He knows what I am talking about, but he is living in denial.HakuNoKaemi wrote:
One does not simply say "this is bad" "this suxxx" and so without even suggesting how to correct it.
He knows what I am talking about, but he is living in denial.HakuNoKaemi wrote:
One does not simply say "this is bad" "this suxxx" and so without even suggesting how to correct it.
That's because you don't know our history.popner wrote:
First time to see such an offensive mod. The mapper don't need to reply anything to things like this.
Things I could suggest to changePriti wrote:
Kodora's Hard
- 00:07:030 (5,1) - no.
- 00:14:374 (4,2) - NO, JUST NO
- 00:24:531 (1,2,3) - I DON'T CARE THAT THE DISTANCE SNAPPING SAYS OTHERWISE, THIS IS A JUMP AND IT'S A RETARDED UNNEEDED ONE fix pls kthx
- 00:49:221 (1,2,3) - NO, DON'T, STOP IT
- 00:55:784 - Why did you turn off the kiai here for no reason, fixpls. Fountain
- 00:57:502 (5,2) - I am running out of jokes.
- 00:59:534 (4,5) - porque.
- 01:02:972 (7,8) - ...
- 01:06:409 - 01:11:410 - No kiai for no reason? ._. The reason is quite obvious. The "weight" of the part after is higher.
- 01:07:503 (5,2) - ew
- Ohwait you are going to deny my WHOLE MOD using the two key words "subjective" and "questionable"
- gaeb nuke pls
[*]00:11:874 (6,7,1) - HOW DO I FLOW AND LOGIC LOLZLike this
224,280,11874,2,0,P|144:240|48:288,1,172,2|2,0:0|0:0,0:0:0:0:
140,356,12343,1,8,0:0:0:0:
69,263,12499,6,0,P|60:212|40:164,1,86,2|0,0:0|0:0,0:0:0:0:
136,44,12812,2,0,P|145:95|165:143,1,86,2|0,0:0|0:0,0:0:0:0:
[*]00:22:969 (1,2) - This is uglier than my yearbook picNope, it's the (2,3) the problem, a nicer blanketing would work just good
336,56,23750,2,0,B|360:116|328:160|328:160|348:180,1,137.6
348,180,24219,1,2,0:0:0:0:]
[*]00:25:469 (3,1) - NO, STOP IT(3,4)
128,72,26250,2,0,B|104:120|136:172|136:172|112:196,1,137.6,2|0,0:0|0:0,0:0:0:0:
113,195,26719,1,2,0:0:0:0:
[*]00:42:658 (1) - Should start at 00:43:126Well, the spinner do follow the guitar, so make it start later and add a circle in [*]00:42:658 (1) -
[*]00:51:408 (4,1) - do u even try to map well.*bad laughs*
432,256,51408,2,0,P|384:304|284:296,1,172,4|8,0:0|0:0,0:0:0:0:
344,216,51877,1,0,0:0:0:0:
343,314,52033,6,0,B|312:312|284:296|284:296|224:264|164:308,1,172
[*]00:16:875 (4,1) - If I can't click on 1 in editor because of 4 COMPLETELY 100% blocking it, it means you did something wrong You can click it on the timeline, though
[*][*]00:37:032 (1,2,1,2,1,2,1,2) - This whole thing is just wrong.
[*]00:39:220 (2,1) - do u evn try to flow well.
[*]00:40:001 (2) - Ugly as hell
[*]00:40:783 (1,2,3,4) - Switch between 1 and 3's location, this shape is too confusing for people who are supposed to play a hard diff which for you just seems like an easier insane without caring about the PLAYERS, idgaf about your playtesters because YOUR PLAYTESTERS ARE AT INSANE LEVEL, NOT HARD LEVEL scbhsmkjlasbncdkajbgjs It's still kinda easy for an Insane, and kinda intuitive to play, since there is a pitch jump in (3,4)
[*]00:41:720 (1,2,3,4) - ^
im cryingPriti wrote:
00:22:969 (1,2) - This is uglier than my yearbook pic
Do you even notice how subjective your arguments are? I broke combo often because of those speed ups and yes, they are noticeable for me.Kodora wrote:
x0.25 SV raisings aren't even noticeable much.
Objectivity doesn't exist in mapping ( because mapping itself is subjective, and if it wasn't... well, we would map in the same way ), so a mapper that won't accept (faulty) subjective arguments answering them with subjective counter-arguments* isn't in fault.Konei wrote:
Do you even notice how subjective your arguments are? I broke combo often because of those speed ups and yes, they are noticeable for me.Kodora wrote:
x0.25 SV raisings aren't even noticeable much.
The way too similar combo colours aren't helping much either.
Batman is pleased with your comment.Hula wrote:
all these bats, it's like going into a cave!
Since only you complaining about SV changes i guess playability of them is much more objective standpoint rather than subjective.Konei wrote:
Do you even notice how subjective your arguments are? I broke combo often because of those speed ups and yes, they are noticeable for me.Kodora wrote:
x0.25 SV raisings aren't even noticeable much.
those wrote:
We've received a lot of complaints about this map (mainly Kodora's Hard) and I'm here on behalf of the BAT to temporarily unrank this mapset before a week passes, in which it will be too late to save this mapset.
One of the bigger concerns here is an issue with the spread. With the current Hard diff which is an Insane in disguise by means of difficulty naming, this leaves a rather large gap between the second and third diffs.
Furthermore, TheGrimOfCrazy's mod was not addressed, but rather shoved off, and the ranking BAT perhaps missed this. It is clearly unjustified due to this single line:15:08 Kodora: that's something what not going to be changed because it was mapped with all those overlaps in mind :IFor future reference, it's important to state why your way is better than any suggestions given (if any).
The last part of this address comes with all significant problems in the map that led to this unrank.
[General][Hard]
- http://puu.sh/58ZVm.png Colours much too similar.
[Insane]
- 00:07:030 (5,1) - First slider body completely overlaps with second.
- 00:14:999 (2,3,4) - (2) is completely hidden under slider body, and (2,3,4) presents itself with a strange rhythm. 00:15:624 - needs to be played, and thus you cannot play 00:15:468 (4) - as a slider.
- 00:17:343 (1) - Circle completely hidden under slider body in the time span of 1/2.
- 00:52:033 (1) -
- 00:58:127 (2) -
- 01:00:003 (5) - These three are absolutely inappropriate and can be played/read much better in a different position.
- 01:02:972 (7,8) - Much of (8) is hidden under (7).
- 01:08:128 (2) - Circle completely hidden under slider body.
I'm not calling any of these \unreadable\ since you have all sorts of creative excuses to divert from that, but rather, I'm asking you to find better object placement for each of the highlighted sections. Of course, if you need any help, I'm sure many of us are more than willing to help you improve this map.
- 00:00:780 (1,2,3,4,1) - Very erratic spacing. Can be much improved to serve as a better intro section. fixed
- 00:58:753 (3,4) - It makes zero sense for you not to do like 00:48:752 (1) - . eh just thought that would fit with vocals, it made sense anyways
- 01:19:223 (1) - Unnecessary overlapping, counter intuitive. Try 155:100. it's necessary, and it flows good
- 00:14:062 (1,1,1) - New combo spamming is largely unnecessary across the entire map. You don't want or need a new combo just because you're changing slider velocity. what's wrong with adding new combo for velocity changes?
HakuNoKaemi wrote:
Nope, the Hard doesn't feel that hard, and the Normal is a solid Normal. The only difficulty in bewteen might be a Normal+ with lots of 1/2, but the spread is nice as now.
a solid Easy, solid Normal, solid Hard.
Anyway,
for the Insane
00:00:780 (1,2,3,4) - play bad, since it seems it should be a stream, and the (1,2) jump doesn't seem hinted by the song, differently from the (4,1) so: remove the jump before and enlarge the spacing of those three(2,3,4) or try to map it like this (flow better, and is related to how you mapped after) fixed
00:29:532 (1) - It look pretty bad, try this fixed
00:32:657 (1,2,3,4) - after a relaxing part, and a long jump, jumping that much can be harsh, so eh it's fine i promise, i tried it lots of time
00:42:189 (4,1) - You end with the drums and start with vocals? You can try ending with the vocals to it as example: ( one slider per word, the second one is slowed up by a x0.33 section(-300 in the .osu) well just intuitive, didnt like to follow these vocals
In the end, there was no reason, for me, to unrank this.
If the players see something not used by a non-famous mapper, they obviously freak out with no-sense.
Ah, you can fully map normal and easy
Konei wrote:
Small suggestion for Yuko on Insane.
00:48:752 (1) - How about using 3/4 rhythm here aswell as you did on the second KIAI? Would be more consistent which is somehow better here in my opinion. hard to change here lol
Garven wrote:
Just a quickie mod here.
[General]
Tick rate 2 fits this song best
Do you plan on adding Haku's difficulty, Yuko? I'm not going to mod it if it's not going to be added.
Also the current mp3 sounds likeassa youtube rip. Try this one. http://puu.sh/5b1S7.mp3
192 flat BPM, offset 648. Thanks to jonathanlfj for finding, encoding, and timing this new mp3. It's not that great, but it's much better than the current one.
[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better this rhythm sounds weird o.o
00:37:970 - Adding a circle here would help transition to the next phrase fixed
00:42:658 - Insert a break here nope, as i have explained
00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) - i dont see the problem of it.. since it's an easy diff and i just follow the drums, what's wrong with that?
01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up. prefer sliders here... also adding circles would be hard for an easy diff
Add a spinner somewhere so that there are variable high scores possible.
[Normal]
00:21:094 - Add a break same as above
00:33:282 (1,2,3,4,1,2,3,4,1,2) - Geez. Try using circles sometimes. All sliders gives a very samey feeling and grows dull fast. nah i prefer sliders when mapping easier diffs, because sliders can be more creative in low density rhythm maps
00:38:126 - Add a circle here to transition to the next phrase better and give a feeling of actually increasing tension fixed
00:42:658 - Add a break same
00:53:908 (1) - Going with the vocals here would give a nice variation to the bland 1/1 rhythm right before fixed
01:03:909 (1) - ^ fixed
01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context well it may be a bit boring but i dont think it's a serious problem...
01:13:754 - Adding a circle here would help transition to the next phrase sounds weird
Add a spinner somewhere so that there are variable high scores possible.
[Hard]
The spread from N -> H is a little high, but it's not that horrible when you put it in perspective of the set as a whole. I came here expecting something outrageous. I'm kinda disappointed.
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 -
00:07:499 (1) - Not really seeing much reason why you stacked this like that. I think using an anti-jump would work a lot better to fit with what you did at the end of the other two parts prior.
Well, I have to end this here. Getting too many interruptions and ran out of time. Hopefully this'll at least improve the easier diffs a bit. Definitely use the new mp3 and add spinners in the least.
It's a ~2 Mb song of ~90 secyeahyeahyeahhh wrote:
Was asked for mod this
General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
l
GotchaHakuNoKaemi wrote:
It's a ~2 Mb song of ~90 secyeahyeahyeahhh wrote:
Was asked for mod this
General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
l
It can't be 32 Kb/s(it would've weight about 282 Kb), it's a VBR of an average of 184 Kb/s
I had already applied the finish suggestions, so there's no need for a new version ^^Tsukuyomi wrote:
as Kodora's req
most of these highly suggest you to do
Haku no Arpeggio
00:00:648 (1) - meaningless nc I'm NCing consistently with Vocals
00:35:023 you can not miss this drum,ad with out a note here,00:35:335 (6) - will be hard to read with an empty of 3/2 I'm not following the drums, I'm following the vocals which is Sensen fukoku no~uta~ (~ means to hold that vocal) and the first ~ is 3/2
00:50:179 (7) - i prefer to increase it's spacing with 00:49:866 (6) - ,stack it on 00:50:335 (8) - may be a way the spacing is normal like this
00:52:210 (2) - move it up a bit i think it is still too close to 00:51:585 (1) - the spacing is normal like this
00:53:773 (1,2,3,1,2,3) - this pattern is fucking full of misdirection,really looks like 1/2 rhythm
00:54:866 (1) - especially this one,highly suggest you to move it away from 00:54:241 (3) - ,i think you can stack it on 00:53:773 (1) - ,after testing i find no misdirection of it Only if you don't play listening music. Plus the spacing is between 0,99x and 1,03x
00:58:148 (6) - move it down a bit the spacing is normal like this
00:59:710 (4) - this one is like 00:54:866 (1) - ,stack it on 00:59:866 (5) - can solve the problem the spacing is normal like this
[b]
01:12:366 (5,7) - it is better not to use 1/1 slider here,01:13:616 (1,1) - and these two,well this one is not so important
I'm following vocals ( ar(4)-peg(5)-gi(6)-o~(7) )
that's all
hugs yuko and kodora and haku >.</////~~~~~~~
Asgard wrote:
request from Kodora
[Haku no Yuko]
00:03:773 (3,4) - 1 grid down, because this is more balanceable shape I don't like how it become
00:32:366 (2,1) - well.. stack on slider 1 You should see how it play, not how it look, since of automatical stacking... well, it stacked in a wrong manner, so I manually stacked
00:39:398 (4) - stack too, i guess you want to make like this pattern, but it doesn't good to see at me You should see how it play, not how it look, since of automatical stacking... well, it stacked in a wrong manner, so I manually stacked
00:52:835 (4,3,3) - lol repeat at 3 times on same place.. these are strange... but it is not problem if you want to keep this pattern, I'm not standing in your way Well, this pattern literally follow vocals, by making it stop and rewind, literally XD
01:06:116 (3) - i think this looks like overlap (1) and (2/3 start) make a curve, actually
01:24:710 (2,3) - stack on slider 1 You should see how it play, not how it look, since of automatical stacking... well, it stacked in a wrong manner, so I manually stacked
http://puu.sh/5j3XQ.rarFycho wrote:
As Kodora's request.Black: Suggestions
Blue: Importance.You might consider
Red:Unrank issues. You Must Fix[ Haku no Arpeggio]Done without the repeat in the last slider
00:34:866 (5) –Use a 1/2 slider here instead of a note?I think it fits music better.Bothe vocal and drum. It would probably fits better like it is now, since I would prematurely end the note (vocal hold)
01:23:929 (1,2,3) –how about trying this rhythm,
It follow the music better and just like 00:18:304 (1,2) -
Good luck
http://puu.sh/5jQvD.rar[Minakami Yuki] wrote:
From moe Kodora's request to mod Hard diff.
[Haku no Arpeggio]
- combo colors may be too similar /.\ Tried to choose a third color for the map, sampled from Takao's hair
- 00:06:741 (1) - imo this is better :3 Changed it so it better seem what I want to use ( three curves, with different rotations )
- 00:41:116 (3) - I recommend to end it at 00:41:429 - and add a note at 00:41:585 - , also end 00:42:054 (3) - at 00:42:366 - and add a note(slider?) at 00:42:523 - I like the effect I have now
- 01:21:898 (2,4,6) - can also add some claps imo It become somewhat too noisy
[Others]Yuko-chan, use the video offset of my diff(530), I had found it when I had used the new mp3
- wpcap为什么我看到的mp3文件是32kbps而且长度是8分钟? Actually, Window's bad at reading Bitrates, use GSpot
- VideoOffset 不一致
That's all.
~
Updated + fixed volume in the end (thanks to Mickey for noticing that). Also fixed preview pointyeahyeahyeahhh wrote:
Was asked for mod this
General:
Kiai timings across all diffs aren't the same. Intended? Shouldn't be but Kodora has 5 kiai timings and the others only 3. On Kodora delete the Kiai at 00:10:492 and 01:16:116 It's fine since i'm guest mapper (i just added 2 more fountains)
Kodora:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all And some of them DO affect D: fixed
00:14:866 (2) - Hidden under the slider of 00:14:241 (4), maybe arrange it so its not under it. It's fine ~.~
01:07:991 (2) - ^ ^
yeahyeahyeahhh wrote:
Was asked for mod this
General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
Kiai timings across all diffs aren't the same. Intended? Shouldn't be but Kodora has 5 kiai timings and the others only 3. On Kodora delete the Kiai at 00:10:492 and 01:16:116
Skystar:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all it doesnt matter, hitsounding is fine
01:19:554 (1) - Unsnapped slider-end fixed
00:42:523 - Maybe put a break or a spinner here? as i have said... no
00:50:491 (1) - Covered up too much by the previous slider imo, hard to see. nah it's fine ;-;
01:04:241 (1) - ^
01:05:023 (1,2,1) - This is... IDK what. It looks sloppy and extremely hard to read, 01:05:335 (2) make its all confusing and hard to see 01:05:491 (1). I suggest completely fixing this pattern or whatever you wanna call it. well it's not confusing while playing, also it just fits perfectly with the streams after this imo
01:19:085 (1) - No, just noooooooooooooo stop hiding notes under sliders D: nah ;-; well i stole this pattern from an other map...
Kodora:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
00:14:866 (2) - Hidden under the slider of 00:14:241 (4), maybe arrange it so its not under it.
01:07:991 (2) - ^
Normal:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
Easy:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
There is one problemHakuNoKaemi wrote:
The one I uploaded is yours but re-equalised, though
(I just did something to avoid an excessive loudness)
There's nothing bad in VBR, it could work badly only on old old old pc's
Amamiya Yuko wrote:
[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better this rhythm sounds weird o.o
It was only an example. I still feel that this is a bit too cluttered rhythmically. See if you can simplify it a little here.
00:42:658 - Insert a break here nope, as i have explained
no, break time is something used for letting player know "oops here's a break time you can rest freely huehue", and here's apparently not suitable to add it.
Is this the reason you explained? Could you reword that? I'm not exactly sure I understand how this applies considering the length of these blank spots.
00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) - i dont see the problem of it.. since it's an easy diff and i just follow the drums, what's wrong with that?
Because it puts me to sleep. Easy doesn't mean boring. It means that it should be easy to grasp for an new player, but still follow the music well. Following the metronome is technically all of this, but it leads to a map that obviously has little thought put into it.
01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up. prefer sliders here... also adding circles would be hard for an easy diff
That's the point of "amping it up" a bit. You want to increase the energy, and you can accomplish that by increasing the difficulty slightly. People aren't going to all suddenly fail because of those circles. It will also give them something to try and work on to improve. You have to start somewhere.
Add a spinner somewhere so that there are variable high scores possible.
Any reply to this? You should have a spinner somewhere in the easier difficulties at the least so that high scores aren't stagnant.
[Normal]
00:21:094 - Add a break same as above
00:42:658 - Add a break same
Add a spinner somewhere so that there are variable high scores possible.
01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context well it may be a bit boring but i dont think it's a serious problem... If even you are admitting that it's a bit boring, you should have an idea or two on how to make it more enjoyable to play. This is something that people play to have fun, not get bored of.
And continuing the mod on that diff:Kodora wrote:
Anyway,
[General]
Tick rate 2 fits this song best Yes, it fits at most of parts but sadly sounds too busy at the beginning & calm part due to SV changes & songs tempo - this song cries for multiple tickrate ;_;
Looks like you took care of this.
[Kodora]
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 - I just do not want to make it too clamped here :<
Considering that you're using 1.5x spacing during a slow intro part, dropping it to 1.25x or something still won't have overlaps and won't feel jumpy like it does now.
See if you like the third colour I'm using (it's sampled from Takao's hair)Garven wrote:
[Haku]
00:00:804 (1) - Remove new combo Deleted note, since I'm following vocals mostly
Why is your stack leniency so low? Stuff like 00:22:835 (1,2) - isn't stacking properly It shouldn't stack, only 1/2 have to stack. I used it to achieve a "Stop and Start" effect n many parts.
00:24:085 (3) - Why a slider? Just use a circle it fit better since the vocals isn't only in that point and it does give a "portato-like" effect
00:39:398 (4) - That whistle intended? Actually, yes, used a 45% zone to danpen it
00:54:241 (3,1) - Eew overlap I put it here for for a triangle, and, it is the better way I found to achieve the effect I wanted
01:01:585 (1,2) - Should be stacked It shouldn't stack, only 1/2 have to stack. I used it to achieve a "Stop and Start" effect n many parts.
01:25:257 (1) - End this at 01:26:194 - I had made it end onto a dampened Finish sound