forum

sakuzyo - AXION

posted
Total Posts
390
show more
Shad0w1and

-Kanzaki wrote:

I can pass them still think overdone. I don't know what is your overdone logic but those streams on some parts + on HW diff SV is too high i don't think the song feels that exciting and fast.
i mean the mapset as a whole. HW's.. well i really could not judge that diff, it should be a 8star diff but just SR does not consider the slider difficulty and other stuff.
but i dont see overdone in skystar's diff and main diff in general. some doubtful parts we need top players' inputs.

Edit: regarding to normal-hitwhistle2.wav delay, I assume its 4ms delay. then this should fix the problem
http://puu.sh/mvxGe/4e3d732d1d.wav
HappyRocket88
Karen is right. If well is allowed to place a red and a green line at the same spot. they MUST have the same vol. Here's the prove:


Besides of the above exposed, there's a hitsound which have a possible delay of >5ms: normal-hitwhistle2.wav
Yuii-
A possible delay? Close that AutoMod and open your damn Audacity, please.

And please, stop saying that people can have a different way to interpretate music's intensity. Stop it.
Sonnyc

Regarding hitsound delay, this is what I got. Yeah, it has a delay.
HappyRocket88
*Modding Assitant. XDD
-Kanzaki

Yuii- wrote:

And please, stop saying that people can have a different way to interpretate music's intensity. Stop it.
byfar
no, people CAN have a different interpretation of a song's intensity. in the end it depends on the execution of the mapping in order to determine if it fits or not .
UndeadCapulet

byfar wrote:

no, people CAN have a different interpretation of a song's intensity. in the end it depends on the execution of the mapping to see if it fits or does not fit.
fartownik
ranking this is the worst thing that happened to humanity since World War II
Kuuma

fartownik wrote:

ranking this is the worst thing that happened to humanity since World War II
You must not know a lot of history. I'd have to strongly disagree with your claim.
Kibbleru

Kuuma wrote:

fartownik wrote:

ranking this is the worst thing that happened to humanity since World War II
You must not know a lot of history. I'd have to strongly disagree with your claim.
its clearly a joke dude.
Winnie
Modders make me smile :D
Frostmourne
lilynya
.
Topic Starter
Flower
Some technical thing.

1. Green line and red line.
That is a problem. I wonder why AiMod doesn't check that. It's my mistake didn't use AiBat.

2. Delayed hitsound
I don't have audio editing tool and I don't know how to edit sound, so if anyone would like to do it I would like to appreciate it.

3. Readability
I think that slider has a stack, so won't be a problem.

Some other thing.
Deq is confirmed according to the above claims. I hope things could be solved once for all. No drama. No hating. 还有希望朋友们好好看戏,不要再说话了。辩论有什么用呢,能当kd使吗?反正我的图就是屌
Charles445
Let's hope for no drama / hating.
It might be a good idea to get some more playtesting when the map moves back to pending, there's a lot of weird patterns to play, even in the gimmicky style.
ZZHBOY

Flower wrote:

Some technical thing.

1. Green line and red line.
That is a problem. I wonder why AiMod doesn't check that. It's my mistake didn't use AiBat.

2. Delayed hitsound
I don't have audio editing tool and I don't know how to edit sound, so if anyone would like to do it I would like to appreciate it.

3. Readability
I think that slider has a stack, so won't be a problem.

Some other thing.
Deq is confirmed according to the above claims. I hope things could be solved once for all. No drama. No hating. 还有希望朋友们好好看戏,不要再说话了。辩论有什么用呢,能当kd使吗?反正我的图就是屌
你要是闲的话找个人来抵扣一下把红绿先改了再喊我
byfar

Aeii wrote:

Isn't this technically unrankable? When playing it's impossible to tell whether it's 2 sliders or a hitcircle and a long slider (especially at this sv and ar). This is even a bigger issue for people that don't use snaking sliders.
No, this is rankable.
riffy
Greetings! I am here to give you a chance to fix the already mentioned issues like concurrent volume values on green and red point.

Please, keep the discussion on an appropriate level and do not go off-topic. I hope we can handle this in a peaceful way.
Topic Starter
Flower
I'll come back later today around 8pm UTC+8

Edit: I'll do this this weekend. Time to deal with my study these days
Kuuma

Kibbleru wrote:

its clearly a joke dude.
Clearly a bad one
Enon
Beatmapping is really hard
Len
same
hehe
hi xd

here's a fixed hitwhistle with most of the 'empty noise' cut off. i actually don't think its necessary since its not a hitnormal or anything.

CODENAME_AXION
increase OD? (8.5/9)
00:39:025 (1) - stack this on 00:38:462 (4) - head to so that there's more movement after 00:38:837 (3) -
01:13:993 (1) - try ending the spinner here instead 01:15:025 - ? it has a sound, and as it stands you have to continue spinning even when the note is visible which isn't really pleasant, same for hyper

and thank you for mapping and hosting this set, its really an inspiration!
buny
if mapper thinks the song is as intense as they think it is, then be my guest

but there is no excuse to have such a terrible consistency in difficulty. The spacing makes absolutely no sense, there is hardly any change in rhythm in the song that is emphasised by most of the incredibly spiky spacing

the only difficulty i actually enjoyed playing was Skystar's, until i reached that retarded zigzag jump stream (seriously this is a completely retarded difficulty spike compared to the rest of the map). HWs difficulty also gave me cancer the moment I got up to the first fast slider, so like 3 seconds in.
Illkryn
Skystar's was nice.

Zigzag made me want to commit though.
RoX2_Fang


lol
-Kanzaki

a loli wrote:

the only difficulty i actually enjoyed playing was Skystar's, until i reached that retarded zigzag jump stream (seriously this is a completely retarded difficulty spike compared to the rest of the map).

well i agree with you i didn't make sense to me too. But yes someone of course could fc it lol.

a loli wrote:

HWs difficulty also gave me cancer the moment I got up to the first fast slider, so like 3 seconds in.

yes
Rivals_7
Sorry to interrupt this thread, but i just wanna ask.

Why the last diff name are named "CODENAME_AXION"? How is that are even related to AXION?
I know Codename Zero and AXION are in the same chapter in Cytus, but again, how is that related? Codename zero was created by NeLiMe. AXION is by Sakuzyo.


can you just rename it to "Extra" or "Doom" or something? xD
iiyo
good for ctb
VINXIS
hollow wings plays the best imo the rest r all re ally inconsistent and feel r e a l l y random to the point wher theyr lik wh
Irreversible
who made this pro normal
Epiphany

-Kanzaki wrote:

I can pass them still think overdone. I don't know what is your overdone logic but those streams on some parts + on HW diff SV is too high i don't think the song feels that exciting and fast.


i want to see a pass on last diff then, im 100% sure that you cannot pass that lol
Charles445
Heya! Good luck on studies.

When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm

[Irre's Normal]
01:15:400 (1,2,3) - Players new to the game are likely relying on overlapping to determine 1/2, this could easily look like 1/1 to them (it screwed me up on doubletime, heheh)
01:50:462 (1) - Remove new combo for consistency with the previous bit (helps readability too)

[fanzhen's Hard]
great stuff

[Hyper]
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.

[LKs' Another]
00:30:212 (4) - Remove a repeat? These are sometimes easy to sliderbreak on because of releasing too soon.
00:42:025 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:52:806 - You're mapping the trumpet for (1,2,3,4), so a circle here on top of the slider would finish that pattern -> https://osu.ppy.sh/ss/4340824
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:15:775 (1) - Remove new combo, no need for this one
01:26:650 (1,2) - I think if these went up instead of down it'd play a bit better -> https://osu.ppy.sh/ss/4340841
01:27:775 (1) - Remove new combo, no need again
01:39:400 - Add circle?
01:46:900 (9,1) - I think swapping these new combos would make this a bit easier to read

[fanzhen's Extra]
00:15:775 (5,6,7,8) - Really weird to switch to this rhythm in this part. I think sticking to the old one is a better idea -> https://osu.ppy.sh/ss/4340942
00:18:400 (1) - Maybe remove a repeat from this slider?
00:25:243 (2,3) - Really big jump x_x, I miss this one almost every time
00:29:556 (4,1) - This is quite a big jump for this part of the map, it's hard enough to keep up with regular spacing.
00:33:962 (2,1,2,3) - Too big a jump, 2 is almost always a break and moving suddenly up, then fast to the left is really painful.
00:28:150 (1,2,1,2,1,2,1,2) - These are a real pain because of how they're stacked, it's intuitive to be not moving when playing them. It'd be nice if these were overlapping more -> https://osu.ppy.sh/ss/4340980
00:29:650 (1,2,1,2,1,2,1,2) - These are especially frustrating, same as before.
00:32:275 (1,2,3,4) - Select these and CTRL + G? I think this movement is more fun / intuitive -> https://osu.ppy.sh/ss/4341004
00:32:837 (3,4,1,2,3,4,1) - This is really really hard, I think most people die at this part. Maybe moving the square closer and rotating it a bit could help... -> https://osu.ppy.sh/ss/4341022
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
01:14:556 (8,1,2) - In this pattern the pattern speeds up at 1,2 but I think speeding up at 8,1 would be better / fit the previous parts of the map, like 00:38:931 (4,1) - -> https://osu.ppy.sh/ss/4341040
01:20:181 (2,3) - This is a really weird pause
01:27:025 (1,2,3,4,1) - It's crazy hard to follow this stream properly, I think less jagged lines and more smooth curves would be cool here
01:30:400 (1,1,1,1,1) - Doesn't feel right to do 1/8 here, also it makes this jump easy to miss. 1/4 would be just fine.
01:30:493 (1,1,1,1) - You should remove the new combos from these, it messes with the HP drain too much.
01:56:275 (3,1) - Try swapping these new combos, it'd be easier to read since it'd make all new combos on white ticks in that section.

[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much.
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013
00:49:150 (5) - A new combo here would probably make this easier to read.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082
01:28:337 (5) - Reverse this for the jump?
01:34:525 (1,2) - This is a really big jump for this section x_x
01:36:025 (1,2) - I'd make these easier
01:37:525 (1,2) - Same as before
01:47:650 (3) - Add new combo so it's clear that this isn't a jump

[Skystar's Expert]
00:22:525 (1,2,3,4,5) - This is a real pain, same with 00:24:025 (1,2,3,4,5) - , these stacked weird angle streams are frustrating.
00:24:775 (2,2,2) - I'd make these 1/4 sliders, more lenient hitbox, less unfair 100s. -> https://osu.ppy.sh/ss/4342204
00:26:650 (1,2) - WHY is the 2 on the blue tick? Players want to press the big beat!
The new comboing in this section makes it incredibly hard to tell what's going on. Ideally all the new combos would be on red or white ticks, never blue ticks.
00:28:618 (2,3) - Ack this is really annoying skystar please stop.
It's hard to judge this section's playability with the new combos like they are, so I'm going to skip this segment.
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
00:53:743 (1) - Remove new combo, readability.
00:55:243 (1) - Remov new combo, readability.
01:16:056 (1) - Looks like it's 1/2 due to it having a new combo, not 1/4... might want to remove the NC from here.
01:16:243 - It looks like you want to map the melody, but the melody's perceived beat is at 01:16:150 - , it just has a lot of buildup as a string instrument. I'd redo the beat placement in this combo.
01:17:368 (1,2) - I think you want to redo this blanket.
01:19:056 (1,2) - Again, blue tick new combo is weird, perceived beat of the melody is on the big white tick, redo this bit.
01:20:275 (1,2,3,4) - Are these going to be that visible after 01:19:900 (1) - ? You may wish to reconsider this pattern.
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - dude nobody is going to do this it's effectively a brick wall cmon
01:28:056 (1,2) - Blak blah new combo blah blah perceived melody blah
01:30:400 (1,2,3,4,5) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:31:150 (1,1,1,1,1,1) - I don't think you need a new combo for every object, every other maybe? Just be careful with HP drain, this sort of thing messes it up really bad.
01:33:681 (1,2) - Swap these new combos, easy readability fix.
01:56:931 (1) - That's a really weird beat for the jump to be on.
ehh you can do better than this

[CODENAME_AXION]
This is pretty much past my playing range, so I can't evaluate it too well.
I'll just cover a few things.

00:21:400 (10,1,2) - I think having the new combo on the 10 would make this easier to read. It might not look as pretty, but it'll be way clearer. It'll pair with 00:21:962 (5,6,7) - nicely.
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
00:36:587 (3,4) - Unlikely the player will see 3 properly I think, and the jump is pretty rough. Reversing 3 and 4 and playing it safer is a good idea. https://osu.ppy.sh/ss/4342280
00:48:400 (1,2,3,4,1) - Painful movement, I'd get some playtesters to check this bit
00:49:525 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:54:400 (1,2,3,4,1,2,3,4) - Brital, I don't think it plays too well though
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:25:900 (1,2,3,4) - The player is going to be stopped for these 1,2 and 3,4, it is incredibly unlikely that they are going to suddenly be able to start moving with each object like 01:26:275 (5,6,7,8,1,2,3,4) - , especially not the insane ones like 01:26:930 (4,1,2,3,4,1) - . This is way, way too much.
01:30:400 (1,2,3,4,1) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:34:056 (4) - This slider starts very strangely. There isn't too much going on at 01:34:056 - , but there's plenty at 01:34:150 - .
01:34:337 (1,2,3,4) - Crazy jump and movement, I think you should do something easier / simpler.
01:37:900 (7,1) - Swap these new combos, it will make this section easier to read.
01:38:650 (1,2,3,4) - That's not as bad as the previous but it's still edging on unreasonable. Be careful with this stuff
Zweib

Charles445 wrote:

[CODENAME_AXION]
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
I agree with this and I hope (5) could be a reverse slider or 1/2 slider and (6) to be removed
-Atri-
Let's see does those GDers are active
WORSTPOLACKEU
What the fuck.
Starcaller

Kuuma wrote:

fartownik wrote:

ranking this is the worst thing that happened to humanity since World War II
You must not know a lot of history. I'd have to strongly disagree with your claim.
your country didnt get nuked
Gemitaiz

fartownik wrote:

ranking this is the worst thing that happened to humanity since World War II
i agree!
strickluke
it thought it was hard to mess up Normal difficulties :?
show more
Please sign in to reply.

New reply