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Zebrahead - All For None And None For All

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Sandrew
q
[easy]
00:47:065 (4) - not so close will be better(just advise
[hard]
00:22:465 (1) - why stack on a white line here
00:28:465 (1) - ^
00:34:465 (1,2,3,4) - 4 slider looks not relevant to the previous 123 sliders
00:44:665 (2) - if you follow the vocal, this should be a 1/1 slider
00:40:165 (3,1) - blanket?
[insane]
00:15:715 (2,3) - not stack them will be better, it's the only 1/4 stack between sliders you use
00:37:765 (4,5,1) - 1/4 spacing like a jump, after them you start to use big spacing, it's a little lack in transition

well I think this bg fits this song lol :P
ReFaller

DakiniBrave wrote:

[normal]00:11:665 (1,2) - The 1/2 here implies you are trying to set the pacing high but you continue it with 1/1 clickable circles which since you havent established what spacing is 1/1 and 1/2 they may misread this as a 1/2. i don't understand what do you mean
00:16:465 (1,2,3,4,5) - I feel this may be a little too dense for this section they are only most 1/1 rhythms
Not really much else to say[/box]
decline all, thanks
Nowaie

Ohwow wrote:

[hard]
00:35:365 (4) - looks out of place because it's not angled consistenly with 00:34:465 (1,2,3) - Explained this multiple times already
00:36:115 - I recommend putting notes at 00:36:115 - 00:36:715 - 00:37:315 - and other similar parts too because it just feels underwhelming without those notes there. Same as above. Shortly, i follow the vocals
00:43:165 (1) - try to map the drums and stuff because again it feels underwhelming. ^

DakiniBrave wrote:

00:20:965 (4) - Could make this 1/4 clickable since it's one of the strongest 1/4 moments in the song yet its simplified so much It is already, fixed that after bakari's mod
00:40:015 - perhaps add a circle here since the previous parts were pretty dense yet this just seems weirdly undermapped so to speak Well i do follow the vocals so i think that is justified
Well polished and seems good.

Sandrew wrote:

[hard]
00:22:465 (1) - why stack on a white line here The vocal on the red tick ( 00:22:315 (5) - ) is less significant overall while the vocal on the white tick is really strong so having them stacked emphasizes the strong vocal
00:28:465 (1) - ^
00:34:465 (1,2,3,4) - 4 slider looks not relevant to the previous 123 sliders Explained this too many times already
00:44:665 (2) - if you follow the vocal, this should be a 1/1 slider Imo that echo is pretty insignificant and following the drums for that pattern is a better idea (since there are some snares that are different from most of the rhythm in the map)
00:40:165 (3,1) - blanket? ..
thanks y'all

Update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 30828
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 33265,34465
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.999999

[Metadata]
Title:All For None And None For All
TitleUnicode:All For None And None For All
Artist:Zebrahead
ArtistUnicode:Zebrahead
Creator:Mazziv
Version:hard
Source:
Tags:DTM9 Nowa ReFaller cut version Phoenix
BeatmapID:1232223
BeatmapSetID:582254

[Difficulty]
HPDrainRate:5
CircleSize:3.4
OverallDifficulty:6.5
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"anime mafia gone wrong.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2065,300,4,2,0,70,1,0
11665,-133.333333333333,4,2,0,70,0,0
21265,-100,4,2,0,70,0,0
30865,-100,4,3,0,70,0,0
35665,-100,4,2,0,70,0,1
52315,-100,4,2,0,70,0,0


[Colours]
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Combo2 : 84,73,129
Combo3 : 73,107,199
Combo4 : 116,5,22

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Arphimigon
Lab Mod!
[easy]
Object at 00:50:965 - should be placed at: [246, 316] currently at: [244, 316] to move in line with slider

[hard]
Object at 00:13:015 - should be placed at: [434, 227] currently at: [435, 228] to move in line with slider
Object at 00:24:265 - should be placed at: [143, 123] currently at: [144, 124] to move in line with slider
Object at 00:40:465 - should be placed at: [156, 206] currently at: [157, 207] to move in line with slider
Object at 00:41:665 - should be placed at: [142, 198] currently at: [143, 199] to move in line with slider

[insane]
Object at 00:19:315 - should be placed at: [150, 355] currently at: [152, 356] to move in line with slider
Object at 00:19:915 - should be placed at: [161, 264] currently at: [161, 261] to blanket slider body
Object at 00:28:165 - should be placed at: [122, 282] currently at: [124, 280] to blanket slider body
Object at 00:46:465 - should be placed at: [212, 249] currently at: [204, 248] to blanket slider body
Object at 00:47:815 - should be placed at: [180, 172] currently at: [184, 172] to blanket slider body

[normal]
Object at 00:28:165 - should be placed at: [208, 48] currently at: [209, 49] to move in line with slider
Object at 00:48:865 - should be placed at: [50, 198] currently at: [51, 199] to move in line with slider

I hope I didn't malfunction! C:

Also personal note, that insane diff is far too easy until the kiai, it's like it's not worth even playing until the end just for a few seconds of aaaaa
(ps: I said I'm not doing direct mods in my queue)
Topic Starter
Mazziv

Xiaolin wrote:

Q

General

  1. I really agree with Bakari on the BG, there's no doubt that Love Live has NOTHING to do with this. And, just because someone else used this BG for their set, doesn't mean that it'd fit the song, it really doesn't fit plus it's irrelevant. :c
easy

  1. 00:24:865 (1,2) - I'd replace the rhythm here with a rhythm at 00:22:465 -. In such parts, vocals on the red tick are emphasised (which is the reverse), and on 00:25:465 - it's a fading vocal from 00:25:315 -. I really suggest going with this to emphasise the vocals on the red tick. Same on 00:29:665 -.
i really like the 1/1 slider because it emphasize the long vocal better,and for such an easy diff i think 1/1 sound better

insane

  1. 00:13:315 (3) - This could be just me, but I hear nothing on the blue tick. From what I hear with 25%, vocals end more accuratley at the red tick, and the blue tick has nothing other than the background noises. Same at 00:15:715 (2). you can still hear the vocal going on so
  2. 00:42:865 (1) - Similar idea to the first point, but here, I'd just replace this with a circle. Because if you listen to this part at 25%, there aren't any vocals at either the red tick or the blue tick. Since vocals pause at this part, I'd just add a circle here to emphasise it. i used 3/4 slider throughout the whole map for long vocals so it would be dumb to change the concept of that kind of part
Welp, there isn't really much to say. Good luck!
thanks!

Ohwow wrote:

m4m

[easy]
00:20:965 (4,1) - DS is fine?
00:23:665 (4) - i think u screwed up on NC starting here, this should be NC here, and then 00:24:865 (1) - should delete, etc. because from here 00:11:665 - you've been NCing every 2 measures, but then you started NCing every 3 measures on the 2nd part woops
00:44:065 (3,4) - mm these 2 aren't exactly mirroring each other perfectly, maybe fix that? they werent supposed to mirror each other but i moved them a bit further away to show that
00:46:465 (3,4) - hmm not liking how slider 3 is almost touching the 4's sliderbody.nothing wrong bout that
00:27:265 (5,1) - DS [color=#FF0000 i dont see the problem here[/color]
00:48:865 (3,4) - I feel like the placement of these sliders feel kind of unorganized. just a regular upwards movement



[insane]
i'd try to have some kind of jump here instead of a stack to emphasize 00:21:265 (1) -
00:49:765 (5,1) - should have bigger spacing compared to 00:49:615 (4,5) - to emphasize the vocal better.

dat's all, I also recommend putting a spinner at the end for all diffs cause the music fades out and a spinner would be a good way to represent that instead of just an immediate stop at 00:52:315 - i dont feel like its needed tbh

GL
thanks!!!!


Dakini:

easy
OD 2? feel OD 3 might be a little more suitable

One thing i noticed is how the notes circle around this one section in the map, if you press control + a i feel some more movements towards the sides could make this feel less cramped i know but thats my mapping,cramped circular movement
00:25:465 (2) - perhaps control J for more intuitive flow for new players was suggested a few times already but i dont like it personally
00:45:265 (1) - maybe have the red node on the slider tick to make it look a little better no cuz id had to change slider and it wont matter anyway


insane
00:26:065 (1,2) - at 00:15:715 (2,3) - you establish that this pattern has a perfectly stacked 1/4 on it but later at the first mark mentioned, you break that and stack it on the red anchor of the slider, while this isnt terrible it just breaks structure i tryed to change it but it just doesnt look as good as before so i gotta decline :/
00:28:315 (4,2) - I'd tilt these a little bit and maybe reduce the spacing a tiny bit to add more of a gab between 00:28:165 (3) - and 00:28:465 (1) -
00:37:765 (4,5,1) - Spacing between this is arguably a little big though it depends on if you consider the player following the (4) slider or not. you got a clockwise motion flowing into it so i think it should be fine


Sandrew:
[easy]
00:47:065 (4) - not so close will be better(just advise) i think its fine like that

[insane]
00:15:715 (2,3) - not stack them will be better, it's the only 1/4 stack between sliders you use as mentioned above,i tried to fix it but i couldnt find a way that makes me like it sorry
00:37:765 (4,5,1) - 1/4 spacing like a jump, after them you start to use big spacing, it's a little lack in transition emphasize of vocal + clockwise flow into it should be fine

well I think this bg fits this song lol :P FINALLY SOMEONE


ShiiTsuin:

00:15:715 (2) - This might disrupt the flow you have set out in this map, but I feel like moving this slider's head downwards to almost follow on from 00:15:265 (1) creates a slightly different dynamic to this bit its a circular motion downwards i dont see a problem with it really :/
00:20:665 (3,4) - Have you tried reversing these reverse-sliders? It doesn't have a huge impact on how the map plays, but the way 00:20:965 (4) ends on 00:21:265 (1) played pretty nicely in my experience. I guess it might look a bit random though, and it might not quite match up perfectly to the visuals, but it's an insane, so I'm pretty sure something like this would be fine! reversed 2 and 4 to make it look like its done on purpose lol
00:26:065 (1) - I think that rotating this slider so that the actual end of the slider stack onto 00:26:365 (2) keeps that kind of movement you have going on in the song, whilst (my opinion) matching up to the vocals better, as it creates a greater contrast between the two sliders. anything that is not 90 degree wouldnt really fit in here since thats what i did throughout the whole map
00:39:865 (1,2) - These could also be reversed. When i tested it like this, it did kind of change the flow you have going on, but I think it better represents the song, as it contrasts 00:39:265 (1,2) which are mapped to a different vocal pattern (albeit in the same verse). i kinda like the idea but it would creat unecessary spacing problems tbh so i gotta decline :/


Really not much I could find that was moddable. Suggest a few tweaks which may or may not help this map. Take them how you want to, since most of them probably won't actually work in the grand scheme of things. I don't expect a kudosu, since it's such a minor and likely useless mod.
Good luck getting this ranked!
If you want me to try and help you in the future, feel free to pm me ingame or on the forums, or repost to my modding queue! It's fun when it's a challenge to mod after all :) thanks for the help! and i surely accept that offer 8-)



Arphibot:

Easy: y e s i d i d f i x i t
Insane: b i b u b f i x e d e v e r y t h i n g t h a t m a d e s e n s e
JiruPiru
Hi there! Here is your mod from my queue.

Easy
00:45:265 (1) - 1 beat too long
00:50:965 (2) - Too hard for an easy

Insane
00:26:365 (2) - Looks a bit ugly, try this: http://osu.ppy.sh/ss/8874407 I have ocd
00:28:165 (3,4,1,2,3) - This last slider is uncomfortable to play, try this: https://osu.ppy.sh/ss/8874423
00:51:115 (1) - Why the raise in sv? Keep sv the same as this sound is no more intense than the rest of the sounds
Vivyanne
ez
consider lowering ar a bit, i dont see why you'd have it so high. would change to 3 or 3,5 cause map has no density
00:12:865 (3) - maybe a thing to consider with these kind of sliders it to perhaps end them on beats like 00:13:315 - . the vocals here are really strong but currently the map shows no emphasis to them so ending sliders here could be a way
00:16:465 (1,2) - why change up the slidershape to this when u used 00:11:665 (1,2,1,2) - before seems a little random
00:18:865 (1) - can this be a 1/1 slider too and then have another at 00:19:465 - (so delet 00:19:765 (2) - ) to keep the rhythm consistency from before? song doesnt sound like it's changing that much up until 00:20:065 (3) - so why not try to keep consistency while you're on it
00:29:665 (2) - this honestly made me a little sad as 1/1 sliders wouldve kept the intensity right with the rest of the section. funny how you simplify your already intensely simplified rhythm
00:39:865 (4,1) - can these not align? visual emphasis on 00:40:465 (1) - is dead rn
00:45:265 (1,2) - lol nice snapping
00:46:465 (3,4) - ew increase visual distance Please
00:48:865 (3,4) - bit skeptical about the hitsounding here as the rhythm of the drums in the background change. would be cool if you showed that with hitsounds too instead of acting it's the same
00:50:965 (2) - fix it
00:52:165 (3) - fix it

insane
00:14:065 (1,4) - can this overlap be avoided
00:15:715 (2,3) - why make the spacing between these completely different from 00:13:315 (3,4) - ? nothing in the song changes that much to throw consistent spacing out of the window
00:14:065 (1,2,3) - sharp angle vs 00:16:465 (1,2,3) - wide angle choose one.
00:19:315 (2) - tbh during testplaying i found that circle-slider feels less awkward of a rhythm to use here as the rest of the upcoming rhythm is more continuous too
00:20:065 (1,2,3,4) - spaced but then 00:20:965 (4,1) - no spacing at all but 00:21:265 (1) - is by far the strongest note
00:21:265 (1,1) - ouch
00:24:565 (4) - rotate slider 90 degrees to have consitent movement with 00:21:865 (3,4) - (also it just plays way nicer and 00:24:865 (1) - gets more emphasis)
00:25:915 (6) - has the lowest pitch in the section so could use some smaller spacing tbh. why not try to stack it on 00:25:465 (3) -
00:26:065 (1) - tbh since the vocals are on 00:26:215 - why not end this slider there like all other sliders
00:28:165 (3,1) - ew visual distance
00:28:465 (1,3) - fix stack
00:30:865 (1,2,3) - i get what youre trying to archieve here however i feel like 00:31:276 - should be clickable too so why not try out a pattern like this for once? i mean movement isnt important in this section so why not show that
00:34:465 (1,2,3,4) - with how the drums get more intense and this being the buildup to kiai i actually foresaw more 1/2 circles. why not try that? creates a more fun momentum towards the climax of the song
00:36:265 (3) - rip in no patterns notes like these stand out eventho they clearly have a vocal and 00:35:965 (2,4) - dont
00:38:665 (4) - make vocals clickable and not 00:39:115 (6) - thanks (so make 00:38:965 (5) - a slider instead cause there is no clear 1/2 here)
00:39:865 (1) - delet nc for nc consistency
00:41:665 (1,4) - fix it
00:44:065 (1,2) - increase spacing and change the rest along with it to not have this look extremely cluttered. overlaps like these make it look really messy and overall no real fun to play as the player suddenly has to do way more reading than before
00:48:265 (5) - why do you skip potential clickable vocals
00:49:915 (1,2,3,4,5) - can this please not have the same flow rotation as 00:48:865 (1,2,3,4,5) - it breaks emphasis
00:51:715 (3,5,1) - make this a perfect triangle

i rly get way too bored while modding
ReFaller
@Arphi All For None
Topic Starter
Mazziv

DilPil111 wrote:

Hi there! Here is your mod from my queue.

Easy
00:45:265 (1) - 1 beat too long yeah i accidently fucked it up last update
00:50:965 (2) - Too hard for an easy is totally fine imo

Insane
00:26:365 (2) - Looks a bit ugly, try this: http://osu.ppy.sh/ss/8874407 i dont see a problem really its stacked with the red nod so I have ocd
00:28:165 (3,4,1,2,3) - This last slider is uncomfortable to play, try this: https://osu.ppy.sh/ss/8874423 no sorry i really like the current one better
00:51:115 (1) - Why the raise in sv? Keep sv the same as this sound is no more intense than the rest of the sounds this is barrely noticeable while playing so no fix










HighTec wrote:

ez
consider lowering ar a bit, i dont see why you'd have it so high. would change to 3 or 3,5 cause map has no density no because i dont want to
00:12:865 (3) - maybe a thing to consider with these kind of sliders it to perhaps end them on beats like 00:13:315 - . the vocals here are really strong but currently the map shows no emphasis to them so ending sliders here could be a way theres literally two 1/1 slideres that emphasize vocals aaa nibba 2/1 slider on downbeats for memes is mapping meta
00:16:465 (1,2) - why change up the slidershape to this when u used 00:11:665 (1,2,1,2) - before seems a little random because i wanted to
00:18:865 (1) - can this be a 1/1 slider too and then have another at 00:19:465 - (so delet 00:19:765 (2) - ) to keep the rhythm consistency from before? song doesnt sound like it's changing that much up until 00:20:065 (3) - so why not try to keep consistency while you're on it i think a 2/1 slider here fits better for some reason i think its because the music changes after that idk maybe im just gay but i like it like that
00:29:665 (2) - this honestly made me a little sad as 1/1 sliders wouldve kept the intensity right with the rest of the section. funny how you simplify your already intensely simplified rhythm all of my diffs have 1 thing in common and that is simplicity (remixed by Mazziv)
00:39:865 (4,1) - can these not align? visual emphasis on 00:40:465 (1) - is dead rn THEY ARE ALLOWED TO BECAUSE THEY LOVE EACH OTHER
00:45:265 (1,2) - lol nice snapping wtf.png
00:46:465 (3,4) - ew increase visual distance Please mentioned this always no because i liek the drop off look it gives
00:48:865 (3,4) - bit skeptical about the hitsounding here as the rhythm of the drums in the background change. would be cool if you showed that with hitsounds too instead of acting it's the same i did 2 percusssions there isnt that enough? :/
00:50:965 (2) - fix it arphi bot fixd already for me
00:52:165 (3) - fix it arphi bot fixd already for me

insane
00:14:065 (1,4) - can this overlap be avoided not visible while playing ????????????????
00:15:715 (2,3) - why make the spacing between these completely different from 00:13:315 (3,4) - ? nothing in the song changes that much to throw consistent spacing out of the window it doesnt effect playability at all and i just dont like to use the same kind of stack all the time
00:14:065 (1,2,3) - sharp angle vs 00:16:465 (1,2,3) - wide angle choose one. top 10 anime battles
00:19:315 (2) - tbh during testplaying i found that circle-slider feels less awkward of a rhythm to use here as the rest of the upcoming rhythm is more continuous too considering this because it does sound okay but not 100% convinced
00:20:065 (1,2,3,4) - spaced but then 00:20:965 (4,1) - no spacing at all but 00:21:265 (1) - is by far the strongest note i just like the stop and go motion here dont ask me it just feels more natural than a jump
00:21:265 (1,1) - ouch not visible during gameplay so no lo
00:24:565 (4) - rotate slider 90 degrees to have consitent movement with 00:21:865 (3,4) - (also it just plays way nicer and 00:24:865 (1) - gets more emphasis) not understandable sir,plealse explain picture i only read manga for pictures
00:25:915 (6) - has the lowest pitch in the section so could use some smaller spacing tbh. why not try to stack it on 00:25:465 (3) - wont really change anything also i cant even real notice a difference tbh so n o
00:26:065 (1) - tbh since the vocals are on 00:26:215 - why not end this slider there like all other sliders i always map long vocals with 3/4 like you KNOW ME FOR 40 YEARS NOW
00:28:165 (3,1) - ew visual distance stack>visual distance memes
00:28:465 (1,3) - fix stack fuccc
00:30:865 (1,2,3) - i get what youre trying to archieve here however i feel like 00:31:276 - should be clickable too so why not try out a pattern like this for once? i mean movement isnt important in this section so why not show that i like the slider into 2 1/4 because it rolls of the finger easily and sounds imo better than gay 1 + triple im a girl btw
00:34:465 (1,2,3,4) - with how the drums get more intense and this being the buildup to kiai i actually foresaw more 1/2 circles. why not try that? creates a more fun momentum towards the climax of the song sliders give a different feeling than notes and notes feel so forced and idk sliders are just cooler also my mapping is literally 90% sliders so yeha
00:36:265 (3) - rip in no patterns notes like these stand out eventho they clearly have a vocal and 00:35:965 (2,4) - dont you have the vocal lingering around which makes it ok i think
00:38:665 (4) - make vocals clickable and not 00:39:115 (6) - thanks (so make 00:38:965 (5) - a slider instead cause there is no clear 1/2 here) would fuck up rhythm and i think it sounds gay so sorry no change but nice idea but still gay
00:39:865 (1) - delet nc for nc consistency maybe but its very spicy part which is there once so it can be highlighted with 2 ncs i think iits okay hanks
00:41:665 (1,4) - fix it top 10 anime not visible during gameplay
00:44:065 (1,2) - increase spacing and change the rest along with it to not have this look extremely cluttered. overlaps like these make it look really messy and overall no real fun to play as the player suddenly has to do way more reading than before its an insane diff so this should be readable easily and i dont want to space it more i thinks its already too spaced but ok no CHANGES
00:48:265 (5) - why do you skip potential clickable vocals because i think the slider sounds better than note here for the last two words dont ask me i am weird
00:49:915 (1,2,3,4,5) - can this please not have the same flow rotation as 00:48:865 (1,2,3,4,5) - it breaks emphasis considerd but i like the circular motion
00:51:715 (3,5,1) - make this a perfect triangle f

i rly get way too bored while modding

i get way too bored while replying



thanks doe to both of you!
Natsu
general

  1. why aren't you using caps for your diff names?
  2. Metadata?
Insane

  1. 00:14:665 (3,4,1) - the spacing is weird, either make them the same, or make the one from 4 to 1 higher
  2. 00:18:865 (1,2) - blanket is super off
  3. 00:20:965 (4,1) - stack is off
  4. 00:28:465 (1,3) - same
  5. 00:43:765 (4,1,2,1,2,1,2) - your map is really clean, but this pattern is not, I'm sure you can rearrange them better
hard

  1. 00:28:915 (3) - remove clap
  2. 00:47:065 (3,4) - weird patter and rhythm , just be consistent and use a 1/2 slider
Normal

  1. AR 5,5 is better
If bolded things are fixed you can call me back once you get a bubble
Nowaie
@Arphi Altered some stuff i guess (dunno how to even read that kind of text lol)

Natsu wrote:

hard

  1. 00:28:915 (3) - remove clap The second snare is still there that i'm following with the double claps in that part. Though i removed the clap on 00:30:115 - since that does not have a snare
  2. 00:47:065 (3,4) - weird patter and rhythm , just be consistent and use a 1/2 slider fixed
Thanks natsu!

Update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 30828
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

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DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.999999

[Metadata]
Title:All For None And None For All
TitleUnicode:All For None And None For All
Artist:Zebrahead
ArtistUnicode:Zebrahead
Creator:Mazziv
Version:hard
Source:
Tags:DTM9 Nowa ReFaller cut version Phoenix
BeatmapID:1232223
BeatmapSetID:582254

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CircleSize:3.4
OverallDifficulty:6.5
ApproachRate:8
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SliderTickRate:1

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Ayumiita
Okay NM from my Queue
easy:

  1. 00:24:865 (3,4) - this would flow better in my opinion

normal:

  1. 00:18:865 (1,2) - this could be a bit too far down, maybe it's off screen but I'm not sure about that one

hard:

  1. 00:39:565 (2,3) - I'm not sure about this one, if you haven´t planned on using the beat gap please fix this, but if you planned to do so I would recommend NCing 3 for a better visual representation that something is different here. Personally, I would map the rhythm this way (ignore the placement, it's only for the rhythm)
  2. 00:47:065 (3,4) - I'm not sure about this one, it fits not really well for a hard diff (the pattern and rhythm), maybe something like a 1/2 slider circle would work or reverse 1/2 slider, even so, I think the reverse one is a bit too slow (im talking about this here
  3. 00:48:865 (1,2) - same then above this could work better in my opinion (ignore placement)

insane:
  1. 00:11:665 (1,2) - Maybe you should use here the same spacing than here 00:12:415 (4) - or here 00:13:165 (2) -
  2. 00:15:115 (4) - pointing out wierd spacing this one feels missplayed since the spacing isnt the same at 3 or 2 but on the other hand its like lil laying over the slider which doesnt make sense aswell for me.
  3. 00:24:115 (2,3) - the flow feels wierd for me here
  4. 00:28:915 (3) - its not 100% under 1 (i hate me for pointing it out xD)
  5. 00:39:265 (1,2,1,2) - I'm not sure about the pattern here, I think it should be something like this here
  6. 00:44:065 (1,2,1,2,1,2) - This patter was wierd to play it looked really compressed if that makes sense, its way to much forced together

really nice mapset :3
Nowaie

Lucyyyyyyy wrote:

hard:

  1. 00:39:565 (2,3) - I'm not sure about this one, if you haven´t planned on using the beat gap please fix this, but if you planned to do so I would recommend NCing 3 for a better visual representation that something is different here. Personally, I would map the rhythm this way (ignore the placement, it's only for the rhythm) It's as intentional as it gets. The gap is 1/1 to which i use pretty large gaps regularly ( 00:35:665 (1,2,1,2) - ect.). Regarding the rhythm concern, i have stated many times that i follow the vocals and i believe this is the best way to rhythm wise map them

    The slider issues were fixed after Natsu's mod so the only reason why they are still there is the classic "not updated"
Thanks for the mod, made some own changes aswell

Update (again)
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 30828
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 33265,34465,45865
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.999999

[Metadata]
Title:All For None And None For All
TitleUnicode:All For None And None For All
Artist:Zebrahead
ArtistUnicode:Zebrahead
Creator:Mazziv
Version:hard
Source:
Tags:DTM9 Nowa ReFaller cut version Phoenix
BeatmapID:1232223
BeatmapSetID:582254

[Difficulty]
HPDrainRate:5
CircleSize:3.4
OverallDifficulty:6.5
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"anime mafia gone wrong.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2065,300,4,2,0,70,1,0
11665,-133.333333333333,4,2,0,70,0,0
21265,-100,4,2,0,70,0,0
30865,-100,4,3,0,70,0,0
35665,-100,4,2,0,70,0,1
52315,-100,4,2,0,70,0,0


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Combo2 : 84,73,129
Combo3 : 73,107,199
Combo4 : 116,5,22

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ReFaller
@Natsu Tbh, I think it may be good option. Mazziv fell free to set it.
@Lucyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy It just looks on editor, full range of screen is visible while testing or playing.
Ayumiita

ReFaller wrote:

@Natsu Tbh, I think it may be good option. Mazziv fell free to set it.
@Lucyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy It just looks on editor, full range of screen is visible while testing or playing.
natsu and lucy ? a coincidence ? I do not think so :^)







fairy tail ftw
ReFaller
LOL i got it after reading natsu and lucy together :O
Topic Starter
Mazziv

Natsu wrote:

general

  1. why aren't you using caps for your diff names? i just like it that way :C
  2. Metadata? p/6181109
Insane

  1. 00:14:665 (3,4,1) - the spacing is weird, either make them the same, or make the one from 4 to 1 higher should be equal now
  2. 00:18:865 (1,2) - blanket is super off fixd?
  3. 00:20:965 (4,1) - stack is off also fixd i think
  4. 00:28:465 (1,3) - same aaaaaa
  5. 00:43:765 (4,1,2,1,2,1,2) - your map is really clean, but this pattern is not, I'm sure you can rearrange them better i already tried a few things but i cant find something that satisfies me so i dont know :x

If bolded things are fixed you can call me back once you get a bubble NANI

Lucyyyyyyy wrote:

Okay NM from my Queue
easy:

  1. 00:24:865 (3,4) - this would flow better in my opinion i dont think it will change much+copy pasta is always better


insane:
  1. 00:11:665 (1,2) - Maybe you should use here the same spacing than here 00:12:415 (4) - or here 00:13:165 (2) - smaller spacing because song just started
  2. 00:15:115 (4) - pointing out wierd spacing this one feels missplayed since the spacing isnt the same at 3 or 2 but on the other hand its like lil laying over the slider which doesnt make sense aswell for me. fixd in natsus mod
  3. 00:24:115 (2,3) - the flow feels wierd for me here its the same as you would follow a straight slider
  4. 00:28:915 (3) - its not 100% under 1 (i hate me for pointing it out xD) natsu mod fixd aaa
  5. 00:39:265 (1,2,1,2) - I'm not sure about the pattern here, I think it should be something like this here certain reason why it should be like this?
  6. 00:44:065 (1,2,1,2,1,2) - This patter was wierd to play it looked really compressed if that makes sense, its way to much forced together
as stated in natsus mod i dont really find a solution for this that makes me satisfied so i gotta leave it like that for now :x

really nice mapset :3

thanks for the mod guys! sorry for the late update i was in italy until today
Topic Starter
Mazziv
set is not dead,currently waiting for doormat nm and kagetsu mod
Natsu
there are no more tiers, i can bub if u want
Topic Starter
Mazziv

Natsu wrote:

there are no more tiers, i can bub if u want

well i would take that too!
Natsu
oki doki
sahuang
General
"I like lower case diffnames" is not a valid reason for using it tbh, since the song title itself has caps...so i think you should just use standard diffnames rather than e n h i

Easy
ar3

Insane
00:24:565 (4,1) - i think more aesthetics is needed because the placement feels bad

I prefer you give me another map to mod, because there isn't much to mod in this map. However I don't feel like nominating it because the ending is really bad. Cutting mp3 at that point is just awful.
Topic Starter
Mazziv

sahuang wrote:

General
"I like lower case diffnames" is not a valid reason for using it tbh, since the song title itself has caps...so i think you should just use standard diffnames rather than e n h i does that really make a difference if its lowercased or not?

Easy
ar3 +

Insane
00:24:565 (4,1) - i think more aesthetics is needed because the placement feels bad i think its totally fine i dont really see why this would be placed bad

I prefer you give me another map to mod, because there isn't much to mod in this map. However I don't feel like nominating it because the ending is really bad. Cutting mp3 at that point is just awful.
i sadly do not have any other maps up for mods since this is most likely my last map i will try to rank


edit: will update when i get more stuff to fix
sahuang
it's up to you, but the lower case is just a bit unnatural.

the aesthetics is kind of bad because of the small distance between them, and the flow is not really comfortable.
Topic Starter
Mazziv

sahuang wrote:

it's up to you, but the lower case is just a bit unnatural. ok changed

the aesthetics is kind of bad because of the small distance between them, and the flow is not really comfortable. you have equal spacing +
clockwise flow i think its totally fine

still sad to see that you dont want to help me push this further into ranked because its cut ver :/
Kagetsu
late as usual

[General]
  1. why is the bg anime
  2. the default soft clap sounds out of place for this type of rock music, i think you could use a custom one?
  3. i have to agree with sahuang on this one, the ending part feels so unnatural. the fact that you placed your last object on 00:52:315 - doesn't help either. honestly, this could've been done much better.
[insane]
  1. 00:13:315 (3) - 00:15:715 (2) - you should avoid this type of extended slider, there isn't really a reason to extend those, 1/1 represents the music much better as it doesn't skip beats. 00:26:065 (1) - those are ok though
  2. 00:20:065 (1,2,3,4) - could use more clickable 1/4 so that it varies from hard diff
  3. 00:44:065 (1,2,1,2,1,2) - this looks completely out of place within the map context, visually and rhythmically speaking,
    your map is based on clean patternings so even though this section is intense, i don't think the map should change THAT much, it also makes the actual 1/4 beats feel under-emphasized. for example, you could convert 00:44:815 (2) - this slider into two circles as there are two drum sounds here in contrast with 00:44:665 (1) - .
    i don't know... this whole patterning feels way too overdone and poorly contrasted compared to the rest of the map
  4. 00:51:565 (2,3,4,5,6,1) - would be better if you could follow just one thing, following multiple layers at the same time is confusing.
[hard]
  1. 00:51:115 (6,1) - swap nc?
  2. nice mod
honestly... the map is fine, but there are a lot of things that bother me and i'm not sure if you're willing to change them ):
Topic Starter
Mazziv

Kagetsu wrote:

late as usual

[General]
  1. why is the bg anime This song was mapped by caren,thats how i found out about it. Caren is also the biggest inspiration for me in terms of mapping.At first i named every diff with ''_sk'' at the end to show that,but later on people suggested to remove that due people could be thinking they were all made by caren.So i decided to just roll with the background she used.
  2. the default soft clap sounds out of place for this type of rock music, i think you could use a custom one? done
  3. i have to agree with sahuang on this one, the ending part feels so unnatural. the fact that you placed your last object on 00:52:315 - doesn't help either. honestly, this could've been done much better. at the timing where i started this mapset i had little to no time so i went with a cut version.
[insane]
  1. 00:13:315 (3) - 00:15:715 (2) - you should avoid this type of extended slider, there isn't really a reason to extend those, 1/1 represents the music much better as it doesn't skip beats. 00:26:065 (1) - those are ok though i used 3/4 sliders to emphasize the vocal. 3/4 sliders on vocals is a common thing in my mapping(except it doesnt fit at all)
  2. 00:20:065 (1,2,3,4) - could use more clickable 1/4 so that it varies from hard diff i think that one is fine because i already a bigger spacing so it should be ok
  3. 00:44:065 (1,2,1,2,1,2) - this looks completely out of place within the map context, visually and rhythmically speaking,
    your map is based on clean patternings so even though this section is intense, i don't think the map should change THAT much, it also makes the actual 1/4 beats feel under-emphasized. for example, you could convert 00:44:815 (2) - this slider into two circles as there are two drum sounds here in contrast with 00:44:665 (1) - .
    i don't know... this whole patterning feels way too overdone and poorly contrasted compared to the rest of the map i know it doesnt fit ,no matter how hard i try to defend it so i have a solution. or
  4. 00:51:565 (2,3,4,5,6,1) - would be better if you could follow just one thing, following multiple layers at the same time is confusing. *confused face* im following vocals here whats the problem aaa
[hard]
  1. 00:51:115 (6,1) - swap nc? i guess i fix this vor nowa
  2. nice mod
honestly... the map is fine, but there are a lot of things that bother me and i'm not sure if you're willing to change them ):
i am
Lernaeus
My first mod, don't be harsh :| feel free to not take anything into consideration, since I'm still figuring out stuffs

easy
if u are going to change the hp on insane, you should change the one on easy on hp3 too, for a linear increase

hard
00:49:465 (3,4,5) - i feel like 3 and 4 shouldn't be stacked, and the same with 00:50:665 (3,4,5)

insane
i feel like hp6 could fit better
00:42:865 (1,2) - i think the sliderend of the first one should end on the head of the second one, as seen here: 00:15:715 (2,3)
Topic Starter
Mazziv

Lernaeus wrote:

My first mod, don't be harsh :| feel free to not take anything into consideration, since I'm still figuring out stuffs

easy
if u are going to change the hp on insane, you should change the one on easy on hp3 too, for a linear increase im fine with the current setting

hard
00:49:465 (3,4,5) - i feel like 3 and 4 shouldn't be stacked, and the same with 00:50:665 (3,4,5)
3 and 4 are stacked to emphasize the drum on 5

insane
i feel like hp6 could fit better the reason why hp6 would fit better is...?
00:42:865 (1,2) - i think the sliderend of the first one should end on the head of the second one, as seen here: 00:15:715 (2,3)

i dont like stacking it here,it wouldnt really change anything
thanks for the random mod!
-Shizuru
free pp map?
Kagetsu
late again

Mazziv wrote:

This song was mapped by caren,thats how i found out about it. Caren is also the biggest inspiration for me in terms of mapping.At first i named every diff with ''_sk'' at the end to show that,but later on people suggested to remove that due people could be thinking they were all made by caren.So i decided to just roll with the background she used.
to be honest this doesn't make much sense to me s: it's completely fine to use someone else maps as inspiration though your point is kinda weak as it doesn't provide a valid reason, i would say the same about caren's map, it doesn't change the fact that the bg is unrelated to the song

Mazziv wrote:

at the timing where i started this mapset i had little to no time so i went with a cut version.
i mean, i think you can do it better by cutting the ending part of the song and merging it with the end of the first chorus. it's a very common technique. the current cut sounds poorly done tbh

[]

those are the reasons that are holding me back from nominating this. of course you don't have to change your map if you think my points are invalid or maybe you like the map the way it is, though i don't think i'm going to nominate this map in its current state
Topic Starter
Mazziv

Kagetsu wrote:

late again

Mazziv wrote:

This song was mapped by caren,thats how i found out about it. Caren is also the biggest inspiration for me in terms of mapping.At first i named every diff with ''_sk'' at the end to show that,but later on people suggested to remove that due people could be thinking they were all made by caren.So i decided to just roll with the background she used.
to be honest this doesn't make much sense to me s: it's completely fine to use someone else maps as inspiration though your point is kinda weak as it doesn't provide a valid reason, i would say the same about caren's map, it doesn't change the fact that the bg is unrelated to the song after a long hiatus i come back and rank this. so i changed that!

Mazziv wrote:

at the timing where i started this mapset i had little to no time so i went with a cut version.
i mean, i think you can do it better by cutting the ending part of the song and merging it with the end of the first chorus. it's a very common technique. the current cut sounds poorly done tbh i really dont know how to make it better,i bought the song but i cant find a way to change the ending in a way that it fits

[]

those are the reasons that are holding me back from nominating this. of course you don't have to change your map if you think my points are invalid or maybe you like the map the way it is, though i don't think i'm going to nominate this map in its current state
Doormat
ok i'm 4 months late lol

[General]
  1. any reason why gders aren't in the diff names?
[Easy]
  1. 00:24:865 (3,4) - music has same vocal emphasis as 00:22:465 (3) - so follow same rhythm would be good idea yes
  2. 0:46:465 (3,4) - while ds is maintained, it looks a bit off compared to the rest of the map because of how close the slider borders are to each other. is it possible to change the angles to make them look less claustrophic?
[Normal]
  1. 00:44:965 (5,6,1) - three 1/2 rhythms in succession at 200 bpm might be pushing it a bit too much. can you simplify (5,6) into a 1/2 slider instead?
[Hard]
  1. 00:30:865 (1) - 00:32:065 (1) - 00:33:265 (1) - holy shit you don't need the finishes on the repeats/slider end, it sounds waaaaay too loud. just putting a finish on the slider start is good. alternatively, you can change the finishes on the repeats/slider end to whistles; that would work better than finishes
  2. 00:34:465 (1,2,3,4) - you could move the (3) closer so that (1,2,3,4) forms a square formation
  3. 00:35:665 (1,2,1,2) - this density decrease is incredibly underwhelming. after coming off of the bridge with an intense rhythm, this simplified rhythm for vocals breaks the excitement of the song. i highly recommend reworking the rhythm here; maybe follow the guitars or drums instead
  4. 00:40:465 (1,2,1) - 00:43:165 (1) - ^yeah
  5. seriously though, it starts to get more intense again at 00:44:665 (2) - so the density decrease at the beginning of the kiai just comes across as underwhelming and off
[Insane]
  1. 00:31:165 (3) - a whistle works more effectively than a finish tbh; there's no loud cymbal crash or anything so a finish for the sake of a finish ends up sounding out of place
  2. 00:32:365 (3) - 00:33:565 (3) - ^yeah
  3. 00:37:765 (4,5,1) - 1/4 spacing is too high and out of place given the rest of the map's spacing. highly recommend you nerf the spacing, or delete the (5)
hard kiai needs a bit of reworking; fix it and call me back after 1-2 mods
ReFaller
@Doormat Modding people prefered circle rather than slider and i'm okay with it.
Topic Starter
Mazziv

Doormat wrote:

ok i'm 4 months late lol

[General]
  1. any reason why gders aren't in the diff names?
originaly all diffs were named ''difficulty_sk'' because caren's map inspired me mapping the song so i just wanted to leave it as a small thanks but its too confusing so i rolled with lowcaps std diffnames

[Easy]
  1. 00:24:865 (3,4) - music has same vocal emphasis as 00:22:465 (3) - so follow same rhythm would be good idea yes yes but the vocals are clearly 1/2 thats why i made them 2 1/2 sliders
  2. 0:46:465 (3,4) - while ds is maintained, it looks a bit off compared to the rest of the map because of how close the slider borders are to each other. is it possible to change the angles to make them look less claustrophic? fixd! (i think)

[Insane]
  1. 00:31:165 (3) - a whistle works more effectively than a finish tbh; there's no loud cymbal crash or anything so a finish for the sake of a finish ends up sounding out of place done!
  2. 00:32:365 (3) - 00:33:565 (3) - ^yeah yea
  3. 00:37:765 (4,5,1) - 1/4 spacing is too high and out of place given the rest of the map's spacing. highly recommend you nerf the spacing, or delete the (5) deleted 5!
hard kiai needs a bit of reworking; fix it and call me back after 1-2 mods Will do fam!
Nowaie
In this song vocals are extremely important when it comes to the general intensity. The slow long sliders fit the change from the shouting really well. It might break the excitement but it fits to the change really well since the song kinda loses it's intensity as well. No changes regarding that.

EDIT:

Doormat wrote:

  1. 00:30:865 (1) - 00:32:065 (1) - 00:33:265 (1) - holy shit you don't need the finishes on the repeats/slider end, it sounds waaaaay too loud. just putting a finish on the slider start is good. alternatively, you can change the finishes on the repeats/slider end to whistles; that would work better than finishes Oh damn, these finishes were supposed to be on the drum sampleset. No wonder why they were too much for the song ^^'. I changed that so if they still are too loud just let me know
  2. 00:34:465 (1,2,3,4) - you could move the (3) closer so that (1,2,3,4) forms a square formation Fixed
Thanks for the mod

Update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 30828
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.999999

[Metadata]
Title:All For None And None For All
TitleUnicode:All For None And None For All
Artist:Zebrahead
ArtistUnicode:Zebrahead
Creator:Mazziv
Version:Hard
Source:
Tags:DTM9 Nowa ReFaller cut version Phoenix
BeatmapID:1232223
BeatmapSetID:582254

[Difficulty]
HPDrainRate:5
CircleSize:3.4
OverallDifficulty:6.5
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"anime mafia gone wrong.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2065,300,4,2,1,70,1,0
11665,-133.333333333333,4,2,1,70,0,0
21265,-100,4,2,1,70,0,0
30865,-100,4,2,1,70,0,0
35665,-100,4,2,1,70,0,1
52315,-100,4,2,1,70,0,0


[Colours]
Combo1 : 149,160,189
Combo2 : 84,73,129
Combo3 : 73,107,199
Combo4 : 116,5,22

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308,149,39565,2,0,P|259:93|182:74,1,150,10|8,0:0|0:0,0:0:0:0:
52,235,40165,2,0,P|50:198|62:163,1,75,8|8,0:0|0:0,0:0:0:0:
147,210,40465,6,0,L|171:381,1,150,2|10,0:0|0:0,0:0:0:0:
340,275,41065,2,0,L|316:104,1,150,0|10,0:0|0:0,0:0:0:0:
131,205,41665,6,0,L|155:376,1,150,0|10,0:0|0:0,0:0:0:0:
327,278,42265,2,0,L|315:192,1,75
222,190,42565,2,0,L|245:358,1,150,10|0,0:0|0:0,0:0:0:0:
464,339,43165,6,0,B|491:192|491:192|448:40,1,300,10|10,0:0|0:0,0:0:0:0:
255,38,44065,6,0,L|300:200,1,150,2|10,0:0|0:0,0:0:0:0:
469,270,44665,2,0,L|483:190,1,75,10|2,0:0|0:0,0:0:0:0:
386,214,44965,1,10,0:0:0:0:
372,310,45115,1,10,0:0:0:0:
279,278,45265,6,0,L|185:267,1,75,6|0,0:0|0:0,0:0:0:0:
114,323,45565,2,0,P|102:281|67:246,1,75,10|0,0:0|0:0,0:0:0:0:
0,193,45865,2,0,P|22:163|31:127,1,75,2|0,0:0|0:0,0:0:0:0:
82,36,46165,1,10,0:0:0:0:
180,73,46315,1,0,0:0:0:0:
271,20,46465,6,0,P|309:35|361:35,1,75,4|0,0:0|0:0,0:0:0:0:
408,120,46765,2,0,P|370:135|318:135,1,75,8|0,0:0|0:0,0:0:0:0:
242,185,47065,2,0,P|282:212|312:249,1,75
277,334,47365,1,8,0:0:0:0:
176,365,47515,6,0,P|114:327|69:245,1,150,4|0,0:0|0:0,0:0:0:0:
134,176,47965,2,0,P|161:202|175:236,1,75,10|0,0:0|0:0,0:0:0:0:
30,168,48265,1,0,0:0:0:0:
88,81,48415,1,0,0:0:0:0:
193,89,48565,2,0,P|235:90|277:76,1,75,10|0,0:0|0:0,0:0:0:0:
354,24,48865,6,0,L|368:117,1,75,6|0,0:0|0:0,0:0:0:0:
467,76,49165,2,0,L|453:169,1,75,10|0,0:0|0:0,0:0:0:0:
509,240,49465,1,0,0:0:0:0:
509,240,49615,1,8,0:0:0:0:
437,322,49765,1,8,0:0:0:0:
284,315,49915,6,0,L|125:307,1,150,14|0,0:0|0:0,0:0:0:0:
58,223,50365,2,0,L|137:219,1,75,10|0,0:0|0:0,0:0:0:0:
218,158,50665,1,2,0:0:0:0:
218,158,50815,1,10,0:0:0:0:
155,55,50965,1,8,0:0:0:0:
303,88,51115,6,0,B|382:100|382:100|458:84,1,150,14|0,0:0|0:0,0:0:0:0:
510,163,51565,2,0,L|420:183,1,75,10|2,0:0|0:0,0:0:0:0:
304,210,51865,2,0,P|331:234|349:267,1,75,2|2,0:0|0:0,0:0:0:0:
337,355,52165,1,10,0:0:0:0:
432,257,52315,1,12,0:0:0:0:
Miquella
anime feet
Topic Starter
Mazziv

zev wrote:

anime feet
no shoes allowed
Topic Starter
Mazziv
Set is not dead,just waiting for doormat re-check but he is busy with school so gonna take a while
Doormat

DTM9 Nowa wrote:

In this song vocals are extremely important when it comes to the general intensity. The slow long sliders fit the change from the shouting really well. It might break the excitement but it fits to the change really well since the song kinda loses it's intensity as well. No changes regarding that.
i strongly disagree; while song vocals do have a factor when it comes to general intensity, you also cannot ignore the instrumentals. by ignoring the instrumentals and going straight for the vocals you end up simplifying the song to something that one would expect in an Easy or Normal difficulty, not a Hard difficulty. your argument would be stronger if you hadn't made the second half of the chorus (starting at 00:44:665 (2) - ) more instrumental focused, which ends up clashing too much with the much less dense first half.

everything else is fine enough, i guess, but i don't agree with the logic for the oversimplified first half of the chorus in the Hard diff.
Miquella
spacing is immensely higher than a Normal nor an Easy difficulty you cannot really use that as a comparison imo

1/1 sliders fit the vocals quite nicely because naturally how sliders work they tend to make flow feel more loosely
which compliments the swinging feel of the vocals well i would say, just making it more dense for the sake of being a Hard difficulty is rather lame as this way raises song expression alot
Doormat

zev wrote:

spacing is immensely higher than a Normal nor an Easy difficulty you cannot really use that as a comparison imo

1/1 sliders fit the vocals quite nicely because naturally how sliders work they tend to make flow feel more loosely
which compliments the swinging feel of the vocals well i would say, just making it more dense for the sake of being a Hard difficulty is rather lame as this way raises song expression alot
i never explicitly said 1/1 sliders couldn't work, i said that the rhythm needs some reworking. i didn't say anything about flow either, so your comment about how sliders make flow feel more loosely is irrelevant to the conversation.

the map has a dense use of 1/2 spacing which it uses to build up intensity. that comes with an expectation that the chorus would at the very least keep that level of intensity, since it's the climax of the song. instead, the choice of the 1/1 gap in between those vocal notes at the start of the chorus breaks that feeling of intensity and it ends up feeling underwhelming. it's only exacerbated further when the density of the second half of the chorus is increased by that much. it creates a disparity between the two halves, and it results in the chorus feeling inconsistent with itself.

if a 1/1 gap was used at a less intense section of the song (like what you did at 00:30:865 (1,2,1,2,1,2) - ) i think it could work well, but i don't think that would work in the chorus's case since this is a really aggressive punk-rock song.

if you wanted to map to vocal emphasis, then make that more obvious and don't blend the instrumental track with the vocal track so much in the second half of the chorus. alternatively, and this is what i recommend you do, you could quite literally add a few stacked circles in between some of the 1/1 sliders to maintain the swinging feel of the vocals while making the density feel much more appropriate but hey apparently i have to spoonfeed you the answer.


then again this is just my opinion, and if you don't like what i'm suggesting then don't apply it. i still expect a response from the mapper and not from one of his friends to try and justify his mapping for him.

edit: fwiw the 1/1 gap at 00:39:265 (1,2,3) - works really well here.
Nowaie
Thanks for the passive aggressive feedback. Professional just like a BN should be :)

Also I don't even really know who zev is to begin with nor have I even talked to him directly afaik so his opinion is either presented by himself considering Mazziv only asked him to check the map



Doormat wrote:

i strongly disagree; while song vocals do have a factor when it comes to general intensity, you also cannot ignore the instrumentals. by ignoring the instrumentals and going straight for the vocals you end up simplifying the song to something that one would expect in an Easy or Normal difficulty, not a Hard difficulty.
The instrumentals aren't completely ignored at least Imo as the sliders do end on the snares (Though this is kinda subjective as you might see ignoring as not having anything clickable). Overall I haven't left any that prominent beats forgotten but they simply aren't as important as the vocals to me. Also considering the fact that I'm focusing on the vocals I think the simplification makes sense in this case.


Doormat wrote:

your argument would be stronger if you hadn't made the second half of the chorus (starting at 00:44:665 (2) - ) more instrumental focused, which ends up clashing too much with the much less dense first half.
Overall the second half isn't really focusing on the instrumentals any more than the first one. The vocals are still begin prioritized but they are just more dense than on the first half which might give a feeling that the mapping is focusing on the instrumentals which is not the case. There are few points though where I do change the focus on the instrumentals briefly (Most notably on this 00:49:615 (4,5) - kind of snares) but the drums are much, much more prominent there as they break up the stale general drum pattern the chorus has which imo makes it justified. The problem when considering the first half? There aren't that kind of special instrumental patterns in the first half.


Doormat wrote:

the map has a dense use of 1/2 spacing which it uses to build up intensity. that comes with an expectation that the chorus would at the very least keep that level of intensity, since it's the climax of the song. instead, the choice of the 1/1 gap in between those vocal notes at the start of the chorus breaks that feeling of intensity and it ends up feeling underwhelming. it's only exacerbated further when the density of the second half of the chorus is increased by that much. it creates a disparity between the two halves, and it results in the chorus feeling inconsistent with itself.
The mapping represents the vocals really well since they do slow down in a way and then speed up again. There is a clear disparity between the halves when it comes to vocal density especially (also the second half has more prominent instrumental patterns as I have mentioned before)


Doormat wrote:

if a 1/1 gap was used at a less intense section of the song (like what you did at 00:30:865 (1,2,1,2,1,2) - ) i think it could work well, but i don't think that would work in the chorus's case since this is a really aggressive punk-rock song.
The chorus does not have the same aggressive intense punk rock singing nor the guitar riffs the other intense parts of the song have.


Doormat wrote:

if you wanted to map to vocal emphasis, then make that more obvious and don't blend the instrumental track with the vocal track so much in the second half of the chorus. alternatively, and this is what i recommend you do, you could quite literally add a few stacked circles in between some of the 1/1 sliders to maintain the swinging feel of the vocals while making the density feel much more appropriate but hey apparently i have to spoonfeed you the answer.
Apparently I have to spoonfeed you that I'm not blending the instrumental track intentionally aside those few points which are justified Imo to the second half. The vocals just happen to land mostly on the same places as the instrumentals do since they (vocals) are more dense.


Doormat wrote:

First of all that would ruin the core idea by throwing in random clickables to the vocals. Secondly that example is actually an overmap as 00:36:115 - doesn't have a distinct beat. Thanks for the great suggestion


Doormat wrote:

then again this is just my opinion, and if you don't like what i'm suggesting then don't apply it. i still expect a response from the mapper and not from one of his friends to try and justify his mapping for him.
I was bit too busy with my maths courses so I wasn't able to respond to this earlier ^^ But there ya have it
Doormat
okay then, i got an answer i’m mostly satisfied enough with and since there’s nothing else holding this map back i don’t see any point in holding it back. willing to give this a shot at ranked, so here’s the bubble.

i’m sorry if my post seemed passive aggressive to you since that wasn’t my intention; while i understand that it is technically an overmap i’m suggesting, i still believe that it would have been the most optimal solution to help balance out the map’s feeling of intensity while maintaining the same core ideas you had in mind there.
Kalibe
from 00:49:915 (1) - claps are missing on places which should be used. it kinda ruins feedback for song uwu

also in easy diff same thing
Topic Starter
Mazziv

Kalibe wrote:

from 00:49:915 (1) - claps are missing on places which should be used. it kinda ruins feedback for song uwu

also in easy diff same thing
how does it ruin feedback? i dont think adding claps will change much tbh
Doormat

Mazziv wrote:

Kalibe wrote:

from 00:49:915 (1) - claps are missing on places which should be used. it kinda ruins feedback for song uwu

also in easy diff same thing
how does it ruin feedback? i dont think adding claps will change much tbh
actually i agree with kalibe; i could’ve sworn they were in there before. just compare the hitsounding there to the hitsounding in the Hard for example, and you can see that the use of claps has a very significant impact on the map. it’s not like this is something that isn’t very difficult to change either.....
Topic Starter
Mazziv
everything fixd!
Natsu
sorry for the delay
Topic Starter
Mazziv
thanks natsu <3
Kagetsu
it took so long LOL

gratz
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