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-Atri-
RIP Midge

I hope that i have a way to contact with 5eania
Charles445
No KD, really small post for the new section

04:13:572 (3) - I think this could be farther away, maybe to the right, gives more impact and makes the distance to 4 less awkward. -> https://osu.ppy.sh/ss/4504641
04:13:909 (4) - This small spacing from 3 is a bit weird, same with the angle. I'd move the 4 to the bottom part of the screen, not the top. That way they are moving the opposite direction of where the 3 is going. -> https://osu.ppy.sh/ss/4504643
04:15:932 (1,1,1,1) - These slider stream jumps are really big! I recommend redoing the first 3 so they aren't as large, breaking off sliders at this point in the map would be upsetting.
04:19:134 (2) - I'd move this down a little more. The player isn't going to follow the 2 at all since they have to get ready for 3, so it'd be nicer to have it lower, maybe a bit more to the left. -> https://osu.ppy.sh/ss/4504648
04:23:347 (1,2,3,4,5) - I think a repeat slider would be fine here, 1/8 slider streams are really weird / easy to break on.
04:26:718 (1,1) - These jumps are again a bit too big. Not as tricky as the other ones but still could have the spacing reduced

Nice part

bleh I'd recommend getting some more mods before I comb through the entirety of the set.
I've been busy lately as you can probably tell lol
Topic Starter
Slick

5eania wrote:

Charles445 wrote:

04:13:572 (3) - I think this could be farther away, maybe to the right, gives more impact and makes the distance to 4 less awkward. -> achttps://osu.ppy.sh/ss/4504641
04:13:909 (4) - This small spacing from 3 is a bit weird, same with the angle. I'd move the 4 to the bottom part of the screen, not the top. That way they are moving the opposite direction of where the 3 is going. -> https://osu.ppy.sh/ss/4504643i redesign to that around section a little bit. idk it's ok
04:15:932 (1,1,1,1) - These slider stream jumps are really big! I recommend redoing the first 3 so they aren't as large, breaking off sliders at this point in the map would be upsetting. D: i have no idea more; i set increase sv to first slider and reversed (Ctrl + G) second slider
04:19:134 (2) - I'd move this down a little more. The player isn't going to follow the 2 at all since they have to get ready for 3, so it'd be nicer to have it lower, maybe a bit more to the left. -> https://osu.ppy.sh/ss/4504648ac
04:23:347 (1,2,3,4,5) - I think a repeat slider would be fine here, 1/8 slider streams are really weird / easy to break on. ac
04:26:718 (1,1) - These jumps are again a bit too big. Not as tricky as the other ones but still could have the spacing reduced it's ok. isn't it? yes you right. that two sliders has pretty long distance with each other. but slider makes free 300 point many times, so i think this is no problem
-Atri-
uhhhh why Midge's tag is still there
Charles445
After a lot of modding / playtesting / redesigning, map's finally ready to go.
If you remember this map from some months ago, take a look again, it's very different.

This is a pretty gimmicky map, so here's a bit of a rundown of what to expect.
Map is dominantly focusing on the vocals. Beats are often "skipped" in order to follow the vocalist.
This means long and fast sliders, as well as a techno breakdown portion with sudden movements.

Map used to be 6 stars, it's 5.7 now. Jumps have been seriously nerfed.
Sliders have been made far less jagged, aren't over-extended, and overall function properly.
Many patterns have been completely redone to make them play well.

So yeah this plays real good now. Here's my replay and the score.

Here's Bubble #1 (rebubble).
BeatofIke
I double-checked for any off-screen notes, inaudible/inconsistent hitsounds, timing, hidden reverse arrows, my soul, and...pretty much everything else. Let's give this map a try at least and see how it goes from here.

Bubble #2~
-Atri-
Hype hype hype
jonathanlfj
I've looked over this map quite a few times in the past, most of my concerns seem to be resolved so gonna give this a try

btw some of you might question about the 5% volume slider ticks, they are in fact audible with default volume settings so I don't see it as a problem
Anxient
mother of god
Yuii-
I can see people placeholdering already
Here we go ~
blissfulyoshi
Congratz for getting this far.
Arphimigon
Nice to see ya finally get this out there
pkk
Map feels a lot better to play now, great job Slick (and modders) :)
Mikii
gratz
Battle
? dang
Kroytz
rip midge (again)
gz Slick!
Kibbleru
3slick5mexd
Horo
oh wow nice one slick this actually happened
Cherry Blossom
Not a placeholder post.
I'll just give a try to this map too :3
Congratz
Shiranai
Congrats, glad to see this qualified😄
Giralda
Congrats Slick, this map has come a long way.

I envy your determination and patience in order to get this map qualified. Let's hope it lasts until the end!
Chaoslitz
Gratz!
Kui
Congrats :)
Doormat
oh, good job on getting it qualified-
Enon
5eania was alive :O
crim
gratz !!!!!
Avishay
I still dislike some parts that enforce gameplay, but I really like the dubstep parts, good luck.
Kite
pretty cool map
Natsu
02:00:257 (2) - I don't know how those sliders ignoring strong beats make sense with the song, the following vocals hold sounds argue can apply to any song with vocals.. does that mean the next step in mapping is overmapping every slider tail for hold sounds mapping? don't get me wrong is fine to map like this when there is not noticeable sounds before, but this case and others is really too much, sounds are really strong to be ignored.

02:02:954 - you mapping to vocals, but you still ignoring this to extend the slider? this and other examples make 0 sense with your vocal mapping logic

02:04:724 - you did map a similar vocal before 02:03:713 - but still ignoring this one, why?

02:05:145 (1) - vocal hold sound stop literally in 02:05:314 - , can you explain how make sense to end this on blue tick

02:11:887 (1) - why you hitsound ticks that you are not mapping properly? this make an even loud sound, read Desperate-Kun post again: p/4568620 makes no sense to ignore loud sounds and make less sense to ignore loud sounds and hitsound them..

Just some examples this happen in other places as well
-Atri-
IDK should i say on this one, it's one of the main concept of this map to ignore those strong beats to give more priority on vocals

02:02:786 (3) - I think it was supposed to be two parts on vocal, but it's more like one single part merged together, so i guess this is why she extended the slider

02:04:724 - I disagree, i don't see where she did ignoring the vocals there, the object fits perfectly on vocals

02:05:145 (1) - agree, i think she extend it to emphasize the next vocal there, at 02:05:482 (2) -
Fycho
I agree with Natsu here. There are still some extended sliders that have problem.
  1. 00:34:134 (4) - the slider starts at a weak beat, even not a drum or vocal, 00:33:965 (3,4) - making them a 1/1 slider is a good way
  2. 00:43:235 (1,2) - The 1/4 jump is too large in the calm part of the song.
  3. 02:00:257 (2) -This extended silder ignored 02:00:595 -, which doesn't feel good.
  4. 02:02:280 (1) -this note follows vocal, making the downbeats sliderend, but 02:02:786 (3) - ignored the vocal, starting with a drum beat. If you prefer vocal, you'd start slider on 02:02:954 - ; If you prefer drums, ignore 02:02:280 - , don't start slider there too, but start on 02:02:448 - , like 02:05:145 (1) - .
  5. 02:11:887 (1) -slider ends at a very bad time, ignoring an import beat: 02:12:224 –
  6. 02:25:370 (1,2) - Is the space too small comparing with other large 1/4 jumps like 02:26:044 (1,2,1) -?
  7. 02:27:055 (2,3) -I think you should reduce the space here, to emphasize 02:27:392 (4,5) -the two drums better.
  8. 02:56:887 (2,1) - can you reduce the 1//4 jumps? Although it's a slider jump which isn't that hard, but it will be confusing while the 1/2 space 02:56:381 (1,2) - is almost the same level as 02:56:887 (2,1).
  9. 04:20:988 (6) -04:20:988 - 04:21:156 – The strength of thetwo drums are similar in music, but a sliderend is weak, which can’t express the music well. Two circles may work better here.
Good luck!
Irreversible
Ah, I was just about to DQ it as well. I've checked the points above and they are valid... also a question; wasn't the dubstep part mapped by someone else when you've uploaded the map? Not sure, haha just a question.

If you need more help, feel free to catch me in game.
Arphimigon
I have to agree with almost all points except one:

Fycho wrote:

02:25:370 (1,2) - Is the space too small comparing with other large 1/4 jumps like 02:26:044 (1,2,1) -?
This is already at a corner and hard enough to catch, any further and it has to be in a corner, which is even harder to catch. The fact it is so near to the edge and has to be usually makes people hit it later and think a little to aim, it's seemed to work fine during testing at least.

Also something I wanna say myself:
03:11:213 (1,1,1) - The music gets arguably more pressuring with each sound here, but the second highlighted slider has way more pressure than the third, making the first easy to sliderbreak, second easy to miss, and third not feeling powerful enough.
Charles445
Good luck with fixes btw.
Topic Starter
Slick

Irreversible wrote:

wasn't the dubstep part mapped by someone else when you've uploaded the map? Not sure, haha just a question.
aye, midge originally mapped the last dubstep part, i remember you liked it.
Kibbleru
gl
Enon
:o
Topic Starter
Slick

5eania wrote:

Fycho wrote:

  1. 02:56:887 (2,1) - can you reduce the 1//4 jumps? Although it's a slider jump which isn't that hard, but it will be confusing while the 1/2 space 02:56:381 (1,2) - is almost the same level as 02:56:887 (2,1). its a extra not make to easy
  2. 04:20:988 (6) -04:20:988 - 04:21:156 – The strength of thetwo drums are similar in music, but a sliderend is weak, which can’t express the music well. Two circles may work better here. ac
Topic Starter
Slick

Fycho wrote:

I agree with Natsu here. There are still some extended sliders that have problem.
  1. 00:34:134 (4) - the slider starts at a weak beat, even not a drum or vocal, 00:33:965 (3,4) - making them a 1/1 slider is a good way i gathered some opinions on this and it's very divided. i asked what they thought fit the vocal best, a circle and a 1/2 slider or a 1/1 slider. it's very ambiguous, and it seems it can be mapped either way. i mapped it the way i did because that's what i find fitting for that vocal so i'd prefer to keep it as is.
  2. 00:43:235 (1,2) - The 1/4 jump is too large in the calm part of the song. hmm sliders are lenient. not hard or too large
  3. 02:00:257 (2) -This extended silder ignored 02:00:595 -, which doesn't feel good. fixed
  4. 02:02:280 (1) -this note follows vocal, making the downbeats sliderend, but 02:02:786 (3) - ignored the vocal, starting with a drum beat. If you prefer vocal, you'd start slider on 02:02:954 - ; If you prefer drums, ignore 02:02:280 - , don't start slider there too, but start on 02:02:448 - , like 02:05:145 (1)
    - . there is a syllable change at 02:02:954 - but since it's barely audible and there is also a vocal part at 02:03:123 - where the singer raises her voice after lowering it which i deem to be the stronger vocal, i'll keep the 3/4 slider with the circle on the vocal
  5. 02:11:887 (1) -slider ends at a very bad time, ignoring an import beat: 02:12:224 ? fixed
  6. 02:25:370 (1,2) - Is the space too small comparing with other large 1/4 jumps like 02:26:044 (1,2,1) -? increased a bit
  7. 02:27:055 (2,3) -I think you should reduce the space here, to emphasize 02:27:392 (4,5) -the two drums better. it's the same pattern as 00:59:415 (2,3,4,5,1) - , i don't think it's necessary
Good luck!
Topic Starter
Slick

Natsu wrote:

02:00:257 (2) - I don't know how those sliders ignoring strong beats make sense with the song, the following vocals hold sounds argue can apply to any song with vocals.. does that mean the next step in mapping is overmapping every slider tail for hold sounds mapping? don't get me wrong is fine to map like this when there is not noticeable sounds before, but this case and others is really too much, sounds are really strong to be ignored.
fixed
02:02:954 - you mapping to vocals, but you still ignoring this to extend the slider? this and other examples make 0 sense with your vocal mapping logic
answered in my reply to fycho
02:04:724 - you did map a similar vocal before 02:03:713 - but still ignoring this one, why? sorry i have no idea what you're trying to say

02:05:145 (1) - vocal hold sound stop literally in 02:05:314 - , can you explain how make sense to end this on blue tick fixed

02:11:887 (1) - why you hitsound ticks that you are not mapping properly? this make an even loud sound, read Desperate-Kun post again: p/4568620 makes no sense to ignore loud sounds and make less sense to ignore loud sounds and hitsound them.. fixed

Just some examples this happen in other places as well
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