weh tumben cepet :3c
Updated
Updated
else appliedjuankristal wrote:
okey this took way longer than expectedAdvanced00:18:810 (18810|2,18975|0,19140|1) - Those should be trills, 3-1-3 works
00:26:722 (26722|1,26887|3,27052|2) - ^ 2-4-2 and 00:27:216 (27216|1) - on 3
00:30:019 - ay spikes. I would make all these 1/4s up until 00:30:925 - rolls from 4 to 1 since the sound is basically repeating itself so using pattern repetition sounds about right.
00:31:997 - Did something like this https://osu.ppy.sh/ss/9858355. Probably isnt the most optimal solution but the diff as it is strains too much the right hand in this part so I tried to balance it out a bit.
02:09:497 (129497|0) - Sure this shouldnt be attached to the red tick instead? Like 1/2
02:34:964 - https://osu.ppy.sh/ss/9858387 Would delete that double since the density picks up a bit compared to the rest of the map. Also using trill motion for the drum there sounds fine. 02:56:063 - same if you apply i think that would be inconsistent with the rest of the same snare which i map it as doubleAnother00:24:579 (24579|1) - I am not a fan of this shield release tbh. Neither here nor the harder diff. I feel they are actually 2 different sounds instead of just a long one. You could sort it around to make it more confortable though, similar to what you did in ultimate.
00:49:799 - Should probably apply what I mentioned in the hardest diff in my previous mod.
00:57:601 (57601|3,57711|3) - noo0o0oa0oae0tiay6097yi09a6u4ai6k. Check the hardest diff and move around some stuff to sort that minijack out xD. Or just move the LN, something.
Technically the 1/4 stream should start here 01:28:535 - for this and the hardest diff. Its a personal choice not to do so? If so thats fine but just want to double check. hmm not so obvious for me so yea i guess i'll leave it like that xd
01:48:480 - I did something like this here https://osu.ppy.sh/ss/9858512 to make it easier to follow. I personally find it easier and not too different but its up to you for this one I guess since it seems like a "drastical" change. i guess not for this. its quite my preference and doesnt seem to play bad xd
01:49:799 - Instead of bumping up the ultimate diff with jumps in the middle of 360 bpm streams I would do something like this in this diff to make up for the difficulty gap instead of making ultimate harder just keep this burst a bit easier https://osu.ppy.sh/ss/9858476 i personally didnt like a thing where everything-should-be-hard-but-its-done-in-easy-way stuff. might be true for lower diff but i guess not this one. it'll lost contrast with hyper since it has streams tooUltimate01:39:497 - That one is intentional? Dont feel its strong enough to follow that guess i'll make this anchorable :d
remove jumps of the burst pls. Also you could (and perhaps ask some people around what they think too) do something similar to what I suggested in the previous diff. well... they are claps.people i asked for testplays are also fine with it. changed the pattern to be a little bit more readable after the js anyway
02:23:343 (143343|0,143425|0) - Not a fan of, would likely delete 02:23:425 (143425|2) - this one and avoid the minijack completely.
Most of the stuff marked in the previous diff could be applied here to some extent
Kuo Kyoka wrote:
not an actual mod, and I don't have time for it either, but since I'm already take a look a it, so maybe a little suggestions I guess so
[Ultimate]
To be honest, that intro keysound is just painful to listen to
As I've listen to this song a lot of time already, so something different in the pitch would really make the song experience goes awkward
Feeling like: 00:04:305 (4305|1) - 00:04:964 (4964|1) - 00:06:613 (6613|2) - 00:07:602 (7602|0,7602|3) - 00:08:261 (8261|3,8261|2) - 00:08:591 (8591|0) - 00:10:239 (10239|1) - 00:12:217 (12217|2) - 00:12:876 (12876|0) - 00:14:525 (14525|3) - 00:15:514 (15514|2,15514|1) - most likely are wrong, either they're too low or too high in the pitch sounds
Still, I don't have any suggestion either, because I'm not that good in creating keysounds with piano pitch, but I hope it would be better
i had a conversation with protastic earlier about this. the beginning keysound part has to actually be differentiated a little bit due to it goes "too blended" which is we know thats against RC
tbf i'm not much of an expert of KS either but still, it make sense in the ear at least
00:33:151 - i choke'd here, maybe because played on Lanota only have the main notes on 00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - or the SV actual make me suprised, eventually, 00:33:315 (33315|1,33398|3) - this one sounds isn't so notable imo, while 00:33:480 - are actually louder and either to management
as far as i want this chart to be close to Lanota, cant agree the fact that there's a synths. and hearable at that too so yeah wont be hurt if the synths actually getting highlighted too
00:39:249 (39249|1) - wrong piano keysound pitch, it should be even lower than 00:38:260 (38260|0) - i dont really get here. this KS is actually match, at least in a sense
00:41:227 - in here should have a piano keysound with the same pitch of 00:40:898 - could work actually but the actual piano is only exist at the first one
00:47:821 (47821|0,48315|3,48645|0,48810|1) - just these are too high tho, make it lower again, if we actually demand on the RC i cant really change it unless it goes way too far from the actual pitch. these 4 along with the piano noise from the song is perfetly match the accompanied KS so i guess its just ok with
01:28:947 (88947|2,89112|1,89276|0) - I know you're following drum here, but following the melody on here is more better imo, follow with the current melody, it should be start on 01:28:535 - (suggestion: https://puu.sh/zbVcK/efd591d8da.png)
i could agree with this but it doesnt seem necessary. the melody here going quite fast, i guess not so many people would actually heard the difference
01:30:018 - on here definitely have the same clap sound volume with 01:29:689 - 01:30:348 - 01:30:678 - 01:31:007 - etc. but why it's 3 notes here (?) It's different from 01:31:337 - since it have kick sound in here but on 01:30:018 - didn't (already turn off hitsound to check this part)
Same to upcoming part, 01:32:656 - 01:35:293 - 01:37:930 -
take a look again. both clap you mentioned, the triple one, and the double one, had a different type. The triple has LR4 type clap @30% along with LR2 @25%x2, while the double one has only LR2 type clap both @15% . They do sounds louder and each triple the LR4 clap has relatively longer sound than an LR2 Clap
01:38:590 - would be better to make it have a LN start on here till 01:38:919 - and don't have this note 01:38:754 (98754|2) - which actually following the song in this part more accurate since you tend to following that upcoming synth sounds while 01:38:754 (98754|2) - don't have that kind of sound like that
its an alternative i think but my POV on this is that there's an upcoming synths every 1/2 which i think its more than a worth to be highly emphasized
Feels kinda odd when this is the pattern 01:42:546 (102546|0,102546|2,102711|2,102711|1,102875|3,102875|1,103040|0,103040|3) - and it's the same 3 times maybe its just you
01:54:084 (114084|0,114167|2,114249|0,114331|2,114414|0,114496|2,114579|0,114661|2) - actually I don't really get the ideas why it should be this pattern for the rest of this part (ex: 01:56:721 (116721|3,116804|0,116886|3,116969|0,117051|3,117134|0,117216|3,117298|0) - 01:58:370 (118370|2,118452|1,118535|2,118617|1,118700|2,118782|1,118864|2,118947|1) - etc.) If you notice it, it has the change in pitch too, it's not same pitch for this whole part, just weird feel and awkward while playing actually (from here till the end of this ↑ ↓ part, you know what I mean :wink:) xd i guess that works too since i had it in mind but it feels really just.... cluttered that way. with a lot of chords to handle, unlike lanota's chart.
01:58:864 - this is actually 1/6, not 1/4 its not? actually i was following a noise thing that has been continued on 1/4 before
02:02:491 - keysound missed a sound on here we focused to drum on here. since its the thing that you can heard and recognize first while you here
02:01:996 (121996|1) - this one sounds actually kinda accurate but just feels empty somehow not sure what you mean by empty here
02:02:820 (122820|1) - I don't understand this part, if you're somehow following 1/2 LN like this, then isn't it should be like them too (?)
Plus, it goes continously on 02:02:820 (122820|1,122903|3,122985|2,123068|0) - while 02:02:985 (122985|2) - is 1/2 but 02:02:820 (122820|1) - isn't the 1/2 LN does have a longer sound. its what i heard on 100% anyway, and no one probably notice that little of a difference
02:02:738 (122738|3) - ghost note, I don't heard any sounds here its a kind of secondary synths buildup alongside the LN one
While 02:08:178 (128178|1,128178|0) - is kick and 02:08:260 - is snare, wouldn't be a good idea when it's 2 notes jack here, for the better understandment, moving 02:08:260 (128260|1) - to | 3 | is better imo, I know you want to make it easier for playability but any still works well like you said then. its for playability purposes (besides, that kind of jacking you suggest is kinda generic nowadays so some difference here and there wouldnt be too much xd).
02:08:919 - This part actually a bit weird to me, yeah it have sounds on 1/4, just 02:09:167 (129167|1,129331|0) - change to LN make it more challenge plus accurate with the song more imo i think i get what you mean to catch by the LNs but tbh i feel like this is pmuch more manageable and to top of that is predictable
02:10:485 (130485|3) - this one supposed to be on 02:10:568 - and end on 02:10:732 - The LNs were supposed to not exactly landing on 1/4 tbh, its rather on 1/6 on precise but had to sacrifice them for the sake of playability. The start however, accounting with the playability part had to start it here since imo its just too cluttered while other part doing it consistently
02:13:864 (133864|0,133947|0,134029|2,134112|2) - those are not same pitch anyhow, still, 02:13:864 (133864|0,133947|0) - is the same loud as 02:13:700 (133700|1,133700|0,133782|3,133782|2) - would still suggest to make it 2 notes here instead both jacks, despite following the drum, is not exactly following the drum pitch, but the melody pitch that is going for a bit. the part is rather not chaotic too so a rather lighter patterning is done
02:23:425 - ehm, what I can heard is the melody on 02:23:425 - 02:23:590 - 02:23:754 - 02:23:837 - 02:23:919 - 02:24:084 - 02:24:249 -
I don't know what are those extra one for, more likely are ghosts to me
Plus, 02:24:084 - 02:24:249 - is 1/6 if you're trying to add normal notes i kinda want to map the buildup here tbh, and each of 1/4 LNs has an actual low synths mapped. it is mapped with LNs too indicate the buildup
02:32:903 - got sound on here too, a little bit hard to recognizes but sure it has (flows raising higher on here)
02:34:057 - same, got sound on here too, plus a similar part (02:28:782 -) i suppose that true, but most of them break the consistency in some part so would rather did the noticeable one
Since this part is coming to loop on next up and this is the end of the first part (02:34:634 - ), why not making it different from the current only-notes by adding some LNs here (suggestion: https://puu.sh/zbWeF/559da99cb0.png) uhhh no. this first chorus was intended to be non-LN and then goes LN in the 2nd one. pmuch the concept
02:38:178 - got sound on here too, would be better to add a note on here
02:39:496 - well, i guess i missed that probably because i mostly mapped a synths rather than a melody but doesnt seem to be a worth of a DQ, atm at least
02:43:700 - are you following the melody synth on here? If that so, 02:43:864 (163864|0) - should be start on 02:43:947 - and 02:44:029 (164029|3) - shouldn't be exist (or you can keep for that BG sound too, but still, it starts on 02:43:947 - too, try to catch it again actually no. it was following some kind of uh idk..... bzzz thing?
Suggestion: https://puu.sh/zbWnD/d6145e4987.png (02:44:689 - ) could works, but dont want the last part to be LN-y since theres SVs that could affecting the length and manipulated the player
02:54:496 (174496|1,174579|0) - this one is actually same pitch, you can either keep them or merge them like 02:49:386 (169386|2) - or you can seperate 02:49:386 (169386|2) - into like that 2 LNs too there's a tiny-bity slight of difference between the two. in 100% play, the one LN thing is do obvious enough to be hearded as one but the 2 separate LNs one, that you mentioned has slight difference heard with the LN you previously mention. thus the difference between them. its kinda odd if its like you said imo
02:55:156 (175156|3) - make into LN for the melody?
(Some parts I hardly to understand whenever you use 1/2 and 1/4 LNs) i particularly only mapped the obvious sound that is hearded on 100% playback. this part is too chaotic to be too accurate
03:06:117 (186117|2) - actually there is no melody like 03:05:787 (185787|3,185787|2,185870|1,185952|0) - on here
Can understand that is 2 notes because it's just fresh start, and 03:06:200 (186200|3,186200|0) - it's a new start from the breaker on 03:06:117 - but what about 03:06:447 (186447|3,186447|1) - here? there's some kind of wobble noises in the BG along with the melody. i guess thats pretty worthy too along with the melody. and i keep the direction of the LN and the length the same as the others for mainly consistency sake
Nope, not a SV-Elitist, I skipped SV CheckSVs is a social construct anyways
Also "click.wav" isn't exceeded 100ms and "D3S_s", "F#3S_Gb3S_s", "LR3_BassDropPDG" and "E3S_s" is kinda delayed
While "LR_HiHat Click", "LR_HiHat Click2" did exceeded 100ms but only by a little, so I would suggest to add a blank part for like 10~20ms for them for more safer
click has 280 ms on my end :thinking:. else is might be rather delayed but nothing unrankable. i could make a pack of fixed HS and make it downloadable via description later anyways
the last 2 one is a bit of a threshold but not necessary. could do the pack as i said earlier
Would wish to check the other difficulties too but I really don't have that much time
So anyway, good luck there!
sound is never wrongProtastic101 wrote:
rederpled by requesti sound stupid
So yeah, in this point (albeit a tiny bit obscure), pretty much the only circumstance where hitsounds can have delays on them is through them being reversed hitsounds, which can also be .mp3s, oddly enough.Ranking Criteria wrote:
Hitsounds must be in .wav. Hitsounds in .wav format are preferred, as .mp3 files will not loop correctly and have a short delay, between 0ms and 20ms, but .mp3 is allowed only for a special purpose for the beatmap, like the usage of reverse cymbal that have delay on the start. Note that using ogg is unrankable.
By the way, although it looks backwards, there are ways you can move things into the storyboard with the end result being those hitsounds appearing unsnapped (like temporary red lines), so in all technicalities unsnapped sb objects wouldn't be unrankable (as they're not meant to be anything that affects gameplay), just weird.Rivals_7 wrote:
I could actually place the HS on 686 but that requires the internal editing on .osu files, which is itself an unrankable thing.
>Do not manually edit anything in an .osu file that cannot be changed through the Editor.
Asherz007 wrote:
Right, time to address this hitsound thing.
[Hitsounds]So yeah, in this point (albeit a tiny bit obscure), pretty much the only circumstance where hitsounds can have delays on them is through them being reversed hitsounds, which can also be .mp3s, oddly enough. right, i forgot to mention this earlier. i'm tardy on readingRanking Criteria wrote:
Hitsounds must be in .wav. Hitsounds in .wav format are preferred, as .mp3 files will not loop correctly and have a short delay, between 0ms and 20ms, but .mp3 is allowed only for a special purpose for the beatmap, like the usage of reverse cymbal that have delay on the start. Note that using ogg is unrankable.
In any case, having the silence on the front of these specific hitsounds adds very little in terms of size to the file; removing this does cause difficulties elsewhere in terms of properly places these hitsounds so that the peaks fall in the right place:By the way, although it looks backwards, there are ways you can move things into the storyboard with the end result being those hitsounds appearing unsnapped (like temporary red lines), so in all technicalities unsnapped sb objects wouldn't be unrankable (as they're not meant to be anything that affects gameplay), just weird. i dont want this to be cluttered by tons of line so :dRivals_7 wrote:
I could actually place the HS on 686 but that requires the internal editing on .osu files, which is itself an unrankable thing.
>Do not manually edit anything in an .osu file that cannot be changed through the Editor.
[Keysounds]
Okay, my turn to complain, I guess lol. Spotted a keysound inaccuracy and wondering whether this was meant to be intentional or something since it does create a clash, albeit not heard that much because of how short the note I spotted was. (Also prot is hopeless with verifying keysound accuracy, and juan is juan)
Time for some music theory to support this I guess (man how many times I've had to use some of that this week). Using the top difficulty for reference since that's where everything is more easily accessible. Some of it is for keysounds in general, some specifcally for that difficulty.I dunno whether this starting bit you're trying to emulate the audio 1:1 or have the keysounds be additional to the audio, but since it seems to be kinda both at the same time, I'll address my issues nonetheless:i checked this all. if i remember these correctly i remember that i slightly change these octaves and stuff in order for it to not being too blended. is not too far off in a common sense i believe, nor that affect the gameplay wise, since not everyone is a musician.
- 00:06:613 (6613|2) - Would personally drop this down an octave to B5, because musically jumping around between several octaves generally doesn't make a lot of sense to a musician, but either is justifiable here.
- 00:07:602 (7602|3,7602|0) - D6 (audio has this)
- 00:08:261 (8261|2,8261|3) - G5/B5 (G6 is too high compared to what the audio has)
- 00:08:591 (8591|0) - B4 (audio has this)
- 00:10:239 (10239|1) - more or less in an identical phrase to at 00:02:327 (2327|0), so I would have thought this would have been a G5 as well?
- 00:15:514 (15514|2,16503|1) - Perhaps a little odd there's no E6 and D#6 respectively here, given that you do try and follow the upper register with 00:16:393 (16393|3,16448|2).
I'd say some stuff about the storyboarded hi-hats, but they make sense in the context of the song so that's fine I guess.
00:45:623 (45623|2) - Okay. So what we have here in the music is a chord transition from E minor to D major and then to C# minor. In any of these three chords, F is essentially dissonant since it doesn't fit within the musical scales associated with each chord. Also, the audio reflects this accurately, hence this should really be an F#6. to be honest....really, i dont heard any much different. i'm not really sure why 1164530434 using an F6 but still technically right in a sense imo. same octave, same chord.
00:45:678 (45678|3,45843|0,45843|3) - I feel like hitsound prioritisation got a little weird here since it's the keysounds that are in the main field here and the percussion hitsounds are in the storyboard. For the majority of the map, this is generally the other way around, so I'm wondering whether this was intentional. That said, the hi-hat is in play at 00:45:678 (45678|3) probably because of the hitsound copier that usually copy the highest HS volume to the note, and the rest are copied to SB, but sometimes derped. idk how
00:48:315 (48315|3) - A6 (audio has that)
00:49:140 (49140|3) - also A6 A6 feels barely audible to me. Plus all that percussion overshadowed over them making A6 even harder to heard
00:57:711 - A bit odd that some of the keysounds are storyboarded here even though that's what you're focusing on. same comment about copier xd
Not DQing here for this since it's subjective in a sense; I want to see what you think about all of this.
While I'm here, I'm going to inquire about why Aste's diff is hp8.5. Because he want to? p/6339506 i assume its because of its unusual way of he mapped it (mostly melody focused)
Time to bash prot thenpls dont. pat her instead because good will would come if you pat the holy sheep of ET-ness
thanks for taking a look. sorry if my map doesnt seem to appeal in your eyes. it may not the most standout among the other as well, but this is simply how i portrayed my map towards this song.TheToaphster wrote:
Alright here we go
Why do I feel the need to do this so bad
God I don't like thisExtremely long mod I'm serious tread carefullyOk so. First thing, I feel this map, in general, is extraordinarily boring. You mapped things in the safest, most boring possible way in many sections, outright ignore melody in favor of percussion that sometimes can't even be heard in comparison, its inconsistent within itself, tries too hard to be interesting (I'll probably rant about the SV usage in this when I go over this thing), and dumbs itself down in favor of playing easier. i'll be leaving that subjective impression to all who plays, and to all who favouriting. since every opinion varied, i wont say anything
Let's look at some examples of some of these things I just listed
Let's start with consistency
00:01:997 - you ignored this sound and 00:09:909 - while paying attention to the sound at 00:04:964 - and 00:08:591 - (inconsistent within itself, this is extremely minor though) what sound? if there's anything i can hear of is only an echo of the first piano sound. that is almost barely noticeable. The fact that even none of the modder here even mentioned that, this is already explaining that those two point are worthless to be mapped. do note i'm only focusing to the prominent, hearable piano
00:11:228 - Not a double while literally two notes later theres a double on the same sound. - 00:05:294 (5294|3) - look here. same with this
I probably won't mention any more stuff in this slow intro thing. It needs work
00:19:057 (19057|1) - Why is this mapped? To make it flow better? Cuz theres no sound there hihat (not the hitsound. its actually exist)
00:19:469 (19469|1,19469|0,19469|3) - no discernable difference between this and 00:19:799 (19799|2,19799|0,19799|3) - despite being noticeably different sounds how can you tell its "noticeably" different?
00:23:013 (23013|0) - Same as before ^. kinda funny actually, you only mentioned the specific part despite almost all the similar synths have relatively same volume
00:23:425 (23425|1,23425|0,23425|3) - see above in relation to 00:23:755 (23755|2,23755|1,23755|3) - ^
00:25:486 - So you decided to not map this note despite doing it before? if you meant this - 00:21:530 (21530|1) - , its intentional because i did the structure quite different, and so the player could handle these properly.
Not mentioning any more consistency issues for that section. Please look over this. Also those LNs feel awkward to me being used in that way. This method of using long notes will eventually lead me to another point I'll be bringing up later which mostly has to do with you arbitrarily switching between mapping using lns and mapping without using lns.
00:31:420 (31420|2,31502|1,31585|3) - I don't see a point in deviating from the already established trill thing you were doing, which legitimately made sense and was somewhat interesting there's 3 triple (or "hands" if you more comfortable with that term) in-between these transition. okay maybe i still could do the trill but it will be unecessarily heavy with 3 stacks happend in two columns at the same time
00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - Why did you make these two different hands. Why not make them both [234] hands. They are literally the same exact sound and have no reason being different. 2nd hands act as an opening to the next section. particularly that works too but i feel the concept is better be like this
00:40:898 (40898|2,40898|1,40898|3,41227|1,41227|3,41227|2) - Not really an inconsistency mod but why are these not extended to be full 1/2 lns. There is no sound here that doesn't end on the 1/2 note tick cymbals sounds slightly longer here. you can notice it more clearly at 25% but generally you should be easily heard it when playing
00:45:760 (45760|1) - This is a ghost note 100% sure this is a piano
Ok I'm, going to take a break from this inconsistency stuff for a second.
Are you actually serious?????
What even is this?
1) There is no discernable difference between the heavier percussion sounds and the main melody (which seems to be something you entirely focused on for everything before this section)
2) This is actually the most boring and simple choice you could have made for this section, and may actually be the most boring part of the map
3) It initially implies that 3-note jump jacks will be the focus of the section and then deviates from that.
4) 3-note jacks are actually what make the most sense here
5) This section is way dumbed down presumably because jAcKs ArE HaRd
6) The SVs are actually worthless and seems like they were used solely because you realized this section was boring and wanted to "spice it up"
This literally follows all but one of my general complaints about the map.
........and then what? looks like you didnt have anything against these in general since you dont even provide solution (and probably i wont even accept because i can imagine how cluttered it will be if i do adding another note to make it hands for the claps)
Back to general mods/inconsistency stuff
00:57:711 (57711|3,58205|0,58700|2) - hold on you can't be serious. This is literally not an audible sound. So you made it so the hitsounds were the only thing that these notes were mapped to. That is ridiculous. Its almost like you wanted to attempt a hitsound job like imperishable night but only for 3 notes. Why??? are you really serious lol. i cant even say anything, (and hey, 2 QAT already coming here and not even both of them mentioned this is being inaudible or anything of sort.) this is 100% hearable i assure you. and thats about it. Go over youtube then head over the video of this song in Lanota, the official chart also map this part. and so does this one.
01:08:260 (68260|3,68260|2,68260|0,68754|0,68754|1,69249|1,69249|2) - Both notes being held at a given time change pitch for each one and have eqaully emphatic percussion hits attached, so there isn't much of a reason to connect the LNs like this as opposed to making them all separate LN hand things there isnt much but one: 2 LNs are to cover a relatively loud-long-noises happen here. tbf only using one LN kinda lost its feel to me
01:15:513 - I don't know why but I highly dislike this choice here. It ust feels a bit weird idk
01:16:172 (76172|3,76172|0,76667|2,76667|1,77161|2,77161|0) - Noticeable weaker synth and percussion, mapped exactly the same only pitch are changing. nothing sounds weaker or stronger. they are equal
01:33:809 (93809|1) - This ln should start at 01:33:645 - its noticeably louder there (and probably a bit arbitrary if i do that since everything here is 1/2)
01:29:359 -
Ok I'm gonna go back to right here, where this section starts.
I don't know if mapping every 1/2 note is necessary. There are much more noticeable sounds that you seem to ignore (since you seem to be going for the melody + claps + kicks), namely the bass hit or whatever you want to call it. Plus there really isn't much of a discernable sound on every 1/2 beat that justifies this kind of mapping.
01:39:908 - HERE However, there is an extremely noticeable and loud percussion sound happening every 1/4 beat. This section should be noticeably different in terms of density/structure/patterning so that a transition through the obviously increasing intensity of the song can be seen and felt by players I strongly disagree with "loud percussion happening every 1/4 beat". apparently the 1/4 is only happening every time 1/2 beat is done, but thats just synth. the percussion will be probably at - 01:43:123 - and - 01:44:441 - here only. but i dont really want since it'lll break the overall concept i want to build here. like, the concept is goes on 1/2 from - 01:39:908 -, then goes 1/4 with the jtrill, then 1/8 with the Jstream
01:49:139 - So I don't really like this but i guess its not necessarily bad. It doesn't go against any ideas or anything, so w/e. Theres something tipping me off a bit though, w/e
01:53:095 - Alright here comes more boring stuff.
Why
Like
Honestly
Why
This, in no way, has any understandable reasoning for being extremely basic jumpstream/handstream. Especially since the rest of the chart is literally the same way. I can understand that doing other stuff with rice patterns would likely cause a ruckus with "ghost note" arguments or whatever but like, c'mon. It doesn't increase the difficulty of anything outside of some basically neglidgeable SVs that are literally only mapped to the large percussion kicks and the transition sounds. It takes arguably the most intense part of the song (which also highly deviates from the rest of the song) and makes it change nothing about what has already been presented to us.
Might I also add that, because of the nature of the types of SVs you are trying to use here, the section flows incredibly poorly, with the drum kicks serving only as interruptions to a part where they are really cohesive with the general tone of the section of music.
The way I personally would fix it is to make it so that instead of trying too hard to normalize the separation of the notes to a 1x scroll speed, just weaken the jump and then keep it going (what i mean is that you'd start with a weakened SV for the jump, say 1.25x or something or whatever works, and immediately follow it with a 1x so that it doesnt "stop" the scrolling and merely causes the notes to jump forward as a result of an extremely intense sound, which ultimately allows for the song to flow much better and even poses a challenge to players)
and what do you even want me to do? make it harder, while the song doesnt really provide me with instrument anymore than this? yeah probably its just the usual handstream/jumpstream (and trill) like before, but then thats why the SV come into play to make it intense. with those SVs you are forced to play more accurately due to the nature of SVs. Players could probably feel the intensity because of SVs although with relatively simple patterning stuff (and the "stop" is okay imo. it doesnt faking the length, so most players will naturally hit the continuous 1/4 with ease)
I won't mention any more about the whole boring aspect of this section or same-y nature of it, but will focus now on other stuff thats really weird.
02:02:326 - So some of these LNs don't really fit with the sound of the synth. Specifically, 02:02:491 (122491|3,122573|1,122738|3,122820|1,122985|2) - These 5 seem to be mapped to literally nothing heard at 100%, the buzz synth(?) pitch change for a moment and those LNs is to cover that
02:08:919 (128919|3) - Shouldn't this LN be twice as long i think that will be too cluttered since i'm also mapping kick 1/2 after
02:11:557 - See, to me here, the synth really only deserves 1 LN representing it, whereas you could probably make the second one extended to help represent the background woosh thing. 02:12:051 - Like here, you have the woosh also mapped I would presume, though two of the LNs should be extended to represent this more clearly. probably, but i dont see anything thats "too wrong" in my current pattern
02:13:864 (133864|0,133947|0,134029|2,134112|2) - Why are these minijacks? They don't deviate at all from the 4 notes right before it from my perspective Jtrill doesnt seem to fit with the song situation. each jacks also mimicking the pitch and why am i making it jacks is to mimick the percussion. trill could works too but i think jacks is more fitting
02:15:183 - Shouldn't be a double
02:16:172 - Shouldn't be a double
02:19:963 (139963|1,139963|0,140128|0,140128|1) - Shouldn't be doubles?
02:20:458 (140458|3,140458|2,140623|2,140623|3) - Same?
Same for the patterns right after it too why? they are all obvious, loud drums
02:23:919 (143919|0,144002|1,144084|2,144167|0,144167|3,144249|1,144331|2,144414|3) - What was the logic behind this pattern? There is nothing supporting it, in fact, the synth only sounds on every 1/2 beat, not every 1/4th beat, so some of the LNs before it are also representing essentially nothing gradual pitch change. there's a slightly pitch change every 1/4 there.
02:24:743 - sag hjsrklgb hjkedr;gke God I'm overreacting to this but it feels so weird to just completely ignore the extremely loud synth in favor of only mapping the percussion. Like honestly. I understand that there technically isn't anything wrong for the kiai but its another case of it feeling so same-y compared to the beginning of the chart despite making noticeably intensity and melody changes.
02:28:452 (148452|1) - Oh is this you trying to map the synth too??? This might just be you accidentally putting a ghost note in but if you want to seem like you are mapping the synth layer it with the percussion that you wanted it to map too at the lease instead of only placing notes that correspond to the synth when literally nothing else is there. if anyhting, thats not synths. its melody. all the synths is already mapped and could be recognized in where i put that loud hihat noises in HS
02:25:650 (145650|2) - Speaking of ghost notes I'm heading back a few seconds because this is definitely one regardless of whether you were trying to map the synth or not. This goes for every time there is one of those jump to hand things ^
02:44:689 - Ok if anything I'm almost certain these should be 1/3 LNs the wubs? .....thats not straight 1/3, nor that the wubs has a distinct start place to be heard. so i'm goes with simplifying to 1/4 secondary synths for the sake of gameplay
02:45:842 - Wait what. WHY. Stop trying to make your maps more varied for the sake of having variation. It's LITERALLY THE SAME SOUND. There is no justifiable reason for why you would randomly change the entire structure of the kiai halfway through, other than the fact that the drums (and possibly also the synth) most notably get louder in the second half. Why would you put more emphasis on a completely new sound in the map despite the emphasis relative to the other sound (ie the drums emphasis in comparison to the synth) stays the same? If anything the map should just get denser in general while following the same concept you had developed just prior to it. This is the most effective way to handle something like this, as opposed to changing the entire concept. Not to mention that this second half of the kiai doesn't even stay consistent with mapping the synth sounds to LNs so I don't even know what to say (eg 02:48:974 (168974|3,169057|0,169139|3,169221|0,169304|3,169304|1) - none of these notes having any LN relevancy)
so apparently you saying that i should make the 2nd kiai the same as 1st but denser? you literally just complaining about being "boring" yet suggesting more boring stuff.
No one stop you to try a new concept for every. section. alone.
03:01:667 - Not sure why there are 1/4 notes placed between all the jumps tbh, since there isn't a noticeable sound there synths
03:04:963 - Not a hand????? too cramped. with all the 1/4 happening
03:06:117 (186117|2) - This note definitely shouldn't exist pointless awkward break. there's also synths. and its LNs to keep consistency
03:05:787 - Also not sure why you made these all LN shields. Kind of deviates from anything else you do in the map, so it just feels random
God ok I'm done with Ultimate.
I feel like I've said enough for one diff that it should be obvious some amount of discussion should be put forward. I hear so much about how the ranked section is complete garbage, and the fact that maps like this have the capability of making it through while having so many noticeable problems on a single difficulty just blows my mind. I didn't even explain that much about why I don't like 90% of the SVs put in this map. I said some basic general stuff in a couple of mods but I did not even finish what I wanted to say about them. My main point for that likely being related to my hatred of SVs for the sake of SVs, but w/e.
I heard it too, but with our current condition right now, not so much we can do. Not everyone is capable to replicate edgy-styled-maps, heavy SVs or anything like that (nor the song is not oftenly have something to support that). things that got popular, is the things that will get the attention the most and eventually become the example of the future maps. its just how community works. Be the change you want by ranking more of your maps so it can be an example later. maybe i'm not the one but hopefully, eventually it will be.
Not every maps could satisfy the whole community. there's always the one who simply dont like it.
your points seems to be heavily biased, and sometime you trying to alternate the concept that mappers did (already a violation to CoC itself). I guess my POV and yours is different towards the song, which is okay but if you start to force your POV to the mapper, thats where you wrong. your words of choice clearly saying that.
Also, I am really sorry Rivals, if this comes off as aggressive or targeting of you or something, I'm not trying to pinpoint you specifically, its just that I am planning to start doing this to any qualified map that I feel it to be necessary on (which will likely be a lot), and you ended up being the unlucky recipient of my first tear-down.
Also side-note. If anyone reads this and starts pointing at me as some evil modder who hates everything, please know that it is not important to me that you like me as a modder or w/e. I will keep an open mind to things but I will not hesitate to pull you down to fix notable flaws.
Please can we start getting discussions going with how to improve the ranked section, because I would really rather not hear 800 complaints a day about the fact that the system used to hyperadvertise the highest quality beatmaps is full of extremely sub-par or even awful maps.
Thank you