did 1/2 gaps on slider art section 00:37:007 (3,4) - , or just in common section 02:21:665 - why are you comparing 2 different rhythm part of the song?
why are you asking? amazing response


02:54:322 - this stuff... has 1.1x sv, 02:51:922 - 1.3x sv, why the hell on the earth would you put slow sliders on wubs there and put a circles under their ends? not all wubs have higher SV. Never had anyone created a rules of mapping dnb like that. My map, my choice of SV. If it's not ridiculously wrong, then I can use it. If it is wrong, it's not your turn to tell me it's wrong, I can figure that out myself
cool shit, ITS MY STYLE, I DONT CARE!!!!!!!!!!! i love it


i mean, yes i can see the progression form 1.1 to 1.5 (here 02:59:808 - ) but the way its done is absurdly poor:
02:54:322 - 02:57:065 - 02:59:808 - the way these are changing - is NOT the volume or intensity, its just sounds. differently, the way it should be reflected is mainly shape and distance/sv acceleration. SV increased following the pitch. Idk what you're talking about
yea i see, you basically dont understand theres a huge difference between 1.3>1.4>1.5>1.6 and 1.1>1.3>1.5
what im saying is that 02:53:979 (1,1) - these two has a huge contrast inbetween them, 02:54:322 (1) - these should be actually faster, because the previous section is way faster (gameplay-wise), and suddenly it drops in intensity, even tho 02:54:322 (1,2,3,4,5) - is a prominent thing in the entire song.



03:29:979 (2,3,4,5,6,7,8) - it actually hard to explain what is wrong with it, because like... i completely disagree with what u did here.
1. this 03:30:151 (3,4) - double makes the reading hard and its just bad emphatically because the 03:30:322 (4) - is a strong sound which should be emphasized i guess? it is not hard to read, and if you want I can copy paste 1 single pattern that satisfied you and apply it to each and every second of the song, and the map will never be ranked.
are you actually adequate? how is that meaningful? supporing strong beats improves emphasis and structure of your map. variety is a bad argument here, its just non-existent when it comes to main aspects of the mapping.
2. 03:30:837 - equals 03:30:151 - why its different? its really noticeable, i would suggest to 03:30:151 (3) - make this as slider-end, and 03:29:979 (2) - slider-start 03:29:979 (2,4,5,7) - aesthetically, no. I don't support just music, it's also aesthetics. No need to be fixed
What???? Youre saying that "structure doesnt matter" and now youre forcing aesthetics? what? dude cmon, its a mistake and we both know it.

03:49:179 (2) - nc here i guess? no
may i know why?


05:16:437 (3,4,1) - make them a bit lower from 05:16:265 (2) - so people would hit that tripple without cursor spikes? too linear pattern
So better to have a flow break here? Are u actually joking?

04:30:151 (2,1) - distance is too big here i think? considering previous and next sections. to emphasize the violin section
so youre making large DS to... emphasize violin (plain sound, not drop) ????

3. hitsounding and volume control

01:22:464 (4) - hitsound issue, its a definitely a mistake So you're calling the police, tell them to come to your house without any reason, will they come? I don't even understand why you call that a mistake
01:21:607 - basically it should be muted, it has the same volume as 01:21:778 - which is a mistake, since 01:21:607 - doesnt have a distinct sound behind it.
01:22:807 - has a whistle under it, which isnt supporter neither by song/rhythm you built


02:24:322 - stuff like this should be at least lowered volume-wise? hitfinish already made them weak enough. Also keeping the volume for better feedback, as they would know if it's 1/2 or 1/4 or 1/1
ok i can agree with this
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no
03:04:094 (1,2,3,4) - the way you hitsounded this is... hm. basically if u remove the notes, you gonna notice that there is similar pairs:
03:04:094 - 03:04:265 - 03:04:437 -03:04:608 - 03:04:779 -
now remove custom hitsounds and check how it sounds with default ones. its noticeable during the gameplay. it's fine to me
XD
03:28:608 - same issue^
inb4: hey, its up to user's skins, i dont care how it sounds with default ones.
many people (if not the most ones) are using their custom default hitsounds, which can contraddict your decision there.


4. rhythm

02:43:522 - quick example of how you could make the rhythm better (not ignoring the drops and making them clickable, because making them on slider ends isnt adequate i think, considering its 2017 outside and its 5* map) - https://puu.sh/wB7Gj/628449985c.png growl sound, no
clarify????????
02:54:579 - etc
its really tangible during the gameplay

Considering issues&suggestions above, I affirm that this map should be disqualified for further development.
Thanks for the look, but no DQ please thank you.
The way you responding is mostly "its fine, i dont care, my style, fuck off, no"

UH.... since you already got bns to qualify it, there are only TWO pages of mods, its not enough to polish this map entirely.
Monstrata
Let the mapper decide what is minor and what is not :P. It's not for you to decide. You achieve nothing by trying to shame the mapper for not listening to you / applying your mod.
hi-mei
I actually dont.

Even you arent that ignorant to just reply "no", without saying anything.

w/e, its not my deal now

basically i heard enough, since hes is replying without arguing, that means its no longer a productive discussion

the most painful thing, is that even being circlejerked, your map, mostrata, is significantly better than this one, cuz you at least tried to put some effort into it.
this one is the opposite situation.

w/e im done.
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