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cYsmix - House With Legs

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Ayachi-
https://osu.ppy.sh/s/360680
?
2 maps with same song in qualified?
Yuii-
That rule isn't applied for this contest.
Lust
Disqualified, have a read at this.

(Also happy birthday d33d!)
Topic Starter
D33d
Balls. I'm not worried though--it's part of the process and I know that I've made my set the best I can make it (and maybe I can focus on making the countdowns play nice). Thanks for the uh, gift.
Sonnyc
Uhh nice gift lol
Mafumafu
best gift ever lol
Topic Starter
D33d
Lust did tell me that I should only need to wait a few days now. I'm more or less done with this for now, so I'll try to keep my mind off this while I enjoy my birthday and do a little work. Thanks for the continued support though--It's pretty humbling.
Topic Starter
D33d
I've been using this time to improve my set in subtle ways and I've fixed the countdown problem I had with Hard. It never occurred to me to simply try deleting the first inheriting section.

Apparently, having a timing point on beat one--or maybe using a small multiplier--really messes things up. I had 1.06x to force arc blankets to fit the grid, but I decided to forgo that notion and just have everything at normal speed. Works a charm now.
Irreversible
~o~
Lust
...and we're back!
Topic Starter
D33d
How I feel rn

Monstrata

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 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).

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 :P.

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.
Topic Starter
D33d

monstrata wrote:

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 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).

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 :P.

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.
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.

SV changes were used for either slight emphasis (consistent across diffs/some exclusive to Insane) or to make a few sliders fit within patterns. Again, nothing that I feel has a practical impact on the maps when playing them.

It's not so much about mapping styles as it is making decisions as to where spacing can be broken without much/any harm, so that the mapping isn't restricted needlessly. Easy and normal are separated into simpler phrases with space between them, so that the player can focus on single patterns. That's an approach I've seen and used to good effect many times and I have a general idea of when identical spacing is more and less important.

If it sounds like I'm overexplaining myself, it's because this sort of thing's became intuition for me and I see very people who are aware that you can break spacing in the right places, whether it's because there's lots of time to hit the next pattern or because the next pattern's simply very easy to read.
Myxo

D33d wrote:

This set is currently disqualified.
Mao
<3
JoriBori04
Hi
<3
Topic Starter
D33d

JoriBori04 wrote:

FFFFFFFFFFFFFFUUUUUUUUUUUUCCCCCCCCCCCCCCKKKKKKKKKKK MEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!https://osu.ppy.sh/forum/posting.php?mode=reply&t=372299#
Okay
JoriBori04
wtf?
JoriBori04
dafuq u talking about
Brad Bird
FUCKING SHIT
Topic Starter
D33d

Gangsta729 wrote:

FUCKING SHIT
Thanks for your stellar feedback. That will really help me if I ever care to map again!
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