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Ayane - Arrival of Tears

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Kibbleru
ethereal natsu dragneel
end
Okoayu
uh so... why are most of the buildups to kiais hard er than the kiais themselves in ultra?

I was kinda disappointed that gero's part is overall much easier than jonny's part that comes just before
same with 02:15:624 - being arguably more difficult than anything natsu does in the part after
also idk why you had to kill any momentum in 02:23:574 (4,5) - something like 02:32:424 (1,2,3,4) - worked better
the transition from 03:15:474 (4,1) - seems unnecessarily large for the sake of making people lose combos / kill them (might not be the intention) it could have just been like http://puu.sh/nK9Sd/bcd70bafd0.jpg and the transition would work the same except the player doens't have to speed up into such harsh angles
03:24:624 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - dopamine doesn't fit the context of this map that well, none of the other patterns are built to be this edgy in the entire diff, i think this should be kept more simple for the sake of not completely breaking the concept of the difficulty
03:30:174 (2,3) - 03:31:374 (2,3) - seem unreasonable because there's no way to just "expect" these to be ending on 1/8 just using 3 circles instead wouldve fit the concept of the rest of the difficulty better

the rest of the diff was quite nice, these bugged me too much to not post them though
Topic Starter
Natsu

Okoratu wrote:

uh so... why are most of the buildups to kiais hard er than the kiais themselves in ultra?

I was kinda disappointed that gero's part is overall much easier than jonny's part that comes just before
same with 02:15:624 - being arguably more difficult than anything natsu does in the part after
also idk why you had to kill any momentum in 02:23:574 (4,5) - something like 02:32:424 (1,2,3,4) - worked better of course man, is a collab we follow the song in a different way and intensity, if we gonna map similar intensity, density and consistency that will kill the whole purpose of making a collab


the transition from 03:15:474 (4,1) - seems unnecessarily large for the sake of making people lose combos / kill them (might not be the intention) it could have just been like http://puu.sh/nK9Sd/bcd70bafd0.jpg and the transition would work the same except the player doens't have to speed up into such harsh angles I saw some replays and people rarely have problems here, the lvl of difficulty is different from my extra of course, jumps are totally fine, the song becomes super intense after the slow part a jump in difficulty is indeed something I'd do as well, (I did in less spacing)


03:24:624 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - dopamine doesn't fit the context of this map that well, none of the other patterns are built to be this edgy in the entire diff, i think this should be kept more simple for the sake of not completely breaking the concept of the difficulty 03:24:024 (1,2,3) - there are 3 sliders telling you about the 1/3 rhythm, mapping the 1/3 in the music as 1/3 is totally fine, and no a slider spam will be bored, considering my 2 diffs already does that, lets kieep different things at the game and trying to don't put rules as ¨1/3 should be always sliders¨ etc, lets click on 1/3 snaps c:


03:30:174 (2,3) - 03:31:374 (2,3) - seem unreasonable because there's no way to just "expect" these to be ending on 1/8 just using 3 circles instead wouldve fit the concept of the rest of the difficulty better and that will fit the music any better? that will kill rhythm :p and you will end making a case like yales map (sorry need to bring the example), I mean you don't expect the song have 1/4s 1/3 1/8, you need to play and discover what the song is going to provide you, unless you want every map mapped with same rhythm or weird rules about snaps

the rest of the diff was quite nice, these bugged me too much to not post them though
Hope my reasoning is enough for you, since some mappers aren't that active, but I think the rhythms, transitions, jumps are what you are looking when making a collab, I never expected to have a super same lvl of diff/consistency with 15 more mappers of different mapping styles, but variations, some dif spikes, rhythms etc, my two diffs are already super consistent that's why I added a collab to have some more free style mapping><
Edit: skystar 1/3s, cilvery 1/4 jumps, dekanee sliders, gero symmetry, fycho jumps, alacat slow parts, and every single part has unique things, that's what I was aiming when I picked the mappers >: make each part unique even a bit
Okoayu
i think you knew what i meant when I said that i'm just a bit disappointed that the chorus is easier than the buildup

You just justified a gigantic jump into a harsh angled stream by saying it's an ultra and this is totally okay

I was referring to the spacing changes within the 1/3 stream and not that it's an 1/3 stream, i don't have any problems with that, my only problem is that it looks like it's trying to be Dopamine in a map that isn't dopamine.

my bad about the 3/8 sliders i didn't notice they were actually mapped to the guitar i assumed they were an unnecessary gimmick and thus came to the conclusion that just 3 circles would be better.

I'm just a bit sad about the diffspikes and that they're in buldips mostly and not in the actually more intense parts, that's all
Topic Starter
Natsu

Okoratu wrote:

i think you knew what i meant when I said that i'm just a bit disappointed that the chorus is easier than the buildup

You just justified a gigantic jump into a harsh angled stream by saying it's an ultra and this is totally okay to be honest the first jump 1 and 2 are making the build up to 3 and 4 >:, not based on dif name, but based on the replays

I was referring to the spacing changes within the 1/3 stream and not that it's an 1/3 stream, i don't have any problems with that, my only problem is that it looks like it's trying to be Dopamine in a map that isn't dopamine. idk if I'm the only one that get why he did that, but I think it makes alot of sense with how the song is divided, personally I like his idea >:

my bad about the 3/8 sliders i didn't notice they were actually mapped to the guitar i assumed they were an unnecessary gimmick and thus came to the conclusion that just 3 circles would be better.

I'm just a bit sad about the diffspikes and that they're in buldips mostly and not in the actually more intense parts, that's all and that's fine, since people can't agree fully with things and intensity and those things are something super hard to agree, but as I said before that's why the collab is fun, because you don't know how each part will be, people who want a more plain and straigh forward diff, will try my extra ><
HabiHolic
Congratz!
melon boy
Hey, the 1/3's in DakeDekaane's part are snapped wrongly. Isn't this a problem? Just letting ya know.
IamKwaN
Requested by the creator to fix the snapping.
Topic Starter
Natsu
Thanks KwaN ><

Fixed : 03:05:824 (1,2,3) - 03:09:624 (1,2,3) - to 1/3 randomly got snapped to 1/4 >:
ZZHBOY

Natsu wrote:

Thanks KwaN ><

Fixed : 03:05:824 (1,2,3) - 03:09:624 (1,2,3) - to 1/3 randomly got snapped to 1/4 >:
rebub#1
Kibbleru
ya ok
num 2
Pereira006
re-qualify
Reillia
congratz ~!
Namki
grats~
Kyouren
Regratzz~ <3
Skystar
uhh.. sorry for being late but before that's too late - idk what happened but the whole section of mine was mapped in N sampleset, in which i've used N whistles a lot since there's a guitar layer going on through the entire portion, and now it's under an S sampleset that doesn't have an N whistle that makes it sound really... weird.

not sure if that's still resolvable ;_; apology again for being late..
Yuii-
You can solve it by DQ'ing it again if it's that of a problem.
Kibbleru

Skystar wrote:

uhh.. sorry for being late but before that's too late - idk what happened but the whole section of mine was mapped in N sampleset, in which i've used N whistles a lot since there's a guitar layer going on through the entire portion, and now it's under an S sampleset that doesn't have an N whistle that makes it sound really... weird.

not sure if that's still resolvable ;_; apology again for being late..
well im here if u need
Irreversible

Skystar wrote:

uhh.. sorry for being late but before that's too late - idk what happened but the whole section of mine was mapped in N sampleset, in which i've used N whistles a lot since there's a guitar layer going on through the entire portion, and now it's under an S sampleset that doesn't have an N whistle that makes it sound really... weird.

not sure if that's still resolvable ;_; apology again for being late..
dun dun dun
call me if you need someone
Topic Starter
Natsu
uh as I say before i was going to put the hitsounds, I told everyone... you didn't reply in like 2 months??? or 1??

anyways I don't see this going well with just your section being hitsounded differently to the rest.



Edit: well GoldenWolf want soft whistle for the guitar part, Skystar normal ones, and I don't think any BN would agree to have both sections with different hitsouding, default clap doesn't fit the song as well. That's why i was making the full hitsouding to have some consistency, need time to clarify and think what to do, as this doesn't look easy to solve anymore.
Skystar

Natsu wrote:

uh as I say before i was going to put the hitsounds, I told everyone... you didn't reply in like 2 months??? or 1??

anyways I don't see this going well with just your section being hitsounded differently to the rest.



Edit: well GoldenWolf want soft whistle for the guitar part, Skystar normal ones, and I don't think any BN would agree to have both sections with different hitsouding, default clap doesn't fit the song as well. That's why i was making the full hitsouding to have some consistency, need time to clarify and think what to do, as this doesn't look easy to solve anymore.
you only told me that you were going to apply mods! I didn't know you were going to change the whole section's hitsounding..

http://puu.sh/nPyNb/fa082b4e40.rar

anyway I rehitsounded it and used another sampleset for it so everyone else's parts won't get touched.

as for consistency I think it's fine. like the map itself is already inconsistent as hell LOL at this point differently hitsounding isn't even a big deal anymore, not to mention that my section is the unique part in the song that doesn't have a repetition anywhere else.
Topic Starter
Natsu
Updated, I gonna call Irre to check them and see if he agree with the change
hyouri
DakeDekane the real MVP of this map
Irreversible
Now that everything is sorted up, let's push it forward again!
Kibbleru
num 2
ZZHBOY
num 3
Sieg
You forgot to delete soft-hitclap6 after changing hitsound set in Skystar's part.
Topic Starter
Natsu

Sieg wrote:

You forgot to delete soft-hitclap6 after changing hitsound set in Skystar's part.
I'm not using any soft-hitclap6, the one at skystar was soft-hitclap5 which im using at my diffs, but let me check

edit: seems Skystar send me that clap too:



lol...
Shohei Ohtani

Sieg wrote:

You forgot to delete soft-hitclap6 after changing hitsound set in Skystar's part.
when ur map gets qualified and you experience an arrival of tears
Skystar
damn I fucked up ;_;

that clap was there because my part was using a same sampleset as other parts (Soft), so naturally when I turned my part into a new set I copypasted both Normal and Soft hitclaps. (as I thought it should be using both which it doesn't)

but well that's just a clap it shouldn't be a big deal..??
Topic Starter
Natsu
I send a pm to Irre, probably he will DQ, maybe he can just requalify after remove the unused file? ~
Sieg
oh, I hope that don't require rebubles again ;w;

02:54:024 (1) - <3

also maybe Dake will consider to improve one of his slider arts?
SPOILER
256,16,188724,1,2,0:0:0:0:
456,112,189024,1,2,0:0:0:0:
256,16,189324,1,2,0:0:0:0:
256,16,189624,6,0,B|263:74|243:118|191:138|232:132|232:132|256:132|256:132|292:135|352:161|367:231,1,323.999990112305,2|2,0:0|0:0,0:0:0:0:
369,270,190624,1,2,0:0:0:0:
357,308,190724,1,2,0:0:0:0:
332,343,190824,6,0,B|310:367|279:378|232:382|188:380|152:342|137:293|146:236|170:203|207:177|253:172|295:187|323:222|317:274|286:303|246:285,1,485.999985168458,4|2,0:0|0:0,0:0:0:0:
riffy
Yes, unused hitsounds are a big deal.
Topic Starter
Natsu
removed unused file and fixed sieg suggestion
riffy
Cool.

Bubble #1
Irreversible
#2
smallboat
Comfirm problem fixed. Re-approved
Euny
02:22:824 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,1,2,3) - 천방지축 어리둥절 빙글빙글 돌아가는 짱구의하루 우리 짱구는 정말못말려 짱구야! 짖궂은 장난은 나에게 맡기세요 이 세상 누구보다 자신이 있다구요 이리모여 모두모여 양파를 먹어보렴 그런 눈으로 바라보면 부끄럽죠 엄마 아빠 나는 인기만점 짱구야 천방지축어리둥절 빙글빙글 모두가 정신이없네 짱구는 ???? 짱구는 천재라네 다음엔 무엇을할까? 한알못들이 보게된다면와 저 독종 악질봐라 나츠맵에 깽판을 치러왔네 라고 생각들겠지만 내말은그니까 collab 파트중에 니꺼가 젤 조아! 라는뜻이야. 아무도 해석도와주지마요. 흐헿헿랅
Topic Starter
Natsu

Euny wrote:

02:22:824 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,1,2,3) - 천방지축 어리둥절 빙글빙글 돌아가는 짱구의하루 우리 짱구는 정말못말려 짱구야! 짖궂은 장난은 나에게 맡기세요 이 세상 누구보다 자신이 있다구요 이리모여 모두모여 양파를 먹어보렴 그런 눈으로 바라보면 부끄럽죠 엄마 아빠 나는 인기만점 짱구야 천방지축어리둥절 빙글빙글 모두가 정신이없네 짱구는 ???? 짱구는 천재라네 다음엔 무엇을할까? 한알못들이 보게된다면와 저 독종 악질봐라 나츠맵에 깽판을 치러왔네 라고 생각들겠지만 내말은그니까 collab 파트중에 니꺼가 젤 조아! 라는뜻이야. 아무도 해석도와주지마요. 흐헿헿랅
La verdad si, mi parte es la mas bonita de todas hahaha, pero creo que las demás están bien, la verdad cada persona, pero la canción de cuna de aquella vez estuvo bastante genial no? cuando cantabas brilla brilla estrellita, Eun tontita, tenemos que seguir y poner mas de nuestra parte en el siguiente mapa con unas pupusas, gracias por revisar y amar mi parte

@smallboat Thanks!
Euny
ㅋㅋㅋㅋㅋㅋ 눈치도빠르네 복수클래스봐라
riffy
If you are still discussing that, please do so in English. So, more people can join the fun
Euny

Bakari wrote:

So, more people can join the fun


seems my plan worked sowwy bakaring was little prank for just gratz
Topic Starter
Natsu

Bakari wrote:

If you are still discussing that, please do so in English. So, more people can join the fun
oh was just a fun way to say congratz o/
Shohei Ohtani
Natsu x Euny OTP
-Kanzaki
Just passing by i have a suggest that is something not really important but just in case if it gets DQ'ed again posting it. (Its high star rate and kinda long so maybe it will be dq'd again) i have this parts annoyed me while PLAYING
01:05:049 (4,1) - 04:24:849 (7,1) - Listened to the song and these stream parts are exactly same parts of the song and same drum rolls but difficulty of them is pretty different first one is really harder than the second one but not something unrankable as i said if it gets dq again just think about it
Topic Starter
Natsu

-Kanzaki wrote:

Just passing by i have a suggest that is something not really important but just in case if it gets DQ'ed again posting it. (Its high star rate and kinda long so maybe it will be dq'd again) i have this parts annoyed me while PLAYING
01:05:049 (4,1) - 04:24:849 (7,1) - Listened to the song and these stream parts are exactly same parts of the song and same drum rolls but difficulty of them is pretty different first one is really harder than the second one but not something unrankable as i said if it gets dq again just think about it
because is a collab, the idea is to have different mapping styles on it, if all is consistent then that kill the idea of a collab diff >:
Okoayu
you can still have a collab and a well designed difficutly curve throughout the diff, just saying. Even my comments were less about each person individually but more about how you managed people and their styles in the creation process of this diff.
Topic Starter
Natsu

Okoratu wrote:

you can still have a collab and a well designed difficutly curve throughout the diff, just saying. Even my comments were less about each person individually but more about how you managed people and their styles in the creation process of this diff.
if that was the case, then I would mapped it myself, I didn't wanted a consistent diff at all, I wanted something totally different to my mapping and the collab diff archive my goal.
Okoayu
That doesn't have much to do with difficulty control within a collab, tbh but ok our views on this seem to clearly differ.
Topic Starter
Natsu

Okoratu wrote:

That doesn't have much to do with difficulty control within a collab, tbh but ok our views on this seem to clearly differ.
yeah as we discussed before first DQ.
Modem
Congraaatz~!
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