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Ocelot - KAEDE

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UndeadCapulet
technical difficulties
we'll be back soon
Nao Tomori
it was hard to detect cuz when u MA it u have to set it to 1/16th cuz theres a ton of 1/16th intended snaps lol
-Visceral-

Naotoshi wrote:

it was hard to detect cuz when u MA it u have to set it to 1/16th cuz theres a ton of 1/16th intended snaps lol
idk honestly with clearer hitsounds it was extremely easy to hear when watching the map tbh
Topic Starter
Hollow Wings

Theaceae wrote:

Actually wait 03:16:131 (1) is snapped to 1/16 in EX EX fucj sorry for this stupid mistake, fixed.

EDIT: I feel like this issue was hard to detect mainly because of the hitsound volume. I understand that you probably did quieter hitsounds because of the buzz sliders, so maybe have 2 samples or something? I only realized the slider i linked after watching it in ctb with different hitsounds and hearing a delay
[Mahua]
老哥怎么死于bug
UndeadCapulet
this time i looked at the map!
Kawashiro
again
Nao Tomori
change kawa's diff to Kawa's EX ..
Kawashiro

Naotoshi wrote:

change kawa's diff to Kawa's EX ..
Stop to break my diff's originality

I'd talk about this with her. She said my diff is too easy to get this name. Actually only me did typical, simple and easy things bcuz of her request so I can accept "Extra" diffname lol
fieryrage
03:27:487 (1) - why is this like 0% volume on moechos xd
Topic Starter
Hollow Wings

fieryrage wrote:

03:27:487 (1) - why is this like 0% volume on moechos xd check 00:12:233 (1) - in case of you missed it and come up with that in a sudden at later part. and that's because she do not want to emphasis those addtional taiko beats stronger than common drum track, so that volume setting shall be in that low level.
2zz

kyk ex


02:28:504 (3,4,1) - and 03:15:453 (2,3,4) - broken stacks
nokd
Topic Starter
Hollow Wings

2zz wrote:

kyk ex


02:28:504 (3,4,1) - and 03:15:453 (2,3,4) - broken stacks this is an editor bug which happened when you save the progress of your map and then some objects will be moved a bit. that will countinue happening however you fix things like this, so just ignore those nazi issues, it won't effect the map itself really much.
nokd
defiance
I Think The Sliders In This Map Are Quite Fast
Lasse

UndeadCapulet wrote:

this time i looked at the map!
Kawashiro
congratz
VINXIS
sooner or later people will start buffering sliders not because of whiny singletappers but because of hardware limitations O.O

> goes against the song in every conceivable way if u dont use unbuffered sliders
> all if not most players have to hit early to hit the notes because of errors that are not in their control

What
Yunomi
buffer
Yunomi
can u guys start buffering sliders or just dont map at all. dead game. peaked in 2014, cya. Perma ridin the wave. Imagine spending all ur life on osu when u could be out there grinding hard $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ :o $$$$$$$$ gucci gang shit niBBa
Nathan

UndeadCapulet wrote:

buffering literally goes against the song in every conceivable way, please stop telling people to do it

hello


this pic was me getting a full 300 on a stationary 1/16 repeat


this pic was me sliderbreaking on a stationary 1/16 repeat

goodbye
_handholding
the repeats do make things really unforgivable and would go well received if they were removed. The only con I can see by buffering the sliders is that it makes things less challenging for those that want one; even then I don't think it would be missed too much
UndeadCapulet
there are a million cons. the whole point of buzzsliders is that theres a continuous stream of sounds all the way to the next object. when you buffer sliders you remove a play experience that shows off that constant stream, from both the rhythm (players dont have to hold the key the whole time) and the cursor motion (players get to leave the slider way before all the beats are finished and dont get to feel any connection to the next object). and it sounds stupid in hitsounding. buffering automatically makes your map worse as far as im concerned

i dont care if you buffer buzzsliders in your own maps, just please stop running around telling other people that theyre supposed to do it, bc it does indeed go directly against the music in every conceivable way
RLC
Hello, I'm an new osu player I come from a very conservative country and I'm currently renting a room in downtown Tokyo. Ithink the rent is surprisingly cheap compared to where I come from (im renting a high room in one of the tallest buildings) but I share the building with the landlord. The landlord seemed like a normal man, but today when I come home I find him in the living room having sex with some blond girl and he asked me if I wanted to watch. I politely declined and went to my room and watched some anime. I think this is very weird and this would never happen in my country (you would probably be arrested bythe religous police). I'm wondering if this is normal behavior in Japan? And how do I ask him to stop?

abboud
Sent from my iPhone
ac8129464363
is it really worth it if most people are just going to straight up break or press early to avoid breaking, not exactly following the song anyways? it seems to me that you're exaggerating how much a player would notice a brief gap as opposed to dealing with an unbuffered slider

abboud
Sent from my iPhone
UndeadCapulet
it seems to me that you're exaggerating how hard it is to play an unbuffered slider
the brief gap is definitely noticeable, there's no reason to force mappers to conform to pure playability mentalities, especially when they hinder song expression so much
VINXIS
can u regard the fact that u need to hit in the 100 range for some sliders to even get a 300 on it or that there is such a thing such as hardware limitations??????????????? WHAT

this is a rhythm game im supposed to be playing to the rhythm Loooooooooool

>punished for playing on time

What............................................

the reason mappers buffer their sliders is so that their maps are properly playable to the rhythm but Ok


i would kinda need proof that it expresses the song SO MUCH that its worth to make a rhythm game not play like a rhythm game because im sure almost nobody sees it that way but then again its a dead game anyway no1 cares bout osu anymore it peaked in 2014 anyway Lol

Sent from my Blackberry
Scub
im a cat meow
Shii

ScubDomino wrote:

im a cat meow
HI im a cat meow, I'm dad
UndeadCapulet
what

it doesnt matter if a buzz is buffered or not, the chance of getting a sliderbreak from a reverse arrow cutting out the hitwindow is the same

buffering only affects when you can leave a buzzslider, if anything it makes it harder for people to click early. the only way to keep that hitwindow-clipping from happening is by not using buzzsliders at all

people dont buffer buzzsliders to make clicking the next object easier, they buffer them so they dont have to hold their key down the entire time until the next object
Yunomi

UndeadCapulet wrote:

what

it doesnt matter if a buzz is buffered or not, the chance of getting a sliderbreak from a reverse arrow cutting out the hitwindow is the same

buffering only affects when you can leave a buzzslider, if anything it makes it harder for people to click early. the only way to keep that hitwindow-clipping from happening is by not using buzzsliders at all

people dont buffer buzzsliders to make clicking the next object easier, they buffer them so they dont have to hold their key down the entire time until the next object
Sent from my iPhone
Izzywing
broken game please fix
ConsumerOfBean
ive got some issues in this normal
nothing objectively unrankable but i really find a lot of this diff questionable at best..

00:21:216 (1) - the gap here seems too short considering this map usually uses 4/1 rhythms... start spinner a measure earlier and have it go for 2 measures to fix
the use of .9 spacing is jarring and gives a very weird feeling, plus i don't really see the point of it
00:45:622 (1,2) - these two sliders seem to have no correlation with how or why anchor points are used, leaving this feeling of random movement which doesn't really play well in this diff. also, the 1/1 gap is incredibly weird considering the majority of the map uses 4/1 sliders.. i'd increase it to a 2/1 gap.
00:52:402 (2,3) - not gonna lie this overlap is ugly :/
00:53:758 (3,1) - another 1/1 gap but this one fits a bit better so its ok i guess
00:56:470 (1,1,1) - i don't really understand your logic with these slider angles (this applies to the whole section). maybe i'm missing something but they seem kinda randomized and nonsensical
01:18:165 (1) - i have no idea why this section is so lightly mapped.. its still kiai but it gets much easier???
01:49:351 (1,2) - i'd suggest just removing this.. this might throw players off too easily and doesn't feel right with the slider ending on the downbeat.
01:58:843 (1) - push this back 2 beats to allow for a wider gap between the spinner and slider and also to represent the beginning of the static (or at least what i hear as the beginning?)
02:23:249 (1,2) - same as 00:45:622 (1,2) -
02:31:385 (3) - this slider is confusing because the most "major" noise in it is the downbeat but the anchor is at the beat before which i feel really doesnt represent that large noise on the downbeat at all
02:55:792 (1) - same as before, i'd really up this rhythm for at least some form of consistency..
Shohei Ohtani
man that sucks
Kilabarus
Sounds Good, Doesn't Work
Xinnoh
Regarding the buffered slider things, it would be more reasonable if all sliders consistently had their tails closest to the next object. It would make it more playable and still doesn't use buffering.

Here are some examples of non-buffered slider distance snaps:
00:57:317 (2,3) - 01:08:165 (2) - 2x
01:00:029 (2) - 01:02:741 (2) - 1x
01:00:538 (1) - 01:03:631 (2) - 0x

Changing sliders with 1/8 gaps that have 2x distance (closer to the head) to 1x distance (closer to tail) would be more fair to the player since they'd be able to keep their cursor on the previous slider circle for slightly longer.
VINXIS
its not a matter of human skill its a matter of hardware being shite

forgot to say but nathan's problem is completely different from buffered sliders, but the main reason such a thing is a problem is the same reason as unbuffered sliders are a problem, and they are closely related
hardware input, output, and transfer has LATENCY, buffering sliders and not using sliders with 0.000000000000000000000000000000000000000000000000000001 ms repeats is supposed to combat this latency error

the problem isnt that humans are not good enough to play them
the problem is that hardware is not good enough to handle it

and BECAUSE the hardware is not good enough to handle such technicalities, the game ends up not becoming a rhythm game because u arent even playing to the rhythm at that point anymore

theres a reaason UR sub 50 is inhuman/luck and its mostly because of hardware

in this regard, the chance of sdliderbreak due to a reverse arrow is NOT the same because hardware issues cause players to stay on the note longer than intended and hit the next note late, OR hit the 1/16 not early BECAUSE the latency between hardware does not allow players to hit notes timely

i mean we cOULD just disregard all bugs and just start mapping auto-fail maps while we'r at it Tho,m or maybe ur from Wakanda and got that usb 6.3 0 ms LATENCY
winber1
Monstrata

Mishima Yurara wrote:

its not a matter of human skill its a matter of hardware being shite

forgot to say but nathan's problem is completely different from buffered sliders, but the main reason such a thing is a problem is the same reason as unbuffered sliders are a problem, and they are closely related
hardware input, output, and transfer has LATENCY, buffering sliders and not using sliders with 0.000000000000000000000000000000000000000000000000000001 ms repeats is supposed to combat this latency error

the problem isnt that humans are not good enough to play them
the problem is that hardware is not good enough to handle it

and BECAUSE the hardware is not good enough to handle such technicalities, the game ends up not becoming a rhythm game because u arent even playing to the rhythm at that point anymore

theres a reaason UR sub 50 is inhuman/luck and its mostly because of hardware

in this regard, the chance of sdliderbreak due to a reverse arrow is NOT the same because hardware issues cause players to stay on the note longer than intended and hit the next note late, OR hit the 1/16 not early BECAUSE the latency between hardware does not allow players to hit notes timely

i mean we cOULD just disregard all bugs and just start mapping auto-fail maps while we'r at it Tho,m or maybe ur from Wakanda and got that usb 6.3 0 ms LATENCY
Any evidence to back this up?
VINXIS
common sense suggests that hardware has latency, combine the latencies with your mouse/tablet with ur keyboard, audio driver, audio peripheral, video driver, and monitor, and u got a pretty significant size

idr most of the threads since they were since like 2014 and osu!'s search is acutally garboo, but here are specifics

t/208094
https://www.reddit.com/r/osugame/commen ... d_and_how/
t/153515
https://superuser.com/questions/317217/ ... b2-0-drive
https://superuser.com/questions/16893/d ... ond-faster
https://docs.microsoft.com/en-us/window ... ency-audio
https://www.rtings.com/monitor/tests/in ... rison_1436

how would 0 latency hardware even work,,,,, what the hell bros?
Monstrata

Mishima Yurara wrote:

common sense suggests that hardware has latency, combine the latencies with your mouse/tablet with ur keyboard, audio driver, audio peripheral, video driver, and monitor, and u got a pretty significant size

idr most of the threads since they were since like 2014 and osu!'s search is acutally garboo, but here are specifics

t/208094
https://www.reddit.com/r/osugame/commen ... d_and_how/
t/153515
https://superuser.com/questions/317217/ ... b2-0-drive
https://superuser.com/questions/16893/d ... ond-faster
https://docs.microsoft.com/en-us/window ... ency-audio
https://www.rtings.com/monitor/tests/in ... rison_1436

how would 0 latency hardware even work,,,,, what the hell bros?
Yes, but can you point to specifics in the map and stuff? And can you say that whatever latenc etc.... the map demands is too hard / unreasonable for people to hit? I'm not saying ur stuff is wrong at all, but ur just listing a bunch of resources for why latency exist but not for why it negatively affects this map in particular.
Pachiru
when osu meet maths
VINXIS
oh in the map lol i thought u meant proof that latency exists in hardware and i was bewildered

all the unbuffered 1/8 sliders
all the 1/16 sliders

1/16 hitwindow is 21 ms
1/8 hitwindow is 42 ms

the 2nd question makes it sound like u dont know what latency Actually is tho; Latency is not a skill,, it doesnt make sense to say that a map demands hard latency, latency is a time interval of delay that is prevalent in all hardware

the latency required for these sliders is very minimal and for most players it will quite literally be RNG because of such hardware limits, tho there are some players who use high quality graphics cards, keyboards, video cards, e.t.c but Yall ForReal? Spending 2k CAD on osu btw

also i think it speaks for itself why latency would negatively affect a rhythm game............... delayed responses due to hardware in a game that requires timing is Lol, this negatively affects all maps due to timing window constraints it causes

i dont acutally care about the map btw i just wanted to make sure that people realize that this is an actual thing and this is the original/main reason mappers buffered sliders my first post before this was even ranked wasnt Srs Lol but uc never responded to my How Tho so gl osu dead game anyway peaked in 2001

sent from my telegram
_handholding
has VINXIS been secretly smart all this time!?!?!?!?
Monstrata

Mishima Yurara wrote:

oh in the map lol i thought u meant proof that latency exists in hardware and i was bewildered

all the unbuffered 1/8 sliders
all the 1/16 sliders

1/16 hitwindow is 21 ms
1/8 hitwindow is 42 ms

the 2nd question makes it sound like u dont know what latency Actually is tho; Latency is not a skill,, it doesnt make sense to say that a map demands hard latency, latency is a time interval of delay that is prevalent in all hardware

the latency required for these sliders is very minimal and for most players it will quite literally be RNG because of such hardware limits, tho there are some players who use high quality graphics cards, keyboards, video cards, e.t.c but Yall ForReal? Spending 2k CAD on osu btw

also i think it speaks for itself why latency would negatively affect a rhythm game............... delayed responses due to hardware in a game that requires timing is Lol, this negatively affects all maps due to timing window constraints it causes

i dont acutally care about the map btw i just wanted to make sure that people realize that this is an actual thing and this is the original/main reason mappers buffered sliders my first post before this was even ranked wasnt Srs Lol but uc never responded to my How Tho so gl osu dead game anyway peaked in 2001

sent from my telegram
??? Universal offset exists. If you're consistently getting 15ms delay due to latency you account for that through adjusting offset. So I guess what you really mean is that 21ms is somehow unfair as a timing window? But at OD 10 you only have 1 +/- 19.5ms hitwindow anyways?

So what is your solution? Removing even more repeatsor something? I'm actually still confused since this isn't the same issue Nathan brought up (which isn't going to be fixed by removing repeats anyways).
Gored
what
Etsu
ReFaller
Lubię Hollow Wings
Vulkin
Welp, it got to rank at least
i guess its already done anyway so

grats HW for rank
pw384
gratz and enjoy slider breaks ctb
TrashTheMapping


Maybe best PP farm for CTB
Vulkin
lol what
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