Let's keep this civil and find a concrete solution for the concerns from everyone. Disqualified for now.
The reason for disqualification is? I mean, seriously.Starry- wrote:
Let's keep this civil and find a concrete solution for the concerns from everyone. Disqualified for now.
The fuck? You can DQ without saying what do we have to fix? Are you serious man?Starry- wrote:
Let's keep this civil and find a concrete solution for the concerns from everyone. Disqualified for now.
Can't do it tho bcoz I have no folder to delete >.<XVoIR wrote:
@up Had the same problem, deleting map folder and downloading again few times fix'd it
Well with the last slider, it's only a bug that WE CAN'T fix. At least we can put slidertick 1, if they don't wanna solve it.Okoratu wrote:
the last slider
and the Snapping in the GUITAR ONLY part
are more than enough to start finding a solution
I disqualified the map as there is a discussion that needs to take place about the whole snapping situation at 03:37:396 - , along with the tick rate and drain with HR. Perhaps I should've mentioned that in my original post, but as you all were discussing it beforehand I simply assumed you knew what was up. Regardless it would have been disqualified anyways for the drain.RikiH_ wrote:
(Best english) Note that I don't want to sound rude or anything. I just don't like when people come here and "omg clean you ears" without even trying to help.
This said, if you decide to DQ a map, at least make clear what we have to fix. You can't just post "DQed for now, bye", it doesn't help at all and it's frustrating
The thing is with this, the guitar really does sound like (to me, at least) a really loose 1/3. I'd argue it would be a lot easier for the player to "mentally fill in" the 1/3 that it would be to fill in the 1/4, simply because the guitar is being played at the loose 1/3 itself. Obviously the guitar being so loose is near impossible to map accurately and still be decent to play, but the main decision here now that needs to take place is whether to make this 1/4 or 1/3.Charles445 wrote:
So here's the deal, the only semi-reliable beat in that entire section is the white ticks. The very highest pitch the guitar reaches every time.
As it is now, the player is waiting for each white tick, and mentally filling in the rest as 1/4.
If it were mapped 1/3, the player would still have to mentally fill in the rest, just as 1/3 this time.
It sucks equally either way.
This sort of thing doesn't have a "good" or "correct" solution, usually. Just the "least shit" one.
If you ask me, I'd rather be doing 1/4.
Got it, it's fine then, let's wait for more opinions. Oh, thank you Charles for your reply.Starry- wrote:
I disqualified the map as there is a discussion that needs to take place about the whole snapping situation at 03:37:396 - , along with the tick rate and drain with HR. Perhaps I should've mentioned that in my original post, but as you all were discussing it beforehand I simply assumed you knew what was up. Regardless it would have been disqualified anyways for the drain.
Things such as "clean your ears" or "listen carefully" really isn't constructive either, I agree.
This is pretty much what I was about to type lmao. It sounds a loooot closer to the actual music to me when you use 1/3 to map it instead of 1/4, where the player needs to make up the "conflicting beat" to tap along to, at least up to 03:56:596 - where the drums come back.Starry- wrote:
The thing is with this, the guitar really does sound like (to me, at least) a really loose 1/3. I'd argue it would be a lot easier for the player to "mentally fill in" the 1/3 that it would be to fill in the 1/4, simply because the guitar is being played at the loose 1/3 itself. Obviously the guitar being so loose is near impossible to map accurately and still be decent to play, but the main decision here now that needs to take place is whether to make this 1/4 or 1/3.
My proposed solutionKayne wrote:
So, I listened to that part using 25% playback rate. The guitar actually is not 1/4. Probably the rhythm that dqs01733 suggested is almost right, but following it would make the map completely unplayable. Honestly, I can't notice any problem while listening/playing that part, and I think 1/4 is more playable than that rhythm. Maybe we can fix some parts that sound completely off, idk.
thanks to riki translator SRL.
That can go for me.dqs01733 wrote:
My proposed solutionKayne wrote:
So, I listened to that part using 25% playback rate. The guitar actually is not 1/4. Probably the rhythm that dqs01733 suggested is almost right, but following it would make the map completely unplayable. Honestly, I can't notice any problem while listening/playing that part, and I think 1/4 is more playable than that rhythm. Maybe we can fix some parts that sound completely off, idk.
thanks to riki translator SRL.
add constant 1/4 hihat rhythm between 03:56:596 - 05:32:596 - , therefore it should be technically correct and every beat is mapped to something. The guitar is kinda flushed out anyways because of all the other instruments so its not really easy to tell the screwed up rhythm, atleast for me it wasnt very clear until i played at 50% playback. So i dont think this would pose any problem to the player
but between 03:37:396 - 03:56:596 - its VERY clear that its something like a 1/3 rhythm, no 1/2 rhythm or anything to "mentally fill in" the 1/4's. deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.
My ears are so clean you can't even imagine. I can easily put every single beat in time. Do you really think that'd be playable? I guess no. Think before speaking, thanks.mithew wrote:
yo clean out your ears why the hell is the solo 1/4
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Sorry? What's the problem? Fully 1/3.Okoratu wrote:
I have no clue how serious 03:39:796 - to 03:55:396 - is supposed to be in your adjustment, Roxas
dqs01733 wrote:
My proposed solution
add constant 1/4 hihat rhythm between 03:56:596 - 05:32:596 - , therefore it should be technically correct and every beat is mapped to something. The guitar is kinda flushed out anyways because of all the other instruments so its not really easy to tell the screwed up rhythm, atleast for me it wasnt very clear until i played at 50% playback. So i dont think this would pose any problem to the player
but between 03:37:396 - 03:56:596 - its VERY clear that its something like a 1/3 rhythm, no 1/2 rhythm or anything to "mentally fill in" the 1/4's. deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.
dqs01733 wrote:
deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.
deetz wrote:
Another possible way to do this could be to map only the drum sounds from 03:37:396 - all the way up to 03:56:596 - with breaks in between each one.
Okoratu wrote:
That was related to placement.
200 bpm 1/3 behaves similarly to 150 bpm 1/4 and considering that your adjustment doesn't look that serious at all
You can be right on that pattern 03:45:796 (1,2,3,4,5,6,1,2,3,4,5,6) - lol but anyway listen the rhythm, it looks weird to me anyway, 1/4 was a lot better imho.Yauxo wrote:
The only thing that's shitty in the new solo is the way youve mapped it, 6.16 -> 6.31.
03:45:796 (1,2,3,4,5,6,1,2,3,4,5,6) - and 03:53:496 (4,1,2,1,2,1) - Really? :v
I bet it'd actually play and look good if you were to put some more effort into it.
Uuh that's nice, let's see if roxas and riki likes itdqs01733 wrote:
ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz
Edit: between 03:37:396 - and 03:56:596 -
We'll see if it's needed~deetz wrote:
yep, that's what I meant lol.
If you do that, I'd just suggest adding breaks between the sets of objects to prevent unfair hp drain.
I wouldn't say it's needed, testing it with Auto, it doesn't drop much due to the reverse sliders and the short little stream, as well as the low HP drain. I wouldn't bother, although it might add a nice effect to add them as breaks, and it is nicer for the player as there are breaks around 1/3 and 2/3 through the map.Kayne wrote:
We'll see if it's needed~deetz wrote:
yep, that's what I meant lol.
If you do that, I'd just suggest adding breaks between the sets of objects to prevent unfair hp drain.
So... I don't really know how you could get sliders like this 03:41:396 (2) - (with a 1/24 snapping I guess?), but they're perfect in my ears. So here's the part with 1/24 ??? sliders.dqs01733 wrote:
ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz
Edit: between 03:37:396 - and 03:56:596 -
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Updated, can we have some opinions? :cRoxas wrote:
So... I don't really know how you could get sliders like this 03:41:396 (2) - (with a 1/24 snapping I guess?), but they're perfect in my ears. So here's the part with 1/24 ??? sliders.dqs01733 wrote:
ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz
Edit: between 03:37:396 - and 03:56:596 -awdadsac123,341,217396,5,0,0:0:0:0:
460,296,219796,5,0,0:0:0:0:
276,182,221396,2,0,L|293:220,3,30
394,123,221671,2,0,L|375:296,1,168.750006437302
376,290,222196,5,0,0:0:0:0:
195,209,224096,2,0,L|178:247,3,30
149,57,224446,1,0,0:0:0:0:
74,168,224596,5,2,0:0:0:0:
405,99,225646,5,0,0:0:0:0:
405,99,225721,1,0,0:0:0:0:
405,99,225796,1,0,0:0:0:0:
194,220,226096,1,0,0:0:0:0:
114,190,226246,2,0,P|151:149|248:158,1,135.000005149842
347,357,226696,1,0,0:0:0:0:
349,323,226771,1,0,0:0:0:0:
351,289,226846,1,0,0:0:0:0:
354,255,226921,1,0,0:0:0:0:
357,221,226996,5,0,0:0:0:0:
229,63,228946,5,0,0:0:0:0:
229,63,229021,1,0,0:0:0:0:
229,63,229096,1,0,0:0:0:0:
153,205,229396,5,0,0:0:0:0:
201,203,230996,6,0,L|184:165,3,30
80,266,231271,2,0,L|100:76,1,168.750006437302
97,98,231796,5,0,0:0:0:0:
383,239,233696,6,0,L|400:201,3,30
430,370,234046,1,0,0:0:0:0:
243,306,234196,5,0,0:0:0:0:
243,306,235246,5,0,0:0:0:0:
243,306,235321,1,0,0:0:0:0:
243,306,235396,2,0,P|306:284|380:277,1,135.000005149842
199,191,235996,2,0,P|136:213|62:220,1,135.000005149842
But iirc RC says something like "Don't put things in the mapset outside the editor, otherwise it will be unrankable" (for example Stack leniency to 0, edited from .osu file, when the minumim from the editor is 2).
So if I am right, should we change the BPM in that part? The only "irregular" thing is the drum. (I'm no more into those things, I don't really remember how we should act here)