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Demetori - Plastic Mind ~ Alice in Underground [CatchTheBeat

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Benita
hello i have arrived

Phantom of the Grand Guignol
  1. 00:02:775 (4,5,6) - I think generally for the intro, the hypers are very long followed with long dashes. Fits better with less hyperstrength for the intro of the song as some of these hypers are stronger than kiai hypers.
  2. 00:08:775 (5,6,7) - Kinda unfitting double hyper considering the beats on 5,6 is the exact same as 00:08:314 (4) - so I’d remove the hyper from 5,6
  3. 00:09:698 (3) - There's no beat on slider end, same on last repeat on this 00:11:314 (1) - and imo they aren’t needed. As of now I feel they’re just there to add strength to the hyper?
  4. 00:19:967 (6) - I’d tilt this the other way because there’s only guitar on slider start, like on this 00:19:621 (5) - you can hear the guitar on slider repeat as well so it works a lot better for emphasisis
  5. 00:20:314 (7,8) - I find this distance a tiny bit too far with the full stop movement on 00:20:544 (1) - so maybe either try reducing the distance a bit or tilt the next slider a bit to the right to ease the movement.
  6. 00:38:256 - Could add a note here as you did 00:38:025 (12) -
  7. 00:42:756 (2) - random triplet? I can't see the reason behind it so I'd like to see it removed lmao
  8. 00:44:314 (7,8) - This should be dash instead of hyper, it’s the same sound as 00:20:314 (7,8) - and that’s a dash. Having it as a dash also helps the overall flow into the next pattern so it plays better as well imo
  9. 00:44:775 (2,3,4,5,6,7) - This distance feels very overdone, especially coming straight from a direction change hyper, it just feels overdone. And the distance is extremely high if you compare it to 00:30:006 (2,3,4,5,6,7) -
  10. 00:51:928 (1,2,3,4,1) - Spacing here is bigger than any other hyperchains, even bigger than the ones in the ending and considering the songs intensity at this point, it shouldn’t be this big
  11. 00:58:967 (5,6,7,8) - It feels weird to have the guitar on slider ends when other parts follow the guitar rather than the drums 01:00:928 (6,7,8) -
  12. 01:04:505 (5,6) - Awkward distance, I think it works better placing 6 to the left, maybe at around x50
  13. 01:09:928 (5,6,7) - I’d put hyper between 6,7 instead of 5,6 for the guitar
  14. 01:13:505 (4,5,6,7,8) - Same as before, I'd focus on guitar
  15. 01:57:813 (4,5,6,7,8,9) - I think you should either focus on emphasising drums or emphasising guitar, this double dash kind of ruins the mood here 01:58:390 (7,8,9) -
  16. 02:12:697 (5,6) - Feels weird as hyper when 02:10:851 (3,4) - is a dash. Also imo works better for emphasising on 02:13:390 (9,10,1) - to keep the other two as dashes.
  17. 02:16:390 (6,7,8) - Since the snares are building up, I feel it would fit better to the music if the first two beats were a slider and the last two were notes with hypers
  18. 02:22:236 (5,6) - 02:23:467 (9,10) - If you're following the guitar in the stream, the hyper should be between these notes, if not, you should remove the hyper here 02:22:390 (7,8) -
  19. 03:14:313 (2,1,2) - The hyper between 1,2 seems a bit too much, especially when similar sounds don't have hyper, example 03:15:236 (4,5) -
  20. 03:49:620 - 03:52:505 - I think here you can make a similar timeline to these sliders 03:42:236 - as the music doesn't change
  21. 04:46:159 (5,6) - 04:46:620 (8,9) - 04:49:390 (3,4) - These feel weird when the music isn't changing and the rest of these sounds are just a 1/2 slider and these are double hypers, I could understand some of them, like 04:50:313 (8,9) - as a build-up to the finisher on 04:50:544 (1) - but seeing as 04:51:236 (3) - is a normal slider and has the exact same strength, it just feels inconsistent.
  22. 04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - I really can't hear 1/4 here and I don't find them fitting as the music isn't that strong, would be better with 1/2 dashes or something
  23. 05:12:755 (2) - 05:57:063 (2) - random triplet again?

I have to disagree with Ascendance. I don't think any part of this map is "nearly impossible" to hit and it's definately ready for ranking. call me back~
Razor Sharp

Ascendance wrote:

haha guys let's icon each others demetori maps wouldnt that be cool XD

This map definitely has issues and I don't think it's ready for a bubble. There's several parts in the map where it's nearly impossible for a human player to be able to hit the patterns and the amount of antiflow abuse really hurts the emphasis that antiflow is supposed to bring. When you say "everything here in antiflow and unplayable", it really goes beyond a meme at this point considering that the overabundance of antiflow just ruins the map. In my opinion, this map is a severe case of what happens when someone cannot test the patterns that they put into the editor.

Placeholder~
I disagree with you completely Ascendance. This map is not only executing the antiflow flawlesly, but its also challenging you with stamina and cordination. Nothing is "impossible" to hit, and its all buildt in a way that makes sense. I personally have FCd this map several times without any problem what so ever. So calling this "nearly impossible for a human player to be able to hit the patterns" is a false statement.

Ascendance wrote:

In my opinion, this map is a severe case of what happens when someone cannot test the patterns that they put into the editor.
Now i do agree that most people who cant play what they map, dont make something good. But the case here is different. JBHyperion did not only get top players to test this, he also adjusted it to feedback. And i am also sure he can hit most of the patterns himself. Maybe not in one go, but induvidualy.

All in all i personally think this map is more than ready for the ranking page. JBH you did an awesome job, making a new fun and challenging map for us! Keep it up man!
Topic Starter
JBHyperion

Benny- wrote:

hello i have arrived spooky

Phantom of the Grand Guignol
  1. 00:02:775 (4,5,6) - I think generally for the intro, the hypers are very long followed with long dashes. Fits better with less hyperstrength for the intro of the song as some of these hypers are stronger than kiai hypers. Alright, made this and 00:04:621 (4,5) - 00:06:467 (3,4) - 00:08:314 (4,5) - less harsh
  2. 00:08:775 (5,6,7) - Kinda unfitting double hyper considering the beats on 5,6 is the exact same as 00:08:314 (4) - so I’d remove the hyper from 5,6 Fixed with the above
  3. 00:09:698 (3) - There's no beat on slider end, same on last repeat on this 00:11:314 (1) - and imo they aren’t needed. As of now I feel they’re just there to add strength to the hyper? They're used to gradually build pattern density leading into the more intense drumming section at 00:13:160 (1) - so for now I just made the ends a bit quieter
  4. 00:19:967 (6) - I’d tilt this the other way because there’s only guitar on slider start, like on this 00:19:621 (5) - you can hear the guitar on slider repeat as well so it works a lot better for emphasis Sure, the guitar is weaker there
  5. 00:20:314 (7,8) - I find this distance a tiny bit too far with the full stop movement on 00:20:544 (1) - so maybe either try reducing the distance a bit or tilt the next slider a bit to the right to ease the movement. Reduced it a little
  6. 00:38:256 - Could add a note here as you did 00:38:025 (12) - The previous stream was mapping the kick drum blasts, which are much stronger than the sound here. I prefer to skip this one
  7. 00:42:756 (2) - random triplet? I can't see the reason behind it so I'd like to see it removed lmao I tried to emphasise the last measure in the kiai with a different rhythm, (2) following the transition between the lower and higher pitched guitar sounds. I agree it's a little "improvised, so if you really feel it's that weird or unneeded, I'll change it
  8. 00:44:314 (7,8) - This should be dash instead of hyper, it’s the same sound as 00:20:314 (7,8) - and that’s a dash. Having it as a dash also helps the overall flow into the next pattern so it plays better as well imo Was trying to give the kiai end more emphasis, but you're right, it does play better as a regular dash
  9. 00:44:775 (2,3,4,5,6,7) - This distance feels very overdone, especially coming straight from a direction change hyper, it just feels overdone. And the distance is extremely high if you compare it to 00:30:006 (2,3,4,5,6,7) - Reduced the first triplet a little, but it's really not that much stronger than the other section you mentioned in terms of distance, despite the music being stronger here on the kiai end, so I feel this is justified
  10. 00:51:928 (1,2,3,4,1) - Spacing here is bigger than any other hyperchains, even bigger than the ones in the ending and considering the songs intensity at this point, it shouldn’t be this big Agreed, reduced this to a more sensible level so it's less spiky
  11. 00:58:967 (5,6,7,8) - It feels weird to have the guitar on slider ends when other parts follow the guitar rather than the drums 01:00:928 (6,7,8) - This section was following the offbeat drum pattern as a continuation of 00:56:082 (1,2,3,4,5,6,7,8) - but I found a way to make this transition work and add variety by switching to normal flow on the guitar sounds
  12. 01:04:505 (5,6) - Awkward distance, I think it works better placing 6 to the left, maybe at around x50 Antiflow didn't feel right to me here,
    so I rearranged 01:04:159 (4,5) - to make a hyper here instead
  13. 01:09:928 (5,6,7) - I’d put hyper between 6,7 instead of 5,6 for the guitar Pitch on the guitar is quite low here, I prefer the current drum pattern emphasis
  14. 01:13:505 (4,5,6,7,8) - Same as before, I'd focus on guitar Done
  15. 01:57:813 (4,5,6,7,8,9) - I think you should either focus on emphasising drums or emphasising guitar, this double dash kind of ruins the mood here 01:58:390 (7,8,9) - This isn't a difficult pattern switch to follow, and it builds on stuff the player has seen before in the (now consistent)
    sections above. I feel it's a cool way to increment the difficulty slightly whilst still being relatable to the previous time it was encountered
  16. 02:12:697 (5,6) - Feels weird as hyper when 02:10:851 (3,4) - is a dash. Also imo works better for emphasising on 02:13:390 (9,10,1) - to keep the other two as dashes. Agreed, makes it more consistent with 02:10:851 (3,4,5) - anyway
  17. 02:16:390 (6,7,8) - Since the snares are building up, I feel it would fit better to the music if the first two beats were a slider and the last two were notes with hypers Alright
  18. 02:22:236 (5,6) - 02:23:467 (9,10) - If you're following the guitar in the stream, the hyper should be between these notes, if not, you should remove the hyper here 02:22:390 (7,8) - Was following drums, so removed (7,8) hyper
  19. 03:14:313 (2,1,2) - The hyper between 1,2 seems a bit too much, especially when similar sounds don't have hyper, example 03:15:236 (4,5) - Made this and 03:15:236 (4,5) - less sharp on the dash
  20. 03:49:620 - 03:52:505 - I think here you can make a similar timeline to these sliders 03:42:236 - as the music doesn't change I mapped the first part less densely to emphasise the interesting guitar sounds, but also to give a slight relief on the jump patterns, whereas the second part returns to the normal drum rhythm to help build intensity again
  21. 04:46:159 (5,6) - 04:46:620 (8,9) - 04:49:390 (3,4) - These feel weird when the music isn't changing and the rest of these sounds are just a 1/2 slider and these are double hypers, I could understand some of them, like 04:50:313 (8,9) - as a build-up to the finisher on 04:50:544 (1) - but seeing as 04:51:236 (3) - is a normal slider and has the exact same strength, it just feels inconsistent. I feel they're a great emphasis tool for building intensity at the midpoint of each stanza, and it allows me to highlight the stronger drum and cymbal sounds here than in previous measures
  22. 04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - I really can't hear 1/4 here and I don't find them fitting as the music isn't that strong, would be better with 1/2 dashes or something The 1/4 beats are used to map the pull-off guitar sounds and provide a unique touch to the most intense part of the song. I find them totally justifiable
  23. 05:12:755 (2) - 05:57:063 (2) - random triplet again? First one was unfitting so removed, second one same argument as the one in the first kiai. Will remove if you really think it's not necessary

I have to disagree with Ascendance. I don't think any part of this map is "nearly impossible" to hit and it's definately ready for ranking. call me back~
Thanks for the mod! Feel free to decide whether you are ok with those two triplets or not and I'll change them to 1/2 sliders if necessary.
Benita
Okay so I tried explaining this in an easy way but seems my mind doesn’t work like that lool

04:46:159 (5,6) - 04:46:620 (8,9) - 04:49:390 (3,4) - These feel weird when the music isn't changing and the rest of these sounds are just a 1/2 slider and these are double hypers, I could understand some of them, like 04:50:313 (8,9) - as a build-up to the finisher on 04:50:544 (1) - but seeing as 04:51:236 (3) - is a normal slider and has the exact same strength, it just feels inconsistent. I feel they're a great emphasis tool for building intensity at the midpoint of each stanza, and it allows me to highlight the stronger drum and cymbal sounds here than in previous measures
Great for emphasising if you actually emphasise beats that stand out, but the way the hyperdash usage is as of now, it's quite random and some times it just doesn't follow the music very well.

These should all be double hypers because of the finishers and follows the music pretty well with the finishers:
04:46:159 (5,6) - 04:46:620 (8,9) -
05:00:928 (5,6) - 05:01:390 (8,9) -
05:15:697 (5,6) - 05:16:159 (8,9) -

These can be double hypers as a buildup to the reset in the music, maybe gradually increase it like only having double hypers on the last in each section and stronger dashes on the other and on the last three, double hypers on all:
04:50:313 (8,9) - 04:51:236 (3) - 04:52:159 (6,7) -
05:05:082 (7,8) - 05:06:005 (3) - 05:06:928 (6,7) -
05:19:851 (6,7) - 05:20:774 (3) - 05:21:697 (6,7) -

These are 100% unfitting as double hypers and just feel inconsistent and random because of the other beats like this being 1/2 sliders
04:49:390 (3,4) - 04:59:544 (6,7) - 05:11:774 (5,6) -

04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - I really can't hear 1/4 here and I don't find them fitting as the music isn't that strong, would be better with 1/2 dashes or something The 1/4 beats are used to map the pull-off guitar sounds and provide a unique touch to the most intense part of the song. I find them totally justifiable
"Emphasising everything is the same as emphasising nothing"
04:53:774 (5,6,7,8) - 05:23:313 (5,6,7,8) - meaning in these streams, the movement of the stream is the exact same as the pattern before which doesn’t follow the guitar very well, which is what you stated you are following. Like, I’m not up for the 1/4’s at all because I think it’s purely overmapped but if you must keep them, I’d try to change the patterns leading into the streams.
05:08:544 (5,6,7,8) - This works a lot better because of the patterns leading up to the stream isn’t all back and forth and also the sliders aren’t as snappy.

As for the two triplets, I would like to see them removed as well cause they’re not snapped to an actual beat and I feel they’re just too random

call me back x2?
Topic Starter
JBHyperion
04:46:159 (5,6) - 04:46:620 (8,9) -
05:00:928 (5,6) - 05:01:390 (8,9) -
05:15:697 (5,6) - 05:16:159 (8,9) -

These feel overdone as double hypers, I am emphasising only the strong sounds here - in the first example:
04:45:928 (4) - Guitar, high pitch
04:46:159 (5) - Crash cymbal
04:46:390 (7) - On-beat kickdrum
04:46:620 (8) - Snare drum

The other sounds here are less significant offbeat kick drum sounds, so it makes no sense to add hypers to them also

04:50:313 (8,9) - 04:51:236 (3) - 04:52:159 (6,7) -
05:05:082 (7,8) - 05:06:005 (3) - 05:06:928 (6,7) -
05:19:851 (6,7) - 05:20:774 (3) - 05:21:697 (6,7) -

The second in each of these is a slider following the guitar, since the switch from drum emphasis makes it more varied, so I won't split these. The first and third in each are all double hypers to follow the drum (I fixed 05:05:082 (7,8) - since it was the only one that wasn't before) - although I want to get a buildup effect, this whole section is too intense for normal dashes on these, so I opted for increasing the strength as well as SV through each repetition to provide the increased intensity

04:49:390 (3,4) - 04:59:544 (6,7) - 05:11:774 (5,6) -

Agree that each of these didn't really need the double hyper, since only the first sound (guitar) was strong

04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - "Emphasising everything is the same as emphasising nothing"

I'm not emphasising everything though, I'm literally emphasising these three parts, one at the end of each stanza in the last kiai. The movement is similar to the 1/2 pattern before it in each case because wildly varying the flow on a 260BPM 1/4 hyperchain plays horribly. The reason 05:08:544 (5,6,7,8) - feels more varied is because the drum rhythm before it is actually completely different here. I can't very well force significant variety in rhythm when the song doesn't support it at all

Triplets

have been removed

Thanks for the discussion!
Benita
Although I still disagree on the 1/4 parts, I guess your reasoning is good enough.

#2
Raiden
oh boy
Benita
Qualified.
celerih

Raiden wrote:

oh boy
oh boy
MBomb
Placeholder. Whilst I love this map, I have some very strong concerns about quality which really need to be addressed.
Ascendance
BIG FUCKING QUESTION MARK LOL



Also per the new rules, maps with bubbles already on them still must adhere to the 3 bubble nomination system if they're by beginner nominators (Hello, Benny). It was a good attempt I guess ^^
clayton
D: uh oh

good luck on qualification again!
wonjae
Intresting.
Benita

Ascendance wrote:

Also per the new rules, maps with bubbles already on them still must adhere to the 3 bubble nomination system if they're by beginner nominators (Hello, Benny). It was a good attempt I guess ^^
Not tier 2* but ok
Chromoxx
Tier system doesn't apply for ctb zz
Surono
lmao

gratz demetoriforce
me watchin auto and playars :eyez:

edit:
last bubble = first bub

rip
Ascendance

Chromoxx wrote:

Tier system doesn't apply for ctb zz
The point is that the last icon before qualify was hers too (Bubble "2" -> Qualify) which isn't allowed by any means lol

When the new rule was put in place, it doesn't magically revert to bubble 1, Benny's bubble should have counted as the bubble 1 and Deif should have been the nominator for qualify.
Loctav
It's fine. She is literally just converting her bubble into a heart, making use of the rule change that only two icons are required. She is just posting them in a row to log that properly. Calm your boobies.
also there are no tiers in catch, taiko and mania lol
IamKwaN
Can you link me a site stating 東方怪綺談 ~ Mystic Square. please?
Topic Starter
JBHyperion

IamKwaN wrote:

Can you link me a site stating 東方怪綺談 ~ Mystic Square. please?
Honestly, all I have is knowledge about is that it's a cover of "プラスチックマインド" which is, Alice's Stage 3 Boss theme from 東方怪綺談 ~ Mystic Square. Original: https://www.youtube.com/watch?v=ijituRe039w

  1. There's an entry for the album on Demetori's official site - http://demetori.xii.jp/products.html - but as far as I can tell it makes no specific reference to the game source for any of the songs.
  2. ZUN's blog has an entry listing for all the PC-98 games, but also quite unhelpfully, it seems to be missing more than a few entries, and to no surprise this song is one of them - http://www16.big.or.jp/~zun/html/pmd.html - should be between 【 Romantic Children 】and 【 禁断の魔法 ~ Forbidden Magic 】
Considering the recent trend of quoting the individual game rather than just "東方Project", I was really just basing it on the above and the touhouwiki listing - https://en.touhouwiki.net/wiki/BEGIERDE_DES_ZAUBERER - in the absence of anything more "official". If you feel that's unjustifiable we can bring it down to fix it.
IamKwaN
I only found 東方怪綺談 ~ Mystic Square on the page you linked at http://www16.big.or.jp/~zun/html/pmd.html, without the dot.

So, I guess you probably have to remove that dot, like this one.
Topic Starter
JBHyperion
screw punctuation man

ok this can be taken down - MBomb had a half-finished mod he wanted to post anyway so I might as well check that out before requalification
MBomb
Hello, really sorry for taking so long, gaps in motivation and skill level of playing took a while to patch up.

[.]

00:08:891 (7) - This note is pretty awkwardly far out right now, feels really strange to play. Something like x:128 would be a lot more comfortable.
00:45:121 (5,6,7) - Whilst it doesn't seem like a big change, decreasing the ds of these to x1.24 like the first section feels nicer to play to me, whilst the 16 pixel change to 7 doesn't seem too big, that's quite a big difference during these antiflow sections which makes it feel noticably harder than the first set.
00:46:391 (1) - I actually prefer the idea of an antiflow slider here better than a standstill, it just feels more natural and easier to hit to me given previous patterns. Maybe try that instead?
01:03:005 (7) - Guitar here feels kinda ignored by the current patterning. At least a dash to it would feel a bit better with the music to me, but a HDash would work too. Maybe try Ctrl+H on 6 and move it to x:104?
01:10:390 (7) - Same here, a dash to it would work better to emphasise this guitar.
01:14:544 (1,2,3) - 1 feels a little forced against the wall right now. Maybe move this section slightly to the right to avoid that, like x:56?
01:50:313 (6,7) - Very, extremely nazi point here, but distancing here is inconsistent by 4 pixels and whilst it isn't really even an issue at all, for consistency with every other section like this, the same distancing would be nice.
01:54:697 (7) - Again, similar to earlier, a dash to this would feel nicer with the guitar here.
02:02:313 (8) - The SV here feels a little too high for me right now, considering the direction change right after and this distancing feeling a bit awkward with that. 1.35x feels more natural to play to me.
02:08:082 (1,2,3) - Such a strong HDash makes 1 feel a little pressed against the wall here. x:480 would feel nicer I think.
02:10:851 (3) - Pretty strong distancing on the backforth here, try x:284 to make it a little simpler to play, I don't feel the drums are strong enough for this harsh of a movement.
02:34:794 (9) - Maybe make this more of a curve pattern rather than a straight line, to keep momentum after the HDash? This note always feels like a huge chokepoint to me because of the consistent distancing here into a slowdown in the opposite direction. x:368 would work nicely.
02:49:620 (5) - 5,6 feels a little strong considering it's a strong HDash into a very strong direction change. x:204 would make this movement feel a lot more comfortable.
02:50:428 (12) - Distance to this also feels awkwardly strong in my eyes. x:212 would make it more comfortable to play.
03:14:659 (2) - Feels really harsh after the HDash, especially considering this is one of the calmest sections of the song. x:204 would feel nicer to me.
03:15:351 (5) - Same with this one, x:320 on this one feels better.
03:48:928 (6) - Same as earlier, I think this SV is a little too high and ends up with the slider end feeling awkwardly far away. 1.35x SV works better.
03:51:236 (8) - This also feels a little too far out with the slider end, try slanting it a bit like every other slider in this section.
03:55:967 (5) - In the moment, this one feels a little far out from the rest of this section which is strange considering as a note, it doesn't particularly stand out from the rest of the section. Try reducing slightly to x:316.
04:07:774 (8,9) - 8 feels really difficult to hit right now. Maybe just move this to x:184, stacks 9 with 7 and makes the movement to 8 a lot more comfortable to play.
04:46:274 (6) - Feels kinda far out right now, especially considering this is only the start of this intense kiai section. x:340 would be more comfortable for now.
04:46:736 (9) - Same with this one, x:176 here.
05:07:274 (2) - I'd say to change the SV on this slider to 1.35x for more comfortablility in this section.
05:11:890 (6) - Very difficult distancing to hit after such a long HDash. Remember this is SV 1.75x as opposed to the earlier parts being 1.5x, so this is actually a lot stronger despite being the same distance snap. x:180 would feel a lot nicer.
05:18:928 (3) - Would recommend a slight slant on this slider, having it completely horizontal at this SV requires a ridiculously precise timing.
05:20:774 (3) - Recommending to slant this too, the slider end feels really far out and awkward to catch with the flow after the HDash here.
05:35:428 (3) - Currrently a pretty strong dash here, way stronger than you've used in every section similar to this earlier on. x:128 on it would be more comfortable and consistent.
05:40:044 (7,8) - 7 is feeling a little too far out considering the backforth here, consider reducing it to something like x:280.
05:50:890 (9) - Pretty strong dash to this considering the sound isn't that strong, I'd say to make it a bit lower, like x:248.
06:05:890 (9,11) - Distancing in this wiggle is very strong right now, I'd consider reducing these 2 notes to x:244 (when both are highlighted).
06:08:544 (3) - Very strong distancing for this, I know the intensity is increasing but this is definitely far too difficult for this section of the map. x:152 would work fine.
06:10:390 (3) - And again, distancing to this is ridiculously strong, even for increasing intensity that is far too big of a momentum change. x:348 feels a lot better here.

Alright, that's all.
Topic Starter
JBHyperion

- Magic Bomb - wrote:

Hello, really sorry for taking so long, gaps in motivation and skill level of playing took a while to patch up.

[.]

00:08:891 (7) - This note is pretty awkwardly far out right now, feels really strange to play. Something like x:128 would be a lot more comfortable. Lowered it a bit, but I want this to be a held dash for emphasis so only went to x:108
00:45:121 (5,6,7) - Whilst it doesn't seem like a big change, decreasing the ds of these to x1.24 like the first section feels nicer to play to me, whilst the 16 pixel change to 7 doesn't seem too big, that's quite a big difference during these antiflow sections which makes it feel noticably harder than the first set. Reduced a little bit, though it's intended to be harder than the first set because the pitch and intensity on the guitar increases here
00:46:391 (1) - I actually prefer the idea of an antiflow slider here better than a standstill, it just feels more natural and easier to hit to me given previous patterns. Maybe try that instead? Had it like that before, but the flowbreak fits the change in the guitar so much better here imo, I much prefer it this way
01:03:005 (7) - Guitar here feels kinda ignored by the current patterning. At least a dash to it would feel a bit better with the music to me, but a HDash would work too. Maybe try Ctrl+H on 6 and move it to x:104? Did something similar with hdashes instead
01:10:390 (7) - Same here, a dash to it would work better to emphasise this guitar. Done, dash only because guitar is weaker here
01:14:544 (1,2,3) - 1 feels a little forced against the wall right now. Maybe move this section slightly to the right to avoid that, like x:56? Done
01:50:313 (6,7) - Very, extremely nazi point here, but distancing here is inconsistent by 4 pixels and whilst it isn't really even an issue at all, for consistency with every other section like this, the same distancing would be nice. lol
01:54:697 (7) - Again, similar to earlier, a dash to this would feel nicer with the guitar here. Fixed
02:02:313 (8) - The SV here feels a little too high for me right now, considering the direction change right after and this distancing feeling a bit awkward with that. 1.35x feels more natural to play to me. sloooooowed it
02:08:082 (1,2,3) - Such a strong HDash makes 1 feel a little pressed against the wall here. x:480 would feel nicer I think. Fair
02:10:851 (3) - Pretty strong distancing on the backforth here, try x:284 to make it a little simpler to play, I don't feel the drums are strong enough for this harsh of a movement. Swapped spacing so it goes weaker to stronger, snare felt underwhelming otherwise
02:34:794 (9) - Maybe make this more of a curve pattern rather than a straight line, to keep momentum after the HDash? This note always feels like a huge chokepoint to me because of the consistent distancing here into a slowdown in the opposite direction. x:368 would work nicely. Doesn't make much difference to me but if you insist
02:49:620 (5) - 5,6 feels a little strong considering it's a strong HDash into a very strong direction change. x:204 would make this movement feel a lot more comfortable. Done something similar
02:50:428 (12) - Distance to this also feels awkwardly strong in my eyes. x:212 would make it more comfortable to play. Should have been x:216 anyway
03:14:659 (2) - Feels really harsh after the HDash, especially considering this is one of the calmest sections of the song. x:204 would feel nicer to me. "calmest" ok hand
03:15:351 (5) - Same with this one, x:320 on this one feels better. Done
03:48:928 (6) - Same as earlier, I think this SV is a little too high and ends up with the slider end feeling awkwardly far away. 1.35x SV works better. Alright
03:51:236 (8) - This also feels a little too far out with the slider end, try slanting it a bit like every other slider in this section. Angled it
03:55:967 (5) - In the moment, this one feels a little far out from the rest of this section which is strange considering as a note, it doesn't particularly stand out from the rest of the section. Try reducing slightly to x:316. (5) has an increased guitar pitch so I actually increased this instead
04:07:774 (8,9) - 8 feels really difficult to hit right now. Maybe just move this to x:184, stacks 9 with 7 and makes the movement to 8 a lot more comfortable to play. I don't find this difficult to hit, there are much larger jumps than this, and I want to decrease spacing gradually to reflect the decrease in intensity
04:46:274 (6) - Feels kinda far out right now, especially considering this is only the start of this intense kiai section. x:340 would be more comfortable for now. Fair enough
04:46:736 (9) - Same with this one, x:176 here. Same
05:07:274 (2) - I'd say to change the SV on this slider to 1.35x for more comfortablility in this section. Angled it instead, but same effect
05:11:890 (6) - Very difficult distancing to hit after such a long HDash. Remember this is SV 1.75x as opposed to the earlier parts being 1.5x, so this is actually a lot stronger despite being the same distance snap. x:180 would feel a lot nicer. Moved (5) and reduced hyper strength at the same time
05:18:928 (3) - Would recommend a slight slant on this slider, having it completely horizontal at this SV requires a ridiculously precise timing. Alright
05:20:774 (3) - Recommending to slant this too, the slider end feels really far out and awkward to catch with the flow after the HDash here. A n g l e s
05:35:428 (3) - Currrently a pretty strong dash here, way stronger than you've used in every section similar to this earlier on. x:128 on it would be more comfortable and consistent. Whoops, fixed
05:40:044 (7,8) - 7 is feeling a little too far out considering the backforth here, consider reducing it to something like x:280. Lowered (5,6), same effect
05:50:890 (9) - Pretty strong dash to this considering the sound isn't that strong, I'd say to make it a bit lower, like x:248. Ok
06:05:890 (9,11) - Distancing in this wiggle is very strong right now, I'd consider reducing these 2 notes to x:244 (when both are highlighted). Less wiggleness
06:08:544 (3) - Very strong distancing for this, I know the intensity is increasing but this is definitely far too difficult for this section of the map. x:152 would work fine. Whoops, fixed (2)
06:10:390 (3) - And again, distancing to this is ridiculously strong, even for increasing intensity that is far too big of a momentum change. x:348 feels a lot better here. Anotha one

Alright, that's all.

Thanks for the suggestions. Also fixed pesky source period /shakes fist
Benita
we fixed two sliders, let's try again
salchow
when runkud???
Surono
I thought it ws qualifed cuz new post, orz lol
Topic Starter
JBHyperion
Maybe one day...
Deif
Once upon a time...

there was a fox on a journey to mod some beatmaps. After a small break, that fox encountered the mighty beatmap made by the thinker face. As a tribute, he offered some wise pieces of advice:

  1. Tags: mispelled "iguitar" or should it be just "guitar"?
  2. Hitsounds: drum-hitwhistle4 has a small silence at its beginning that could be cut off to avoid a delay of ~6ms.
  3. 02:49:736 (6) - You might want to place this note at the left side of (5) to make it a bit different from the next zigzag pattern. The upcoming direction changes would fit better with the guitar, so this pattern doesn't need to be so demanding.
Would the thinker face accept the tribute of the fox and help him continuing his journey?
Topic Starter
JBHyperion

Deif wrote:

Once upon a time...

there was a fox on a journey to mod some beatmaps. After a small break, that fox encountered the mighty beatmap made by the thinker face. As a tribute, he offered some wise pieces of advice:

  1. Tags: mispelled "iguitar" or should it be just "guitar"?
  2. Hitsounds: drum-hitwhistle4 has a small silence at its beginning that could be cut off to avoid a delay of ~6ms.
  3. 02:49:736 (6) - You might want to place this note at the left side of (5) to make it a bit different from the next zigzag pattern. The upcoming direction changes would fit better with the guitar, so this pattern doesn't need to be so demanding.
Would the thinker face accept the tribute of the fox and help him continuing his journey?
The thinker face chuckled softly to himself as he pondered his misgivings. His hearing was growing dim in his old age, the days of sprightly dashing in his youth long behind him. And he always had been stricken by a curse to forever amuse others with poor spelling.

Though he knew the past could not be reclaimed, he still longed to see the long journey to its end. He knew not what the future held, but with the fox's assistance, he believed in his heart that his goal could be reached.

He awaited the aftermath, hoping that it would be most interesting...
Deif
And so the journey reached its end. As the fox left the dungeon of the mighty beatmap he could see a message formed by the stars in the sky...

...
DE ME TO RI

~ THE END ~
celerih
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Nao Tomori
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MBomb
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Aurele
what a great story
ZiRoX
It's not a true placeholder if it isn't by Ascendance.
Benita

ZiRoX wrote:

It's not a true placeholder if it isn't by Ascendance.
Ascendance
placeholder.
Sanyi

Ascendance wrote:

placeholder.
popped placeholder because why not
Nelly
Regrats. Hopefully it'll be ranked this time.
Spectator
placeholder
defiance
stop taking my placeholder meme
autofanboy
real placeholder
Trent
the spacing on this map feels far too inconsistent throughout the whole map.
I see what you were trying to do, which is have different spacing with the patterns but I feel you did it in the wrong way.
The map feels clunky to play which is not a good thing.
I think you should emphasize the larger spacing/harder timing jumps more instead of putting them in at random places.
This has potentional to be great but the execution is lacking with the spacing.
I agree that more maps should not be cookie cutter with the same spacing throughout but I think you went too overboard on it which takes back the quality of it.
Ascendance

qebrus wrote:

the spacing on this map feels far too inconsistent throughout the whole map.
I see what you were trying to do, which is have different spacing with the patterns but I feel you did it in the wrong way.
The map feels clunky to play which is not a good thing.
I think you should emphasize the larger spacing/harder timing jumps more instead of putting them in at random places.
This has intentional to be great but the execution is lacking with the spacing.
I agree that more maps should not be cookie cutter with the same spacing throughout but I think you went too overboard on it which takes back the quality of it.
thisssssss

but it's like too rigid and doesn't flow well, probably a result of the mapper not being able to testplay but that's just an assumption

also my opinion is very biased so yea

heavily dislike uwup
Topic Starter
JBHyperion
If you could point out some examples where I used different spacing for similar sounds that would help identify potential problems. Not sure what I can really do when you say "there are inconsistent parts" in a map with 3.5k objects and to the best of my knowledge, I mapped spacing to correspond to the intensity of the music ¯\_(ツ)_/¯

I fully expect some people not to like this map, and that's fine. If people want to help improve it, I will work with them as best I can. If we could not resort to cheap ad hominem attacks though, I'd appreciate that (:
Sanyi
^
Surono
hypp a c h a l l e n g i n g FUN Map finale asdggdjff
rip cant enjoy full cuz rsi *Robert Space Industry* zzz irl thingy

ty Hyperuon
Sanyi
I guess the guys that were not happy with the map didn't care enough about it. Congrats to another ranked map!
autofanboy
PLACEHOLDER
koliron
Woah finally!!! congratz Hyperion :-DDD
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