that hitsounding */me faints*
Just wanted to add that this song is the perfect canvas for those. They were nearly the funnest part.Sieg wrote:
that hitsounding */me faints*
Thank you very much! The show marches on.Desperate-kun wrote:
[Insane][Normal]
- 00:35:447 (7) - I would suggest to delete this note. You have always emphasized the blue ticks before, for example 00:27:244 (2,3) - , and even afterwards with 00:42:596 (7,8,9) -. I am not sure if the spacing to the next object would be too low when just deleting the circle, so maybe you want to adjust the pattern a bit if you apply it. I agree and I wanted to change this earlier, but I wasn't too sure what I'd do. As it turns out, I only needed to move the waves down. I might redo the other patterns into something more interesting as well.
- 00:39:432 (1,2,3,4,5,6,7,1) - I get the intension of increasing density here, but it still seems weird to have such a repetetive rhythm suddenly (while the previous rhythms followed the main instrument so well). I think a good compromise would be to Ctrl+G these 00:40:369 (5,6) - rhythm-wise, so you would get this: http://puu.sh/kEct1/cb133b731c.jpg It would keep your intention (if I am not wrong), but follow the instrument better. I've been considering ways to make this section more interesting as well. I don't want to touch it yet, as it currently serves as a functional build, but I'll drop in something different if I get ideas.
- 00:54:432 (1,2) - I normally wouldn't mention this and I feel kinda stupid for mentioning it too, but since your map is otherwise so clean the overlaps with previous circles kinda bothered me here. Unlike some other patterns, these are noticable ingame, especially the one with 00:54:197 (8) - . Maybe you could stack the tail of (2) with that circle and adjust the symmetry? http://puu.sh/kEcIn/3517cee742.jpg This is an awkward dilemma, as I don't want to lose the pentagon star or the orbital slider blanket. I might just come up with a different jump pattern, but I'm not worrying too much.
Yep, that's all! Amazing job
- 00:39:432 (1,2,1,2,3) - It feels weird that you are suddenly mapping those blue ticks here, while you simplified the rhythms before (for example 00:36:619 (2) -) I'm using the variance and suddenness to create a build, so I'm gonna keep this one for now.
That's really a thing? Not that it would matter anyway--peppy seemed really keen for me to get this ranked, so I suppose I'll either have to wait or he'll end up twisting someone's arm in true peppy fashion. I'm just glad it's sorted now, but knowing me, I'll probably spot a load of hitsound errors I wish I could change.ByBy13 wrote:
wait alacat's version is still qualified https://osu.ppy.sh/s/360680.You are not allowed to qualify two songs which are same in the same week.Just saying =w=)
yeah is a hard rule, I don't think exceptions should be allowed, since other people got their maps DQ before because this.D33d wrote:
That's really a thing? Not that it would matter anyway--peppy seemed really keen for me to get this ranked, so I suppose I'll either have to wait or he'll end up twisting someone's arm in true peppy fashion. I'm just glad it's sorted now, but knowing me, I'll probably spot a load of hitsound errors I wish I could change.ByBy13 wrote:
wait alacat's version is still qualified https://osu.ppy.sh/s/360680.You are not allowed to qualify two songs which are same in the same week.Just saying =w=)
...The entire point of this is that peppy's on the lookout for ranked maps. What you're suggesting would be impossible to enforce under the circumstances and would completely defeat the purpose of this. Unless peppy decides to bundle an unranked set, which just isn't gonna happen. I do not want to become a victim of red tape, when the entire point is that mappers are competing over the same songs.Natsu wrote:
yeah is a hard rule, I don't think exceptions should be allowed, since other people got their maps DQ before because this.D33d wrote:
That's really a thing? Not that it would matter anyway--peppy seemed really keen for me to get this ranked, so I suppose I'll either have to wait or he'll end up twisting someone's arm in true peppy fashion. I'm just glad it's sorted now, but knowing me, I'll probably spot a load of hitsound errors I wish I could change.
Tell any QAT you want your map to be DQ'd in order to fix some things. You only have 12 hours after the map has gotten Qualified.D33d wrote:
Wait a minute. The countdown's still broken in hard. I don't know how this'd be dealt with, but if it requires a DQ, I'd much rather be able to remove such a glaring error before a quick recheck.
That's fine, thank you. I'll see if I can get it sorted--though I get the feeling that someone's gonna find some technicality to DQ this somewhere within the week anyway. As expected, some stray hitsounds are bothering me too, though they're hardly much of a concern. If this actually gets speedranked, my mind will be officially blown.Yuii- wrote:
Tell any QAT you want your map to be DQ'd in order to fix some things. You only have 12 hours after the map has gotten Qualified.D33d wrote:
Wait a minute. The countdown's still broken in hard. I don't know how this'd be dealt with, but if it requires a DQ, I'd much rather be able to remove such a glaring error before a quick recheck.
That should cover everything--if there's anything that warrants a DQ that's seriously broken, then I'll consider the above in addition and maybe consider some other readability things, as I know of other places which could possibly benefit.Charles445 wrote:
Played the insane, spacing was pretty hard to read.
It relies a bunch on perceiving objects "close" to each other, like, a grid box away in order to denote 1/4, but the 1/2 spacing isn't that much bigger at parts.
Some parts that I found straining to read (as in had to rely on approach circles) were 00:27:244 (2,3) - , 01:05:682 (1,2,3) -, 01:54:432 (1,2) -, 02:04:744 (7,8) - , as far as 1/2 1/4 goes While I'd be inclined to maybe reduce the 1/4 a little at the start, there are plenty of contextual cues such as the repeated rhythm in the music, repeated sliders for visual guidance, streams going into spacing and just good old reading... Plus, the spacing differs a fair bit as it is. Like, a lot. I was only really sketchy about that pickup into the last chorus, but the start of the copypaste makes it fairly obvious where the pattern will resolve.
00:59:119 (4,5) - I was caught by surprise at the circle jump here. I wasn't expecting circle to other objects to deviate from 1/2. Circle to something is a much harder motion than slider to something! The difference in spacing's pretty clear here and, along with reading, I don't think this is a problem that warrants destroying a pattern if I do need to alter the map.
01:41:775 (3,4,5,6,1) - I panicked REALLY hard here. The OD is 8.5 so there is little room for error as far as mistaking the rhythm goes, and the 1/3 slider started to imply that whatever was coming up might not be 1/4. But, it was a stack? Is it a double on 1/3 or 1/4? What's it going to be? Can I look at the approach circles?
That's the sort of questions a player asks themselves over the course of half a second... This is a pretty intense section in the music, so I deliberately made it flow in a way that should make the player focus more. There's no real getting around the sudden triplet's awkwardness, but the spacing of the jump and the obvious spacing increase from 1/4 make this about as fair as is physically possible. Moreover, the the slider plays the entire triplet pattern for the player, which gives ample time to anticipate the following slider--easily enough time for an insane-level player to be able to read without much second-guessing. I don't think there's anything wrong with challenging the player's reading a little bit, as long as it's fair and there's time to read circles, which I fully believe is the case with almost all of the map.
As for other stuff, 00:17:869 (2,3,4) - The angle of the 4 is a bit weird coming from the 3. I expected the slider to sorta go with the movement or be a simple angle change, but it is instead creating like, a multiple bend movement... http://puu.sh/kESEn/088bafd145.jpg
I don't think that sort of movement happens anywhere else in the map. I did this to create a slight emphasis when everything's nice and easy to read--there's' a little bounce in the music. As far as I'm concerned, there isn't really anything difficult about the flow here. As far as it being a unique part of the map, the song's feel is completely different here and I've reflected that in the whole section.
That might bother peppy if it interferes with his plans for the set or the contest as a whole. Since he's had such an interest in this it, it'll be well worth asking him in #lounge if you can approach him there.Mao wrote:
How is it going to be handeled now? Shall we wait the week or not :/
I don't think its the SV change that is making your Easy/Normal feel too fast. It's a lack of a consistent DS concept xP. Your DS ranges from 0.6x to 1.5x on Normal. and its equally chaotic on Easy, and I don't see any consistencies in the DS changes. Like on Normal: 00:36:619 (2,1) - Is 1.57x spacing but this spacing never occurs again. I would kind of expect it to occur at 00:44:119 (4,1) - Since that's the same rhythm profile being looped (00:45:994 - The change comes here).D33d wrote:
As I've taken a high-SV approach, the rest of the set will feel faster than others, as is my typical approach. If the SV change for the chorus is too much for [Normal] and [Easy], I'm already wary of that. However, I'm doing what I can to give them ample breathing space, while still making them feel energetic. I would much prefer to be told how to simplify sections, rather than forcing myself to adjust everything for a lower setting.
In places where DS increases don't occur in the extra space between combos, they're there for clarity and separation. I deliberately used a bit in Easy in particular so that those rows around the breakdown didn't feel bunched up--and so that the 1/1 sliders felt more important. To elaborate on combo-to-combo jumps, I consider the differences inconsequential when circles are large enough to target easily and the patterns themselves are placed deliberately for flow reasons. Sometimes, it's just about making specific patterns work together and I don't think the playability's affected in practice. Spacing is pretty much 100% within patterns, where the important variance occurs.monstrata wrote:
I don't think its the SV change that is making your Easy/Normal feel too fast. It's a lack of a consistent DS concept xP. Your DS ranges from 0.6x to 1.5x on Normal. and its equally chaotic on Easy, and I don't see any consistencies in the DS changes. Like on Normal: 00:36:619 (2,1) - Is 1.57x spacing but this spacing never occurs again. I would kind of expect it to occur at 00:44:119 (4,1) - Since that's the same rhythm profile being looped (00:45:994 - The change comes here).D33d wrote:
As I've taken a high-SV approach, the rest of the set will feel faster than others, as is my typical approach. If the SV change for the chorus is too much for [Normal] and [Easy], I'm already wary of that. However, I'm doing what I can to give them ample breathing space, while still making them feel energetic. I would much prefer to be told how to simplify sections, rather than forcing myself to adjust everything for a lower setting.
I'm totally cool with people not respecting DS on low diff's if the spacing chances are consistent, but I don't see logic in the way the objects were set up here xP. They seem random to me, and the constant shift in DS makes the diff feel a bit disjointed xP. I'll point out some examples on Normal:
00:17:869 (2,1,2) - This makes sense as a stand-alone pattern. You get some nice emphasis onto 00:18:807 (1) - with a slightly larger DS. The DS is noticeably bigger, but still within the range for intermediate players to realize this is a 1/1 spacing, and not some 3/2 spacing.
00:25:838 (3,1) - But then here there is no spacing increase, which makes me wonder why you do something above, but leave it out here. As stand-alone patterns they work very well, but as a map it just feels inconsistent for me .
AiMod shows a lot of spacing inconsistencies in Easy/Normal. Yea, you aren't respecting DS which on a pattern basis is fine, but as whole difficulty, it just feels inconsistent. Maybe I'm just not used to the ancient mapping styles lol.