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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
Meg
good luck~

EDIT:
wew my 1,000post
-Atri-
Somehow we got no response
Natsu
we did fix somethings at IRC, map should be fine now, just discuss with Fycho about that suggestion (I agree with him tho)

!
2016-03-11 23:08 Natsu: Hello
2016-03-11 23:08 Slick: sorry for bothering you, could i make a request?
2016-03-11 23:08 Slick: not mod request, just help with some things
2016-03-11 23:08 Slick: np if you're busy
2016-03-11 23:08 Natsu: sure, what do you need?
2016-03-11 23:09 Slick: just a uh recheck i guess
2016-03-11 23:09 Slick: and if something is possibly fine to keep
2016-03-11 23:09 Slick: ACTION is editing [http://osu.ppy.sh/b/731905 Rita - Bookmark Memories [Grimoire]]
2016-03-11 23:09 Slick: https://osu.ppy.sh/forum/t/343794/start=180
2016-03-11 23:10 Slick: i replied
2016-03-11 23:10 Natsu: oh that map, sure.
2016-03-11 23:16 Slick: so uh
2016-03-11 23:16 Slick: wanna do it now on irc or will do a recheck sometime
2016-03-11 23:16 Slick: will you do*
2016-03-11 23:17 Natsu: in some minutes
2016-03-11 23:38 Natsu: ACTION is editing [http://osu.ppy.sh/b/731905 Rita - Bookmark Memories [Grimoire]]
2016-03-11 23:39 Natsu: could you reduce all the slider tick sounds by 10%?
2016-03-11 23:39 Slick: the ones that aren't hitsounded too?
2016-03-11 23:39 Natsu: just the hitsounded ones
2016-03-11 23:39 Slick: sure
2016-03-11 23:43 Natsu: you applied all from fycho and my mod?
2016-03-11 23:43 Slick: not all
2016-03-11 23:44 Slick: some vocal mapping seems a bit divided
2016-03-11 23:44 Slick: 00:43:235 (1,2) - i will fix this though
2016-03-11 23:45 Natsu: 00:57:729 (1,1) - we are on this so if you care about design blanket this better to
2016-03-11 23:45 Slick: will do
2016-03-11 23:47 Natsu: 02:02:954 - but why ignoring this vocal?
2016-03-11 23:47 Natsu: isn't 1/2 circles better for this part?
2016-03-11 23:47 Slick: possibly
2016-03-11 23:47 Slick: the reason i did what i did is because
2016-03-11 23:47 Slick: i never thought there was a new vocal there
2016-03-11 23:47 Slick: don't you agree it's quite faint?
2016-03-11 23:48 Natsu: I can here a new starting there, but being honest we could also agree the slider is somehow following the whole word tho
2016-03-11 23:48 Natsu: 00:36:156 (1,2) - why is this overlaped?
2016-03-11 23:49 Slick: made it like that for even spacing
2016-03-11 23:49 Slick: if you make (3) 0.85x sv too it will be like this
2016-03-11 23:49 Slick: https://osu.ppy.sh/ss/4702901
2016-03-11 23:49 Slick: i don't mind removing overlap, it's np
2016-03-11 23:50 Natsu: well if you do then space this a bit more 00:36:493 (2,3) -
2016-03-11 23:50 Slick: y
2016-03-11 23:50 Slick: will do
2016-03-11 23:52 Natsu: 01:13:404 - no slider tick hitsound?
2016-03-11 23:52 Slick: it's hitsounded
2016-03-11 23:55 Natsu: https://osu.ppy.sh/ss/4702928
2016-03-11 23:55 Natsu: 9 is touching hp bar 01:39:022 (9) -
2016-03-11 23:55 Slick: yeah
2016-03-11 23:55 Slick: a lot of objects are touching hp bar
2016-03-11 23:55 Slick: it's okay to keep though right?
2016-03-11 23:56 Slick: someone told me it's not unrankable
2016-03-12 00:01 Natsu: is not unrankable
2016-03-12 00:01 Natsu: but it doesn't looks nice
2016-03-12 00:01 Natsu: up to you tho
2016-03-12 00:01 Slick: well doesn't hurt to move it down a few pixels
2016-03-12 00:01 Slick: i can do it
2016-03-12 00:03 Natsu: 00:33:965 (3,4) - http://puu.sh/nDyXN/8e8c5d0437.jpg http://puu.sh/nDyYS/00deab2303.jpg I agree with fycho there, any of those rhythms will fit better the song
-Atri-
Slick, you can't give kd if someone had already modded your map once
Natsu

KuranteMelodii wrote:

Slick, you can't give kd if someone had already modded your map once
and where he gave me kd before? lol
-Atri-
Oh wait, my bad
Charles445
Overall changelog from previous qualified version.

00:36:493 (2,3) - Moved downwards a little (To overlap 2 with 1?)
00:58:404 (1) - Moved up a little (not sure why but it's moved)
01:38:937 (8,9) - Moved down a little (to make stream more curved throughout)
02:00:257 (2) - Shortened 1/4 (to avoid overextending)
02:00:763 (3) - Moved up and to the left (to have better spacing / movement with the new slider)
02:05:145 (1) - Shortened 1/4 (to avoid overextending)
02:05:651 (3) - Slider shape remade (for smoother movement)
02:05:988 (4,5,6) - Jumps repositioned (for better movement with the new slider)
02:11:887 (1) - Shortened 1/4 (to avoid overextending, also makes the stream a bit easier)
02:12:392 (2,3,4) - Moved up and to the right (to fit the new slider setup)
02:23:853 (7) - Moved to the left (for spacing presumably)
02:25:033 (5,6,1) - Jump angle changed (not sure why but it still works)
02:25:875 (2,3,1) - Manually stacked (for readability probably since it's up in the corner)
04:20:988 (6,7) - Changed from a single 1/2 slider into 1/4 stream jumps (that's a scary change but it works surprisingly well...)
04:33:460 - Added finish (sounds nice)

Seems the bit at 00:33:965 (3,4) - is still debated (TBH I think both variants work for different reasons), so it'd be bad to re-bubble as-is.

Slick if you have an idea for a single slider at 00:33:965 - it would probably save a lot of trouble with rebubbling since I think the players okay with two objects won't mind if it's suddenly one.

If not then I can just go find Fycho and see if the current version is good for a rebubble
Topic Starter
Slick
changed to a 1/1 slider
Charles445
Going through the dq post again

00:43:235 (1,2) - I think this is super easy, but it is possible to squeeze out smaller spacing just by making 2 a bit more flat https://osu.ppy.sh/ss/4752491
02:02:280 - I think this part works pretty good honestly, combining vocals and the instruments is tough, and it makes a good parallel with 3 and 6.
02:27:055 - It's definitely a more difficult jump section than before, but not by a lot, just to fit the new slider velocity (which I think makes sense)

So I think just consider making 00:43:235 easier / not as big, while still maintaining that clockwise motion you're going for, and then I should be safe to re-bubble since that'll account for it all
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