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sakuzyo - Neurotoxin

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happy30
Leader, try playing the map with no music volume at all.
there are no notes that are not audible, thus not breaking that rule
fanzhen0019
silenced hitnormal doesn't hurt since other hitsounds covered. the purpose of hitsounding still exists.
Leader
Yeah, my bad.

Will come to recheck in less than 24h anyway

EDIT:

[Hard]
  1. We had some internal discussion about the diff and decided that it still needs a couple of mods before a bubble. Here you are some opinions I managed to get in these days, consider reading them and providing reasons. You don't have to make big changes to the whole diff as we stated it's fine, but let's improve it before I can shoot a bubble.
  2. 00:03:038 - Spinner should be placed from here, where the sound actually starts, instead of a empty part of the song (as Hyper and Another currently have)

    SPOILER
    This difficulty is okay-ish but it could definitely play a ton better along with looking better. The inconsistent spacing (e.g 00:20:371 (1,2,3,4) - compared to 00:21:871 (1,2,3,4) - ) is really disturbing and breaks the good playability of this difficulty. He seems to be using a lot of straight stuff (straight sliders, straight note patterns) which breaks the flow (sometimes, at least).

    The kiai itself plays fine, I'd accept that but the only thing that bothered me was 02:17:705 (1) - how this slider plays, it's not really attractive to eyes (at least not for me) and it plays badly from what I've tested this. And yeah of course kiai could use some improvements aesthetically.
    I have also some complaints about the rhythm in some parts of the map: for example 00:22:205 (3) - , which switches the whole rhythm focus on the drums from the synth, and it doesen't really sound that great, and the missing note on 00:37:371 - feels a bit strange considering the drum which could have been followed well (same could be said for 02:00:038 - ). I'd say that the part which seemed the least great is on 01:03:038 - . I really don't like all these rhythm switches, and also the fact that 01:17:871 (1,3) - both stand on red ticks (01:18:205 (2) - imo is fine since it follows the little cymbals there). The kiai is probably the best part for me as it follows well the song's pace and the sliders play pretty good there. In the end there aren't some really big changes to do, but maybe a couple of tweaks before ranking could be good!
    Anyway, more than the flow, I'm concerned about some sliders
    00:08:538 (6,1) - 00:10:538 (4,1,1) - 00:13:871 (7,1) - These seem kinda borderline for a hard imo, I'd at least manually stack them more noticeably. Unlike 00:42:038 (2,1,2,1,2) - (and so on) which have more space.

    Slidershapes like 00:17:705 (1) - 00:37:538 (1) - 01:14:205 (2) - 01:51:538 (3) - 02:09:538 (4) - 02:10:871 (4) - 02:12:371 (1) - 02:13:705 (1) - 02:15:705 (3,1) - seem boring and ugly imo.

    00:27:705 (1) - 01:55:705 (1) - This is kind of confusing, considering the distance between the sliderstart and the slider end (AND the slowdown)

    Also BEEP BEEP 00:28:205 - This timing section will mess up things in taiko and it's not needed!!!!

    01:38:871 (1,1,1,1) - Again, is this spacing ok for a Hard? I undertsand the NC thingy, but this also seems too much imo.
    02:26:705 (5,1,1,1) - ^ Same
[Hyper]
  1. OD is still 8 >: (
Low
fixed everything except for the slider shapes because i feel they match the rugged, guitar-heavy nature of the song as mentioned previously and i'd really like to keep them.

http://puu.sh/bf19T/8782a90b9c.osu
Topic Starter
kiddly
updated!

fixed OD error in Hyper.
Ulysses
Hi,requested by kiddly to mod a single diff.

General IRC Mod
16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]


HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter.

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound.

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better?

This diff is quite decent,can't any other problems.
Low

nold_1702 wrote:

Hi,requested by kiddly to mod a single diff.

General IRC Mod
16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]


HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter. no it isn't

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound. i want to keep this diff free of 1/4

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better? keeping this for consistency

This diff is quite decent,can't any other problems.
http://puu.sh/bfNs1/018eaa1f68.osu
Topic Starter
kiddly
updated.
Leader
Rebubbled!
Card N'FoRcE
Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally?
Nothing to say about Standard and Another.
Topic Starter
kiddly

Card N'FoRcE wrote:

Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
    fixed.


- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
    fixed.I took the handle since it's a really small issue.


- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better. added a spinner like Another.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better. I converted both into circles.I think the consistence is better this way.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally? fixed.
Nothing to say about Standard and Another.
Card N'FoRcE

kiddly wrote:

02:00:371 (6,1) - i fail to understand this jump. [...]
fixed.I took the handle since it's a really small issue.
Sorry, but due to past experiences i want guest difficulties fixed from the guest mapper and not the mapset owner. Please let Low know and call me back once he checked your fix.

Everything else seems on order, so give me this final confirmation and everything should be ready to go.
Low
i approve of kiddly's change.
Card N'FoRcE
Very well then.
Topic Starter
kiddly

Card N'FoRcE wrote:

Very well then.
8-)
Skystar
牢門啊
DeletedUser_1574070
牢門啊
Koiyuki

Amamiya Yuko wrote:

牢門啊
Kodora

Amamiya Yuko wrote:

牢門啊
Gratz!!!

And very glad to see CNF's rank again :)
Hula
Get new hitsound samples please. They're really uncomfortable to play, especially in [Another] (only one i played really)

Uh, in fact [Another] is highly uncomfortable to play with its weird rhythms which for me don't seem to fit half the time.

things like this,
00:06:705 (1,1) - the spacing, why?
01:10:205 (1,2,3,4,5) - why is it spaced like this? I can't find any reason musically for it. It's awkward.
Fycho

Amamiya Yuko wrote:

牢門啊
Anticloud
癞蛤蟆趴脚面 咬不死人隔应人
Low
thanks :)
Charles445
Hitsounds like Nakagawa's abandoned map, cool



01:23:038 -
lkx_Shore
牢門啊
Reisen Udongein
Goooooood Map
xierbaliti
傻逼捞门啊
Aleks719
Hi kiddly,

This map set has been determined to be not ready for ranked status yet, therefore we must disqualify this beatmap and return it to WIP. Please keep in mind that disqualified maps are handled by the Beatmap Appreciation Team and will be re-qualified by them. The Quality Assurance Team is not responsible for sending your beatmap back to Qualified.

This beatmap will be disqualified for the following reasons brought up by myself. Got confirmation by another QATs:

[Another]
Pure black and white combo colours (255,255,255 in your case) are forbidden.01:41:705 (2) - head and tail of slider cover all sliderticks. They are only one way to determine your slowdown.


The following are general concerns that were brought up as well:

[General]
  1. There is guideline to have same combocolours in all diffs, which are made by yourself. Would be great to see same colours in all diffs.

[Another]
  1. 01:10:205 (1,2,3,4,5) - that's look wrong. What's a point to confuse players with spacing? i can understand sliders or streams, but you have many doubles and it's confusing.
  2. 02:03:538 (1) - well, it's rankable, but look ugly. Symmetrical overlapping can be good, but not this one.

[Hyper]
  1. 01:24:371 - note here would be better than just another one reverse.
[Hard]
  1. 01:36:205 (1,1,1) - combo spam, should be used as one combo.
  2. 01:38:871 (1,1,1) - ^
  3. 02:26:871 (1,1,1) - ^
Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
Low
i am keeping the NCs in the hard diff (i made it) because i feel they represent the rhythm change well.
Topic Starter
kiddly
You guys did a great job.
Thank you.
fanzhen0019

kiddly wrote:

S1B
Rotte
牢门啊
rustbell
牢门啊
Heatherfield
(are we ok this time? ignoring the F word while editing my P word? lolol)
↓you know, when you watch translated poro anime, you see things like this↓
ArzatoRx
amazing!
Asagiri Mai
no way
Sora
Aleks719 老子玩屙屎的时候你还在吃奶 咸吃萝卜淡操心
DeeN

Aleks719 wrote:

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
打得不错
veoliouy
quality assurance team
Sora

Aleks719 wrote:

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
your lack of manner and abundance of ego made me sick.
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