mfw I can't pass Oni
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Suddenly you LOLlolcubes wrote:
╭( ・ㅂ・)و <3
?OnosakiHito wrote:
- Disqualified for the Background
Wow.OnosakiHito wrote:
Reason for Disqualification
- Disqualified for the Background, after having a discussion with the team.
There is no 290 BPM part. This is 145 BPM.Shiro wrote:
There is no 145 BPM part. This is 290 BPM. Do not change the timing.
I stopped fighting for this since most of the mappers prefer overmapped songs...Nashmun wrote:
There is no 290 BPM part. This is 145 BPM.Shiro wrote:
There is no 145 BPM part. This is 290 BPM. Do not change the timing.
BPM = number of crotchet/mn so this is 145 BPM. The instrumental part is played with semiquavers, that shouldn't mean the BPM suddenly double.
My two cents.
I wasn't suggesting to put the real bpm, I know a huge percentage of maps are actually mapped with a BPMx2, and for this kind of map it avoid doubling all the settings and putting 1/8everywhere. I just felt like answering to Shiro because you just cannot make a wrong statement to justify a choice.Lach wrote:
I don't give a flying fuck about taiko but I don't think you should give up on this set. If you apply the tempo theory stated here, a massive percentage of the maps in this game are doubled. The actual pacing of the song does not suggest 145.
Also, Is there a reason why I can't see the unqualification post? I can see people quoting ono, but there's no actual post in the thread.
Edit: lol
OnosakiHito wrote:
Reason for Disqualification
- Disqualified for the Background, after having a discussion with the team.
___________________________________________________________________________________________________________________Additional Modding
[General]
- Another problem we have here is the amount of barlines most of the difficulties provide. Especially in Kantan this is noticeable. Because of that, I recommend you to use BPM145 with SV multiplier x2.00. Of course, that means you can't have x1.20 in the Inner anymore. But dunno if it is that important compared to the amount of barlines. Or you just wait for this: p/3578338 (In this way barlines are fixed, and you have your acceleraiting part.)
Note: I didn't put this into the disqualify reason since it isn't your fault but rather the fault of the editor. Else, it would be there.- Lower diffs could use just some deletions. Not much, so no worries. But there should be some.
- SV in Kantan should be also higher like in the other diffs if you ask me. At least 0.70.
- SV in Kantan is 0.80 instead 0.70, that means it is like SV 1.60. Any reason for this? Maybe because it looks better and not too slow? Just wanna make sure.
- 01:45:109 - This note isn't snapped correctly. Though, it is in general hard to have a proper snapping here. Yet, I think on the blue tick it is more accurate.
[ Kantan]
- 00:33:213 (27) - Such notes should be deleted. The song is intense indeed, which is why I'm fine with sections like 00:15:834~00:30:730 . But you should have at least some more breaks at certain places (e.g. at transition from one section to another).
- 00:39:834 - Do the same here or delete note at 00:41:489, so in this way it might sound nicer.
- 00:53:075 - ^
- 00:59:696 - ^
[ Futsuu]
Actually similar to Kantan, so I won't mention above said points. If you didn't like the suggestion, please try something else.
- 00:15:834~00:30:730 - Note like 00:20:385 (37,38) - and 00:27:006 (58,59) - I recommend to delete. The spread is overall fine, indeed. The jumps from diff to diff are high, which is fine. But since the BPM here is pretty high and mapping continuous in this way for 15 seconds, having at least two rest moments is really important, so Futsuu player can rearrange them self and prepare for the next pattern.
- 00:43:971~00:50:592 - ^
- 01:05:075 - Oh, maybe delete this note? So 01:08:385 this note would work as "rise of notes". Just an idea from me.
- 01:31:971~01:45:109 - Same like above.
Futsuu is actually pretty hard, now when looking at it. But will check it once again later.
I would have come up with the disqualification much earlier, but I thought to give a mod as well. Though, christmas stuff is helding me back of this, so I will do the move now before it's too late.
Really sorry that it took me so long TKS. m(_ _")m
Will check the others diffs and Futsuu once again really soon (hopefully today).
It is also said by some people that there are other maps which have such suggestive BGs, too. Maybe in osu, that's right. But not in Taiko(please do not take maps as example which are ranked before the new modding system). I have nothing to do with the modding process in osu or the other game modes. But to be honest... I wonder why it's such a big deal to change a background?OnosakiHito wrote:
Disqualified for the Background, after having a discussion with the team.
It's put under additional modding, which means you are free to disagree with it. I never -and you guys forgot it since I'm QAT- force anyone to do what I say, beside rule breaks or real no-go stuff. If you disagree with me that's fine! It shows me that you are really thinking about what you are doing, which is good. But if you didn't give it a real second thought, please do not wonder if another QAT should disqualify your maps because of possible said concerns by me. I want to prevent a second DQ under any certainumstance, which is why I give sometimes additional modding (which you rage sometimes about when I can't find time to add, and now you rage because I added one. What do you guys want from me? lol)OnosakiHito wrote:
Additional Modding
This isn't the problem. The problem is too double it IN ORDER TO overmap. We know it's the same if you double the BPM and the SV.Stefan wrote:
About the BPM: Guys, please think logical: If you have a BPM of 290 and using 0.6x SV this is exactly the same like 145 BPM with 1.2x SV. I understand we stick for usual on 1.2-1.4-1.6 but at extremely high (starting from 260) or low BPM (85 or below) it's better to half/double the SV instead of the BPM. Also: What sounds like 145 doesn't has to be 145 but doubled. Same goes with the opposite. Just leave it to these users which are really experienced about this (which I do not include in this case but I know what I am talking about this issue. )
I am aware this was NOT the reason why this has been disqualified. But about this what some wrote I want to clarify why it's stupid to half the BPM. Barlines here, Barlines there: Some things seems not able to be fixed to 100%.
EhmArrival wrote:
This isn't the problem. The problem is too double it IN ORDER TO overmap. We know it's the same if you double the BPM and the SV.Stefan wrote:
About the BPM: Guys, please think logical: If you have a BPM of 290 and using 0.6x SV this is exactly the same like 145 BPM with 1.2x SV. I understand we stick for usual on 1.2-1.4-1.6 but at extremely high (starting from 260) or low BPM (85 or below) it's better to half/double the SV instead of the BPM. Also: What sounds like 145 doesn't has to be 145 but doubled. Same goes with the opposite. Just leave it to these users which are really experienced about this (which I do not include in this case but I know what I am talking about this issue. )
I am aware this was NOT the reason why this has been disqualified. But about this what some wrote I want to clarify why it's stupid to half the BPM. Barlines here, Barlines there: Some things seems not able to be fixed to 100%.
Would you have this at 200 BPM ? Probably not, same goes for this map. Now that everything is done this is stupid not to rank it again, but we shouldn't forget that "Your map must be perfectly timed." is written in the RANKING CRITERIA. I don't know why you guys think it's 290, it is 145, same goes for Kyouki Chinden, which is 140 and not 280.
We just should stop being hypocrites with this BPM-thing, and write in the Ranking Criteria something like : "Can be double if you want to make something hard". BECAUSE IT IS THE CASE FOR 30% OF THE MAPS ON OSU GOD DAMMIT
In most of the cases, yes. Once again, the point we are trying to make is not to put real BPMs everywhere, because (And especially on taiko) it makes it way easier to map and it is pretty much transparent in a players point of view. Regarding this map though, I must say I tend to agree with Ono, because on easier difficulties like Kantan, player is spammed with barlines because of the high BPM.Two Fruit Cakes wrote:
As for the BPM, is it not a non-issue? From a player standpoint it affects pretty much nothing. Changing the BPM from the "true" BPM is simply done for the convenience of the mapper, which shouldn't be a problem. The BPM could have been done slower but since it wasn't it wouldn't make very much sense to redo it with a slower BPM just so that it uses it's musically accurate BPM.
I can see where you're coming from on the bar spam but in this case I don't think the bar spam is particularly bad. Probably just a difference of preferences.Nashmun wrote:
In most of the cases, yes. Once again, the point we are trying to make is not to put real BPMs everywhere, because (And especially on taiko) it makes it way easier to map and it is pretty much transparent in a players point of view. Regarding this map though, I must say I tend to agree with Ono, because on easier difficulties like Kantan, player is spammed with barlines because of the high BPM.Two Fruit Cakes wrote:
As for the BPM, is it not a non-issue? From a player standpoint it affects pretty much nothing. Changing the BPM from the "true" BPM is simply done for the convenience of the mapper, which shouldn't be a problem. The BPM could have been done slower but since it wasn't it wouldn't make very much sense to redo it with a slower BPM just so that it uses it's musically accurate BPM.