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Subformat - More (feat. Charli Brix)

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BeatofIke
Amazing mapset! I spotted no issues with the mapset.
Therefore I decided to give this map a chance! Map bubbled!
Topic Starter
Secretpipe

BeatofIke wrote:

Amazing mapset! I spotted no issues with the mapset.
Therefore I decided to give this map a chance! Map bubbled!

Thank you Ike <3
Mao
Woohoo Ike o/
Garven
Only briefly looked at the normal and I know I'd pop over those notes after spinners. Give more recovery time.
dkun
[General]
Really minor, but please add a period after feat. -> (feat. Charli Brix)

[Normal]

Garven wrote:

Only briefly looked at the normal and I know I'd pop over those notes after spinners. Give more recovery time.
[Hard]
Insane has the tag "Collab" but this doesn't?
00:48:870 (3,4) - Any reason in particular on why this breaks spacing and the rest of the part doesn't?
01:16:470 (3,4) - I believe this should be parallel?
01:44:584 (1,2,3,4,5,6) - Pretty sure this combo can be structured better to be easier to read/more flexible to play.
01:50:584 (2,3,4,5) - Shouldn't these four notes be used to place emphasis on the synth? (currently 3,4,5,1)
02:18:013 (2) - How about this?
02:19:384 (2) - This doesn't fit with the music.

[Insane]
02:26:927 (1,2,3,4,5) - Remove 5, move the entire combo to begin on white tick.
02:28:470 (1) - Bridging from the above statement, this can now follow the same slider position as 1,3.

To elaborate, 5 in its current state doesn't flow well. It leaves the player expecting another slider but is left with a note to go into another combo.
those
[Insane]
  1. A common problem with collaborations where each mapper only gets one part is that if you pass that thin line that separates each of your mapping preferences, you end up with something like this - five 20 second maps of a relative difficulty level played back to back. Transitions between each mapper's parts have to be better thought out, and I can come up with some suggestions if you need it.
  2. 01:01:384 (3) - The length of this slider effectively makes the spacing of (3,1,2) very uncomfortable. The cursor just hangs at (3) with no clear direction since (1) is 3/2 away from the start of (3). A possible solution could be to reverse (3) and add (4) around 400;345.
  3. 01:04:641 (5) - The cursor hangs here too, but much, much more awkwardly due to the low spacing of (5,1).
  4. 01:24:698 (4,5) - These feel like they're in this shape just because you want them to be in this shape. It provides no cohesion; much better if you simply remove the anchors from both of them.
  5. 01:27:784 (1) - The right pattern would be to space this at 1.60x. Otherwise, remove the new combo. You'll also want to add a Clap here to mark the high end of the cadence; without it, the hitsounds kinda go somewhere but nowhere.
  6. 01:34:898 (6) - Unnecessary, has a random feel to it, since you don't do this anywhere else. Also the music doesn't suggest that you map a circle here.
  7. 02:24:870 (2) - After you play this, the cursor hangs with nothing to do. Fill the next white in.
  8. 02:27:613 (3) - Unexpected is probably the only fair word to explain this. Since each one of you in this want to kinda do your own thing, this leads to my next piece of advice:

    When you're doing a collab, an important thing to remember is to try to find a way for your way of mapping to complement a previous mapper's mapping. For example, 02:27:613 (3) - can be avoided if you instead approached this section similar to the part starting 01:03:270 (1) - .
    This can be difficult if the mapper(s) before you didn't do any planning, since it is likely difficult to try to transition from something that appears to be random.
Topic Starter
Secretpipe
Fixed the spinners on Normal and fixed all with Kenterz on Hard ! We're waiting for Mao's part !
Thanks a lot dkun for modding !
Also , a huge thanks to those who modded the Insane as well !
Myxo
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dkun wrote:

[Insane]
02:26:927 (1,2,3,4,5) - Remove 5, move the entire combo to begin on white tick.
02:28:470 (1) - Bridging from the above statement, this can now follow the same slider position as 1,3.

To elaborate, 5 in its current state doesn't flow well. It leaves the player expecting another slider but is left with a note to go into another combo.

What you wrote about the rhythm would mess up the rhythm completely. We've been all following vocals throughout the collab (we even used red-tick-sliders ending on the big white line to do this), so not doing it here would break the consistency completely. Also, I disagreed that the player expects another slider. I understand what you mean, but then every pattern like star patterns or squares or something else should continue until infinity, you always expect it to go on. The transition 02:28:127 (4,5,1) was breaking the flow a bit, that's right, but many patterns that are used to emphasize things these days break the flow, that's what they are supposed to do. Anything with harsh direction changes in it breaks the flow in my opinion, but it's meant to do it and it feels fitting when used on the correct beats of the song. This here is representing the pick-up to the following measure and that is usually pretty emphasized stuff so I decided to go with it like it was. Also, I don't even know if you can talk about "excepting" a slider here, since there was enough time-space to read this properly for Insane players.

Anyways, I changed this pattern completely (made something different) due to many people disagreeing with it.

those wrote:

[Insane]
  1. A common problem with collaborations where each mapper only gets one part is that if you pass that thin line that separates each of your mapping preferences, you end up with something like this - five 20 second maps of a relative difficulty level played back to back. Transitions between each mapper's parts have to be better thought out, and I can come up with some suggestions if you need it. Other collabs mostly use breaks as transitions or spinners. That was not really possible here. And if you look at other collabs where the parts directly follow each other, you'll see it's the same or worse than here. For specifics:
    01:05:841 (3,1) - Stacked. And it's completely intuitive; anti-jumps have been used before.
    01:27:784 (1,1) - I think the low spacing fits the song perfectly. The small flow break, to slow down here, fits the sudden gap after the stream perfectly. The song kind of implicates this flow break
    01:49:727 (5,1,2) - Basic movement in combination with a harsh direction change to emphasize the start of the new section more
    02:11:670 (7,1) - Pretty basic movement as well. We could argue about the movement to the right after (7) now, which is intuitive in my opinion, since a clockwise movement after 02:11:498 (6,7) is natural,
    but I just changed the position of this slider 02:12:013 (1) to be placed more upwards from (7) instead of at the right.
  2. 02:24:870 (2) - After you play this, the cursor hangs with nothing to do. Fill the next white in. Well, it seems to be that you have problems with some kinds of anti-jumps (as you also pointed out similiar things in the other parts), but they've been getting common since 2012 and I think they have an awesome effect on the movement of the player, especially when a white tick, which you'd expect to be the most emphasized in most music, is left out. And if I mapped that white tick as you suggested, it would kind of break my rhythm consistency here, since I rarely mapped those white ticks when the vocals weren't there.
  3. 02:27:613 (3) - Unexpected is probably the only fair word to explain this. Already fixed with dkun's mod, maybe you could read that wall of text (not really) as well.
    Since each one of you in this want to kinda do your own thing, this leads to my next piece of advice:

    When you're doing a collab, an important thing to remember is to try to find a way for your way of mapping to complement a previous mapper's mapping. For example, 02:27:613 (3) - can be avoided if you instead approached this section similar to the part starting 01:03:270 (1) - .
    This can be difficult if the mapper(s) before you didn't do any planning, since it is likely difficult to try to transition from something that appears to be random.
    It makes me kind of sad that you wrote this referring to my section. Consistency is a very important thing, probably the most important one when mapping, and I focus much on this when modding. Before I mapped my part, I looked at the other parts and tried to understand the aspects of mapping that the others used there.
    Most important thing for me was that they have often followed vocals. Normally I don't use sliders which end on the big white line, since they break the stanza a bit and don't follow the drums well. Here I didn't use my style for rhythm, but instead I used the one that was applied throughout the collab.
    Then usually, my maps flow much different than this part. I tried to implement the feeling that was used before more.
    Then, I didn't use nearly as much straight sliders as I use normally.
    I didn't use as much symmetry as I use normally.
    I didn't use as many jumps as I'd normally do for such a section in the song, instead I used a pretty high spacing but less jumps.
    I tried to NC it like the others did with their parts.
    Basically, I changed my style really much to fit as good as possible in this collab.
    But you say that I don't "find a way for your way of mapping to complement a previous mapper's mapping", because I used a repeating pattern together with some overlaps for readability (because if I'd stack these it would be unreadable)
    I thought the song was kind of special for that part, because of the rhythmic-repeated emphasized vocals, so I decided to use something like this.
    Anyways, it is changed now, so everybody should be happy hopefully ;w;
Thank you for the good mods, I really appreciate it. This was not meant to be offensive, and if it is, I'm very sorry honestly.
Myxo
Also fixing Riki's part, since he's away~

those wrote:

[Insane]
  1. 01:24:698 (4,5) - These feel like they're in this shape just because you want them to be in this shape. It provides no cohesion; much better if you simply remove the anchors from both of them. Changed
  2. 01:27:784 (1) - The right pattern would be to space this at 1.60x. Otherwise, remove the new combo. You'll also want to add a Clap here to mark the high end of the cadence; without it, the hitsounds kinda go somewhere but nowhere. Removed NC and added clap
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ProfessionalBox
Thanks for the mod those ^^!



Mod changes
[quote="those"]

01:01:384 (3) - The length of this slider effectively makes the spacing of (3,1,2) very uncomfortable. The cursor just hangs at (3) with no clear direction since (1) is 3/2 away from the start of (3). A possible solution could be to reverse (3) and add (4) around 400;345. I made the slider into a repeat slider and moved it a bit
01:04:641 (5) - The cursor hangs here too, but much, much more awkwardly due to the low spacing of (5,1). This antijump is intentional and is made to emphasize the synth sounds
Mao

dkun wrote:

02:18:013 (2) - How about this? k
02:19:384 (2) - This doesn't fit with the music. I'm sure it fits the music here. The 1/4 is in the music and it was intuitive to me :/ And it was also mapped in the Insane by someone else after I've mapped it so there are other people agreeing with me on that. :<
Thanks for the Mod <3

Code
223,253,138013,1,2,0:2:0:0:
132,324,138184,2,0,L|48:312,1,80
AruOtta

dkun wrote:

[Hard]
00:48:870 (3,4) - Any reason in particular on why this breaks spacing and the rest of the part doesn't? Nope, fixed
01:16:470 (3,4) - I believe this should be parallel? Fixed
01:50:584 (2,3,4,5) - Shouldn't these four notes be used to place emphasis on the synth? (currently 3,4,5,1) It seems better, Fixed
Thank you <3
Topic Starter
Secretpipe
Everything updated ! :3
riffy
Thank you for pointing that overmapped beat out, fixed that! @those
those
To quickly elaborate:



This is an anti-jump. https://osu.ppy.sh/b/177916



This is an anti-jump. https://osu.ppy.sh/b/417232

What's common between these two is that there's no pause between the two objects. Much like in a jump, there isn't a pause before you make a jump, and naturally, there isn't a pause before you make an anti-jump. What you have in your map is an awkward break, and causes the cursor to hang uncomfortably. I can help you think of better alternatives, if you need the help.
Mao
Well, the thing we are using here is a pretty common mapping technique I guess...

There are also the SeibeiStyle Anti-Jumps which is way closer to the stuff in the Diff:


Nominated by Seibei4211. Consists of a beat stream with a few beats with the same spacing further apart on the timeline than the others in the same combo.
As we can read in the quote this kind of Anti-Jump describes a low spaced/spaced as it was 1/2 or less Object having a bigger distance on the timeline.
And that should be what we are doing here; Having a low DS (stack in our case) but a 1/1 Gap on the timeline.
those
But that spacing is still nonzero, which gives the cursor the ability to decelerate (transition) into a lower speed.
Mao

those wrote:

But that spacing is still nonzero, which gives the cursor the ability to decelerate (transition) into a lower speed.
Yeah but it's still a completely different style of Anti-jumps than the ones you've explained.
I mean, yeah, you still have cursor movement here but what is the Problem with stopping for 1/1? They are as I've already said something pretty common nowadays and can be used in good ways :/
those
It plays uncomfortably if it isn't mapped well, and right now it plays uncomfortably. That's the concern I have with it. I'm aware of cases where it is used well, and as rare as that is, I wouldn't point it out if it wasn't a problem.
Myxo

those wrote:

It plays uncomfortably if it isn't mapped well, and right now it plays uncomfortably. That's the concern I have with it. I'm aware of cases where it is used well, and as rare as that is, I wouldn't point it out if it wasn't a problem.
Well, that is your personal opinion then. Nobody else pointed this out in a mod, so I definitely won't fix mine, especially since I still don't understand the problem in stopping with the cursor for 1/1.
Cartographer


:(
Topic Starter
Secretpipe
Come on , you can SS !
Aka


http://puu.sh/a5MOW/829b14eeb6.osr

randomly testplayed collab diff with 1st try and had no probs with anything if not counting this 01:03:270 (1) - silder, thought it was 1/1 but it turned out that this is 1/2 lol.. probably just didnt pay a lot of attention to approuch circles, no idea :?

also there was one moment where i messed up with some sliders but i dont remember where exactly this was so i left a replay

goodluck by the way ・ω・)///

*senseless post*

edit: алсо бакаре, твой парт вроде 01:43:041 (5,1) - 01:47:156 (5,1) - вот эти тут хорошо идут с оборваным спейсингом, прям к месту и все сьютабл, а это 01:44:070 (5,6) - сыгралось не очень приятно как-то, тут не та интонация, чтоб такое делать, вроде примерно монотонная такая.. лучше б сделал (5,6) по спейсингу, а 01:44:584 (1) - подальше б поставил
riffy
Thanks for testing, Aka!

Regarding the pattern you've mentioned: I agree and triied to make it more "suitable for the pattern. Hopefully, it's better now! Еще раз спасибо! :)

code
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Topic Starter
Secretpipe
Updated !
Waiting for deekoon rebub :D/
RikiH_
I'm back.
(Noone cares)
Asphyxia
Rebubbled~
Mao
Asph <3
Topic Starter
Secretpipe

Mao wrote:

Asph <3
Kurai
There's a dot missing after the "feat" in the title in the Normal difficulty.
Topic Starter
Secretpipe
/facepalm

Updated :3
Kurai
Ranked
Timorisu
speedranker nub
Asphyxia
Graz!
Ozato Fumika
So, Hard diff isn't called collab?

gratz btw :D
AruOtta
Congratz Secretpipe \:D/
Mao
yay o/ Gratz!
Myxo
Gratz ^-^ Yay!
Cherry Blossom

Timorisu wrote:

speedranker nub

lol.
Gratz o/
Edit :
Why "Collab Insane" and not "Collab Hard" ? seems inconsistent.
riffy
Oh, yay, that was fast. Congratulations! o/
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