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Jun Ishikawa - Toki Meguru Ginga Saikyou no Senshi

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Nao Tomori
[ultimatum]
00:05:600 - tbh start ur custom breaks here lol

00:07:717 (1,2,1,2) - dont think the rhythm here works too well. you should try to create contrast with 00:07:011 (1,2,1,2,1) - this part which is clearly following a adifferent sound. i get that its not doubles but still. a 1/2 slider at 00:07:541 - works a lot better for that reason.

at 00:09:129 (1) - http://puu.sh/yo59E/dcd2179b83.jpg this is the rhythm i hear. i dont think the additive 1/4 works well because the calmer background part becomes much more intense than the melody that you follow right before.

similarly 00:12:129 (2) - you could make this a triple, and so on. just try and make it not pure kickslider spam, thats pretty boring for a map of this star rating.

00:29:600 (1,2,3) - this pattern is kinda meh imo. you create a really fast movement with the 1 slider but then kill that momentum cuz there's a 1/2 gap to 2. try spacing 2 a bit more up and to the right.
00:31:011 (1,2,3) - same deal here. and so on. this is pretty much the major issue with the map imo, rhythm is generally fine.


00:45:658 (1,2,3,4,5,1,2,3,1,2) - nc consistency plz
[extra]
this rhythm at 00:07:541 (1,1) - seems bad. like,
https://osu.ppy.sh/ss/9561374 instead would fit a bit better. 00:07:011 (1,1,1) - are all phrased together in the song and a break at 00:07:805 - separates 00:07:894 - the next phrase which is nice.

u do this everywhere, but i think its just not really good rhythm, it doesn't follow the phrasing of the song well at all.

00:43:364 (3) - oh cmon u cant do this and make it unclickable double... thats boring. just make a double here, it's an extra diff, it's fine. same for others.

[insane]
00:07:011 (1,1,1) - since u use more simplified rhythm, i think you can tone down the NC spam. keep these all inthe same combo, theyre all in the same musical phrase. (same for the others)

00:09:129 (1) - this feels really weird rhythmically, i tink circle + kickslider works better.
i also dont think this is a good place for a bunch of 1/4 spam, same reason as on top diff, these are basically background sounds so mapping it with high intensity is kinda ?_?

00:36:658 (6,1,2) - this is pretty misleading, youve been using doubles and 1/4 gaps on stacks everywhere and suddenly a 1/2 gap? i think separating it is good

00:41:511 (7,8,9) - man fuck these patterns i always break on them..

this end of kiai is way harder than extra, it's weird. i think u should do what u did here on extra and what u did on extra here lmao

[light insane]
00:23:952 (1) - shouldnt this be 1/3 snap
idk it soundsb etter to me

00:44:600 (1,2,3) - this will be read as a 1/4 gap, make it more spaced so it's clearly 1/2 instead.

00:45:658 (1,2,1,2) - this rhythm hould be the same, whys it so different?

[hard]
00:17:600 (1) - this is kind of cancerously short for a hard diff, can you do something else? auto only gets 3000 score lol

00:26:070 - 1/2 slider tbh

[normal]
00:17:600 (1) - same
and same for the slider

00:50:070 (2,1) - fix blanket!!!

anyway yea low diffs look ok, but top ones have some issues. lmk when u respond
Topic Starter
Hollow Delta

Naotoshi wrote:

[ultimatum]
00:05:600 - tbh start ur custom breaks here lol assuming you meant 'end break' which I fixed. Some reason on Normal it doesn't let me move it.

00:07:717 (1,2,1,2) - dont think the rhythm here works too well. you should try to create contrast with 00:07:011 (1,2,1,2,1) - this part which is clearly following a adifferent sound. i get that its not doubles but still. a 1/2 slider at 00:07:541 - works a lot better for that reason. I think the rhythm is okay, as I create contrast through the patterns. I gave this pattern a swirling motion in contrast to the repetitive motion at 00:07:364 - which I think works well.

at 00:09:129 (1) - http://puu.sh/yo59E/dcd2179b83.jpg this is the rhythm i hear. i dont think the additive 1/4 works well because the calmer background part becomes much more intense than the melody that you follow right before. I'm not quite sure what you want me to understand.
Granted this song is very dense, I feel like my rhythm still works as to compliment said density of the rhythm. My goal while mapping this was to have as little 'gaps' in rhythm as possible as to fit it's chaotic, dense feel.
Your rhythm works, though it's not something I would do in an Extra. (I think I used this rhythm in the one of the earlier diffs xd)


similarly 00:12:129 (2) - you could make this a triple, and so on. just try and make it not pure kickslider spam, thats pretty boring for a map of this star rating. At this speed, these don't really play like kick sliders anymore xP. I understand your point though, but I don't think it makes the map less interesting to play because it contrasts that 'burst' in kiai, and only lasts a few seconds.

00:29:600 (1,2,3) - this pattern is kinda meh imo. you create a really fast movement with the 1 slider but then kill that momentum cuz there's a 1/2 gap to 2. try spacing 2 a bit more up and to the right. Fixed. Good suggestion. cs3 made it a bit difficult to fit this section in, which is why I initially mapped it this way.
00:31:011 (1,2,3) - same deal here. and so on. this is pretty much the major issue with the map imo, rhythm is generally fine.


00:45:658 (1,2,3,4,5,1,2,3,1,2) - nc consistency plz Fixed.
[extra]
this rhythm at 00:07:541 (1,1) - seems bad. like,
https://osu.ppy.sh/ss/9561374 instead would fit a bit better. 00:07:011 (1,1,1) - are all phrased together in the song and a break at 00:07:805 - separates 00:07:894 - the next phrase which is nice.

u do this everywhere, but i think its just not really good rhythm, it doesn't follow the phrasing of the song well at all. I'm not sure what phrasing is. If you're talking about my shift on the red tick, this rhythm is done throughout the mapset. Granted you pointed out a similar issue with the final diff, this rhythm works because it represents the song best.

00:43:364 (3) - oh cmon u cant do this and make it unclickable double... thats boring. just make a double here, it's an extra diff, it's fine. same for others. I think the kick sliders here are more interesting, as it's different to the double I used at 00:41:158 (3,4) - 00:44:864 - It compliments that slight change in the feel of the kiai.

[insane]
00:07:011 (1,1,1) - since u use more simplified rhythm, i think you can tone down the NC spam. keep these all inthe same combo, theyre all in the same musical phrase. (same for the others) Fixed

00:09:129 (1) - this feels really weird rhythmically, i tink circle + kickslider works better.
i also dont think this is a good place for a bunch of 1/4 spam, same reason as on top diff, these are basically background sounds so mapping it with high intensity is kinda ?_? I stil feel this rhythm is okay. It captures the unique sounds played here. I don't think placing the first beat of a 1/4 rhythm, then skipping the next and placing a triple better captures the feel here, as the only reason to skipping that note is for simplification.

00:36:658 (6,1,2) - this is pretty misleading, youve been using doubles and 1/4 gaps on stacks everywhere and suddenly a 1/2 gap? i think separating it is good Yea u right xdd. Fixed

00:41:511 (7,8,9) - man fuck these patterns i always break on them.. I understand where you're coming from, but my intent for this pattern was to be difficult. Not in spacing, but in control. The player isn't prepared for patterns like this, so I'll fix it.

this end of kiai is way harder than extra, it's weird. i think u should do what u did here on extra and what u did on extra here lmao it's not that bad shut up xdd

[light insane]
00:23:952 (1) - shouldnt this be 1/3 snap This part has a 1/8 layer and a 1/3 layer at once, it's weird. Naturally I was like 'oh 1/8 to 1/4 SIMPLIFICATION' Fixed.
idk it soundsb etter to me

00:44:600 (1,2,3) - this will be read as a 1/4 gap, make it more spaced so it's clearly 1/2 instead. fixed

00:45:658 (1,2,1,2) - this rhythm hould be the same, whys it so different? It sounds okay to me, as it compliments the dip into the 2/1 rhythm at the end.

[hard]
00:17:600 (1) - this is kind of cancerously short for a hard diff, can you do something else? auto only gets 3000 score lol A few modders have pointed this out, I think it still fits here as it compliments the sound, and is long enough to fit the guideline in the criteria (A minimum of 2 bars)

00:26:070 - 1/2 slider tbh I don't see why a 1/2 slider would be better here. I think the circle actually makes this part sound more empty to compliment the song.

[normal]
00:17:600 (1) - same The criteria has a guideline suggesting the spinner be at least 2 bars. The spinner here is 3 bars, and really wouldn't fit in the map with any other length.
and same for the slider

00:50:070 (2,1) - fix blanket!!! dammit. fixed

anyway yea low diffs look ok, but top ones have some issues. lmk when u respond
Appreciate the professional outlook. Thanks for the mod.
Nao Tomori
extra
00:07:011 (1,1,1) - yea so what i mean is, 00:07:011 - 00:07:276 - 00:07:541 - all have the same sound. therefore they should all be mapped the same way. i get that you want to follow the other thing at 00:07:717 - but doing so kind of ruins the cohesion of those three sounds being grouped together in the music (since they are the same sound.) therefore switching off of it to spam kicksliders is rather poor rhythm in my eyes.

also, yes your ending on insane is way way way harder than on extra, it is basically really spaced streams with constant circles compared to extra which is just kicksliders with much less active clicking involved. this creates a serious disparity between the difficulty of the two levels and can be easily resolved by switching which difficulty has which ending.

re:spinners - just because they are the absolute minimum rankable doesn't mean they are not cancer. i doubt most normal players would even get a 100 on it, probably will miss lol. at least on normal, i suggest replacing it with something less intrusive

re:00:26:247 - 1/2 slider work cuz then u get something at 00:26:247 - , i think its a nice effect. but pretty subjective.
Topic Starter
Hollow Delta

Naotoshi wrote:

extra
00:07:011 (1,1,1) - yea so what i mean is, 00:07:011 - 00:07:276 - 00:07:541 - all have the same sound. therefore they should all be mapped the same way. i get that you want to follow the other thing at 00:07:717 - but doing so kind of ruins the cohesion of those three sounds being grouped together in the music (since they are the same sound.) therefore switching off of it to spam kicksliders is rather poor rhythm in my eyes. Okay I finally get what you mean.

also, yes your ending on insane is way way way harder than on extra, it is basically really spaced streams with constant circles compared to extra which is just kicksliders with much less active clicking involved. this creates a serious disparity between the difficulty of the two levels and can be easily resolved by switching which difficulty has which ending. I tried switching these parts, However it makes the spread worse. (I'll explain through irc)

re:spinners - just because they are the absolute minimum rankable doesn't mean they are not cancer. i doubt most normal players would even get a 100 on it, probably will miss lol. at least on normal, i suggest replacing it with something less intrusive I extended the spinner.

re:00:26:247 - 1/2 slider work cuz then u get something at 00:26:247 - , i think its a nice effect. but pretty subjective.
Nao Tomori
i hope qats dont demote me for this b4b

bubble 4 bubblun

Topic Starter
Hollow Delta
dammit
Irreversible
General

00:23:952 (1) - Inaudible hitsound <- bubble pop

Easy

00:31:717 (3,1) - Any reason why you've changed the DS here? Could be sticking to it since it's just an Easy diff.
00:39:129 (2,3) - Considering you've never stacked this kind of rhythm before, I suggest not introducing another technique in this difficulty. Unstack is my suggestion.
00:43:011 (1,1,2,3) - ? What happend here, haha. It somehow doesn't fit the concept (or why wasn't such a slider used b4?) Somehow it's difficult to read too, since it's almost completely overlapped by the slider before. I suggest just sticking to simple things.

Normal
00:10:894 (3,1) - Any reason why the hitsounds differ to 00:08:070 (3,1) - ? Sounds similar to me actually.
00:15:482 (1) - Hmm, here the hitsound is somehow missing. Could you please recheck the hitsounds?
00:37:011 - Hmm, isn't it odd that you leave out such an important object here? It's almost one of the most emphasized starts of sequences here, I feel a bit sad it's left out :(
00:43:011 (1) - I don't knooow, somehow same as in Easy. The song gets progressively more nervous, why do you lower the density with a boring slider D:
00:45:305 (2,3,4,5,1) - Hm.. I do see why you've mapped this .. but ah, I feel like its not really readable for this difficulty. Speaking from own experience, I've always had trouble catching sliders like this with a weird rhythm between them, maybe something more digestible could be applied here

Hard
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:36:835 (1,2) - Shouldn't the stress be on 2? What was your reason to stack it - Shouldn't the stack be here? 00:36:658 (7,1) -
00:40:894 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1) - hm.. xD I don't dislike it that much but it is just a bit weird that you leave all out really strong beats.. it doesn't feel complete if you know what I mean

Light Insane
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:52:188 (3,4) - Is this supposed to be paralell? it's not
00:43:011 (1) - and 00:43:805 (1) - How about this rhythm? It makes more sense rhythmically in the song http://puu.sh/yTIlq/a081e7c20a.jpg

good diff else

Insane

00:35:511 (2) - Doesn't smth like 90 194 follow the flow better? I think it's a bit weird to interrupt it here

taht diff is cool

Extra

-

Ultimatum

00:18:305 (1,2,3,4,5,6,1,1,2,3,4) - Somehow that part looks so unstructured comparing to the rest of the map... kind of a pity imo. Would be nice if you could make the slider shapes compliment each other a bit better like f.e.00:18:305 (1,3) - realllyyy don't suit together well cuz they just are so contextless to each other

call me again after you've replied :3
Topic Starter
Hollow Delta

Irreversible wrote:

General

00:23:952 (1) - Inaudible hitsound <- bubble pop

Easy

00:31:717 (3,1) - Any reason why you've changed the DS here? Could be sticking to it since it's just an Easy diff.
00:39:129 (2,3) - Considering you've never stacked this kind of rhythm before, I suggest not introducing another technique in this difficulty. Unstack is my suggestion.
00:43:011 (1,1,2,3) - ? What happend here, haha. It somehow doesn't fit the concept (or why wasn't such a slider used b4?) Somehow it's difficult to read too, since it's almost completely overlapped by the slider before. I suggest just sticking to simple things.

Normal
00:10:894 (3,1) - Any reason why the hitsounds differ to 00:08:070 (3,1) - ? Sounds similar to me actually.
00:15:482 (1) - Hmm, here the hitsound is somehow missing. Could you please recheck the hitsounds?
00:37:011 - Hmm, isn't it odd that you leave out such an important object here? It's almost one of the most emphasized starts of sequences here, I feel a bit sad it's left out :(
00:43:011 (1) - I don't knooow, somehow same as in Easy. The song gets progressively more nervous, why do you lower the density with a boring slider D: I initially mapped it denser than this, but it involved 1/4 rhythm which multiple modders encouraged I don't include, so I simplified it.
00:45:305 (2,3,4,5,1) - Hm.. I do see why you've mapped this .. but ah, I feel like its not really readable for this difficulty. Speaking from own experience, I've always had trouble catching sliders like this with a weird rhythm between them, maybe something more digestible could be applied here I feel this rhythm still works because it visually looks like 1/2 rhythm, but the slider tail ends on a 1/4, so the player doesn't exactly have to listen for the 1/4 gap, they simply have to look at the spacing.

Hard
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:36:835 (1,2) - Shouldn't the stress be on 2? What was your reason to stack it - Shouldn't the stack be here? 00:36:658 (7,1) - Yes, but I felt the player might get confused because having 1/2 stack next to a 1/4 stack might misdirect how the player would read it.
00:40:894 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1) - hm.. xD I don't dislike it that much but it is just a bit weird that you leave all out really strong beats.. it doesn't feel complete if you know what I mean This part was a pain in the ass to map. Half of the 'important sounds' are on 1/4 ticks which I can't map interestingly without the sr going REEEEEEE.
I get what you mean, but for this particular diff I feel this is as complex as it can get.


Light Insane
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:52:188 (3,4) - Is this supposed to be paralell? it's not
00:43:011 (1) - and 00:43:805 (1) - How about this rhythm? It makes more sense rhythmically in the song http://puu.sh/yTIlq/a081e7c20a.jpg

good diff else

Insane

00:35:511 (2) - Doesn't smth like 90 194 follow the flow better? I think it's a bit weird to interrupt it here Yes, but I shifted it the other way for aesthetics. The middle of the circle is still in the predicted path however.

taht diff is cool

Extra

-

Ultimatum

00:18:305 (1,2,3,4,5,6,1,1,2,3,4) - Somehow that part looks so unstructured comparing to the rest of the map... kind of a pity imo. Would be nice if you could make the slider shapes compliment each other a bit better like f.e.00:18:305 (1,3) - realllyyy don't suit together well cuz they just are so contextless to each other

call me again after you've replied :3
no reply is fuxed

*fixed

thx for modding
Irreversible
Normal:
00:37:011 (1) - Looks like a really cheap fix. The overlap isn't really suitable for this kind of difficulty and the flow isn't really superb as well.. please some more effort
00:43:011 (1) - Could you at least make the thunder shape a bit more .. equal then? so that the sides are the same length, would just make sense with the song

Hard:
00:16:894 (1,1) - Visual spacing. http://puu.sh/yV4qn/dbf165d7b5.jpg
00:40:894 (1) - I'd simplify it then, honestly. It really plays unintuitive, and for a hard diff this just ends up being frustrating and really off to play..
Topic Starter
Hollow Delta
fixed all
Irreversible
alright!
Nao Tomori
alright confirmed changes, they look good. lets give it a shot
Kurai
Metadata DQ, unicode artist needs to be changed to 石川淳 and source to 星のカービィ ロボボプラネット
Topic Starter
Hollow Delta
Fixed both. Thanks Kurai and Lanturn for checking
Kurai
back
Yuii-
00:38:070 (1) - feels like there's a hitsound missing

regardless, cool concept
Topic Starter
Hollow Delta
oops

I'll keep in mind, as it's not a major setback. If set happens to get disqualifed again I'll apply.
MaridiuS
gz
Jabba
ultimatum
00:39:835 (2) - nc missing? also the distance between it and (1) is a bit misleading imo

if you get a dq you might want to apply the next points as well:
00:41:600 (3,2) - uhhh those are unstacked by like 2 pixels
00:13:541 (2,2) - idk if you wanted to stack them but that would look nice imo
00:38:600 (5) - the top of this slider is slightly off
Topic Starter
Hollow Delta

Jabba wrote:

ultimatum
00:39:835 (2) - nc missing? also the distance between it and (1) is a bit misleading imo

if you get a dq you might want to apply the next points as well:
00:41:600 (3,2) - uhhh those are unstacked by like 2 pixels
00:13:541 (2,2) - idk if you wanted to stack them but that would look nice imo
00:38:600 (5) - the top of this slider is slightly off
Thanks a lot for the short mod. For the most part the pixel stacks are to compensate for the screen borders, which was a huge problem during the modding process. There are slight offsets but they're distanced apart in the timeline so that they're not noticeable while playing. I don't exactly understand your last point, because the slider is off relative to what? I feel it looks okay as is, but if you could be more specific I think I'd understand.

I'll take note of your first point because it's a valid suggestion, but I feel continuing the nc pattern used for 1/3 on the 1/4 stream would actually have the opposite effect due to the spacing. I contrasted the 1/4 stream from 1/3 by the distance. Having them bunched up together with consistent spacing compared to 1/3 with large spacing and gradual decline I feel provides the needed contrast.
Jabba

Bubblun wrote:

Thanks a lot for the short mod. For the most part the pixel stacks are to compensate for the screen borders, which was a huge problem during the modding process. There are slight offsets but they're distanced apart in the timeline so that they're not noticeable while playing. I don't exactly understand your last point, because the slider is off relative to what? I feel it looks okay as is, but if you could be more specific I think I'd understand.

I'll take note of your first point because it's a valid suggestion, but I feel continuing the nc pattern used for 1/3 on the 1/4 stream would actually have the opposite effect due to the spacing. I contrasted the 1/4 stream from 1/3 by the distance. Having them bunched up together with consistent spacing compared to 1/3 with large spacing and gradual decline I feel provides the needed contrast.
00:38:600 (5) - meant this, should be something like this
00:39:835 (2) - and regarding this, you have this note ncd on extra, which makes sense since you're ncing each 1/3 note
Topic Starter
Hollow Delta
Sorry late reply, but I understand now xpp

Thanks for clarifying. I'll take note of these if map gets dq
VINXIS
someone from either side should notify a qat asking for dq if u guys do agree Lol
Topic Starter
Hollow Delta
They are minor issues that may or may not benefit the player, so I don't feel a dq is necessary.
Nightlys
congrats!!
Topic Starter
Hollow Delta
Thanks a lot bud
Meowcenaries
this map wasn't what i thought it was when i looked at the scoreboard. grats though~
Topic Starter
Hollow Delta
What're you implying xppp


Thanks a lot though
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