ALL OF JARBY'S STAAAAAAAAAAARS!
For your information, I have four kudosu remaining.D33d wrote:
ALL OF JARBY'S STAAAAAAAAAAARS!
Haha, thanks for the stars. While I've let a couple of maps die, this one will not. It's came far enough and it's a means of promoting music, so you can be sure that this'll progress over the next couple of weeks.Cristian wrote:
I'm risky at random uploads.
Hey, thanks for the effort. Glad you enjoyed it too--I did my best to balance the heightened difficulty with actual playability, so it's good to see that it works for the most part. As for the settings, I can worry about them later, since changing them is so trivial.Quiz-chan wrote:
Hi~ just coming by... to say hello.
[General]
Everything's fine.
Yet, this is quite a hard mapset. We might have understood that via chat already, but I just wanted to point it out again, because... I felt like it. To be fair, I shouldn't feel the need to explain this aspect so much, but I keep getting the impression that people have no concept of difficulty tiers and consistence within those; instead, focusing on stupidly easy difficulties, moderately hard/overly hard hards and silly insanes.
[Easy]
Hard settings for an Easy.... meh Yeah, I think I'll bump the settings back down, but I might still keep the AR at 4--that's slow enough as it is.
00:30:789 (2) - New combo here? If the Easy is conceptionally hard, why not at least making the combos short? Besides, it would be consistent compared to the previous patterns. Having a one-slider combo, repeat or not, would be rather fragmented and it also wouldn't make much sense with the combo rotation.
01:25:789 - You are missing a crucial beat here, I suppose. Why not squeezing in a circle somewhere where it looks good? Besides, you did the same here: 01:29:891 (4) . While my easies tend to be kind of hard, I still want to leave space and phrasing. Both patterns in this are a bit more full-on and I don't want to overwhelm the player.
02:03:096 (3) - New combo, please. Otherwise it would become too long and that is not appropriate for an Easy. It's a bit long, but I don't think that it's inappropriately long. I'll ask around.
03:25:148 (2) - You may want to emphasize this new beat with another NC here as well? Again, no. Well, most likely not. Fragmenting things like that would just be odd and go against the phrasing of the music and patterns. I'm not alone in this, but then I'm in a minority when I care about this kind of detail.
Quite hard for an Easy, but still nice to play.
[Normal]
OMG, these settings are an absolute overkill for Normal. This won't get through, lower OD and DR by -x (x>1). You card.
01:32:327 - This little part here feels a little empty, doesn't it? Why not adding a circle (or even better a slider) at 01:32:840 since there's a loud drum sound audible in the background? Besides, it would perfectly fit to the pattern 01:33:609 (1,2,3,4) . This would be too close to a spinner for normal. High tier or not, I usually find it better to leave at least two beats. I might make the following pattern less dense, so that it builds up from nothing.
01:46:430 (1,2) - As for my slider beauty vision, I bet you can improve this blanket a little, huh? You're right, but for some reason, that blanket was being very awkward. Course, I could just draw a long slider as a temporary continuation of (1), so that I can use it as a guide.
02:42:071 (1) - Completely redundant drumfinish on the reverse arrow. I don't hear anything that refers to that sound or which makes the sound be placed right. It's supposed to complement the interval in the melody, as the line to the root note--harmonically, going from the fifth to the root is quite powerful and I wanted to emphasise that. I still want to improve the hitsounding of this section in all diffs anyway, so I'll play with different things.
02:46:173 (1) - Same for the drumclap and -finish on this slider. It's quite clear that the descending figure and finish are there to make it sound final. They're pretty soft anyway, but I could always soften them further.
Very clean diff, so nothing more to complain about, hehe.
[Hard]
01:29:122 (3,4,5) - I somehow noticed a spacing issue here, which is even more unmistakeable when looking at the leap from (4) to (5). Not that this gave me cancer, but I'd really like to see this spaced properly. With the jumps, it's doing the same as [Normal] and [Insane] and the rhythm should be extremely clear. I made sure not to make the jumps as hard as [Insane], but I'll admit that I used symmetry as a basis for the jumps. I'll give this a good think.
01:32:711 (2) - Shouldn't this slider's start be postponed by 1/4 beat? I can't seem to figure out any reason why this should be like that.
01:40:916 (2,2) - Same about these guys. Listen to the melody. The first slider spans one note, but that note flows very smoothly into the next. The sliderend's overmapped subtly, but for the sake of representing the lead line properly and making it flow nicely, I felt that this was completely necessary.
02:37:968 - Same about the drumsounds in this section as mentioned before. Complementary emphasis, doesn't have to sound exactly like the music, finality, I'll try and refine the hitsounds blah blah blah.
03:12:840 (1,2) - What? Really? Either stack properly or space it out (not recommended). Why? It doesn't make much practical difference either way, but I did this to make the top circle align properly with the other two. It looks like a normal stack in-game, only it looks better to me this way.
Quite varying rhythms towards the end, but still enjoyable diff. Not to mention, clean of course. Having said that, if you feel that I could be more consistent towards the end, then I could do that. Of course, I want a logical difficulty curve, but I'll try not to overdo it.
[Insane]
01:48:096 (5,6) - meh.... looks unappealing in the editor.... but whatever, you can leave this, just for the sake of blanketing. Yeah, I'm afraid that this is necessary. If I didn't stack some things manually, you'd definitely hate the results--some stacks end up overlapping with sliders and that looked hideous.
03:23:866 (3,4) - Stack properly. No blanket, so no problem. Yes problem.
It'd look horrible. I know that it's easy to focus entirely on how things look in the editor, but that can cause a lot of misconceptions with how the map works during gameplay.
Just to bolster my point, this would be another pattern with normal stacking:
Whew.... this diff was not as clean as the others. Doesn't mean it lost its fun factor.
Good luck with this, man!
Thank you. My home connection is goosed, so I can't upload any changes yet. However, I'll download the images to my phone and change the background. Glad you enjoyed it!Lally wrote:
hi o3o/ Jarby's req from my Queue
o3o -> must fix
o3o -> suggestions
o3o -> normal things
[General]//No idea why that even needed to exist.
- your BG is: 981x736 wich is not a rankable size o3o here for you: //Oops, thanks. I assumed that Jarby had got that right when he gave me the backgrond.
- I think is better to finish the spinner here in all diffs 03:45:661 - //That would feel bad. The groove stops where I've mapped the spinnerend and it's the climactic point of the song--not the end of the note.
- i think you have an useless file in your folder .3. http://puu.sh/3bP2w.png
[Easy]//That wouldn't follow the lead's phrasing and omitting the last note would feel a bit weak. In terms of presentation, I think that it's good to have a contrast between asymmetry and then blanketing.--too much pretty blanketing can get boring.
- HP and OD -1 imo //They're all 3, unless I forgot to reupload with that. Anything lower than that would be a bit ridiculous.
- 00:18:994 (4,1) - spacing
- 01:00:532 (4,1,2) - spacing //Jumps between combos are fair game, as long as they're still readable and playable and there's a discernable gap. As it is, the slow tempo means that an extra 1/2 gap makes quite the difference.
- 01:24:635 (3,1) - spacing //This one isn't that excusable. I only did it like this for structure, but it's hard to tell that the new combo's aligned with the previous one in that way. I've changed the pattern to something sexier anyway.
- 02:03:096 (3,4,5,6) - again p3p
- 00:49:250(1,2,3) - what about to doing it like this:
[Normal]//Wouldn't really work for me, I'm afraid, for both flow and presentation reasons. To elaborate, I wanted the start of the first chorus to be smooth and descending, spanning the screen and feeling more "final." For the middle of the final chorus, I wanted the symmetry to make the pattern feel stronger and then to make this sexy thing happen.
- HP and OD -1 imo //I don't think that this would make much practical difference, but I'm still deciding. For the record, I've considered how the drain might behave in the soft sections and they really shouldn't become "drain sections." The sliders keep the HP meter stable.
- 00:32:071 - new combo here
- 00:47:199 (6,7) - spacing //While I only really did this for the blanketing, I don't think that the decrease is going to confuse anybody. Changing the spacing would mean having to rework things around it, which is probably more trouble than it's worth.
- 00:54:891 - new combo
- 03:18:481 (8,1) - spacing //combo-to-combo jumps are fair game, especially when the phrases are separated so obviously. The previous pattern ought to point the player towards the next anyway.
- 00:32:071 (7,8,9,10) - what about to place this circles like:
- 03:26:430 (7,8,9,1,2) - what about something like:
That's how I roll.
[Hard][Insane]
- HP -1 //Really shouldn't be an issue, I think.
- 00:56:173 (4,5) - this 2 circles are not good stacked , stack this 2 like all the others
- 03:12:840 (1,2) - same with this 2
//I've already explained the manual stacking and stacking on sliderends is flat-out not happening.
- 00:19:635 (3,4) - stack this 2 circles good ovo imo is better to stack normaly and not like this =v=)
- 00:29:507 (3,4) - same ^
- 01:00:276 (3,4,5,6) - same^
- 01:08:481 (3,4,5,6) - same ^
- 01:48:096 (5,6) - same ^
- 01:52:840 (1,2) - o3o ^ and 03:23:866 (3,4) - and 03:26:045 (5,6) - ; 03:34:250 (5,6) - ; 03:38:225 (3,4) -
- 03:11:302 (3) - what about to stack the slider end with 03:10:404 (8) -
- 00:31:943 - new combo
- 02:55:917 (8) - new combo
- 02:57:968 (8) - new combo
- 03:04:122 (9) - new combo
- 03:06:173 (8) - new combo
//Also, all combos are like that so that they rotate properly. I might halve the combo lengths, but I think that it's okay to have longer combo in more intense parts and a the ends of sections.
nice mapset o3o have a star lol
Aren't you a clever boy!Jarby wrote:
The background is fine and best left as is. Ranking criteria simply recommends either 4:3 or or 16:9 at a max of 1024x768 and 1366x768 respectively. 981x736, while an unusual size, is what I cropped from the album art to fit 4:3. Resizing it now seems a bit pointless since the game will do it automatically anyway and it will be better quality this way.
Saturos-fangirl wrote:
[Easy]
Try 45% audio for the claps to make them less jarring with the song
01:00:532 (4) - players of [Easy] tend to have very large difficulty determining which slider end to start at and will always go for the nearest one. You really shouldn't introduce sliders with the far end being the start until [Normal]Fair. I'll rework these, hopefully with little difficulty.On second thoughts, this is proving to be very difficult to rework and another playtest shows that slider snaking should make the order very obvious. I'll still work on this.
01:08:738 (4) - ^
02:08:225 (4) - ^
02:16:431 (4) - ^
02:43:096 - add a note here? It wouldn't fit here and placing it half a beat back would probably be too confusing. However, my main reason is that novices would need ample time to recover after a very long slider, especially one with a repeat.
02:56:430 (1) - slider end confusion It took me forever to make these sliders work together, so I'm not sure how I'd change them. However, I'll try to think of something, otherwise this'll stay as it is for a while. I think that some confusion could be fair for this section, since I intended this to be really intense across all diffs.
03:04:636 (1) - ^
03:28:481 (4,5) - this is also going to be difficult for newbies for the same reason as slider end confusion Object order confusion, yeah. I thought that this would be fair for a more intense easy, but I can't help but agree. I added a repeat to the horizontal arc.
03:36:686 (2,3) - ^
[Normal]
00:54:507 (5,6) - I'm so torn between exact spacing and symmetry here. That would compromise how the pattern works with the previous one. However, I might space (6) further, since it'd probably make the rhythmic detachment more obvious.
02:54:378 - this whole section is friggin awesome Thank you! Bloody thing took long enough to make.
[Hard]
OK the first thing I notice is your 1/8 {1/4!} stacks...a large number of them fit the music but a fair number don't so I'll just be pointing some of them out...
00:41:045 (1,2) - this fits the music, but it fits the wrong part of the music according to the rest of the combo. Jumping tracks like that is confusing. The kick is very prominent and I found that this was the best way to make things both readable and flowy. Really, when the kick has that much space and the melody and backing figures work together rhythmically, I see no reason against mapping to both. Funk and its derivations are all about the rhythmic interaction, so I think that it's acceptable for a map to intertwine different lines.
If I blank any other points, the aforementioned should cover everything. Still, I do know what you mean.
00:49:250 (1,2) - ^
00:56:173 (4,5,6,7) - the main problem with this is that no matter how you shake it, the strong note of the music is on the one tick you DIDN'T map. Try moving stuff around to get a note on that white tick - moving 5 to it works fine but you can do other things too It's actually following the backing for the sake of finality, but I can make something of an effort to fiddle with this part. No guarantees that it'll work better, but there's definitely a good chance. I'm good at making things work.
00:58:994 (4,5,1) - the problem here is that the first note of the slider falls on a nonexistant melody. As long as you can avoid having any circles on 00:59:122 you should be fine. No. Sorry, but the lead and bass interact in a really satisfying way here. When the bass is that prominent, I'm not going to ignore it, especially when it results in a much more satisfying groove in the pattern.
01:40:532 (1,2) - please line these up better: http://puu.sh/3kl3f.jpg I was going for a sharp upward motion and I really don't think that smoothing it out would have enough of a benefit to warrant tearing up an entire half-chorus.
01:42:584 (1,2) - ^
02:06:687 (4,5) - same as before
02:14:892 (4,5) - ^
02:56:045 (7) - the music here is asking for a stack of 3 or of 1 and you gave it 2. Wut. Listen to what the snare's doing. It should be quite obvious that I'm mapping this section more to the groove in all difficulties. I dunno; I might make it a triple, but I prefer to have the separation between combos, then the triple on the third pentagon--this makes it flow into the next pattern and heightens the intensity.
02:58:096 (9) - ^ etc
03:08:225 (8,9,10) - yeah like this exactly
03:10:789 (1,2) - this still feels weird The groove's effectively going like this:
1e(+a)2(e+)a(3)e+(a)4 +
My profile explains this mode of rhythm counting, but basically:
--Again, the kick has loads of space behind that long, bent note
--It is logical to fill out the rhythmic interaction
--As this is heading towards the end of the song, it makes sense to add rhythmic density as a fair difficulty curve.
[Insane]
00:43:096 (1,2,3) - oh my god you took a triplet in the music and turned it into 3 completely separate tracks whyyyyyyyy The slider itself covers the first bunch of notes, then the next one accentuates the end of the run and the accented note. I wrote this part of the music, so I know that this makes musical sense. I did also have tick rate 4 for the sake of filling more of the melody, but then I had to change it to 2 in order to make it work with the soft bridge. Besides, the tick still works with the phrasing. There's a reason why I've used drum ticks throughout the map.
01:47:584 (4,5,6) - ^ This definitely works and I've explained that thoroughly in IRC. That said, I could always simplify it to 1/2 in order to make it consistent with the preceding arc/slider thing.
03:40:020 (3,4,5,6,7,8) - coooooooool Haha, thank you. I only just replaced a less satisfying pattern with that one.
Again, a fairly stubborn response from me, but it's all done with the overall feel of the map in mind. Hit me up if you want to bug me about some points again! I'm keen to give this whatever shine's needed before a rank. Thanks for looking!LunarSakuya wrote:
Moved title text to first break, just fyi
General
cool
[Easy]
00:32:327 (5,6) - Make a mirror of (3,4) https://osu.ppy.sh/ss/825597 Right now I feel like (5) kinda juts out a bit I did want to keep a smooth arc-shaped pattern, but I suppose that the change from moving away and back in like that would be awkward. I just made (2,3,4,5) a tight rhombus, with (6) coming off the bottom. That would keep the player's hand from traversing the screen too much.
00:46:686 (2,3,4,5,6) - potential star here but if you wanna keep the copy and pasted sliders after this, that'd okay too No idea how I'd change this without making the pattern worse, so I won't. Besides, copypaste's good for easier diffs.
00:54:891 (2) - Put this in the donut hole https://osu.ppy.sh/ss/825601 ? though i'm not 100% sure of the clearness for beginners While that would be really awesome, it'd require a lot of fiddling with the slider itself and the slider would obscure the approach circle for too long. I would otherwise.
01:11:814 (1) - Whistle would sound cool with the bgm (if you apply, don't forget the other diffs) I thought that a finish on its own would sound more final, but y'know what? The whistle kind of works and certainly doesn't harm anything.
02:46:173 (1) - Add spinner after this note https://osu.ppy.sh/ss/825602 with silenced end maybe. I think it'll fit the crescendo going on in the bgm Easy and Normal have a break here, because it would otherwise be very hard to start the next section in an intuitive place. Basically, it's so that I can start the next section on the downbeat and not startle the player after a spinner.
03:26:686 (1) - Delete NC, NC on (3), where the new stanza begins I only really comboed it like I did because the 1/2 objects lead into the slider, but whatever. The slider's a new combo. By the way, it's a "bar" or "measure," not a stanza.
Easy: DONE!
[Normal]
00:55:404 (8) - NC seems appropriate here I'm keeping the combo rotation consistenthere and I think it's fairly harmless to have the end of a section with a long combo. I started the combo on the downbeat though.
01:00:532 (6) - Add reverse, sounds like the continuity of the melody/scale(?) is broken atm The groove stops here and the couple of notes are more of a lead-in to the next phrase. Notice how strong the downbeat is in the next combo. Besides, I wanted to leave plenty of space between combos, so as to not overwhelm the player. This section's more heavy, so the stop-start feels pretty appropriate to me.
01:03:609 (5) - NC to indicate multiple reverses? Even better: I halved the combo lengths here, which is more consistent with [Hard] anyway. I wasn't too sure about how to split the combos in this diff, so feel free to suggest that I halve them throughout.
01:08:737 (6) - Add reverse, similar reason as above (if you add the reverses, there's another section like this also)
01:29:122 (2,3,4) - Spacing, check with distance snap
02:11:302 (5) - NC?
02:46:173 (1) - Again, consider a spinner after this
Nice!
[Hard]
00:56:173 (4,5) - is this spacing intentional? if not, I see no reason not to stack them perfectly Manual stacking. It juts out a bit strangely with normal stacking and practically overlaps (2).
00:56:558 (6) - hmm I'd move this back to the white tick http://osu.ppy.sh/ss/825623 for some consistency with 00:57:199 (9,10,11) - and the main melody seems pretty dominant here for this combo For [Hard] and [Insane], I was emphasising the groove more as a means of impetus. I was never sure how to follow the melody without adding that impetus, so this part's never changed. If you feel like this is still bothersome, then drop me a line after I've reuploaded and I'll do some good old-fashioned fiddling.
01:29:507 (4,5) - you could keep going with the triangles http://osu.ppy.sh/ss/825631 I wanted the combo to stay high with the lead's intensity and generally to launch the player across the screen.
02:54:861 - this downbeat could really use a note; I'd move (2) back so it's on a more emphasized drum The bass groove is really heavy here and it locks in with the arpeggios. If I stick to the backbeat, then the offbeats in the groove will be left gaping. That and it'd make the pattern really awkward.
02:57:071 (4) - similar as above, I'd move this back tot he white tick
03:03:096 - ^ (and the usual, if you apply, do it for all sections)
03:22:326 (5,6,7) - Equalize the spacing more/make a triangle http://osu.ppy.sh/ss/825898 The spacing between (4,5) is almost similar to (7,5) so having and equilateral triangle can more clearly define the constant 1/2 rhythm after "recovering" from the 1/4 from (4,5) ...if you get me I get you. I was a victim of my own circular blanketing cravings, but it certainly makes more sense to space things out a bit. Better flow, too. I did want the blue circles to rise into the next combo, but eh transition patterns. I fudged it to look like this. Not quite as tidy as I'd like and the spacing goes a bit funny into the triangle, but it goes into a new combo and the structure makes it make sense (I hope).
03:26:173 (5,6,7) - yeah like here, it looks sexy
03:36:250 - Add something here, to keep the guitar sound descending into the spinner It's not a guitar, but it would detract from the groove going dooBA, BAdoo, hence the stacks.
[Insane]
01:06:686 - Add note? seems like you're kinda following the synth around this area I would and was tossing up this idea, but it's the same as [Normal]: The groove stops here and the broken-sounding chord punctuates the stop really heavily. I just wanted the stop to emphasise the groove change, as it's much more satisfying.
01:32:712 (3) - starts off kinda wierd, especially with the Finish emaphasizing something more subtle, i suggest add a note here then continue the slider after it http://osu.ppy.sh/ss/825910 There's a very strong double kick and the start of the riff which underpins most of the track. I feel that the lead line's strong enough after this to warrant a whole slider to itself.
01:40:917 (3) - ^
01:42:969 (3) - ^
ur good with polygons, nice hitsounding too
now I guess I wait