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Sota Fujimori - polygon

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nyathil
Hype for Bubble! :)
gco
only map worthy of my kudosu stars
Karen
The map is pretty nice in my opinion but i doubt the playablity of the top diffs.

If Azer is able to fc Bonzi extra and the top diff i would like to give a bubble here.

.
Garden
General:
  1. seriously, since u already add kancolle in tags, might as well add 雪風 yukikaze too lol. or just remove it
  2. it seems to me that there are some missing whistles(or drumsamples?), but im not familiar with ur hitsounding style so you'd better go through it yourself
Easy:
  1. 01:08:255 (2) - rhythm here is totally predictable for beginners, but it doesn't make sense with music if you listen carefully, I would suggest https://puu.sh/x6sLd/00afc39570.png
  2. 01:41:013 (3,4) - ^ for similar reason I think replacing them with a 2/1 slider follows music better
  3. 01:23:082 (1,2) - i know u wanna keep the polygon mapping but visual spacing could be larger for a better aesthetic (if you check 01:23:082 (1,2,3) - together, 2 3 spacing seems to be much larger)

Normal:
  1. 01:08:255 (4) - same as easy, rhythm can be improved imo

Hard:
  1. 01:36:789 - theres some sound here, different from 01:30:668 (2,3,4,5) - 01:25:151 (2,3,4,5) - . maybe turn into two reversed sliders or even add a note?
Insane:
  1. 00:15:841 (7,8) - what about ctrl-g? like 00:18:600 (7,8) - 00:21:013 (1,2,3,4) - u have different movement design for such variation in music
  2. 00:26:789 (1) - and etc. the rhythm usage is quite unintuitive imo, a 1/2 slider starting from blue tick without any backup is really weird to play, or at least to me, I don't think skipping 00:26:875 - is a good idea here. suggestion: https://puu.sh/x6Arx/ba59bfd697.png or sth similar, that's way more typical blue tick rhythm i guess, would be more natural to play
  3. 00:29:806 (1,2,3,4) - https://puu.sh/x6BXw/ca5c73a6ef.png seems more correct to me, your rhythm makes sense but it would cause some confusion cuz it never appears somewhere else and i think it's not an appropriate pattern for the lowest insane in this set. edit: it may also have sth to do with ur approach to this rhythm.. like i have no problem with same rhythm patterns in extras, maybe it's just me, so take this as a subjective comment i guess
  4. 00:38:427 (3,4,5,6) - similar point, the doublets rhythm isn't supported by music, should be like https://osu.ppy.sh/ss/8810396 imo. if you insist ur self-created rhythms, i guess try some additive hitsounding woudl help, like drum sample to 00:38:513 (4) -
  5. 00:34:634 (6,7,1) - I would suggest redo nc here like your other triplets so this stack pattern can be much more intuitive to read
  6. 00:59:979 (3) - 01:05:496 (3) - rhythm design is already complex for an insane difficulty, i personally would like to see the pattern itself easier to read, what about https://puu.sh/x6DvI/757e0180f0.png?

fanzhen's Another
  1. gj

Extra
  1. 01:00:582 (1,2,3,4,5) - 01:06:099 (3,4,1,2,3) - u might wanna try same nc pattern
  2. 01:19:375 (2,3) - use different spacing from 1->2 cuz they are different time gaps, might help player a bit to catch what you are trying to follow
  3. 01:24:461 (1) - not sure what others think but for me it's quite forced to suddenly follow a different slider direction from the stream, also it's against ur movement concept applied to similar rhythm patterns 01:26:875 (1,2,3,4,1) - 01:35:151 (1,2,3,4,1) -
  4. 01:35:410 (4) - try same hitsounding as 01:27:134 (4) - ? would be nice to have some feedback for the hidden note
  5. 01:40:582 (4,1) - I don't like how they are separated cuz 01:40:927 (4,1) - might be less emphasized. also check your other streams, 01:40:324 (1,2,3,4,1) - are always in line
  6. 01:49:203 (1,1,2,3,1) - i expect there's less spacing than 01:47:824 (1,1,2,3,1) - cuz pitch is going down
  7. 01:50:582 (1,2,1,2,1,2,1) - better add nc to the music rather than the pattern, check 01:46:444 (3,1,2,1,2) - , they should be consistent imo

Lolirii's Collab Expert
  1. 00:27:565 (1) - 00:33:082 (1) - i guess nc is not necessary here, there's no change in spacing or sth
  2. 00:56:703 (1,2) - movement to the triplet is a bit forced, why not just map it in a smoother flow like your other patterns
  3. 01:00:410 (5) - 01:05:927 (5) - try nc for better readability, the approaching circles kinda screw me up
  4. 01:01:186 (1,2) - broke combo here on my first try lol, kinda unexpected movement but it makes enough sense
  5. 01:41:703 (1,2,3,1,2,3) - is it possible to nerf the pattern a bit? 01:41:703 (1,2,3) - this part requires quite some attention to read properly, which makes 01:42:048 (1,2,3) - even much harder to hit

    highest diff that i can potentially fc as a noob pp farmer :D

Expert
  1. 00:21:357 (1,2) - similar to what has been mentioned in insane, consider different movement from 00:20:668 (1,2) -
  2. 00:26:789 (3) - 00:28:168 (1) - 00:32:306 (1) - at first i thought you were trying to map most intuitive rhythm in this difficulty but i seem to be wrong, these sliders totally mess up my rhythm sense while im testing the diff, dunno what's others' opinions but i find it really weird to play, so I wanna know ur thoughts for this
  3. 00:27:048 (1,2,3) - please reconsider rhythm or rework your hitsounding here, it is providing confusing feedback
  4. 00:43:944 (1,2,1,2) - 00:38:427 (1,2,1,2) - idk if different hitsounding is intentional
  5. 00:58:255 (1,2,3,4) - i hate how my intuition tells me it's circular movement.. and why is this pattern harder than 01:21:013 (1,2,3,4) - ?
  6. 01:00:841 (1,1) - nc abuse imo, it's really hard to tell it's 1/2 or 1/4, 01:01:186 (1,2,3) - rhythm is also confusing to play
  7. 01:07:910 (1,2,3,4,1,2,1,2) - in this case, change the nc into 3-3-2 fits music better
  8. 01:21:961 (2) - I think it should be ctrl-g'ed, judging from how other patterns are played
  9. 01:32:306 (4,1) - compared with all similar 1/4 bursts the spacing is really huge, maybe change the position of 01:32:392 (1,2) - ?
No comments on the top 3 diffs because i personally cant enjoy them at all, to me they are more a visualization rather than a map.

I found this set is bit out of my modding and playing skills, sorry if many things are against your mapping concepts. I can't support this due to the existence of the top diffs (not saying they are bad, they look cool, but they are just out of my judging level).
Azer

Karen wrote:

The map is pretty nice in my opinion but i doubt the playablity of the top diffs.

If Azer is able to fc Bonzi extra and the top diff i would like to give a bubble here.

.
Hi, I don't have FCs on either diff, but I can tell you that both diffs don't have any parts that are unplayable. This is a very challenging mapset but I think both of those diffs are very well done and are definitely in the boundaries of what I'd personally call playable. If people are ranking great 9 star mazzerin maps I don't see any issue with a well done top-level tech mapset like this being ranked
xLolicore-

squirrelpascals wrote:

• 00:11:358 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Feels strange to put a stream here that covers the entire instruments you were mapping to beforehand at 00:08:599 (1,2,3,1,2,1,2,1,2,3,4) - while it feels strange, I intended to map a stream there because of the soft sound that was added to the background to finish off that section

• 00:33:772 (3,1) - Looks like a 1/4 gap compared to something else like 00:32:565 (2,1) - eh true, increased spacing
Good luck :)

Garden wrote:

Lolirii's Collab Expert
  1. 00:27:565 (1) - 00:33:082 (1) - i guess nc is not necessary here, there's no change in spacing or sth fixed
  2. 00:56:703 (1,2) - movement to the triplet is a bit forced, why not just map it in a smoother flow like your other patterns I used a kickslider, not sure if that'll work though

    highest diff that i can potentially fc as a noob pp farmer :D

ty for mods

update
osu file format v14

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Title:polygon
TitleUnicode:polygon
Artist:Sota Fujimori
ArtistUnicode:Sota Fujimori
Creator:Kaifin
Version:Lolirii's Collab Expert
Source:jubeat copious
Tags:REFLEC BEAT colette autumn kancolle fanzhen0019 bonzi revurii xlolicore-
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Topic Starter
Kaifin

Monstrata wrote:

unhinged

00:14:806 (1,2,1,2) - Is now unrankable. You have to make then not perfetly stacked, so like manually stack them. Applies to all patterns where the slider end and the slider head are separated by 3/4's of a beat or less. (here its blue tick to white tick, or red tick to blue tick). checking in with qat about this
00:29:289 (1,2,1,2,1,2,1,2,1,2) - This is still the wrong rhythm considering location of doublets. i understand why you think this but i'm mapping to both rhythms, it makes sense to all the players who play the map and is very fitting to play and i haven't had ONE player complaint about this rhythm... maybe if you slow it down to 50% yeah it's mapped to two separate sounds, but all the notes it is mapped to are IN the song and it is my interpretation of the sounds. part of mapping is taking the music and using your own interpretation of it, and getting so up and arms about such a simple rhythm is stupid
00:36:186 (1,2,3,1) - I can't support this either. The angle is too wide to give that snappy movement onto 00:36:530 (1) - well numerous playtests have proven otherwise, it isn't MEANT to be snappy lol.... not everything has to be snappy just because its a "double bpm" movement, not everything needs to follow simple conventions of mapping
01:40:668 (1,2,1,2,1) - I don't see how this pattern is necessary, especially after those three streams from earlier. Having the stream moving downward makes the most sense flow wise. Also your spacing has been suggesting that the next patter would be easier. 1. it's cool as hell to play 2.
the sound is clearly final and needs more emphasis 3. the pattern fits very well with the music and the spacing goes from "big --> medium ---> medium -->
really big which is the level of emphasis i was looking for, complaining about this pattern is like being the fun police, doing it the way you suggested would be boring and inconsistent with the rest of the map which has been using these spacing concepts the entire kiai time

01:49:289 - Should be mapped since it's the same sound as the others. It's not one of those gaps where you can skip it :P. this is no different than the rest of the notes skipped, if you listen to the song its pretty clear what rhythm im following
Seems the rhythm at 01:42:392 - has finally been fixed or something, only the thing i mentioned above remains.

In any case, the original points I made about overmapping, and about unnecessary difficulty spikes / over the top 1/4 movements all still stand. I'm too busy now to invest time into mapping discussions. I'm not here to convince you of what I consider high quality. And I don't have the time to listen to your discussion about why you think these patterns fit. I'd rather just mod simpler maps where the mapper can give me simple reasons to accept/deny and I can push it forward.

Your best bet is to find another BN. I don't have time to work with large sets in any case, and I'm fairly certain I'm going to run into trouble with the other extra's too just from going through them quickly. Good luck.

Monstrata wrote:

Do you think any mapper will try the techniques and ideas I've used on this map if they know it'll 1. receive multiple bubble pops and outrage from the community, and 2. result in hundreds of pages of discussion and mapping analysis? If anything, this shows how much trouble mappers need to go through to get anything non-standard and creative ranked.
from alien thread, really makes you think

being a nominator and being a mapper are two different things, but i think you have illustrated your own point here very well by saying "And I don't have the time to listen to your discussion about why you think these patterns fit. I'd rather just mod simpler maps where the mapper can give me simple reasons to accept/deny and I can push it forward."

i dont really care that you're not ranking my map i just think its hypocritical for you to have this attitude, especially when from my perspective it feels like you really don't understand a lot of the proven concepts i'm using just because they're too different/difficult
Topic Starter
Kaifin

Garden wrote:

General:
  1. seriously, since u already add kancolle in tags, might as well add 雪風 yukikaze too lol. or just remove it sorry i forgot to remove this did it now
  2. it seems to me that there are some missing whistles(or drumsamples?), but im not familiar with ur hitsounding style so you'd better go through it yourself will comb through my hitsounds and doublecheck
Easy:
  1. 01:08:255 (2) - rhythm here is totally predictable for beginners, but it doesn't make sense with music if you listen carefully, I would suggest https://puu.sh/x6sLd/00afc39570.png agreed, fixed
  2. 01:41:013 (3,4) - ^ for similar reason I think replacing them with a 2/1 slider follows music better i like two circle better here because the music is intense
  3. 01:23:082 (1,2) - i know u wanna keep the polygon mapping but visual spacing could be larger for a better aesthetic (if you check 01:23:082 (1,2,3) - together, 2 3 spacing seems to be much larger)
im not sure how to fiix with without breaking my polygon structure, if anything imo i think it gives 3 more spacing which is good because the note has high emphasis anyways

Normal:
  1. 01:08:255 (4) - same as easy, rhythm can be improved imo fixed as well

Hard:
  1. 01:36:789 - theres some sound here, different from 01:30:668 (2,3,4,5) - 01:25:151 (2,3,4,5) - . maybe turn into two reversed sliders or even add a note? makes sense, made it 2 repeats
Insane:
  1. 00:15:841 (7,8) - what about ctrl-g? like 00:18:600 (7,8) - 00:21:013 (1,2,3,4) - u have different movement design for such variation in music sure i like this
  2. 00:26:789 (1) - and etc. the rhythm usage is quite unintuitive imo, a 1/2 slider starting from blue tick without any backup is really weird to play, or at least to me, I don't think skipping 00:26:875 - is a good idea here. suggestion: https://puu.sh/x6Arx/ba59bfd697.png or sth similar, that's way more typical blue tick rhythm i guess, would be more natural to play changed!
  3. 00:29:806 (1,2,3,4) - https://puu.sh/x6BXw/ca5c73a6ef.png seems more correct to me, your rhythm makes sense but it would cause some confusion cuz it never appears somewhere else and i think it's not an appropriate pattern for the lowest insane in this set. edit: it may also have sth to do with ur approach to this rhythm.. like i have no problem with same rhythm patterns in extras, maybe it's just me, so take this as a subjective comment i guess i dont think this is confusing here because the sliders allow for it to be fair game, the player has plenty of time to realize what the rhythm is but i understand the concern
  4. 00:38:427 (3,4,5,6) - similar point, the doublets rhythm isn't supported by music, should be like https://osu.ppy.sh/ss/8810396 imo. if you insist ur self-created rhythms, i guess try some additive hitsounding woudl help, like drum sample to 00:38:513 (4) - here this rhythm is very clearly in the song
  5. 00:34:634 (6,7,1) - I would suggest redo nc here like your other triplets so this stack pattern can be much more intuitive to read NC added
  6. 00:59:979 (3) - 01:05:496 (3) - rhythm design is already complex for an insane difficulty, i personally would like to see the pattern itself easier to read, what about https://puu.sh/x6DvI/757e0180f0.png? it doesnt fit like that D: i will consider change to pattern though

fanzhen's Another
  1. gj agree



Extra
  1. 01:00:582 (1,2,3,4,5) - 01:06:099 (3,4,1,2,3) - u might wanna try same nc pattern fixed
  2. 01:19:375 (2,3) - use different spacing from 1->2 cuz they are different time gaps, might help player a bit to catch what you are trying to follow this is fine because of the line structure and because it goes in descending order, allows for Cool feeling
  3. 01:24:461 (1) - not sure what others think but for me it's quite forced to suddenly follow a different slider direction from the stream, also it's against ur movement concept applied to similar rhythm patterns 01:26:875 (1,2,3,4,1) - 01:35:151 (1,2,3,4,1) - its continuing the wiggle motion into the slider flow, i understand how it could be seen that way though
  4. 01:35:410 (4) - try same hitsounding as 01:27:134 (4) - ? would be nice to have some feedback for the hidden note did it
  5. 01:40:582 (4,1) - I don't like how they are separated cuz 01:40:927 (4,1) - might be less emphasized. also check your other streams, 01:40:324 (1,2,3,4,1) - are always in line the spacing here is expanding so i instead slightly buffed the spacing of the note you mentioned
  6. 01:49:203 (1,1,2,3,1) - i expect there's less spacing than 01:47:824 (1,1,2,3,1) - cuz pitch is going down yes but decreasing spacing would break the triangle stream concept present throughout the map and would make it inconsistent for player to read
  7. 01:50:582 (1,2,1,2,1,2,1) - better add nc to the music rather than the pattern, check 01:46:444 (3,1,2,1,2) - , they should be consistent imo fixed
Expert
  1. 00:21:357 (1,2) - similar to what has been mentioned in insane, consider different movement from 00:20:668 (1,2) - yep ctrl g'd
  2. 00:26:789 (3) - 00:28:168 (1) - 00:32:306 (1) - at first i thought you were trying to map most intuitive rhythm in this difficulty but i seem to be wrong, these sliders totally mess up my rhythm sense while im testing the diff, dunno what's others' opinions but i find it really weird to play, so I wanna know ur thoughts for this the concept in this diff was using slider rather than clickable objects for the 1/4, im following the same rhythm as the other diffs and it's pretty clear in the song so i'm not sure what to reply with
  3. 00:27:048 (1,2,3) - please reconsider rhythm or rework your hitsounding here, it is providing confusing feedbackadditive hitsounds
  4. 00:43:944 (1,2,1,2) - 00:38:427 (1,2,1,2) - idk if different hitsounding is intentional intentional
  5. 00:58:255 (1,2,3,4) - i hate how my intuition tells me it's circular movement.. and why is this pattern harder than 01:21:013 (1,2,3,4) - ? tech map : ( the pattern is harder because these notes have more emphasis/different context than those notes, as well as being in completely different sections
  6. 01:00:841 (1,1) - nc abuse imo, it's really hard to tell it's 1/2 or 1/4, 01:01:186 (1,2,3) - rhythm is also confusing to play removed nc on both
  7. 01:07:910 (1,2,3,4,1,2,1,2) - in this case, change the nc into 3-3-2 fits music better agreed, fixed
  8. 01:21:961 (2) - I think it should be ctrl-g'ed, judging from how other patterns are played sure changed
  9. 01:32:306 (4,1) - compared with all similar 1/4 bursts the spacing is really huge, maybe change the position of 01:32:392 (1,2) - ? makes sense, did it
No comments on the top 3 diffs because i personally cant enjoy them at all, to me they are more a visualization rather than a map.

I found this set is bit out of my modding and playing skills, sorry if many things are against your mapping concepts. I can't support this due to the existence of the top diffs (not saying they are bad, they look cool, but they are just out of my judging level). i understand! thank you very much for the mod regardless it was very helpful
Monstrata
It's funny how your response changes from "thanks so much, incredibly helpful mod!!" to "i don't think you get the concept of my map/if you actually listen to the song you'll know what i'm following". And really, now you call me a hypocrite? For what? Because I'm not interested in continuing to discuss the map with you? I'm not obligated to, just like no one in the alien thread was obligated to continue discussing the map with me. That's why I had to get more and more BN support. I was the mapper then, i'm the nominator now. Modding this was a lot of work. rechecking, reading your replies, figuring out your thought process, making adequate replies based on that... If you're going to throw passive aggressive insults at people for not agreeing with your map then you'll never find the support you need.
Topic Starter
Kaifin
i don't really want to bicker with you, sorry for being passive aggressive i was just frustrated with your point of view and arguments

what I said wasn't very nice, and I apologize for venting my frustrations on you and flaming
revurii

squirrelpascals wrote:

• 00:59:461 (6,1) - Don't like the way this reads, simply because you mainly stack your streams at 00:58:772 (1,2,3) - so there might be some confusion there. Same for 01:04:978 (6,1) - and etc stacked

• 01:00:237 (4,5) - I would prefer just spacing these, since its hard to discern a perfect overlap from the low spaced stream at 00:59:979 (1,2,3,4) - to read this properly. Same for 01:05:755 (4,5) - fixed

• 01:07:910 (1,2,1,2,1,2,1,2,1) - I don't see much structure behind this pattern tbh, just looks like a bunch of sporadically placed circles fixed

• 01:41:789 (2) - Looks like it would be read as a 1/4 long slider tbh, compared to the length of 01:39:462 (2) - changed

Garden wrote:

  1. 01:00:410 (5) - 01:05:927 (5) - try nc for better readability, the approaching circles kinda screw me up fixed
  2. 01:01:186 (1,2) - broke combo here on my first try lol, kinda unexpected movement but it makes enough sense lol
  3. 01:41:703 (1,2,3,1,2,3) - is it possible to nerf the pattern a bit? 01:41:703 (1,2,3) - this part requires quite some attention to read properly, which makes 01:42:048 (1,2,3) - even much harder to hit nerfeddddd
I tried changing a few things here and there to remedy how I didn't like my parts but in the end I'm still kinda disgusted by my old self lul
Left
when

pls rank and get best map of the year
Karen
top
00:02:651 (2,1) - it's strange that you didn't space them but you spaced 00:02:479 (2,1) - , 00:02:565 (1,1) - they are the same sound
00:09:375 (2,1,2,3) - consider change the flow here it looks very unnatural, something like this http://puu.sh/xIyBu/b7a370da73.jpg
00:12:996 (2,3) - can add new combos
00:14:979 (2,2) - they are not perfectly stacked, is that on purpose? and i don't think perfect stacked sliders is a good idea, it just increases the difficulty of reading, try something like this? http://puu.sh/xIyIr/0a785552f3.jpg it works the same but it's easier to read
00:17:565 (1,2,1,2) - ^
00:22:048 (1,2,3) - i didn't expect such a huge jump here, can you make the spacing consistent with 00:16:530 (1,2,3) - this one, the current jump shouldn't appear in this part imo
00:25:410 (3,2) - aesthetics please it's very ugly http://puu.sh/xIyTT/04d680ffb9.jpg
00:29:979 - doubles are cool but i don't think you could ignore this, i'd like to use this rhythm: 00:29:806 - http://puu.sh/xIyZN/14c03aac11.jpg
00:32:996 (4,1) - should space this as 00:33:082 (1) - it's a downbeat http://puu.sh/xIz4o/d4bed8402d.jpg
00:34:806 (1) - try a circle instead, 00:35:065 (2,2) - you emphasize the downbeats on the second circles so i think you should do this for 00:34:806 - it too
00:40:324 (1) - remove nc?
00:40:841 (1) - ^ same
00:42:220 (2) - just a suggestion http://puu.sh/xIzhk/8051408119.jpg
00:55:410 (1) - remove nc
kiai is cool

bonzi diff is perfect

Incrementally Hi-Speed Extreme
00:12:996 (2,3) - nc
00:27:824 (4) - i think it would be better to delete this circle if you want to make the square pattern, it just ruins everything
00:33:255 (3,4) - ^ :( move them to another place?
00:34:721 (2,3) - why no jump?
01:08:599 (1,1,1) - http://puu.sh/xIzTx/60d2fbd637.jpg
01:11:703 (1) - it's 1/4 in your top diff
01:27:048 (3,4) - flow could be improved http://puu.sh/xIA1R/ac31973a6a.jpg
01:47:910 - what's the difficulty spike? why does it suddenly become so easy
Topic Starter
Kaifin

Karen wrote:

top
00:02:651 (2,1) - it's strange that you didn't space them but you spaced 00:02:479 (2,1) - , 00:02:565 (1,1) - they are the same sound yep,
fixed and changed shape/placements around it slightly to fix

00:09:375 (2,1,2,3) - consider change the flow here it looks very unnatural, something like this http://puu.sh/xIyBu/b7a370da73.jpg i think this flow here is fine, these two sliders 00:09:117 (1,2) - lead into the wiggle motion of 00:09:634 (1,2) - which is already established on this sound earlier at places like 00:04:117 (1,2,3) - so making it straight wouldnt fit as well since all the other ones aren't linear movement
00:12:996 (2,3) - can add new combos added
00:14:979 (2,2) - they are not perfectly stacked, is that on purpose? and i don't think perfect stacked sliders is a good idea, it just increases the difficulty of reading, try something like this? http://puu.sh/xIyIr/0a785552f3.jpg it works the same but it's easier to read fixed them both to be like you suggested
00:17:565 (1,2,1,2) - ^
00:22:048 (1,2,3) - i didn't expect such a huge jump here, can you make the spacing consistent with 00:16:530 (1,2,3) - this one, the current jump shouldn't appear in this part imo nade smaller, i made this one decrease in spacing from 2-3 unlike the first one for contrast let me know if i should just make it consistent
00:25:410 (3,2) - aesthetics please it's very ugly http://puu.sh/xIyTT/04d680ffb9.jpg fixed idk what i was thinking forgive me
00:29:979 - doubles are cool but i don't think you could ignore this, i'd like to use this rhythm: 00:29:806 - http://puu.sh/xIyZN/14c03aac11.jpg i agree with you: changed to something similar to what you suggested just using 1/4 slider to keep flow and adding a note
00:32:996 (4,1) - should space this as 00:33:082 (1) - it's a downbeat http://puu.sh/xIz4o/d4bed8402d.jpg spaced
00:34:806 (1) - try a circle instead, 00:35:065 (2,2) - you emphasize the downbeats on the second circles so i think you should do this for 00:34:806 - it too no, i would rather use 1/4 slider here because it leads much much more naturally into the 00:34:979 (1,2,1,2) - pattern/rhythm and has a better effect this way imo
00:40:324 (1) - remove nc? removed
00:40:841 (1) - ^ same removed
00:42:220 (2) - just a suggestion http://puu.sh/xIzhk/8051408119.jpg i prefer the placement thats there because of 00:43:427 (1) - 00:42:134 (1) -
00:55:410 (1) - remove nc removed
kiai is cool

bonzi diff is perfect agree

Incrementally Hi-Speed Extreme
00:12:996 (2,3) - nc did iit
00:27:824 (4) - i think it would be better to delete this circle if you want to make the square pattern, it just ruins everything omg i made pattern way cooler now by removing im silly to have not realized this
00:33:255 (3,4) - ^ :( move them to another place? fixed up this whole section and changed the patterning
00:34:721 (2,3) - why no jump? i think that here, the repeat has enough emphasis that using a jump would make it less impactful
01:08:599 (1,1,1) - http://puu.sh/xIzTx/60d2fbd637.jpg agreed, except i kept the last one 1/2 for cool contrast
01:11:703 (1) - it's 1/4 in your top diff i made it clickable in top diff so i didnt want it to be 1/6, here it is okay to make 1/6 because its not clickable
01:27:048 (3,4) - flow could be improved http://puu.sh/xIA1R/ac31973a6a.jpg i want to emphasis circular motion from 01:26:789 (2) - slider to 01:27:048 (3) - since player moves in circles the whole kiaii
01:47:910 - what's the difficulty spike? why does it suddenly become so easy i wanted the sv/intensity to slowly wind down with the song in
this diff since it gets faster and faster so i thought ending slower and slower would be a good idea, i think its fitting with the song but if its too extreme of a difficulty change i can buff spacing but i want to keep it somewhat simple like this
thank you for the mod, applied basically all and tweaked some stuff based on what you said + fixed 00:29:289 - rhythm in high speed extra: if you think i should change in expert/extra let me know but i think it is fitting rhythm and dont want to ditch it in all diff

also updated revurii/lolicore diff
kyle
holy fuck i really wish i didn't update to post monstrata mod god damn.
fieryrage
hi dont let this 33333333333333

theres still some stuff im curious about mainly on the top diff:
01:17:565 (1) - it's still pretty confusing what you're following here; is it the synth or the vocals? because having 01:19:634 - empty feels rather pointless if it's either or, since the note is there in both instances zz (i know i said this in a previous mod i forgot what the response was Please Do Not Kill)
01:26:530 (1,4) - having overlap here makes this pattern really difficult in comparison to the rest of the patterns in this section, why not do a linear pattern like the other times before?
01:36:186 (1,2,3,4) - similarly, this also plays bad mainly because of the direction of flow coming from 01:36:013 (2,1) - this, doing something like two stacks to emphasize the synths on 01:36:186 (1,3) - would be cool here I think
01:41:703 (1,2,3,1,2,3) - kind of unnecessary to have 1/4 jumps at the end of the kiai tbh, though it's not that big of a deal I guess
01:45:237 (3) - if you're following the synth primarily here, this shouldn't be mapped, and I assume you are considering everything else

ok3

if u let this die i kill you3
Topic Starter
Kaifin

fieryrage wrote:

hi dont let this 33333333333333

theres still some stuff im curious about mainly on the top diff:
01:17:565 (1) - it's still pretty confusing what you're following here; is it the synth or the vocals? because having 01:19:634 - empty feels rather pointless if it's either or, since the note is there in both instances zz (i know i said this in a previous mod i forgot what the response was Please Do Not Kill) 01:17:565 (1,2) - synth and the rest is vocals, that staticy sound stuck out so i mapped it, then the rest is mapped to the vocals
01:26:530 (1,4) - having overlap here makes this pattern really difficult in comparison to the rest of the patterns in this section, why not do a linear pattern like the other times before? the rhythm is introduced then expanded upon with patterning throughout the kiai of the map: its pretty subjective and flows with the music, i think the pattern is fitting because of the context (the low spacing + slider just before it) i personally dont find this one too difficult to read and havent seen people really struggle with it
01:36:186 (1,2,3,4) - similarly, this also plays bad mainly because of the direction of flow coming from 01:36:013 (2,1) - this, doing something like two stacks to emphasize the synths on 01:36:186 (1,3) - would be cool here I think stacks here would flow badly, i'll think about changing the angle slightly but i think you shouldn't think about the flow so linearly, the player is going to be moving in circles
01:41:703 (1,2,3,1,2,3) - kind of unnecessary to have 1/4 jumps at the end of the kiai tbh, though it's not that big of a deal I guess its the peak of intensity in the song and the peak of intensity in the patterning
01:45:237 (3) - if you're following the synth primarily here, this shouldn't be mapped, and I assume you are considering everything else i hear what you're saying at 50% but i really think its probably better to map this note for playability/consistency, i'll think about changing it

ok3

if u let this die i kill you3
i appreciate your thoughts, if i decide to update this i'll keep them in mind
Topic Starter
Kaifin


metadata source: http://www.konamistyle.jp/sp/jubeat_copious/index.html

changelist, all minor stuff

unhinged

  1. minor NC tweak at 01:08:599 (1,1,1) - for consistency
  2. stacked the sliders that were slightly offset before because of ranking criteria changes :)
  3. fixed a couple stacks for consistency

hispeed

  1. 00:27:737 (1,2) - added note and slight pattern tweak to fit better with sound + play better
  2. 00:59:979 (1,2,3) - ctrl h'd for flow
  3. 01:00:841 (1) - rotated by 10 degrees for flow

and i double checked and tweaked the hitsounds in all the diffs!!
WORSTPOLACKEU
I am really concerned about the playability of the top 3 diffs.
Bonzi's diff is nice until you get to the kiai, the other 2 diffs just make no sense in terms of intensity and rhythm choice sometimes, it feels like you switched from focusing on one instrument or sound to another every second sometimes, is there no way to make this more balanced and intuitive?
I'll mod this later when I get back from school so what I say is not just empty here.
I could just put it this way though - I can not even follow half of it in edit.
Topic Starter
Kaifin

WORSTPOLACKEU wrote:

I could just put it this way though - I can not even follow half of it in edit.

you are not the target audience for the map: just because you can't play something because you aren't skilled enough does not mean it is bad

WORSTPOLACKEU

Kaifin wrote:

WORSTPOLACKEU wrote:

I could just put it this way though - I can not even follow half of it in edit.

you are not the target audience for the map: just because you can't play something because you aren't skilled enough does not mean it is bad

I might not be the target for this map but I also happen to be a mapper and modder so I know something about flow, emphasis and movement.
I just state my opinion and I'd like to mod the map and point out the stuff I think should not be there or get an explanation to why it is done the way it is.

I also never said it is bad, I just said I am concerned about the playability of the map, unexplained spacing and bad flow or rhythm choice.

Stating that Cookiezi is the target you can basically put anything in the editor and he will be able to play it so it's not a good example.
Cookiezi can play anything, he could play the 9 star dada map, does not make it ranked quality.

Although I can admit, Bonzi's diff Kiai is playable, I am just not good enough to hit that, other 2 diffs is not the case.

Also just browsed and saw Karen say the same thing "The map is pretty nice in my opinion but i doubt the playablity of the top diffs."
Topic Starter
Kaifin
that karen post is a joke if you couldn't tell lol

i'd be happy to address all your concerns and explain the mapping choices to you
VINXIS
the map is for players that enjoy "technical" maps for the most part so if u dont really enjoy playing "technical" maps and if u cant really play it in the first place then ur not gunna have a good time and ur Most probably not the target audience

if u wanna talk about something thats truly half-assed with respect to being "technical" then u sud look at https://osu.ppy.sh/s/592485
WORSTPOLACKEU
Maybe you are right, I'll just refrain from what I said!
After talking a bit to Kaifin I think he has an idea of what he was doing and following the music as he wishes.
I'll just leave this as it is because the map is cool even if I disagree with a lot it might just not be a good map for me to mod.
Good luck!

Also the map you linked seems fine, difficulty spikes and intensity is made well imo, maybe the patterns are a bit overkill but the intense parts are in the intense moments of the song.

In Kaifin's map, I think this does not exist but it might just be my thinking and that's why I don't want to mod it anymore, it would refrain from what Kaifin's idea of the song was and I don't want to change his vision!
Karen
before 20178 ends anyone wanna help rank polygon
VINXIS
Ok lemme just get uhhhhhhhhhhhhhhhhhhhhhhhh bubblePop[p
Topic Starter
Kaifin

Karen wrote:

before 20178 ends anyone wanna help rank polygon
xLolicore-
wait what the fuck it's happening?/////////
gco
:shock:
Pira
You've just activated my trap card

I summon Mir to this thread
Mir

Opsi wrote:

You've just activated my trap card

I summon Mir to this thread
https://www.youtube.com/watch?v=5FjWe31S_0g
Irreversible
Reeeecheck

[unhinged]
00:01:013 (1) - So I find a less dense intro more interesting, and I believe it was different before? Not quiiite sure though. But idk, I would find it pretty cool if you could exclusively follow this prominent sound, making 00:01:013 (1) - kind of unnecessary if you know what I mean
00:02:048 (1) - That hitsound on the end sounds really spammy for what the song offers. Would get rid off it
00:13:427 - Almost similar to above, the whole map is rather dense, but I think it's those little tweaks in rhythm which would make it so mooore interesting! My suggestion here is to create some super cool tension by deleting this slider and simply adding a circle 00:13:513 - . Like this: http://puu.sh/z0V1X/f87da2c664.jpg The speed up after will be so more emphasized as well and that's just so cool..
(to second what I said above: you also create those cool feelings 00:57:737 - here, so yeah, that speaks for my suggestions :p)
01:20:668 (1,2,3) - Somehow off (spacing)
01:38:255 (1,1,2,1,2,1) - This map is really for ppl who enjoy technical things. but doesn't this seem kind of very over the top? Maybe u can bring in your experience here.

^ maybe you can apply the rhythm suggestions to the other diffs too

[Expert]
01:19:117 (1) - What's this following?

call me for sure
Weber
this bg suck
Topic Starter
Kaifin

Irreversible wrote:

Reeeecheck

[unhinged]
00:01:013 (1) - So I find a less dense intro more interesting, and I believe it was different before? Not quiiite sure though. But idk, I would find it pretty cool if you could exclusively follow this prominent sound, making 00:01:013 (1) - kind of unnecessary if you know what I mean i totally understand what you mean, but i think that the sound that this is following is too important to skip, and i really like the 'whir' effect of how it sounds/plays with the song
00:02:048 (1) - That hitsound on the end sounds really spammy for what the song offers. Would get rid off it removed hitsound in all diffs
00:13:427 - Almost similar to above, the whole map is rather dense, but I think it's those little tweaks in rhythm which would make it so mooore interesting! My suggestion here is to create some super cool tension by deleting this slider and simply adding a circle 00:13:513 - . Like this: http://puu.sh/z0V1X/f87da2c664.jpg The speed up after will be so more emphasized as well and that's just so cool..
(to second what I said above: you also create those cool feelings 00:57:737 - here, so yeah, that speaks for my suggestions :p) applied,
for the second example you linked i think that the "ah ah ow" 00:57:737 (1,2,1) - sound is too important to skip over

01:20:668 (1,2,3) - Somehow off (spacing) made it slightly more spaced, a more interesting pattern this way as well and gives more emphasis to the stop at 01:21:358 (1,2,3) -
01:38:255 (1,1,2,1,2,1) - This map is really for ppl who enjoy technical things. but doesn't this seem kind of very over the top? Maybe u can bring in your experience here. this isnt too hard to play, the motion is a lot different then it may appear in the editor as it ends up playing a lot more circular with the motion really paying off with the somewhat "stunted" finale of 01:38:944 (1,1,2,1,2,1,2) - which gives this so much sectional emphasis as a pattern

^ maybe you can apply the rhythm suggestions to the other diffs too im going to keep the simplified rhythm in the other diffs because it plays well to their gimmicks in some (high speed and expert because it emphasizes the slider velocity movement) and just to keep it simplistic in the extra

[Expert]
01:19:117 (1) - What's this following? the vocal sample has a note on the head and a note at the end, then the last note of it as mapped at 01:19:548 (2) - to give the pattern a kinda "spacey" feeling with how the sample sounds

call me for sure
calling ;)
Topic Starter
Kaifin

Weber wrote:

this bg suck
unrelated good bg

xLolicore-
2018 lookin good
Irreversible
DEWERI DANG GE DANG GE GE-GE GEEDANG GEDANG ∠(゚Д゚)/

approved by doge + chirpy
anna apple
grats !
Kroytz
gz
Izzywing
Poggers
show more
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