forum

BTS - DOPE

posted
Total Posts
141
show more
Topic Starter
DeRandom Otaku
AAAAAAAAAAAAAAAAAAAAAAAAAA
Thanks ezek!!

EDIT : Oh wow new page ~ SICK
Cerulean Veyron
_DT3
Do I still need to mod it owo
Topic Starter
DeRandom Otaku

_DT3 wrote:

Do I still need to mod it owo
Give me a ticket instead :>>>
_DT3

DeRandom Otaku wrote:

_DT3 wrote:

Do I still need to mod it owo
Give me a ticket instead :>>>
Ok fine ;3;
Xiaolin
CHALA HEA BUBBLE-- I mean, rank when? ) o )
Topic Starter
DeRandom Otaku

Lapis Aoki wrote:

CHALA HEA BUBBLE-- I mean, rank when? ) o )
When Pentori Checks xd
Cerulean Veyron


after this post, should be pentori's mod, no sht thrown pls
Pentori
im allergic to korean

[Normal]
why not use ar 5, patterns are really dense and overlapping. also hard is ar 7.5 and insane is 9 so spread is better
00:39:137 (1) - any reason you have nc here?
00:57:643 (2,3) - not good to use reverse flow in normal because 00:58:227 (3) - appears closer to 00:55:890 (1) - so will confuse noobs
01:00:565 (1) - 01:04:072 (1) - variance in nc structure really isn't necessary in a normal, plus the way you did it in inconsistent since you don't have 01:10:305 (3) - nced
01:13:033 (1) - its like another person came and started doing nc's because you aren't following your nc structure of every 2nd downbeat. i really recommend you fix this so the map isn't imbalanced
01:13:033 (1,2) - ignoring the 1/2 claps and going for the 3/2 vocals is quite awkward because the claps are more obvious and consistent to follow. there are many other places you did this which you should look over
01:22:383 (1,2) - distance error
02:21:604 (1,2,3) - using a 2/1 slider then switching to 1/2 rhythms is quite strange. you haven't mapped the kick on 02:21:994 - so why not make it a reverse slider

an overall comment on this diff..

Ranking Criteria wrote:

It is generally allowed to skip the (Easy) difficulty if the (Normal) difficulty follows the general guidelines of an Easy map
going by this quote, your normal plays a lot more like a normal than an easy.. it follows heaps of 1/2s and is almost past the 2* threshold. i'd honestly introduce an easy and or nerf patterns in the normal to have an acceptable amount of 1/2s

[Hard]
00:23:162 (5,1) - swap nc's
00:55:111 (1,2) - honestly this is not the type of thing to do in a hard, i'd just replace it with a circle on the red tick
01:08:357 (1,2,3) - again.. really isn't appropriate for a hard. i had no idea what was going on here when i first played it
01:14:007 (4,5) - and again, a kick slider in a hard?
02:10:695 (1,2,3,4,5,6,7) - way to dense, there is a lot going on in the music but you have to compromise and create a rhythm that is acceptable for a hard. like eg. 02:11:669 (6) - can be a slider because it isn't exactly a triplet in the music and you can omit 02:10:598 (4)
02:20:046 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - uh..? these streams are way to long for a hard and are on 1/3 so are even more confusing. why do you have to follow vocals here? there are drums in the background you can map to
02:35:046 (4) - circle

both insanes look fine so i'll stop here for now. i won't nominate this because of reasons above but i will respond to any rebuttal you may have about my comments.

good luck
Topic Starter
DeRandom Otaku

Pentori wrote:

im allergic to korean

[Normal]
why not use ar 5, patterns are really dense and overlapping. also hard is ar 7.5 and insane is 9 so spread is better
00:39:137 (1) - any reason you have nc here?
00:57:643 (2,3) - not good to use reverse flow in normal because 00:58:227 (3) - appears closer to 00:55:890 (1) - so will confuse noobs its ok , it went fine in testplays
01:00:565 (1) - 01:04:072 (1) - variance in nc structure really isn't necessary in a normal, plus the way you did it in inconsistent since you don't have 01:10:305 (3) - nced
01:13:033 (1) - its like another person came and started doing nc's because you aren't following your nc structure of every 2nd downbeat. i really recommend you fix this so the map isn't imbalanced ye i just realized my dumbness level
01:13:033 (1,2) - ignoring the 1/2 claps and going for the 3/2 vocals is quite awkward because the claps are more obvious and consistent to follow. there are many other places you did this which you should look over i used this rhythm for Every sound like this in the whole diff
01:22:383 (1,2) - distance error
02:21:604 (1,2,3) - using a 2/1 slider then switching to 1/2 rhythms is quite strange. you haven't mapped the kick on 02:21:994 - so why not make it a reverse slider its not strange to me also ~ Also i m not really giving any priority to kicks and snares here

an overall comment on this diff..

Ranking Criteria wrote:

It is generally allowed to skip the (Easy) difficulty if the (Normal) difficulty follows the general guidelines of an Easy map
going by this quote, your normal plays a lot more like a normal than an easy.. it follows heaps of 1/2s and is almost past the 2* threshold. i'd honestly introduce an easy and or nerf patterns in the normal to have an acceptable amount of 1/2s well i agree with u that its a pretty hard diff as the first diff but eh , the main instrument i m following is obviously the singer and there are so many vocals going on , i m not quite sure how to make an easy for such kind of songs and i never made easy diff for a song like this before also .... i will try to nerf some 1/2's in normals but thats all i can do =w= or else i will have to search for a GDer qwqqqqqqq

[Hard]
00:23:162 (5,1) - swap nc's
00:55:111 (1,2) - honestly this is not the type of thing to do in a hard, i'd just replace it with a circle on the red tick
01:08:357 (1,2,3) - again.. really isn't appropriate for a hard. i had no idea what was going on here when i first played it its not really that big of a thing , it went fine in testplays
01:14:007 (4,5) - and again, a kick slider in a hard? yeah its nothing new . i have seen many of these in many ranked hard diffs
02:10:695 (1,2,3,4,5,6,7) - way to dense, there is a lot going on in the music but you have to compromise and create a rhythm that is acceptable for a hard. like eg. 02:11:669 (6) - can be a slider because it isn't exactly a triplet in the music and you can omit 02:10:598 (4) its less denser now
02:20:046 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - uh..? these streams are way to long for a hard and are on 1/3 so are even more confusing. why do you have to follow vocals here? there are drums in the background you can map to as i said before , only following the singer in most of the parts so yeah and also the stream is fine . i got 2 testplays for this diff and both went smoothly
02:35:046 (4) - circle ~

both insanes look fine so i'll stop here for now. i won't nominate this because of reasons above but i will respond to any rebuttal you may have about my comments. ay i will poke u Maybe when i nerf my normal , idk how i m gonna do it and what rhythms i m gonna change but i will do it so that its more beginner friendly

good luck
no reply/green = fixed
Thank you!
Edit : Nerfed Normal and made it alot more beginner-friendly
Cerulean Veyron
The gap between normal and hard got more bigger than hard and my diff. So right now, there's probably a disparity of difficulty spread gap. Just gonna drop my personal opinion about having normal diffs that's above 1.9* and below 2*

So speaking about that, there's literally no problem having a normal that's star rated 1.99* as long as it's below the 2* threshold even if it uses 1/2 notes very often. Not if only the BPM is fast or slow, this one-of-a-kind BPM seems suitable. Although there are (kinda) many maps that also befalls this case and pretty much didn't have a single concern about it:
http://osu.ppy.sh/b/531343&m=0
http://osu.ppy.sh/b/889513&m=0
http://osu.ppy.sh/b/663449&m=0
http://osu.ppy.sh/b/867397&m=0
http://osu.ppy.sh/b/574327&m=0
http://osu.ppy.sh/b/919033&m=0

They nearly had it's density of 1/2 notes used very much often, so as this one too. A rankable normal diff, as the easiest diff on the mapset, are actually allowed to be ≤ 1.99*

That huge nerf wasn't really necessary... should've kept at least some of those 1/2 notes usage to "represent the normal diff" in the same time. But I think it's too late to redo it. Good job, Ren.


Edit1: dope'd
Edit: 1.95* balanced the spread really fine now~ let's get this rebubbled~
Topic Starter
DeRandom Otaku
Alrighty so changed Normal to the previous one and nerfed ONLY the rhythm (alot of 1/2's tbh) , its 1.95* diff now

Also asked a few people about their opinions on the patterns in hard diff and well , i changed them according to pentori's suggestion >w<

Everything should be fine now~~
ZekeyHache
let's try again then~
Topic Starter
DeRandom Otaku
Re-Thanks ezek (´・◡・`)
Shmiklak
Another ren's bubble xd. When will I get my?
dylansantosh
i owed you a mod but i died instead.

i shot a star to make up, pls no hate

Also new page
Pentori
[Normal]
00:39:137 (1) - remove nc
01:16:149 (1) - ^
01:48:877 - supposed to be drum sampleset? see 03:03:682
02:15:370 (1) - remove nc
02:18:487 (1) - ^
02:37:968 (5) - ehh this object fades in before the player leaves the slider so this can be super confusing. u could ctrl g 02:37:188 (4) - and make it flow toward to right tbh
02:42:643 (2,3) - spacing
03:52:773 (1) - remove nc

[Veyron's Insane]
00:28:617 (3) - i would ctrl g this to continue the pattern from 00:27:838 (1,2)
01:02:903 (3) - vocals are on the 1/3 here http://puu.sh/rsOay/38391759b1.jpg
01:03:682 (5,6) - would make more sense to have this as a slider so that u indicate 01:04:072 (7) - is different.
01:28:227 (4) - probably make it 2 circles because of the double clap and vocal
01:45:760 (1,2,3) - i found this was mapped really differently to 00:43:422 (1,2,3,4,1,2,3) - when its the same sounds. i mean, some variance is ok but not this much. see if u can try make them more consistent
01:58:227 (1) - this part makes sense becos there are no kicks/trumpet? on the red ticks this time, but this gives u another reason to change the previous section since you mapped it the same way yet its completely different
02:40:111 - i'd map this clap like u did for 01:25:305
02:40:305 (3) - nc
02:46:344 (8,1,2) - can u try not to use such a wide angle? it's pretty awkward to play when u mostly used in this part acute angles
03:00:565 (1) - 03:13:033 (1) - 03:50:435 (1) - same thing about what i talked about before - try include kicks and make comboing consistent
03:35:630 (5,6,7,8) - :/ these jumps really aren't appropriate. can u lower spacing to be more consistent with how u originally mapped these sections

[Sick!]
00:12:448 (1,2,3) - pretty weird rhythm here. the white ticks are the important ones here as the vocals accent them so its better to have the white ticks clicked instead of having them on slider ends
00:17:903 (3) - triggerd http://puu.sh/rsPc8/be0bcbd603.jpg
nice work with this diff tho

call me back :|
Topic Starter
DeRandom Otaku
oh wow! didnt really expect u to recheck ww
Fixed all in my diffs , waiting for veyron and i will update the whole set at once =w=
Cerulean Veyron

Pentori wrote:

[Veyron's Insane]
00:28:617 (3) - i would ctrl g this to continue the pattern from 00:27:838 (1,2) - bahh i'll redo this anyway
01:02:903 (3) - vocals are on the 1/3 here http://puu.sh/rsOay/38391759b1.jpg I do also hear that it lands on 1/4 even with 25% playback rate. gonna reply this back once i get confirmation dw Yeah, got some answers from one of the pro pigs in #modhelp that the note here actually hits 1/4 blue tick. The rhythm you suggested is probably landing earlier than vocals though. I've did tried hearing it more than three times. So I guess that explains it all ;/
01:03:682 (5,6) - would make more sense to have this as a slider so that u indicate 01:04:072 (7) - is different. I wouldn't want circle (6) to be lifted as a slider tail though, the vocal probably hits up as high-pitched or tense audibility on that part. So I could tell that it really deserves a little click. So circles here would show great climax. I've also done this on some parts further, if you're interested to see them later on ;p
01:28:227 (4) - probably make it 2 circles because of the double clap and vocal Well, this could be the vise versa of the reply above. Didn't want to repeat the same thing though. But yeah...
01:45:760 (1,2,3) - i found this was mapped really differently to 00:43:422 (1,2,3,4,1,2,3) - when its the same sounds. i mean, some variance is ok but not this much. see if u can try make them more consistent True, but these two tracks are totally have big differences than what you've tried to explain here. For first, the vocals gives good transition so following that mainly would probably sound better than mainstreaming the background music. And for second, if the track is more like +95% similar I would consist every single rhythm tbh. But here, it's not likely that. I may say that the current one on this track is already distinguishable. So I think overtaking the emphasis by adding some circles to duplicate the rhythm on the previous one would be too much imo. I believe this is definitely sufficient enough for this kind of diff.
01:58:227 (1) - this part makes sense becos there are no kicks/trumpet? on the red ticks this time, but this gives u another reason to change the previous section since you mapped it the same way yet its completely different That might really increase note density for sure. This track doesn't actually sound a lot like of 1/2 rhythm in need. Something like of the spread comes from spacing or so. But really, I didn't want to follow up inaudible parts unless there's a tiny drum hit on it(well actually this doesn't have but only vocals xd heh).
02:40:111 - i'd map this clap like u did for 01:25:305 - Cho Kyuhyun
02:40:305 (3) - nc ^
02:46:344 (8,1,2) - can u try not to use such a wide angle? it's pretty awkward to play when u mostly used in this part acute angles I think the structure here is totally fine as it looks pretty obvious corresponding to the distance spacing. Widespread structures are a lot easier than narrowing angles and patterns since it should have a lot more space and few gaps to jump after each circle in order to prioritize the build-up pre-verse on this track. So this should be no-problem!
03:00:565 (1) - 03:13:033 (1) - 03:50:435 (1) - same thing about what i talked about before - try include kicks and make comboing consistent same explanations tbh, look up!
03:35:630 (5,6,7,8) - :/ these jumps really aren't appropriate. can u lower spacing to be more consistent with how u originally mapped these sections mmm It's a little hard to explain this, but the jumps are done on purpose in order to introduce both note density and the song track. I've did the same thing on the previous tracks too, so yeah check that out.

call me back :|
THANKSKSSKSSO MUCHSHYYYYY

http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar http://puu.sh/rsUHs/137d462b3b.rar

Edit: inb4

Pentori wrote:

i won't nominate this because of reasons above
Pentori
  1. ok so the conclusion is the sound on the slider end of 01:02:903 (3) - lands on the yellow 1/8th tick before the blue tick. in terms of playability the best option would be to go with the 1/4 blue tick like CV has done.
  2. but in CV's diff, there are some sliders that do snap to this 1/8 vocal such as 00:33:682 (1)
  3. all i ask is you achieve some kind of consistency to avoid getting DQed. the best option would be to disregard the offset vocals and snap everything to the blue tick as that makes the most sense in terms of playability
Topic Starter
DeRandom Otaku
ok things happened
Pentori
i contracted some form of disease and am now sleep deprived
osu! is a fun game
Topic Starter
DeRandom Otaku

Pentori wrote:

osu! is a fun game
i agree!
Electoz
osu! is business
Cerulean Veyron

DeRandom Otaku wrote:

ok things happened
Xiaolin

Electoz wrote:

osu! is business
Cerulean Veyron
Cho Kyuhyun http://puu.sh/ruU1N/0a2e0fae03.rar

don't forget your hitsounds xddd
Pentori
rebubble bc snapping
ZekeyHache


bears pls~
tigers work too~
Agatsu
is this from a chinese drama show?
_DT3
O shit, gratz Ren :o
Firetruck
congrats!! hot yoongi shall live on
C00L
Could you like... slow down with ranking maps
Im really jelly /me xd's
Dailycare
this map seems like a dope ..!
Cerulean Veyron
cuz we got fiiirree

hiiighher

i gotta make it, gotta gotta make it

CHO KYUHYUN
Shmiklak
Grats
Xiaolin

Firetruck wrote:

congrats!! hot yoongi shall live on
Kyouren
Gratzz, Veyron 2nd korean mapper! :3
Tae
gz ^^
Topic Starter
DeRandom Otaku
Thanks alot ezek and Pentori! And everyone else <3

Cerulean Veyron wrote:

CHO KYUHYUN
Lully
ohmy~
finally ranked ♡

gratz! ~
more kpop when? c:
Mint
BTS !! <3
Sotarks
sick song, gratz!
Cerulean Veyron
Xiaolin

Cerulean Veyron wrote:

ren and cv rn
What about me and Firetruck? There're 4 peeps there owo
ZekeyHache

Cerulean Veyron wrote:

DOPE RANKED!

ʕ ง•ᴥ•ʔ ง

ʕ→ᴥ← ʔ

ʕ; •`ᴥ•´ʔ

ren and cv rn
Thanks for the bears! ^^
*takes the bears and runs*
AnonymousK
You bloody LEGEND MATE!!! Holy shizzle, the 2nd BTS song ranked. Personally my fave. Thank you very much!!
Pentori

AnonymousK wrote:

You bloody LEGEND MATE!!!
top kek
Topic Starter
DeRandom Otaku
i agree
Empunya
no thing
PeponcioPatata
:) :) :) :) :) :) :) :) :) :) :) :) :)
Please sign in to reply.

New reply