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Owl City - Embers

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Topic Starter
ztrot
This beatmap was submitted using in-game submission on Saturday, January 10, 2015 at 3:08:13 PM

Artist: Owl City
Title: Embers
Tags: ColdTooth Minao midsummer station
BPM: 123
Filesize: 6458kb
Play Time: 03:39
Difficulties Available:
  1. Advanced (2.56 stars, 336 notes)
  2. ColdTooth's Easy (1.48 stars, 199 notes)
  3. Hard (3.55 stars, 493 notes)
  4. Minao's Normal (2.05 stars, 345 notes)
Download: Owl City - Embers
Information: Scores/Beatmap Listing
---------------
I'm getting this done.

All diffs now end at the same time finally got the guests updates

UPDATED 12/7/14
popped 12/11/14
updated 12/13/14
12/20/14 edited sound volume and added another diff to even out spread.
1/3/15 updated
1/9/15 updated yet again
1/10/15 adjusted hitsounds and combos
Diona4ka
Very nice :)
Topic Starter
ztrot
thank you
HabiHolic
Good map
Kyonko Hizara
finish pls
Minao
Hi hi hi!
Here is my diff as promised: http://puu.sh/auttk/d27c80420f.rar
I hope you'll like it.
Krisom
Hello ztrot! I like this song and I was casually testplayingso here I am.

Hard

I believe you can greatly benefit from making the sliderspeed faster in the kiai times to reflect the change of peace of the song. Something lik, SV x1,15 or 1,25.
00:11:677 (7) - Missing a clap?
00:23:385 (3) - ^
00:28:019 (5,6) - Was weird at first. You follow the vocals very closely and before this and then at (5) the singer goes on a small pause, making you think the next note is at 00:28:506 (and the spacing of (5,6) makes you think so too), but you switch to follow the beat instead in the next 3 circles.
00:29:238 (9) - Clap?
00:34:360 (3) - Expected a triplet somewhere here because of 00:32:409 (4,5,6) - Rhythm wise it'd be nice to have one
00:44:604 (5,6,7,8) - No matter how many times I try, I cant hit them. Makes me think they're just 1/2 circles stacked.
00:46:555 (3,4,5,6,7) - Weird rhythm you choose. The (1,2,3) follows the beat, so (4) makes you think either it'll follow the voic OR the beat, so you wait until 00:47:043 to hear those and then BAM you missed a circle.
01:06:799 (9,1,2) - I bet you can undo this underlap :P. I won't force you tho.
01:11:189 (1,2,3,4,5) - I was expecting something more like this https://osu.ppy.sh/ss/1874053 . Same for the next one.
02:21:433 (1,2,3,4,5,6,1,2,3,4,5,6) - ^ Same. Check the rhythm, going with the vocals would make wonders in this place, since it's (imo) the most vocal-focused part of the song. It's like the kiai of the kiai.
01:44:604 (3) - Same as 00:34:360 (3)
02:50:702 (1,2,3) - 01:56:068 (1,2,3) - 00:45:824 (1,2,3) - These sounds awesome with normal-hitnormal.

This is def one of my favorite diffs from you ztrot. This is done very nicely!
Lazy-
very good beatmap

random mod from me :D
my mod is suggestion, you can refuse it if you want :D

[General]
Preview point is not set
Countdown conflict with Minao's Normal

i suggest the preview point set in 01:49:482

[Easy]

00:29:726 - add note, sounds better i think

[Normal]

02:33:628 - add note, its better i think
02:41:433 - ^


osu needs more owl city!
Minao
Wow posted 19 days ago and it appears only now on my "view your post" page @_@"

Lazy- wrote:

[General]
Preview point is not set My diff has one, so I don't change it
Countdown conflict with Minao's Normal I add a countdown

i suggest the preview point set in 01:49:482

[Normal]
02:33:628 - add note, its better i think Changed
02:41:433 - ^ Changed
Thanks for ther mod!

Tari
Owl city <3

we need more
khazhyk
Hard

00:09:970 (3) - This pattern shows up a lot, with the three heavy + clap, the beat after the clap feels like it should be a rest (imo)
00:32:653 (6) - 01:42:897 (6) - The triples here struck me as odd when playing through. There's a drum on 4,5, and 7, but not 6 in both cases.
00:44:604 (5) - Listening to the music, there's a hit on 6,7,8, not 5. Removing the 5 has the pattern start on the quarter tho. Maybe hit on the last beat of 00:43:872 (4) - so it goes clap, clap, ca-clap?

Minao's Normal
00:14:116 (4) - 00:29:726 (6) - Seemed cut short? Lengthen to match the long "ive" ? Or reverse?
01:16:067 (7) - 02:26:311 (4) - 03:21:677 (8) - The spinner after this seems a little late, maybe start it on the "die" beat (the last beat of this slider)
02:32:165 (2) - 03:05:336 (3) - These slider does the same thing with the "die" but it works for the transition in this case imo
03:29:116 (3) - "die" is on the slider end, and then the "ieeeee" is on the next long slider. "fire" starting on (2) is sustained, maybe slider here, and then starting on the sustained "die" (slider = sustain in my mind)


VinylDash's Easy
When playing I thought I noticed you had "smooth" sliders during sustained voice and then the bendy sliders when there was another spoken word, but I was mistaken. It'd be cool to have the sliders smooth during the sustained and bendy when there's a word.
02:22:409 (2) - 01:56:067 (3) - what I mean by bendy when there's a word
02:01:921 (1) - what I mean by "sustain" like the long notes.


this is my first time doing this so it's probably terrible :x
Topic Starter
ztrot

khazhyk wrote:

Hard

00:09:970 (3) - This pattern shows up a lot, with the three heavy + clap, the beat after the clap feels like it should be a rest (imo)
00:32:653 (6) - 01:42:897 (6) - The triples here struck me as odd when playing through. There's a drum on 4,5, and 7, but not 6 in both cases.
00:44:604 (5) - Listening to the music, there's a hit on 6,7,8, not 5. Removing the 5 has the pattern start on the quarter tho. Maybe hit on the last beat of 00:43:872 (4) - so it goes clap, clap, ca-clap?

Minao's Normal
00:14:116 (4) - 00:29:726 (6) - Seemed cut short? Lengthen to match the long "ive" ? Or reverse?
01:16:067 (7) - 02:26:311 (4) - 03:21:677 (8) - The spinner after this seems a little late, maybe start it on the "die" beat (the last beat of this slider)
02:32:165 (2) - 03:05:336 (3) - These slider does the same thing with the "die" but it works for the transition in this case imo
03:29:116 (3) - "die" is on the slider end, and then the "ieeeee" is on the next long slider. "fire" starting on (2) is sustained, maybe slider here, and then starting on the sustained "die" (slider = sustain in my mind)


VinylDash's Easy
When playing I thought I noticed you had "smooth" sliders during sustained voice and then the bendy sliders when there was another spoken word, but I was mistaken. It'd be cool to have the sliders smooth during the sustained and bendy when there's a word.
02:22:409 (2) - 01:56:067 (3) - what I mean by bendy when there's a word
02:01:921 (1) - what I mean by "sustain" like the long notes.


this is my first time doing this so it's probably terrible :x
No such thing as terrible I looked over the stuff on hard and I feel that there are audio cues where i have notes placed but think you for the input hopefully the others might make adjustments if they even know this is still a thing.
Minao
Sorry for the late answer!

khazhyk wrote:

Minao's Normal
00:14:116 (4) - 00:29:726 (6) - Seemed cut short? Lengthen to match the long "ive" ? Or reverse? It's true that we can hear the "ive" after the end of the slider, but if you listen to the previous objects, 00:28:019 (2) and 00:28:994 (4) , it's the same, we can hear the last letters of the lyrics after the end of the objects. That's because I focus here on the melody and not on the voice. Then for 00:29, the "ive" finish on the head of the next slider, and I prefer to keep this slider to emphasis on the rhythm.
01:16:067 (7) - 02:26:311 (4) - 03:21:677 (8) - The spinner after this seems a little late, maybe start it on the "die" beat (the last beat of this slider) I agree with you on theory, but in practice I don't feel it's that different to begin the slider a little before, so I don't change this.
02:32:165 (2) - 03:05:336 (3) - These slider does the same thing with the "die" but it works for the transition in this case imo Yup
03:29:116 (3) - "die" is on the slider end, and then the "ieeeee" is on the next long slider. "fire" starting on (2) is sustained, maybe slider here, and then starting on the sustained "die" (slider = sustain in my mind) You're right, but I choosed here to emphasis on the instrumental part, so I prefer to keep it

this is my first time doing this so it's probably terrible :x
Actually it was a good mod for a first one imo, because what you said was true. However I didn't make the changes because I choosed other ways of mapping (that are viable too I think) than what you suggested. Thank you!!

Edit:
@ztrot: I improved a little some sliders and stacked objects, and fixed other mapset things: http://puu.sh/cD3iR/2dd925c1ad.rar
But I have a problem at 01:10:945 (3) - the circle is good in the editor, but since I testplay it, it becomes bad :o I don't know how to fix this.
Topic Starter
ztrot
I fixed the issue you were having in normal so we should be all good now!
ColdTooth
Sorry for the really late answer

http://puu.sh/cDjvl/e2f651578c.osu

Double check the kiai and everything else, you can also change VinylDash's Easy to ColdTooth's Easy since it's my new name

changed pretty much about everything
Kyonko Hizara
I command this map to be finished
Sakura
Mostly nazi / aesthetic stuff since your flow and rythm are perfect @_@
[Hard]
01:18:994 (1) - Blanket not perfect.
01:38:506 (1) - This curve looks awkward you could try to use (3)'s approach circle to make it a lil better.
01:51:677 (7,9) - These arent blanketed correctly if you were going for that.
02:25:336 (1) - Add finish?
03:01:433 (4,5,6) - To be honest i was expecting a little bit more symmetry here, but after this combo you go back down and use the left side again, why not just use the right side of the playfield?
03:08:263 (1) - Blanket not perfect.
03:10:214 (5) - ^
03:12:165 (4) - ^
03:14:116 (8) - ^
03:27:775 (1) - Use lower volume for this spinner, fits the lowered part of the music better.

[Minao's Normal]
I like how you make everything fit like jigsaw pieces, but im not sure about all the overlapping it causes.

[VynilDash's Easy]
Huh, why does Easy end before the others?

Good mapset ztrot, I like it.
Topic Starter
ztrot

Sakura wrote:

Mostly nazi / aesthetic stuff since your flow and rythm are perfect @_@
[Hard]
01:18:994 (1) - Blanket not perfect.
01:38:506 (1) - This curve looks awkward you could try to use (3)'s approach circle to make it a lil better.
01:51:677 (7,9) - These arent blanketed correctly if you were going for that.
02:25:336 (1) - Add finish?
03:01:433 (4,5,6) - To be honest i was expecting a little bit more symmetry here, but after this combo you go back down and use the left side again, why not just use the right side of the playfield?
03:08:263 (1) - Blanket not perfect.
03:10:214 (5) - ^
03:12:165 (4) - ^
03:14:116 (8) - ^
03:27:775 (1) - Use lower volume for this spinner, fits the lowered part of the music better.

[Minao's Normal]
I like how you make everything fit like jigsaw pieces, but im not sure about all the overlapping it causes.

[VynilDash's Easy]
Huh, why does Easy end before the others?

Good mapset ztrot, I like it.
made all the adjustments not really concerned that the easy ends a bit on the soon side.
Minao

Sakura wrote:

[Minao's Normal]
I like how you make everything fit like jigsaw pieces, Thank you! but im not sure about all the overlapping it causes Sorry T^T".
Ztrot, I made another update to fix again some patterns: http://puu.sh/cUHoN/fb52bed73b.rar
But there is another strange thing with this part: 02:19:970 (6,7,8,9,1) - the editor mode and the testplay are different... Could you try to fix it again please?
Topic Starter
ztrot
I took a crack at making it look better also updated the easy to finish it out around the same time as hard.
ColdTooth
ok

seriously late and sorry for being late

I have updated my easy at its best, double check it

http://puu.sh/d4dAI/9afae3b50c.osu
Sakura
Recheck desu~
[General]
I'd suggest swapping colors 1 and 4
Maybe add ColdTooth's old username to all tags as well?

[Hard]
00:38:506 (8,9,10,11) - Are you sure about this pattern? it seems you increase distance from 9 > 10, but then 10 > 11 is larger distance but hit timing is different. Same issue in 01:48:750 (8,9,10,11)
03:27:775 (1) - Spinner end is too close to the next note, but ending it 1/2 earlier fixes the issue and also fits the music.

[Minao's Normal]
01:36:067 (6) - Overlaps with the HP bar
https://osu.ppy.sh/ss/2280196 I think something got glitched with your combos and combo colors here... That combo's pretty long too
https://osu.ppy.sh/ss/2280198 More glitched combos
And yes im using the stable version of osu!
I suggest you go through the map and fix your combos...

[ColdTooth's Easy]
03:19:970 (1,1) - A little bit too close, i suggest ending the spinner earlier 1/2 or 1/1 earlier to be exact.
03:29:726 (1,1) - ^

Mostly Minao's Normal has combos that are... quite a mess.
ColdTooth
Fixed those spinner issues

hopefully its cool now http://puu.sh/d6nWA/65421cd543.osu
Topic Starter
ztrot

Sakura wrote:

Recheck desu~
[General]
I'd suggest swapping colors 1 and 4 Combo colors are fine.
Maybe add ColdTooth's old username to all tags as well?
Name change has be active for months now no need.

[Hard]
00:38:506 (8,9,10,11) - Are you sure about this pattern? it seems you increase distance from 9 > 10, but then 10 > 11 is larger distance but hit timing is different. Same issue in 01:48:750 (8,9,10,11) There is no "issue" with this pattern it has been played and tested extensively it works.
03:27:775 (1) - Spinner end is too close to the next note, but ending it 1/2 earlier fixes the issue and also fits the music.
Agreed and fixed

[Minao's Normal]
01:36:067 (6) - Overlaps with the HP bar not really an issue still plays fine.
https://osu.ppy.sh/ss/2280196 I think something got glitched with your combos and combo colors here... That combo's pretty long too fixed the combo glitch, this was preset because i hard code swapped the combo colors
https://osu.ppy.sh/ss/2280198 More glitched combos
And yes im using the stable version of osu!
I suggest you go through the map and fix your combos...

[ColdTooth's Easy]
03:19:970 (1,1) - A little bit too close, i suggest ending the spinner earlier 1/2 or 1/1 earlier to be exact.
03:29:726 (1,1) - ^

Mostly Minao's Normal has combos that are... quite a mess.
Topic Starter
ztrot
Still waiting on a reply from the other guest....................
Minao
Sorry for the late answer... Thank you a bunch Ztrot for fixing the combo colors.
I changed 01:36:067 (6) :
http://puu.sh/d94Kt/189d51ec79.rar
Topic Starter
ztrot
changes posted
Sakura
Ok looks all fine now

Bubbled!
ColdTooth
It's happening
riffy
Just don't let the fire die!

I am here as Sieg requested an extra pair of eyes for the Normal.


[Normal]
  1. Try to use AR 5. It makes things look neater and improves the balance of the set. Not to mention, it matches with your slider velocity and makes the diff a little more pleasant.
  2. Sorry to say that, but after a long discussion with Sieg we've decided that your rhythm really needs to be improved as its quality is not what we believe to be qualification-ready. Below you'll find the reasos why and some comments.
    1. 00:08:019 (1) - the vocals aren't strong enugh here and they have no support from the music. It is just too hard to hit + it wassn't mapped in the rest of the diffs. We highly suggest removing the slider.
      In fact, the idea of following the vocals did not turn out well. To start with, a lot of quite strong beats are unstressed (like 00:09:970 (3) - 00:37:287 (3) - and some others) or are totally ignored. (00:37:287 (3) - 00:37:287 (3) - 00:37:287 (3) - this one leaves the beginning of kiai unstressed)
      Note: to avoid this kind of issues, the best solution is to combine both vocals and music as this kind of rhythm is quite consistent/logical and reflects the song well.
    2. 00:14:604 - the empty space here shoul be mapped. It feels really confusing to have that much of an emty unmapped space while the music is still quie strong and could be mapped.
    3. 01:15:092 (4,5,6) - the 3/4 gaps are not playable enough for this diff. You have quite a lot of 1/2s and mixing them with 3/4s (which are hard to play in general) makes the diff too tricky/complicated to be a Normal. I strobgly suggest replacing such rhythms with 3/4 sliders like 01:16:067 (7).
      Note: 01:00:458 (3,4) - this is even harder as (3) gets off music and (4) becomes hard to catch.
    4. 03:16:799 (9) - you didn't use such sliders before, adding a new kind of rhythm in the end of the diff will bug players In addition, the sliders are too short and tey might be sorta hard to hit.

      All these issues combined together make the rhythm of the diff too hard for a Normal and become sorta unplayable for Normal diff players. Try to learn a little more and check out this and that as thee pages will be really helpful! Also, you're free to contact either me or Sieg if you have any questions.
  3. 01:42:165 (3,4,5) - just for your future maps, try to avoid this kind of overlaps while mapping Easy/Normal diffs as they are hardly readable for players and trouble them a lot.
  4. 02:13:385 (1,2,3,4,5,6) - well, kinda the same as above. That's a nice pattern, but overlaps with hitbursts will make it too complicated/hard to read and newbies won't be able to appreciate te amazingness of the idea.
  5. 03:01:433 (3,5) - according to the rules, all reverse-arrows must be visible and perfectly readable. However, a significant part of the reverse-arrow here gets overlapped with the previous slider aand this is not really readable :(
  6. 03:21:921 (1,1) - try to leave more space after spinners when it's possible. The best is to keep ~750ms of recovery time after each spinner, so players will be able to aim and catch objects after the spinner properly.
To sum up, the diff should use some more work on its rhythm and appearance before it gets qualified.
Sieg
Hello

[General]
  1. Your BG is 1365x768, almost 16:9 :3 this doesn't need to be fixed. Just wanted to mention for you to know.
  2. add "the midsummer station" - album name to tags
[ColdTooth's Easy]
  1. 02:06:799 (2,4) - Make them similar by copy-paste, will be more appealing
  2. 03:19:970 (1) - There should be 1 full measure for recovery after spinner for easy. You can end spinner on 03:23:872 () - this will also allow to cover 03:23:385 () - 03:23:872 (1) which is nice. And delete 03:24:848 (1) - slider.
  3. 03:29:726 (1) - way too short for easy level, also there not enough time to recover after.
  4. ^Play rhythm gap after this slider is also kinda ruin following part because it really feels like the very end of diff.
  5. 03:32:653 (1) - you should lower volume level according to background music for this part.
  6. 03:34:604 (3,1) - Also this would be nice to cover "don't" lyrics here instead of ending slider on 03:35:580 ()
[Hard]
  1. 00:38:506 (8,9,10,11) - This pattern offers player to play 00:39:482 (11) - like 1\2 It would be good to place 00:38:506 (8,9,10) - as single pattern aside from 00:39:482 (11) -
  2. 01:48:750 (8,9,10,11) - ^Same here
  3. 00:46:189 (2,3) - Actually doubles here would be much more suitable than on 00:44:604 (5,6,7,8) Beats 00:46:067 () and 00:46:433 () way too strong you shouldn't ignore them.
  4. 01:56:433 (2,3) - ^And here too.
  5. 01:29:970 (1,2) - Why this two placed too so tight? Widen them a bit to make them more appealing \ consistent with general spacing.
  6. 02:11:677 (5,6,7,8) - Line jumps hard by themselves and such high DS for jump here is making this even more like hell, consider to reduce this.
  7. 02:50:458 (3,1) - Fells like they way to close after 02:49:970 (1,2,3) You can more this to something like http://puu.sh/dgJDV/df51f98e0c.jpg
[Hitsounds]
  1. Would be good to have some variety because just soft-hitnormal all the way is a bit monotonous, yep song doesn't give space for many hard beats so you can use alternation for soft-hitnormal.
  2. For example using different hitnormal http://puu.sh/dgKCn/7d97927d2a.wav on every 1 - 3 notes and hitfinish http://puu.sh/dgKFd/d834cabcd0.wav on every 2 downbeats or whatever follows music can give such results:
    http://puu.sh/dgKzz/2d86c9852d.mp3
    You can compare that with start of your kiai
-Bakari- will post our detailed feedback the for Normal diff. p/3546794
Topic Starter
ztrot

Sieg wrote:

Hello

[General]
  1. Your BG is 1365x768, almost 16:9 :3 this doesn't need to be fixed. Just wanted to mention for you to know.
  2. add "the midsummer station" - album name to tags
[ColdTooth's Easy]
  1. 02:06:799 (2,4) - Make them similar by copy-paste, will be more appealing
  2. 03:19:970 (1) - There should be 1 full measure for recovery after spinner for easy. You can end spinner on 03:23:872 () - this will also allow to cover 03:23:385 () - 03:23:872 (1) which is nice. And delete 03:24:848 (1) - slider.
  3. 03:29:726 (1) - way too short for easy level, also there not enough time to recover after.
  4. ^Play rhythm gap after this slider is also kinda ruin following part because it really feels like the very end of diff.
  5. 03:32:653 (1) - you should lower volume level according to background music for this part.
  6. 03:34:604 (3,1) - Also this would be nice to cover "don't" lyrics here instead of ending slider on 03:35:580 ()
[Hard]
  1. 00:38:506 (8,9,10,11) - This pattern offers player to play 00:39:482 (11) - like 1\2 It would be good to place 00:38:506 (8,9,10) - as single pattern aside from 00:39:482 (11) -
  2. 01:48:750 (8,9,10,11) - ^Same here
  3. 00:46:189 (2,3) - Actually doubles here would be much more suitable than on 00:44:604 (5,6,7,8) Beats 00:46:067 () and 00:46:433 () way too strong you shouldn't ignore them.
  4. 01:56:433 (2,3) - ^And here too.
  5. 01:29:970 (1,2) - Why this two placed too so tight? Widen them a bit to make them more appealing \ consistent with general spacing.
  6. 02:11:677 (5,6,7,8) - Line jumps hard by themselves and such high DS for jump here is making this even more like hell, consider to reduce this.
  7. 02:50:458 (3,1) - Fells like they way to close after 02:49:970 (1,2,3) You can more this to something like http://puu.sh/dgJDV/df51f98e0c.jpg
I went through the suggested changes and felt that this did not impact game-play or hurt the creation of the map, everything in here is following of the rules and ranking guide lines (And I enjoy it they way it plays as of now.) while I value your suggestions I will not change anything in my hard, as for the other guest diffs that is for them to decide.
[Hitsounds]
  1. Would be good to have some variety because just soft-hitnormal all the way is a bit monotonous, yep song doesn't give space for many hard beats so you can use alternation for soft-hitnormal.
  2. For example using different hitnormal http://puu.sh/dgKCn/7d97927d2a.wav on every 1 - 3 notes and hitfinish http://puu.sh/dgKFd/d834cabcd0.wav on every 2 downbeats or whatever follows music can give such results:
    http://puu.sh/dgKzz/2d86c9852d.mp3
    You can compare that with start of your kiai
I have the hitsounds set to a pattern of the music, nothing there is broken or in the need of changing, but I will go over some methods to make the sound more impactful

-Bakari- will post our detailed feedback the for Normal diff. p/3546794
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