forum

Wagakki Band - Tengaku

posted
Total Posts
343
show more
Topic Starter
Shiro

Bearizm wrote:

just a quick look cuz I wanted to.. you don't have to kd if it's useless. Oh my, thank you for this. I didn't expect anyone to mod, even less so on their own decision.

long difficulty name
00:39:023 (8,9,10,11,12,13,14,15) - should be 1/3. Oh god I never noticed thank you

00:43:354 (18) - overmapped. In terms of gameplay, this is MUCH BETTER than xxx x, especially at this low spacing.

00:54:992 (4) - ^ same thing here

01:01:716 (9,10,11,12,13,14) - why stream? You're probably trying to "emphasize" the guitar, but it would suit a long slider better. better stick to 1/2.
Because a stream musically fits here with the guitar, and provides a really good transition to the next part by lowering spacing intuitively.
01:24:540 (9,10,11,12,13,14,15,16,1) - I can't hear anything that supports 1/4. Yes, I read your mod reply from CB, but I strongly agree with him. Try not to map something that's barely audible. These aren't going to change, sorry. They help emphasize this harp-like instrument.

03:16:781 (1,2,3,4,5,6,7,8,9,11,12,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - following the flute's tempo isn't the best idea imo because it changes a lot. 03:16:781 (1,2,3,4,5,6,7,8) - should be 1/3. and 03:17:815 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - is also 1/3 but.. only in the beginning and then it starts to change to a different one. i'm not sure, it changes a lot. just follow the drums to be safe tbh. you can just listen with 25% speed. Yeah I know, I've been looking for a way to remap this part. Haven't found anything yet though.

04:26:608 (1) - you can make this a slider art that ends until 04:27:061 - and then make 04:27:126 (2) - a very slow SV since the instrument stops playing here, then revert the SV back to normal for 04:27:643 (1) - In terms if isolation of the notes, this is a terrible idea, as it would join 04:27:126 (2,1) - which should NOT be joined. I see where you're coming from with this suggestion, but I like the silence time circles offer. Sliders would not have the same impact.

04:48:565 (1) - this part is 100% unnecessary imo. I think it's just better to put a long spinner there. I'm not happy30 I don't make people fail a HR run because of a stupid spinner. I liked the spam of everything at the end of the song so I did the same in the map: circles and repeat sliders galore! I like the effect it has at the end, like the map is completely losing it and going into random stuff when it was very clearly deeply structured before.

00:23:701 (10) - why can't this be just 1 long slider? the repeat doesn't land anywhere. You have a point. I made it a 0.5 slider to keep the weird shape and duration.

00:25:351 (1) - silence this spinner at the end It already is silenced.

good luck!... yup, I will need it...
Thank you very much for the unexpected mod. You made me feel bad by saying this is overmapped - there is a reason behind everything in my maps.
Rafis


Really fun, readable beatmap. FCing the jumps is really satisfying.
The Veldt
Good map
Grrum
Hi Shiro. I was lurking in modhelp, and your plot to revolt against the doldrums of the TV size nation inspired me to mod your map. Unfortunately, I'm not good enough at playing to properly test this map, so if my suggestions seem off base I apologize. Also I'm a mapper who likes to prioritize the melody/vocals, so make sure you take that bias into consideration. Hope this helps!

[Map]

00:53:893 (6) – There seems to be some funkiness going on here with the timing. Slow everything around this combo down and see if the stringed instrument feels off to you. The finish hitsound here makes it especially noticeable. Not really sure what to do, so it might just be me being difficult.

Argument: Change in music is not mapped enough
01:02:298 (1,2,3,4,5,6,7,8,9) - You designate the repetitive music of the high-pitched strings at 00:58:031 (1,2,3,4,5,6,7,8,9) - with a back and forth flow. The low percussion, while similar, is different enough from the strings in pitch that I'd like to see a more meaningful distinction between these two flows to better express the different emotions evoked by the different instruments/sounds (besides making the general motion move down slightly). Perhaps making the general flow also curve (ex: http://puu.sh/jFypH/93b315150d.jpg), though other possibilities exist as well (like doing ctrl + G on each of 01:02:428 (2,4,6,8) – and amend spacing).

01:08:764 (1,2,3,4,5,6,7,8,9) – I think there's enough playfulness in the singer that you can change the flow a little. In particular, at 01:09:022 (2) - , the singer goes “ma-i,” which takes up two syllables, as opposed to what she does at 01:09:410 (4) – by doing only one syllable. So starting the repetition at 01:09:410 (4) – instead could be interesting (ex: http://puu.sh/jFYfL/44bebe2fc8.jpg). The possibility also exists to not use repetition (like maybe http://puu.sh/jFYpw/19b4a6e4b4.jpg), though that seems more of a personal thing since you seem to like to map the repetitive nature of the rhythm.

01:18:074 (6,7,8) – consider something like http://puu.sh/jFyBh/67ae827f85.jpg , though it does play fine as is.

Argument: Change in music is not mapped enough
01:24:540 (9,10,11,12,13,14,15,16,1) – These strings should feel different from the finishes at 01:23:893 (6) - . Try doing ctrl + J on 01:24:540 (9,10,11,12,13,14,15,16,1) – and amend the spacing

01:33:591 (1,4,7) – The ¾ sliders are trying to draw attention to the singer, right? Because if it isn't, then I don't see why to use ¾ when ½ sliders go with the drum more. Drawing attention to the singer though conflicts a little with this pattern. The change in the singer's pitch at 01:34:884 (7) – is a call to break the repetition in the flow and emphasize the singer there. Also, the singer gets syncopated and starts the downbeat at 01:35:272 - , so going with the singer with these ¾ sliders set up a kind of let down when this strong beat doesn't get a click. My suggestion would be to either use ½ sliders here and amend the spacing, or use ¾ sliders until 01:34:884 (7) – where you would change the rhythm and flow to go with the singer.

02:08:375 (4) - These long sliders like 02:05:272 (4) – get their emphasis from the held vocals of the singer, right? If that's the case, then 02:08:375 (4) – is a problem because the singer doesn't get syncopated here. 02:08:246 (3) – is a held vocal, so the following note goes with the downbeat at 02:08:505 – which causes the slider to feel weird repeating something that isn't there. Try going with the rhythm of the singer with a rhythm like http://puu.sh/jG0qY/d0575b6130.jpg , which sets up connecting the flow of the (1) and (2) sliders in some way to emphasize the repeated pitch in the lyrics “to – oh.”

02:26:867 (9) – The spacing into this feels a little too small. I see the design you're going for, but moving it to the 176, 20 ish area keeps the spirit of the design while not making the pattern so restful.

02:39:152 (4) – The rest after this doesn't seem intuitive when the spinner at 02:33:333 (1) – acts as a rest so recently ago. To me, the pacing suggests you emphasize the strings here. I'd like to understand why you think there should be a rest here at all, and if there should be a rest, why not have the rest after 02:43:290 (4) – instead or in addition?

Argument: Change in music is not mapped enough
02:51:436 (9,10,11,12) – These drums start with too similar of an angled flow as the percussions at 02:49:885 (1,2,3,4) - . Try a more distinct flow like zig-zag or square (ex: http://puu.sh/jFzo7/3dd83f0990.jpg)

03:21:178 (1) – This sections seems just a little too restful, so try increasing the spacing into this note. To explain more, you put the wind in my sails with the stream here 03:16:781 (1) - , then immediately take it out. I don't disagree with the rest, I just think you rest too hard. This change emphasizes the flute nicely and gives the player a renewed sense of energy coming off the rest combo of 03:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13) - .
03:22:988 (1) – Similar argument/suggestion ^
03:24:022 (7) – Around here again, I would give the nod to the flute so that this section doesn't feel too restful (leaving as much as possible of 03:24:281 (8,9,10,11,12) – as a rest in setting up for the stream). But here the rhythm gets a little confusing since the flute isn't perfectly timed at 03:24:152 – (It might go into 1/3, but that just seems weird to play). I'm conflicted because while I do think you should map the flute here (for instance, make a slider at 03:24:152 – or something and increase the spacing leading up to it), I don't want to suggest something stupid like mapping a rhythm that is not timed right. Basically, I don't know what to do.

03:32:428 (6) – NC to emphasize the guitar/rhythm change?

03:39:281 (11,1) – The distance between these could be bigger to emphasize the downbeat more, especially after the slight rest in the small spacing between 03:39:022 (10,11) - .

04:09:540 (9) - I liked what you did at 02:21:953 (9) – by changing the rotation of the pattern. I think it'd be nice to do the same thing here and start going clockwise around 04:09:540 (9) - .

04:24:540 (12) – Personally I'd like to have a slight change in flow here since I think the back and forth flow goes on just a little too long. Something like rotating this 90 degrees like http://puu.sh/jGbPk/4ac07d8700.jpg, but it plays fine as is.

04:41:609 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) – Consider doing ctrl + H, I personally like throwing a little diversity in more restful sections, though it plays fine as is.

04:55:129 (3,4) – The distance between these feel a little too big for me. Yah it's a finish, but the song has winded down enough that with this high of a BPM it's just too intense (but again I am scrub and haven't played this).

Good luck!
Topic Starter
Shiro

pinataman wrote:

Hi Shiro. I was lurking in modhelp, and your plot to revolt against the doldrums of the TV size nation inspired me to mod your map. Unfortunately, I'm not good enough at playing to properly test this map, so if my suggestions seem off base I apologize. Also I'm a mapper who likes to prioritize the melody/vocals, so make sure you take that bias into consideration. Hope this helps!

[Map]

00:53:893 (6) – There seems to be some funkiness going on here with the timing. Slow everything around this combo down and see if the stringed instrument feels off to you. The finish hitsound here makes it especially noticeable. Not really sure what to do, so it might just be me being difficult. The flute is off as fuck, yeah, but this is based that weird harp-like instrument, which is properly on time. This won't be a problem to play.

Argument: Change in music is not mapped enough
01:02:298 (1,2,3,4,5,6,7,8,9) - You designate the repetitive music of the high-pitched strings at 00:58:031 (1,2,3,4,5,6,7,8,9) - with a back and forth flow. The low percussion, while similar, is different enough from the strings in pitch that I'd like to see a more meaningful distinction between these two flows to better express the different emotions evoked by the different instruments/sounds (besides making the general motion move down slightly). Perhaps making the general flow also curve (ex: http://puu.sh/jFypH/93b315150d.jpg), though other possibilities exist as well (like doing ctrl + G on each of 01:02:428 (2,4,6,8) – and amend spacing). They are different - the stacks are not so close and the spacing increases a lot more. Also, unlike the strings, the sliders are straight lines.

01:08:764 (1,2,3,4,5,6,7,8,9) – I think there's enough playfulness in the singer that you can change the flow a little. In particular, at 01:09:022 (2) - , the singer goes “ma-i,” which takes up two syllables, as opposed to what she does at 01:09:410 (4) – by doing only one syllable. So starting the repetition at 01:09:410 (4) – instead could be interesting (ex: http://puu.sh/jFYfL/44bebe2fc8.jpg). The possibility also exists to not use repetition (like maybe http://puu.sh/jFYpw/19b4a6e4b4.jpg), though that seems more of a personal thing since you seem to like to map the repetitive nature of the rhythm. The "i" is clearly not emphasized (hell it's even hard to read), so this works for a patter.

01:18:074 (6,7,8) – consider something like http://puu.sh/jFyBh/67ae827f85.jpg , though it does play fine as is. you didn't see that 01:17:945 (5,6,7,8) - is a square ? o.O

Argument: Change in music is not mapped enough
01:24:540 (9,10,11,12,13,14,15,16,1) – These strings should feel different from the finishes at 01:23:893 (6) - . Try doing ctrl + J on 01:24:540 (9,10,11,12,13,14,15,16,1) – and amend the spacing Why ? I'm based on the string instrument, again, not the flute.

01:33:591 (1,4,7) – The ¾ sliders are trying to draw attention to the singer, right? Because if it isn't, then I don't see why to use ¾ when ½ sliders go with the drum more. Drawing attention to the singer though conflicts a little with this pattern. The change in the singer's pitch at 01:34:884 (7) – is a call to break the repetition in the flow and emphasize the singer there. Also, the singer gets syncopated and starts the downbeat at 01:35:272 - , so going with the singer with these ¾ sliders set up a kind of let down when this strong beat doesn't get a click. My suggestion would be to either use ½ sliders here and amend the spacing, or use ¾ sliders until 01:34:884 (7) – where you would change the rhythm and flow to go with the singer. 01:35:402 (1) - This point is actually when the singer's melody changes. 01:35:143 (8) - belongs to the previous phrase.

02:08:375 (4) - These long sliders like 02:05:272 (4) – get their emphasis from the held vocals of the singer, right? If that's the case, then 02:08:375 (4) – is a problem because the singer doesn't get syncopated here. 02:08:246 (3) – is a held vocal, so the following note goes with the downbeat at 02:08:505 – which causes the slider to feel weird repeating something that isn't there. Try going with the rhythm of the singer with a rhythm like http://puu.sh/jG0qY/d0575b6130.jpg , which sets up connecting the flow of the (1) and (2) sliders in some way to emphasize the repeated pitch in the lyrics “to – oh.” nope, it follows the drumline

02:26:867 (9) – The spacing into this feels a little too small. I see the design you're going for, but moving it to the 176, 20 ish area keeps the spirit of the design while not making the pattern so restful. ok

02:39:152 (4) – The rest after this doesn't seem intuitive when the spinner at 02:33:333 (1) – acts as a rest so recently ago. To me, the pacing suggests you emphasize the strings here. I'd like to understand why you think there should be a rest here at all, and if there should be a rest, why not have the rest after 02:43:290 (4) – instead or in addition? Because the song is completely silent for a duration of 3/2.

Argument: Change in music is not mapped enough
02:51:436 (9,10,11,12) – These drums start with too similar of an angled flow as the percussions at 02:49:885 (1,2,3,4) - . Try a more distinct flow like zig-zag or square (ex: http://puu.sh/jFzo7/3dd83f0990.jpg) Did you understand how I made this pattern ? ._.

03:21:178 (1) – This sections seems just a little too restful, so try increasing the spacing into this note. To explain more, you put the wind in my sails with the stream here 03:16:781 (1) - , then immediately take it out. I don't disagree with the rest, I just think you rest too hard. This change emphasizes the flute nicely and gives the player a renewed sense of energy coming off the rest combo of 03:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13) - .
03:22:988 (1) – Similar argument/suggestion ^ Because in both cases, the harp-like thing takes the spot and is the main instrument. Flute volume even goes down.
03:24:022 (7) – Around here again, I would give the nod to the flute so that this section doesn't feel too restful (leaving as much as possible of 03:24:281 (8,9,10,11,12) – as a rest in setting up for the stream). But here the rhythm gets a little confusing since the flute isn't perfectly timed at 03:24:152 – (It might go into 1/3, but that just seems weird to play). I'm conflicted because while I do think you should map the flute here (for instance, make a slider at 03:24:152 – or something and increase the spacing leading up to it), I don't want to suggest something stupid like mapping a rhythm that is not timed right. Basically, I don't know what to do. I am using the harp again as a transition between the two streams. If I were to map to the flute this section would be too hard and confuising to play.

03:32:428 (6) – NC to emphasize the guitar/rhythm change? NC on the one before

03:39:281 (11,1) – The distance between these could be bigger to emphasize the downbeat more, especially after the slight rest in the small spacing between 03:39:022 (10,11) - . ok

04:09:540 (9) - I liked what you did at 02:21:953 (9) – by changing the rotation of the pattern. I think it'd be nice to do the same thing here and start going clockwise around 04:09:540 (9) - . I originally wanted to but I'm scared it'd be too hard to read I'll do it anyway but yea. Also adding new combos for a bit more readability.

04:24:540 (12) – Personally I'd like to have a slight change in flow here since I think the back and forth flow goes on just a little too long. Something like rotating this 90 degrees like http://puu.sh/jGbPk/4ac07d8700.jpg, but it plays fine as is. These are meant to make the player wait for the next pattern, as does the pause here 04:27:126 -

04:41:609 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) – Consider doing ctrl + H, I personally like throwing a little diversity in more restful sections, though it plays fine as is. that doesn't go with the structure of the map (check the same part in other kiais)

04:55:129 (3,4) – The distance between these feel a little too big for me. Yah it's a finish, but the song has winded down enough that with this high of a BPM it's just too intense (but again I am scrub and haven't played this). The goal is to make this big so the rest feels smaller =P

Good luck!
Thank you for the mod, I really didn't expect to get any.
Arphimigon
Because this map is awesome, just stuff.

[Angry Goddess]
00:07:816 (11) - Nit pick time but this sounds better ending earlier, perhaps at 00:08:183 -
00:39:281 - Pitch change or something here can be represented by a small shift in the stream
01:01:458 (7) - Inaudible note I can't even hear it on 25% and it doesnt really help gameplay
01:14:324 (7,8,9) - Really awkwarded out by this spacing here not being even like most of the map, any reason to it?
01:26:091 (7,8,9,10,11,12,1,2,3) - This section was really confusing to me, that first triangle feels way too spaced for that last pattern or uneven, couldnt get my grasp on the exact angling. note 11 should really be lower. Next of all 01:27:126 - there is a clear missed sound and extending 01:27:126 - pretty much makes no sense at least listening on full speed.
01:53:247 (8,10) - Looks bad with the current stack leniency (why not reduce the stack leniency anyway?) and makes this pattern different to how it should be
02:10:057 (2,3,4,5) - Isn't much need for this large of a spacing right here, please reduce to like inbetween 2 to 2.5x, not much strong beats
02:31:457 (4,7) - Annoying stack leniency ruining the look of this combo pls reduce or fix
02:32:815 (15,16,17,18) - Was really hoping for a change in the pattern around here to represent the vocal as well as the instrumental to spice it up, trying to use some horizontal jumps could work at the end.
02:39:022 (3) - This is so close... the last versions of 02:38:764 (2) - had a larger spacing to the next slider and I think it would be logical to space this slider further too
02:51:565 (10) - Move further down because again stacking ruins pattern, move it by 4 pixels down only to 256|211
03:59:971 (3,4,1,2) - My god controlling momentum on this is a pain, cant you change the direction of those back and forths so it isn't a line?
04:10:186 (6,7,8,1) - Wouldn't slider 1 play better being more right following the previous pattern?

Nice
Topic Starter
Shiro

Arphimigon wrote:

Because this map is awesome, just stuff. damn right

[Angry Goddess]
00:07:816 (11) - Nit pick time but this sounds better ending earlier, perhaps at 00:08:183 - resnapped the whole part to make it more accurate to the flute.
00:39:281 - Pitch change or something here can be represented by a small shift in the stream sure, it's a good idea
01:01:458 (7) - Inaudible note I can't even hear it on 25% and it doesnt really help gameplay changed into a slider
01:14:324 (7,8,9) - Really awkwarded out by this spacing here not being even like most of the map, any reason to it? yes, this spacing allows me to have a small emphasis on 01:14:453 (8) - but still alert the player that this is a 1/2 part so the jump 01:14:583 (9,1) - becomes less unexpected
01:26:091 (7,8,9,10,11,12,1,2,3) - This section was really confusing to me, that first triangle feels way too spaced for that last pattern or uneven, couldnt get my grasp on the exact angling. note 11 should really be lower. Next of all 01:27:126 - there is a clear missed sound and extending 01:27:126 - pretty much makes no sense at least listening on full speed. I actually don't understand what's wrong. The triangle is spaced on the weird big string instrument. The sound you're talking about is very faint to me, but I added a note to fix it.
01:53:247 (8,10) - Looks bad with the current stack leniency (why not reduce the stack leniency anyway?) and makes this pattern different to how it should be fixed
02:10:057 (2,3,4,5) - Isn't much need for this large of a spacing right here, please reduce to like inbetween 2 to 2.5x, not much strong beats needed for how the map is constructed. The high spacing contrasts violently with the empty rhythms (circles 1/1 apart), which is what I want to achieve
02:31:457 (4,7) - Annoying stack leniency ruining the look of this combo pls reduce or fix fixed
02:32:815 (15,16,17,18) - Was really hoping for a change in the pattern around here to represent the vocal as well as the instrumental to spice it up, trying to use some horizontal jumps could work at the end. I keep those changes for the last chorus. I think a change would be too hard here, considering the player is already trying to back-and-forth in a controlled way, I think it'd be easier and more intuitive to keep it going until something resets the movement (the spinner)
02:39:022 (3) - This is so close... the last versions of 02:38:764 (2) - had a larger spacing to the next slider and I think it would be logical to space this slider further too Changed, hopefully this is better
02:51:565 (10) - Move further down because again stacking ruins pattern, move it by 4 pixels down only to 256|211 moved 02:51:824 (12,13,14) - instead
03:59:971 (3,4,1,2) - My god controlling momentum on this is a pain, cant you change the direction of those back and forths so it isn't a line? changed
04:10:186 (6,7,8,1) - Wouldn't slider 1 play better being more right following the previous pattern? Changed its position.

Nice
Thanks for the mod !
-NeBu-
Ok, i don't give a s***, i need to do it, even this map is too good :D
so yeah:

00:01:265 (1) - i hear slider here instead of circle :D
01:24:281 (7) - new combo [?]
02:01:781 (9,10,11,12) - those 4 circles are so hard to read, i never did this jump correctly (maybe some kind of square or something which can fit not at the same place like its now could be better and easier to read)
02:08:375 (4) - circle and short slider instead of long one [?] - i don't hear the rhytm like on this one 02:07:341 (6) or 02:09:410 (4)
02:39:152 (4) - reverse slider to the red point instead of circle [?]

nothing special, probably useless, don't blamerino me <3
love love #nohomo <3
Topic Starter
Shiro

NeBuSC2 wrote:

Ok, i don't give a s***, i need to do it, even this map is too good :D
so yeah:

00:01:265 (1) - i hear slider here instead of circle :D Actually this is a good idea, changed
02:01:781 (9,10,11,12) - those 4 circles are so hard to read, i never did this jump correctly (maybe some kind of square or something which can fit not at the same place like its now could be better and easier to read) They are more intuitive than you think =P
02:08:375 (4) - circle and short slider instead of long one [?] - i don't hear the rhytm like on this one 02:07:341 (6) or 02:09:410 (4) oh damn I missed that, thank you
02:39:152 (4) - reverse slider to the red point instead of circle [?] no, this aritificially creates a pause in the map because of the huge jump then stack

nothing special, probably useless, don't blamerino me <3
love love #nohomo <3
thanks for the mod!
Fatfan Kolek
A little thing I noticed.
On 00:39:022 - not all notes are 1/3
there is a sound on 00:39:410 - and not on 00:39:453 - , so the right rhythm is more like this http://puu.sh/kdudk/6ec1251acb.jpg
However, I would set a slider instead of a circle there for stronger emphasis http://puu.sh/kdugd/67b6a81627.jpg
Topic Starter
Shiro
That's the drummer being off. The intended and playable rhythm is 1/6. Remember this is a game, and humans are capable of errors. Timing isn't about making a perfect match for the song, but a mix of perfect match and playable. Doing what you said here would throw almost any player off, while a full 1/6 is intuitive and is what the players will play.
Mazzerin
00:06:178 (9) - 00:07:859 (11) - idk about sliders like these, they just look so ugly, uninteresting and uninspired and not fitting to the rest of the map which seems to be of pretty strict structure
00:23:101 (8,9) - always get 100s on this slowdown may want to use long sliders with silenced sliderends on those last 2 notes at least? since they do have a strong sound first followed by an extended weaker sound
00:39:022 (8,9,10,11,12,13) - uh already talked about how this is pretty hard to predict as its spacing is very low so it seems like its 1/4 too, may want to use a slider(s) or just space it out
03:17:428 (10,12) - replace on timeline for better angles
03:17:815 (1) - uh this doesn't look appealing at all
03:25:057 (1) - that curve on 8-10th notes is just ugly
03:26:738 (11,12,13,14,15) - ugly curve too
03:56:997 (1,2,3) - if you moved all the notes including these that overlap these MUCH more down so its more similar to a triangle it would be GREAT, its way too linear now and its extremely hard to snap on those things
02:51:565 (10,12,13,14) - ^
i guess it looks mostly fine playability wise, but that solo/intro sliders could seriously be much more awesome
-GN
Easily the best 8 star map in the game. Thanks for this!
Arphimigon

-GN wrote:

Easily the best 8 star map in the game.
Topic Starter
Shiro

Mazzerin wrote:

00:06:178 (9) - 00:07:859 (11) - idk about sliders like these, they just look so ugly, uninteresting and uninspired and not fitting to the rest of the map which seems to be of pretty strict structure I remapped the beginning
00:23:101 (8,9) - always get 100s on this slowdown may want to use long sliders with silenced sliderends on those last 2 notes at least? since they do have a strong sound first followed by an extended weaker sound done
00:39:022 (8,9,10,11,12,13) - uh already talked about how this is pretty hard to predict as its spacing is very low so it seems like its 1/4 too, may want to use a slider(s) or just space it out sliders
03:17:428 (10,12) - replace on timeline for better angles ok
03:17:815 (1) - uh this doesn't look appealing at all
03:25:057 (1) - that curve on 8-10th notes is just ugly
03:26:738 (11,12,13,14,15) - ugly curve too
I don't see what's wrong with them o.O
03:56:997 (1,2,3) - if you moved all the notes including these that overlap these MUCH more down so its more similar to a triangle it would be GREAT, its way too linear now and its extremely hard to snap on those things done
02:51:565 (10,12,13,14) - ^ done
i guess it looks mostly fine playability wise, but that solo/intro sliders could seriously be much more awesome
Thanks for the mod.
Dreamtwolf
04:51:538 (1) to 04:54:471 (32) - Editor say that numbers should go up from 15-18, the number reached 32 so add a new combo here 04:52:119 (10)? I don't know though but i guess you should add a new combo somewhere specific.
Topic Starter
Shiro
Thanks for that, I completely overlooked comboing in that part.
Azer
Hi Shiro, I've been requested to extensively mod this so I'll try my best to help! I want you to know I'm very passionate about the quality of extras so that means I'll be overly critical in my mod. Don't be afraid to deny some points.

  1. You've got 4 unsnapped objects in AIMod
  2. tengaku230.mp3 is not being used, right?
  3. So this is really just an opinion, but I think overall your map doesn't play as good as it could because you focused on aesthetics and patterns more than playability and flow. As mappers start to create more and more hard maps we're starting to notice that the ones who play the best are the ones who focus on flow and emphasize individual objects instead of creating flipped patterns and shapes. It's far too late to change this, but I thought I'd let you know for your next project.
  4. 00:12:644 (4,5,6) - I understand the intention is to map to the vibrations of the instrument but imo this is overmapping
  5. imo, the sv during the entire into is too high, it makes it awkward to play. I recommend to half it down, really. I also think all the ridiculous slider shapes are not needed (and certainly won't be if you lower the SV) as they don't really emphasize anything and honestly don't look as good as simple sliders would.
  6. 00:32:040 (5) - move this in a direction that changes flow, like you did with the previous slider. This is awkward to play because you are going in the same direction but have to stop in the middle to hit (4)
  7. 00:32:687 (5,6,7) - makes this part more confusing that it needs to be, equal spacing between all three objects but different rhythm. Put 6 closer to the stream and 7 higher up to also add a higher distance to the next object
  8. 00:38:247 (4) - move to x:226 y:138 - it creates better emphasis by letting 3 and 6 have big jumps. Also fits aesthetically in a line with the previous stack and the sliderend of 00:39:022 (8) -
  9. 00:40:704 (1) - I think this is mapped to the wrong rhythm, the flute is really hard to predict and challenging to sightread. Mapping to the drums would be a better option imo (4 1/3 notes starting from 00:40:832 - ) like you did at 00:44:971 (1) -
  10. 00:46:263 (5) - no reason for this to be a slider
  11. 00:50:531 (5,6,7,8,9,10) - I don't see the reason to repeat this pattern over and over, there's not such thing in the song and there's potential for something so much better here, you've got some big beats to emphasize and this really doesn't do them justice.
  12. 00:52:341 (3,4,5) - same point as earlier, 3 objects in the same direction with very different spacing makes for awkward gameplay
  13. 00:54:798 (1,2,3,4,5) - why a 5 note stream? (3) should be replaced by a slider as there are no strong notes in the song at 4 and 5
  14. 00:59:324 (8) - same as earlier, although now I see what you tried to map it to. It makes sense but you repeated the pattern for too long, the right rhythm to follow would be to add a circle before (8), the repeating noise you mapped on 2, 4 and 6 is on the white tick and not where 8 is currently placed
  15. 01:01:134 (5) - this finish noise is really out of place. Remove it
  16. 01:01:652 (7,8,9,10,11,12,13) - really bad looking stream shape, this is no longer 2010 shiro :P
  17. 01:12:126 (8,9,10,11,12) - according to the general pace this section is going at, this jump is really overdone, it would be better to play if the flow was crossflow and not linear http://i.imgur.com/tc3ZE4q.png
  18. 01:26:091 (7,8) - the repeating noise you mapped on 2, 4 and 6 is on the white tick and not where 8 is currently placed
  19. 01:39:928 (11) - looks bad placed where it is, move up maybe?
  20. 01:42:772 (4,5) - not a fan of that slidershape, I would try to make them more consistent with the shapes you mapped in the rest of this section
  21. 02:31:782 (7,8,9,10,11,12,13,14,15,16,17,18) - this plays fine but it's boring, you could change direction/angle every time the singer changes tone?(7, 11, 15, 18) like 04:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) -
  22. 02:36:307 (1,2,3,4,5,1,2,3,4,5) - please no copypaste, at least flip them in some way
  23. 02:39:281 - map something here, awkward break in gameplay
  24. entire section from 02:52:212 - to 03:00:229 - I don't like this at all, distance snap with patterns that honestly don't look that good, this is beginner mapper produce, you're an experienced mapper and this section feels lazy/rushed, it's just really low quality.
  25. 03:16:781 (1,2,3,4,5,6,7,8) - overmapping, imo.
  26. 03:17:815 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - please fix this stream shape, it doesn't look good, it's not symmetrical or anything, the angle change is different everytime for no reason, you can do better.
  27. 03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same thing. Also the end looks really bad 03:26:996 (15,16,1) -
  28. 03:34:238 (5) - why not use the same slider shape as the previous sliders to be consistent?
  29. 04:03:591 (7,8,9) - looks horrible, please fix shape
  30. 04:29:971 (5,1) - why are these so close to eachother?
There's more to highlight but I'd rather just post this paragraph instead of highlighting all the individual cases:

Final Verdict: I think this map is fundamentally flawed and here's why. You are using 2012-2013 era mapping concepts (distance snap, aesthetic patterns with no consideration for flow, trying too hard to fit blankets anywhere) that worked on 5 star maps on a 7 star map, it doesn't really work. Players who don't really pay attention to how mapping works won't mind this at all, it's fun to them and it doesn't have obvious rhythm flaws or anything like that, but this mapping style simply doesn't work for a map this hard, it's very outdated and that becomes obvious to any experienced mapper who decides to thoroughly look into it. Another big problem is very inconsistent use of slider shapes, sliders should look similar and when they have slightly different angles every time it has a huge impact on the quality of the map. Simply put I don't think this is good enough quality to go anywhere yet, there's a lot of work to do here and hopefully you can cooperate with modern mappers to understand where you did good and where you did wrong. Sorry to be so negative but I care about the quality of hard maps a lot and I want the community to produce the best quality material possible to inspire other mappers to dabble into hard mapping so we can have more good quality extras and less ar10 jumps lol xd bullshit.
Loctav

Azer wrote:

Final Verdict: I think this map is fundamentally flawed and here's why. You are using 2012-2013 era mapping concepts (distance snap, aesthetic patterns with no consideration for flow, trying too hard to fit blankets anywhere) that worked on 5 star maps on a 7 star map, it doesn't really work. Players who don't really pay attention to how mapping works won't mind this at all, it's fun to them and it doesn't have obvious rhythm flaws or anything like that, but this mapping style simply doesn't work for a map this hard, it's very outdated and that becomes obvious to any experienced mapper who decides to thoroughly look into it. Another big problem is very inconsistent use of slider shapes, sliders should look similar and when they have slightly different angles every time it has a huge impact on the quality of the map. Simply put I don't think this is good enough quality to go anywhere yet, there's a lot of work to do here and hopefully you can cooperate with modern mappers to understand where you did good and where you did wrong. Sorry to be so negative but I care about the quality of hard maps a lot and I want the community to produce the best quality material possible to inspire other mappers to dabble into hard mapping so we can have more good quality extras and less ar10 jumps lol xd bullshit.
I beg to differ here. The concept of using very polished 2012-2013 styled patterns does not go against the flow. As far as I observed the patterns, they do actually flow and use a consistent way of movement and angle changes. The mapping style works very well on such scope of difficulty. An inconsistent usage of slider shapes is a non-issue, in fact, they are more consistently used than in most average generic Extras.
I think your verdict mostly resolves around that you simply do not prefer the old-styled way of mapping. In my opinion, it does in fact work but is not following the current boring way of mapping things. It is following old conventions while trying to maintain a reasonable level of fast paced patterning. It is not overpatterned, AR10 works perfectly fine, it is not overmapped and every single approach to construct a section has a concept behind it that is throughoutly executed.
When I asked you to revise this beatmap, I hoped that you would point up flaws in the actual existent patterns and what are not working out in the shape and intention they were mapped in. Instead, you decided to call out the style itself not working as hard map. This is plain wrong.
I wholeheartly disagree of what you said in your final verdict on 95% of the levels you brought up. Every argument is simply resolving around this map not following the so called "modern mapping", which actually is just a derivation of "triangles everywhere, spacing is optional".
The usage of direction changes, consistent repeats, consistent angle changes, consistent cursor movement and expectable patterning works out perfectly fine here.
Azer
I agree, I'm biased towards modern era mapping and I do dislike older style mapping but the way I see it, modern mapping exists today because it fixed flaws older styles had (one of the biggest ones is lack on emphasis on individual notes because of distance snapping), it's moving forward and as a modern era player/mapper I'm really on the other side of the coin, I think older maps are boring (I'm speaking very generally here, there's been tons of amazing maps that are still very fun to play) and modern maps focus on distance changes ("spacing is optional") because they emphasize individual notes in the song, which makes you feel like you are playing the song and not playing a map of the song, if that makes sense. In the end it's just my opinion and I understand why you disagree with me.
Jenny
The biggest issues I found with the map are that the overlaps feel too harsh for comfort (would prefer a 5-15° degree tilting of the hyper-overlapping sliders each time to make it more clear, and "fanning out" instead of being a static repetition) and that some section finishing patterns weren't accentuated enough (i.e. a square that plays a lot more like a circular pattern due to the fact that there already were 3 repetitions of three out of the four circles in it before, hence getting the player into a very loopy habit at that point as opposed to snapping); for stuff like that, a zig-zag back and forth pattern would fit better to accentaute each circle - I brought that up with Shiro in PM and we can probably figure something out regarding those.

I don't think the style is an issue - yeah, the map feels a bit clunky to me, but the focus was clearly put on harsh angling, as opposed to balancing visuals, and while I myself don't like that all too much, it's not like it makes the map undeserving of attention; it's just one negative point, not a deal breaker.


Other things I found to be questionable (but not outright wrong) were the use of slider leniency in some parts and 100% overlapping pattern repetition (4/1 in length each, so the impact of full overlap is negligible as opposed to the aforementioned 3/2 repetitions (-> overlaps)). The only thing that really straight-up felt wrong to me was one part where there were a lot of repeating and growing triangles, when the song was going in repeating pairs of 2 - anything else is debatable, and while it can be more balanced out and improved upon, I wouldn't go as far as to say the map is either awful, or downright badly done; it's not perfect, but it's definitely okay.


tl;dr there are things in this map I don't enjoy, but there are very few that are absolutely or outright wrong - while it's not something I personally enjoy, I can see the thought put into most things, and while I believe it could be polished a fair bit, I do not think this is a bad map; it does what it wants to, and while it doesn't reach far beyond that, it does accomplish its goal, and that is a lot more than I can say about many other, because most maps frankly do not even know what their identity is, even these days.
Azer
yeah that's how I feel about it too, it's clunky. It's a nice way to put it. I was a bit harsh in my mod.
MillhioreF
May as well give this a quick mod of my own (quick as in I'm only pointing stuff out that I see while playing the map instead of looking at it in edit). I'm probably pointing out some stuff that's been noted in other mods, but in that case it can just be taken as further encouragement to do something about said patterns.

First off, difficulty name should be "Uncompressed Fury of a Raging Japanese God". 'a' and 'an' aren't capitalized even in camel case.

00:38:247 (4,5,6,7) - Reading the (7) at the end of this pattern is really awkward because of the sudden switch to 1/1. I'd probably bunch up (4,5,6) more personally, or turn (6,7) into a slider.
00:50:272 (4,5,6,7,8,9) - This is really damn hard to read because the sliders are basically overlapping. AR10 doesn't give you a significant enough amount of time to notice that tiny path change in each consecutive slider on a sightread - even if the player assumes everything in the slider stack is a slider because of the repeating stuff here, they're going to think (10) is a slider when really it's a circle, and that just messes everything up. Even just spreading out each one by an additional grid4 or two helps a whole lot here.
00:58:031 (1,2,3,4,5,6,7,8,9) - Same as above. I did hit this one better, but that's probably because I was expecting it this time.
01:09:022 (2,3,4,5,6,7,8,9) - Just pointing this out because I think it does what you were aiming for in the above two patterns well without being frustrating to read. More like this, please. :D
01:12:126 (8,9,10,11,12) - This flows absolutely terribly IMO. (8,9,10) leave the player's hand going at a really awkward angle for it to then snap into a much sharper triangle.
01:25:057 (1,2,3,4,5,6,7,8,9,10,11,12) - More condensed sliders that I don't really like. It feels like you have to memorize how many there are.
02:00:229 (1,2,3,4,5,6,7,8) - More of the same, but I feel it's even less readable because of the larger distance making your eyes snap back and forth.
02:01:781 (9,10,11,12) - This is worth special mention too. I can't read it on any AR at all because the hitbursts from the previous notes completely censor out the next notes from my peripheral vision; obviously this isn't a problem if you have invisible 300s, but it's impolite to not map for the default skin. There are several places throughout the map like this that are slightly questionable, but this is the only one that I had issues with on AR9 due to the extreme spacing.
02:21:695 (7,8,9,10,11,12) - Suddenly changing direction like this is pretty horrible for flow, it can work but I'd recommend lowering the distance between (7,9,11) and (8,10,12) slightly to give the player warning that there's a new direction. Example of what I mean (though the actual note placements could probably be improved further)
02:46:522 (6,7,8,9) - Another one of these, more spacing please.
03:04:755 (2,3,4,5,6) - This one actually plays okay! It only repeats once, and there isn't a circle immediately stacked under the sliders. Nice.
03:19:238 (3,4,5,6,7,8,9,10) - I'd move the stacked notes slightly off the sliderheads here, it's probably okay as is though.
03:23:505 (4,5,6,7,8,9,10,11,12) - This pattern works great because it actually gives you time to parse each individual slider in the stack, and they're separated enough that you can tell (12) isn't a slider.
03:31:135 (8) - Any reason this is much lower than the other notes in the pattern?
03:55:833 (4,1,2,3,4) - Aside from readability issues (I thought that last 4 was a slider again) I'm not sure this is even rankable. The first (4) and (2) are almost perfectly stacked in different directions, and (2) appears before (4) has finished fading.
04:23:893 (7,8,9,10,11,12,13,14,15,1) - Nothing actually wrong with this part, but just going back and forth 5 times is a bit boring.

That's about it, I think! I really don't think the map is fundamentally flawed, it's mostly just that one repeating slider-circle-slider-circle pattern you use a bunch that's nigh impossible to sightread properly. I've played this map 3 times (ar10, then ar9, then ar9.5) and still uphold most of these for all three. It's hard as balls, but really that's okay.
Topic Starter
Shiro

Azer wrote:

Hi Shiro, I've been requested to extensively mod this so I'll try my best to help! I want you to know I'm very passionate about the quality of extras so that means I'll be overly critical in my mod. Don't be afraid to deny some points.

  1. You've got 4 unsnapped objects in AIMod o good catch
  2. tengaku230.mp3 is not being used, right? removed, I'm not sure I even remember what it is
  3. So this is really just an opinion, but I think overall your map doesn't play as good as it could because you focused on aesthetics and patterns more than playability and flow. As mappers start to create more and more hard maps we're starting to notice that the ones who play the best are the ones who focus on flow and emphasize individual objects instead of creating flipped patterns and shapes. It's far too late to change this, but I thought I'd let you know for your next project. I didn't. Flow and playability have always been my primary concerns. The patterns simply complement the playability.
  4. 00:12:644 (4,5,6) - I understand the intention is to map to the vibrations of the instrument but imo this is overmapping Changed for a single slider
  5. imo, the sv during the entire into is too high, it makes it awkward to play. I recommend to half it down, really. I also think all the ridiculous slider shapes are not needed (and certainly won't be if you lower the SV) as they don't really emphasize anything and honestly don't look as good as simple sliders would. I'll keep the long sliders for now, but if this kind of feedback comes back I'll try to find an alternative.
  6. 00:32:040 (5) - move this in a direction that changes flow, like you did with the previous slider. This is awkward to play because you are going in the same direction but have to stop in the middle to hit (4) done
  7. 00:32:687 (5,6,7) - makes this part more confusing that it needs to be, equal spacing between all three objects but different rhythm. Put 6 closer to the stream and 7 higher up to also add a higher distance to the next object fixed
  8. 00:38:247 (4) - move to x:226 y:138 - it creates better emphasis by letting 3 and 6 have big jumps. Also fits aesthetically in a line with the previous stack and the sliderend of 00:39:022 (8) - done
  9. 00:40:704 (1) - I think this is mapped to the wrong rhythm, the flute is really hard to predict and challenging to sightread. Mapping to the drums would be a better option imo (4 1/3 notes starting from 00:40:832 - ) like you did at 00:44:971 (1) - changed for a single circle, follow that... harp-like instrument (I have no idea how it's called)
  10. 00:46:263 (5) - no reason for this to be a slider I hear a kick at 00:46:328 - and the short slider also works well with the brutal sound imo, I'll keep it
  11. 00:50:531 (5,6,7,8,9,10) - I don't see the reason to repeat this pattern over and over, there's not such thing in the song and there's potential for something so much better here, you've got some big beats to emphasize and this really doesn't do them justice. I don't see what else I could do. I'm focusing on the harp-like instrument, again
  12. 00:52:341 (3,4,5) - same point as earlier, 3 objects in the same direction with very different spacing makes for awkward gameplay changed
  13. 00:54:798 (1,2,3,4,5) - why a 5 note stream? (3) should be replaced by a slider as there are no strong notes in the song at 4 and 5 ok
  14. 00:59:324 (8) - same as earlier, although now I see what you tried to map it to. It makes sense but you repeated the pattern for too long, the right rhythm to follow would be to add a circle before (8), the repeating noise you mapped on 2, 4 and 6 is on the white tick and not where 8 is currently placed changed
  15. 01:01:134 (5) - this finish noise is really out of place. Remove it idk why there is a finish here at all o.O
  16. 01:01:652 (7,8,9,10,11,12,13) - really bad looking stream shape, this is no longer 2010 Shiro :P Changed
  17. 01:12:126 (8,9,10,11,12) - according to the general pace this section is going at, this jump is really overdone, it would be better to play if the flow was crossflow and not linear http://i.imgur.com/tc3ZE4q.png okay
  18. 01:26:091 (7,8) - the repeating noise you mapped on 2, 4 and 6 is on the white tick and not where 8 is currently placed I'm focusing on the big stringed instrument (apparently it's called a koto)
  19. 01:39:928 (11) - looks bad placed where it is, move up maybe? not sure how this looks bad at all o.O
  20. 01:42:772 (4,5) - not a fan of that slidershape, I would try to make them more consistent with the shapes you mapped in the rest of this section good point
  21. 02:31:782 (7,8,9,10,11,12,13,14,15,16,17,18) - this plays fine but it's boring, you could change direction/angle every time the singer changes tone?(7, 11, 15, 18) like 04:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - did something i hope it works
  22. 02:36:307 (1,2,3,4,5,1,2,3,4,5) - please no copypaste, at least flip them in some way they are flipped ;w;
  23. 02:39:281 - map something here, awkward break in gameplay just added a slider but the break in gameplay is intentional
  24. entire section from 02:52:212 - to 03:00:229 - I don't like this at all, distance snap with patterns that honestly don't look that good, this is beginner mapper produce, you're an experienced mapper and this section feels lazy/rushed, it's just really low quality. This is a slow section so I'ml giving the player a chance to readjust their aim and all, since there are no breaks in the map
  25. 03:16:781 (1,2,3,4,5,6,7,8) - overmapping, imo. This isn't overmapped, you can't hear the flute going 1/4 here ?
  26. 03:17:815 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - please fix this stream shape, it doesn't look good, it's not symmetrical or anything, the angle change is different everytime for no reason, you can do better.
  27. 03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same thing. Also the end looks really bad 03:26:996 (15,16,1) -
    For both: I'll stick to simple shapes
  28. 03:34:238 (5) - why not use the same slider shape as the previous sliders to be consistent? done
  29. 04:03:591 (7,8,9) - looks horrible, please fix shape fixed
  30. 04:29:971 (5,1) - why are these so close to eachother? fixed
<wall of text> tl;dr: this map is shit *sigh*
Thanks for your time and sorry I made this and you had to check it.
Faust
Go go go.
Topic Starter
Shiro

MillhioreF wrote:

May as well give this a quick mod of my own (quick as in I'm only pointing stuff out that I see while playing the map instead of looking at it in edit). I'm probably pointing out some stuff that's been noted in other mods, but in that case it can just be taken as further encouragement to do something about said patterns.

First off, difficulty name should be "Uncompressed Fury of a Raging Japanese God". 'a' and 'an' aren't capitalized even in camel case. good point, I forgot to change it >.<

00:38:247 (4,5,6,7) - Reading the (7) at the end of this pattern is really awkward because of the sudden switch to 1/1. I'd probably bunch up (4,5,6) more personally, or turn (6,7) into a slider. Considering the pattern changed into a less awkward thing I assume no change is needed ?
00:50:272 (4,5,6,7,8,9) - This is really damn hard to read because the sliders are basically overlapping. AR10 doesn't give you a significant enough amount of time to notice that tiny path change in each consecutive slider on a sightread - even if the player assumes everything in the slider stack is a slider because of the repeating stuff here, they're going to think (10) is a slider when really it's a circle, and that just messes everything up. Even just spreading out each one by an additional grid4 or two helps a whole lot here. made them fan out as per Jenny's suggestion
00:58:031 (1,2,3,4,5,6,7,8,9) - Same as above. I did hit this one better, but that's probably because I was expecting it this time. changed too
01:09:022 (2,3,4,5,6,7,8,9) - Just pointing this out because I think it does what you were aiming for in the above two patterns well without being frustrating to read. More like this, please. :D :3
01:12:126 (8,9,10,11,12) - This flows absolutely terribly IMO. (8,9,10) leave the player's hand going at a really awkward angle for it to then snap into a much sharper triangle. changed as per Azer's suggestion
01:25:057 (1,2,3,4,5,6,7,8,9,10,11,12) - More condensed sliders that I don't really like. It feels like you have to memorize how many there are. made them fan out as per Jenny's suggestion
02:00:229 (1,2,3,4,5,6,7,8) - More of the same, but I feel it's even less readable because of the larger distance making your eyes snap back and forth. fanned out too, but the funny thing about this pattern is it plays as if the slider were circles, which makes it easier to hit despite the greater distance!
02:01:781 (9,10,11,12) - This is worth special mention too. I can't read it on any AR at all because the hitbursts from the previous notes completely censor out the next notes from my peripheral vision; obviously this isn't a problem if you have invisible 300s, but it's impolite to not map for the default skin. There are several places throughout the map like this that are slightly questionable, but this is the only one that I had issues with on AR9 due to the extreme spacing. I changed the pattern a bit, but overall it stayed the same. I honestly am not too sure about these because they are rather unintuitive and insanely hard to hit, but I find it to be a fun gimmick and it definitely brings something to the map, so I kept them for now
02:21:695 (7,8,9,10,11,12) - Suddenly changing direction like this is pretty horrible for flow, it can work but I'd recommend lowering the distance between (7,9,11) and (8,10,12) slightly to give the player warning that there's a new direction. Example of what I mean (though the actual note placements could probably be improved further) I will respectfully disagree with that. Originally, the reverse didn't happen and this played rather horribly. I find the reverse in direction to make this easier to hit and to play overall better. This is one of my favourite patterns in the map, too, so I'm rather reluctant to change it >.<
02:46:522 (6,7,8,9) - Another one of these, more spacing please. fanned out
03:04:755 (2,3,4,5,6) - This one actually plays okay! It only repeats once, and there isn't a circle immediately stacked under the sliders. Nice. :3
03:19:238 (3,4,5,6,7,8,9,10) - I'd move the stacked notes slightly off the sliderheads here, it's probably okay as is though. I remapped this part so I'm not sure if this still applies
03:23:505 (4,5,6,7,8,9,10,11,12) - This pattern works great because it actually gives you time to parse each individual slider in the stack, and they're separated enough that you can tell (12) isn't a slider. :3
03:31:135 (8) - Any reason this is much lower than the other notes in the pattern? I am really bad at copypasting
03:55:833 (4,1,2,3,4) - Aside from readability issues (I thought that last 4 was a slider again) I'm not sure this is even rankable. The first (4) and (2) are almost perfectly stacked in different directions, and (2) appears before (4) has finished fading. spread them out for readability purposes
04:23:893 (7,8,9,10,11,12,13,14,15,1) - Nothing actually wrong with this part, but just going back and forth 5 times is a bit boring. self-changed that a while ago

That's about it, I think! I really don't think the map is fundamentally flawed, it's mostly just that one repeating slider-circle-slider-circle pattern you use a bunch that's nigh impossible to sightread properly. I've played this map 3 times (ar10, then ar9, then ar9.5) and still uphold most of these for all three. It's hard as balls, but really that's okay.
Thank you for your time.
I feel a bit upset that the centre gimmick of the map is the pattern you pointed out multiple times as being wrong. I ended up changing them, but I feel like the map isn't exactly how I wanted them to be. It's a bit disheartening.
Sonnyc
Just a random comment passing by.
  1. 00:37:989 (3,4,5,6,7) - Not sure if it's because I lack playing skills, but this placement was a little questionable regarding the intuitive reading.
  2. 01:56:091 (1,2,3,4,5,6,7,8,9,10,11,12,1) - Nice pattern.
Nice one here, especially for the rotation patterns.
Silverboxer
I just wanted to mention that the changes to the map so far have all been positive, but if people keep telling Shiro to make everything more readable and the jumps less back and forth or the patterns to not repeat so much, then that's changing a lot of the map's gimmicks. I really think the patterns are nice the way they are. Good luck getting this ranked Shiro :D
Topic Starter
Shiro

Sonnyc wrote:

Just a random comment passing by.
  1. 00:37:989 (3,4,5,6,7) - Not sure if it's because I lack playing skills, but this placement was a little questionable regarding the intuitive reading. I'm not too worried about this one, every testplayer got it right after the update (as opposed to before), the large spacing helps make this readable.
  2. 01:56:091 (1,2,3,4,5,6,7,8,9,10,11,12,1) - Nice pattern. thank you !
Nice one here, especially for the rotation patterns. thank you :3

Silverboxer wrote:

I just wanted to mention that the changes to the map so far have all been positive, but if people keep telling Shiro to make everything more readable and the jumps less back and forth or the patterns to not repeat so much, then that's changing a lot of the map's gimmicks. I really think the patterns are nice the way they are. Good luck getting this ranked Shiro :D thanks, i will need it ;w;
I feel like this map has already lost its soul, as the gimmick focus was, to me, the almost 100% overlapping patterns that ended up being removed in favor of less overlappy things. I will try to get this ranked, but alas, it's not exactly the map I made anymore. It's more of a... toned down version.
jesse1412
00:42:902 (14,15) - Feels a little bit confusing, seems like a 1/2 jump. Possibly mess around with newcombos to fix?
00:50:531 (5,6,7,8,9,10) - This pattern in itself is fine. The issue with your overlapping sliders is more so related to here: 00:51:436 (10,11,12) - , What happens is the player gets into a rhythm of following the note slider pattern repeatedly and musically it's hard to recognize a reason for that pattern to change. What you end up getting is a player doing this jump 00:51:307 (9,10) - and expecting a centre-left movement, they in fact are slapped with the complete opposite. You could fix this by moving 00:51:565 (2) - to the right although I think that would ruin what you're aiming for. A secondary option might be to move 00:51:436 (1) - so that it isn't overlapping with the sliders and/or add a newcombo to inform the player that the pattern is changing. I'm going to refer to other places with similar issues with a "%".
00:59:195 (8,9,10) - Just to add to the previous feedback, this pattern works much more smoothly because the player isn't being so harshly punished for following the patterns that your created.
01:11:350 (4,5,6,7,8,9,10,11,12) - %
01:45:359 (11,12) - ctrl G
02:46:393 (5) - I think this should be stacked on 02:46:134 (4) - . At the moment, due to the overuse of overlapping this part is extremely difficult to read (the player is prepared for overlaps in places where overlaps just haven't been placed).
02:46:910 (8,9,10) - %
03:09:410 (1,2,3) - Very ambiguous to the player. Possibly put a NC on 03:09:669 (1) - .
03:11:479 (1,2,3) - ^ Same issue.
03:13:548 (4,5,6) - ^
03:58:160 (1,2) - ^
03:58:160 (1,2) - More strange spacing.
04:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Personally can't read the pattern, can't confirm if it's just me or not.
04:40:057 (7,8) - Awkward stacking.
04:41:091 (7,8) - ^
04:42:126 (7,8) - ^
04:43:160 (7,8) - ^

Generally the map feels kinda messy in a lot of places imo. I didn't list some things because I personally think they're just a challenge rather than "awkward" or obnoxiously hard to read. Generally I struggle a lot on this map (A rank is hard) so take my feedback with a pinch of salt.
Topic Starter
Shiro

jesus1412 wrote:

00:42:902 (14,15) - Feels a little bit confusing, seems like a 1/2 jump. Possibly mess around with newcombos to fix? Fixed, but in a more gimmicky way =P
00:50:531 (5,6,7,8,9,10) - This pattern in itself is fine. The issue with your overlapping sliders is more so related to here: 00:51:436 (10,11,12) - , What happens is the player gets into a rhythm of following the note slider pattern repeatedly and musically it's hard to recognize a reason for that pattern to change. What you end up getting is a player doing this jump 00:51:307 (9,10) - and expecting a centre-left movement, they in fact are slapped with the complete opposite. You could fix this by moving 00:51:565 (2) - to the right although I think that would ruin what you're aiming for. A secondary option might be to move 00:51:436 (1) - so that it isn't overlapping with the sliders and/or add a newcombo to inform the player that the pattern is changing. I'm going to refer to other places with similar issues with a "%". did my best to fix this but I don't know if my fix works
00:59:195 (8,9,10) - Just to add to the previous feedback, this pattern works much more smoothly because the player isn't being so harshly punished for following the patterns that your created.
01:11:350 (4,5,6,7,8,9,10,11,12) - % I can't really change this one because of the patterns around it, but I honestly believe it's not that hard to sightread. I understand it's surprising, but I think it's fine.
01:45:359 (11,12) - ctrl G ah good catch
02:46:393 (5) - I think this should be stacked on 02:46:134 (4) - . At the moment, due to the overuse of overlapping this part is extremely difficult to read (the player is prepared for overlaps in places where overlaps just haven't been placed). huh I really don't understand why you want a stack, in terms of gameplay this would break the movement completely D:
02:46:910 (8,9,10) - % fixed the same way
03:09:410 (1,2,3) - Very ambiguous to the player. Possibly put a NC on 03:09:669 (1) - .
03:11:479 (1,2,3) - ^ Same issue.
03:13:548 (4,5,6) - ^
03:58:160 (1,2) - ^
03:58:160 (1,2) - More strange spacing.
For this entire section, I'm keeping what I have because it's purposely difficult to read (not even honestly, it just makes sure the playuer is reading and not throwing their cursor around hoping to hit). The idea behind this is rather complex but in short, the contrast between the slow 1/1 and big 1/2 jumps with the same objects provides great emphasis on the stringed instrument.
04:18:850 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Personally can't read the pattern, can't confirm if it's just me or not. I've seen numerous people able to read it perfectly (me included), but I can see how it can be hard to read. If more point it out, I'll try to find a new one.
04:40:057 (7,8) - Awkward stacking.
04:41:091 (7,8) - ^
04:42:126 (7,8) - ^
04:43:160 (7,8) - ^
All of them follow the structure.

Generally the map feels kinda messy in a lot of places imo. I didn't list some things because I personally think they're just a challenge rather than "awkward" or obnoxiously hard to read. Generally I struggle a lot on this map (A rank is hard) so take my feedback with a pinch of salt.
Thank you for taking the time to look at this despite not liking it. I'm not sure what you mean with "messy" honestly, but it seems to be something that comes back often on my maps in general (messy, clunky, clustered). I don't know where it comes from, considering I space things out D:

EDIT: why is star rating 7.78 now ;____________;
Okoratu
so what is Compressed Fury of a Raging Japanese God like
i mean if the uncompressed matters so much in this case i'd like to know what it's like to compress that xD

edit: blames Faust
Bearizm
same
Len
dude
Topic Starter
Shiro

Fast wrote:

dude
im not a dude i have a dress
Yuzeyun

Okoratu wrote:

so what is Compressed Fury of a Raging Japanese God like
put everything on a 64x64 square
Len
lol k
Monstrata
[UFoaRJG]

  1. Yea intro sliders. I would lower the SV even a bit more. 0.40x or 0.35x. 00:23:701 (8) - This feels really natural. If you can get speeds like that.
  2. 00:03:657 (4) - 00:04:821 (6) - 00:06:049 (8) - I would NC all of them just because long sliders + same combo (and thus same combo color) just looks kinda bad imo. Plus separating each iteration is also rhythmic. (You can do every two if you prefer, but reduced combo would look better).
  3. 00:21:953 (3) - ^NC here would be nice too. and 00:23:701 (8) - . NC spam is fine with slow instrumental sections imo.
  4. 00:41:673 - I think you could map this since you've been following the drums very closely up until now (and with the triplets that follow).
  5. 00:47:298 (8,9,10,11,12,13,14,15) - This doesn't really sound like 1/4 streams to me xP. I would use some sort of 1/4 or 1/8 repeat slider here instead since the sound is more held than a bunch of taps/clicks.
  6. 00:50:272 (4,6,8) - The overlaps aren't perfect. I think you might have accidentally moved a slider a bit cuz the pattern is a bit off compared to your usual overlaps
  7. 00:57:384 (7,8,9) - It's a sharp triplet + turn that doesn't really emphasize much in the music. I would just improve the flow here, make it less sharp since its creating emphasis that isn't in the music.
  8. 01:03:850 (9,10,11,12,13,14,15,16,17) - Complete the parallel pattern?
  9. 01:12:126 (1,2,3,4) - 3,4 are more prominent drums imo. I would give them more spacing than 1>2
  10. 01:33:591 (1,2,3,4,5,6,7,8) - This overlap pattern doesn't seem too succcessful imo mainly because 01:34:497 (5) - the slider-end is a very different sound profile compared to the other sliders 01:33:850 (2,8) -.
  11. 01:38:764 (1,2,3) - The negative space in between the sliders isn't even. If you care to fix: 01:39:022 (2) - Ctrl+G, then Rotate by -4 degrees from selection center, then Ctrl+G.
  12. 01:43:936 (3,6,9) - This is kinda hard to read because the whole tail-half of the sliders are overlapped including the slider-edge which makes it extra hard to read. I'm cool with the overlap but can you move them up a bit so the edge is visible so theres better visual cue?
  13. 02:21:953 (9) - I really wish you'd NC this, it would fit really well to halve the combo here to fit the change in the pattern.
  14. 02:39:022 (3) - This kickslider was kinda random lol. I mean, it works, but you use so few kick sliders that i feel just a circle here would have been good enough. If you want to map the blue tick do a triplet maybe. Otherwise i could say like 02:42:384 (5) - Why not do a kickslider here too for the same sound.
  15. 02:42:384 (5) - Gap felt kinda awkward for me. How about just mapping it since you dont have 1/1 gaps elsewhere in this section. One-time occurences like this just feel out of place rather than "different" xP.
  16. 02:48:074 (2,3,4) - You could space these out quite a bit more tbh. Considering the difficulty of the song, 1/4 slider-jumps would fit better than using low DS.
  17. 03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - I wish this stream were a bit more interesting xP. An (imperfect) circular stream just felt a bit lame to me sry lol. The instruments go up and down in scale here, having a stream shape that captures that change would be nice.
  18. 04:03:721 (9) - I would remove the slider and add a circle instead. Maintaining momentum here would be really nice. But when you put a 1/2 repeat players will just click and hold at/near the slider-head. If you add a circle then it gives continuous motion to the players. You have back/forth screen jumps shortly after this pattern so the continued movement would help.
  19. 04:19:367 (5,9) - NC'ing them would definitely help with readability since players can visually identify the pattern change through color.
  20. 04:53:981 (6) - NC would be cool.
I don't really like how you did the NC xP. You can spam NC more often to make your patterns easier to identify. You'll see that one of the many changes that came with modern, 2015 mapping is that mappers tend to spam NC. You see Insanes and Extra's that are ranked where total combo count might rarely even exceed 6 or 7 in Kiai because of NC spam every half-measure even. I don't think this NC spam concept is a 2015 style though, i feel like its more of an adaption from previous mapping styles being difficult to read as mappers began to use more overlaps and harder-to-read patterns. Not all things that were changed between say 2012 to 2015 constitute as part of a new style.
Topic Starter
Shiro

monstrata wrote:

[UFoaRJG]

  1. Yea intro sliders. I would lower the SV even a bit more. 0.40x or 0.35x. 00:23:701 (8) - This feels really natural. If you can get speeds like that. They're already at 0.5 =(
  2. 00:03:657 (4) - 00:04:821 (6) - 00:06:049 (8) - I would NC all of them just because long sliders + same combo (and thus same combo color) just looks kinda bad imo. Plus separating each iteration is also rhythmic. (You can do every two if you prefer, but reduced combo would look better).
  3. 00:21:953 (3) - ^NC here would be nice too. and 00:23:701 (8) - . NC spam is fine with slow instrumental sections imo.
  4. 00:41:673 - I think you could map this since you've been following the drums very closely up until now (and with the triplets that follow). Oh I never noticed this, thanks
  5. 00:47:298 (8,9,10,11,12,13,14,15) - This doesn't really sound like 1/4 streams to me xP. I would use some sort of 1/4 or 1/8 repeat slider here instead since the sound is more held than a bunch of taps/clicks. The sound is held, but the 1/4 provides an awesome and brutal transition from the slow part into the more lively part of the song.
  6. 00:50:272 (4,6,8) - The overlaps aren't perfect. I think you might have accidentally moved a slider a bit cuz the pattern is a bit off compared to your usual overlaps They are the same slider rotated
  7. 00:57:384 (7,8,9) - It's a sharp triplet + turn that doesn't really emphasize much in the music. I would just improve the flow here, make it less sharp since its creating emphasis that isn't in the music. it actually plays very smoothly but ok
  8. 01:03:850 (9,10,11,12,13,14,15,16,17) - Complete the parallel pattern? wasn't easy but done
  9. 01:12:126 (1,2,3,4) - 3,4 are more prominent drums imo. I would give them more spacing than 1>2 good point, changed
  10. 01:33:591 (1,2,3,4,5,6,7,8) - This overlap pattern doesn't seem too succcessful imo mainly because 01:34:497 (5) - the slider-end is a very different sound profile compared to the other sliders 01:33:850 (2,8) -. changed
  11. 01:38:764 (1,2,3) - The negative space in between the sliders isn't even. If you care to fix: 01:39:022 (2) - Ctrl+G, then Rotate by -4 degrees from selection center, then Ctrl+G. yes it is =(
  12. 01:43:936 (3,6,9) - This is kinda hard to read because the whole tail-half of the sliders are overlapped including the slider-edge which makes it extra hard to read. I'm cool with the overlap but can you move them up a bit so the edge is visible so theres better visual cue? I will disagree with this one. None of the testplayers had any problems reading this.
  13. 02:21:953 (9) - I really wish you'd NC this, it would fit really well to halve the combo here to fit the change in the pattern.
  14. 02:39:022 (3) - This kickslider was kinda random lol. I mean, it works, but you use so few kick sliders that i feel just a circle here would have been good enough. If you want to map the blue tick do a triplet maybe. Otherwise i could say like 02:42:384 (5) - Why not do a kickslider here too for the same sound. that's not a kickslider, also the first one has a 1/4 slider because of the flute (the second one has no flute)
  15. 02:42:384 (5) - Gap felt kinda awkward for me. How about just mapping it since you dont have 1/1 gaps elsewhere in this section. One-time occurences like this just feel out of place rather than "different" xP. what gap o_O
  16. 02:48:074 (2,3,4) - You could space these out quite a bit more tbh. Considering the difficulty of the song, 1/4 slider-jumps would fit better than using low DS. I want to make the flute stand out here, so the low spacing contrasts with the rest
  17. 03:25:057 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - I wish this stream were a bit more interesting xP. An (imperfect) circular stream just felt a bit lame to me sry lol. The instruments go up and down in scale here, having a stream shape that captures that change would be nice. That's what I had at first and people complained, now they get the boring easy stream.
  18. 04:03:721 (9) - I would remove the slider and add a circle instead. Maintaining momentum here would be really nice. But when you put a 1/2 repeat players will just click and hold at/near the slider-head. If you add a circle then it gives continuous motion to the players. You have back/forth screen jumps shortly after this pattern so the continued movement would help. k
  19. 04:19:367 (5,9) - NC'ing them would definitely help with readability since players can visually identify the pattern change through color.
  20. 04:53:981 (6) - NC would be cool.
I don't really like how you did the NC xP. You can spam NC more often to make your patterns easier to identify. You'll see that one of the many changes that came with modern, 2015 mapping is that mappers tend to spam NC. You see Insanes and Extra's that are ranked where total combo count might rarely even exceed 6 or 7 in Kiai because of NC spam every half-measure even. I don't think this NC spam concept is a 2015 style though, i feel like its more of an adaption from previous mapping styles being difficult to read as mappers began to use more overlaps and harder-to-read patterns. Not all things that were changed between say 2012 to 2015 constitute as part of a new style.

Note that I didn't ignore the NC mods, but I redid the comboing entirely.
Thanks for the mod!
Monstrata
Recheck!

  1. 00:01:782 (3,2) - I think if you made the tail-end of slider 3 a bit better, the next silder which you blanket wouldn't look so awkward.
  2. 00:23:701 (6) - NC here would look really cool tbh. I don't know if i mentioned it previously, but i'll mention it again.
  3. 00:40:832 (1,2) - Kinda odd you skip the drums here considering you map them elsewhere in the intro.
  4. 01:03:850 (9) - How about an NC here
  5. 01:10:445 (1,2) - I'd NC on 2 isntead.
  6. 01:14:453 (1,3) - Is there a reason the NC is on 1 instead of 3 (downbeat?)
  7. 02:12:126 (3,4,5) - Tbh i'm not really liking the rhythm here. It just felt really awkward clicking on 02:12:384 - for me xP But i could hear a beat on the red tick right before it.
  8. 02:13:419 (5,6) - Idk. People seem to enjoy progressively increasing jumps, and this jump sequence is right before a Kiai so how about making this jump bigger rather than smaller? xD 02:13:548 (6) - Try 378||13 it would fit your pattern pretty well.
  9. 02:27:643 (6,6,6) - Did you try experimenting with slightly increasing the SV with each slider? Would look pretty cool here.
  10. 03:19:884 (7) - NC here? Splitting this combo in half is better imo. Its much larger than the combo's that follow 03:21:953 (6,1,2,3,4,5,6,1) - etc... which contain the same rhythms
  11. 03:27:126 (1) - Is it possible to make this slider fit the curve of the stream a bit more? Mainly just visual stuff.
  12. 03:32:945 (4) - I would NC here. People who aren't amazing at reading would appreciate it, and I don't think it'd hurt anyone.
  13. 04:55:588 (5) - NC here would be nice. Tbh i would double the entire NC pattern for that whole section on 04:48:565 (1). Seeing these single combo's that run for 2-3+ measures with a tonne of 1/4 rhythm still kinda irks me lol.
Anyways call me back!
show more
Please sign in to reply.

New reply