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Expander - aura

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Fookiz
gogo
[ BJ ]
page 6 hype 8-)
Ritzeh
sup aaa@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@bj is farthest from gay aaaaaa
mithew
holy shit
GMA
great map dude
GMA

mithew wrote:

holy shit
dude nice
sionKotori

Grieviious wrote:

great map dude
everyone said great, nice and good luck but no bn checks
Mel
i'm so ready for 2037
neonat
mel's Another

00:02:706 (4) - don't end the slider on the strong beat at 00:02:878
00:19:678 (5) - NC
01:12:478 (2) - dragging with the held music here would be better than ending abruptly with a circle
01:14:020 (4) - same as 00:02:706 (4)
01:20:020 (3) - NC
01:30:992 (5) - NC
01:47:106 (1,2,3) - wider spacing, larger than 01:42:735 (2,3,4,5,6)

Overall some of that impact is just gone when the placement of the start of the New Combo and phrase in the song is too close to the previous one, eg. 00:07:163 (5,1) - 01:15:735 (4,1) - 01:18:306 (3,4,1) -
Mel

neonat wrote:

mel's Another

00:02:706 (4) - don't end the slider on the strong beat at 00:02:878 moved it over to 00:02:878
00:19:678 (5) - NC sure
01:12:478 (2) - dragging with the held music here would be better than ending abruptly with a circle I don't want to though
01:14:020 (4) - same as 00:02:706 (4) ye
01:20:020 (3) - NC ^
01:30:992 (5) - NC ^ i swear your ncs are so random they make no sense but w/e
01:47:106 (1,2,3) - wider spacing, larger than 01:42:735 (2,3,4,5,6)

Overall some of that impact is just gone when the placement of the start of the New Combo and phrase in the song is too close to the previous one, eg. 00:07:163 (5,1) - 01:15:735 (4,1) - 01:18:306 (3,4,1) - it's meant to be an easy diff thats why
thx
Ritzeh
(っ'ヮ'c) good luck on ranked ! ! ( ◜◡ ̅)
( ◜◡ ̅) good luck on ranked !! ! (っ'ヮ'c)
(っ'ヮ'c) good luck on ranked ! ! ( ◜◡ ̅)
( ◜◡ ̅) good luck on ranked !! ! (っ'ヮ'c)
(っ'ヮ'c) good luck on ranked ! ! ( ◜◡ ̅)
( ◜◡ ̅) good luck on ranked !! ! (っ'ヮ'c)
(っ'ヮ'c) good luck on ranked ! ! ( ◜◡ ̅)
( ◜◡ ̅) good luck on ranked !! ! (っ'ヮ'c)

Akiyama Mizuki
What a shame this map hasn't been ranked yet. Amazing job on mapping to the song
-Atri-
Is this a Skystar's multi?
Skubi
target audience is sub 1k, it is sight readable by people at that level. also bj
umm.. no...
Kroytz
Best map of 2015 coming Soon™?? Or will I have to wait another 22 years?! N words eating beans wtf
Fookiz

Kroytz wrote:

Best map of 2015 coming Soon™?? Or will I have to wait another 22 years?!
^
Kroytz
page 7 hype
Aeril
Waow, extremely fun map but on Beyond Extreme
01:46:078 (1,2,3,4,1,2,3,4,1,2,3,1) - is such a wierd thing xD didn't expect that
Topic Starter
Midge
i've asked essentially every single bn at this point, and i'm lost at what to do now.
mithew
when the hell is this getting ranked???????????????????????????????????? what are the issues in it?!?????????? hello???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
-Ryuujii-
20 Thousand years later ... please ranked this .. ResidentSleeper
Nerova Riuz GX
Yeah, it's fun
But only fun.
Kroytz
When you think about it, 22 years isn't that far from today
Mel
-Atri-

Mel wrote:

http://prntscr.com/92n925
lmao
;w;
Ritzeh
Find a way to get into the circle jerk

Quality Assurance Team

-Visceral-

Nerova Riuz GX wrote:

Yeah, it's fun
But only fun.
This game is fun. And only fun. What else is it?
Mel


General
  • add "foot fetish gif" in the tags

hs

00:53:278 (181) - move to x:288 y:160
01:13:163 (229) - NC

gl with ranking
kds pls
Topic Starter
Midge

Mel wrote:



General
  • add "foot fetish gif" in the tags

hs

00:53:278 (181) - move to x:288 y:160
01:13:163 (229) - NC

gl with ranking
kds pls
yes
mithew
sick
-Visceral-
Can we qualify pls bns come out come out
Topic Starter
Midge
still here. still got nothing.
-Atri-
Just some suggestion on Beyond Extreme diff, feel free to NOT apply them

  1. 00:01:335 (1) - Ctrl +G? Better flow imo
  2. 00:37:249 (2,3,4) - Ctrl+G, Even it's readable, Not just better flow, Not pretty much people will expect it will be the opposite direction as 00:36:992 (2) -

BTW, i think you don't need Beginner diff as the lowest difficulty only required under 2.0

Please don't give kd if no changes

Midge best Eroge mapper 2015~ :DDDDD

Mutual me plz
sirusi
Hey, amazing map! Love your style.

gl on ranking
Toy
8 qualified monstrata maps at once, yet nobody bothers to even look over this, please
Monstrata
okay, giving back a bit because I do feel a bit guilty about qualifying 8 maps at once lmao...

[Beyond Extreme]

So this is the dilemma. It's hard to make suggestions on your map without impacting the intended gameplay of some of your patterns. On the other hand, it's also hard to get this map into a rankable state without making some of these suggestions. As it is now, the map will attract a lot of controversy if it were to be qualified. I hope you kinda get the problem here.

Okay. So, with that out of the way, I thought the best way to solve this problem would be firstly to go through patterns in your map that are good, and patterns that you can, and should use more of. Then we'll go through patterns that aren't so good. I hope this way you can still keep some good aspects of your style because there are indeed some really interesting, creative and fun patterns.

  1. 00:06:649 (1,1,1,1,2,3) - This is cool. Flows well, uses some interesting slider-velocities, and is fun to play. 00:07:335 (3) - Could maybe be shaped to something closer to this because it's very close to a burai slider.
  2. 00:07:849 (5,1,2,3) - This is cool too. The circular slider works really well with the in-ward flow that 2 gives.
    00:08:878 (2,3,1) - Easy to read due to the mostly visible slider-head, and also flows well because 00:09:220 (1) - is positioned behind slider 2 so you kinda get this counter-clockwise motion.
  3. 00:24:478 (1,1,1,2) - Cool. Flows well, and slider-lengths while varied, are predictable. 00:24:478 (1) - I would tone down the SV here just a bit though.
  4. 00:27:220 (1,1,1) - Yea stuff like this is nice. When you have the SV increasing it becomes much easier to predict. So even though 00:27:563 (1) - is the same length as the slider i mentioned earlier, I don't feel a need for SV to be lower.
  5. 00:28:078 (1,2,1,2) - Good use of beat-pairing, overlaps are whatever. This is obviously readable.
  6. 00:29:963 (1,2,3,4,1,2) - This actually plays really well.
  7. 00:35:963 (1,2,1,1,1,2,1,2) - And the left-right motion here is nice. 00:36:649 (1,2) - These are a bit questionable since they do break flow a bit if you don't snap to them properly. I would just make them evenly spaced but this is kinda minor.
  8. 00:40:249 (1,2,1,2) - This is really cool! As are 00:40:935 (1,1,1,1) - . Not much to say. Great flow, and a great way to use differing SV"s without impacting readability and/or confusing players as to whether a slider is 1/4 or 1/2 etc..
  9. 00:47:792 (1,2,1,2) - This could be a really sick pattern if you swapped the order.
  10. 00:49:849 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Tricky, but definitely doable and some 5.75+ star ranked maps showcase streams like this nowadays.
  11. 01:10:420 (1,2,1,2,1,2,1,2) - Your jump patterns in general are pretty fun.
  12. 01:39:906 (1,1,1,1) - Really cool.
  13. 01:44:020 (1,2,1,2) - Same. Flows really nicely and its a nice symmetrical pattern in general.
Okay so keep these, (I only suggested some minor tweaks in there). Build on them, use variations of these more as replacements for what I mention next. Now to a less pleasant side of this mod.

  1. 00:02:192 (2) - Okay, here the slider-end is also mapping to a kick so you should make this two circles instead.
  2. 00:02:535 (3,4) - Stuff like this has quite a large jump comparative to 00:02:192 (2,3) - But these circles don't map to any snares/kicks in the music or something that would require such emphasis. Because you map them with the same spacing as 00:02:706 (4,5) - The snare on 5 doesn't actually feel as impactful.
  3. 00:03:735 (3,4) - You don't need to use such low spacing here. Also, it just creates some readability issues and generally doesn't look visually nice due to the overlaps.
  4. 00:04:249 (5) - The 0.75 SV here is just unfitting. Same with 00:02:878 (5) - . It really doesn't serve enough of a purpose to compromise on slider readability. 00:04:078 (4,5) - Look very similar visually, but one is 1/4 and the other is 1/2. That's not good :P. Maybe its your design choice but i'm here to say this is not a good one.
  5. 00:04:592 (1,2) - Patterns like this don't play well because you're actually creating a lack of emphasis onto 2. If you want to draw emphasis on 00:04:935 - make a jump here, don't stick with your 0.75 DS after a 1/4 slider jump because you end up making players want to skip-out on playing through the entirely of slider 1. This makes the slider and the circle simple and not impactful.
  6. 00:05:792 (1,2) - Music isn't calling for any special treatment on 00:06:135 - . Actually there's barely anything audible. You could try something like this, that is much easier to read. Also, a circle instead of a kickslider is a simpler pattern and the flow will be better because now you can use the slider-leniency of 1 to leat into 2 without having to make the pattern difficult to read.
  7. 00:07:678 (4) - I don't see why you need to bend the slider. It just feels unnecessary to me. Actually even using a kickslider here isn't necessary but I guess you can do that here if you want.
  8. 00:08:363 (2,3) - What i mentioned earlier about spacing and emphasis. Nothing strong lies on 00:08:535 - so putting a jump here is odd.
  9. 00:10:763 (1) - You're ignoring the red tick. Well, I think what you're doing is trying to map the bumps of the slider to the red tick or something, but I don't think it's succesful in that respect xP. Also, the greatly increased SV makes 00:11:106 (1) - look like it's a 1/2 slider when it's actually 1/4, which creates a serious reading problem because players, believing the slider to be 1/2, will assume theres a 1/2 gap before 00:11:278 (2,3) - when there's actually only a 1/4'th. I hope this kind of explains why these SV changes are creating reading problems. It's not just that they confuse players between 1/4's and 1/2's, but because they also make it harder to read patterns and rhythms that come after it.
  10. 00:11:278 (2,3,1,2,3) - You have so many overlaps in a short timespan, it makes the map look really cluttered and clumped together.
  11. 00:12:478 (1) - Similar to what i said earlier, except the red points at the start of the head are like borderline rankable imo.. I would just get rid of it entirely because of the red tick.
  12. 00:13:335 - Kick on the slider-end you should map to. Meanwhile 00:13:420 (3) - is inaudible.
  13. 00:14:192 (1) - Red tick etc... I think you get the idea so i'll stop.
  14. 00:15:220 (5,1) - Overlaps like this don't look clean because you get stuff like
  15. 00:15:563 (1,2) - And this, the whole 0.75x DS after a 3/4 slider thing, Increase the SV, can apply elsewhere
  16. 00:17:963 (3,1) - This is unnecessarily confusing to read because of the bump you put to slider 1. (Also poor overlap imo).
  17. 00:19:335 (1,2) - This rhythm just feels really weird...
  18. 00:23:449 (1,1) - This jump doesn't really make sense. Why is there such a large jump onto 00:23:620 (1) - ? It's not supported in the music.
  19. 00:25:506 (1) - Burai. Basically. Yea it doesn't technically cross paths, but it's performing the same function.
  20. 00:26:278 (2) - I don't actually hear anything here...
  21. 00:26:535 (1,2) - This pattern is actually good though. since 2 doesn't actually have that much emphasis on it. Good.
  22. 00:28:935 (1,1,1) - The overlaps just don't look nice because of the sliderhead-slider-end interaction. Something like this would be nice though, while still achieving some overlappy feel. Actually, I would probably use a pattern like this and my maps are generally safe, so you can trust me on this xD. I would tone down the SV on 00:28:935 (1) - a bit though. It's a bit too much. Like, it's creating too much of a contrast between slider lengths. After playing that slider, I could not reasonable expect 00:29:278 (1) - to also be a 3/4 slider.
  23. 00:30:649 (1,2) - You can keep the high SV here, but make the shapes symmetrical and more player friendly?
Well... I took a detailed look, instead of just saying im busy and circlejerking my maps xd. I feel like i'm kinda butchering your map by saying some of this stuff so I'll stop. If you are keen to actually push through the rest of the diff you can find me in game. Whether you are willing to change some of these things is up to you, but as far as I can see, this map won't make it to the ranked section unless you're willing to "normalize" your map a bit.
Toy
Wow cool mod, thanks for taking the time. Hopefully Midge will take it into consideration because this set is really promising.
Topic Starter
Midge

Monstrata wrote:

okay, giving back a bit because I do feel a bit guilty about qualifying 8 maps at once lmao...

[Beyond Extreme]

So this is the dilemma. It's hard to make suggestions on your map without impacting the intended gameplay of some of your patterns. On the other hand, it's also hard to get this map into a rankable state without making some of these suggestions. As it is now, the map will attract a lot of controversy if it were to be qualified. I hope you kinda get the problem here.

Okay. So, with that out of the way, I thought the best way to solve this problem would be firstly to go through patterns in your map that are good, and patterns that you can, and should use more of. Then we'll go through patterns that aren't so good. I hope this way you can still keep some good aspects of your style because there are indeed some really interesting, creative and fun patterns.

  1. 00:06:649 (1,1,1,1,2,3) - This is cool. Flows well, uses some interesting slider-velocities, and is fun to play. 00:07:335 (3) - Could maybe be shaped to something closer to this because it's very close to a burai slider.
  2. 00:07:849 (5,1,2,3) - This is cool too. The circular slider works really well with the in-ward flow that 2 gives.
    00:08:878 (2,3,1) - Easy to read due to the mostly visible slider-head, and also flows well because 00:09:220 (1) - is positioned behind slider 2 so you kinda get this counter-clockwise motion.
  3. 00:24:478 (1,1,1,2) - Cool. Flows well, and slider-lengths while varied, are predictable. 00:24:478 (1) - I would tone down the SV here just a bit though.
  4. 00:27:220 (1,1,1) - Yea stuff like this is nice. When you have the SV increasing it becomes much easier to predict. So even though 00:27:563 (1) - is the same length as the slider i mentioned earlier, I don't feel a need for SV to be lower.
  5. 00:28:078 (1,2,1,2) - Good use of beat-pairing, overlaps are whatever. This is obviously readable.
  6. 00:29:963 (1,2,3,4,1,2) - This actually plays really well.
  7. 00:35:963 (1,2,1,1,1,2,1,2) - And the left-right motion here is nice. 00:36:649 (1,2) - These are a bit questionable since they do break flow a bit if you don't snap to them properly. I would just make them evenly spaced but this is kinda minor.
  8. 00:40:249 (1,2,1,2) - This is really cool! As are 00:40:935 (1,1,1,1) - . Not much to say. Great flow, and a great way to use differing SV"s without impacting readability and/or confusing players as to whether a slider is 1/4 or 1/2 etc..
  9. 00:47:792 (1,2,1,2) - This could be a really sick pattern if you swapped the order. kinda unclear on what you wanted me to do on this one
  10. 00:49:849 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Tricky, but definitely doable and some 5.75+ star ranked maps showcase streams like this nowadays.
  11. 01:10:420 (1,2,1,2,1,2,1,2) - Your jump patterns in general are pretty fun.
  12. 01:39:906 (1,1,1,1) - Really cool.
  13. 01:44:020 (1,2,1,2) - Same. Flows really nicely and its a nice symmetrical pattern in general.
Okay so keep these, (I only suggested some minor tweaks in there). Build on them, use variations of these more as replacements for what I mention next. Now to a less pleasant side of this mod.

  1. 00:02:192 (2) - Okay, here the slider-end is also mapping to a kick so you should make this two circles instead. done
  2. 00:02:535 (3,4) - Stuff like this has quite a large jump comparative to 00:02:192 (2,3) - But these circles don't map to any snares/kicks in the music or something that would require such emphasis. Because you map them with the same spacing as 00:02:706 (4,5) - The snare on 5 doesn't actually feel as impactful. tweaked a bit. 5 is meant to map the synth in the bg and not the snare, so i wasn't really thinking about that
  3. 00:03:735 (3,4) - You don't need to use such low spacing here. Also, it just creates some readability issues and generally doesn't look visually nice due to the overlaps. mmmm spacing on this heavily elongates 5 from 1. the original intent was to continue the backwards flow, where the sliders point upwards, but next head is below it. however, the spacing and overlapping that occured in order to achieve that does seem excessive, so i changed the pattern to be much different
  4. 00:04:249 (5) - The 0.75 SV here is just unfitting. Same with 00:02:878 (5) - . It really doesn't serve enough of a purpose to compromise on slider readability. 00:04:078 (4,5) - Look very similar visually, but one is 1/4 and the other is 1/2. That's not good :P. Maybe its your design choice but i'm here to say this is not a good one. fixed
  5. 00:04:592 (1,2) - Patterns like this don't play well because you're actually creating a lack of emphasis onto 2. If you want to draw emphasis on 00:04:935 - make a jump here, don't stick with your 0.75 DS after a 1/4 slider jump because you end up making players want to skip-out on playing through the entirely of slider 1. This makes the slider and the circle simple and not impactful. fixed differently. i see what you mean by the lack of emphasis, but i want the player to play the synth as well as the snare. putting a jump here i feel would only map the snare
  6. 00:05:792 (1,2) - Music isn't calling for any special treatment on 00:06:135 - . Actually there's barely anything audible. You could try something like this, that is much easier to read. Also, a circle instead of a kickslider is a simpler pattern and the flow will be better because now you can use the slider-leniency of 1 to leat into 2 without having to make the pattern difficult to read. yea fixed
  7. 00:07:678 (4) - I don't see why you need to bend the slider. It just feels unnecessary to me. Actually even using a kickslider here isn't necessary but I guess you can do that here if you want. idk, i like the way the kickslider here plays
  8. 00:08:363 (2,3) - What i mentioned earlier about spacing and emphasis. Nothing strong lies on 00:08:535 - so putting a jump here is odd. honestly, it's just filler here. putting another slider like 1 would be fairly boring to play, which is why i saved it for the lower diffs. also moving 1 upwards does flow better, but i'm not a big fan of obtuse jumps like that. i guess i'm keeping as is until i find a better remedy
  9. 00:10:763 (1) - You're ignoring the red tick. Well, I think what you're doing is trying to map the bumps of the slider to the red tick or something, but I don't think it's succesful in that respect xP. Also, the greatly increased SV makes 00:11:106 (1) - look like it's a 1/2 slider when it's actually 1/4, which creates a serious reading problem because players, believing the slider to be 1/2, will assume theres a 1/2 gap before 00:11:278 (2,3) - when there's actually only a 1/4'th. I hope this kind of explains why these SV changes are creating reading problems. It's not just that they confuse players between 1/4's and 1/2's, but because they also make it harder to read patterns and rhythms that come after it. nah, i'm ignoring the red tick. i think the wub here is the dominant sound, so i don't want to cut it short to accommodate the bass kicks. fixed sv on the latter slider though
  10. 00:11:278 (2,3,1,2,3) - You have so many overlaps in a short timespan, it makes the map look really cluttered and clumped together. i think my original intent was to blanket 1 under the bump of 3, but that somehow got lost in translation behind all the mods. regardless, fixed
  11. 00:12:478 (1) - Similar to what i said earlier, except the red points at the start of the head are like borderline rankable imo.. I would just get rid of it entirely because of the red tick. same reason. i think the wub here is the dominant sound and the snare shouldn't be mapped
  12. 00:13:335 - Kick on the slider-end you should map to. Meanwhile 00:13:420 (3) - is inaudible. triplet is there to enable the 2 being 1/2 without having 1 be an awkward antijump, but i see your point. attempted to fix, but the flow is questionable
  13. 00:14:192 (1) - Red tick etc... I think you get the idea so i'll stop. fixed this one, though
  14. 00:15:220 (5,1) - Overlaps like this don't look clean because you get stuff like i personally love shit like this, but i can see that the general public likes neat and tidy stuff :c.
  15. 00:15:563 (1,2) - And this, the whole 0.75x DS after a 3/4 slider thing, Increase the SV, can apply elsewhere fixed. i was always peeved at the way people put circles far away from slider ends on elongated sliders mainly because if i were playing it, it'd fuckin release it too early get a 100. but idk how i feel about that now
  16. 00:17:963 (3,1) - This is unnecessarily confusing to read because of the bump you put to slider 1. (Also poor overlap imo). eh, i disagree on this. 1 is meant to be the start of a new bar which is emphasized by the sudden change of flow. also i reeeaaally like the overlap here
  17. 00:19:335 (1,2) - This rhythm just feels really weird... yea i agree. fixed differently though
  18. 00:23:449 (1,1) - This jump doesn't really make sense. Why is there such a large jump onto 00:23:620 (1) - ? It's not supported in the music. initially intended for consistency's sake, but clearly it doesn't play well i guess.
  19. 00:25:506 (1) - Burai. Basically. Yea it doesn't technically cross paths, but it's performing the same function. ekh. fixed. i liked it though :c
  20. 00:26:278 (2) - I don't actually hear anything here... really? there's definitely something there
  21. 00:26:535 (1,2) - This pattern is actually good though. since 2 doesn't actually have that much emphasis on it. Good.
  22. 00:28:935 (1,1,1) - The overlaps just don't look nice because of the sliderhead-slider-end interaction. Something like this would be nice though, while still achieving some overlappy feel. Actually, I would probably use a pattern like this and my maps are generally safe, so you can trust me on this xD. I would tone down the SV on 00:28:935 (1) - a bit though. It's a bit too much. Like, it's creating too much of a contrast between slider lengths. After playing that slider, I could not reasonable expect 00:29:278 (1) - to also be a 3/4 slider. contrast is intentional, and there never seemed to be any readability issues regarding this part. overlaps seem fine here too, imo
  23. 00:30:649 (1,2) - You can keep the high SV here, but make the shapes symmetrical and more player friendly? yea fixed
Well... I took a detailed look, instead of just saying im busy and circlejerking my maps xd. I feel like i'm kinda butchering your map by saying some of this stuff so I'll stop. If you are keen to actually push through the rest of the diff you can find me in game. Whether you are willing to change some of these things is up to you, but as far as I can see, this map won't make it to the ranked section unless you're willing to "normalize" your map a bit.
cheers for mod. i'll hit you up later on. i do appreciate that you understand that there's a fine line between a stylistic choice and a problematic one. do not be discouraged from bringing any issues you see up. telling me about them forces me to justify why i did them, and if there's no justification, it's not a stylistic choice.

again, thanks. keep slayin;good yard
Toy
im excited
Rohit6
wow finally
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