forum

German Beatmapping Contest #5 (osu!mania)

posted
Total Posts
12
Topic Starter
Feerum

Allgemeine Informationen

Lang ist’s her seit dem letzten.. Doch nun ist es wieder an der Zeit für einen German Beatmapping Contest! (GBC #5)
Dieses Mal erneut in der osu!mania Edition.

Ziel des Contests ist es, die Beatmap am Ende zu ranken. Der Gewinner darf seine Map selber uploaden. Da diese dann sehr wahrscheinlich mindestens eine Hard difficulties benötigen, werden diese mit Guest Difficulties aufgestockt. Die Gewinner Difficulty wird im Difficulty Namen kenntlich gemacht.

Der Mapping phase des contest beginnt am 19. September um Mitternacht und endet am 24. Oktober 2022 um Mitternacht.
Wir erwarten das die judging phase nicht länger als 2 Wochen dauern wird.

Song

Der Song für diesen Contest ist Café + M!lk + Chocolate von DJ Raisei. Hierbei handelt es sich um einen Featured Artist. Daher bitten wir euch, die .osz für diesen Contest mit dem Link unten herunterzuladen. Diese beinhaltet bereits die richtige Metadata, darum bitten wir diese nicht mehr zu ändern!

KLICK MICH

Regeln

  1. Nur eine Einsendung pro Person ist erlaubt.
  2. Du musst aus dem deutschsprachigen Raum kommen und dein osu! Profil zeigt eine Flagge der zulässigen Länder. (Darunter fallen die Länder Deutschland, Österreich und die Schweiz).
  3. Collabs sind für diesen Contest nicht gestattet.
  4. Die eingesandte Difficulty darf nicht über BSS hochgeladen oder anderweitig vor dem Contest-Ende publik gemacht werden.
Deine Einsendung muss…
  1. Nur aus einer .osz-Datei bestehen. Diese darf beinhalten: Audio datei, .osu-Datei und ein Background. Storyboards, Custom Hitsounds oder andere Dateien können nicht eingesendet werden.
  2. Deine Beatmap muss in 4-Keys gemappt werden!
  3. Eine Insane oder Expert Difficulty sein.
  4. Deinen kompletten osu! Namen in den Metadaten der Difficulty beinhalten (Beispielsweise: “Feru’s Insane” oder "Hydria's Expert").
  5. Die generelle Ranking Criteria sowie die osu!mania Ranking Criteria erfüllen.
Deine Beatmap muss über die Mappers' Guild website eingereicht werden. Du kannst sie über folgenden Link erreichen:
SUBMISSION

Judging Criteria

Die eingesendeten Beatmaps werden von den Judges nach folgenden Kriterien beurteilt:

Song Interpretation (15p): Wie gut repräsentieren deine Pattern die Musik?
Originality (10p): Benutzt du eher alltägliche Pattern für deine Map oder zeigst du den Judges etwas neues/besonderes?
Gameplay (10p): Wie interessant ist deine Beatmap und wie viel Spaß macht es sie zu spielen?
Judge Impression (5p): Jeder Judge bekommt 5 Punkte, um seine ganz eigene Bewertung abzugeben.

Das bedeutet, jeder Judge kann insgesamt 40 Punkte abgeben. Bei 4 Judges ist eine maximale Punktezahl von 160 zu erreichen.

Staff

Organisator: Feerum

Judges: Feerum, IceDynamix, EimitMaggi999 & Hydria

Artwork: AlexDunk (Badges); Hydria (Banner)

Map-Master: Maxus

*Der Map-Master wird dafür zuständig sein, dass alle Beatmaps anonymisiert sind, bevor sie den Judges zugesendet werden.

Preise

Kein Contest ohne Preise! So auch bei diesem hier:

#1. Platz - 4 Monate osu! Supporter & Profile badge!
#2. Platz - 2 Monate osu! Supporter!
#3. Platz - 2 Monate osu! Supporter!

*Der Supporter wird gesponsert von Feerum und EimitMaggi999.

BADGE VORSCHAU

Deutschland:


Österreich:


Schweiz:

---

Bei allen weiteren fragen schreibt hier rein oder wendet euch direkt an Feerum
Wir laden euch auch herzlich in den Deutschen osu!mania Discord ein! Dort könnt ihr jeden der Contest Staff Mitglieder schnell erreichen oder euch mit anderen Deutsch-Sprachigen osu!mania Spielern austauschen!

Link: https://discord.gg/sQ8VQAxQQr
Topic Starter
Feerum

General Informatiom

It's been a while since the last one but now it's time again for a German Beatmapping Contest! (GBC #5)
This time in the osu!mania edition!

The goal of the contest is to rank the winning beatmap. The winner will be allowed to submit the map by themselves. In case the beatmap set will require additional difficulties to be rankable, we will add additional guest difficulties. The winner difficulty will be make visible through the difficulty name.

The beatmapping phase begins at 19th September at midnight and ends at the 24th Oktober 2022 at midnight.
We expect the judging to not take longer than 2 weeks.

Song

The song for this contest is Café + M!lk + Chocolate by DJ Raisei. As this is a featured artist, we ask you to download the pre-made .osz file with the link below. Please also do not change any metadata in it (beside the difficulty name).

CLICK ME

Rules

  1. Only one submission per person.
  2. You must come from a german-speaking country and your profile flag need to show one of the allowed counties. (Allowed countries are Germany, Austria and Switzerland)
  3. Collaborations are not allowed for this contest.
  4. You are not allowed to submit your beatmap into BSS or somewhere else before the contest ends.
Your submissions must...
  1. Be just a single .osz file. This one may include: audio file, .osu-file and a background. Storyboards, Custom Hitsounds or any other files are not allowed.
  2. Be mapped in 4-Keys!
  3. Be an Insane or Expert difficulty.
  4. Include your entire osu! name in the difficulty name. (For example: “Feru’s Insane” or "Hydria's Expert").
  5. Follow the General Ranking Criteria and the osu!mania Ranking Criteria
You must submit your beatmap through the Mappers' Guild website. You can find it by clicking the link below:
SUBMISSION

Judging Criteria

The submissions will be judged by the judges with following criteria:

Song Interpretation (15p): How good does your pattern represent the music?
Originality (10p): Do you use generic pattern or do you want to show the judges something unique/special
Gameplay (10p): How interesting is your beatmap and how much fun does it make to play it.
Judge Impression (5p): Every judge gets 5 points for their very own point of view.

This means every judge can give out 40 points in total per beatmap. This means your submission can reach a total of 160 points.

Staff

Organizer: Feerum

Judges: Feerum, IceDynamix, EimitMaggi999 & Hydria

Artwork: AlexDunk (Badges); Hydria (Banner)

Map-Master: Maxus

*The Map-Master will ensure that all submissions will be anonymized before being handed out to the judges. This is to ensure that everyone has the same chance to win!

Prizes

No contest without prizes! Same goes here. Following you can win:

#1st place - 4 months of osu! Supporter & profile badge!
#2nd place - 2 months of osu! supporter!
#3rd place - 2 months of osu! supporter!

*The supporter will be sponsored by Feerum and EimitMaggi999.

BADGE PREVIEW

Germany:


Austria:


Switzerland:

---

Should there be any questions left, do not hesitate to answer to this thread or contact Feerum.
We would also like to invite all participants to the German osu!mania Discord! There you can reach any of the staff much faster or just hang out with other participants and german-speaking osu!mania player!

Link: https://discord.gg/sQ8VQAxQQr
Hydria
es ist großartig, dieses mal ein vollständiges deutsches panel zu sehen
Vincus
Lets go
ERA Sirbeyy
Poggies
Niko_Plays
Ayyyy
Maxim-Miau
My time to shine
DR2L_

Maxim-Miau wrote:

My time to shine
ja ansonsten kann ja keiner mappen uwu
Topic Starter
Feerum
Link zum Mappers' Guild contest listing ist nun verfügbar in beiden posts! Zur Sicherheit noch mal in diesem post verlinkt!
Wie bereits im opening post erwähnt, Contest submissions werden ausschließlich über die Mappers' Guild akzeptiert!

SUBMISSION
Topic Starter
Feerum
Ganz vergessen das auch hier zu Posten:

Mapping Phase ist vorbei!
Ergebnisse gibt's in spätestens 2 Wochen.
Topic Starter
Feerum
Nur ein paar Tage zu spät, aber die Results sind da!
Und ich muss sagen, knapper könnte es nicht sein. Wirklich nicht.

Und gerade weil es so knapp ist mussten wir ein zweites, bewehrtes scoring system mit einbeziehen. Welches aber auch offiziell unterstützt ist und akkurater ist als einfach nur die Punkte zusammen zu zählen.

Doch bevor ich jetzt noch weiter rede ist es Zeit für die Results!


  • #1 Vincus - Standardized 4.2973 (115 Punkte)
    #2 Maxim-Miau - Standardized 4.2573 (115 Punkte)
    #3 Niko_Plays - Standardized 1.4045 (97 Punkte)
    #4 hexle - Standardized -3.2101 (70 Punkte)
    #5 ERA medium kek - Standardized -3.2635 (69 Punkte)
    #6 ERA Sirbeyy - Standardized -3.4855 (67 Punkte)
Die genaue Punkteverteilung kann dem Contest Listing auf der Mappers' Guild Webseite entnommen werden. Dazu folge einfach dem Link: KLICK MICH

Erklärung zum Standardized Score
Der Grund warum Standardized Scoring benutzt wurde ist um ein grundlegendes Problem des Judgings zu lösen: Jeder Judge hat eine andere Vorstellung davon was eine bestimmte Punktzahl bedeutet.

Damit ist nicht gemeint dass Judges nicht verschiedene Meinungen haben dürfen, das ist natürlich gewollt und Ziel und Zweck mehrere Judges zu benutzen. Was gemeint ist dass was für zwei Leute "gut" ist, für einen Judge 30 Punkte wert ist aber für den anderen nur 25. Und "schlecht" sind für die selben zwei Judges jeweils 10 und 15 wert. Nun haben wir ein Problem, weil ein Judge auf einer relativen Skala von 10-30 bewertet und ein anderer auf einer von 15-25.

Um dem Problem entgegen zu treten, wird das Standardized Scoring eingeführt. Dies benutzt die Standard Deviation Funktion, welches alles Scores von einem Judge nimmt und die durchschnittliche Varianz der Scores zurückgibt. Damit haben wir jetzt den Score, das durchschnittliche Scoring eines Judges von allen Maps und die Varianz bzw. den Bereich der Bewertungen.

Die genaue Formel davon sieht wie folgt aus:

Sei S der Score eines Judges für eine Map, S(average) der Durchschnitt aller Scores eines Judges und SD die Standard Deviation aller Scores eines Judges, dann ist der Standardized Score S* = (S - S(average))/SD.

Diese Formel ist von der Mappers Guild entwickelt worden und wird aktiv in allen Mapping Contests genutzt.

Wie das Ergebnis zu interpretieren ist, ist dass ein Standardized Score von 0 bedeutet dass die Map im Durchschnitt eines Judges liegt, ein positiver Score dass die Map überdurchschnittlich war und vice versa.

Gratulation an Vincus, Sieger des German Beatmapping Contest #5!

Zusätzliche Kommentare der Judges:
EimitMaggi999
Maggi judging comments

> Dangerous Drew == Niko_Plays

General:
Bold move to go rice only on this song, I can definitely respect that - despite the minijack insanity happening in the first chorus (kinda reminds me of beatmapsets/1628742#mania/3325111) it still ends up feeling... safe, somehow.
I wish there'd be:
(1) more different/higher snaps involved in spots like 00:57:320 with the held synths, and also during the "tech" sounding sections 01:46:555, and
(2) more focus on other layers than just the drums sometimes - 02:55:202 (175202|1,175378|1,175555|1,175731|3) - you could go doubles here for the vocals or change the patterns a bit to represent them to give some examples
Good consistency overall btw, nothing much to say about that, also no major stuff that would prevent this from getting ranked.

Gameplay:
is in that spot where I wouldn't mind playing the map - nothing unfair here, everything has been placed well - but I'm also not super excited about it either, which sums up my overall thoughts on this entry. Solid, but not crazy in a good or bad way.

> Earlier Younger == ERA medium kek

General:
Am getting a new mapper vibe here sadly. This map features some nice attention to detail, but ends up making way too many compromises to represent the vocal layer above everything else all the time, which doesn't do justice to the song as a whole.
To name an example, at 00:14:967 and 00:25:555 in the intro, there's an increase in intensity and focus shifts towards the drums, but the patterns stay pretty much the same. 00:25:555 (25555|1) - shouldn't be simplified in an Insane, 00:34:908 (34908|3) - long LNs while there's a stream happening in the other three columns don't play well, better to leave it out in that case.
Some big consistency issues as well, drums shift between having no notes at all (00:46:731) and three notes in the same section. 00:40:378 (40378|0,40378|1,40378|2) - these are neat, but stick out a bit because the snare (ex. 00:39:320 (39320|1,39320|3) - ) isn't always a triple as well to back them up.

Gameplay:
feels disconnected in some sections because the map's intensity doesn't follow the song's intensity accurately. Some of the small details I enjoyed a lot on the other hand, such as 00:43:202 to 00:48:849 or these LNs that are mixed in at 01:36:231 (96231|3,96320|0,96496|3,96761|2) - .

TL;DR there's a few core things you can work on:
- Consistency, always making sure there's x notes on y drum sound;
- asking yourself, what's the most important sound/motif in this particular section?;
- a lot of the streams do a staircase motion, try mixing it up a bit more!

> Listen Church == ERA Sirbeyy

General:
So first of all, why is one of the most intense parts at 01:35:437 unmapped :(
We're looking to potentially rank the winning map here, and leaving 21s empty is a huge detriment which I cannot just ignore even if everything else would be perfect. Furthermore, there are two stacked notes at 02:58:025 which also shouldn't happen.
00:05:084 (5084|3,5128|2) - most creative way I've seen to deal with these so good job c:, 00:23:437 (23437|0) - long LNs and streams on the other three columns don't play well together (at 00:34:731 you leave it out actually), and this keeps you from mapping out the drum stuff at 00:25:378 the same way you do at 01:32:967, presenting a consistency issue
Considering the attention you paid to placing LNs for all the vocals beforehand 01:22:731 to 01:30:672 just feels really bland, and the 01:56:614 section has some wrongly snapped LNs.

Gameplay:
here is where most of my issues with the map lie. The intro has long stretches of left and right hand bias 00:17:790 (17790|0,17967|0,18143|0,18231|1,18408|1,18496|0,18584|1,18672|0) - 00:19:467 (19467|2,19555|3,19643|2,19820|2,19908|3,19996|2,20084|3,20172|2) - .
The minijacks at 00:40:731 (40731|2,40731|3,40820|3,40908|2,40996|2) - shouldn't be on the same hand twice in a row, also patterns like 01:02:967 (62967|0,63055|0,63143|0,63143|3,63231|3,63320|0,63320|3) - are incredibly evil because of the combination with LNs.
Anchor + LN on the same hand as seen in 02:08:261 (128261|3,128261|2,128437|3,128614|3) - are really uncomfortable as well.

I think this one tries too hard to follow the music and nothing more for its own good, I could see myself liking the map a lot more if the structure would be a bit less stiff.

> Previous Apple == Maxim-Miau

General:
This gets pretty close to what I had envisioned. The map as a whole has a nice identity, lots of different ideas that are executed well, and is intense or chill when it needs to be intense or chill. No need for me to go modding/advice mode here.
Gonna nitpick the 8 stack at 00:31:908 (31908|1,32084|1,32261|1,32437|1,32614|1,32790|1,32967|1,33143|1) - that is a 4 stack in all other locations just because I can :^)
My only minor criticism would be the 1/8ths starting at 03:04:555, they feel a bit like forced variety when it would be totally fine to just continue your previous pattern.

Gameplay:
Obviously whoever made this knows their stuff, despite the map being decently difficult there's nothing out of place or to be said here. Well done! I can definitely see myself enjoying this map in the future.

> Us But == Vincus

General:
Dunno how this happened but there's a bunch of 1ms unsnaps in your map, would need to be fixed when looking at ranked, no big deal for the judging though.
00:23:437 (23437|3,24143|2,24849|1) - one LN being shorter and the other two full length is slightly messy, but avoids the super long LN + stream problem some of the other submissions had in an elegant way. Optimally you'd find some way to make them all the same length, maybe by always placing a note above them.
I wish there was some kind of interruption in the jumptrill at 00:25:908, also the "breakdown" in the music starting at 01:45:320 could be mapped in a slightly more intense way.
Good job on the intro and outro c:. I'm surprised that there weren't more submissions that went light hybrid in the outro, I think it fits very nicely.

Gameplay:
A bit of a lighter, more LN focused style than the other submissions, but very refreshing to see. It's apparent that the mapper knows how to place things for comfort, the mapping makes it very easy to just vibe to the song, and invites me to come play it.

> Whatever Perfectly == hexle

General:
Why'd you move the offset and not change it back D: It's... irritating for me to look at this map, listening to the hitsounds I could easily think that notes are wrongly snapped even though they aren't.
Looking at 00:27:120 (27120|1,27208|1,27297|1) - vs. 00:28:532 (28532|0,28620|0,28708|3) - there's already some inconsistencies that should be avoided, 00:49:179 (49179|3,49267|2,49355|1,49444|0) - no real reason to suddenly start with mini LNs and break the trill idea if you went with 00:43:885 (43885|3,43973|2,44061|3,44149|2) - beforehand.
Technically the mini LNs are unrankable as well, ranking guidelines say that long notes should be held for at least 1/12th of a beat.
The map in general is plagued by various ideas that were teased, and then not followed through upon sadly, or there wasn't enough attention put into them. I'd be willing to give this a lot more score if that were the case, and the drum consistency would also be there - there's plenty of single notes that should be doubles or triples (00:42:120 (42120|1) - ), and some chords that are actually too big (00:42:473 (42473|0,42473|3,42473|2) - ).
01:28:355 - the repitition thing is nice and the only submission to do it in such an obvious way, good to see the attention put into pitch relevancy at 02:41:767 as well.
02:53:414 - what bugs me about this section is how there's no real justification to do anchors, I think there should be something else instead to make this more interesting.

Gameplay:
ow, this minijack stack just comes out of nowhere to knock you out 01:38:944 (98944|3,99032|3,99120|3,99208|3,99297|3) - . The mini LNs are acc killers, 00:34:708 (34708|1,34885|2,35414|0,35502|3,35591|0,35679|3,35767|0) - is not so pleasant as well due to how long the trill is in addition to the long held LNs, should be avoided if possible.
In general the player is going to drop a lot of acc in this map without it really being their fault, also the connecting dots between individual patterns are often missing, which would help in enhancing the experience.

Just as a side note, OD/HP6 is quite low for an Insane difficulty and should be at least around 7.5 to 8.
Hydria
wherever perfectly (hexle) - You've got the basics down, you just need to work on relative density given the instruments used in the map, as well as figure out what patterns provide what level of difficulty as there were a few unexpected difficulty spikes throughout the map that are unjustified.

us but (Vincus) - It's got everything mapped, i would have just preferred certain sections to have more emphasis with the melody, plus a couple of questionable density choices throughout, apart from that though, a very solid map.

previous apple (Maxim-Miau) - I wasn't expecting a dump-esque map for such a high tempo song as such but it's executed pretty decently, though there are few things that are like a bit misplaced difficulty wise compared to the rest of the map.

listen church (ERA Sirbeyy) - Did you run out of time? This looks like half of a potentially-winning mapset which is such a shame, some of the minijack-LN patterning was a bit rough but overall it got the overall feeling across where it was fully mapped.

earlier younger (ERA medium kek)- This looked like it would make a great hard diff to accompany an insane, however there was just too much focus on stream patterning rather than melody for me to fully get behind it, though the overall concept works really well.

dangerous drew (Niko_Plays) - Solid map throughout, though the ending handstream patterning kinda let it down, and there were some areas where patterning should've stopped but kept going with 1/4 streams which felt a bit out of place, as well as just feeling a slight bit overlayered. It is the most consistent map though.
IceDynamix
# earlier younger == ERA medium kek

- missed some beats
- 36673 shouldve been 1/6 for example, could be passed for undermapping but the purpose of the contest is to make an insane diff with no holds barred
- 188349|1,188349|2 shouldve been 1/4 earlier
- arbitrary chord usage (39673)
- inconsistent concepts
- weird difficulty balancing
- 161791 is one of the intense parts of the song, but is mapped in a relatively tame manner
- no PR used (139202)
- most obvious way to layering was used (extended LNs for the melody and rice for everything else)
- results in lots of 3k gameplay (105320)

# listen church == ERA Sirbeyy

- could use some pitch relevancy (4026)
- has a few exciting patterns, 1/8 graces at the beginning, minijack usage and also playing with anchors
- most of the other patterns are relatively tame though with simple cj/hs used for the buildups
- unfortunately the minijacks are missing hand balance or are used in conjunction with held LNs on the same hand, which can lead to gameplay issues and is regarded as uncomfortable by most players
- anything between 82732-95438 *feels* unfinished, especially with the difficutly burst at 93144
- not to mention 95438-116614, which is *actually* unfinished... ??
- overlap on 178025|3...
- 161791 could be a little more intense for difficulty balancing

# us but == Vincus

- map is solid and shows a good grasp on mapping
- unfortunately its missing a little bit of the magic that makes a map special and stand out

# previous apple == Maxim-Miau

- dumping falls into my forte, but theres some *overly* liberal use of it with some places i dont agree with
- the concepts are interesting
- honestly the end just ruins everything you managed well, including use of dump, difficulty balancing and song representation

# wherever perfectly == hexle

- 1h trills are funny and are a good concept to base the chops around
- for some reason there are mini-lns starting from 49179
- poor difficulty balancing
- 98238 jacks?? why... theyre placed in an unorthodox way and spike the difficulty of that section a lot
- 161768 feels underwhelming

# dangerous drew == Niko_Plays

- the only rice-heavy entry (actually rice-only even)
- overall clean execution of the patterns themselves, though unfortunately incorrectly applied to the song at many places
- lacks originality at many places, especially the end with the handstream
Vincus
LETS GOOOOOOOOO

Danke an die Judges und Feerum fürs organisieren <3
Please sign in to reply.

New reply