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Knife Party - Songs Compilation

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Shohei Ohtani
I know ;www;

Srry bby
Sieg

TrigonometrY wrote:

>BUBBLE #1.
>#1
Oh no.
:cry:
blaterwolf
uh do you want you add all the song names into the tags? :o
ColdTooth

SkyBearer245 wrote:

uh do you want you add all the song names into the tags? :o
that doesn't need to be applied

gl getting this re-ranked ^3^
DraciuZ
Osu need more duckstep
Horo
What's happening with this I want it ranked lol
pishifat
mod coming december 1st

im sorry
Kihhou

pishifat wrote:

mod coming december 1st

im sorry
RIP..
Shohei Ohtani
tbh that's only like 2 days so ur still chill
Okoratu

CDFA wrote:

tbh that's only like 2 days so ur still chill
heh

edit: wao new page
Shohei Ohtani
missin u pishifat
fieryrage
what
Silverboxer
my body is ready
pishifat
today is december 1st right

asdf = minor/suggestion
asdf = why please
asdf = seriously ugh

popping because of multiple unrankable issues and overall quality concerns.

special thanks to okoratu for modding this alongside me. everything listed here is what both of us agreed were issues.

[general]
  1. include the name of each track/album used in the tags. there's currently no way to search for any of the actual songs played in the compilation, which is uh bad.
  2. the following uninherited timing sections need to have their bar lines omitted: 09:24:550 - 09:28:043 - 09:31:413 - 09:34:841 - 09:38:269 -
  3. if you want to time the intro to "the box," the empty space between 09:18:572 - and 09:25:493 - needs that extra 155bpm point around 09:21:143 - . reason is the same reason each of the points listed above has a 155bpmthing. this will need the bar line omitted too, and another 140bpm point to reset it afterwards of course.
  4. the only kiai time you used at 19:36:196 - really does not fit as a climactic part of the music at all. sure, it may be near the end of the song, but anyone could tell you that starting the kiai at 18:18:954 (1) - and 19:03:092 (1) - makes much more sense. as a second option, including a kiai flash after the final slider at 19:47:230 - would also make more sense than waht you've got for an end-of-map climax thing. given that you hadn't included any kiai time for any of the other songs in this compilation though, it might be best to just leave out kiai time altogether.
  5. the offset for "suffer" is like 15 milliseconds late
[map]

  • bonfire 1
  1. 00:23:566 (6,7) - it would make a lot of sense to change these two circles to a 1/2 slider, as is done at 00:26:324 (7) - 00:29:083 (7) - . this would help differentiate the sound played on 1/2 ticks for 00:23:049 (3,4,5) - from the... uh lack of that sound on 00:23:566 (6,7) - . you had done so in the only other two instances properly so i assume you understand what i'm talking about
  2. 00:44:255 (1,2,3) - using the exact same spacing for the 1/1 gap between 1,2 and the 1/2 gap between 2,3 is really counter-intuitive, especially without a directional change between the objects. like just arranging it any other way would be fine really. i can accept how it's done at 00:47:014 (5,1) - and 00:48:393 (5,6) - because at that point it's clear what the rhythm is, but as the thing introducing the rhythm, wtfspacing is no
  3. 00:44:255 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,8,9) - the way you've divided your new combos here makes no sense. the same rhythm repeats itself four times, but you've got three combos of different lengths. new combos on each downbeat would make a lot more sense than what you've currently got.
  4. 02:22:186 (6,7) - need a new combo here for readability of the anti-jump.

    power glove
  5. 02:33:546 (1,1) - i'm assuming the second object's sliderbody touching the first's tail is a mistake of some sort. overlap should be the same as 02:48:546 (1,1) - yea
  6. 03:27:921 (1) - would make a lot more sense if this were snapped to 1/8 instead of 1/16. this would provide the exact same effect (hold slider stuff), but be more appropriate since the song's drum roll is a 1/8 rhythm and not using 1/16 would allow for a safer hit window

    antidote
  7. 05:06:603 (1,2,3,4,5,6,1,2,3,4,5) - rhythm here is completely inappropriate. compared to everything mapped up until this point (for this song), rhythms were following the high pitched instrument on 1/2 beats, but then you suddenly switch to completely un-sightreadable 3/4 rhythms out of nowhere even though there's nothing musically different in this section at all compared to the previous stuff. you also choose to ignore the same 3/4 noises starting immediately after this section at 05:10:353 (1) - by switching from 3/4 circles to 1/1 circles which just doesn't make for comfortable playing. the easiest solutoin would be to follow the same rhythms used at 04:55:353 (1) - instead of this nonsense.
  8. 05:23:478 (1) - again, this would be way more appropriate if snapped to 1/8 ticks instead of 1/16 since the song actually has noises on each 1/8 tick. this slider should also end on 05:24:356 - since that's where the sound stops. (that's the 1/8 tick before the white tick that you've currently got the slider ending)
  9. 05:27:228 (1,2,3,4,5,6) - 05:42:228 (1,2,3,4,5) - there needs to be some sort of clear differentiation between these two rhythms. the offbeat wubs are present at 05:42:228 (1,2,3,4,5) - but you've chosen to ignore them now in place of the newly appeared rhythm. however, the 1/4 sliders at 5:42 are really similar to 1/4 sliders at 5:27, so one could easily interpret that 5:42's 1/4 sliders are following the same wubs that they had just played a few seconds earlier. your best option would be to get rid of the 1/4 sliders which follow the wubthings at 5:27 and use a completely different rhythm (whether that be following the wubs or some other background instrument). there's also the question of how accurately rhythms like this can be played, but if the wubs aren't mapped as they are now this won't be an issue.
  10. 05:40:196 (4) - you've mapped the start of a new section with a slider end. considering the amount of emphasis there is just in the song here and on your storyboard, using a slider end here just makes all possible impact feel terrible. 06:08:946 (1,2,3,1) - does the exact same part of the song a whole lot better since 06:10:353 (1) - is on the start of the next musical phrase. just use the same rhythm. please.
  11. 06:23:478 (1,2,3,4,5,6,7,8,9,1) - suddenly switching to huge 1/3 jumps is completely unreadable. if you insist on mapping the 1/3 rhythms here, use reverse sliders. (or another intuitive use of 1/3)

    internet friends
  12. 07:26:408 (3,4,5) - using three 1/4 sliders here does not match the music nearly as well as the way you handled this literally every other time it happened. using this rhythm would make a lot more sense. it should be familiar considering you did it like everywhere in this song and it fits well.

    rage valley
  13. 07:58:312 (10,11,1) - you'llwant to space these in a way that follows distnace snap more, since moving from a 3/4 rhythm to a 1/2 rhythm while keeping the same spacing is super hard to interpret
  14. 07:58:940 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you just showed with 07:55:148 (1,2,3,4,5,6,7,8,9,10,11) - that the 3/4 beats were important, then now you decide to emphasize each white tick. there is nothing worth emphasizing on teh white ticks here, so doing this makes no sense. using rhythms that follow those 3/4 beats actually fits the music for the section you're using reverse sliders. as for the rest of the build up, non-reverse 1/4 sliders are also inappropriate since they don't take into account the emphasized 3/4 beats at all.
  15. 08:27:491 (2) - should have a new combo here for consistency with the everywhere-else-after-slow-slider like 08:14:366 (1) - 08:16:241 (1) - 08:18:116 (1) - 08:19:991 (1) - etc
  16. 08:58:898 - no reason for the gap here at all. if you're going to argue about it being consistent with your longer sliders, see next point.
  17. 09:00:773 (3) - 09:08:273 (3) - shortening these so they're 1/1 sliders would make way more sense than your current rhythm-ignoring 7/4 (lol) sliders. downbeats here are emphasized as much as you can emphasize anything, so not even having an object on them makes no sense.
  18. 09:13:429 (4) - this would be a lot more appropriate if it followed the song's 1/4 rhythms instead, since that way the final downbeat can actually be mapped as something clickable/with impact. something like this would work. making it symmetrical is ezpz

    the box
  19. 09:37:004 (4,5,6) - these should be replaced with a repeating slider as you showed with 09:26:778 (4) - 09:30:148 (4) - 09:33:576 (4) - . your triangle pattern doesn't override how the section emphasizes four beats.
  20. 09:37:004 (4,5,6,7,8,9,10,11,12) - extreme spacing change from 09:34:841 (1,2,3,4,5,6) - is too much. would be better to just use sliders as previously done, but if you insist on using 1/3 circles, 1.1x ds would be more appropriate. save the larger spacing for when the song actually starts at 09:39:148 (1) -

    suffer
  21. 11:15:250 (1,2,3,4,5,6) - seriously... this is not going to work. combo breaks 11 minutes into a map not fun. space it like 11:01:536 (1,2,3,4,5,6) - or do something different. sudden 1/3 jumps are not practical though.
  22. 11:27:143 (3,4) - 11:28:858 (3,4) - these kinds of overlaps are just bad to play. having 3 just not exactly on top of 4's body makes for a lot more practical reading, like 11:30:572 (3,4) - . <-- this one does it perfectly.

    save the world this is where the map goes to shit
  23. 11:46:950 (1) - 12:02:310 (7) - combo inconsistencyyyyyyyy
  24. 11:48:390 (5) - you need to map the downbeat at 11:48:870 - as you have done everywhere else. there is absolutely no reason why you should be ignoring this one in particular.
  25. 12:13:590 (1) - 12:21:270 (1) - ignoring the strong instrumental noise on the downbeat is really uncomfortable. you mapped the same thing properly at 12:09:750 (4,5) - 12:17:430 (7,1) - so i'm not seeing a reason why not to do it here. prioritizing vocals is fine, but if you're disregarding other strong beats in the instrumental part (which are much more sensible to follow in a rhythm game), you're doing it wrong. vocals should not override stronger instrumental beats.
  26. 12:27:030 (5) - 12:30:870 (4) - BUTCHERING THAT RHYTHM
  27. 12:28:950 (1) - ugh
  28. 12:32:790 (1) -
  29. so many rhythmic issues to point out on this song. vocals are killing you. just because you would rather map vocals in spots doesn't mean you should ignore the other important beats as well. in a song where everything is 1/2 in both vocals and instrumentals, adjusting so that you don't miss anything isn't impossible.
  30. 12:55:590 (1) - should be snapped to 1/12 instead of 1/16 becuase there are actual sounds on each 1/12 tick. apologies in advance for the storyboard
  31. 13:01:830 (1) - 13:09:510 (1) - 13:40:230 (1) - etc. extending sliders which have way more prominent beats on the 1/2 ticks makes no sense. you could really make way more appropriate rhythms than spamming 3/4 sliders in a section that actual instrumental variety.

    crush on you a lot of wrecked rhythms from extended sliders here too
  32. 14:14:586 (1) - what i said about vocals overriding instrument things :/
  33. 14:18:034 (3) - pls^
  34. 15:13:379 (1,2,3) - extending these makes no sense. at all. 15:15:103 (7) - would have made sense to extend yet it's the ONLY ONE THAT ISN'T there's more unnecessary extended sliders later on which i won't be mentioning specifically.
  35. 15:20:965 (1) - probably most rhyhtmically correct place so far good job
  36. 16:21:138 (4) - not understanding this slider's purpose. would make a lot more sense to just use a rhythm similar to 16:17:862 (1,2,3,4) - since it's the same thing in the song pretty much. you can do the wiggly stuff if you really want to but ignoring prominent beats nah

    fire hive
  37. 16:35:737 - 16:49:451 - uh... why are you not including objects here? like really, there's no reason why these sounds should be ignored. using slider ends to cover them like 16:55:880 (1) - 16:42:165 (9) - would work.
  38. 16:42:165 (9,1) - 16:55:880 (1,2) - comboing inconsistencyzzzzz. doing it like 16:42:165 (9,1) - is better imo.
  39. 16:55:665 (12) - would be more suited to be a slider end to differentiate from the synth instrument you;'ve been emphasizing up til now
  40. 17:26:594 (5,1,2) - 1/2 jump from 5->1 and 1/4 jump from 1->2 are the exact same screen distance. usually 1/4 sliderjumps are fine, but right after this you have that usual long line of 1/4 sliders which would be bad to also interpret as 1/4 sliderjump for obvious reasons
  41. 17:31:451 - ummmmmmmmmmmmmmmmmmmmmmmmm

    bonfire 2
  42. 18:16:454 (4,1) - please don't do variably spaced 1/4 stuff 18 MINUTES INTO THE MAP ok
  43. 18:18:437 (3) - object is unnecessary. use yourself as a reference at 00:54:255 (1,2) - . makes for a more intense climax if there's less objects during the build up anyway riteyes
  44. 19:00:678 (4,5,1) - http://i.gyazo.com/a2f8d4fcd8b3a9460e743eeb3ce8bbe5.png spacing like this would be fine
  45. 19:22:747 (4,5,1) - ^ you're just killing any possible combos at this point
  46. 19:24:816 (9) - you've got a slider end on like one of the most important beats in teh song. really just use a clickable object like you did at 02:01:497 (1) -
  47. 19:43:351 (1,2) - what's with this totally unreadable rhythm? if you really wnat to have something on the blue tick, either do a triple or what you had done at 02:08:393 (6,7) - ...which isn't possible so do the other thing. think of the children (who are going to ragequit at the end of a 19 minute map).
  48. 19:45:161 (2,3,4) - holy what is momentum. jump should definitely be less uh deadly
  49. 19:45:678 (5,6,7) - what i said about 02:22:531 (7) - would also apply here. same fix as well.
i've excluded a lot of possible changes as to not make this so long (which is why almost everything here is bold - it's the important stuff). whenever i check this again, i'll post the more in depth points i have written. gonna be a pain to fix, but it will have to be done at some point if you ever want another bat to look at a 20 minute map

bye
Shohei Ohtani
god dammit
Hinsvar
I think I will write a BAT resignation letter to the higher-ups soon.

Really though; I guess I should look at the map once again because holy shit...
fieryrage
rip map
Kihhou
whys this graved o-o
fieryrage
Don't let this die please ;-;
DeletedUser_4329079
From ranked to graveyarded ( ͠° ͟ʖ ͡°)
Moway
Hope that you continue with this sometime soon.
Ciyus Miapah
oh come on, why!?!?!
Topic Starter
TrigonometrY
Thanks to BATs, I know what my time is worth now. You know, it really motivates me: waiting for rank for a month - get a popped 1st bubble - repaire it - get popped bubble again with a wall of text. Jeer. Don't know when I'll find any inspiration for this.
DeletedUser_4329079

TrigonometrY wrote:

Thanks to BATs, I know what my time is worth now. You know, it really motivates me: waiting for rank for a month - get a popped 1st bubble - repaire it - get popped bubble again with a wall of text. Jeer. Don't know when I'll find any inspiration for this.
Kihhou
BATs aren't here to waste your time..

It's not even about the amount of time you put into your map or how long you've waited either. In the end, its about the quality. BATs catch issues and improve your map so that your map wont get disqualified during the ranking process, which would've made the process even longer than having a wall post like this.

If it isn't up to their ranking standards, a BAT wouldn't risk their own position to give a map a shot at making it through qualifications. BATs don't walk in and think "He's been patient I'll just rank it for him." There wouldn't be quality standards.

That aside, there may be issues that you disagree with; some that you might think are actually fine as is. If so, state your reasoning so that there's actually reasoning for you to think these issues pointed out have a chance at making it through qualifications.

I'm not taking sides here regarding the mod's content specifically. I just believe you should understand that BATs are trying to help you and that they deserve a proper response, especially since pishifat decided to try and move this map forward on his own free will for you.

I actually like this map and hope you understand well enough to try and move this forward with pishi's help. Good luck!
Secretpipe
Just rank this BATs
Kibbleru
yeah most pishi's suggestions make sense q:

but stuff like using slider ends are sometimes acceptable
05:40:196 (4) - this slider is used to build from silence to a sudden large bang at the end and it does fit well for cases like that

also. what kihhou said q:
xtrem3x
if not problem, I 'll take the audio from this beatmap to make a taiko version -w- .....


this beatmap in taiko mode is hard... these streams reduce fastly drain bar ._.
Infeh
This is just a masterpiece in my own personal opinion.
I usually don't enjoy playing marathon maps because they are boring to play , repeating same things all over again.
But this is just fantastic :) fun to play , and really well done, and the story board is good aswell :) (ps, Rage Valley was just too good xD my fav part)
Bladesu
died on the 9th map
GG
Stefan

RMaltsaar wrote:

died on the 9th map
GG
Okoratu


A bit on topic: Are you going to do something with this TrigonometrY?
xtrem3x

Stefan wrote:

RMaltsaar wrote:

died on the 9th map
GG
Oh Hell Yeah!!!
Kimion


The first Marathon Map i completed.
I know i am a noob^^
nice map
- Marco -
This is still not ranked ;__;
Nickelony
Why is this still unranked?! D:
Jindils
Loved when?
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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