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xi - Glorious Crown

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Mir
well

i genuinely do have some concerns about the topdiff of this mapset

[Four Dimensions]

00:39:757 (1,2,3,4,1,2,3,4,1,2,3,4,1) - you drop the emphasis through slight spacing change thing with 00:38:426 (1,2,3,4,1,2,3,4,1,2,3,4) - for some reason here and the song hasn't really changed all that much, the intensity of both instances are similar

00:45:876 (1,2,3) - I think this rhythm would fit the drums and piano better, what you have right now kinda.. doesn't really fit imo http://i.imgur.com/KpXKhZk.png

00:44:812 (1,2,3,4) - all ignoring the 1/4, you could use 1/4 sliders here?

The kiai at 00:46:941 - ignores so much of the song imo. Especially 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - this part as a lot of doubles in it that you could have mapped with 1/4 sliders or something like 00:12:883 (1,2,3,4,5,6,7,8,1) - which would not only represent the song way better but also provide respite from the constant 1/4 clicking.

  1. 00:51:198 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2) - sidenote the whistles here overlap each other so annoyingly when they're put on such high bpm 1/4, it actually takes away from the gameplay experience imo so what i would suggest is using a shorter whistle so that they don't overlap as noticeably
00:53:061 (1,2) - is also cool as an emphasis tool but then using 1/4 sliders again for 00:54:125 (1,2) - is kind of undermapping it a bit imo, they're noticeable drums and you could have done something like http://i.imgur.com/RlPIw9N.jpg

00:54:923 - from here the song really lowers in intensity but the map doesn't at all, what would fit here is a couple of 1/4 reverses like http://i.imgur.com/bncrIlL.png or something to represent that change in intensity instead of keeping the same intensity stream :?

00:56:519 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - this ncing seems to be inconsistent with 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - but again my point about rhythm here and other places

01:02:240 (4,5,6) - these call for circles imo, differentiation here would work wonders to represent this build up since they look the same as the rest of the 1/4 sliders but cover different sounds

01:16:209 - song changes here too, lots of drums introduced but the emphasis doesn't really change. the flow gets sharper sure but i think you could also use spacing emphasis when the drums change intensity as well like 01:17:806 (1,2,3,4,5,6) - compared to 01:18:338 (7,8,9) - and so on

01:32:706 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you know blue zenith had a cool part at 02:57:434 - 03:02:234 - that pretty much fits what the song is doing here too, but the stream you mapped doesn't really show off the building (or dropping, however you interpret it) intensity very well

01:49:069 (7,8,1) - isn't differentiated either in terms of rhythm, spacing, flow or anything, and there are different sounds here. doing it only with hitsounds is a bit lackluster imo

01:49:735 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - this is way higher intensity but mapped the same intensity as the rest of the streams, it also has fluctuations on 01:50:200 (8,1) - that aren't emphasized at all synth-wise. 01:51:863 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - is really really underdone it's not shown off at all and the synth is going crazy and the drums are all over the place but.. the stream is the same spacing and has very few direction changes

01:55:056 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - outro stream but it's the same spacing throughout, the piano even peaks at 01:56:120 (1,2,3,4,5,6,7,8) - but isn't shown off at all, it's the highest pitch the piano is ever going to get. also 01:55:854 - why does the hitsound volume decrease on such an intense part? it's not as major but yeah it sound be constant volume imo

A lot of the direction changes feel quite arbitrary or just don't exist. 00:52:794 (1) - would be grounds for a direction change. yet 00:59:712 (1,5) - 1 has a strong sound so direction change here is good, but 5 doesn't really and they change at the nearly the same angle. 00:54:391 (1,2,3,4,5,6,7,8,9) - changes slightly on what seems to be the 7 but the stronger note is on the 00:54:923 (9) - and so forth, this happens in a lot of places in both kiais

Minor stuff:

- 00:09:890 (3) - 00:10:821 (2) - missing whistle?
- 00:20:599 (5,7) - removing the hitsounds here would actually sound better imo since the song has no noticeable drum here
- 00:38:027 (2) - 1/6 here you could have taken advantage of

Overall the map in its current state I think does not represent the song in the best way it can and as it stands actually chooses to ignore it in both kiais and through lack of differentiation between instruments in various places. The streams have very little emphasis spacing-wise and the infrequent direction changes, while some are present and work, don't really do much to help the emphasis. The rhythm in the kiai ignores the song pretty obviously especially when the same rhythm as 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - was mapped like 00:12:883 (1,2,3,4,5,6,7,8,1) - in a non-kiai section.
hi-mei
Eldergleam

hi-mei wrote:

lmao
Topic Starter
Monstrata

Mir wrote:

well

i genuinely do have some concerns about the topdiff of this mapset

[Four Dimensions]

00:39:757 (1,2,3,4,1,2,3,4,1,2,3,4,1) - you drop the emphasis through slight spacing change thing with 00:38:426 (1,2,3,4,1,2,3,4,1,2,3,4) - for some reason here and the song hasn't really changed all that much, the intensity of both instances are similar This is just visuals. The "slight spacing change" isn't being used to create emphasis. You won't feel any emphatic difference when hitting those specific notes because of their spacing.

00:45:876 (1,2,3) - I think this rhythm would fit the drums and piano better, what you have right now kinda.. doesn't really fit imo http://i.imgur.com/KpXKhZk.png What? No... this fits perfectly

00:44:812 (1,2,3,4) - all ignoring the 1/4, you could use 1/4 sliders here? I don't want to use 1/4's. 1/2 works better in building up the song.

The kiai at 00:46:941 - ignores so much of the song imo. Especially 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - this part as a lot of doubles in it that you could have mapped with 1/4 sliders or something like 00:12:883 (1,2,3,4,5,6,7,8,1) - which would not only represent the song way better but also provide respite from the constant 1/4 clicking. I want this to be a stream map. THey are definitely supported in the song and the rhythm being used is in no way confusing.

  1. 00:51:198 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2) - sidenote the whistles here overlap each other so annoyingly when they're put on such high bpm 1/4, it actually takes away from the gameplay experience imo so what i would suggest is using a shorter whistle so that they don't overlap as noticeably
Uh.. I jsut disagree. THey're maybe annoying to you, but they fit very well for me.

00:53:061 (1,2) - is also cool as an emphasis tool but then using 1/4 sliders again for 00:54:125 (1,2) - is kind of undermapping it a bit imo, they're noticeable drums and you could have done something like http://i.imgur.com/RlPIw9N.jpg What? They're following the drum. And it really helps to separate this rhythm from the rest of the streams.

00:54:923 - from here the song really lowers in intensity but the map doesn't at all, what would fit here is a couple of 1/4 reverses like http://i.imgur.com/bncrIlL.png or something to represent that change in intensity instead of keeping the same intensity stream :? It doesn't lower in intensity. Listen to the 1/4's they are still there. You are basing the "lack of intensity" on the fact that the high piano note is held which is subjective at best.

00:56:519 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - this ncing seems to be inconsistent with 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - but again my point about rhythm here and other places My bad. But i'm not dq'ing unless theres a valid reason. lets see...

01:02:240 (4,5,6) - these call for circles imo, differentiation here would work wonders to represent this build up since they look the same as the rest of the 1/4 sliders but cover different sounds Theyre definitely kicksliders... just listen to the kick rhythm.

01:16:209 - song changes here too, lots of drums introduced but the emphasis doesn't really change. the flow gets sharper sure but i think you could also use spacing emphasis when the drums change intensity as well like 01:17:806 (1,2,3,4,5,6) - compared to 01:18:338 (7,8,9) - and so on I want to keep the pattern consistent. expressing them differently is really awkward for mapping. sure, i can do them differently, but patterning would suffer, as would rhythm and flow.

01:32:706 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you know blue zenith had a cool part at 02:57:434 - 03:02:234 - that pretty much fits what the song is doing here too, but the stream you mapped doesn't really show off the building (or dropping, however you interpret it) intensity very well That's too bad.

01:49:069 (7,8,1) - isn't differentiated either in terms of rhythm, spacing, flow or anything, and there are different sounds here. doing it only with hitsounds is a bit lackluster imo I'm not trying to differentiate.... This is a map about consistency and streams.

01:49:735 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - this is way higher intensity but mapped the same intensity as the rest of the streams, it also has fluctuations on 01:50:200 (8,1) - that aren't emphasized at all synth-wise. 01:51:863 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - is really really underdone it's not shown off at all and the synth is going crazy and the drums are all over the place but.. the stream is the same spacing and has very few direction changes It's the same as all the others. I think your idea of intensity just differs from mine. I want a consistent map that test player's endurance, tests their ability to continue consistently getting 300's, follow the freedom-dive esque aesthetic streams etc...

01:55:056 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - outro stream but it's the same spacing throughout, the piano even peaks at 01:56:120 (1,2,3,4,5,6,7,8) - but isn't shown off at all, it's the highest pitch the piano is ever going to get. also 01:55:854 - why does the hitsound volume decrease on such an intense part? it's not as major but yeah it sound be constant volume imo ^

A lot of the direction changes feel quite arbitrary or just don't exist. 00:52:794 (1) - would be grounds for a direction change. yet 00:59:712 (1,5) - 1 has a strong sound so direction change here is good, but 5 doesn't really and they change at the nearly the same angle. 00:54:391 (1,2,3,4,5,6,7,8,9) - changes slightly on what seems to be the 7 but the stronger note is on the 00:54:923 (9) - and so forth, this happens in a lot of places in both kiais That's the idea. it's freedom dive esque in that aspect and i really like it. i think streams nowadays respect emphasis way too much and it causes right hand rhythm to be really predictable and uninteresting.

Minor stuff:

- 00:09:890 (3) - 00:10:821 (2) - missing whistle? No theyre there on purpose. spamming all whistles sounds bad. 3 is consistent with 00:10:821 (2) - anyways.
- 00:20:599 (5,7) - removing the hitsounds here would actually sound better imo since the song has no noticeable drum here Uh no... disagree.
- 00:38:027 (2) - 1/6 here you could have taken advantage of Yea i don' want to xP.

Overall the map in its current state I think does not represent the song in the best way it can and as it stands actually chooses to ignore it in both kiais and through lack of differentiation between instruments in various places. The streams have very little emphasis spacing-wise and the infrequent direction changes, while some are present and work, don't really do much to help the emphasis. The rhythm in the kiai ignores the song pretty obviously especially when the same rhythm as 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - was mapped like 00:12:883 (1,2,3,4,5,6,7,8,1) - in a non-kiai section.
[]

Sorry... I think we just have differing views on how intensity should function, and you should really consider the idea behind this map more. Look at Nakagawa kanon's freedom dive. you'll see a lot of aesthetics are borrowed there. as well, the map is a test of consistency and stamina. it's not trying to delegate different spacings to match the exact pitch and intensity of every section of music. It's looking more broadly at whole stanxas, and less narrowly at specific patterns and rhythms.
Shiirn
You're using a hell of a lot of words to say absolutely nothing, Monstrata.


Pretty much your entire post is "buh-buh-but freedom dive" and "i don't feel like it".
Topic Starter
Monstrata
There's nothing much to say. I disagree with Mir completely. I'm just giving justification so he can at least see my perspective because I have no intention of fixing what's already great.
Shiirn
Let's take a look at some random quotes.

"i think streams nowadays respect emphasis way too much and it causes right hand rhythm to be really predictable and uninteresting."
They're streams. The entire emphasis they have will be with the cursor movements, and if you're not following the melody or the patterning in the music, but instead making shit up, you're going to want to do so consistently.

"I'm not trying to differentiate.... This is a map about consistency and streams. "
Then use your precious right hand rhythm to provide the player with a varied experience.

"I want to keep the pattern consistent. expressing them differently is really awkward for mapping. sure, i can do them differently, but patterning would suffer, as would rhythm and flow."
Then you lack creativity and capability as a mapper.

"I want a consistent map that test player's endurance, tests their ability to continue consistently getting 300's, follow the freedom-dive esque aesthetic streams etc..."
You can have that without just throwing down generic 1-8, 1-16 gentle circular motions. Especially when those combinations don't actually fit the melody.



So as a whole, you're just putting out contradictory reasons so that you can rank an embarassingly generic stream map whose only defining features is being "like freedom dive guys!" and by Monstrata.

You want consistency, but refuse to follow the melody.
You want predictability, but don't use consistent motions or movement.
You want to challenge players, but bring them an unpredictable stream challenge.

This is a shitty song for various reasons (encode quality high among them), but really... you could do better. I know you can.
Natsu
gratz monstratita!
Topic Starter
Monstrata
thx natsusito
Silent Spica
Congrats Señorito Monstrata! Are you considering mapping more xi in the future?
Mir

Monstrata wrote:

Mir wrote:

well

i genuinely do have some concerns about the topdiff of this mapset

[Four Dimensions]

00:39:757 (1,2,3,4,1,2,3,4,1,2,3,4,1) - you drop the emphasis through slight spacing change thing with 00:38:426 (1,2,3,4,1,2,3,4,1,2,3,4) - for some reason here and the song hasn't really changed all that much, the intensity of both instances are similar This is just visuals. The "slight spacing change" isn't being used to create emphasis. You won't feel any emphatic difference when hitting those specific notes because of their spacing. um.. you do feel the difference, this is quite noticeable and does have an impact on gameplay. even if you say it's only aesthetics it's inconsistent with 00:39:491 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - aesthetically too, and since this map's core concept is apparently consistency, that breaks the concept.

00:45:876 (1,2,3) - I think this rhythm would fit the drums and piano better, what you have right now kinda.. doesn't really fit imo http://i.imgur.com/KpXKhZk.png What? No... this fits perfectly

00:44:812 (1,2,3,4) - all ignoring the 1/4, you could use 1/4 sliders here? I don't want to use 1/4's. 1/2 works better in building up the song.

The kiai at 00:46:941 - ignores so much of the song imo. Especially 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - this part as a lot of doubles in it that you could have mapped with 1/4 sliders or something like 00:12:883 (1,2,3,4,5,6,7,8,1) - which would not only represent the song way better but also provide respite from the constant 1/4 clicking. I want this to be a stream map. THey are definitely supported in the song and the rhythm being used is in no way confusing. That's exactly the problem, the song is using complex rhythm but the map isn't representing it. They're supported in the song by background noises sure, but if you map only the background noises you end up ignoring what makes the song.. the song, which is the problem I have with your rhythm. You can have it be a stream map in all the other places, but this doesn't rhythm doesn't really fit here. This rhythm is also separating the stanzas - they're different phrases. This is also - if I didn't misread - a concept of your map, and it's breaking it

  1. 00:51:198 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2) - sidenote the whistles here overlap each other so annoyingly when they're put on such high bpm 1/4, it actually takes away from the gameplay experience imo so what i would suggest is using a shorter whistle so that they don't overlap as noticeably
Uh.. I jsut disagree. THey're maybe annoying to you, but they fit very well for me.

00:53:061 (1,2) - is also cool as an emphasis tool but then using 1/4 sliders again for 00:54:125 (1,2) - is kind of undermapping it a bit imo, they're noticeable drums and you could have done something like http://i.imgur.com/RlPIw9N.jpg What? They're following the drum. And it really helps to separate this rhythm from the rest of the streams. If it's separating the rhythm you want, you may as well make 00:53:061 (1,2,1,2) - circles instead of 1/4 sliders because what you're doing with these is blending different rhythm 00:53:593 (1,2,1,2) - with the same objects, which is exactly what you're telling me you want to avoid. you even said earlier that "1/2 works better in building up the song."

00:54:923 - from here the song really lowers in intensity but the map doesn't at all, what would fit here is a couple of 1/4 reverses like http://i.imgur.com/bncrIlL.png or something to represent that change in intensity instead of keeping the same intensity stream :? It doesn't lower in intensity. Listen to the 1/4's they are still there. You are basing the "lack of intensity" on the fact that the high piano note is held which is subjective at best. I'm having a hard time understanding how a held piano warrants a stream then, because blending the lower and upper layer of the music for this change is in essence ignoring the separation of these stanzas, which is also, as you said, a concept of your map

00:56:519 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - this ncing seems to be inconsistent with 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - but again my point about rhythm here and other places My bad. But i'm not dq'ing unless theres a valid reason. lets see...

01:02:240 (4,5,6) - these call for circles imo, differentiation here would work wonders to represent this build up since they look the same as the rest of the 1/4 sliders but cover different sounds Theyre definitely kicksliders... just listen to the kick rhythm. okay, 01:02:240 (4,5,6) - aren't 1/4 drums in the song after all, your hitsound mislead me. this entire section is 1/2 drums, in which case why not make them all circles instead since, again, you said above "1/2 works better in building up the song."

01:16:209 - song changes here too, lots of drums introduced but the emphasis doesn't really change. the flow gets sharper sure but i think you could also use spacing emphasis when the drums change intensity as well like 01:17:806 (1,2,3,4,5,6) - compared to 01:18:338 (7,8,9) - and so on I want to keep the pattern consistent. expressing them differently is really awkward for mapping. sure, i can do them differently, but patterning would suffer, as would rhythm and flow. because the way you have it right now isn't expressing them to the fullest potential, that's why it would be hard to change

01:32:706 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you know blue zenith had a cool part at 02:57:434 - 03:02:234 - that pretty much fits what the song is doing here too, but the stream you mapped doesn't really show off the building (or dropping, however you interpret it) intensity very well That's too bad. Uhm, excuse me? Can you at least give me a reason as to why you don't want to do this, instead of saying "That's too bad." and letting it drop?

01:49:069 (7,8,1) - isn't differentiated either in terms of rhythm, spacing, flow or anything, and there are different sounds here. doing it only with hitsounds is a bit lackluster imo I'm not trying to differentiate.... This is a map about consistency and streams. you have stream everywhere else it's just 3 notes that you'd be sacrificing, and it would improve the emphasis altogether. it's still a stream map

01:49:735 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - this is way higher intensity but mapped the same intensity as the rest of the streams, it also has fluctuations on 01:50:200 (8,1) - that aren't emphasized at all synth-wise. 01:51:863 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - is really really underdone it's not shown off at all and the synth is going crazy and the drums are all over the place but.. the stream is the same spacing and has very few direction changes It's the same as all the others. I think your idea of intensity just differs from mine. I want a consistent map that test player's endurance, tests their ability to continue consistently getting 300's, follow the freedom-dive esque aesthetic streams etc... okay that's a good aim and I respect that but you're sacrificing emphasizing the song itself for making the map challenging. you're misrepresenting the song because you want to just have one massive stream that players have to click that doesn't follow the intensity of the music. emphasizing this would give a challenge, and it would test the players endurance to adapt to this change as well

01:55:056 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - outro stream but it's the same spacing throughout, the piano even peaks at 01:56:120 (1,2,3,4,5,6,7,8) - but isn't shown off at all, it's the highest pitch the piano is ever going to get. also 01:55:854 - why does the hitsound volume decrease on such an intense part? it's not as major but yeah it sound be constant volume imo ^ ^

A lot of the direction changes feel quite arbitrary or just don't exist. 00:52:794 (1) - would be grounds for a direction change. yet 00:59:712 (1,5) - 1 has a strong sound so direction change here is good, but 5 doesn't really and they change at the nearly the same angle. 00:54:391 (1,2,3,4,5,6,7,8,9) - changes slightly on what seems to be the 7 but the stronger note is on the 00:54:923 (9) - and so forth, this happens in a lot of places in both kiais That's the idea. it's freedom dive esque in that aspect and i really like it. i think streams nowadays respect emphasis way too much and it causes right hand rhythm to be really predictable and uninteresting. but what you're doing is making predictable and uninteresting rhythm that's ignoring the song - the song itself is unpredictable, just look at the places i pointed out where you ignore that unpredictable nature to put in your predictable streams. you're doing the exact thing you want to avoid doing, just without the emphasis part. your rhythm is predictable because it's all 1/4 deathstreams, and it's uninteresting because it's all 1/4 deathstreams.

Minor stuff:

- 00:09:890 (3) - 00:10:821 (2) - missing whistle? No theyre there on purpose. spamming all whistles sounds bad. 3 is consistent with 00:10:821 (2) - anyways.
- 00:20:599 (5,7) - removing the hitsounds here would actually sound better imo since the song has no noticeable drum here Uh no... disagree.
- 00:38:027 (2) - 1/6 here you could have taken advantage of Yea i don' want to xP.

Overall the map in its current state I think does not represent the song in the best way it can and as it stands actually chooses to ignore it in both kiais and through lack of differentiation between instruments in various places. The streams have very little emphasis spacing-wise and the infrequent direction changes, while some are present and work, don't really do much to help the emphasis. The rhythm in the kiai ignores the song pretty obviously especially when the same rhythm as 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - was mapped like 00:12:883 (1,2,3,4,5,6,7,8,1) - in a non-kiai section.
[]

Sorry... I think we just have differing views on how intensity should function, and you should really consider the idea behind this map more. Look at Nakagawa kanon's freedom dive. you'll see a lot of aesthetics are borrowed there. as well, the map is a test of consistency and stamina. it's not trying to delegate different spacings to match the exact pitch and intensity of every section of music. It's looking more broadly at whole stanxas, and less narrowly at specific patterns and rhythms.
The stuff I didn't reply to I'm fine with the "explanations" for.

Monstrata, come on.

If you want to compare different maps (which is never a good idea, I think we both know using other maps for justifying things on a different map isn't very solid reasoning) Nakagawa Kanon mapped the melody of Freedom Dive, but you ignore this song's melody. How could you compare that? In Freedom Dive: 01:47:974 - look at this kiai, it follows the melody in the song to a T, it does it consistently and in a challenging way that emphasizes everything in a reasonable way. Your map really isn't doing that very much, and I think you know that.

I'm sorry Monstrata, but I'm inclined to disagree with a lot of what you replied to me with, and the way you replied came across quite condescending. I would appreciate if we could treat each other with a bit of respect here, we're both trying to make this the best map it can be, so let's try to come to a compromise where that's possible.
Mun
Making a map to be "like Freedom Dive" is... interesting. Freedom Dive was ranked in mid-2012, and in the 5 years since its ranking (a week ago today), it has garnered the attention of tens of thousands of players: being one of the first maps ever to hold a 700pp play, and the first map ever to have an 800pp score.

However, though this map has stayed one of osu!'s iconic maps throughout the ages (I got into this game after watching cooker's 700pp play on it), its age began to show years ago. Modelling a map after an extremely flawed map that could never make it through The Great Filter the ranking process today won't turn out well, no matter how you try to spin it. There's not much theming going on here at all - it's just making a generic stream map represent a song really well in the sense that both are intolerable.
Pachiru
Is that normal that the diffs got like a lot useless green timing lines? I don't think it's a problem tbh, but just pointing that.
Apart from that, gg to all the gders, and Monstrata for making this ranked :)
Topic Starter
Monstrata

Mir wrote:

Monstrata wrote:

well

i genuinely do have some concerns about the topdiff of this mapset

[Four Dimensions]

00:39:757 (1,2,3,4,1,2,3,4,1,2,3,4,1) - you drop the emphasis through slight spacing change thing with 00:38:426 (1,2,3,4,1,2,3,4,1,2,3,4) - for some reason here and the song hasn't really changed all that much, the intensity of both instances are similar This is just visuals. The "slight spacing change" isn't being used to create emphasis. You won't feel any emphatic difference when hitting those specific notes because of their spacing. um.. you do feel the difference, this is quite noticeable and does have an impact on gameplay. even if you say it's only aesthetics it's inconsistent with 00:39:491 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - aesthetically too, and since this map's core concept is apparently consistency, that breaks the concept. You feel the difference not because of the spacing but because of the angle shift. The map uses a very consistent rhythm. I use aesthetic changes such as turns and dips in streams to create variety and difficulty in tracking the stream movement.

The kiai at 00:46:941 - ignores so much of the song imo. Especially 00:48:005 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - this part as a lot of doubles in it that you could have mapped with 1/4 sliders or something like 00:12:883 (1,2,3,4,5,6,7,8,1) - which would not only represent the song way better but also provide respite from the constant 1/4 clicking. I want this to be a stream map. THey are definitely supported in the song and the rhythm being used is in no way confusing. That's exactly the problem, the song is using complex rhythm but the map isn't representing it. They're supported in the song by background noises sure, but if you map only the background noises you end up ignoring what makes the song.. the song, which is the problem I have with your rhythm. You can have it be a stream map in all the other places, but this doesn't rhythm doesn't really fit here. This rhythm is also separating the stanzas - they're different phrases. This is also - if I didn't misread - a concept of your map, and it's breaking it Just because i'm not following the layer you think is the dominant layer doesn't mean I'm not following the song... Also looking at the rhythms you "want" me to map instead,
there would be very few places where streams would actually fit because the layer you believe is the strongest does not allow for stream mapping, only triplet spam, and that's not something I consider reflective of the song at all.


00:53:061 (1,2) - is also cool as an emphasis tool but then using 1/4 sliders again for 00:54:125 (1,2) - is kind of undermapping it a bit imo, they're noticeable drums and you could have done something like http://i.imgur.com/RlPIw9N.jpg What? They're following the drum. And it really helps to separate this rhythm from the rest of the streams. If it's separating the rhythm you want, you may as well make 00:53:061 (1,2,1,2) - circles instead of 1/4 sliders because what you're doing with these is blending different rhythm 00:53:593 (1,2,1,2) - with the same objects, which is exactly what you're telling me you want to avoid. you even said earlier that "1/2 works better in building up the song." Those examples aren't even related... you're taking my words out of context now. These are fine as kicksliders. They function as 1/2 clicking breaks in between streams and map the drum rhythm here.1-2-3--- 1-2-3--- 1-2-stream...

00:54:923 - from here the song really lowers in intensity but the map doesn't at all, what would fit here is a couple of 1/4 reverses like http://i.imgur.com/bncrIlL.png or something to represent that change in intensity instead of keeping the same intensity stream :? It doesn't lower in intensity. Listen to the 1/4's they are still there. You are basing the "lack of intensity" on the fact that the high piano note is held which is subjective at best. I'm having a hard time understanding how a held piano warrants a stream then, because blending the lower and upper layer of the music for this change is in essence ignoring the separation of these stanzas, which is also, as you said, a concept of your map Because the piano layer you're following isn't the layer I consider dominant. It's exactly why I don't use triplet spam rhythms too because those rhythms would reflect the piano sound you envision no? Hopefully you see my perspective now. Also just because a sound is held doesn't mean you just map it. You can default to following other sounds, especially if those other sounds are what I consider more dominant to begin with. Slapping a 2/1 slider here is a mistake, i'm sure you can agree.


01:02:240 (4,5,6) - these call for circles imo, differentiation here would work wonders to represent this build up since they look the same as the rest of the 1/4 sliders but cover different sounds Theyre definitely kicksliders... just listen to the kick rhythm. okay, 01:02:240 (4,5,6) - aren't 1/4 drums in the song after all, your hitsound mislead me. this entire section is 1/2 drums, in which case why not make them all circles instead since, again, you said above "1/2 works better in building up the song." Why not make all 1/2 circles? What? Why not make them all kicksliders? It's the same argument... Think of their function rhythmically. It's the 1/2 clicks. The kicksliders are there to maintain intensity because using 1/2 circles feels far too light for this bpm and rhythm density.

01:16:209 - song changes here too, lots of drums introduced but the emphasis doesn't really change. the flow gets sharper sure but i think you could also use spacing emphasis when the drums change intensity as well like 01:17:806 (1,2,3,4,5,6) - compared to 01:18:338 (7,8,9) - and so on I want to keep the pattern consistent. expressing them differently is really awkward for mapping. sure, i can do them differently, but patterning would suffer, as would rhythm and flow. because the way you have it right now isn't expressing them to the fullest potential, that's why it would be hard to change I'm fine with it. I think ht expresses them adequately. Feel free to give me ideas if you think there is a better way to map them that doesn't interfere with my consistent spacing structure and flow. Otherwise I am keeping because all of these 1/3 streams are necessary in this sort of aesthetic because they are trying to constrict mapper's movement through tighter and tighter angles. Breaking structure here for the sake of mapping some drums "more properly" ends up detracting from the player experience here. I don't think theres a need to express these sounds differently because fundamentally,
that would suggest that I am trying to emphasize those sounds, or highlight them, and that's not my intention.


01:32:706 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you know blue zenith had a cool part at 02:57:434 - 03:02:234 - that pretty much fits what the song is doing here too, but the stream you mapped doesn't really show off the building (or dropping, however you interpret it) intensity very well That's too bad. Uhm, excuse me? Can you at least give me a reason as to why you don't want to do this, instead of saying "That's too bad." and letting it drop? It's just a consistent stream until near the end because only that section is where the song drops slightly in intensity.

01:49:069 (7,8,1) - isn't differentiated either in terms of rhythm, spacing, flow or anything, and there are different sounds here. doing it only with hitsounds is a bit lackluster imo I'm not trying to differentiate.... This is a map about consistency and streams. you have stream everywhere else it's just 3 notes that you'd be sacrificing, and it would improve the emphasis altogether. it's still a stream map Its unnecessary for the same reasons I mentioned earlier with regard to those 1/3 streams. It causes a lot more damage just to follow notes that I don't think are important and worth highlighting anyways. As well, highlighting them is counterintuitive to my rhythm choice to begin with...

01:49:735 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - this is way higher intensity but mapped the same intensity as the rest of the streams, it also has fluctuations on 01:50:200 (8,1) - that aren't emphasized at all synth-wise. 01:51:863 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - is really really underdone it's not shown off at all and the synth is going crazy and the drums are all over the place but.. the stream is the same spacing and has very few direction changes It's the same as all the others. I think your idea of intensity just differs from mine. I want a consistent map that test player's endurance, tests their ability to continue consistently getting 300's, follow the freedom-dive esque aesthetic streams etc... okay that's a good aim and I respect that but you're sacrificing emphasizing the song itself for making the map challenging. you're misrepresenting the song because you want to just have one massive stream that players have to click that doesn't follow the intensity of the music. emphasizing this would give a challenge, and it would test the players endurance to adapt to this change as well I think i'm interpretting it just fine. There is no correct way to interpret the song. I disagree strongly with how you think it should be interpreted. You are welcome to map your own version if you believe my interpretation won't express the song the best. But my interpretation has strong ideas and mapping techniques behind it too. Please don't discredit my map just because you disagree with it.

01:55:056 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - outro stream but it's the same spacing throughout, the piano even peaks at 01:56:120 (1,2,3,4,5,6,7,8) - but isn't shown off at all, it's the highest pitch the piano is ever going to get. also 01:55:854 - why does the hitsound volume decrease on such an intense part? it's not as major but yeah it sound be constant volume imo ^ ^ ^

A lot of the direction changes feel quite arbitrary or just don't exist. 00:52:794 (1) - would be grounds for a direction change. yet 00:59:712 (1,5) - 1 has a strong sound so direction change here is good, but 5 doesn't really and they change at the nearly the same angle. 00:54:391 (1,2,3,4,5,6,7,8,9) - changes slightly on what seems to be the 7 but the stronger note is on the 00:54:923 (9) - and so forth, this happens in a lot of places in both kiais That's the idea. it's freedom dive esque in that aspect and i really like it. i think streams nowadays respect emphasis way too much and it causes right hand rhythm to be really predictable and uninteresting. but what you're doing is making predictable and uninteresting rhythm that's ignoring the song - the song itself is unpredictable, just look at the places i pointed out where you ignore that unpredictable nature to put in your predictable streams. you're doing the exact thing you want to avoid doing, just without the emphasis part. your rhythm is predictable because it's all 1/4 deathstreams, and it's uninteresting because it's all 1/4 deathstreams. Similar to what I already stated earlier.


[]

Sorry... I think we just have differing views on how intensity should function, and you should really consider the idea behind this map more. Look at Nakagawa kanon's freedom dive. you'll see a lot of aesthetics are borrowed there. as well, the map is a test of consistency and stamina. it's not trying to delegate different spacings to match the exact pitch and intensity of every section of music. It's looking more broadly at whole stanxas, and less narrowly at specific patterns and rhythms.
The stuff I didn't reply to I'm fine with the "explanations" for.

Monstrata, come on.

If you want to compare different maps (which is never a good idea, I think we both know using other maps for justifying things on a different map isn't very solid reasoning) Nakagawa Kanon mapped the melody of Freedom Dive, but you ignore this song's melody. How could you compare that? In Freedom Dive: 01:47:974 - look at this kiai, it follows the melody in the song to a T, it does it consistently and in a challenging way that emphasizes everything in a reasonable way. Your map really isn't doing that very much, and I think you know that.

I'm sorry Monstrata, but I'm inclined to disagree with a lot of what you replied to me with, and the way you replied came across quite condescending. I would appreciate if we could treat each other with a bit of respect here, we're both trying to make this the best map it can be, so let's try to come to a compromise where that's possible.
[]

You really missed the point of my map, and are modding it with the idea that what you think is the dominant layer is the correct thing to follow. Your interpretation of the song just differs completely from mine. If i come across as condescending, it's because I'm replying to your view that you think what you are following is the correct method, and mine is incorrect. I really urge you to consider it from my perspective first. The concept is evidently not flawed. If you want to improve it, improve it from how I want it mapped, that's how you make a map better. If you simply disagree, then there's not much we can say because that's simply a disagreement in mapping philosophies. I'm taking the time to explain what my intentions are because you took the time to write out this mod, but you aren't considering it from my perspective :P.
Topic Starter
Monstrata

Mun wrote:

Making a map to be "like Freedom Dive" is... interesting. Freedom Dive was ranked in mid-2012, and in the 5 years since its ranking (a week ago today), it has garnered the attention of tens of thousands of players: being one of the first maps ever to hold a 700pp play, and the first map ever to have an 800pp score.

However, though this map has stayed one of osu!'s iconic maps throughout the ages (I got into this game after watching cooker's 700pp play on it), its age began to show years ago. Modelling a map after an extremely flawed map that could never make it through The Great Filter the ranking process today won't turn out well, no matter how you try to spin it. There's not much theming going on here at all - it's just making a generic stream map represent a song really well in the sense that both are intolerable.
I'm not using Freedom dive as an excuse for why I think this map is also rankable. That's just wrong :P. Freedom dive was the inspiration, and this map was created with freedom dive's stream aesthetics in mind. everything else is me.
hi-mei
theres nothing super bad with this map, cmon guys
he mapped backgrounds cuz he wanted to, yes it doesnt really work but well, its his right to do w/e he wants if its inside the borders of rc

i dont see any significant problems here except hitsounding, but who cares, everyone uses their own skins with hitsounds

its just another mediocre map, let it go
Skyrovania

hi-mei wrote:

theres nothing super bad with this map, cmon guys
he mapped backgrounds cuz he wanted to, yes it doesnt really work but well, its his right to do w/e he wants if its inside the borders of rc

i dont see any significant problems here except hitsounding, but who cares, everyone uses their own skins with hitsounds

its just another mediocre map, let it go

posts like this is why the ranked section is filled with maps that are only barely rankable and don't incite mappers to improve their work at all, gg
Natsu
But Monstratita is right a mapper is free to follow any track that they want, so you need to take that in mind before modding something
Pachiru
BN Battle 2017
Mir vs Natsu & Monstrata

7:00 PM at Staples Center
Shiirn

Natsu wrote:

But Monstratita is right a mapper is free to follow any track that they want, so you need to take that in mind before modding something
A mapper reserves their right to make a map below their capabilities.

Everyone else reserves the right to point this out to said mapper.


You should really, really, really be familiar with these lines of thought, Natsu. ;)
Tarrasky
congrats meme mapper
Naxess
Having a different perspective and interpretation doesn't mean they are equally ideal for the ranked section.

You feel the difference not because of the spacing but because of the angle shift. The map uses a very consistent rhythm. I use aesthetic changes such as turns and dips in streams to create variety and difficulty in tracking the stream movement.
These "dips" and "turns" do create variety and difficulty, but it barely follows the song in a consistent manner. As such, both the difficulty as well as the aesthetics become incoherent and unrepresentative of the song, which is the core of the problem.

Just because i'm not following the layer you think is the dominant layer doesn't mean I'm not following the song... Also looking at the rhythms you "want" me to map instead,
there would be very few places where streams would actually fit because the layer you believe is the strongest does not allow for stream mapping, only triplet spam, and that's not something I consider reflective of the song at all.
Generally the most prominent layer is what makes the song what it is. The problem isn't your rhythm choice, the problem is that a lot of the details in the song are ignored without the slightest indication that anything is different. You may argue that some angle changes or flow turns, but since these are already done incoherently, that connection is unlikely to be drawn. This in turn becomes detrimental to the map's overall quality.

Those examples aren't even related... you're taking my words out of context now. These are fine as kicksliders. They function as 1/2 clicking breaks in between streams and map the drum rhythm here.1-2-3--- 1-2-3--- 1-2-stream...
Mir is not taking your words out of context, the examples are actually related. The point of focus here is the comparison between the map and the song. the previous 1/2s reflect drums each 1/1. These, however, reflect drums on each 1/2. This is why circles were suggested to reflect that difference.

Because the piano layer you're following isn't the layer I consider dominant. It's exactly why I don't use triplet spam rhythms too because those rhythms would reflect the piano sound you envision no? Hopefully you see my perspective now. Also just because a sound is held doesn't mean you just map it. You can default to following other sounds, especially if those other sounds are what I consider more dominant to begin with. Slapping a 2/1 slider here is a mistake, i'm sure you can agree.
Slapping a 2/1 here isn't what was suggested, because that would completely ignore the background layer. Mir specifically suggested 1/4 reverse sliders in order to cover both layers while giving emphasis to the most dominant one in order to represent the song more accurately. You may argue that this wouldn't be consistent, but that's only because you mapped everything else with the same mindset as you did these, and doesn't retract from the initial argument.

I'm fine with it. I think ht expresses them adequately. Feel free to give me ideas if you think there is a better way to map them that doesn't interfere with my consistent spacing structure and flow. Otherwise I am keeping because all of these 1/3 streams are necessary in this sort of aesthetic because they are trying to constrict mapper's movement through tighter and tighter angles. Breaking structure here for the sake of mapping some drums "more properly" ends up detracting from the player experience here. I don't think theres a need to express these sounds differently because fundamentally, that would suggest that I am trying to emphasize those sounds, or highlight them, and that's not my intention.
There's really no need to break structure at all, you could potentially just lower the spacing between 01:13:548 (1,2,3,4,5,6,7,8,9) - and any other 1/3 stream until the point that the drums kick in. That way the map would actually imply that something is different from the previous streams. Not wanting to emphasize those sounds is essentially just ignoring that they're there in other words, which would be unrepresentative of the song.

It's just a consistent stream until near the end because only that section is where the song drops slightly in intensity.
The argument for the above point also applies here. By intentionally implying that nothing changes, the map is basically ignoring that the drums in the song are now completely gone. The same idea can be applied to the way the piano is completely ignored for the sake molding the map into what you imagined it would be, without respect for what the song itself is actually expressing.

Its unnecessary for the same reasons I mentioned earlier with regard to those 1/3 streams. It causes a lot more damage just to follow notes that I don't think are important and worth highlighting anyways. As well, highlighting them is counterintuitive to my rhythm choice to begin with...
You assume that the only way to reflect these is through rhythm and fear that any change made in this regard will no longer make your map worthy of the title "stream map", when in reality you can do so through the many other aspects given in the game. Just think of spacing, flow, angle changes, etc. The things you used to give visual charm and difficulty can also be used reflectively. There's no need to ignore the song to make these come alive. Problem with implementing it now, with the map in it's current state, is that it would lack contrast due to the way these concepts are previously incoherent. You may assume that implementing this, as you assume I am envisioning it, would be even more counter-intuitive, but this is where mapping skill shines most.

I think i'm interpretting it just fine. There is no correct way to interpret the song. I disagree strongly with how you think it should be interpreted. You are welcome to map your own version if you believe my interpretation won't express the song the best. But my interpretation has strong ideas and mapping techniques behind it too. Please don't discredit my map just because you disagree with it.
Mir's intent is not to discredit your map, it is to help you improve it before it's too late. There may be no correct way to interpret or map a song, but there are certainly ways that are better than others in many perspectives; otherwise there wouldn't be a need for a ranked section or ranking system. Encouraging Mir to map their own version is just irrelevant and irresponsible at best. How strongly you disagree does not matter in a discussion. What matters is how you argue for your cause. Solely disagreeing really only ends it with Mir's argument unanswered.


Seriously, just because something is rankable doesn't mean it should be ranked. Just because something is subjective doesn't mean it's invalid. Just because you disagree with a perspective doesn't mean you should ignore it's arguments. At least discuss it properly instead of saying that their standpoint is different from yours and leaving it at that.
Topic Starter
Monstrata
I did? I think you're making a really big assumption that I'm just saying "we have different viewpoints, therefore there is no discussion". I clearly explained the concepts I utilized on the highest difficulty. Mir is operating on the idea that the kiais should follow the high piano rhythm as the dominant layer. Fundamentally, we disagree on that notion because I don't believe the high piano layer is the dominant layer. The track is incredibly rich in layers. If you look at Mir's suggestions, they all involve mapping the high piano layer which he believes is dominant. Because we fundamentally disagree on the correct layers, it's very difficult for me to discuss every point he brings up without at least referencing our fundamental disagreement.

Suggestions like "why didn't you map this / why didn't you highlight these specific notes / why didn't you emphasize this particular high piano note" all make the assumption that the high piano layer is the layer I should be following. Hopefully you can see why this won't work. It's making an incorrect assumption that the high piano layer is the layer that should be followed, and building a mod around fixing my map to reflect the high piano layer.
Tarrasky
last diff, just a little question

  1. 00:46:941 - until 00:58:315 - respecting the stronger song of the drums, making 1/4 slider jumps when necessary, like 00:50:666 (1,2,3,4) - and still ignoring piano songs like 00:53:526 - 00:54:058 - for gives more emphasis in the drums,
  2. 00:58:382 - until the end of first kiai - certainly not following the drums, with clearly ignored in 01:00:644 - until 01:01:708 - with musically speaking are the same beat than 00:53:061 (1,2,3,1,2,3) - for example.
Can you explain, in your perspective, why this inconsistency? Because, in my opinion, the map must be at least consistent with moments that are musically the same, there's no why you add these notes for example 00:58:382 (1,2) - and being completely unstable with 00:49:868 (5,6,7,8) - that is the same song (you have added a normal sample clap in here 00:58:515 (2) - just because is a sliderjump? and in 00:50:000 (7) - that is the same song there aren't these hitsounds).
Topic Starter
Monstrata

Tarrasky wrote:

last diff, just a little question

  1. 00:46:941 - until 00:58:315 - respecting the stronger song of the drums, making 1/4 slider jumps when necessary, like 00:50:666 (1,2,3,4) - and still ignoring piano songs like 00:53:526 - 00:54:058 - for gives more emphasis in the drums,
  2. 00:58:382 - until the end of first kiai - certainly not following the drums, with clearly ignored in 01:00:644 - until 01:01:708 - with musically speaking are the same beat than 00:53:061 (1,2,3,1,2,3) - for example.
Can you explain, in your perspective, why this inconsistency? Because, in my opinion, the map must be at least consistent with moments that are musically the same, there's no why you add these notes for example 00:58:382 (1,2) - and being completely unstable with 00:49:868 (5,6,7,8) - that is the same song (you have added a normal sample clap in here 00:58:515 (2) - just because is a sliderjump? and in 00:50:000 (7) - that is the same song there aren't these hitsounds).
I thought the first kiai was still easy enough to allow for some variable rhythm. The first kiai's track isn't as consistent as the second kiai too. For example 00:50:666 (1,2,3,4) - as you pointed out, is the only place where there's four kicks in a row. Second kiai is completely consistent though so it's mapped as such. Well, anyways, i appreciate that you are pointing out inconsistencies with my map's idea intact. I don't think it's necessary to change this since 98% of the map is consistent so its okay to variate a bit on the first kiai, but this is something I can fix if we find something worth dq'ing in the future. I feel changing this would just be "different" and not "better" basically, so I'd prefer to leave it, but thanks.
hi-mei
I thought in 2017 arguments like "its my style u dont understand" doesnt work?

i mean, yea these mods are the same like "ure style is shit i dont like it" but its not like one person said that, its a lot of people seeing a problem with it

and also it brings up a question, like

do you really know what youre doing?

its not a map you can play, or a map that people can play
its map for 5-10 guys in the entire community who can properly estimate it, or to be real, for 1 person


i still think this map is decent, not great, the mapper doesnt really understand the music hes mapping but its above "shit" threshold
so gz on rank i guess?
_handholding
fk I posted a mod but I deleted it whilst editing... I'll redo it again later
Topic Starter
Monstrata
:eyes:
Mercusheigan
SPOILER

Monstrata wrote:

By "lots of people" I assume you mean Mir? :P.

Okay, let me explain the situation through re:zero.

So once upon a time their lived a NEET named Subaru.



One day, Hooker Rem comes up to Subaru and is like "Yo my boi Soobz I heard you liked Emilia, so I'm going to help you out!"



And then she tells Subaru all these things like "okay dude, so first, you ahve to act like you care a lot about people cuz Emilia likes people who care abot ppl and you have to tell her that being a half elf is great awesome sugoi and that way you can win her over! also you need to do something about ur hair is hideous, and also stop wearing the same jacket every day like wtf are you some shounen protagonist or something"



But then Subaru is like.... "But..."



[]

Hopefully we reach some mutual understanding now.

what the fuck
hi-mei
dude you got some problems
Ideal
re:zero is garbage just like all anime

now direct your flaming towards me
Adiopulse
I'm not here to ruin the game, I'm here to ruin your game


Atsuro's Extra
00:07:229 note should be here
00:07:296 (9,10) this should just be on slider

00:07:562 suggest using this for better accent of the notes https://puu.sh/wA1hz/16c46a7095.png

00:11:885 in this pause section you could really benefit from mapping those low base/synth sounds with sliders and give you a really good entry into 00:20:333

00:33:637 this is part is wrong, here's how it should look like https://puu.sh/wA1NB/0669599a2b.png the 8 combo note was on a `1/4 snap and should be on a 1/6 at 00:33:992

00:34:369 add a note here

00:38:027 should be a small 3 1/6 stream instead of the 2 1/4 you have here to better reflect the piano

00:43:149 add a note here

00:52:794 (3) this doesn't really make sense to me really, the kick back doesn't even align with the big kick at 00:53:061

01:00:245 something HAS to accent this kick, you do it for the rest in this combo

01:01:309 (3) another awk slider like last time

01:15:411 (10) no reason for this to kick back

4 Dickerinosion
00:03:304 should be like this to match the rhythm https://puu.sh/wA46B/c62395b45c.png

to stay consistent with your changing direction of the stream 00:24:058 (1) this should be accented more like the ones prior
00:25:588 (8) ^

I find that you are very inconsistent with the gimmick
Topic Starter
Monstrata

Adiopulse wrote:

I'm not here to ruin the game, I'm here to ruin your game


Atsuro's Extra
00:07:229 note should be here
00:07:296 (9,10) this should just be on slider

00:07:562 suggest using this for better accent of the notes https://puu.sh/wA1hz/16c46a7095.png

00:11:885 in this pause section you could really benefit from mapping those low base/synth sounds with sliders and give you a really good entry into 00:20:333

00:33:637 this is part is wrong, here's how it should look like https://puu.sh/wA1NB/0669599a2b.png the 8 combo note was on a `1/4 snap and should be on a 1/6 at 00:33:992

00:34:369 add a note here

00:38:027 should be a small 3 1/6 stream instead of the 2 1/4 you have here to better reflect the piano

00:43:149 add a note here

00:52:794 (3) this doesn't really make sense to me really, the kick back doesn't even align with the big kick at 00:53:061

01:00:245 something HAS to accent this kick, you do it for the rest in this combo

01:01:309 (3) another awk slider like last time

01:15:411 (10) no reason for this to kick back

4 Dickerinosion
00:03:304 should be like this to match the rhythm https://puu.sh/wA46B/c62395b45c.png What? nope, its supposed to be a triplet to match the other triplets.

to stay consistent with your changing direction of the stream 00:24:058 (1) this should be accented more like the ones prior clockwise to counterclockwise flow shift.
00:25:588 (8) ^ ^

I find that you are very inconsistent with the gimmick
Net0
The only thing I'd request to change in this mapset is the last diff name. Why four dimensions top diff name if your map is not a tribute or similar to the original Freedom Dive map? (not saying Blue Zenith is similar either, but I wasn't really involved with mapping when that got ranked). If it's just because it's a xi song I'm ok with that as long as the next mappers who want to rank xi stuff will also be capable of using that diff name.
note551

Net0 wrote:

The only thing I'd request to change in this mapset is the last diff name. Why four dimensions top diff name if your map is not a tribute or similar to the original Freedom Dive map? (not saying Blue Zenith is similar either, but I wasn't really involved with mapping when that got ranked). If it's just because it's a xi song I'm ok with that as long as the next mappers who want to rank xi stuff will also be capable of using that diff name.
I believe it's a sequel of sorts to freedom dive
Kyouren
Glorious Crown is sequel from Freedom Dive. If you listening the full version in the middle song, that has Freedom Dive part
-Sh1n1-
I like how "monstratita" sounds, I should start to call u like that :3 Gratz bro
Ascendance
Writing walls of text on Monstrata maps is a rite of passage as a new BN, ushered forward by the era of Naxess and carried forth by his pupil Mir
Vivyanne
Edit: this isnt how i should be, even when tripping out and getting triggered. I'm sorry for not being able to keep my posture, i expect no further response.

original post if you care
00:22:994 (1,1) - so both of these have a sharp angle here to emphasise the drum that comes in here, however at 00:24:058 (1,5) - you go about making the stream feel natural eventhough the song has the same sounds playing? i think this is an inconsitency
00:48:803 (5) - missed NC? the sound that's playing here is very similar to 00:48:271 (1) - which also had its own NC
00:54:923 (9) - would've loved to see this note be emphasised a bit more as its like a closure to me. the drum sound here seems to have a longer sound duration than the others (00:54:391 (1,5) - ) and yes it's stronger than the others. just try to consider adding in at least some NCs here to get it going good
00:58:648 (1,2,3,4,1,2,3,4) - i fail to understand what was tried to be achieved here. what's being emphasised? it just feels like you started to feel that your streams were becoming too bland (which they are btw) so you just throw this in? it's making for a massive inconsistency in the streams and I'd suggest making this similar to the other 16 note boringness as before. not to mention that 00:59:180 (1,2,3,4,5,6,7,8) - is where all the drums are.
01:01:309 (9) - finish here like 01:00:776 (1) - but this time without emphasis!
01:03:970 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - can you PLEASE find a way to make this stand out more above the rest of the part. i mean, the streams i think should increase in spacing and increase even more off of 01:04:502 (9) - due to the pitch reaching an all-time high that wasn't done anywhere else in the song before and due to the extra background noices that are being added up to this particular set of notes. for the sake of representing a song through a map please do something
01:06:896 (1) - i like to believe that this slider shouldnt be visually the same as 01:07:162 (1) - due to the big difference in sound that they emphasise. 01:06:896 (1) - is clearly a different drum beat thats being emphasised as 01:07:162 (1) - which i think you should also be able to figure out. if caring about visuals, then i think this should most definetly change as if visuals were actually important you would differenciate objects accordingly to emphasise the difference in sounds that the song makes.
01:16:209 (7,8,9) - really no care in making this different? heck even stacking would already make a great difference in showing that the music changes here. if i were to play this map without the song itself i would never be able to see that the song is changing any bit at all.
01:39:890 (1,2) - HOLD YOUR HORSES HERE FAM where the Living Hell is my Clickable Objects? ?? ? in all seriousness though, if you really feel like these should be kicksliders there might be something wrong with your headset/speaker/ear pods. the song here clearly has 4 drumbeats played on the 1/4 here but the map doesn't acknowledge them at all by making only half of them clickable. major concern imo
01:51:664 (6,4,5) - chap even for my standards on visuals this just bad
01:55:056 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - ok? so no emphasis on any of the 1/8 played here? like, not even mapping in 1/8 kicksliders to show that you're listening to the song here? also the last 8 notes don't have decreasing spacing while the song is clearly decreasing in intensity? damn time to buy some new audio setup boi cuz it feels like you have none.

"You're rude" is not really relevant when I as a player constantly find maps in the qualified section that looks like they had no effort put into them and were only made for gaining popularity and increasing his ego. This map feels very low quality, as if the mapper didn't give a single attempt to represent the song, but instead gives the impression "oh i mapped it in 1 hour lolxd." Please, try to put some more effort into your mapping and don't make streams that are this bland and boring to play. I haven't managed to finish the map once due to me clicking out of the map because I'm so bored, and I don't ever intend to look back. The map in its current state is a massive inconsistent pile of trash that shows no regard for what xi's song is doing
Enitoni
I'm not really a mapper, so I'm not going to do any modding, as I don't have the experience. I don't expect to not get backlash from this point, but I'm going to be blunt either way as I believe honesty is the best way to go.

I do want to give my word on this situation however and how I feel about the map. The map (top diff) to me feels like a shitty Freedom Dive ripoff, what's funny about it is that it lacks all the fun and creativity that Freedom Dive had. I feel like a lot of the streams, especially the ones near the end don't really represent the song at all, you can hear this intricate melody happening present in the song, but the streams don't really change in spacing, direction or flow to represent it. Overall, I feel the map was rushed to get it ranked as soon as possible, it feels very low quality and not to mention bland and boring.

I also want to address the arrogant vibe you're giving off here, Mr Triangle. There are many valid points that Mir and Naxess came with, but instead of listening to them, you actively act rude and condescending, dismissing the points. "That's too bad" is not a valid argument against a mod point, it's childish and immature. Is it because you think your map is perfect and needs no correction? I got that vibe when you said "I have no intention of fixing what's already great." Because you're a BN, and because everyone looks up to you, there's a cult of people who follow you and actively shut down other people who disagree with you, do you really want people to represent you this way?

Mir and Naxess are not trying to get your map forgotten and deleted, they are trying to improve it. So stop being stubborn and unreasonable and listen to them. Your map falls under the category "barely rankable" otherwise, which is of course the reputation you have gained now.

You should really try and step down a bit Monstrata, nobody likes arrogance.
Syph

HighTec wrote:

aoiuzhfnojklsnhfsek
what made u have an attitude like this lol u don't have to flame people in nearly every sentence and act so condescending for no reason
also a honest question can u even play a map like this because i think "i haven't even managed to finish the map once because it's boring" is kinda irrelevant when you can't even actually pass it

just a personal comment from taking a quick look at the map myself: i think the 1/3 section could've been a bit more interesting by changing direction or spacing or whatever on the stronger notes like 01:16:209 (7,8,9,1) - 01:16:741 (1,2,3,4) - 01:17:273 (7,8,9,1) - etc
Vivyanne
Edit: .
SnowNiNo_
mfw everyone can write an essay except me
Grim Rapper

SnowNiNo_ wrote:

mfw everyone can write an essay except me
no need an essay to make an argument to this mapset tbh

2017 mapping is became to crumbled
_DT3
Why tf is there a bird skeleton in the bg :thinking:
Swiftrax
GGs on ranking of this set :D

My friend really hates this track by xi, so I've been notifying him constantly xd
Anxient
>ranked when everyone said otherwise

monsy is the literal and actual madman. congratz man
unko
every diff in this sucks

500th post
Logic Agent

unko wrote:

every diff in this sucks
fuck you and fuck scuttlebug
unko
yeah you too
Yashui-
:P :P :P :P :P
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