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MAXIMUM THE HORMONE - A-L-I-E-N

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Monstrata
It really seems like the community hates this map huh...

UndeadCapulet wrote:

this is sick

Liiraye wrote:

I love maps that go from really fast to really slow, especially towards the end.

Even though this is too hard for me to enjoy, I think arguing that the easy part would somehow arbitrarily make the map bad is silly. Having your only point being 6* would be better than 8* doesn't help much. That could go for ANY hard map out there, it doesn't say much about the map itself.

eeezzzeee wrote:

ya. i like the contrasting aesthetics of this map btw

bbj0920 wrote:

what the actual fuck is this

nice concept though

Pereira006 wrote:

we did make more ugly, Shame question where you from ?

irc
20:36 Pereira006: LET'S DO THUS
20:37 *Monstrata is editing [https://osu.ppy.sh/b/978026 Maximum the Hormone - A-L-I-E-N [Stop! Stop Winny Upload!!]]
20:37 Monstrata: 8.5 stars lmaooo
20:37 Monstrata: ahahahah
20:40 Pereira006: 00:48:737 (2) - that ugly lol
20:40 Monstrata: xD
20:40 Monstrata: make it uglier?
20:41 Pereira006: yes like this 00:42:090 (3) -
20:41 Pereira006: pls
20:41 Monstrata: looool
20:41 Monstrata: oka
20:41 Monstrata: y
20:41 Monstrata: :D:DD
20:43 Monstrata: http://puu.sh/pzPLu.jpg
20:43 Monstrata: am i doing this right?!
20:43 Pereira006: GOOD JOB
20:43 Pereira006: 01:41:058 (3) - i suprise you didn't hat NC
20:43 Pereira006: WHY ?!"
20:44 Monstrata: oh
20:44 Monstrata: right
20:44 Monstrata: omg
20:44 Pereira006: TELL ME
20:44 Monstrata: do you think i should NC 01:41:272 (5) - too?
20:44 Monstrata: xD
20:44 Pereira006: 01:46:531 (2) - well BPM change is huge
20:44 Pereira006: NC ?
20:45 Pereira006: i don't know, there lot jump actually you don't NC
20:45 Pereira006: bu you can that NC
20:45 Pereira006: 01:49:654 (4) - ^ same NC
20:46 Monstrata: okay
20:46 Pereira006: well just saying missing NC
20:46 Pereira006: example 01:48:572 (1) orz
20:47 Monstrata: ya
20:47 Monstrata: its hard here cuz of all the bpm shifts
20:47 Pereira006: ya i know
20:48 Pereira006: i wonder other why didn't NC example 01:53:585 (2) -
20:48 Pereira006: but actually that is fit song ...
20:48 Pereira006: i don't know... i wonder other BN see that
20:48 Pereira006: or qat
20:48 Pereira006: OR LOCTAHV
20:51 Pereira006: lmo
20:53 Pereira006: that all
20:53 Monstrata: o lol okay gimme a sec
20:54 Monstrata: bonsai mention 04:37:266 (3) - is too early so im going to get a better offset reset
20:55 Pereira006: ayy
21:00 Monstrata: okay moved it to 04:37:276 -
21:00 Monstrata: +10 ms
21:00 Pereira006: ónly that ?
21:00 Monstrata: should be enough
21:00 Pereira006: ARE U REALYIDFSIFDGBSF SURE =!
21:00 Pereira006: ?!
21:01 Monstrata: and also 04:37:763 (1) -
21:01 Pereira006: lol
21:01 Monstrata: shifted offset for the "stop"
21:01 Monstrata: cuz i told pishifat i wanted to follow instruments
21:01 Monstrata: but i guess for those S T O P sliders i want to follow vocals
21:01 Pereira006: i don't you follow
21:01 Monstrata: the song's vocals and instruments are on different offsets so im just shifting them to vocal offset instead of instrument lol
21:01 Pereira006: but the bpm or offset
21:01 Pereira006: should be snap correct
21:02 Monstrata: yep
21:02 Pereira006: if there beat
21:02 Pereira006: then Beat > allthing
21:02 Pereira006: if no beat, only instrumental
21:02 Monstrata: well, it depends what you want to follow tho xD
21:02 Pereira006: then instrumental > all things
21:02 Monstrata: Vocal beat and Drum beat is like 10 ms different
21:02 Pereira006: ya i know
21:02 Pereira006: but is better if you put snap correct is beat
21:02 Monstrata: but yea 99% of map is following beat/drum beat/ instrument beat
21:02 Pereira006: well if you wanna snap vocal or instrumental
21:03 Pereira006: is risky guidelines
21:03 Monstrata: i just change for 04:33:754 (1) - 04:35:730 (1) - 04:37:763 (1) - 04:39:787 (1) -
21:03 Monstrata: everything else is beat. just those 4 sliders are vocal
21:03 Pereira006: did u update ?

#bubble 1

Enkidu wrote:


this is a legendary map, have a kudosu star, this deserves a rank, arguably the best map i've seen in my two long years playing this game : ^)

edit: i'm serious i want to see this ranked lol

CelsiusLK wrote:

well
if the map is intend to be ugly then saying this map is so ugly might be a compliment instead xd

#Mind = Blown

the guitar intro sound like 1/3 for me tho lmao

Desperate-kun wrote:

Grand mapping. This is exactly what my interpretation of this song would look like, except I wouldn't be able to pull it off and finish it. Also everyone complaining about the slidershapes being 'ugly' should calm down and think for a moment. The sliders are just as 'ugly' as the song, both in a good way.

EDIT: Also, please stop saying it goes against any 'standards of quality'.

Spaghetti wrote:

ok what u guys dont understand is that if the map was the same without the ugly sliders you wouldnt be complaining :\

VINXIS wrote:

it was made to look like shit/for aesthetic purposez not to be the ahrdest ranked map u can ask monstrata huimself

if som parts that actualy "boost" sr play lik shit hed proly chang it..

snoverpk wrote:

this entire thread is a bunch of nonsensical arguing
i mean seriously listen to yourself "ewww this map isn't aesthetic where are the qats pls only aesthetic we need triangles"

Broodich wrote:



this map is rly fun i hope it gets ranked :D

Bonsai wrote:

Hello, I am a completely uninvolved BN who has never M4M'd with any other BN since he became BN and I just wanted to say that I like this map and I hope it gets ranked soon once the timing-issues have been fixed

ok cya guys

Illkryn wrote:

hey guys look at me im in a drama thread

if it was bubbled and you don't like it help it improve?

i think im saying this in every drama thread now but if you don't like it, ignore it.

i looked at the map and i dont rly mind tbh i want it to rank so i can get a phatty pass on it tbh

also all u slow noobs always so emotional over maps u cant play xddd

Spaghetti wrote:

i dont understand why ugly sliders = bad quality it makes no sense lol

captin1 wrote:

i love when people who don't understand anything that they're talking about try and criticize a map for doing what the creator intended. the messy sliders absolutely fit the style of the song, so stop being a bunch of r/osugame shitlords and take a hike. there's no reason to say that sliders done erratically mean that the "map quality" is low, if you think that you're completely shallow.

gl monstrata hope these people leave you alone soon

Haruto wrote:

i feel so sad to monstra who had taken all of his effort for this map.

i still dont understand why this shouldnt be ranked/qualified, there is no unrankable stuff on the map anyway. it is didnt play well like i expect but please respect the mapper ;;

gl monstra, i hope those guys will realize themself and can leave you alone soon :(

CypCypCyprian wrote:

holy fuck it's actually not bad

Nevo wrote:

Random new mapper strolling by, but I since I don't want to say anything because of my experience I love how you spelled stop at the end :D Past that I want to see this ranked really bad.

HabiHolic wrote:

Star. good luck!

StarrStyx wrote:

I just love it when ppl say mapping isnt art l o l
How come it isnt? Its a form of creativity after all XD

-kevincela- wrote:

I haven't been following the situation, but the last post just feels so wrong that i somehow have to reply in a way or another.

Sophia wrote:

If I smear you with elephant feces and cover you in duck feathers while singing the lyrics to Pensamento Tipico de Esquerda Caviar wearing a watermelon around my neck in front of a cheering crowd that would be an incredibly creative way of publicly humiliating you and making myself look like a retard and that is in no way art.
Let's just skip this part, which is nonsensical and also quite embarassing.

Sophia wrote:

But let's amuse yourselves that mapping is "art", even for a bit.
Let's pick a dictionary and search for the word "art". Here is the definition, according to Oxford Dictionaries (http://www.oxforddictionaries.com/defin ... nglish/art):

The expression or application of human creative skill and imagination
What is a map, if not an expression of somebody's imagination and skill? If we also take the fact that mapping is based on music, which is by some considered as the most direct type of art, then we can say that mapping is also an art. This is based on a DEFINITION, so I don't think there's really much to say about this!

Sophia wrote:

Do you think mapping is a form of art which could even one day hope to compare to literature?
Why are you even comparing mapping to literature? It's like comparing engraving to music, they have nothing in common except for the fact they're both art expressions. They have completely different audiences as well as intentions, why the heck would you do this? lol

Sophia wrote:

I'll be looking for the day you mapping the next TV Size Anime Opening by LiSA makes an impact in society or any form of culture in the world in a relevant way.
Even a tv size map can be art, it would probably "low quality" art, but it's an interpretation of a song by somebody nonetheless, thus it is art. Also, do you really think art's purpose is to impact society in any way? Haven't you studied the Aesthetic and Romantic movements, where writers wrote mostly just for themselves, recluding themselves from the outer society? Only some art currents have this purpose of "impacting" someone, it's still mostly something depending from the subject who wants to create that piece of art for his own reasons.

I don't know the context in which this whole discussion has been put into, but whatever conception somebody has on an object can be considered as art, even if we're talking about mapping. Hell, Duchamp went as far as saying that art can be a mere process of selection, instead of creation!

The OT ends here for me, I hope you understood what I meant and have a good day.

melloe wrote:

estellia- wrote:

already missing the point, so many things have been brought up about this map and you're neglecting everything else

people have already time and time again stated the fact that monstrata contradicted himself by saying its a map he made for "lolz" and yet still has serious meaning behind it, and somehow that meaning is some shitty excuse of "philosophy". boi, if it were anyone who prompted the "artsy" argument first it'd be monstrata trying to be edgy and defending himself in the shittiest way possible lol. the fact that people are still defending monstrata is such a joke.

all i'm typing out here is an opinion. as much as i see no value in monstrata's map, perhaps you see no value in my argument. many things to mention about what you said about what i said but i'm seriously too lazy lol. typing out arguments is a pain in the ass, especially when it won't make sense to you anyways
There is value in your argument in that it brings up (and is itself) a kneejerk reaction for many people who encounter something they find unfamiliar or ugly, which is to promptly slap the label "art" on it and declare it pretentious frivolity. Is it a logically sound argument? No, I don't think so.

You also have to understand that when Monstrata waxes poetic in his long posts that he is meming. He's invoking Horace (he literally said "yolo" in his post), he's posting huge walls of quotes from Woody Allen and Confucious, he linked Christina Aguilera's "Beautiful." He actually posted the actual god damn Tatoe song. All these posts are not "Philosophy," they are "Memes." I really don't know how any of you can think he's actually being serious when he says those things.

His map isn't a sternfaced, semantic composition on death and its meaning. That's what he's saying when he wants people to laugh at/with the map. It's kind of a silly map with silly sliders, and the song itself is pretty out there and wild. It's an interesting map for people to say, "haha wow this is kinda weird/cool." That's what he means when he says laugh. He's not hoping that people think it's utter crap and ridicule the living shit out of it.

It's not a complete mess of a map. He's already said that "there's already enough structure involved, both in the consistency of my rhythm choices, and the flow/movement choices between these patterns" and has chosen the sliders to be messy out of everything else. There's method and reasoning that has gone into the mapping, it's not a throwaway joke. Does this mean that the map is above criticism? Of course not. There are things I don't like about it and have brought up that he has seriously responded to, and other criticism that he is still now dealing with where he doesn't even once mention philosophy.

It's okay to criticize the map. But we should begin by viewing the map as what it simply is, which is "messy sliders for a messy song." There's a lot of ways you can go from there. Maybe the sliders are TOO messy, maybe the sliders are messy in the wrong way, maybe they come across as lazy instead of messy. Maybe you disagree with the rhythm choices, the flow, the bad blankets. That's where you should start when you begin to criticize the map, and if Monstrata doesn't respond to your satisfaction then that's fine. But you have to know that if your purpose in criticizing the map is to make it exactly how you want because you don't like so many things about the map and you want him to make the sliders all pretty and the map all neat, then short of him bending over and letting you backseat map for him, you are not going to get what you want.

If you notice the types of criticism he has been responding to and how he has responded to it, you'll notice a pattern. Any stupid, ideological qualms about the map, he has responded with in a way that he feels the response is deserving of: equally ideological, equally vague, equally unspecific. But if you actually get down and talk about, say, red nodes and white nodes, he will respond in the same terms. Same with actual mods.

And "it won't make sense to you anyway?" Seriously? What kind of puerile grade school jab is that? I suppose next you'll be just responding with a short post: "too long didnt read i kno im better then u anyway xd"

In conclusion, can we really all just stop screaming out "ART!! ART!! ART!!" and make some more productive arguments? Because there are more productive arguments to be made. And if Monstrata is uncompromising and doesn't get anywhere with his map, that's on him. But we first have to give the mapper a little room for himself and stop trying to enforce our arbitrary standards on him for every little thing.

FriendoFox wrote:

The map is fun, it just feels.. overmapped at some places
If I was good at modding I'd do it, but I'd probably only be a waste of time on reading, the only thing I don't like is the sliderjump-ish-parts, but that's just me.

appleeaterx wrote:

Changed metadata, fixed another snap issue. The slider designs have been explained in details in the post above, let's see how this goes.
Also, MA´s weird concurrent thing seems like a bug.
Rebubbled #1.

Yuii- wrote:

So, we discussed some patterns, but... we didn't really fix anything, it was most likely pure clarification.

fradiger wrote:

While I don't agree with mappers editing mp3s to push their songs into the marathon category rather than having to map a full spread, complaining about it in this thread will just make you look stupid.

I think the song is perfectly fine, it's music, it has a beat and a melody, and therefore can be adequately mapped. This map meets all of the ranking criteria, isn't over the top ridiculous, and while it does look ugly (which mind you, is the entire purpose of the mapping style that Monstrata chose to use), it is passable (perhaps even fcable).

The best part is it's a consistent group of people who talk crap in these threads. Mappers shouldn't have to put up with this stuff, their map is their opinion, and while everyone is entitled to have one, and you can debate back and forth about them, you can't just blow off the mapper's effort with these stupid backhanded comments like "remap" or "wow this map is BAD." That's like telling an artist that you don't like their painting, and then when they ask why you respond with "it's just bad and I don't like it." If you disagree, please provide some sort of argument that makes sense, and if the mapper tells you to shove it, there's nothing you can do about it. If you don't like the map, don't install it, don't play it. Every day there are probably 3-4 maps ranked that you never even hear about or play, just turn this map into another one of those. It's not like ranking maps like these will destroy the mapping community here in osu!, so don't act like it.

Also the amount of >20k ranked players commenting on the playability of this map is far too high and honestly just silly.

Secretpipe wrote:

That reflects the song's atmosphere at least \:D/

I really liked the second half of it tho

Underforest wrote:

congratz o/
come on, i'm ready for love :3

Edited per request

DualAkira wrote:

Congrats! Fun map.

VINXIS wrote:

This is a really nice map! Congratulations Monstrata!

Rapthorn wrote:

I would post a mod, but I don't have much to contribute with. Map is great, congratulations on qualify!

AustinsGuitar wrote:

love the second part of the map. Maybe a larger spred on the streams at 03:38:822 - and 03:38:822 - .... just think it would add to a equalization of difficulty level and make that part of the map not 100%'able by everyone playing it .-. GREAT MAP KEEP IT UP!

jawns wrote:

Warpyc wrote:

Obviously the biggest issue with this map is that it's made intentionally worse looking, which is why people dislike it so much, its not like they downvote the map because they dislike Monstrata, actually the community loves monstrata or well at least used to. They are simply trying to make their voices heard in this.

It's obvious that this map has an issue so why not fix the issue instead of ignoring it and shrugging it off with some far fetched it fits the music or whatever, honestly how thick headed can you be, learn to accept some feedback, get off your high horse and fix the actual problem with this map.

I think most of us knows that there lies a good map below this, why dont you bring that map forward instead of this heap of drama and hate that you've managed to bring upon yourself.
Why does a map have to be beautiful for it to be good?

hi-mei wrote:

well i think this map is decent to be reanked.
but for real there will be no players to actually play this (or even pass)

DiamondRain wrote:

Pacemaker wrote:

Wtf does that even mean. Collectively hating/liking something does not equal circlejerking. Even good mappers get shit ratings when they fuck up


What it means? It just means that this beatmap was specifically targeted by the osu reddit community to downvote it, if you dont see that, then you're a sad person with low intellect, which you are anyways when I look at your poor attempts to "burn" people. Idk this map, don't really care either but hating on something just because it gets qualified is just stupid. I don't go around and tell people to stop eating tomatoes just because I don't like them.

What's so damn hard in avoiding something you don't like? Your opinion isnt superior to anyone else's so don't act like you're some godsent messias.

RoX2_Fang wrote:

LOVE this song
LOVE this map

Franc[e]sco wrote:

I've played this on ht and hthr, and IMO the jumps don't feel like "tag4" jumps at all. they're fast, sure, but that's simply because of the sheer speed of the song. I think the map is overall pretty enjoyable even if it's incredibly hard

jesse1412 wrote:

Look, this map looks like shit and plays like butter. The jumps flow inexplicably well, the only jumps that don't feel like butter to me are - guess what - the hardest jumps in the map; the reason? I'm no where near good enough to play them. Maybe people should keep that in mind when thinking about this map. Worth noting that I even thing the 1/4 sliders play incredibly well too, everything works fine.

The map plays smooth and looks shit. Nothing about this plays/reads badly, if it's unrankable, it's because of a lack of blankets and other redundant aesthetic things that people care about and maybe a few small issues that need to be forked out with a comb.

Personally I could not give two fucks about aesthetics if it the map plays well.

Also please don't compare this map to anything wings has done, this map plays like a fairly standard map in my opinion; relatively easy to read with natural flowing triangle jumps. It's just ugly as fuck and people seem to think ugly mapping is "20XX never before seen shitmapping".

EDIT: AR9.2 was cooler.

Varqaaa wrote:

The triplets around 02:37:015 (2,3,4) feel overmapped to me. Why put them in there? There's nothing corresponding in the song.

In general though, I don't see what all the fuss is about. The spacing and jerkiness is warranted. Have you listened to the song? It thrashes about and shifts gears in a deliberately grotesque and sporadic manner which the map mirrors effectively. "It's hard" "it's bad" "it's different" "I don't like it"... these are not sufficient grounds to write off a map.

FriendoFox wrote:

The map is fine, why does it have to look good? Aslong as it's fun to play noone should give a shit
I at first thought this map is bad, just to join the hate-train, but I gave it a try myself and this map is actually fun, the only thing I don't like are the "slider-jump-streams", as I like to call them

https://www.youtube.com/watch?v=ytqJDAelxRQ

Graf wrote:

Never had more fun on a map.

grumd wrote:

good map when qual???

WISPG_G wrote:

Rank it already, please ༼ つ ◕_◕ ༽つ

Lilynn wrote:

This is incredible! ^-^

Its what I imagine mapping would be like right now if the general "meta" for mapping evolved in a completely different way than it did.

Its really tempting to just look at this map and say, "Shit map xddxDX; lel" but I honestly can't bring myself to even call this bad, or average.
Its mapped in such a way that it stretches the boundaries of what is creative or innovative and what is just downright...insane
Its probably the most creative map I've ever seen...you look at what you actually did in order to create this map and have it flow in the way it did and it becomes clear that there was intention behind this madness.


Art.

GhostZ wrote:

Really Beautiful Map

Ranked when

Renumi wrote:

GhostZ wrote:

Really Beautiful Map

Ranked when
I agree!

grumd wrote:

psl rank??? wtf

Lunicia wrote:

rank pls thx

MaddaFakka-sama wrote:

Bakari wrote:

Removed a few irrelevant posts.

If you have something informative to post, read through the previous posts first. Otherwise, don't post at all.
You want this ranked as much as we do right? FeelsBadMan

Hobbes2 wrote:

at least now people wont say "but you're dethroning mazzerin!!"

good luck monstrata, I personally really like this map and wish you the best.

Varqaaa wrote:

glad to see Promethean Kings brought this back


Monstrata I'll be honest this is unironically my favorite map you've ever made by a pretty large margin, best of luck with rank

FoxyGrandpa wrote:

Best of luck on this monstrata!

Hopefully it'll go well now that we have a 9* ranked

DanDaBruh wrote:

i really want this ranked

Arphimigon wrote:

Thanks for bringing this back.
Wish the best of luck, hope it pleases everyone (or at least more than before).

(ps: I like ar9.7 because I can see more of the aesthetics, and that is a key factor in the map \ o /
also patterns play more into the playing of the map here rather than individual notes, so lower AR helps in that case)

fastmarkus wrote:

Good luck on trying to get this ranked, it's an ugly beautiful map (if that makes sense)!

The only thing which bothers me is the fact that there should be a complete mapset for this one (come on, it would make a lot of people happy/happier!), since the song is shorter than 5 minutes, even though the current map is not. I read the discussion before, but I believe if this gets a free pass, it will show few flaws on the ranking system.


But I really mean good luck! It would be lovely watching high ranked players play this one :D

Weriko wrote:

rank it, p l e a s e

Tanomoshii Nekojou wrote:

Please monstrata sama continue making this kind of maps~... <3

Scarlet Evans wrote:

Good luck, if you try to rank it someday!

destroyerwilly wrote:

Don't hate on map, is gud!

-Sh1n1- wrote:

:o let's go!!

Sotarks wrote:

Go go go! *Grabbing popcorns*

M a r v o l l o wrote:

Oh, you are trying to rank it again. Best of luck owo

Gabe wrote:

You can do it!

1597534268 wrote:

dooooooooooo it :) :) :)

osuskrub wrote:

rank this pls

Genjuro wrote:

nice map, i like the concept used where the map is ugly to go with the ugly song, gl with rank

Left wrote:

i hated this map before, but now i support this map lol

Illkryn wrote:

fun map gl

:)

Mini Gaunt wrote:

M a r v o l l o wrote:

I think everyone can make mistake, so imo Kagetsu should remove his veto because he didn't provide any really valid reason. Sad that I amn't a member of BNG, I would nominate this. And yeah, 800th post hooray :roll:
Yeah, I think this veto was uncalled for especially without any reason given but because Kagetsu thinks it is too hard for top players.
And you got sniped on that 800th post real good.

Mentai wrote:

Left wrote:

i hated this map before, but now i support this map lol

Pachiru wrote:

With all the shitmaps we can see nowadays, I think this beatmap can reach the ranked section.
Because the map itself isn't bad, and the contrast between the both part is very well done. If it's how he want to express his point of view about the music, why are you trying to change Monstrata's mind?

Gokateigo wrote:

If you make a contrast with beautiful/ugly mapping you obviously think one part is ugly and the other one is beautiful, seems obvious. He can make a contrast with difficulty, like Mazzerin did with PK, it'll be way better than this
I don't think he wanted to make it ugly, but more something weird, fast and tricky, as the song would be. As I said before, it's his POV on this song.

DeviousPanda wrote:

Gokateigo wrote:

my opinion
This map sucks tbh, you shitmapped a huge part because you think metal is disgusting, Mazzerin maps death metal and thinks song representation is more important than aesthetics. His maps are NOT ugly af, they are a bit ugly sometimes (with really ugly sounds, not everything) but his style fits very well to metal, you should map something similar to his style in the "ugly" part and map ugly sliders when they are in the middle of the calm part because you can't change your style for 2 objects. If you map something like this I'll bee happy if it's ranked, it's just a random shit map atm for me
Telling him to map like mazzerin won't change anything, because this song is quite different to the stuff that mazzerin maps.

Monstrata didn't shitmap this map, he's explained quite clearly why he's mapped it the way this is, so stop tying to get him to change that because that's not going to happen

Ankanogradiel wrote:

Left wrote:

i hated this map before, but now i support this map lol
Tbh I never actually hated it but I can sort of understand that.
At first I thought "oh he is just trying to show that he can rank anything" but then I took a closer look.
Monstrata is making an effort to rank this and mapping it like that seems fitting for the music imo. You are all just creatin unnecessary drama.
Didn't find something wrong with the map.
In reality there isn't anything wrong with it than the fact that it's different in a way, and people need some time to digest it.
Unbubling for invalid reasons ain't gonna help either. Further discussion will only lead to more pointless arguments and salt.

AncuL wrote:

i'd say monstrata mapped the first half with such weird shaped sliders is because of how chaotic it is with many chaotic screamos all over the place, and i think monstrata had done it very masterfully. you can't compare this with mazzerin's maps because the songs he is mapping are so much better organized (and also not intended to be chaotic at the first place).. well i mean you don't find the vocalist throwing tantrums on songs mazzerin mapped

Seni wrote:

You don't have to be a chef to know the dish is bad.
but you need to be able to taste it to judge whether it's bad or not. if someone don't like eating vegetables, they would mostly say that every vegetable dishes taste bad

at first, i thought monstrata was just a jerk who can speedrank anything at his own will, but seeing this map further makes me understand how much effort he was putting into this map. good luck on ranking this!

Ampiduxmoe wrote:

i can't say i want this map to be ranked (it's fine for ranked section i guess), but i don't understand why people think this is unrankable.
Can you please say why it is unrankable? because sliders are ugly? well, they are fine because represent music almost perfectly. I can't see anything bad in expressing music through the visuals.
Some say this is unplayable. Oh, really? i had a pass on this map when i was practicing high bpm maps a lot. now im 18k btw (i didn't gain any ranks so i probably had same 4k pp back then). It's nowhere near unplayable, i really don't get this point.
so why it can't be ranked? can someone explain properly?

Gasai wrote:

Sucks that you apparently can't be original in map making. I feel most maps these days are just the same copy and paste patterns on different bpms (awks). I like the concept of a map being mapped based on how the song is. If the song sounds chaotic, I'd like to see a chaotic map. If the song is slow and soothing, I expect a soothing map. So, if you try to stifle mappers' creativity here, then what's going to happen in the future. If you're going to bubble or veto it, give good reasons that the mapper can actually consider and implement to make the map better and that 'better' being the 'better' in your opinion and not necessarily the thousands of people playing the game.
[]

Thank you for the support everyone! Also thank you to the 294 people who favourited the map, and 76 people who gave it a 10/10 rating.
Taboki
I don't get it, every time a map is unique people hate it, but people also hate the "same" maps all the time?
I can't play the map but I think it is unfair. I like the map.
Kynan
Gokateigo if cancerous people like you who can't even play the map weren't allowed to vote and appear in the "user rating", then we'd see a way more positive one. Using NF shouldn't allow people to rate the map IMHO.

Also for the BN who veto'd, I think the only thing that made this map hard (read unplayable cause that's the word he used) was the AR, which is now fixed and makes the map easier to read, and thus easier to play. I don't get what's wrong with the way he mapped this, and you all can't play neither Monstrata's style of mapping metal, nor Mazzerin's style of mapping metal, so you should stop comparing the two.

GL Monstrata
Fondebier

Kynan wrote:

Gokateigo if cancerous people like you who can't even play the map weren't allowed to vote and appear in the "user rating", then we'd see a way more positive one. Using NF shouldn't allow people to rate the map IMHO.
I can play the map ht, ok ht/nomod are different things but it doesn't change the map + I forgot to vote 1 star
(and why am I cancerous I just gave my opinion and answered to salty guys)
donacdum
that monstrata salt

good map tho
Kynan

Gokateigo wrote:

Kynan wrote:

Gokateigo if cancerous people like you who can't even play the map weren't allowed to vote and appear in the "user rating", then we'd see a way more positive one. Using NF shouldn't allow people to rate the map IMHO.
I can play the map ht, ok ht/nomod are different things but it doesn't change the map + I forgot to vote 1 star
(and why am I cancerous I just gave my opinion and answered to salty guys)
Because of the way you keep repeating that the map is trash and that MAZZERIN THE GOD makes better metal maps.
They have different mapping styles ffs let him be.
DeviousPanda

Gokateigo wrote:

(and why am I cancerous I just gave my opinion and answered to salty guys)
:thinking:
diraimur
i actually like this map, it represents the song pretty well!

good job monstrata
Fondebier

Kynan wrote:

Gokateigo wrote:

I can play the map ht, ok ht/nomod are different things but it doesn't change the map + I forgot to vote 1 star
(and why am I cancerous I just gave my opinion and answered to salty guys)
Because of the way you keep repeating that the map is trash and that MAZZERIN THE GOD makes better metal maps.
They have different mapping styles ffs let him be.
I didn't say Mazzerin was a god, I said his style fits very well to metal, not like this trash style. I won't change my mind, stop talking about that
Kynan

Gokateigo wrote:

not like this trash style.
:thonkang: looks like this is a lost case, time to move on boyz
Linada

Gokateigo wrote:

I won't change my mind, stop talking about that
why are you even talking in the thread then LOL get the fuck out your "opinion" doesn't matter here
LowAccuracySS

Gokateigo wrote:

I won't change my mind, stop talking about that
Instead of fucking around how about you actually make a mod and help improve the map instead of stating "I don't like it and you can't refute me because it's my opinion > : (( ( (( ("
Booze

Gokateigo wrote:

I didn't say Mazzerin was a god, I said his style fits very well to metal, not like this trash style. I won't change my mind, stop talking about that
your mind is garbage so stfu
Fondebier

[ Space ] wrote:

Gokateigo wrote:

I won't change my mind, stop talking about that
Instead of fucking around how about you actually make a mod and help improve the map instead of stating "I don't like it and you can't refute me because it's my opinion > : (( ( (( ("
Already modded it, waiting for answers

Linada wrote:

why are you even talking in the thread then LOL get the fuck out your "opinion" doesn't matter here
I tought you were in my blacklist

Kynan wrote:

looks like this is a lost case, time to move on boyz
You can't say it's a good style, it's ugly on purpose and as I said (too much times tbh but it looks like you love monstrata's dick) Mazz's maps aren't ugly (most of the time) and it fits to "ugly" songs. Now if you can't understand what I am saying just stfu
Swell
zzzzzz someone lock this thread until someone actually relevant has anything to say pls.
DeviousPanda

Gokateigo wrote:

You can't say it's a good style, it's ugly on purpose stfu
E X A C T L Y, you don't seem to understand that this is what monstrata wants, he made it ugly to fit the song, and him being able to do that when we know he can map other maps much 'cleaner' shows that this can't just be monstrata being lazy.

This map honestly looks ugly, and that's why I like it, it is the whole point of the map, and you honestly can't accept that, so just stop speaking please because it will get you nothing but hate from other people on this thread.

A map can be well made and ugly at the same time
Ephemeral
if you have nothing constructive to say - say nothing.

will start handing out large silences to people who don't understand this. contribute meaningfully to the map by helping out instead of arguing over each other's opinions plz
LimePixel
Honestly, can't pass the map but from playing with NF I really enjoyed it. It's pretty obvious why it's mapped so differently, and I think song representation is more important than aesthetics.

Small possible problems I noticed:
-02:56:316 (1) - This is touching the health bar slightly
-04:30:366 (3,4,5,6) - This felt odd, there's no major difference in anything for 04:30:610 (4) to be emphasized with higher spacing

I don't see why this wouldn't be rankable, since it accurately represents the song. Besides, only mapping in the usual 'safe' way (or pp mapping, with tv size songs) is going to result in player burnout and tons of the same map with different songs behind them.
Topic Starter
Monstrata
Different mappers have different interpretations. This is a question about intepretation, not style. Clearly alien is not my regular mapping style. Mazzerin interprets metal songs through attention to patterning, spacing shifts, harsh flows. I interpret the metal section through harsh slider designs and aesthetics, however if you can play the map, you'll notice the flow is largely similar to my regular maps. Quite a few top players have agreed that it flows perfectly well and simply looks bad, but the entire premise is that through using slider leniency, and being able to recognise when you can use sliderball leniency, the ugly sliders will still give a clean movement that is predictable and straightforward.

If you replaced Mazzerin's maps with an mp3 for an intense piano song like iets say https://osu.ppy.sh/s/383094 or some other Louis Cyphre map, Mazzerin's map would still fit very well. This is because Mazzerin's aesthetics is not tied to the song, nor do his placements or choices of flow. Promethean Kings, Apparition, all these maps are part of Mazzerin's style of mapping. They are not bound only to the song he is mapping. They are habits and mapping philosophies, such as using progressively increasing/decreasing spaced streams, cross screen kicksliders that are pointed at each other's slider heads, using stationary streams that increase in spacing and angle, using circular and slider-converted streams etc...

If you want to analyze my map, you need to recognize that the slider aesthetic isn't a "style" and not something you can compare with other "styles". It's an intepretation of the song, and is therefore bound to the song. Replace the mp3 with another song of the same genre, and it won't work anymore. The ugly sliders work well because there is a juxtaposition to a more beautiful section later. If there was no beautiful section later, then there'd be nothing really to juxtapose the aesthetics. Then we'd have an issue because the map is only being ugly. There is much more at play here, and you should realize that with 50 odd pages of discussion your argument needs to be exceptional it you want it to be something that hasn't already been said a hundred times before.

In any case, I will reply to your mod later, for now, just sit back and farm some of my pp maps. There is no need to continue a pointless discussion when I've already promised a response to what actually matters.
qwr
Why these sliders look like some shit Larto would put in his maps



jk the map plays fine. Also kudos to you if you recognize the painful beatmap I screenshotted from
xDololow
It's possible to fc... with touchscreen and two tablets hehehe. :P
Mini Gaunt

Monstrata wrote:

The ugly sliders work well because there is a juxtaposition to a more beautiful section later. If there was no beautiful section later, then there'd be nothing really to juxtapose the aesthetics.
This right here is why this map should be ranked. The mapping and the song bring something special to the table that really has not been done before. This map is something far out there in terms of uniqueness and it is important that a gem such as this gets the recognition it deserves. Honestly? I am disappointed that this map had far too much resistance for no well explained reason.
Fondebier
ok last post in this thread since all of you can't understand my point and I'm bored of repeating the same thing everything
  • I know this map is made to be ugly, I know a lot of people like it (even if the user rating says the opposite but whatever), I know Monstrata knows what he's doing with the editor so stop saying I'm an ignorant because you're wrong

    BUT
  1. The gimmick is pushed too far sometimes, especially at the kickslider part : it can be ugly and good at the same time, I've already explained it in my mod, i won't say it again (fuck I'm lazy)
  2. The gimmick isn't used in some ugly parts, I looked at the map and modded it with the gimmick in head, sometimes the map has good patterns (perfect angles, flows perfectly...) in ugly parts like these perfect pentagons here 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4,5) - or the squares here 03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - it's not a really ugly part with the vocals etc, but it uses the same instruments + the high sound in the bg literally fuck your ears
  3. The gimmick is a bit useless/wrong : Ok, contrast, bla bla bla, I know, but the contrast is just obvious with the difficulty 8*/4* not obvious enough ? ok, there are a few ways to map metal like Mazzerin's style "omg you suck Mazz's dick kys" first : fuck you and it was an example, Maakeli is also a good metal mapper, pishi is a good metal mapper, Sayaka is a good metal mapper (restricted for shit but we're not here to talk about that). You get my point, there are other ways to map this and they're all better
  4. Some jumps are weird and uncomfortable : "it's the point of the map lol" It can be ugly and comfortable, some jumps look like normal patterns (triangles, stars,...) but with extended ds for spacing emphasis, back and forths/really sharp angles/wide angles are better than this imo and can be ugly
  5. Some patterns have nosense spacing : thinking especially about these 00:58:150 (1,2,3,4,5,6,7,8) - the DS goes at weird spots, it's just 2 (maybe 3) repeated sounds so the ds shouldn't change that much (+ 01:01:580 (1,2,3,4,5,6,7,8) - this one is just too spaced)
    I'm also thinking about this one 04:33:754 (1) - this part was just 2 sliders 1/2 for stop stop and it's reverse sliders at a random point
Ok this is literally my mod but extended, but now eveything is justified I guess (inb4 some fanboy saying I'm totally wrong) (I'll only answer to real posts now, not the usual "lol your opinion doesn't matter here")
Aezis

Gokateigo wrote:

Gasai wrote:

If you're going to bubble or veto it, give good reasons that the mapper can actually consider and implement to make the map better and that 'better' being the 'better' in your opinion and not necessarily the thousands of people playing the game.
osu! is a community based game, if a huge part the community doesn't like a map (obvious in this cse, seiously look at the user rating) the map shouldn't be ranked, especially when it uses such a controversial mapping
A huge part of the community doesn't have the skill required to even play this map, nor do most have enough mapping knowledge to grasp an understanding of what is exactly wrong with this map.
Fondebier
AAAAH you answered while I was typing fuck
Finally a good explanation and not fanboys salt
I'm ok with it, ok I really don't like it and still disagree but it's explained correctly so meh
thanks for answering my mod
I don't farm your maps, I dislike them for being pp (I hate you ♥)
Logic Agent
i don't care about any of this drama but i think there's an aesthetic inconsistency you might consider changing unless it was intentional.

00:17:766 and 01:22:624 are obviously supposed to be similar with the whole guitar going ham and the vocals increasing in intensity, however in the first section you start using "ugly" 1/2 sliders way sooner than you do in the second section. 00:23:986 (5) Here is the first to show that some kind of aesthetic change is gonna start and then after that the last slider in every group of four is ugly.

01:30:362 (4) - but here you waited until pretty far into the section to start making slightly ugly sliders to indicate the change again, maybe cause the section itself is longer before the vocals start yelling again? i dunno, just something i thought i'd ask about. don't mind me if it was intentional/ you've already brought it up, but you could probably start doing slightly ugly ones 01:27:148 (5) here or something.

but yeah, good luck with... all this. my opinion on this map has changed significantly since i voted it a 1/10 almost a year ago
Mini Gaunt

Gokateigo wrote:

The gimmick isn't used in some ugly parts, I looked at the map and modded it with the gimmick in head, sometimes the map has good patterns (perfect angles, flows perfectly...) in ugly parts like these perfect pentagons here 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4,5) - or the squares here 03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - it's not a really ugly part with the vocals etc, but it uses the same instruments + the high sound in the bg literally fuck your ears
Not here to reply for monstrata but...

03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This is not an ugly part??? The percussion is gone from this section and the only thing that is playing is a simple (bass?) guitar. If you are trying to compare the two, I think 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4,5) - is a fast build up but with percussion a guitar backing up the singer, the two parts are not alike. Monstrata said he was going to change it to something else anyway.
Kite
Thought I was in a HW map topic for a second there
GL with the map my boi, I can take a look in a bit if u care about another opinion
Osu Mapman
wow i saw a dead Brayan


Map concept is nothing special and this can be ranked, see you later bob
3301
the map is fun, just rank it fags
Shock

Opsi wrote:

There are very few maps (if there even are) like Alien, but tell me; is there another song like Alien? It's a fucking mess of exorcised screams that not even Mazzerin would map, that suddenly cuts out to a loli singing about...wanting to be kidnapped by an alien...? (whattheactualfuck.jpeg)
Experimental metal often has a lot of unpredictable rhythms to it. They're usually a sort of "controlled chaos" and not completely random, but if you think this is extremely cacophonous then I'd advise you to step outside of your musical comfort zone a bit.

Also, if I remember correctly, the "winny upload" bit refers to some sort of controversy in Japan regarding piracy.
Tsukioka Kogane
I shouldnt be typing here as i'm not that much of an experienced mapper (not even close), but whatever. I still have an opinion

This map should be ranked, as it is another way of changing mapping. This is a different approach to the extremely good visuals we are trying to emphasize more into lately, there is no need to have cute sliders in every single song if the song is a experimental metal one. Having variety is never bad at all. If you dont like a map it is as simple as not playing it.

The excuse I've seen of "the sliders look like ones a new mapper would do" kinda falls apart, as they are executed logically and, what's more important in this community, consistently.

The map is well structured, as the more Chaotic part has more chaotic visuals and the "cuter" part has more pleasing ones, so the concept Monstrata is trying to show is pretty clear after all. I would complain about some 1/4 sliders being way to hard to be playable (yet i'm only a 55k scrub) in the chaotic parts.
Ora
i say just let the map through lol, its not like anyone's going to play it more than once anyways and we'll just see a few cool passes on it. Just get it over with and let it die
Kagetsu

Monstrata wrote:

@Kagetsu: A lot of analysis and discussion has gone into this map's patterning and playability so it is a disservice to everyone here if you just give a blanket statement that it's "unplayable" without giving specifics for me to explain to you.
please note that i mentioned the loved section with the sole purpose of proving that there was no decent scores on this map, i consider a map playable when the player can get 98% or more acc. this was definitely not the case.
if you want a deeper explanation about why the playability of this map is bad, i would have to say that it's a sum of things: first would be the editor limitations, you've stated that there are players who are capable of playing maps around this speed, the fact that you're not considering, though, is that they do it with dt, where you can play at higher ar and od. i'm remarking these two because i believe they have a lot to do with the map playablity. the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns. it's debatable whether or not we should choose upon not the best way of making things because of the editor limitations, you might have your own opinion as well as i can have mine.
another point: we all know this a complex song, and as such, it will always tend to be harder to play than common songs, what i don't understand though, is why you're using such a bad transitions when changing the bpm, for example, on 02:55:471 - this section, the bpm increases by 14 units yet you decided to use full screen jumps, which aren't bad in paper, because the music is strong enough to support jumps, but the transition is just unpredictable. you could've been considered a smoother way to put these sections together, by using less spacing/pasive objects or whatnot.
i consider this specific pattern 02:55:471 (1,2,1,2,1,2,1,2,1) - as near to impossible to hit (unless you're using touchscreen), the distance is just too much and the rotations aren't the best either, you might argue that you're using "uncomfortable movement" in order to accentuate the music, but the truth is that the higher the bpm is, the less you feel the difference between awkward and non-awkward movements, this is because the bpm makes all the beats awkward to play already. the worst transition here would be 02:55:787 (2) - to 02:55:893 (1) - especially because the rotation changes on 02:55:893 (1) - which makes it very hard to hit. you might want to move 02:55:999 (2) - somewhere to the up side of the screen in order to "fix" that.
in any case, the distance is still something debatable, again, not because it isn't supported by the music, but rather because it's unplayable. i'm pretty sure there's no one that can consistently hit this pattern 3 times in a row when going throughout the entire map, otherwise prove me wrong.

i believe unplayable maps doesn't fit the ranked section, and that's why tag4 maps were moved to the loved one. believe it or not, your map shares some similarities with tag4 maps: difficult patterns, rough movements, high spaced objects combined with a very high object density in the screen (this due to low ar considering how fast the bpm is) etc.
now i'm not saying that mapping this song is completely impossible, but it would need a complete rework in order to make it playable, because nerfing some patterns would end up unbalancing the map.

about how countering the veto, i honestly think that we won''t reach an agreement, i'm just using my right to vote about whether or not this map should be qualified, i've decided upon no. the veto system is nothing more than a voting system after all.
kbd

Kagetsu wrote:

the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns.
Isn't the map currently AR10? That's what it says for the current pending version lol.
Hopefully I'm not taking your statement out of context.
Hobbes2

kobolddragon wrote:

Kagetsu wrote:

the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns.
Isn't the map currently AR10? That's what it says for the current pending version lol.
Hopefully I'm not taking your statement out of context.
He's saying that the liminations of the editor (AR 10) is the problem.
Kagetsu

kobolddragon wrote:

Kagetsu wrote:

the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns.
Isn't the map currently AR10? That's what it says for the current pending version lol.
Hopefully I'm not taking your statement out of context.
in terms of approach rate, playing a 190 bpm 8.5 ar map with dt would be the same as a 285 bpm map with ar 10. that's what i meant to say.
Mini Gaunt
@Kagetsu I understand the points you are making. However, this will be brought up time and time again because it is the counter-argument to this. It feels like your definitions aren't taking in other ranked maps into account. People will say Mazzerin, or Hollow Wings, etc. but because it is true. The main idea behind every single point you make is playability

Kagetsu wrote:

i'm remarking these two because i believe they have a lot to do with the map playablity.

but the transition is just unpredictable.


not because it isn't supported by the music, but rather because it's unplayable.


i believe unplayable maps doesn't fit the ranked section,


need a complete rework in order to make it playable,
Playability is certainly something that should be taken into consideration, however as long as it is not unreasonable a map can be, for all purposes, unplayable. There are many examples of unplayable maps that should be and are ranked and I don't see why this is an exception.

Also the AR issue shows up in other high bpm maps too, does it not?
UndeadCapulet
comparing this map to tag4 is pretty childish, please dont use massive exaggerations to help make a point, your point should be able to stand on its own if its valid
Flezlin

Kagetsu wrote:

please note that i mentioned the loved section with the sole purpose of proving that there was no decent scores on this map, i consider a map playable when the player can get 98% or more acc. this was definitely not the case.
if you want a deeper explanation about why the playability of this map is bad, i would have to say that it's a sum of things: first would be the editor limitations, you've stated that there are players who are capable of playing maps around this speed, the fact that you're not considering, though, is that they do it with dt, where you can play at higher ar and od. i'm remarking these two because i believe they have a lot to do with the map playablity. the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns. it's debatable whether or not we should choose upon not the best way of making things because of the editor limitations, you might have your own opinion as well as i can have mine.
i think you're severely underestimating the reading capability of players, and just because most maps at this bpm with dt end up with higher ar doesn't necessarily make those comfortable to read either
sure, its ar10 with 285 bpm, but most of that is 1/2s, and there are only a few sections with 1/4s which are quite natural to play
the map is very straightforward with most of its stuff, so i think something like this doesn't need any higher ar

the od also seems fine to me while playing the map
coming from the same point, there aren't that many 1/4s, and i haven't experienced any problems with notelocking

Kagetsu wrote:

another point: we all know this a complex song, and as such, it will always tend to be harder to play than common songs, what i don't understand though, is why you're using such a bad transitions when changing the bpm, for example, on 02:55:471 - this section, the bpm increases by 14 units yet you decided to use full screen jumps, which aren't bad in paper, because the music is strong enough to support jumps, but the transition is just unpredictable. you could've been considered a smoother way to put these sections together, by using less spacing/pasive objects or whatnot.
i consider this specific pattern 02:55:471 (1,2,1,2,1,2,1,2,1) - as near to impossible to hit (unless you're using touchscreen), the distance is just too much and the rotations aren't the best either, you might argue that you're using "uncomfortable movement" in order to accentuate the music, but the truth is that the higher the bpm is, the less you feel the difference between awkward and non-awkward movements, this is because the bpm makes all the beats awkward to play already. the worst transition here would be 02:55:787 (2) - to 02:55:893 (1) - especially because the rotation changes on 02:55:893 (1) - which makes it very hard to hit. you might want to move 02:55:999 (2) - somewhere to the up side of the screen in order to "fix" that.
in any case, the distance is still something debatable, again, not because it isn't supported by the music, but rather because it's unplayable. i'm pretty sure there's no one that can consistently hit this pattern 3 times in a row when going throughout the entire map, otherwise prove me wrong.
ok so i'll leave the transition into the jumps for monstrata to respond to, but these jumps are far from impossible, i've even hit them myself as a 4 digit player, nowhere near the skill level of, say, the top 50
example: http://puu.sh/wPQQf/5ffdeb6a64.osr (not my best run on the map but anyway they're not as bad as you say)

also about the part with hitting the pattern 3 times in a row, that's setting an arbitrarily high standard, and you might as well be asking someone to perform their top play 3 times in a row otherwise they should be considered cheating
actually i'd probably even consider hitting these jumps 3 times in a row quite doable from several players (some that come to mind are emilia, cookiezi, vaxei, rafis, bubbleman, etc )

so yea personally i seriously dont consider playability an issue with this

Kagetsu wrote:

i believe unplayable maps doesn't fit the ranked section, and that's why tag4 maps were moved to the loved one. believe it or not, your map shares some similarities with tag4 maps: difficult patterns, rough movements, high spaced objects combined with a very high object density in the screen (this due to low ar considering how fast the bpm is) etc.
now i'm not saying that mapping this song is completely impossible, but it would need a complete rework in order to make it playable, because nerfing some patterns would end up unbalancing the map.

about how countering the veto, i honestly think that we won''t reach an agreement, i'm just using my right to vote about whether or not this map should be qualified, i've decided upon no. the veto system is nothing more than a voting system after all.
the movement is actually smoother than you may expect, the aesthetics seem very rough, but while actually playing through it your movement simplifies itself quite a bit and some of it is even comfortable
the map is hard, yes, but i believe the aesthetics and movement match the song very well, and the movement is nothing particularly awkward




anyway yea i just wanted to throw my two cents in since i dont agree with this reasoning for a veto
not sure if it'll convince you or not but hopefully you'll reconsider a bit
Aurele
Nonsense posts prior to Ephemeral's warning have been deleted from the thread. Please refrain from doing it again.

A short reminder from our lord and savior:

Ephemeral wrote:

if you have nothing constructive to say - say nothing.

will start handing out large silences to people who don't understand this. contribute meaningfully to the map by helping out instead of arguing over each other's opinions plz
Thank you!
Nao Tomori
this entire argument still makes no sense. should we veto every map that players cannot get a 98% fc on? say goodbye to like, most maps above 7 stars. where did this 98% number come from anyway? there were several a rank passes on the map, why is that insufficient to show playability?
is any AR setting below 10 unacceptable to you? like, yes, you play hr/dt, and maybe you can't or don't enjoy playing maps with "low ar" but many others can and DO play maps with "real" ARs similar to this. notable examples being, again, freedom dive, a lot of 0108 style maps, etc etc.
additionally, as flezlin stated, this map is like 80% 1/2 spam. there are very few complex patterns (since, as monstrata and many others commented, he uses patterning very similar to his other maps) and as such the reading difficulty of the map at AR10 should not be unrankably low.
further, stating that a map being too mechanically difficult to FC is also not a reason to keep a map unranked. I gave several examples of maps that at one point were or still are considered impossible to fc; we can get more if you don't think that players improve over time. aside from that, there's the very real chance that people CAN fc these 280 bpm jumps, since comparable scores have already been set, repeatedly. like kira kira days DT, done without a touchscreen.

this honestly feels much more like "i don't like monstrata getting this map ranked so i'm gonna veto it regardless of reasoning" rather than "i think this map can be improved / changed to make it better" which is not what the veto system should be used to do.
Topic Starter
Monstrata
Chatlog with Kagetsu on Discord
Monstrata - Today at 7:02 AM
theres been 50 pages of discussion, surely there is mroe to say than that...
Kagetsu - Today at 7:04 AM
that's the only issue that comes to my mind
i just didn't want to post a wallmod
because they're useless
anyways gtg
Monstrata - Today at 7:26 AM
so is what you posted...
so how do you want me to counter your veto? just finding anothe rbn?
your only reason was "i dont think its rankable"
Monstrata - Today at 8:22 PM
I am going to get Kurai to rebubble after replying to your mod >:(
Ok?
Your concern about playability severely underestimated people's skills sadly
Kagetsu - Today at 8:32 PM
it's okay
that's in the rules
i can't do anything
it wouldn't be fair otherwise
Monstrata - Today at 8:35 PM
The unfair thing is that you haven't given any good reasons lol. I could have said any map was unplayable unless ppl get 100% and are able to consistently fc a section 15 times in a row
The idea is the same. Arbitrary values that you're trying to attach to quantify something being unplayable
Anyways spoke with some qats, doesn't seem like the veto will float when the playability case is so weak xp
I just hope u weren't trying to play the hero by popping alien lol it's clearly backfired
Kagetsu - Today at 8:39 PM
playing the hero?
i just think the map is unplayable
it might be subjective but there's that
i don't have any other concern
as i've already said, i find the map concept cool
it's just wrongly executed imo
Monstrata - Today at 9:00 PM
wrongly executed? then what would make it well executed? if the spacing was smaller? that has nothing to do with the concept :stuck_out_tongue:
basically my counter argument to your claim is "the map is playable" but look at it from this perspective
I could go to some random 6 star map and veto it with the reasoning "i don't think this map is playable, I consider a map playable if the scoreboard is filled with 99%/SS's and people can fc the largest jumps consistently 5 times in a row"
what's the counter argument? "but the map is playable"...
you see why the veto doesn't sound strong at all.
Kagetsu - Today at 9:03 PM
uh but that wasn't what i said
i basically said that there's no player who can properly play the map
98 acc is a reasonable number i think
Monstrata - Today at 9:04 PM
thats not a reasonable number at all... 98 acc is being able to play it very proficiently, and fc'ing it
we have 95% accs, 93% accs, you quoted the scoreboard for Alien when it was loved
so you should ahve seen the nunmber of ppl with A's and over 90% acct plays at least, no?
Kagetsu - Today at 9:05 PM
but what's the point on getting something that can't be played by anyone ranked
Monstrata - Today at 9:05 PM
it can be played. it just has't been fc'ed yet
Kagetsu - Today at 9:05 PM
and when i say "played" i mean play it proficiently
there are some maps that are playable but don't have an fc on their ranks though
Monstrata - Today at 9:06 PM
because maps can be there to challenge people while still be rankable. there are no fc's on glorious crown, there were no fc's on freedom dive / insert old hard maps etc...
Kagetsu - Today at 9:07 PM
glorious crown is playable though
i do think it's possible to get 98 acc
Monstrata - Today at 9:08 PM
im not quoting it because its playable. im quoting it because the intention of such maps is to challenge players
people aren't pushing it forward because "its playable" people are pushing it forward because "it challenges players"
do you only play games where you can easily play the levels?
Kagetsu - Today at 9:09 PM
there's a difference between challenging and impossible(edited)
Monstrata - Today at 9:09 PM
theres a reason you put HD/HR/etc... or play maps that are above your skill level, to challenge yourself and improve
clearly alien is challenging and not impossible
there is literally zero evidence to support alien being "impossible"
Kagetsu - Today at 9:10 PM
i could say the same about it being playable
it's all subjective
Monstrata - Today at 9:10 PM
thats not a good excuse :stuck_out_tongue:
"its all subjective" is what people do when they disagree with something but don't know how to analyze it or explain it
when you veto, you need to engage in this discussion though. that Xexxar pop on after rain basically confirmed that :stuck_out_tongue:
Kagetsu - Today at 9:12 PM
neither is your's
Monstrata - Today at 9:12 PM
i have multiple replays of people who have gotten over 93% acc, people who've passed the map on HR
people who have fc'ed the jumps
opinions on the jumps,
from top 50's
i can give even more reasons, but tell me what do you have aside from "but no one's gotten over 98% so its impossible"
Kagetsu - Today at 9:13 PM
uh
i've already stated some reasons in the map thread
Monstrata - Today at 9:14 PM
like?
Kagetsu - Today at 9:14 PM
the ar not being suitable?
Monstrata - Today at 9:14 PM
what makes you say that?
have you considered the number of milliseconds lost between AR 10 and AR 10.33 or whatever AR you believe is necessary?
Kagetsu - Today at 9:15 PM
can you even play ar 10 though
because i can tell you that the difference is noticeable
kynan said so
Monstrata - Today at 9:16 PM
kynan agreed AR 10 was good though?
i already increased it to AR 10 btw
it was a really recent update from AR 9.7...
Kagetsu - Today at 9:16 PM
no, he said something like 10 was too slow
Monstrata - Today at 9:16 PM
where?
Kagetsu - Today at 9:17 PM
not sure if the post got deleted lol
no, wait
he said 9,7 was too slow
and it's now "fixed" because ar 10
i don't think ar 10 is enough though
Monstrata - Today at 9:18 PM
00:00:000 -
sdfsdf'
p/6145143
yes
he said AR 10 so really you have no one to quote, yet
people who clearly have a lot of experience playing high bpm stuff think the new AR is good
Kagetsu - Today at 9:19 PM
because there's nothing better lol
Monstrata - Today at 9:19 PM
so what AR do you think is necessary? have you even compared the AR values?
Kagetsu - Today at 9:20 PM
i play high ar stuff
as well as high bpm maps
Monstrata - Today at 9:20 PM
and i map high AR stuff :stuck_out_tongue:
you're not really answering the question :stuck_out_tongue: and sure you can quote your own experiences but that just shows that your argument really has no basis on the "loved leaderboard" that you quoted as being one of the motivations for your veto :stuck_out_tongue:
Kagetsu - Today at 9:21 PM
why do you spam that emoji tho
it's annoying lmao
and why should i need another person to prove my reasoning
Monstrata - Today at 9:22 PM
because you quoted the scoreboard was your reason :stuck_out_tongue: and right now you have given no evidence that anything on the alien's loved scoreboard has supported your reasoning that the map is impossible
let me just explain to you the AR
indeed, a higher AR can help. but do you know what that higher AR would be?
Kagetsu - Today at 9:23 PM
10.5 would be reasonable
Monstrata - Today at 9:23 PM
no
Kagetsu - Today at 9:23 PM
why not
Monstrata - Today at 9:23 PM
that would be too high mathematically
at 280 bpm
anything over 428 ms will have no bearing on AR
let me explain
Kagetsu - Today at 9:23 PM
but that's what most of 280 bpm dt maps use?
Monstrata - Today at 9:24 PM
at 280 bpm, 428 ms is the nearest time frame that snaps to a rhythm
lets say
01:29:720 - to 01:30:148 -
thats two white ticks
two white ticks spam 428 ms
but theres also the blue tick afterwards to consider, because otherwise when you see the white tick, the previous one will have already faded
in actuality one only needs
AR 10.15 to AR 10.2
https://osu.ppy.sh/help/wiki/Beatmap_Editor/Song_Setup
well, that doesn't have every decimal AR but the AR calculator does
because anything over 428 ms will still show as "three white ticks / two beats"
err anything under 428 ms
the effect of lowering the AR to say 10.5 and using 400 ms would mean less time for the player to react, but it wouldn't lower the density of objects on the screen
is the tldr reasoning
omg i keep saying the opposite
the effect on raising the AR to 10.5*
Kagetsu - Today at 9:30 PM
it isn't as complicated as you're saying tho
just pick a 190 bpm 8.5 ar map and play it dt
Monstrata - Today at 9:30 PM
it is if there was literally 4 pages of discussion on it that i guess you didnt read xP
also, the dt argument isn't good
you shouldn't consider other mods to begin with, and additionally, the DT values are too great anyways. you probably just aclimated to those values,
Kagetsu - Today at 9:31 PM
uh i'm just telling you how it feels
playing your map
Monstrata - Today at 9:31 PM
if mappers had a choice of what AR/OD they wanted to attribute to DT values, they wouldn't pick the default ones
so if i played one of your maps and couldn't pass it does that mean i can veto and say its impossible? :stuck_out_tongue: because this is what you're doing right now
since you have't given any evidence outside of your own experience
im trying to show you why the reasoning is flawed and needs more support
(and may convince you that the veto isn't going to float)
Kagetsu - Today at 9:33 PM
but i'm not vetoing it because i can't pass it
Monstrata - Today at 9:33 PM
you're vetoing it because you think its impossible according to yourself...
Kagetsu - Today at 9:33 PM
actually i think i can pass it xD
Monstrata - Today at 9:34 PM
thats good that you can pass. the map is not impossible...
Kagetsu - Today at 9:35 PM
did i say the map is impossible? if so i apologize
Monstrata - Today at 9:35 PM
yes :P. and that its not playable. but again, no evidence other than yourself
Kagetsu - Today at 9:36 PM
it being unplayable isn't equal to it being impossible
Monstrata - Today at 9:36 PM
either way though. the intention is the same
"this map isn't playable for me so I'm going to veto it"
Kagetsu - Today at 9:36 PM
that wasn't my reason lmao
Monstrata - Today at 9:37 PM
try doing that on other maps
that was though...
your argument is literally that you think the map is unplayable, therefore it shouldn't be in the ranked section
Kagetsu - Today at 9:37 PM
ye
that's my reasoning
Monstrata - Today at 9:38 PM
try that on any other map.
and yous ee why this reasoning is honestly full of holes :stuck_out_tongue:
Kagetsu - Today at 9:38 PM
people doesn't usually make unplayable maps
Monstrata - Today at 9:39 PM
no my point is
https://osu.ppy.sh/s/444335
i could go to this map
and veto it with the line "i think this map is unplayable, therefore it shouldn't be in the ranked section"
what will your response be? probably" but its playable... "
Kagetsu - Today at 9:40 PM
ya
Monstrata - Today at 9:40 PM
yes right?
Kagetsu - Today at 9:40 PM
because it's indeed playable?
Monstrata - Today at 9:40 PM
thats the same idea here
alien is indeed playable.
Kagetsu - Today at 9:40 PM
i don't think thats true
Monstrata - Today at 9:41 PM
so heres the kicker. i can say that too
"i dont think thats true"
for your map
Kagetsu - Today at 9:41 PM
lmao
so i demonstrate you it's playable
Monstrata - Today at 9:42 PM
but how? i don't think its playable unless the leaderboard is all SS's and people can FC the jump section 5 times in a row while playing it through
i could insert any arbitrary "task" that would be required to call it playable
Kagetsu - Today at 9:42 PM
thats not what i asked for, in your case though?
Monstrata - Today at 9:42 PM
in the end, the whole "criteria for calling something playable" is subjective
whatever you asked, is subjective.
Kagetsu - Today at 9:43 PM
i'm asking for something way more factible
Monstrata - Today at 9:43 PM
its not
any more factible
because there is nothing that determines something is more factible or not.
but all that is irrelevant. the fact is. if i said that on your map
the veto wouldn't last because i woulndn't be able to prove it was unplayable
and its going to be the same case here if im reading what qat's are saying correctly
Kagetsu - Today at 9:44 PM
uh but
under that logic wouldn't it be possible to rank anything?
because everything is playable
because no one can demonstrate that something is unplayable
Monstrata - Today at 9:46 PM
you draw the playability line through evidence from top players
and ive quoted multiple evidences that support my claim that the map is indeed playable.
while you don't have anything
Kagetsu - Today at 9:46 PM
it's just the same
i have the alien scoreboard
where the top play was made by a touchscreen player
Monstrata - Today at 9:47 PM
but it wasnt...
Kagetsu - Today at 9:47 PM
uh i don't recall the players name
Monstrata - Today at 9:48 PM
you really sound like you're making stuff up here... you come in and veto a map where people have put countless hours into discussing ideas and concepts, and watched hours of replays and anlyzed literally every part of the map
the least you can do is provide some evidence...
Kagetsu - Today at 9:49 PM
isn't it enough evidence already
Monstrata - Today at 9:50 PM
that the map is playable, yes..
Kagetsu - Today at 9:51 PM
i mean't evidence that the map is unplayable
lol
Monstrata - Today at 9:51 PM
so what evidence? lol
you're completely avoiding the question because you don't have an answer...
Kagetsu - Today at 9:52 PM
i don't have an answer because playability is subjective
your "evidence" proves nothing
Monstrata - Today at 9:52 PM
its a hell of a lot better than no evidence
Kagetsu - Today at 9:53 PM
i mean i can use the same arguments to back up my points
pointing the scoreboard
"i have watched a lot of players not being able to play this map"
Monstrata - Today at 9:54 PM
this map is not playable because the leaderboard is only filled with scores that are over 90% acc. the map is not playable because only one person was able to pass it with HR.
Kagetsu - Today at 9:54 PM
and it's the same thing at the end
Monstrata - Today at 9:54 PM
yea i can do the same for your arguments if i were to veto one of your maps xP
"the scoreboard is only filled with 99% accuracy scores" "only 15 people have fc'ed it on DT"
Kagetsu - Today at 9:54 PM
you're using arbitrary numbers too
see?
Monstrata - Today at 9:54 PM
as are you :stuck_out_tongue:
Kagetsu - Today at 9:54 PM
ya
that's why i say it's subjective
Monstrata - Today at 9:55 PM
im doing exactly what you're doing to demonstrate that they are not good reasons...
you're just hiding behind the "everything is subjective" thing again and avoiding trying to discuss it.
Kagetsu - Today at 9:55 PM
but there's nothing to discuss
you can't prove the map is playable
and i can't prove the map is unplayable
Monstrata - Today at 9:56 PM
you know this reasoning wont work lol
with that reasoning i can just pop any map and say
"but you cant prove the map is playable"
Kagetsu - Today at 9:57 PM
the difference is that most of the maps are already proven to be playable
unless you ask for something impossible
Monstrata - Today at 9:57 PM
how?
how did you prove the map was playable? if everythign is subjective?
Kagetsu - Today at 9:57 PM
because it's agreed upon
Monstrata - Today at 9:57 PM
does 100 people fc'ing it prove the map is playable? how about 99? all these numbers are arbitrary
agreed upon by who? 5 people, 50 people?
everything iss ubjective remember
Kagetsu - Today at 9:58 PM
by the majority
that's why i'm voting no
Monstrata - Today at 9:58 PM
the majority are you sure? did you actually ask every player in china? because the chinese players are the majority of osu players.
Kagetsu - Today at 9:58 PM
lmao
Monstrata - Today at 9:58 PM
how do you know its a majority? xD
Kagetsu - Today at 9:59 PM
if it wasn't like that, then people wouldn't even be playing the game lol
Monstrata - Today at 9:59 PM
no matter what you say, it can always be disproven by "its subjective" which si precisely why your veto'ing logic is flawed :stuck_out_tongue:
Kagetsu - Today at 9:59 PM
because the maps are unplayable
i mean, i wouldn't play something unplayable
Monstrata - Today at 9:59 PM
you played alien and said you could even fc it...
???
Kagetsu - Today at 10:00 PM
i didn't say i can fc it
no one can
Monstrata - Today at 10:00 PM
pass*
doesn't change the fact you played it lmao
Kagetsu - Today at 10:00 PM
ya, but playability involves more things
it's all about passing
it's about feeling the music
or something like that
Monstrata - Today at 10:00 PM
really? all about passing?
Kagetsu - Today at 10:01 PM
nononoon
my english is just bad lol
it isn't all about passing
please consider that this isn't even my native language ):
Monstrata - Today at 10:01 PM
feeling the music? how does that determine playability?
well, as a BN you are required to know english so
not really my problem :stuck_out_tongue:
Kagetsu - Today at 10:02 PM
ye, i'm just asking for consideration
and idk,i think i just expressed it wrong
i mean mashing the keyboard
and passing something
doesn't mean it's playable
it's like vaxei passing airman dt hr
he literally waits on the left side of the screen
so that he hits 1/1 instead of hitting the entire 1/2 patterns
Monstrata - Today at 10:03 PM
i've already considered your arguments thoroughly. you have no evidence that suggests the map is unplayable. i've demonstrated why your logic is faulty because it can be easily used on other maps, and i've given you counter arguments that support the map is playable through scores, as well as why the AR even though it could be slightly higher, is already very close to the ideal number
Kagetsu - Today at 10:04 PM
i don't think you've demonstrated my logic is faulty
Monstrata - Today at 10:05 PM
"i don't think this is playable so i'm veto'ing it" is faulty
1. no evidence from other people to support its "not playable"
2. can be applied to literally every map you think is "not playable"
3. no reasoning or discussion because if someone disagrees, they just have to disagree or absolutely convince you the map is playable.
Kagetsu - Today at 10:06 PM
you've been gotten through that already
and demonstrated nothing
the only thing we can come out from this discussion is that playability is subjective
and it's something agreen upon
so i voted no
just get people who vote yes
and that's it
agreed*
Monstrata - Today at 10:07 PM
no, the only thing we can come out from this discussion is that you don't have any evidence so you're just hiding behind the "playabilty is subjective" line
Kagetsu - Today at 10:07 PM
xD
but we already discussed that
Monstrata - Today at 10:08 PM
no, you tried multiple times to end the discussion on" playability is sibjective so we have to disagree"
if something is subjective, it means there are multiple ways to interpret something
you haven't given any evidence or interpretation on your end
which is why i say you are "hiding behind the line"
if you have any evidence then at least i can say "i disagree with Kagetsu's opinion on playability, but at least i know what his viewpoint looks like"
Kagetsu - Today at 10:10 PM
get kurai to rebubble it
or post the chat logs in the thread
if the qat decides that my veto is invalid
then i have nothing to say
Monstrata - Today at 10:11 PM
https://puu.sh/wPW3O.png

its not far off
Kagetsu - Today at 10:13 PM
is there a way to save the logs on discord
Monstrata - Today at 10:13 PM
i dont know but i'll gladly post them

Will reply to the mods now, and then get Kurai to rebub probably
Topic Starter
Monstrata

Kagetsu wrote:

Monstrata wrote:

@Kagetsu: A lot of analysis and discussion has gone into this map's patterning and playability so it is a disservice to everyone here if you just give a blanket statement that it's "unplayable" without giving specifics for me to explain to you.
please note that i mentioned the loved section with the sole purpose of proving that there was no decent scores on this map, i consider a map playable when the player can get 98% or more acc. this was definitely not the case.
if you want a deeper explanation about why the playability of this map is bad, i would have to say that it's a sum of things: first would be the editor limitations, you've stated that there are players who are capable of playing maps around this speed, the fact that you're not considering, though, is that they do it with dt, where you can play at higher ar and od. i'm remarking these two because i believe they have a lot to do with the map playablity. the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns. it's debatable whether or not we should choose upon not the best way of making things because of the editor limitations, you might have your own opinion as well as i can have mine. We discussed everything here in the irc.
another point: we all know this a complex song, and as such, it will always tend to be harder to play than common songs, what i don't understand though, is why you're using such a bad transitions when changing the bpm, for example, on 02:55:471 - this section, the bpm increases by 14 units yet you decided to use full screen jumps, which aren't bad in paper, because the music is strong enough to support jumps, but the transition is just unpredictable. you could've been considered a smoother way to put these sections together, by using less spacing/pasive objects or whatnot. This has been analyzed in detail already. Please refer to Hobbes2's analysis of it on: p/6145650. They are indeed playable, and the transition is very much anticipated because the repeating up/downward sliders train the player to move upward on the next circle, and therefore, downward again the circle after.
This is already very smooth.

i consider this specific pattern 02:55:471 (1,2,1,2,1,2,1,2,1) - as near to impossible to hit (unless you're using touchscreen), the distance is just too much and the rotations aren't the best either, you might argue that you're using "uncomfortable movement" in order to accentuate the music, but the truth is that the higher the bpm is, the less you feel the difference between awkward and non-awkward movements, this is because the bpm makes all the beats awkward to play already. the worst transition here would be 02:55:787 (2) - to 02:55:893 (1) - especially because the rotation changes on 02:55:893 (1) - which makes it very hard to hit. you might want to move 02:55:999 (2) - somewhere to the up side of the screen in order to "fix" that. The rotation does not change at all... The jumps are symmetrical so all rotations are mathematically constant... It's the same difficulty as every other jump that's off-center symmetrical.
in any case, the distance is still something debatable, again, not because it isn't supported by the music, but rather because it's unplayable. i'm pretty sure there's no one that can consistently hit this pattern 3 times in a row when going throughout the entire map, otherwise prove me wrong.

i believe unplayable maps doesn't fit the ranked section, and that's why tag4 maps were moved to the loved one. believe it or not, your map shares some similarities with tag4 maps: difficult patterns, rough movements, high spaced objects combined with a very high object density in the screen (this due to low ar considering how fast the bpm is) etc.
now i'm not saying that mapping this song is completely impossible, but it would need a complete rework in order to make it playable, because nerfing some patterns would end up unbalancing the map.

about how countering the veto, i honestly think that we won''t reach an agreement, i'm just using my right to vote about whether or not this map should be qualified, i've decided upon no. the veto system is nothing more than a voting system after all.
We discussed this in a lot more depth over discord chat. I hope this short reply is sufficient considering the log discusses everything much more thoroughly over literally a whole hour.
Topic Starter
Monstrata

Itasha_S13 wrote:

I don't really like jumps on 00:54:726 (1,2,3,4,5,6,7,8) - considering 00:51:250 (1,2,3,4,5,6,7,8,1) - 00:58:150 (1,2,3,4,5,6,7,8) - 01:01:580 (1,2,3,4,5,6,7,8) - because pattern on 00:54:726 (1,2,3,4,5,6,7,8) - doesn't move.. like the jumps are static in the same side of the screen unlike the others that makes a movement, it fits the song. but 00:54:726 (1,2,3,4,5,6,7,8) - doesnt do that. I think something like this would fit better and keep the idea of that moving Im talking about to fit the guitar https://osu.ppy.sh/ss/8647226 i think the current positioning is fine, and the sections are seprated enough not to feel that related. Also the jumps are quite central, of course a bit to the left, but not to the point where its disorientating or cumbersome to hand positioning.
01:07:259 (1) - check timing on this I think its a bit late It was slightly late, i adjusted a bit for good measure.

Gokateigo wrote:

mod
  1. 00:01:621 - this sound fuck my ears, if you want to map ugly things don't do a perfect curve This is all part of establishing a baseline aesthetic. There needs to be something that demonstrates the map is breaking apart as the vocals kick in and the song becomes more clearly harsher.
  2. 00:17:766 (1,2,3,4) - nice curves/square for an ugly map ^
  3. 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4) - perfect pentagons are bad for an ugly map ^ Though i ended up fixing it to something else
  4. 00:51:250 (1,2,3,4,5,6,7,8) - back and forths fit better here and it'll be moe playable This is also back and forths. and this plays just fine.
    It's just angled a bit to help with transitioning to the side of the screen.
  5. 00:58:150 (1,2,3,4,5,6,7,8) - ^ No. THis is perfectly fine and they are already back and forths, they just also have movements that go in a singular direction.
  6. 01:01:580 (1,2,3,4,5,6,7,8) - ^ ^ honestly see nothing wrong.
  7. 01:06:090 (1) - this spinner is full of strong sounds I want to use a spinner because people will still play spinners as a fast gameplay element. When you see a spinner, you move really fast, you don't sit idly by so the intensity is kept. I don't want to use streams because the timing is really messed up, and the section doesn't call for intense rhythm because they are preceded by slow sliders.
  8. 01:10:902 (1) - ^ ^
  9. 01:15:702 (1) - ^ ^
  10. 01:23:493 (1) - ctrl g ? + redo the pattern if you do it No, I want the patterns to be asymmetrical. It creates some uneasiness in the object placement that the player is now accustomed to.
  11. 01:25:434 (6) - map something ugly here the vocals are different Okay sure, applied to the two below too.
  12. 01:27:148 (5) - ^
  13. 01:28:862 (5) - ^
  14. 01:38:058 (1,2,3,4,5,6,7,8) - this (and the other similar patterns) are the worst thing in the map, you can do ugly things which look good, you should do ugly slider-same slider reversed-ugly slider-... it'll look good but it'll be ugly I absolutely disagree then. I think they are the best thing in the map honestly.
  15. 01:41:487 (1) - for all this part : nc on bpm changes no thanks, I don't want to NC just for bpm changes. My NC is rhythmic. the bpm changes aren't rhythmic and not predictable so its best to give players a visual rhythm to keep with. The BPM changes are very slight too, mainly due to offset shifts that ended up being recalculated for bpms.
  16. 02:02:564 (2,3,4,5) - do a normal jump maybe ? the sounds are strong and this part is pretty calm Nah, I like this arrangement a lot better. it's small, but still forces players to make 90 degree snaps or alternates.
  17. 02:25:494 (1,2,3,4,5) - it's not enough spaced, it's just before a fast part I think this is perfectly fine. Just because its before a fast part doesn't mean it should be faster if the atmosphere doesn't really suggest ain increase. really, the song doesn't really explode until the downbeat so creating abuildup effect wont work here, especially when theres a 2/1 gap.
  18. 02:51:908 (1,1) - make this possible to hit with a point where you can put your cusor and wait, it's pretty hard at 280bpm No. I want the player to have to move up and down.
  19. 02:55:471 (1,2,1,2,1,2,1,2,1) - all the transition snares have a little spacing but this one is cross screen and really hard to play, why ? This is the high point of the map before the transition and there is a lot of build up going into it.
  20. 03:07:390 (1) - it reminds me of ugly sliders,... in the calm part It's not... You see sliders like this all the time in regular maps.
  21. 03:15:390 (1,2) - clockwise 03:16:390 (3,4,5,6) - counter clockwise, why ? Flow shift...?
  22. 03:31:498 (1,2,3,4,5,6) - ^ but goes counter clockwise/clockwise Why is this even important? I'm just switching flows to make things more enjoyable.
  23. 03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - "ugly" part callback and it's perfect squares, it should be a bit ugly No.
    This is all part of the winny upload section which is the pretty section. The map is divided by genre please, not by the vocal, which isnt even harsh here.
  24. 04:09:581 - this part is singed by the guy of the ugly part, it should be (again) a bit ugly No, for the same reasons as above.
  25. 04:32:302 (1,2,3,4) - nc no thanks. why?
  26. 04:33:754 (1) - (and similar sliders) no, it's just bad, all the stop stop before are 2 normal sliders, but it changes at a random moment It's not a random moment, its the final verse. im using slider art as a means to emphasyze the lyrics and the song instead of just regular mapping because I think this is a more creative approach.

my opinion
This map sucks tbh, you shitmapped a huge part because you think metal is disgusting, Mazzerin maps death metal and thinks song representation is more important than aesthetics. His maps are NOT ugly af, they are a bit ugly sometimes (with really ugly sounds, not everything) but his style fits very well to metal, you should map something similar to his style in the "ugly" part and map ugly sliders when they are in the middle of the calm part because you can't change your style for 2 objects. If you map something like this I'll bee happy if it's ranked, it's just a random shit map atm for me
gl I guess

Painketsu wrote:

I don't mind this map's aesthetics or concept at all, I think variety is always good and I disagree with the popular idea that a map being clean makes it good.

Gonna do a small flow and cursor movement mod since I feel like it's where the map has most flaws.

  1. 00:28:922 (1,2,3,4) - this little square kinda kills the cursor speed built up previously and aesthetically feels out of place, I think an irregular shape with a bit more spacing (same movement is fine) would be better. I gave a better angle from 3>4>5 to offset the movement a bit so there doesn't need to be as much precision in maintaining a linear movement from 4>5
  2. 00:32:760 (3) - I don't see much reason for this to be ctrl+Gd, this will be prone to confuse players causing a late hit, please keep in mind that with how the game works right now you need to hit this slider a bit early otherwise it will reach the first repeat and cause a sliderbreak even if it's within the hit window (first repeat is 54ms after the start so with this OD that means you'd break if you hit basically anything later than a 300). it's because the previous sliders were really big in spacing. Also the Ctrl+G is better because you are naturally going to move upward playing the slider given the inward flow,
    which helps keep you from breaking.

  3. 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4) - this doesn't fit at all imo, you theme almost all sliders "ugly" and with uneven spacings but this a "perfect shape", I think this comes from you being used to mapping like this (not saying it's a bad thing) but imo this pattern is out of place here, I'd personally go with something more in tone with the map's theme and difficulty, check this for an idea: https://gfycat.com/gifs/detail/HotOpulentGosling And more importantly than aesthetics, using a cursor-snap-based small jump section is a great setup for the next big one here 00:40:385 (2) - your current pattern is based on constant circle movement so it doesn't transition very well. I fixed it, though its still a pretty pattern because I want to show the visual breaking apart as the voice becomes harsher and tenser.
  4. 00:40:385 (2,3,4,5,6,1,2,3,4) - I think you could improve this flow to be less awkward but it's not terrible so I wont go into detail unless requested. I think its already fine as is/..
  5. 01:01:258 (4,5,6,1) - this almost square-like flow is one of the most awkward in the whole map, this comes after a whole section of acute angled jumps, I think this can be improved, first thing that comes to mind would be 01:01:258 (4) - on x:163 y:326, 01:01:366 (5) - on x:319 y:233, 01:01:473 (6) - on x:30 y:189 and 01:01:580 (1) - a bit closer to 01:01:794 (3) - , the reduced spacing from 6 to 1 increses the emphasis of the back and forths making them more powerful. Fixed it.
  6. 02:25:494 (1,2,3,4,5) - I disagree with this shape, aesthetics aside, I don't see how this would play better than angled jumps and they would fit better imo. Its there for juxtaposition with the next section. It just makes the kicksliders in the next section stand out more than they would if i used an ugly pattern. Also i think this arrangement can kind of be alternated and give people a sensation that maybe they can alternate stuff but nope. :!:
I think it's a hard map but it's not unplayable by any means, shouldn't be unrankable imo

CXu wrote:

Have you thought about mapping in a way where each pattern/combo is messy, but how the patterns/combos interact with each other on the playfield is more organized? While the song is indeed, well, "messy", it does have an overarching structure as music mostly do with just how it's structured. Since you're trying to make the patterns ugly to reflect the song, making the patterns the patterns make more organized (?? lolidk) could improve the map aesthetically while still keeping the core idea of ugly vs not ugly. You have some more structural mapping in there already. At least it sounds like a good idea in my head xd

So like idk doing something like this at 01:39:451 (1) -

The slider on its own is still ugly, but it doesn't bleed into the previous sliderpattern, so they can more easily be seen in isolation, if that makes sense.

Just a thought, and it would be quite a bit of work if you were to do this, but I might as well throw the idea out there.
I think its too far in to implement this idea. I don't really like it anyways since imo that doesn't really have any aesthetic consistency anyways, or its really hard to tell given the AR anyways. But thanks. Could be useful for my other maximum the hormone map :D.

LimePixel wrote:

Honestly, can't pass the map but from playing with NF I really enjoyed it. It's pretty obvious why it's mapped so differently, and I think song representation is more important than aesthetics.

Small possible problems I noticed:
-02:56:316 (1) - This is touching the health bar slightly It's fine to touch the health bar and I think this arrangement is good for symmetry and works well as the final jump location.
-04:30:366 (3,4,5,6) - This felt odd, there's no major difference in anything for 04:30:610 (4) to be emphasized with higher spacing I think its fine, i'm just using a spacing here thats more reflective of the pattern (hexagon) and not really respecting emphasis. It's fine imo cuz i think respecting emphasis everywhere on this section of the map becomes a bit predictable and boring too.

I don't see why this wouldn't be rankable, since it accurately represents the song. Besides, only mapping in the usual 'safe' way (or pp mapping, with tv size songs) is going to result in player burnout and tons of the same map with different songs behind them.

Gokateigo wrote:

ok last post in this thread since all of you can't understand my point and I'm bored of repeating the same thing everything
  • I know this map is made to be ugly, I know a lot of people like it (even if the user rating says the opposite but whatever), I know Monstrata knows what he's doing with the editor so stop saying I'm an ignorant because you're wrong

    BUT
  1. The gimmick is pushed too far sometimes, especially at the kickslider part : it can be ugly and good at the same time, I've already explained it in my mod, i won't say it again (fuck I'm lazy)
  2. The gimmick isn't used in some ugly parts, I looked at the map and modded it with the gimmick in head, sometimes the map has good patterns (perfect angles, flows perfectly...) in ugly parts like these perfect pentagons here 00:38:356 (1,2,3,4,5,6,7,8,1,2,3,4,5) - or the squares here 03:45:634 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - it's not a really ugly part with the vocals etc, but it uses the same instruments + the high sound in the bg literally fuck your ears
  3. The gimmick is a bit useless/wrong : Ok, contrast, bla bla bla, I know, but the contrast is just obvious with the difficulty 8*/4* not obvious enough ? ok, there are a few ways to map metal like Mazzerin's style "omg you suck Mazz's dick kys" first : fuck you and it was an example, Maakeli is also a good metal mapper, pishi is a good metal mapper, Sayaka is a good metal mapper (restricted for shit but we're not here to talk about that). You get my point, there are other ways to map this and they're all better
  4. Some jumps are weird and uncomfortable : "it's the point of the map lol" It can be ugly and comfortable, some jumps look like normal patterns (triangles, stars,...) but with extended ds for spacing emphasis, back and forths/really sharp angles/wide angles are better than this imo and can be ugly
  5. Some patterns have nosense spacing : thinking especially about these 00:58:150 (1,2,3,4,5,6,7,8) - the DS goes at weird spots, it's just 2 (maybe 3) repeated sounds so the ds shouldn't change that much (+ 01:01:580 (1,2,3,4,5,6,7,8) - this one is just too spaced)
    I'm also thinking about this one 04:33:754 (1) - this part was just 2 sliders 1/2 for stop stop and it's reverse sliders at a random point
Ok this is literally my mod but extended, but now eveything is justified I guess (inb4 some fanboy saying I'm totally wrong) (I'll only answer to real posts now, not the usual "lol your opinion doesn't matter here")
I think i replied to these all already in your earlier mod.

Logic Agent wrote:

i don't care about any of this drama but i think there's an aesthetic inconsistency you might consider changing unless it was intentional.

00:17:766 and 01:22:624 are obviously supposed to be similar with the whole guitar going ham and the vocals increasing in intensity, however in the first section you start using "ugly" 1/2 sliders way sooner than you do in the second section. 00:23:986 (5) Here is the first to show that some kind of aesthetic change is gonna start and then after that the last slider in every group of four is ugly.

01:30:362 (4) - but here you waited until pretty far into the section to start making slightly ugly sliders to indicate the change again, maybe cause the section itself is longer before the vocals start yelling again? i dunno, just something i thought i'd ask about. don't mind me if it was intentional/ you've already brought it up, but you could probably start doing slightly ugly ones 01:27:148 (5) here or something.

but yeah, good luck with... all this. my opinion on this map has changed significantly since i voted it a 1/10 almost a year ago
Ended up fixing this with Gokateigo's original mod so i guess this is fixed?

[]

Thanks for the mods everyone~
Topic Starter
Monstrata

Kurai wrote:

Just throwing things I believe should really be fixed. I did not take into account the "beauty" of the patterns.

[Stop! Stop Winny Upload!!]
  1. 01:40:844 (2) - Overlapped by the HP bar with the default skin. Fixed this
  2. 01:58:499 (1) - Shouldn't be a normal finish? yea
  3. 02:27:195 (1,2,3,4) - I really dislike how those kick sliders are overlapped by the previous ones. 1 also slightly overlaps 3 and 2 overlaps 4 as well. I understand you probably did that on purpose, but it's hardly sightreadable and more confusing than anything when you could have made it easier to read just like 02:28:885 (1,2,3,4) - . Well, they are still overlapped, but i made the heads more visible.
  4. 02:37:902 (2,3,4) - Slightly overlapped by the HP bar with the default skin. Moved it down slightly
  5. 02:40:244 (2) - Slightly overlapped by the HP bar with the default skin. ^
  6. 02:56:316 (1) - Slightly overlapped by the HP bar with the default skin.
  7. 02:56:786 (1) - Slighlty overlapped by the score nulbers with the default skin. Moved both down a bit i guess.
  8. 04:22:012 (2) - Almost under the HP bar grr I think thats fine D:
  1. I really dislike when objects are put just next to the bottom border of the screen because 1. it's not that comfortable to play 2. it's sometime overlapped by the little accuracy bar. Here's a list of the objects placed way too close to the bottom border of the screen, moving them some grids up should do the trick, it's not like you have to care much about the aesthetics of the map xp: I'd like to keep these because imo putting it near the bottom of the screen doesn't really make it less comfortable to play. i'm just using more of the screen to my advantage really. also the accuracy bar is disabled by default so I don't think its necessary to consider that unlike hp bar etc...

    1. 00:51:250 (1) -
    2. 00:56:007 (3,5,1) -
    3. 00:59:022 (1) -
    4. 01:01:794 (3,5) -
    5. 01:31:862 (3) -
    6. 01:33:991 (1) -
    7. 01:35:058 (3) -
    8. 01:58:499 (1) -
    9. 04:45:311 (1) -
I don't mind rebubbling this if I am allowed to.
Thanks for the check!
Yusomi

Kagetsu wrote:

what most of people would agree with, though, is that 280~ bpm full screen jumps aren't approachable even for the top part of the playerbase
huh ??
hi-mei
<3 kagetsu

one of few that deserves respect

if you wanna hear community, just take a look on this:



quoting random people that dont know shit in mapping and saying "hey nice map" has 0 effective value

kagetsu not the last one to pop this
CXu

Monstrata wrote:

CXu wrote:

Have you thought about mapping in a way where each pattern/combo is messy, but how the patterns/combos interact with each other on the playfield is more organized? While the song is indeed, well, "messy", it does have an overarching structure as music mostly do with just how it's structured. Since you're trying to make the patterns ugly to reflect the song, making the patterns the patterns make more organized (?? lolidk) could improve the map aesthetically while still keeping the core idea of ugly vs not ugly. You have some more structural mapping in there already. At least it sounds like a good idea in my head xd

So like idk doing something like this at 01:39:451 (1) -

The slider on its own is still ugly, but it doesn't bleed into the previous sliderpattern, so they can more easily be seen in isolation, if that makes sense.

Just a thought, and it would be quite a bit of work if you were to do this, but I might as well throw the idea out there.
I think its too far in to implement this idea. I don't really like it anyways since imo that doesn't really have any aesthetic consistency anyways, or its really hard to tell given the AR anyways. But thanks. Could be useful for my other maximum the hormone map :D.
I agree it's probably too far in right now, esp. if you do get it ranked. It was more as a suggestion in the case if you were still getting a lot of resistance to how it looks currently.

As for the aesthetic consistency part, what I meant is more in the sense that even though 01:38:058 (1,2,3,4,5,6,7,8,1,2,3,4,5) - is "messy" with a bunch of overlaps, if you look at it as a whole, it looks like... idk a caterpillar I guess? So there's still overarching structure within the chaos you're making already, and what I meant was to more clearly make structures like these, were when looked at as a whole can look structured, even if the individual parts of it are messy. I just used that one random slider and no overlaps because it was easy to do xd.
Sotarks
hi-mei judging a map on user rating is really good, yeah sure x)
idk how can poeple be so dumb on this game wow
poeple just rate 1 for the lolz, how is this map and the effort monstrata put in this deserve 1/10, you guys has seriously brain issues.
do irl stuff instead of wasting your time on a drama jeez

also your only ranked map has 6,31 user rating

so it's obviously bad ?

;);););););)
Tae

hi-mei wrote:

if you wanna hear community, just take a look on this:



quoting random people that dont know shit in mapping and saying "hey nice map" has 0 effective value
The reverse is true too though, so that argument is essentially invalid. How many of those bad ratings come from people who have a good knowledge in mapping? also weren't you one of the people quoted

At least there have been a fair amount of people so far who have assisted in improving the map while keeping the entire concept of it, which I feel is an issue a lot of the 'community', as you put it, don't agree with, along with its difficulty.

As someone who bases their mapping around aesthetics, I can't really help much with this mapset lmao. That doesn't mean I don't like the map though. In fact, I actually really like this map, it sticks to its core concept, and is still playable despite this. Good luck on ranking this, Monstrata.
Caput Mortuum
btw why Maximum the is in the tags when it's in the artist already
sahuang

hi-mei wrote:

<3 kagetsu

one of few that deserves respect

if you wanna hear community, just take a look on this:



quoting random people that dont know shit in mapping and saying "hey nice map" has 0 effective value

kagetsu not the last one to pop this
lol this is really invalid

People rate low for various reasons, not just because this map sucks or it lacks quality.
For some maps players rate very low because of bad song choice/bad anime/no pp/too much pp etc.
In case of ALIEN most players find it extremely difficult and uncomfortable to play so they rate 1 star, however this still doesn't contribute to anything about its quality.
Cygnus
Honestly, I find the map really horrible but not in the sense of calling it unrankable. It just doesn't fall to most people's subjective taste in mapping and I believe we should all just respect each others' opinion. The map is indeed hard and the playability is very much questionable due to its peculiar patterns but as I said, none of these parts are unrankable. The ranking criteria do not state that if a map is hated by most of the community, it shouldn't be ranked (basing this on the preliminary user rating).

The idea is simple: if you do not like a map, point your concern and suggest a solution. If your suggestion has been rejected, reconsider whether your concern points out unrankability or just something that doesn't fit your taste in mapping. If your concern doesn't involve unrankability, then just leave it as it is and respect the mapper's decision. No need to spread hate and gather people to tell the mapper how horrible the map is. The map just did not satisfy your taste, but that doesn't matter because ranking maps should only satisfy the requirements stated in the Ranking Criteria. So in this case, your best solution is to just ignore the map and move on (or you could make a map of your own).

Okay there goes my two cents on the issue. ^^ Here's a little mod btw:

[Stop! Stop Winny Upload!!]
• 00:21:206 (1) - Remove the new combo here and put it on 00:21:419 (2) instead just to be consistent with your new combos since you added new combos on parts where the singer starts singing like on 00:23:131 (1) -, 00:24:842 (1) -, and 00:26:553 (1) -.
• 00:48:623 (1,2) - This one is fine as it is but I find the playability on this part much better if the slider goes first before the hit circle. Try it for yourself. This also applies to the rest like on 00:49:515 (1) -, 00:50:384 (1) -, and I think the succeeding 3 more of these.
• 01:24:363 (1) - Same new combo suggestion like on 00:21:206 (1) -.
• 01:46:531 (1) - I don't think a new combo is necessary here?
• 04:45:311 (1) - Use the brownish new combo instead since it's a heart-shaped slider? XD

Best of luck getting this ranked. Will stay tuned to this map :3
hi-mei

My Angel Azusa wrote:

hi-mei wrote:

<3 kagetsu

one of few that deserves respect

if you wanna hear community, just take a look on this:



quoting random people that dont know shit in mapping and saying "hey nice map" has 0 effective value

kagetsu not the last one to pop this
lol this is really invalid

People rate low for various reasons, not just because this map sucks or it lacks quality.
For some maps players rate very low because of bad song choice/bad anime/no pp/too much pp etc.
In case of ALIEN most players find it extremely difficult and uncomfortable to play so they rate 1 star, however this still doesn't contribute to anything about its quality.
what do u mean by quality?

lets be real here.

mapping quality is delusion.
it rather comes to the point, whether the map is in adequate state to this game or not.

for now its far from most of fundamentals people were developing over the years.


i mean, for monstrata its not even the deal about this map, its a challenge for him to rank something that literally nobody can.

he is asking many people to help him and promises his help in return (bubble for bubble huh?)
DeviousPanda

hi-mei wrote:

mapping quality is delusion.
lol what
Tae

hi-mei wrote:

what do u mean by quality?

lets be real here.

mapping quality is delusion.
it rather comes to the point, whether the map is in adequate state to this game or not.

for now its far from most of fundamentals people were developing over the years.
Quality is all subjective. This map isn't designed to be quality in an aesthetic sense, which goes against these "fundamentals" you're talking about, I guess. That doesn't mean it can't be good though?

Please, tell us what is wrong about this.

hi-mei wrote:

i mean, for monstrata its not even the deal about this map, its a challenge for him to rank something that literally nobody can.
It's something different, yes, but what's wrong with mapping something new, something different? Variety is important in any sense, and sometimes it's good to push the boundaries and see what can be done.

hi-mei wrote:

he is asking many people to help him and promises his help in return (bubble for bubble huh?)
Well... who is he meant to ask? Like any other mapper, he wants to rank something, he has to ask others for help, no?

That's not true either. Everyone goes through the same process. It's just quicker when you're more well known as you have the existing connections.
hi-mei
alright i think im done of osu dramas for this summer, just a quick suggetion:

02:56:210 (2,1) - this distance is not ok, the sound of 02:56:316 - is unique, i agree. tho still it doesnt justify the huge diff spike. reconsider the squares before, i think u can rotate them a bit to make that jump less harsh.

now about something way deeper:

lets talk about ur concept of "ugly" mapping.

i didnt check this map for a while until today, i cant say its the same as before, but still you could improve it aesthetic-wise.
no, im not saying to make everything nice-looking.

the concept of randomly overwound sliders doesnt mean you cant do this:


ugliness doesnt necessary mean slider to be literally fucked. you can experiment with straight sliders as well.

i truly understand that means to remap about 60% of the map, not to remap, actually to redesign.

but eventually it will benefit and justify ure uhhhh ugliness.
like, you could definitely get rid of these random (not ugly) overlaps, that makes people question if youre were sober making this.
02:13:164 (1,2) -
02:14:447 (2,3) -
etc
it just deosnt feel you tried to make "ugliness" work as a concept, but just threw all the illness of your mentality in this map.

well yea, after actually looking at it, it just doesnt feel that bad.
but its still can be improved a lot.

yea my first constructive post here,
uh also this doesnt really look adequate: 00:37:501 (1,2) - distance-wise
oh yea, one last thing
00:14:468 - empty space cant be justified at all, you should either use break or sliderart (00:16:343 - here you got a very tangible sound you can use)
Aurele
Again?

Locked.
Chaos
Thread cleaned. Get yourselves together, please. Be respectful and keep comments relevant to the map.

Edit: Unlocked per Monstrata's request. I'm watching you all :x
Topic Starter
Monstrata

Cygnus wrote:

Honestly, I find the map really horrible but not in the sense of calling it unrankable. It just doesn't fall to most people's subjective taste in mapping and I believe we should all just respect each others' opinion. The map is indeed hard and the playability is very much questionable due to its peculiar patterns but as I said, none of these parts are unrankable. The ranking criteria do not state that if a map is hated by most of the community, it shouldn't be ranked (basing this on the preliminary user rating).

The idea is simple: if you do not like a map, point your concern and suggest a solution. If your suggestion has been rejected, reconsider whether your concern points out unrankability or just something that doesn't fit your taste in mapping. If your concern doesn't involve unrankability, then just leave it as it is and respect the mapper's decision. No need to spread hate and gather people to tell the mapper how horrible the map is. The map just did not satisfy your taste, but that doesn't matter because ranking maps should only satisfy the requirements stated in the Ranking Criteria. So in this case, your best solution is to just ignore the map and move on (or you could make a map of your own).

Okay there goes my two cents on the issue. ^^ Here's a little mod btw:

[Stop! Stop Winny Upload!!]
• 00:21:206 (1) - Remove the new combo here and put it on 00:21:419 (2) instead just to be consistent with your new combos since you added new combos on parts where the singer starts singing like on 00:23:131 (1) -, 00:24:842 (1) -, and 00:26:553 (1) -. I want to NC them to the drum instead of just vocal since I think this NC rhythm makes more sense to me anyways.
• 00:48:623 (1,2) - This one is fine as it is but I find the playability on this part much better if the slider goes first before the hit circle. Try it for yourself. This also applies to the rest like on 00:49:515 (1) -, 00:50:384 (1) -, and I think the succeeding 3 more of these. I prefer the current arrangement,
The 1/4 repeats from earlier give an adequate flow since you have time to hover and reset movement while playing them, similar to triplets.

• 01:24:363 (1) - Same new combo suggestion like on 00:21:206 (1) -. Same. Bearing in mind I'm also NC"ing for pattern distinction too,
this slider belongs with the other sliders not with the linear ones in terms of visual representation and relation.

• 01:46:531 (1) - I don't think a new combo is necessary here? Ah, its necessary but on the wrong slider good find. Fixed
• 04:45:311 (1) - Use the brownish new combo instead since it's a heart-shaped slider? XD But its the beautiful section and thats a beautiful heart slider </3

Best of luck getting this ranked. Will stay tuned to this map :3
quote hime:

alright i think im done of osu dramas for this summer, just a quick suggetion:

02:56:210 (2,1) - this distance is not ok, the sound of 02:56:316 - is unique, i agree. tho still it doesnt justify the huge diff spike. reconsider the squares before, i think u can rotate them a bit to make that jump less harsh. I scaled the square down a bit after getting some more opinions. I love the angles, and they are the high point. I'm fine with nerfing the spacing though as long as they still more or less constitute the high point of the difficult section. The "finale".

now about something way deeper:

lets talk about ur concept of "ugly" mapping.

i didnt check this map for a while until today, i cant say its the same as before, but still you could improve it aesthetic-wise.
no, im not saying to make everything nice-looking.

the concept of randomly overwound sliders doesnt mean you cant do this:

from this

to this


ugliness doesnt necessary mean slider to be literally fucked. you can experiment with straight sliders as well. I don't believe that fits my aesthetic design at all since I still consider stuff like that somewhat nice looking due to paralells and stuff. The ugliness criteria here also stems from how the sliders don't relate to one another that well visually and are usually stand-alone.

i truly understand that means to remap about 60% of the map, not to remap, actually to redesign.

but eventually it will benefit and justify ure uhhhh ugliness.
like, you could definitely get rid of these random (not ugly) overlaps, that makes people question if youre were sober making this. I think sliderborder overlaps are really ugly so that's something I definitely wanted to include here.
02:13:164 (1,2) -
02:14:447 (2,3) -
etc
it just deosnt feel you tried to make "ugliness" work as a concept, but just threw all the illness of your mentality in this map.

well yea, after actually looking at it, it just doesnt feel that bad.
but its still can be improved a lot.

yea my first constructive post here,
uh also this doesnt really look adequate: 00:37:501 (1,2) - distance-wise This is a 1/1 gap I think its very adequate xP.
oh yea, one last thing
00:14:468 - empty space cant be justified at all, you should either use break or sliderart (00:16:343 - here you got a very tangible sound you can use) It's a dramatic pause before the crazy stuff starts to happen. Another reason why I began with a seemingly nice slider, (and continue to use nice patterns in the first 25 seconds) in order to show the chaotic breakdown of the map.

[]

Thanks for taking a look both of you. Sorry about the state of this thread xP.
Irreversible
@Kagetsu:

If you want to keep up your veto, then please proceed with properly argumenting why exactly this map is not playable - because simply stating something is not playable is not a reason why you can veto this map. The map has structure, is mapped to the song and makes sense, so simply saying it's not playable is definitely not enough. Give monstrata a proper base to reply on, because being like "this map is unplayable and you can't convince me it's not" is not an argument you can really counter. And in this case, the argument "it's unplayable" is REALLY weak.
Mini Gaunt
Small mod, if something I point out has already been posted then ignore it xdddd

02:40:132 (1,2) - This jump doesn't accentuate the vocal as much as the next time you do this same jump which is here: 02:43:685 (1,2) - and 02:47:239 (1,2) - is the same jump as the others. For consistency maybe you change 02:43:685 (1,2) - to be more like the other jumps or change 02:40:132 (1,2) - & 02:47:239 (1,2) - to be more different than the other jumps.

02:51:908 (1) - Volume 60% maybe?

02:53:686 (1) - To be honest this is borderline unplayable. Sure it may be possible to combo this slider (and some people may have already) but more than 99% of people will probably break here, I think this would help relieve SOME complaints. You can decrease the SV of ALL of the 3 sliders there to keep the same increases in SV but so that with slider leniency you can put the cursor in the middle and combo it, but as it stands you need to move to combo this. At this SV it is MOST unfair part of the map IMO.

That's it
Hpocks
I actually really ike this map and I hope it gets ranked.
body
Hello people I want 1000 posts. This very good thread, very neutral map like wtf????
fieryrage
this just in Monstrata Goes Balls Deep and this thread is a shitshow

i'm gonna remod from a player perspective this time cuz i really don't care about the aesthetics of this map like everyone else, you don't have to give kds since the map really hasn't changed but idc xd

  1. this map should REALLY be od 9.7 at least, I pointed this out in the previous mod I gave alongside the AR (which you changed god bless you), I know there's no notelock potential but there's really no reason for an 8+ star map to have an OD less than 9.5 honestly with how difficult the jumps are lol
  2. 00:28:922 (1,2,3,4) - this is probably the most awkward to hit pattern of the mini-jumps in this section and imo it's actually because this is not "ugly" enough,
    there's a distinct sort of patterning with 00:30:624 (1,2,3,4) - and 00:34:046 (1,2,3,4) - that's just lost in the square here
  3. 00:38:356 (1,2,3,4,5,6,7,8) - bro u butchered this so badly what the heck this fits WAY more as jumps instead of stacks
  4. 00:40:812 (6,1) - would personally increase the spacing here, i keep overaiming this as it stands rn and it doesn't feel really that emphasized
  5. 00:44:449 (2,3) - idk if this was the same in the previous iteration of the map but on the contrary this feels way TOO emphasized, placing it near 00:43:799 (3)
    would be a lot better imo
  6. 00:48:192 (3,4) - was better as one repeat slider since you keep consistency with 00:29:347 (5) - this section
  7. 00:49:949 (1,2,3,4) - what happen 2 the spacing here lol
  8. 00:53:096 (2,3) - ^
  9. 00:57:079 (5,6,1) - the new pattern in general is pretty cool but i'm not a huge fan of having an obtuse angle here, just personal preference tho xd
  10. 01:02:008 (5,6,7,8) - idk if you meant to change the spacing on these last two jumps but if you did then :ok hand: since it really doesn't affect anything
  11. 01:38:058 (1,2,3,4,5,6,7,8,1,2,3,4,5) - alright so this is basically the only problem i have with the entire map (plus the other section like this), while this is definitely an intense section of the song i feel representing this with 1/4 kicksliders especially at this high of a bpm and this awkward of an angle is ridiculous; it's a lot better to play with ar 10 now but it still just feels so out of place with the rest of the song, even just increasing the spacing of how far apart these are would make this so much easier to play imo since they feel so clustered together for no particular reason (obviously this goes for 02:26:362 (1,2,3,4,5,6,7,8,1,2,3,4) - these sections too but that's a lot more iffy of a solution)
  12. 01:47:749 - you can be edgy here and add a note for the guitar xd
  13. 02:25:494 (1,2,3,4,5) - make this a star jump tbh, could be a lot more intense here than just a pentagon
  14. 02:26:362 (1,2,3,4,5,6,7,8,1,2,3,4) - fuck this part
  15. 02:43:685 (1,2) - better as a vertical jump than a sideways jump imo
slow section i'm not gonna bother modding

it's not unplayable, idk why people say it is, just a few jumps flow awkwardly but I'm assuming that's the point of the map so it's not like it's surprising
the only main issue I have with the map is how awkward the 1/4 slider spam is to play which can be easily remedied with more spacing or changing the pattern
but yea those are my thoughts xd
VINXIS
thd map is p nic tho its above average
Ideal
people say this map is unplayable.
here's a reminder, it has been passed with hr. and it wasn't touchscreen.

as in my opinion, although i don't really like the map itself, i don't see any unrankable issues.
there's also promethean kings.

good luck making it through this shitstorm!
aesu

Gokateigo wrote:

my opinion
This map sucks tbh, you shitmapped a huge part because you think metal is disgusting, Mazzerin maps death metal and thinks song representation is more important than aesthetics. His maps are NOT ugly af, they are a bit ugly sometimes (with really ugly sounds, not everything) but his style fits very well to metal, you should map something similar to his style in the "ugly" part and map ugly sliders when they are in the middle of the calm part because you can't change your style for 2 objects. If you map something like this I'll bee happy if it's ranked, it's just a random shit map atm for me
gl I guess
No. The song is ugly. Time signatures and BPM changes all over the place, it doesn't follow any pattern at all. He mapped it ugly because MTH made an ugly song. It's not any classic death metal songs with double-pedals going on for 2 minutes and a half. You're comparing apples and carrots.

EDIT: Can y'all stop caring about difficulty and care about mapping please thanks
Fondebier

mvb wrote:

No. The song is ugly. Time signatures and BPM changes all over the place, it doesn't follow any pattern at all. He mapped it ugly because MTH made an ugly song. It's not any classic death metal songs with double-pedals going on for 2 minutes and a half. You're comparing apples and carrots.

EDIT: Can y'all stop caring about difficulty and care about mapping please thanks
Beauty is suggestive, some people (like me) can enjoy the song, song "beauty" shouldn't be used as a gimmick for maps cuz you can't be objective with it and it lead to something like this thread. Irregular rythms songs can be very good (roze for example), I'm not comparing apples and carrots

Edit : since everyone is flooding this thread to answer to my opinion I won't answer to these anymore, pm me if you want to discuss about it
C00L
Map is good, your points are funny goka
YouVayPay
Concept is alright I suppose, but those 280 bpm fullscreen jumps definitely need a nerf.

Just because Vaxei can mash his way through this map with dt doesn't necessarily mean it's playable
Mini Gaunt

UnstoppableVP wrote:

Just because Vaxei can mash his way through this map with dt doesn't necessarily mean it's playable
??????
He can't mash through it with dt dude
And why isn't it playable?
Topic Starter
Monstrata

fieryrage wrote:

this just in Monstrata Goes Balls Deep and this thread is a shitshow

i'm gonna remod from a player perspective this time cuz i really don't care about the aesthetics of this map like everyone else, you don't have to give kds since the map really hasn't changed but idc xd

  1. this map should REALLY be od 9.7 at least, I pointed this out in the previous mod I gave alongside the AR (which you changed god bless you), I know there's no notelock potential but there's really no reason for an 8+ star map to have an OD less than 9.5 honestly with how difficult the jumps are lol OD 9.4 is fine. You didn't really give any reason other than "its too low". But I already stated that OD 9.4 is high enough to avoid any potential notelocking.
  2. 00:28:922 (1,2,3,4) - this is probably the most awkward to hit pattern of the mini-jumps in this section and imo it's actually because this is not "ugly" enough, Already fixed, i guess update lol
    there's a distinct sort of patterning with 00:30:624 (1,2,3,4) - and 00:34:046 (1,2,3,4) - that's just lost in the square here
  3. 00:38:356 (1,2,3,4,5,6,7,8) - bro u butchered this so badly what the heck this fits WAY more as jumps instead of stacks I like this better,
    Discussed it with Kite who gave me the idea. Keeping it.
  4. 00:40:812 (6,1) - would personally increase the spacing here, i keep overaiming this as it stands rn and it doesn't feel really that emphasized Increased it slightly.
  5. 00:44:449 (2,3) - idk if this was the same in the previous iteration of the map but on the contrary this feels way TOO emphasized, placing it near 00:43:799 (3) Lowered it a bit.
    would be a lot better imo
  6. 00:48:192 (3,4) - was better as one repeat slider since you keep consistency with 00:29:347 (5) - this section No, it needs to be two repeats to keep the intensityand consistency with 01:41:058 (1,2) -.
  7. 00:49:949 (1,2,3,4) - what happen 2 the spacing here lol Nothing, that's intentional
  8. 00:53:096 (2,3) - ^ Same, intentional.
  9. 00:57:079 (5,6,1) - the new pattern in general is pretty cool but i'm not a huge fan of having an obtuse angle here, just personal preference tho xd Yea I want to keep cuz I like it.
  10. 01:02:008 (5,6,7,8) - idk if you meant to change the spacing on these last two jumps but if you did then :ok hand: since it really doesn't affect anything I'll keep xp
  11. 01:38:058 (1,2,3,4,5,6,7,8,1,2,3,4,5) - alright so this is basically the only problem i have with the entire map (plus the other section like this), while this is definitely an intense section of the song i feel representing this with 1/4 kicksliders especially at this high of a bpm and this awkward of an angle is ridiculous; it's a lot better to play with ar 10 now but it still just feels so out of place with the rest of the song, even just increasing the spacing of how far apart these are would make this so much easier to play imo since they feel so clustered together for no particular reason (obviously this goes for 02:26:362 (1,2,3,4,5,6,7,8,1,2,3,4) - these sections too but that's a lot more iffy of a solution) Definitely keeping the kicksliders, thats a given. I shifted the angles slightly and made the spacing more consistent from head to head.
  12. 01:47:749 - you can be edgy here and add a note for the guitar xd No, theres not enough time for it as I've said xP.
  13. 02:25:494 (1,2,3,4,5) - make this a star jump tbh, could be a lot more intense here than just a pentagon Fine, since many ppl want that.
  14. 02:26:362 (1,2,3,4,5,6,7,8,1,2,3,4) - fuck this part No, keeping xP
  15. 02:43:685 (1,2) - better as a vertical jump than a sideways jump imo
No, I prefer the sideways jump, it's a nice variation.

slow section i'm not gonna bother modding

it's not unplayable, idk why people say it is, just a few jumps flow awkwardly but I'm assuming that's the point of the map so it's not like it's surprising
the only main issue I have with the map is how awkward the 1/4 slider spam is to play which can be easily remedied with more spacing or changing the pattern
but yea those are my thoughts xd
Thanks for the comments!
Kagetsu

Irreversible wrote:

@Kagetsu:
If you want to keep up your veto, then please proceed with properly argumenting why exactly this map is not playable -
i've already pointed my reasons about why i think the playability of this map is flawed, stuff like seeing a lot of players playing the map, the ar being too low, unpredictable transitions that could be improved, exaggerated spacing considering how high the bpm is, etc.

Irreversible wrote:

simply stating something is not playable is not a reason why you can veto this map. The map has structure, is mapped to the song and makes sense, so simply saying it's not playable is definitely not enough.
as far i know, i can veto any map, under objective or subjective issues. saying that its playability isn't the best might be subjective, but i've already stated my reasons. so i don't see why the veto would be invalid.

Irreversible wrote:

the argument "it's unplayable" is REALLY weak.
i don't know what would make my argument or any other modder argument stronger. under that kind of reasoning i could say that "increasing spacing in order to emphasize sounds in the music" is a weak argument because you can't prove it actually emphasizes something. playability and "mapping theory" in general, is something agreed upon, and as such, i have the right to say this map playability is bad under the reasons stated before.
others nominators are free to overwrite my opinion by placing a bubble. isn't it how this system works?
Natsu
the problem is that you don't suggest anything or bring the mapper a way to solve the problem, your veto is like I don't like the map and I think is unplayable, that's why your veto looks invalid, since you leave the mapper in a limbo
Pira
CAN WE HIT

1000 THREAD POSTS

(first and last shitpost I promise)
Topic Starter
Monstrata

Kagetsu wrote:

Irreversible wrote:

@Kagetsu:
If you want to keep up your veto, then please proceed with properly argumenting why exactly this map is not playable -
i've already pointed my reasons about why i think the playability of this map is flawed, stuff like seeing a lot of players playing the map, the ar being too low, unpredictable transitions that could be improved, exaggerated spacing considering how high the bpm is, etc.
Seeing a lot of players playing the map doesn't determine a map is unplayable. I repeatedly asked you to back up your statement, and all I got was "playability is subjective, no example you give me will convince me". The AR being too low doesn't make the map unplayable. Does it make the map harder to read? Possibly. We are talking a difference of 28 ms though. Like I said, a value above 428 ms will actually have no effect on the density of notes appearing on the screen, the approach rate will just be higher, period. Usually you recommend higher approach rates because they can contribute to leaving a map less cluttered, but I hope I've been able to argue factually that anything AR 10.2 or over would have made no difference to object density until you got to AR 10.6... As well, I've already explained that the "unpredictable transition" (singular, you only pointed out one instance) was not unpredictable and had been tested and analyzed by multiple modders and BN's, not to mention the other 63 odd pages of discussion that has gone into this thread.

Again, you have made no effort to discuss or list places that I need to fix, and your argument leaves no room for discussion because the counter to your "its not playable" argument is literally "but its playable".

I'll stress this again. If I were to go up to one of your 5 star maps and veto it because i thought "the map was unplayable" how would you react? By telling me it's playable. It's the same idea here. I'm telling you it's playable, and you're telling me "playability is subjective, none of the reasons i gave you (that there was an HR pass, that there are A scores, that there are multiple 90% acc scores, that multiple top 100 players have commented and said the map was playable, that many mappers and bn's even if they dislike the concept, still acknowledge that its playable etc...) are valid because they are all subjective."


Kagetsu wrote:

Irreversible wrote:

simply stating something is not playable is not a reason why you can veto this map. The map has structure, is mapped to the song and makes sense, so simply saying it's not playable is definitely not enough.
as far i know, i can veto any map, under objective or subjective issues. saying that its playability isn't the best might be subjective, but i've already stated my reasons. so i don't see why the veto would be invalid.


I'm sorry, what?

Kagetsu wrote:

Irreversible wrote:

the argument "it's unplayable" is REALLY weak.
i don't know what would make my argument or any other modder argument stronger. under that kind of reasoning i could say that "increasing spacing in order to emphasize sounds in the music" is a weak argument because you can't prove it actually emphasizes something. playability and "mapping theory" in general, is something agreed upon, and as such, i have the right to say this map playability is bad under the reasons stated before.
others nominators are free to overwrite my opinion by placing a bubble. isn't it how this system works?
Yes, you can veto, but your justification is extremely weak, if even existent. Read our discord log again, see how many times i asked you to provide any sort of "evidence" for why you think the map is unplayable. You keep dodging the question, or only using your own experience, never quoting anyone, or misquoting people. "I think the top score was made by someone with a touch pad" "I think Kynan said AR 10 was bad" (no he said AR 9.7). You can do better than this, surely :P
voynich
since it looks like you're serious about this i'll put a few of my thoughts in.
no need for kudosu if this is bad mod.

Stop! Stop Winny Upload!!
you might wanna rethink the samplesounds.
01:06:090 (1,1,1) - i think a few jumps here would work better than a spinner.
01:59:903 (2,3) - something like pictured below matches the gimmick of sv change in the map as well as unpredictability better than how it is now. (slider velocity for second slider is 1.4x)

02:02:231 (1) - i think this should be a lengthened slider similar to 01:59:903 (2,2,2) before it.
02:18:765 (1,2) - a more dramatic sv change to contrast to the short spacing of 02:18:402 (3,4,5) before it and 02:19:370 (3,4,5) after it would work better aesthetically in my opinion.
02:43:900 (1,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - since this section of the song is much more comprehensible than the parts before it,circular flow seems fairly beneficial to the music's tone.i'd go back and forth between both clockwise and counter clockwise circular flow.
03:03:317 (3) - this should be extended to a white tick.
03:07:390 (1) - imo this should be a circle to match 03:05:329 (1) before it.
03:11:415 (1) - it'd be a bit more fitting for this to be a heart or at least some slider art.i'd also recommend having the slider end at 03:14:868 rather than 03:13:946 .
04:45:311 (1) - ^ maybe not a heart because that'd kinda be redundant since this exists.

otherwise pretty good map.matches the song well and play's fine if you're actually decent unlike me.don't understand the controversy.
Topic Starter
Monstrata

-Nishiki- wrote:

since it looks like you're serious about this i'll put a few of my thoughts in.
no need for kudosu if this is bad mod.

Stop! Stop Winny Upload!!
you might wanna rethink the samplesounds.
01:06:090 (1,1,1) - i think a few jumps here would work better than a spinner. Spinner works better. I want to use a spinner because people will still play spinners as a fast gameplay element. When you see a spinner, you move really fast, you don't sit idly by so the intensity is kept. I don't want to use streams because the timing is really messed up, and the section doesn't call for intense rhythm because they are preceded by slow sliders.
01:59:903 (2,3) - something like pictured below matches the gimmick of sv change in the map as well as unpredictability better than how it is now. (slider velocity for second slider is 1.4x) Well, first, there is no gimmick of SV change... and secondly this is a quiet section, I think its better to use predictable patterns. It's also not a really ugly section which is why you see some more visual patterning and aesthetics.

02:02:231 (1) - i think this should be a lengthened slider similar to 01:59:903 (2,2,2) before it. No, its a pause xP.
02:18:765 (1,2) - a more dramatic sv change to contrast to the short spacing of 02:18:402 (3,4,5) before it and 02:19:370 (3,4,5) after it would work better aesthetically in my opinion. I think it works just fine here. The idea is to make the downbeat a jump so players who try to alternate the short spaced stacks will be forced to do a really big jump here and that creates emphasis onto the sliderhead itself.
02:43:900 (1,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - since this section of the song is much more comprehensible than the parts before it,circular flow seems fairly beneficial to the music's tone.i'd go back and forth between both clockwise and counter clockwise circular flow. The flow used here already does that. It's perfectly fine imo, but you really have to consider slider leniency when looking at those sliders xP.
03:03:317 (3) - this should be extended to a white tick. No, cuz of vocals.
03:07:390 (1) - imo this should be a circle to match 03:05:329 (1) before it. They are both sliders tho xP. Also slider fits better.
03:11:415 (1) - it'd be a bit more fitting for this to be a heart or at least some slider art.i'd also recommend having the slider end at 03:14:868 rather than 03:13:946 . This is currently a slider art too, its a loop slider thats perfectly symmetrical.
04:45:311 (1) - ^ maybe not a heart because that'd kinda be redundant since this exists. It's more fitting to end with a heart though <3

otherwise pretty good map.matches the song well and play's fine if you're actually decent unlike me.don't understand the controversy.
Thanks for your concerns~
Kagetsu
i had a talk with monstrata, and basically i'm not holding the veto on this map anymore.
monstrata changed some stuff and i think the map playability has improved. in any case, i don't really agree with the map, but i'm currently in no position of following the thread properly nor having long talks with the mapper.

here's the stuff we changed
03:07 Monstrata: i can link timestamps with the jumps if that helps
03:07 Kagetsu: sec
03:09 Kagetsu: did you change this? 00:38:356 -
03:09 Monstrata: yea ppl were complaining about the wide angles
03:09 Monstrata: and the pentagon thing
03:09 Kagetsu: oh well
03:09 Kagetsu: that's ok
03:09 Monstrata: ok cool
03:09 Kagetsu: 00:40:385 (2,3,4,5,6,1,2,3,4) -
03:09 Kagetsu: those could be nerfed i think
03:09 Monstrata: the back and forth angle made it easier to snap to than 144 degree stuff
03:10 Monstrata: mmm
03:10 Monstrata: i think up to 00:40:385 (2,3,4,5,6,1) - is fine
03:10 Monstrata: maybe last 3 objects
03:10 Monstrata: cuz its kinda like, getting bigger
03:10 Monstrata: actually maybe i can make spacing increase more noticeably and start with lower ds? lol
03:11 Kagetsu: uh
03:11 Kagetsu: i think that would work
03:11 Kagetsu: like representing the build up
03:11 Monstrata: yea yea
03:12 Kagetsu: i don't think the spacing change should be THAT sudden
03:12 Monstrata: okay, can agree on that. and it fits my concept
03:12 Kagetsu: also i think they are currently wider than the ones on 02:55:471 -
03:13 Kagetsu: that doesn't make much sense i guess
03:14 Monstrata: the ones on 02:55:576 (2,1) - are not as big individually but some of the difficulty is cuz i emphasize white tick here with the beatpairing
03:14 Monstrata: since imo its the highest point of the song
03:15 Monstrata: before switching to the anime mapping lol
03:16 Kagetsu: is it necessary to "emphasize" the white ticks though
03:16 Monstrata: okay fixed 00:40:385 (2,3,4,5,6,1,2,3,4) - . the last few jumps i just kept the same, but made the first few a lot smaller
03:16 Kagetsu: i find them equal in terms of strength
03:17 Monstrata: its cuz of the guitar too, every white tick is a hgiher pitch
03:17 Monstrata: also 02:53:686 (1) - kinda sets it up to emphasize white ticks cuz of the drum
03:17 Monstrata: like i understand drum doubles to red + white, but i think players still have the idea that white tick is stronger
03:18 Kagetsu: you might want to decrease the sv on that slider as well
03:18 Kagetsu: i don't think it plays smoothly
03:19 Monstrata: i think the SV helps with landing it tho. ur supposed to play it up and down anyways
03:19 Monstrata: and move it really fast
03:20 Kagetsu: wouldn't it work with lower sv anyways?
03:20 Kagetsu: while still keeping your concept
03:20 Kagetsu: 1x to 1.25x to 1.5x
03:20 Kagetsu: or something like that
03:20 Monstrata: it doesn't build enough momentum imo,
03:20 Monstrata: well, i mean i have two other ranked maps that use the same idea which is why i think current slider length works fine too xD
03:21 Monstrata: like basically if i used lower speeds, imo players wouldn't have enough momentum for the jumps and i want to make the jumps the high point
03:22 Kagetsu: from what i've seen on the replays, players tend to fail there
03:22 Kagetsu: because they can't track the slider ball
03:23 Monstrata: i can land it pretty well xP.
03:23 Monstrata: how about i make the sliders closer
03:23 Monstrata: i think part of the reason is the jump from slider to slider
03:24 Kagetsu: i don't think that's the problem, the high sv allows you to hit the sliderhead anyway, because of slider leniency
03:26 Monstrata: mmmm i really think current SV is still fine. i'm okay with reducing a bit like to 1,90 or something, but imo players can track it
03:26 Monstrata: i really think shifting the heads is a better fix tho cuz then ppl dont have to snap to the head and adjust their speed again
03:27 Kagetsu: uh well "tracking" isn't the problem, it's more like tracking it in time
03:27 Monstrata: yea
03:27 Kagetsu: the slider isn't very lenient at the moment
03:27 Monstrata: cuz right now
03:27 Monstrata: 02:51:908 (1,1) -
03:27 Monstrata: theres still a signifncant rightward movement
03:27 Monstrata: so player has to shift from that to basically completely up/down
03:28 Monstrata: im basically suggesting something like
03:28 Monstrata: https://puu.sh/wQOb5.png
03:28 Monstrata: where the shift is now a lot more vertical so players don't have to change direction as much between sliders
03:28 Monstrata: and can focus on increasing speed
03:30 Kagetsu: well that could work,tho reducing the sv just a little bit might help as well
03:31 Monstrata: reduced the fastest one to 1.85 i guess the middle one i'll use 1.425
03:32 Kagetsu: uh okay
03:32 Kagetsu: i care a lot about these sliders actually
03:32 Kagetsu: because there's also a bpm shift
03:33 Monstrata: yea. i already explained bpm shift is small, there are a lot of shfits etc... i think the change should be adequate now
03:33 Kagetsu: i mean the offset changes too
03:33 Monstrata: okay yea i can land this easily now lol
03:33 Kagetsu: so it isn't actually that small
03:34 Kagetsu: players would be expecting the slider to be on 02:53:653 -
03:34 Monstrata: like i just played it twice and fc'ed it twice. lemme do it 3rd time so its confirmed playable right :eyes:
03:34 Monstrata: sliderhead leniency though
03:34 Monstrata: sliderhead leniency isn't associated with OD too
03:34 Kagetsu: not yet
03:34 Monstrata: so we shouldn't consider it imo,
03:35 Kagetsu: i mean the problem isn't about hitting the slider head
03:35 Kagetsu: i think i've already mentioned that xD
03:35 Monstrata: but thats kinda the song itself xP and i think when you see the change it'll be fine anyways lol
03:36 Kagetsu: ye, it's the song itself but that's not an excuse to make it less predictable than it could be imo
03:37 Monstrata: https://puu.sh/wQOqm.png
03:37 Monstrata: https://puu.sh/wQOqE.png
03:37 Monstrata: there is a bigger spacing to help with that too
03:38 Monstrata: other than that its like, i lowered sv, made the transition nearly only vertical with very little rightward movement
03:38 Monstrata: and its literally easy enough for me to fc without much issue lol
03:38 Kagetsu: alright
03:40 Kagetsu: well the other jumps i find problematic are 01:01:580 - those
03:41 Kagetsu: i think it would be better to reduce the density on those patterns
03:42 Kagetsu: i don't think stuff like 01:01:580 (1) - is actually being emphasized atm
03:42 Kagetsu: because of the thing we previously talked about
03:43 Monstrata: i can do a bigger jump onto 00:58:150 (1) -
03:43 Monstrata: but i really dont think rhythm simplifiation makes sense like
03:43 Monstrata: considering the intensity
03:43 Monstrata: it doesn't make sense to simplify any of those circles to 1/2 sliders imo.
03:43 Monstrata: so next best thing is emphasis through spacing and NC
03:44 Monstrata: one thing tho
03:44 Monstrata: 00:58:150 (1,2,3,4,5,6,7,8) - you should also consider it as a "section"
03:44 Kagetsu: yes
03:44 Monstrata: the movement is up and down and the movement is unique to this sound
03:45 Monstrata: like i said earier, i don't think ptuting specific emphasis is the best way to go too, so i think current'y its fine too if you consider emphasis by unique movement and sections
03:45 Monstrata: i also reduced spacing by quite a bit especially for stuff like 01:01:580 (1,2,3,4,5,6,7,8) -
03:46 Kagetsu: uh
03:46 Kagetsu: but isn't about spacing imo
03:47 Monstrata: spacing and density are related :P
03:47 Kagetsu: yeah
03:47 Monstrata: i don't think density is changeable here so i compromised on spacing
03:47 Monstrata: i hope that makes sense xP
03:47 Kagetsu: they are related
03:47 Kagetsu: why isn't it changeable
03:47 Kagetsu: i think it makes sense to reduce density if you see it as a whole
03:48 Monstrata: cuz like i said, changing the circles to sliders doesn't fit the intensity anymore. like the clicking rhythm no longer becomes reflective of the map's increased drum frequency
03:48 Kagetsu: the way it stands now doesn't make it feel as a section in terms of rhythm
03:49 Monstrata: then let me at least explain my way and see if it makes more sense
03:49 Monstrata: 00:49:081 (1,2,3,4) - 00:49:949 (1,2,3,4) - etc... all are mapped to circles because of vocals
03:49 Monstrata: which bleeds into 00:50:819 (1,2,3,4,1) -
03:50 Monstrata: 00:56:007 (3,4,5,6) - vocal
03:50 Monstrata: 00:56:864 (3,4,5,6) - etc... and theres heavy drumming
03:50 Monstrata: 00:57:721 (3,4,5,6,1,2) - so as a result it leads into 00:57:721 (3,4,5,6,1,2) -
03:50 Monstrata: if i change the rhythm everything else doesn't fit anymore or is seen as inconsistent
03:50 Kagetsu: i think they all have the same drumming
03:50 Monstrata: which is why i think i can't compromise the density
03:51 Kagetsu: for example 00:56:650 (2) -
03:51 Kagetsu: you're not even mapping vocals here
03:51 Monstrata: but pay attention to vocal
03:51 Kagetsu: 00:56:757 - is way louder in terms of vocals
03:51 Monstrata: theres a "ch"
03:51 Monstrata: also switching to red tick emphasis isn't good cuz of drum
03:52 Monstrata: it just doesn't fit imo because you can clearly hear the vocals are denser halfway through every measure
03:52 Monstrata: 00:59:022 - 00:59:444 - vocals aren't dense 00:59:444 - 00:59:866 - vocals are dense
03:52 Monstrata: theres a clear distinction
03:53 Kagetsu: i honestly think that there's no difference between mapping it like http://i.imgur.com/ZTuRDjN.png or http://i.imgur.com/BI8fvUD.png
03:53 Monstrata: wat
03:53 Monstrata: theres a huge difference, pls consider vocals xP
03:53 Monstrata: vocal frequency
03:53 Kagetsu: vocals are all over the place tho
03:54 Monstrata: but theyr clearly doubling halfway through the white tick
03:54 Monstrata: listen at 75% speed or something so its more reflective of normal songs. the rhythm makes perfect sense, and your suggestion is ???
03:54 Kagetsu: ya but they would make a lot more sense considering the intensity of 01:01:580 (1,2,3,4,5,6,7,8) -
03:54 Monstrata: your reasoning for using lower density is already very weak
03:55 Monstrata: im entertaining it anyways in hopes i can explain to you the spacing nerfs are adequate
03:55 Monstrata: :P
03:55 Monstrata: they don't make that much more sense :P 12 circles is fine. as well you already have very little in terms of argument for density :P
03:56 Kagetsu: my reasoning is for the sake of emphasizing the strong beats
03:56 Monstrata: and i also mentioned the whole 8 circle jump sequence has a unique movement to it
03:56 Monstrata: but at the same time creating emphasis onto the white tick also makes it more difficult no? when the bpm is higher the emphasis is blurred
03:56 Monstrata: :P
03:56 Kagetsu: so?
03:57 Monstrata: rather than considering emphasis on 01:01:580 (1) - consider emphasis through the entire section
03:57 Monstrata: they are all more or less the same spacing
03:57 Monstrata: and i already nerfed the spacing by quite a bit
03:57 Monstrata: :P
03:57 Kagetsu: it doesn't matter whether it's unique if the player can't actually feel it's actually unique lol
03:57 Monstrata: the player can though?
03:57 Monstrata: 01:01:151 (3,4,5,6,1) - the flow is completely different
03:58 Monstrata: 01:01:151 (3,4,5,6,1) - is clockwise rotational
03:58 Monstrata: the next section is a different zigzag flow
03:58 Monstrata: err counterclockwise rotational*
03:58 Kagetsu: 01:01:580 (1,2) - still belongs to the previous pattern
03:58 Kagetsu: if it wasn't for the nc
03:58 Monstrata: not when you consider 3
03:59 Monstrata: and exactly thats also the point
03:59 Kagetsu: you couldn't tell the difference
03:59 Kagetsu: but the change should happen at 1
03:59 Monstrata: the NC helps with identifying the pattern split
03:59 Monstrata: then
03:59 Monstrata: 01:01:151 (3,4,5,6) - reduce spacing for
03:59 Kagetsu: because there's where the music change
03:59 Monstrata: is the best option
03:59 Monstrata: because then its obvious
03:59 Monstrata: the next section is emphasized
03:59 Monstrata: ?
03:59 Kagetsu: oh well
03:59 Kagetsu: if you're willing to reduce the spacing on those
03:59 Kagetsu: then it's ok for me
03:59 Monstrata: okay
03:59 Monstrata: fixing
04:00 Monstrata: will reduce on 01:00:294 (3,4,5,6) - too for consistency
04:00 Kagetsu: ya that's obvious
04:01 Kagetsu: also why're those 00:51:250 (1,2,3,4,5,6,7) -
04:01 Kagetsu: using the same kind of "flow"
04:01 Kagetsu: oh also 00:52:216 - whistle pls ty
04:01 Monstrata: fixed whistle
04:02 Monstrata: 00:51:250 (1,2,3,4,5,6,7,8) - wasn't as significant so i didnt map it in a way where it stood out as much as the jumps we talked about earlier
04:02 Kagetsu: well the whistle issue has been fixed, i guess i don't need to hold the veto anymore
04:02 Kagetsu: right
04:03 Monstrata: okay
04:03 Monstrata: lemme finish nerfing these circles
04:03 Monstrata: gotta keep consistency lol
04:04 Kagetsu: hmm kinda didn't get your reasoning
04:04 Kagetsu: on those
04:04 Kagetsu: 00:51:250 (1,2,3,4,5,6,7,8) -
04:05 Monstrata: the 8 note drum sequence didnt sound as important as like 01:01:580 (1,2,3,4,5,6,7,8) -
04:05 Monstrata: anyways for uh
04:05 Monstrata: 00:50:819 (1,2,3,4,1,2,3,4,5,6,7,8) - i wehtn with zigzag flow and 00:54:304 (1,2,3,4,1,2,3,4,5,6,7,8) - i went with rotational
04:05 Monstrata: so theres some variety there too
04:05 Kagetsu: ya, that's why i was thinking it was inconsistent
04:05 Kagetsu: like the zig zag is kinda random
04:06 Monstrata: but ye i think separating them by visual patterns and NC is good when im not making them super influential
04:06 Kagetsu: well anyways it's not like it was too important anyway
04:06 Monstrata: 00:51:250 (1,2,3,4,5,6,7,8) - this? but its like 1>3>5>7 ad 2>4>6>8 are following ladder sequence
04:06 Monstrata: so i don't think its thaat random
04:06 Kagetsu: it's up to you if you want to change those
04:06 Monstrata: id prefer to keep
04:07 Kagetsu: why you had to use such a linear movement here 00:56:221 (5,6,1) -
04:08 Kagetsu: doesn't it look kinda inconsistent and bad in terms of playability?
04:08 Monstrata: mmm its just zigzag movement tho
04:08 Monstrata: consider 4>5
04:08 Monstrata: its the same movement from 6>1
04:08 Monstrata: once you click on 4, you move downward, once you click on 5 you move upward
04:09 Monstrata: once you click on 6 you move downward ad once you click on 1 you move upward so the flow makes sense considering how the circles dictated the player's movement
04:09 Monstrata: anyways i updated ;o
04:09 Kagetsu: no no, actually i think it was my bad
04:09 Kagetsu: i think i moved the circle and the movement was crappy as hell
04:10 Monstrata: oh lo
04:10 Monstrata: okay then, i guess recheck since i updated? :D
04:10 Monstrata: hopefully theyre good
04:11 Kagetsu: did you reduce the spacing on 01:01:151 (3,4,5,6) - tho
04:11 Monstrata: yea
04:12 Monstrata: 01:01:151 (3,4) - pretty different from 01:01:580 (1,2) -
04:13 Kagetsu: uh
04:13 Kagetsu: yeah
04:14 Kagetsu: i remember it was harder now
04:16 Monstrata: yea
04:16 Kagetsu: what was your reasoning for this one 02:55:893 - again?
04:17 Kagetsu: i can't find the post lmao
04:17 Monstrata: p/6148111
04:18 Monstrata: could also check hobbes discussion on p/6145682 etc... i guess since its kinda relevant
04:18 Kagetsu: don't you think the rotation changes from 1 to 2?
04:18 Monstrata: the angle is the same as all the other jumps
04:19 Kagetsu: i mean i know you don't want to change this because it would destroy your pattern
04:19 Kagetsu: but i think it could be done better
04:20 Kagetsu: something easier to hit
04:21 Kagetsu: also... could you nerf the distance from 02:56:210 (2) - to 02:56:316 (1) - ?
04:22 Monstrata: https://puu.sh/wQPDA.png
04:22 Monstrata: it feels fine honestly, like the flow is good xP
04:22 Monstrata: and mmm
04:22 Monstrata: 02:56:316 (1) - i really want to end on a strong note xP
04:22 Kagetsu: it can still be strong with less spacing than the current one
04:23 Monstrata: i can reduce, but not by much basically xP
04:23 Monstrata: cuz imo its very justified as the final note
04:24 Monstrata: https://puu.sh/wQPHK.png
04:24 Monstrata: for visual patter
04:24 Monstrata: n
04:25 Monstrata: because of the structure, people are expecting to jump to 02:55:471 (1) - anyways so imo its not a whole lot bigger than ppls expectations
04:25 Kagetsu: uh i guess
04:26 Kagetsu: it doesn't change too much anyway
04:26 Kagetsu: but i'm actually not as worried about that jump
04:26 Kagetsu: it's just that i find the pattern uhh idk, kinda forced
04:27 Monstrata: well, its the highest point in the map, and theres literally like 6 measures of guitars / drums that build up to it
04:27 Monstrata: so i think its fair to use this patterning
04:28 Kagetsu: when i said forced i'm not talking about the distance, but rather about how the jumps are arranged
04:28 Kagetsu: it's the arrangement the thing i find forced, not the distance itself
04:28 Monstrata: theyre emphasizing the white tick like i said earlier, cuz of the guitar going up and down in pitch
04:29 Kagetsu: ye, that's true but the intensity in the song is increasing too
04:29 Kagetsu: i think it should be more like a build up
04:30 Monstrata: the whole section is the highlight with the final circle ending it imo
04:30 Monstrata: cuz its similar to the earlier sliders
04:30 Monstrata: where the whole slider represents one "level" of building up
04:32 Kagetsu: uh
04:32 Kagetsu: the guitar is fairly constant tho
04:32 Monstrata: pitch xP
04:33 Monstrata: and also the drums from before also lead people to think of white tick as stronger
04:33 Kagetsu: i mean, within their own level as you said
04:33 Monstrata: 02:53:686 - 02:53:908 - etc..
04:33 Kagetsu: like here is constant 02:50:353 (1) -
04:33 Kagetsu: then it's stronger here, but still constant 02:51:908 (1) -
04:33 Kagetsu: and so on
04:33 Monstrata: well, cuz its sliders xP.
04:33 Kagetsu: it's just that i don't think that's the case for the jumps
04:33 Monstrata: i think the jump sequence makes sense right now
04:34 Monstrata: and i think its justified to emphasize white ticks and have this arrangement honestly
04:34 Monstrata: already reduced spacing by a fair bit to compromise
04:34 Monstrata: so zzz
04:34 Kagetsu: honestly, higher spacing would make it easier to play lol
04:34 Kagetsu: but ya whatever
04:36 Monstrata: okay i can update ?
04:36 Monstrata: to fix the spacing for 02:56:316 (1) -
04:37 Kagetsu: sure
04:37 Monstrata: kk updated
04:46 Monstrata: hope its good now owo
04:46 Kagetsu: uh
04:47 Kagetsu: i'm happy with the outcome but i still think this is too much lol 00:58:150 -
04:47 Kagetsu: wait
04:47 Kagetsu: wrong timestamp
04:47 Kagetsu: i meant this 01:01:580 -
04:47 Monstrata: too much as in
04:48 Monstrata: 01:01:151 (3,4,5,6,1) - still too similar?
04:48 Monstrata: cuz i can move 01:01:473 (6) - up so it looks more different
04:49 Kagetsu: ye, you might also want to reduce the spacing on this pattern 01:01:580 (1,2,3,4,5,6,7,8) -
04:49 Monstrata: mmm okay
04:49 Monstrata: i'll move
04:49 Monstrata: 01:01:473 (6) -
04:49 Monstrata: wait
04:49 Monstrata: 01:01:687 (2,4,6,8) -
04:49 Monstrata: down a bit more
04:49 Monstrata: https://puu.sh/wQQl6.jpg
04:51 Monstrata: also made 01:02:116 (6,7) - a bit smaller too cuz they were standing out
04:51 Kagetsu: ye that's an issue too
04:52 Monstrata: ye fixing it to be consistent
04:52 Monstrata: tell me when i can update i guess
04:52 Kagetsu: should also reduce the previous pattern?
04:52 Kagetsu: so that the last one stands out?
04:52 Monstrata: previous one?
04:52 Monstrata: 00:58:150 (1,2,3,4,5,6,7,8) - ?
04:52 Monstrata: sure
04:53 Kagetsu: ya, the one who uses the same flow
04:53 Kagetsu: but less intense
04:53 Monstrata: i reduced it a bit but not too much cuz imo its still kinda obvious the second one is bigger
04:54 Kagetsu: oh
04:55 Kagetsu: is it necessary that the visual distance between 01:02:008 (5) - and 01:02:223 (7) - is so different?
04:55 Monstrata: im fixing that
04:55 Kagetsu: when comparing to previous patterning
04:55 Monstrata: hang on
04:55 Monstrata: https://puu.sh/wQQsN.png
04:55 Monstrata: less different now
04:55 Monstrata: i think
04:56 Monstrata: i mean visually its still different cuz the aesthetic fits the map's concept imo
04:56 Kagetsu: ya i mean
04:56 Kagetsu: we're not looking for equal spacing either
04:56 Kagetsu: just not as different as it was
04:56 Monstrata: yea.
04:56 Kagetsu: i guess it's ok now
04:56 Monstrata: i think this is fair now
04:56 Monstrata: sweet
04:57 Kagetsu: update it then
04:58 Monstrata: kk updated
05:01 Kagetsu: alright
05:01 Kagetsu: gonna write something then
05:01 Monstrata: ok sweet

gl
Musty
honestly as long as the map plays good, who cares? haha guys were playing a game!! :)XD
Xenok
This map is cool and follow well the music, using intersting concepts to represent song concepts. Why is there a problem with this map?

To be honest, knowing Monstrata mapping knowledge should be a proof enough to see that he know what he's doing with this map, if you can't understand the concepts he use because "it's ugly", I think you should just move on.
Kurai
Few things I noticed while testplaying the map:

  1. 00:42:622 (1) - I would ctrl+G this slider. I would be more illustrative of the sudden fierceness upsurge in the vocals. And to be honest, it is more intuitive to play as it would be consistent with how the previous pattern is structured.
  2. 01:36:344 (1,2,3,4,5,6,7,8,1,2,3,4) - I had some trouble understanding this pattern while testplaying the map. It sounded extremely off. I tried listening to the music more carefully and it is just as if the singer switched to 1/6 yet you used 1/4 triples. However it is not 1/6 but to me it sounds like there is a 3/8 distance between those notes (whhich is pretty representative of how chaotic this section is). Try changing your timeline to the screenshot below, it should fit the music better:
  3. 04:25:863 (2) - Do you really need this circle since you never map the 1/4 when the singer starts saying "stop stop"? Seems weird to me.
MaridiuS
thing i noticed other than slider style:
firstly I think you could use socially acceptable sliders here 02:36:797 - to 02:43:900 - Since it has no vocals on sliders, and make em disgusting when there's the hey added. Now rhythm for the sections is ughhh:
02:44:346 (2,3) - this is fine but 02:44:792 (2,3) - this make s me want to kill myself, compared to the previous one, there no kick on the red tick, and not hitsoundend, nor anything that sounds clickable to me, therefore I believe it should be a slider. 02:45:684 (2,3) - same for this 02:48:346 (2,3) - 02:49:231 (2,3) - tbh its an overmap.
_Illustrious_
Please be Ranked
Topic Starter
Monstrata

Kurai wrote:

Few things I noticed while testplaying the map:

  1. 00:42:622 (1) - I would ctrl+G this slider. I would be more illustrative of the sudden fierceness upsurge in the vocals. And to be honest, it is more intuitive to play as it would be consistent with how the previous pattern is structured. DId it differently. I agree it could flow a bit better.
  2. 01:36:344 (1,2,3,4,5,6,7,8,1,2,3,4) - I had some trouble understanding this pattern while testplaying the map. It sounded extremely off. I tried listening to the music more carefully and it is just as if the singer switched to 1/6 yet you used 1/4 triples. However it is not 1/6 but to me it sounds like there is a 3/8 distance between those notes (whhich is pretty representative of how chaotic this section is). Try changing your timeline to the screenshot below, it should fit the music better:
    THe current rhythm is entirely based off 01:34:630 (1,2,3,4,5,1,2,3,4,5) - but denser to account for the vocal on blue tick. For example, if you just removed the circle on 01:36:505 (2) - etc.... it would be the same rhythm as earlier. I just upped the density since the song is denser. I suppose the only issue I had was 01:36:933 (6) - being a bit off for vocals, but I think players can still read this rhythm and understand it's effect.
  3. 04:25:863 (2) - Do you really need this circle since you never map the 1/4 when the singer starts saying "stop stop"? Seems weird to me. There are drums being introduced in the bg, and the rhythm does become a bit more dense with those triplets and streams that I introduce.

MaridiuS wrote:

thing i noticed other than slider style:
firstly I think you could use socially acceptable sliders here 02:36:797 - to 02:43:900 - Since it has no vocals on sliders, and make em disgusting when there's the hey added. No, i disagree, I think this part still deserves ugly sliders. (made one of them uglier)Now rhythm for the sections is ughhh:
02:44:346 (2,3) - this is fine but 02:44:792 (2,3) - this make s me want to kill myself, compared to the previous one, there no kick on the red tick, and not hitsoundend, nor anything that sounds clickable to me, therefore I believe it should be a slider. 02:45:684 (2,3) - same for this 02:48:346 (2,3) - 02:49:231 (2,3) - tbh its an overmap. This rhythm is a lot more consistent and makes more sense. Using slider spam here makes the map way too simple imo.
Hobbes2
P.S. Leffen, I ain't done yet

02:55:471 (1,2,1,2,1,2,1,2) - was changed so the objects are the same distance from each other, since the white tick emphasis is kinda lost at this bpm so having a more playable pattern is the preferred alternative.

Everyone's concerns have been addressed, so here we go
Kurai
good luck big boy
Mini Gaunt

Kurai wrote:

good luck big boy
Ender_Sword
The only problem I have with A L I E N is the fact that half of the map is a 3* map lol...

I get that the song warrants it, but it doesn't seem right to have one half be 8 stars and the other be 3 I dunno
Suissie
cool map
wilup

Mini Gaunt wrote:

Kurai wrote:

good luck big boy
Halliday

E n d wrote:

The only problem I have with A L I E N is the fact that half of the map is a 3* map lol...

I get that the song warrants it, but it doesn't seem right to have one half be 8 stars and the other be 3 I dunno
Well it fits the intensity I guess, and even in that last calm half part it builds up nicely as the song goes
Sonnyc
I'm totally fine with the ugly shaped sliders. While not really polished enough, individual shapes are having a similar "concept" behind which reflects this genre of the song nice enough. Also I don't think the unbalanced difficulty of the map as something problematic since the song itself is unbalanced. Such mapping decision rather reflected the song in a nice way.

One point I'd like to question about is the overlaps. Overall, I can see some overlap concepts being used yet in an inconsistent manner imo. The appearance timing, or the overlap scale quite differed by time to time which felt questionable to form a technical concept as a map. Maybe it could get regarded as an "ugly" concept, but they varied way too much in my opinion. Few examples:
  1. 00:25:056 (2,3,4) - Comparing with 00:21:847 (4,5) - 00:23:558 (3,4) - 00:26:981 (3,4) - , this was the only one with an overlap. What musical aspect made this decision?
  2. 01:28:005 (1,2,3,4,5) - Similar question as above. While the overlaps being polished themselves, I couldn't found what lead to this overlap decision. Indeed throwing objects without overlaps in a row might be less interesting, but I consider this kind of decision to be a major composition difference while the music being similar.
  3. 00:27:195 (4,1) -
  4. 00:28:496 (3,4) -
  5. 00:30:624 (1,4) -
  6. 00:33:189 (1,2,3,4) -
  7. 00:36:647 (1,3) -
  8. 00:41:128 (3,5) -
  9. 00:52:216 (2,1) -
  10. 00:54:304 (1,4) -
  11. 00:56:650 (2,4) - Above were the overlaps that I couldn't get the context of these decisions. As the way I've explained at the first overlap issue, the usage of the overlaps were differing by time to time. Some were having a perfect overlap, some are partially overlapped, and some aren't overlapped at all at similar parts of the song.
Also I'd like to mention some structure issues additionally.
  1. 00:17:766 - vs. 00:19:486 - A constant drum beat starts from 00:19:486 while the drum doesn't exist at 00:17:766. While the major musical progression is the similar, what do you think about giving some difference in expression based on the different instrument composition? The only difference expressed as a map was hitsounds here, but it quite feels weak imo. You can try differentiating the slider shapes, or flow choice etc to reflect the section without a drum in the song.
  2. 00:25:697 (5) - I'm not really sure what made you to decide this slider stand out from others. The similar part of the song previously was expressed as 00:22:275 (6) - 00:23:986 (5) - which was relatively an ordinary shape. If the intention was to make this part being ugly progressively, I couldn't really found a musical reason for that progressive difference. The same idea applies to 01:28:862 (5). It was a good thing that you've managed to express your internal structure consistently, but I'm questionable about the structure decision at the first place.
  3. 00:54:726 (1,2,3,4,5,6,7,8) - Other similar parts of these were expressed as zigzag jumps such as 00:51:250 (1,2,3,4,5,6,7,8) - 00:58:150 (1,2,3,4,5,6,7,8) - 01:01:580 (1,2,3,4,5,6,7,8). What musical difference has lead to such a different mapping concept?
  4. 02:36:797 - vs. 02:44:123 - Just a personal thought but since the spacing concept of both section were similar, it made me feel the intensity of these two sections were the similar which gave a less emphasis on the finish hitsounds of the second section. Perfectly fine though if you've interpreted the intensity of both section the similar.
Maybe I might have pointed out things that were already mentioned. Sorry then because the thread has gone way too huge to track every single post.

In common, I'm spotting major structure differences while the music being similar which made me feel this map lacking in quality. Vetoing over that for now since there might be concepts that I've overlooked.
Topic Starter
Monstrata

Sonnyc wrote:

I'm totally fine with the ugly shaped sliders. While not really polished enough, individual shapes are having a similar "concept" behind which reflects this genre of the song nice enough. Also I don't think the unbalanced difficulty of the map as something problematic since the song itself is unbalanced. Such mapping decision rather reflected the song in a nice way.

One point I'd like to question about is the overlaps. Overall, I can see some overlap concepts being used yet in an inconsistent manner imo. The appearance timing, or the overlap scale quite differed by time to time which felt questionable to form a technical concept as a map. Maybe it could get regarded as an "ugly" concept, but they varied way too much in my opinion. Few examples:
  1. 00:25:056 (2,3,4) - Comparing with 00:21:847 (4,5) - 00:23:558 (3,4) - 00:26:981 (3,4) - , this was the only one with an overlap. What musical aspect made this decision? This flows perfectly fine. I'm just using regular pattern variation. 5 is different because of the vocals. Other than that,
    this is literally how I'd map normally because whats important is the flow and spacing.
  2. 01:28:005 (1,2,3,4,5) - Similar question as above. While the overlaps being polished themselves, I couldn't found what lead to this overlap decision. Indeed throwing objects without overlaps in a row might be less interesting, but I consider this kind of decision to be a major composition difference while the music being similar. I can't give you a reason like "because there is something new in the mp3 that requires something different" nothing in the mp3 can suggest making a pattern overlap over not overlapping because they aren't compatible. You can't tell me X absolutely needs to be mapped as an overlap.
    I'm mapping it this way just becauser I want to, I have the freedom to do so no? It's just a variety of patterns. It's like you asking me why I decided to blanket 04:11:819 (2,3) - instead of using a linear pattern. I cannot give you any explanation other than "because I want to..." You don't offer me much to discuss...
  3. 00:27:195 (4,1) - ^
  4. 00:28:496 (3,4) -
  5. 00:30:624 (1,4) -
  6. 00:33:189 (1,2,3,4) -
  7. 00:36:647 (1,3) -
  8. 00:41:128 (3,5) -
  9. 00:52:216 (2,1) -
  10. 00:54:304 (1,4) -
  11. 00:56:650 (2,4) - Above were the overlaps that I couldn't get the context of these decisions. As the way I've explained at the first overlap issue, the usage of the overlaps were differing by time to time. Some were having a perfect overlap, some are partially overlapped, and some aren't overlapped at all at similar parts of the song. The overlapping is simply an aesthetic choice of the map itself. I didn't use the overlap in order to convey that something was different musically, and I don't believe overlapping sliders creates this effect in any way.

    Anyways I'm just using a different pattern... I can't give you a reason for why I want to blanket a circle, It's just what I do. The same way, I can't tell you that X absolutely needs to be overlapped for some musical purposes because that's not the intention. The overlap is just there for variety of pattern. I use overlaps more often because they aren't aesthetically pleasing compared to regular hex grid patterns, so they fit my concept.
Also I'd like to mention some structure issues additionally.

  1. 00:17:766 - vs. 00:19:486 - A constant drum beat starts from 00:19:486 while the drum doesn't exist at 00:17:766. While the major musical progression is the similar, what do you think about giving some difference in expression based on the different instrument composition? The only difference expressed as a map was hitsounds here, but it quite feels weak imo. You can try differentiating the slider shapes, or flow choice etc to reflect the section without a drum in the song. I don't think its necessary to do this at all. Just play it, it's fine and expresses the guitar. Just look at the snapping, even though there are indeed drums, the snapping is obviously to follow the guitar. I really hope this isn't your reason for veto'ing :P
  2. 00:25:697 (5) - I'm not really sure what made you to decide this slider stand out from others. The similar part of the song previously was expressed as 00:22:275 (6) - 00:23:986 (5) - which was relatively an ordinary shape. If the intention was to make this part being ugly progressively, I couldn't really found a musical reason for that progressive difference. The same idea applies to 01:28:862 (5). It was a good thing that you've managed to express your internal structure consistently, but I'm questionable about the structure decision at the first place. The vocal is a lot harsher than the other ones,
    if you listen...
  3. 00:54:726 (1,2,3,4,5,6,7,8) - Other similar parts of these were expressed as zigzag jumps such as 00:51:250 (1,2,3,4,5,6,7,8) - 00:58:150 (1,2,3,4,5,6,7,8) - 01:01:580 (1,2,3,4,5,6,7,8). What musical difference has lead to such a different mapping concept?
  4. 02:36:797 - vs. 02:44:123 - Just a personal thought but since the spacing concept of both section were similar, it made me feel the intensity of these two sections were the similar which gave a less emphasis on the finish hitsounds of the second section. Perfectly fine though if you've interpreted the intensity of both section the similar. Pattern variety. You cannot tell me that this sound must be expressed through zigzag movements. There is no way to absolutely interpret that. And why can't i introduce a variety of movements and patterns for players?
Maybe I might have pointed out things that were already mentioned. Sorry then because the thread has gone way too huge to track every single post. What you pointed out has already been discussed very thoroughly, and it's a real pain for me to have to explain it for the 2039842034th time :P.

In common, I'm spotting major structure differences while the music being similar which made me feel this map lacking in quality. Vetoing over that for now since there might be concepts that I've overlooked.
Please consider pattern variety before saying that a patterns must be mapped consistently. Additioanlly, also consider nearly every slider in the metal section is unique. There isn't a lot of pattern similarity to begin with so I really don't think arguing for consistency is fair for this map's theme. Tell me how consistent the visual aspect of the map is. It's not consistent at all. So I think it's very fair that I express the same sections of music (being repeated) in a different manner and use different flows / object placements / location of overlaps.
Susano
Really well made map very fun at least for me as an alternator. Slider stream jump thing is really really satisfying.
Seolv
Top 10 anime battles
Enkrypton
04:39:787 - I can see it already
Smokeman
some small things i noticed

00:23:986 (5) - You could make this a bit more jaged like 00:25:697 (5) - to be noticably different from the rest since its on that strong vocal
00:53:096 (2) - make this have a small qurick like 00:53:975 (2) - :>
01:35:165 (4) - Imo the quirck isnt very hitting since its under another slider body. You could make it a bit more noticeable https://puu.sh/wRU4v/5ec5f2b2e5.png
01:46:857 (1) - This could look a bit edgier aswell like these 01:42:526 (2) - 01:43:163 (2) - or like https://puu.sh/wRU4v/5ec5f2b2e5.png lol
01:48:020 (2) - put a barely noticeable quirck to slightly differentiate these two cause you almost never directly copy paste shapes like this.e.g. https://puu.sh/wRUcg/98a55494c8.png
02:02:231 (1) - did you really intend to have this note on 70%? I think the 70% was intended for these 02:02:564 (2,3,4,5) - which is fitting but you also put 70% on the timing point which makes that one note stand out all of a sudden :s
02:12:585 (2) - Distort it's shape a bit to fit the objects surrounding it ? its the only "usual" slider shape in 02:10:385 - 02:25:922 - . Somethign liek this 02:24:820 (2) - shoudl do the trick : )
02:33:171 (1) - Make this a bezier slider instead which comes close to be a circle but isnt. Like this you could emphasise the unsetteling vocals through a slightly off curve which would be unsetteling to look at aswell c:
02:57:257 (1) - i think you messed up the colours a bit. This should probably be orange https://puu.sh/wRTDO/d6669c97af.png . (You would need to go over the whole second half and check the combocolouring :s)
02:56:104 (1,2,1,1,1) - You also put the last jumps into "happy" colours aswell https://puu.sh/wRTGa/894efb48b2.png . Was this intended? cause i would say they are still in the crazy part of the song and should be in the darker/edgier colours.

this is a meme-free zone now >:(
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