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BoxPlot - Escape With The Clouds

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Topic Starter
Strategas
This beatmap was submitted using in-game submission on 2016 m. kovo 19 d. at 14:48:50

Artist: BoxPlot
Title: Escape With The Clouds
Tags: dnb drum and bass & marathon paramore hayley williams liquicity liquid tones ep edm
BPM: 178
Filesize: 10750kb
Play Time: 06:29
Difficulties Available:
  1. No Escape (5,87 stars, 1746 notes)
Download: BoxPlot - Escape With The Clouds
Information: Scores/Beatmap Listing
---------------
Norb
Will mod this later tonight~
Norb
Kia Ora~
From Kiwi modding queue~

No Escape
First impressions: Holy shit this map is tidy.

00:29:025 (3) - x:329, y:70
00:31:047 (1) - x:328, y:130
00:32:396 (1) - x:248, y:95
00:33:407 (7) - fix stack (1 pixel down and 1 right, you can use CTRL+Arrow Keys if the editor for some reason snaps it incorrectly)
02:10:823 - This part's rhythm is kind of boring (no offense), could of mapped it more interestingly.
02:11:076 (2,1) - this kind of flow feels really awkward but considering the map's overall difficulty I assume it was intended. Just pointed it out because I noticed this throughout the whole map, won't mention it again as it is consistent.
02:11:581 (2) - 1 pixel down, 1 right
02:18:997 (2) - ^
03:19:250 (4) - ^
05:03:407 - Again this part has a potentially more interesting rhythm. Consider remapping this part to make it more interesting, but if you do choose to keep it like this then it's entirely up to you, was just a suggestion~

Overall very tidy map, jumps emphasize beats appropriately, the only concerns I have are rhythm and flow. And a little bit of polish, but since the spacing is so high, I find it extremely difficult to notice any geometrical/symmetrical flaws. Sorry I can't seem to help with anything else :/ Good luck with approval~
Topic Starter
Strategas

Dubu wrote:

Kia Ora~
From Kiwi modding queue~

No Escape
First impressions: Holy shit this map is tidy.

00:29:025 (3) - x:329, y:70
00:31:047 (1) - x:328, y:130
00:32:396 (1) - x:248, y:95
00:33:407 (7) - fix stack (1 pixel down and 1 right, you can use CTRL+Arrow Keys if the editor for some reason snaps it incorrectly)
02:10:823 - This part's rhythm is kind of boring (no offense), could of mapped it more interestingly.
02:11:076 (2,1) - this kind of flow feels really awkward but considering the map's overall difficulty I assume it was intended. Just pointed it out because I noticed this throughout the whole map, won't mention it again as it is consistent.
02:11:581 (2) - 1 pixel down, 1 right
02:18:997 (2) - ^
03:19:250 (4) - ^
05:03:407 - Again this part has a potentially more interesting rhythm. Consider remapping this part to make it more interesting, but if you do choose to keep it like this then it's entirely up to you, was just a suggestion~

Overall very tidy map, jumps emphasize beats appropriately, the only concerns I have are rhythm and flow. And a little bit of polish, but since the spacing is so high, I find it extremely difficult to notice any geometrical/symmetrical flaws. Sorry I can't seem to help with anything else :/ Good luck with approval~
Fixed all the stacks
Didn't change the wub parts because it would be more boring to follow the same thing as in kiai.
Flow things didn't change to keep better structure.

Thanks!

Btw you could have just edited your post don't need to double post xd
Yauxo
Since we're all about k0ol diffnames in the osu comminuty, you might want to rename your diff to

drum drum snare
drum snare
drum
snare
drum snare
That'd fit in perfectly with "We cry open" and "This is a Song about a Tragic Love"

(might also want to add a silent sliderslide)

[Yes Escape]
■ ctrl+a, scale by x0.80 :v

■ I know that the map is supposed to be extremely jumpy and difficult, but I'd suggest that you adjust some of the parts with the song intensity in mind;
■ ex. 00:37:789 (1) - to 00:44:446 (1) - This part is already packed with almost fullscreen and actual fullscreen jumps, even though we've just started the map. Might want to tone down the spacing just a bit on jumps like 00:39:980 (7,8) - 00:40:654 (2,3) - 00:42:002 (2,3) - 00:42:677 (7,8) -
This occours throughout the entire map so .. uh, I guess that's up to you if you really want to change something

■ 01:18:744 (2) - Blanket?
■ That whole jump combo from 01:23:632 (1) - up to 01:25:823 (8) - makes the player movement very right-centered all the time, which can be anti-fun to some and technically isnt even that good in terms of design. You might want to change that combos' pace a bit (ex. 01:24:474 (7) - 37/345, 01:24:643 (8) - 342/129, 01:24:811 (1,2,3) - 106/175 and adjust the combo after that then too) to make it more balanced.
■ 01:59:531 (6) - Move that a bit further away from that corner. Having to move all the way into the corner of the screen isnt really a cool thing to do.
■ 02:10:823 (1) - to 02:15:879 (1) - feels kind of boring compared to the later combos in terms of patterning. Maybe that's just me.
■ 02:37:705 (4,1) - Consistency wise, it'd probably be better if these streams were connected to each other (like 02:43:098 (4,1) - 02:48:492 (4,1) - )
■ 02:59:362 (1,1,2,3) - 03:08:295 (2) - 04:42:171 (3) - Similar thing as the corner-Circle above. Having to move to the edge of the screen feels somewhat weird.

■ I feel like the spacing is really messed up in this one. There are quite the number of patterns that I'd like to point out because they're weird to play or overdone , but ... that'd kind of mean that I'd have to point out the entire map because of its spacing. I probably wouldve liked this more if this wasnt aimed at fullscreen jumping 24/7 pp map inc :v
I cant really mod that kind of map, sorry.

gl anyways
Topic Starter
Strategas

Yauxo wrote:

Since we're all about k0ol diffnames in the osu comminuty, you might want to rename your diff to

drum drum snare
drum snare
drum
snare
drum snare
That'd fit in perfectly with "We cry open" and "This is a Song about a Tragic Love" Sadly it's too long and yes escape still better imo

(might also want to add a silent sliderslide) probably

[Yes Escape]
■ ctrl+a, scale by x0.80 :v rather delete map than reduce the diff

■ I know that the map is supposed to be extremely jumpy and difficult, but I'd suggest that you adjust some of the parts with the song intensity in mind;
■ ex. 00:37:789 (1) - to 00:44:446 (1) - This part is already packed with almost fullscreen and actual fullscreen jumps, even though we've just started the map. Might want to tone down the spacing just a bit on jumps like 00:39:980 (7,8) - 00:40:654 (2,3) - 00:42:002 (2,3) - 00:42:677 (7,8) -
This occours throughout the entire map so .. uh, I guess that's up to you if you really want to change something

It's a good buildup imo and it's not as hard as you think it is if you compare it to the kiai. The jumps are mapped to strong beats. That part is suppose to feel like it's harder than 00:22:958 (1) - and it already has some mini jumps.

■ 01:18:744 (2) - Blanket? ok
■ That whole jump combo from 01:23:632 (1) - up to 01:25:823 (8) - makes the player movement very right-centered all the time, which can be anti-fun to some and technically isnt even that good in terms of design. You might want to change that combos' pace a bit (ex. 01:24:474 (7) - 37/345, 01:24:643 (8) - 342/129, 01:24:811 (1,2,3) - 106/175 and adjust the combo after that then too) to make it more balanced. uh it's only two jumps to the right I don't see the problem. Also, your suggestion uses jumps on non strong beats and I'm against that kind of thing.
■ 01:59:531 (6) - Move that a bit further away from that corner. Having to move all the way into th[/color]e corner of the screen isnt really a cool thing to do. ok
■ 02:10:823 (1) - to 02:15:879 (1) - feels kind of boring compared to the later combos in terms of patterning. Maybe that's just me. Well it's different yeah, might change that.
■ 02:37:705 (4,1) - Consistency wise, it'd probably be better if these streams were connected to each other (like 02:43:098 (4,1) - 02:48:492 (4,1) - ) Oh right I didn't add a spaced stream there. Fixed
■ 02:59:362 (1,1,2,3) - 03:08:295 (2) - 04:42:171 (3) - Similar thing as the corner-Circle above. Having to move to the edge of the screen feels somewhat weird. Changed some.

■ I feel like the spacing is really messed up in this one. There are quite the number of patterns that I'd like to point out because they're weird to play or overdone , but ... that'd kind of mean that I'd have to point out the entire map because of its spacing. I probably wouldve liked this more if this wasnt aimed at fullscreen jumping 24/7 pp map inc :v Not exactly sure how is it messed up if it's consistent throughout the map. I can of understand I could have made it easier, but this is the difficulty I have right now.
I cant really mod that kind of map, sorry. No problem, thanks for your input

gl anyways
Thanks for mod!
phaZ
m4m
  1. 00:27:002 (1,2,3,4,5,6,7) - in this passage the vocalist wings two times the same phrase. i think it would be really cool if you would do sth similiar with the objects here: http://puu.sh/lBHmR/4b333faa01.jpg http://puu.sh/lBHAB/0453cee11c.jpg
    00:32:396 (1,2,3,4,5,6,7) - ^
  2. 00:37:789 (1,2,3,4,5) - ^http://puu.sh/lBHUi/269a893e7d.jpg maybe?
  3. 01:27:171 (7,8) - i think a stack fits better imo. the music seem to completely stop here for a moment -> same with objects. maybe also unstack the triplets 01:26:665 (2,3,4) - 01:27:002 (5,6,7) -
  4. 01:46:890 (1) - http://puu.sh/lBIbO/169e39cd97.jpg "fix" slidershape /runs
  5. 01:55:991 (1,2) - most random 3/4-slider+circle i've seen for years hue
  6. 01:58:688 (1,2) - ^
  7. 02:06:778 (1,2) - ^at least i cant feel/hear anything like that. it doesnt fit imo
  8. 02:10:149 (1,2) - use finish instead of clap as the bass sounds differentlycompared to 02:10:486 (1,2) -
  9. 02:17:227 (1,2,1,2,1,2) - i think the flow would be nicer this wy http://puu.sh/lBIFF/460f92ae5c.jpg as it would fit better to the rest of the previous sliders and immeadiately them afterwards
  10. 02:44:531 (1,2,3,4) - missing whistles?
  11. 02:45:879 (1,2) - ^
  12. 03:26:665 (1) - http://puu.sh/lBISf/2f06a5c485.jpg "fix" it pls
  13. 04:19:924 (1) - this not mapped quite the same like at 01:27:340 (8) - it is actually the oppsite.personally the second time is like i myself had imagined this part so i would recommend this one ofc
  14. 04:38:800 (5,2) - random blanket?
  15. 04:33:744 (1,2,3,1,2,3,4,5) - and 04:55:317 (1,2,3,1,2,3,4,5,6) - doesnt feel alike. imo a good spot to create a certain pattern specifically for this map
  16. 04:22:958 (1,2,1,2,3,4,5) - and 04:44:531 (1,2,3,1,2,3,4,5) - ^
  17. 05:24:980 (1,2) - no whisltes like at 02:32:396 (1,2,3,4) - ?
  18. 05:26:328 (1,2,3,4) - 05:27:677 (1,2) - 05:29:025 (1,2,3,4) - 05:31:216 (1,2) - 05:31:722 (1,2,3,4) - 05:33:070 (1,2) - 05:34:418 (1,2,3,4) - 05:37:115 (1,2,3,4) - 05:38:463 (1,2) - 05:39:812 (1,2,3,4) - ^
  19. 05:50:935 (2) - heh..

reeaaally cool map, man/
Auxent
hi.

- 00:44:615 (1) - If I were you, I would put here a seperated spinner. (Two would be enough) because someone who would play this with HR he will practically lose all of his HP drain here. (Put the second spinner at 00:49:587 - )
- 04:19:587 (2) - How about this? (for better flow and better look).
- 05:37:452 (1,2,3,4,1,2,3,4,1,2,3,4) - This overlapped stream looks really bad as in editor so does during the gamplay and it's quite confusing to play.
- 05:39:812 (1,2,3,4,1,2,3,4,1,2,3,4) - ^

Otherwise seems pretty good mapped. I'm not actually that good for modding Insanes (sorry.) I hope that this little mod helps you a little.
Good luck.
Topic Starter
Strategas

phaZ wrote:

m4m
  1. 00:27:002 (1,2,3,4,5,6,7) - in this passage the vocalist wings two times the same phrase. i think it would be really cool if you would do sth similiar with the objects here: http://puu.sh/lBHmR/4b333faa01.jpg http://puu.sh/lBHAB/0453cee11c.jpg Seems ok, but I like how it follow the vocal atm.
    00:32:396 (1,2,3,4,5,6,7) - ^
  2. 00:37:789 (1,2,3,4,5) - ^http://puu.sh/lBHUi/269a893e7d.jpg maybe? nah I like to keep my patern as it is
  3. 01:27:171 (7,8) - i think a stack fits better imo. the music seem to completely stop here for a moment -> same with objects. maybe also unstack the triplets 01:26:665 (2,3,4) - 01:27:002 (5,6,7) - Unstacked tripplets, didn't change stack slider, because I wanted to have some emphasis on the slider
  4. 01:46:890 (1) - http://puu.sh/lBIbO/169e39cd97.jpg "fix" slidershape /runs g
  5. 01:55:991 (1,2) - most random 3/4-slider+circle i've seen for years hue I wanted variety tho, but if it really doesn't fit I'll change it later
  6. 01:58:688 (1,2) - ^
  7. 02:06:778 (1,2) - ^at least i cant feel/hear anything like that. it doesnt fit imo
  8. 02:10:149 (1,2) - use finish instead of clap as the bass sounds differentlycompared to 02:10:486 (1,2) - ok
  9. 02:17:227 (1,2,1,2,1,2) - i think the flow would be nicer this wy http://puu.sh/lBIFF/460f92ae5c.jpg as it would fit better to the rest of the previous sliders and immeadiately them afterwards looks nice but I don't like the inconsistency with 02:17:227 (1,2) - and 02:17:227 (1,2,1,2) - . Also it kinda breaks my point in that part.
  10. 02:44:531 (1,2,3,4) - missing whistles? Yep
  11. 02:45:879 (1,2) - ^ :idea:
  12. 03:26:665 (1) - http://puu.sh/lBISf/2f06a5c485.jpg "fix" it pls Tried
  13. 04:19:924 (1) - this not mapped quite the same like at 01:27:340 (8) - it is actually the oppsite.personally the second time is like i myself had imagined this part so i would recommend this one ofc Because first part has 1/4s in the background and the second doesn't so I focused on different things, but I do agree the second is much better.
  14. 04:38:800 (5,2) - random blanket? Wasn't my intention but seems ok
  15. 04:33:744 (1,2,3,1,2,3,4,5) - and 04:55:317 (1,2,3,1,2,3,4,5,6) - doesnt feel alike. imo a good spot to create a certain pattern specifically for this map k for the first thing, second one is already mapped the same
  16. 04:22:958 (1,2,1,2,3,4,5) - Didn't focus on that sound here and 04:44:531 (1,2,3,1,2,3,4,5) - ^ Same
  17. 05:24:980 (1,2) - no whisltes like at 02:32:396 (1,2,3,4) - ?
  18. 05:26:328 (1,2,3,4) - 05:27:677 (1,2) - 05:29:025 (1,2,3,4) - 05:31:216 (1,2) - 05:31:722 (1,2,3,4) - 05:33:070 (1,2) - 05:34:418 (1,2,3,4) - 05:37:115 (1,2,3,4) - 05:38:463 (1,2) - 05:39:812 (1,2,3,4) - ^ fixed all those
  19. 05:50:935 (2) - heh.. z

reeaaally cool map, man/
Thanks for mod and star! 8-)

Auxent wrote:

hi.

- 00:44:615 (1) - If I were you, I would put here a seperated spinner. (Two would be enough) because someone who would play this with HR he will practically lose all of his HP drain here. (Put the second spinner at 00:49:587 - ) Yeah I split it into 3
- 04:19:587 (2) - How about this? (for better flow and better look). I like the flow break here
- 05:37:452 (1,2,3,4,1,2,3,4,1,2,3,4) - This overlapped stream looks really bad as in editor so does during the gamplay and it's quite confusing to play. Imo it's pretty good, will change if more people agree with you
- 05:39:812 (1,2,3,4,1,2,3,4,1,2,3,4) - ^

Otherwise seems pretty good mapped. I'm not actually that good for modding Insanes (sorry.) I hope that this little mod helps you a little.
Good luck.
Thanks, any help is appreciated.
Pho
o/ You ask a noob player to mod this lol.

Bold: Fix quickly/unrankable issues
Purple: Questionable
Red: Highly recommend A lot, consider 80% of the things I mentioned being red

[General]
  1. You have a 30ms parasite on your normal-hitclap, please remove it. Also 18ms delay on the left channel of normal-hitfinish2 so yea
[No Escape]
  1. I generally recommend that if you use extended sliders, you should volume down their sliderends since there are no strong beats on where the're ending. Around ~30-40% vol. would be great.
  2. 00:39:811 (6,7,8,9) - Tone this down, especially the jump from 7-8 should be nerfed, try to keep it around ~2.7xDS. This is heavily overdone even for a buildup.
  3. 00:41:834 (1,2,3,4,5,6,7,8,9) - This jump section should be scaled down a bit as well, also to fit the next combo pattern which is way easier to play.
  4. 01:10:823 (1) - 01:16:216 (1) - NC delete, you don't really need it for vocals.
  5. 01:19:250 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Spacing of the stream should be toned down for a better build-up, this feels pretty fast compared to how calm the song still is.
  6. 01:24:643 (8,1,2,3,4,5,6,7,8,9,10) - Fullscreen jumps happen really sudden, I recommend you build up the spacing gradually so it transitions better into the upcoming jumping phase.
    I mean this is even harder than the actual upcoming kiai time.
  7. 01:33:407 (1,2,3) - You can easily see how bad the flow is broken by these sharp-angled jumps. Big spacing? Fine, but at least try to keep the flow less disruptive:
    Similar: 04:38:295 (3,4,5) -
  8. 01:39:137 (2,3) - Are you HW or something? This snare feels heavily spaced for what it actually represents in the music, and is even higher spaced then the upcoming drum beat. Please tone it down at the following:
    Similar stuff: 01:41:834 (2,3) - 03:16:216 (2,3) - 03:18:744 (1,2,3) - 04:29:193 (4,5) - less extreme than the others, so optional 04:31:722 (2,3) - 04:55:486 (2,3) -
  9. 01:52:452 (1,2,3,4,5) - Spacing to the circle before feels really small and dampels the flow quite a bit. I think you should increase the spacing more to make it more fluid to play.
  10. 02:07:705 (5,6) - This is one of the really uncomfortable zones to play because it's pretty much squished on that corner, better push it a bit more to the play centre.
  11. 02:09:811 (1,2,1,2,1,2) - Overspaced. The music just got calmer, so please tone down the enormous spacing (and yes, the bass beats are no justification for it either):
  12. I'm no streaming expert at all but:
    02:35:008 (4,1,2) - Be careful with such sharp angles during long streams, it really disrupts the flow.
    02:36:778 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - The extreme variant of above. It seems like the flow is extremely disruptive here due to lots of direction changes coupled with that streamjump
  13. 02:41:497 (1,2,3,4) - At least space this a tiny bit upwards, or else you take too much momentum away for the upcoming fast stream.
  14. 02:43:097 (4,1) - Feel harsh to play with really disruptive flow.
    02:47:227 (1,2,3,4,1,2,3,4,1) - As above, too many sharp-angled direction changes.
  15. 03:34:081 (5,6) - Feels like this takes out a lot of momentum here. Would space it out.
  16. 04:19:587 (2) - Less curved for smoother flow.
  17. 05:02:396 (1,1,1) - Why do people squish stuff like that lol. If you wouldn't set it on a corner and make the flow less awkward with these donut sliders this would be fine.
  18. 05:24:811 - This stream part feels much more comfortable to play than the one before as it's more lenient due to kicksliders. Any reason for that?
  19. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Eh... no please. at least the last 2 combos should have a smoother flow.
  20. 06:17:564 (1,2,3,4) - Flows a bit broken because of sharp angles. Make the flow smoother.
  21. I partly have to agree with Yauxo in terms of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'.
    Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/
    It still should be valid, get more mods and opinions from people and see what will happen. Good luck!
Makeli
haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
m4m from your que

no escape = alcatraz
00:24:811 (3) - wouldn't this look cooler like this http://puu.sh/lFnVG/5b7d605221.jpg or just give it a slight curve. this is so minor that i might die
00:46:890 (1,1) - you could prolly start these spinners with a super silent circle as well since there is that semi-quiet piano or something
00:44:193 (5) - subjective but a slight curve would look better imo
01:06:104 (1) - i hate how these have that super silent snapping sound ingame but since object volume can't go under 5% it's not fixable qq. idk maybe you could make the sliderend's volume 20% to make them hearable but not make them annyoing. also maybe give every slider a whistle at the start
01:18:744 (2) - idk this whistle sounds super awkward to my ear
02:51:272 (1) - imo this spinner end should be clickable but yea
03:05:092 (1) - pls balance this oh gawd
03:05:598 (2,3,4,5) - this is so dumb to read i hate stacks at the end of triples
03:13:856 (5) - turn this a bit left so it goes into the same direction the follow points go
03:19:250 (4) - ctrl+g flowed better for me
04:17:649 (1) - again the end should be clickable imo cuz kick or snare whatevs
04:21:272 (5) - me again with subjectivity but giving this a slight curve would look better imo
05:43:856 (1) - again the clickable spinnerend thing
06:12:508 (2) - pls balance my ocd kicks in

well there seriously is pretty much nothing for me to point out so my mod ended up as pretty useless lol but since m4m is almost my only way to get mods for my maps so here i am.

really cool map i love these streams even though i can't play them
Topic Starter
Strategas

Pho wrote:

o/ You ask a noob player to mod this lol.

Bold: Fix quickly/unrankable issues
Purple: Questionable
Red: Highly recommend A lot, consider 80% of the things I mentioned being red

[General]
  1. You have a 30ms parasite on your normal-hitclap, please remove it. Also 18ms delay on the left channel of normal-hitfinish2 so yea I'll fix those when I learn how to, for now I have no idea how to remove the delay on different channels
[No Escape]
  1. I generally recommend that if you use extended sliders, you should volume down their sliderends since there are no strong beats on where the're ending. Around ~30-40% vol. would be great. Not sure if beats ending on whistles should be consider that weak
  2. 00:39:811 (6,7,8,9) - Tone this down, especially the jump from 7-8 should be nerfed, try to keep it around ~2.7xDS. This is heavily overdone even for a buildup. K
  3. 00:41:834 (1,2,3,4,5,6,7,8,9) - This jump section should be scaled down a bit as well, also to fit the next combo pattern which is way easier to play. K
  4. 01:10:823 (1) - 01:16:216 (1) - NC delete, you don't really need it for vocals. I used it because different patern.
  5. 01:19:250 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Spacing of the stream should be toned down for a better build-up, this feels pretty fast compared to how calm the song still is. Alright reduced a bit
  6. 01:24:643 (8,1,2,3,4,5,6,7,8,9,10) - Fullscreen jumps happen really sudden, I recommend you build up the spacing gradually so it transitions better into the upcoming jumping phase. But it does increase gradually? From 3.25 to 3.88 and the part really get much more intense so I think it should be like that.
    I mean this is even harder than the actual upcoming kiai time. Maybe I'm alone that feels this part is more intense than the kiai :X
  7. 01:33:407 (1,2,3) - You can easily see how bad the flow is broken by these sharp-angled jumps. Big spacing? Fine, but at least try to keep the flow less disruptive: I changed 01:34:081 (3) - direction, if it's not enough in your opinion I'll change it your way. However I still map snares more spaced than drums.

    Similar: 04:38:295 (3,4,5) - did the same
  8. 01:39:137 (2,3) - Are you HW or something? This snare feels heavily spaced for what it actually represents in the music, and is even higher spaced then the upcoming drum beat. Please tone it down at the following: I guess toned it down a bit
    Similar stuff: 01:41:834 (2,3) - 03:16:216 (2,3) - 03:18:744 (1,2,3) - 04:29:193 (4,5) - less extreme than the others, so optional 04:31:722 (2,3) - 04:55:486 (2,3) - all of these are okay, remember that short sliders are played as single taps and the DS is actually half
  9. 01:52:452 (1,2,3,4,5) - Spacing to the circle before feels really small and dampels the flow quite a bit. I think you should increase the spacing more to make it more fluid to play. I think it's ok, the beat is weak and most of my streams are close like that
  10. 02:07:705 (5,6) - This is one of the really uncomfortable zones to play because it's pretty much squished on that corner, better push it a bit more to the play centre. yep
  11. 02:09:811 (1,2,1,2,1,2) - Overspaced. The music just got calmer, so please tone down the enormous spacing (and yes, the bass beats are no justification for it either): rip
  12. I'm no streaming expert at all but:
    02:35:008 (4,1,2) - Be careful with such sharp angles during long streams, it really disrupts the flow. The burst was very slow so I think it's not a problem to transition there, will see how it plays.
    02:36:778 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - The extreme variant of above. It seems like the flow is extremely disruptive here due to lots of direction changes coupled with that streamjump Will test this too
  13. 02:41:497 (1,2,3,4) - At least space this a tiny bit upwards, or else you take too much momentum away for the upcoming fast stream. k
  14. 02:43:097 (4,1) - Feel harsh to play with really disruptive flow. Yeah I had tons of problems with this will try to change this somehow
    02:47:227 (1,2,3,4,1,2,3,4,1) - As above, too many sharp-angled direction changes. It actually plays nice ( if you're hands are not dead yet lel )
  15. 03:34:081 (5,6) - Feels like this takes out a lot of momentum here. Would space it out. You just made me make a evil patern, g
  16. 04:19:587 (2) - Less curved for smoother flow. It's fine, don't need to move the cursor much anyway I think.
  17. 05:02:396 (1,1,1) - Why do people squish stuff like that lol. If you wouldn't set it on a corner and make the flow less awkward with these donut sliders this would be fine. Idk, I use full area and my hand felt fine there, I'll change it if you really think it's bad xd
  18. 05:24:811 - This stream part feels much more comfortable to play than the one before as it's more lenient due to kicksliders. Any reason for that? I thought this time I'd use drums and snares too not just the 1/4 sound.
  19. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Eh... no please. at least the last 2 combos should have a smoother flow. Will test this again, but I think it plays fine enough since they aren't that spaced.
  20. 06:17:564 (1,2,3,4) - Flows a bit broken because of sharp angles. Make the flow smoother. Unsure about this since the angle comes from a slider, I don't think anyone will finish that slider fully but will go for tripple.
  21. I partly have to agree with Yauxo in terms of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'. I Just chose to make this map this kind of diffuculty, I can make it hundreds of different ways but this is what I went for and I think it's fine as it is.
    Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/ pp is good
    It still should be valid, get more mods and opinions from people and see what will happen. Good luck!
Thanks for the help!

Maakkeli wrote:

haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
m4m from your que

no escape = alcatraz
00:24:811 (3) - wouldn't this look cooler like this http://puu.sh/lFnVG/5b7d605221.jpg or just give it a slight curve. this is so minor that i might die
Not a fan of diagonal stuff. I want it to look more even. Curving it would also break consistency with 00:23:463 (3) - .
00:46:890 (1,1) - you could prolly start these spinners with a super silent circle as well since there is that semi-quiet piano or something Good idea
00:44:193 (5) - subjective but a slight curve would look better imo ok
01:06:104 (1) - i hate how these have that super silent snapping sound ingame but since object volume can't go under 5% it's not fixable qq. idk maybe you could make the sliderend's volume 20% to make them hearable but not make them annyoing. also maybe give every slider a whistle at the start Left them at 5 %, added whistles
01:18:744 (2) - idk this whistle sounds super awkward to my ear removed
02:51:272 (1) - imo this spinner end should be clickable but yea , it's fine I think. The three beats after follow a different thing than a slider end
03:05:092 (1) - pls balance this oh gawd xd
03:05:598 (2,3,4,5) - this is so dumb to read i hate stacks at the end of triples They are great once you are able to always read these
03:13:856 (5) - turn this a bit left so it goes into the same direction the follow points go ok
03:19:250 (4) - ctrl+g flowed better for me too sharp imo
04:17:649 (1) - again the end should be clickable imo cuz kick or snare whatevs I'm not a fan of circle instantly after slider so
04:21:272 (5) - me again with subjectivity but giving this a slight curve would look better imo doesn't change much but if you think it's better then ok
05:43:856 (1) - again the clickable spinnerend thing
06:12:508 (2) - pls balance my ocd kicks in I tried

well there seriously is pretty much nothing for me to point out so my mod ended up as pretty useless lol but since m4m is almost my only way to get mods for my maps so here i am.

really cool map i love these streams even though i can't play them
Thanks, wasn't that bad mod tho.
FCL
M4M from your queue

  • [nice song dude]
  1. 00:20:261 - i really don't undestand why you don't use spinner at this tick. From that moment started continuous strange the sound
  2. 00:35:429 (2) - I'm not sure about that 1/1 is fine for rhythm. Furthermore you don't used 1/1 before
  3. 01:18:744 (2) - fix blanket a bit
  4. 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - okay, i think that you will not agree with me, but i guess that this jumps is randomly. Yea, you can make a large jump for white ticks, but red ticks don't have same sound. That is my suggestion https://osu.ppy.sh/ss/4059795
  5. 01:22:283 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8) - check this section too, i think here have random jumps again
  6. 02:40:486 (1,2,1,2) - imo, kick sliders here looks is not good. Sound at 02:40:570 , 02:40:738 etc sounds quite clearly, because you should stick to old form mapping. Although i can be not right
  7. 02:46:216 (1) - k, revers sliders is fine, but not use kick sliders pls
  8. 04:19:587 (2) - imo, too curved because looks bad
  9. 04:23:969 (5) - idk, this slider idea for two circles, vocals just pushes for this
  10. 04:23:632 (3,2) - stack
  11. 05:02:396 (1,1,1) - w h a t t h e f u c k . It's looks so bad
  12. 05:03:407 - nice forms here and further. I think that you should add something else at previous section
  13. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - looks confusing
  14. 05:46:216 (1) - why did you not stack him with end of 05:45:879 (1) - ? So it will be better
  15. 06:29:643 (1,2,3) - what? 356 bpm triple, No pls. I'm 100% sure that this is unranked.
  16. You often use at during all map fullscreen jumps, that i don't like if it does not follow music. Yea, i think your map have a much unreasonably large jumps. I understand why you are doing it, but you can do diff more dufficult if use other techniques. For example you make a more spacing to stream part 02:32:396 - 02:48:576. Or same use more spacing at slider part (02:10:823). So you can do your map a more interesting. But it's just my opinion
Best of luck!
Topic Starter
Strategas

FCL wrote:

M4M from your queue

  • [nice song dude]
  1. 00:20:261 - i really don't undestand why you don't use spinner at this tick. From that moment started continuous strange the sound not needed, but ok
  2. 00:35:429 (2) - I'm not sure about that 1/1 is fine for rhythm. Furthermore you don't used 1/1 before I mapped it to a bit different sound here and I use some more 1/1s later
  3. 01:18:744 (2) - fix blanket a bit k
  4. 01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - okay, i think that you will not agree with me, but i guess that this jumps is randomly. Yea, you can make a large jump for white ticks, but red ticks don't have same sound. That is my suggestion https://osu.ppy.sh/ss/4059795 uh I get your point but drums use similar strenght here even if they are just red ticks. You can see I form triangle on drums and that other shape on snare https://imgur-archive.ppy.sh/r0CzIm7.jpg
  5. 01:22:283 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8) - check this section too, i think here have random jumps again nah the last note in the bursts have drums, and it's less spaced than snare.
  6. 02:40:486 (1,2,1,2) - imo, kick sliders here looks is not good. Sound at 02:40:570 , 02:40:738 etc sounds quite clearly, because you should stick to old form mapping. Although i can be not right it's fine wanted variety / a little break in this part
  7. 02:46:216 (1) - k, revers sliders is fine, but not use kick sliders pls
  8. 04:19:587 (2) - imo, too curved because looks bad look fine imo and works well with the music there
  9. 04:23:969 (5) - idk, this slider idea for two circles, vocals just pushes for this didn't map for vocal here and rather not if I follow another thing whole patern.
  10. 04:23:632 (3,2) - stack can't lol
  11. 05:02:396 (1,1,1) - w h a t t h e f u c k . It's looks so bad uh nothing comes to mind now
  12. 05:03:407 - nice forms here and further. I think that you should add something else at previous section
  13. 05:37:115 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - looks confusing only looks
  14. 05:46:216 (1) - why did you not stack him with end of 05:45:879 (1) - ? So it will be better I like it this way
  15. 06:29:643 (1,2,3) - what? 356 bpm triple, No pls. I'm 100% sure that this is unranked. it's 1/6 not 1/8 and it follows music
  16. You often use at during all map fullscreen jumps, that i don't like if it does not follow music. Yea, i think your map have a much unreasonably large jumps. I understand why you are doing it, but you can do diff more dufficult if use other techniques. For example you make a more spacing to stream part 02:32:396 - 02:48:576. Or same use more spacing at slider part (02:10:823). So you can do your map a more interesting. But it's just my opinion It's not your general 2 star map mate
Best of luck!
Thanks!
EphemeralFetish
M4M post.

No Escape


This map is actually really solid. I can't really find anything wrong with it. Feel free to treat this as a NM instead due to the short length.

01:26:328 (1,2,3,4) - Spacing here might be a little to much, could be mistaken for a 1/2 gap.
01:35:935 (2,1) - This jump felt a little unnatural for me, 2 needs moving up a little.
01:56:328 (2) - So, for this whole section you've been stacking 2 notes under the slider tail. I think you should do something else for the single notes like this. Just give them a little spacing.
02:00:542 (1,2,3) - Rotate selection centre -10. Just fits in better with the flow from the previous jump.
02:10:486 (1,2) - Personally I think you shouldnt stack these and show some emphasis to match the music instead.
02:32:396 (1) - Dude, I'm so glad you know how to use stream spacing effectively. GG.
02:37:452 (1,2,3,4) - I feel like this should be a slight U curve downwards instead. Just my opinion. Actually its consistent with 02:42:845 (1,2,3,4) - As well.
03:05:935 (5) - I dont like this. difficult to spot on SR and it kills some of the flow. Id personally put it slightly above the 3 of the triple.
03:05:935 (5) - Similar issue here.
03:15:710 (2) - Try stacking this under 03:15:036 (3) - Instead of the slider tail.
04:29:699 (1,2,3,4) - This applies for the rest of the song as well. I dont think these should be perfect stacks. Use a bit of stack leniency.
05:11:328 (1) - Just to split this pattern in half from here. Maybe move it in a different direction, or rotate it around like you did with the next one?

Thats about it, anything else is just a copy of something I already mentioned. Again, amazing map. DW about M4M if this wasnt too helpful

GL.
Topic Starter
Strategas

The Fetish wrote:

M4M post.

No Escape


This map is actually really solid. I can't really find anything wrong with it. Feel free to treat this as a NM instead due to the short length.

01:26:328 (1,2,3,4) - Spacing here might be a little to much, could be mistaken for a 1/2 gap. Moved closer
01:35:935 (2,1) - This jump felt a little unnatural for me, 2 needs moving up a little. Uh I can't find a good placement for that note
01:56:328 (2) - So, for this whole section you've been stacking 2 notes under the slider tail. I think you should do something else for the single notes like this. Just give them a little spacing. Sure
02:00:542 (1,2,3) - Rotate selection centre -10. Just fits in better with the flow from the previous jump. But blanket :((((((((( and noone will follow that slider to end anyway lul
02:10:486 (1,2) - Personally I think you shouldnt stack these and show some emphasis to match the music instead. I only showed emphasis on changing music there and those come in pairt by 2 so I think it perfectly fits
02:32:396 (1) - Dude, I'm so glad you know how to use stream spacing effectively. GG. g
02:37:452 (1,2,3,4) - I feel like this should be a slight U curve downwards instead. Just my opinion. Actually its consistent with 02:42:845 (1,2,3,4) - As well. I'll keep them different for variety. The first line streams went pretty well so I want to keep it. I actually thought that, I should have made the second stream lines instead but I think it works well enough how it is.
03:05:935 (5) - I dont like this. difficult to spot on SR and it kills some of the flow. Id personally put it slightly above the 3 of the triple. I think it plays fine, flow stays similar because I used stacks as 3 to stop now it stops on the single tap. Had a few people testplay noone misread it.
03:05:935 (5) - Similar issue here.
03:15:710 (2) - Try stacking this under 03:15:036 (3) - Instead of the slider tail. Sure
04:29:699 (1,2,3,4) - This applies for the rest of the song as well. I dont think these should be perfect stacks. Use a bit of stack leniency. K increased.
05:11:328 (1) - Just to split this pattern in half from here. Maybe move it in a different direction, or rotate it around like you did with the next one? I'll consider this

Thats about it, anything else is just a copy of something I already mentioned. Again, amazing map. DW about M4M if this wasnt too helpful

GL.
Thanks!
pishifat
SPOILER
2015-12-02 12:29 pishifat: 01:27:002 (5,6,7,8,1) - kinda shit
2015-12-02 12:29 pishifat: 04:23:800 (4,5) - 04:37:283 (4,5) - 06:02:227 (4,5) - shittransition
2015-12-02 12:29 pishifat: 05:03:070 (1,1,2,3,1) - can you actually play that llol
2015-12-02 12:29 Strategas: hi
+paramore in tags
Pho
mmm donuts

We fixed a pattern at 05:02:227 (1,2,1,1) - so it's more comfortable to play now
Underforest
bubble hype!
FCL
nice
Underforest
Where's the flame :roll:
Pereira006
[General]

  1. that artist, the"plot" the p could change to caps " BoxPlot " because there album in Bandcamp or Soundcloud is more better trust than youtube
  2. Also missing add Liquid Tones in Tag
  3. there osb file, delete it

[No escape]

Gameplay:

  1. 01:06:778 (2,1) - http://puu.sh/lNNRb/bf1558756f.jpg my view blanket is off
  2. 01:39:137 (2,3) - Not sure if pass this the spacing almost 6.00x is impossible to catch there, would be nice reduce 5.00 or 5.50x
  3. 01:41:834 (2,3) - ^ same
  4. 03:14:193 (1) - I never seen you put NC as you style, I don't see this like this NC other parts, in 03:14:531 (1) - could remove NC, example you style in
  5. 03:33:070 (1,2,3,4), and many more, but you didn't NC
  6. 03:34:081 (5,6,1) - the pattern could change zig-zag is must better than parallel IMO like you did in 02:05:092 (6,7,1,2,3) -
  7. 04:21:272 (5) - could CTRL+G is good flow with 04:20:598 (1) and 04:21:609 (1)
  8. 04:31:553 (1,2,3) - 7.00x spacing, still not sure this is fine, would be nice reduce to 5.00x
  9. 04:40:823 (1) - remove NC same happen 03:14:193 (1)
  10. 04:55:486 (2,3) - the spacing again
  11. 04:56:160 (4,5) - ^ same
[]
the only thing he spacing made me little worry, not sure ho well
pm in inbox when you done this
Topic Starter
Strategas

Pereira006 wrote:

[General]

  1. that artist, the"plot" the p could change to caps " BoxPlot " because there album in Bandcamp or Soundcloud is more better trust than youtube Fixed
  2. Also missing add Liquid Tones in Tag Added
  3. there osb file, delete it Deleted

[No escape]

Gameplay:

  1. 01:06:778 (2,1) - http://puu.sh/lNNRb/bf1558756f.jpg my view blanket is off Fixed
  2. 01:39:137 (2,3) - Not sure if pass this the spacing almost 6.00x is impossible to catch there, would be nice reduce 5.00 or 5.50x Kicksliders play as singletaps, so the real distance is more than half less. In this case it's about 2.5x
  3. 01:41:834 (2,3) - ^ same ^ same
  4. 03:14:193 (1) - I never seen you put NC as you style, I don't see this like this NC other parts, in 03:14:531 (1) - could remove NC, example you style in I wanted NC here 03:14:783 - but slider ends there so I put it on the slider head and I think if I put NC on blue tick it won't be good. I did the same thing in every kiai in this part 06:07:452 - 04:41:160 - 01:48:576-
  5. 03:33:070 (1,2,3,4), and many more, but you didn't NC
  6. 03:34:081 (5,6,1) - the pattern could change zig-zag is must better than parallel IMO like you did in 02:05:092 (6,7,1,2,3) - here I tried to be consistent with 03:31:553 (9,1,2,3,1,2,3) - . I often used repeating paterns two times in the whole song so I want to keep it consistent here with these
  7. 04:21:272 (5) - could CTRL+G is good flow with 04:20:598 (1) and 04:21:609 (1) Ok
  8. 04:31:553 (1,2,3) - 7.00x spacing, still not sure this is fine, would be nice reduce to 5.00x same as before, the actual spacing is twice less, because you will never want to follow those sliders but just click them
  9. 04:40:823 (1) - remove NC same happen 03:14:193 (1) I guess I explained it above
  10. 04:55:486 (2,3) - the spacing again same
  11. 04:56:160 (4,5) - ^ same same
[]
the only thing he spacing made me little worry, not sure ho well
pm in inbox when you done this
Thanks! I hope you'll understand the reasons behind not changing a lot of the things you mentioned ( they are repeating though ) .
Pereira006
alright then, the artist and tag got change, can't approve because the rule, sorry, will give #1 bubble you can ask pishifat and pho to 2 bubble and flame. good luck

EDIT: no kudosu ? lmao
Pho
Still looks good to me, Bubble #2

@pishi: make sure the .osb file is non-existent if you want him to apply small changes lol
Topic Starter
Strategas
gave kudosu now SORRY LOL
Secretpipe
nvm gl on rankin' that song
Topic Starter
Strategas
bm
pishifat
Mint
lmao pishi,
grats!
Okoayu



all jokes aside, congrats :D
Zectro
Gratss!!
phaZ
yay, congratulations!
VINXIS
h o l y s h i t
Aiceo
ayy grats
Underforest
Congrats :)
Topic Starter
Strategas
forgive me

Okoratu wrote:




all jokes aside, congrats :D
HE!1!!!!!!11!!!!!!!!!!!!!!!!!!1111111111!!11 KEK!! KEK!! KEK!!
WHATA FUCK MAN xD i just fall of my chair cuz i couldnt and i CANT stop laugh xDXDXDXDXDDDDDXXXXXXDDDDDD OMGOSH DDDDDXXXXXDDDDD DDDDDD LOOOOOOOLLLLL FUCKIN HOLY SHITTTT I CANT JUST STOP LAUGHING CAUSE HE HE HE HE HE JUST TO FUNNY MAN!!!1!11!
HOOOOOOOOLLLLLLYYYYY SHIT i just fall of chair!!!! simply le epic so ebin dae le epin win xD pwn’d ftw le bacon narwhale xP upboated good sir i tip my fedora to you! tips fedora, le any1 athiest? LOL
GOOD MEME
SORRY I MEAN
GREAT MEME
GR88888 FUCKING MEME BRO I WISH I COULD STOP LAUGHING BUT I CANT MAN!!!!
NICE MEME IMMA REPOST TO REDDIT LELELELELE TY FOR LE KARMA XDDDDDDDDDDDDDDDD
XD
LE UPBOAT
XD
WAIT TIL LE DERPINA HEARS ABOUT THIS
XDDDDDDDDDDDDDDDDDDDDDD
EPIC MEMEING /b/ro BAZINGA BAZINGA BAZINGAAAAAAAAAAAAAAAAA ZIMBABWE is this a le new epic meme? screen kapped for dat sweet karma xD. FUS ROH DAH!!!!!1 i used to be a christmas but then i took an arrow 2 da knee :^( BAZINGA BAZINGA ZIMBABWE. top kek, toppest of keks. le nyan cat? hahahaha le mayonaise. fucking epic ass meme i love that fucking meme so much man wait let me just gets crack pipe out smoke some of that good 420 shit :) rips a bong AHHHHHHHHH YES!!!!!!!!!!!!!!!

Thanks everyone <3
Irreversible
Hello there.

Disqualifying this map for now, because this map seems horribly overdone to me. I've gathered some opinions about it as well and it seems like I'm not alone with this mindset:

Yauxo wrote:

■ I feel like the spacing is really messed up in this one. There are quite the number of patterns that I'd like to point out because they're weird to play or overdone , but ... that'd kind of mean that I'd have to point out the entire map because of its spacing. I probably wouldve liked this more if this wasnt aimed at fullscreen jumping 24/7 pp map inc :v
I cant really mod that kind of map, sorry.
gl anyways

Pho wrote:

[*]I partly have to agree with Yauxo in terms of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'.
Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/
It still should be valid, get more mods and opinions from people and see what will happen. Good luck!
The map itself is not horrible. But spacing is often really exaggerated for no real reason, when the song always stays the same. Let me point out some examples:

01:23:632 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) -
01:30:542 (2,3) -
01:31:216 (5,6) -
01:32:564 (7,8) - by your logic this should be a far higher jump, which I don't advise because it would just lead into more overdone jumps.
03:02:901 (4,5) -
03:05:598 (2,3,4,5) - what happened here? you kill the movement completely.
03:15:205 (4,5,6,1,2,3) -
04:45:879 (1,2,3,4,5,6,7,8,9,10,1,2,3,1,2,3,4,5,6) -
05:17:227 (1,2,1,2,1,2,1,2,1) -

and many more.

For now, I don't really see this map ranked as for the reasons above, and again, these are not the only ones. I'd like to open the discussion about it and see what input the community has to give.
azr8
.
VINXIS
i was actualyl gunna write soemtghin about the jumps 2 lo but yheja

i do think "horribly overdone" was bad word usage tho lik wtf this map is gorgeuoz

btw u sud add ep and edm to tags cuz its from the excape with the clouds ep and edm is teh general genre d
Irreversible
Well, horribly might have been a bit too harsh but it's still overdone. As said, map itself is okayish but some jumps are too much.
Stjpa

Azerite wrote:

Nice joke.
These jumps are indeed a nice joke.
Topic Starter
Strategas
I'm not sure what to begin with tbh, I'll just point my opinions straight out and the reasoning behind my "horribly overspaced spacing"

I mapped to the basic drum hits and snare drum hits behind the logic that snares are more powerful than the regular drums. Most of the paterns that are fullscreen are build up in a way that basic drum hit is kinda highly spaced and then the more spaced snare hit follows.

The diffuculty of the map I chose to map this song wasn't your regular 4-5 star approval map, but a difficulty for high rated players therefore many people will think it's overspaced or whatever since they can't really play it. I had asked for lots of testplays and played it myself often and the flow and spacing plays completely fine for me. Why? Well because it's not 9001 BPM and the jumps are not so hard to aim.

From the opinions you mentioned

I feel like the spacing is really messed up in this one. There are quite the number of patterns that I'd like to point out because they're weird to play or overdone , but ... that'd kind of mean that I'd have to point out the entire map because of its spacing. I probably wouldve liked this more if this wasnt aimed at fullscreen jumping 24/7 pp map inc :v
I cant really mod that kind of map, sorry
You ask a noob player to mod this lol
I partly have to agree with Yauxo in terms of spacing, you really aimed for huge spacing for this map for the purpose of 'fun jumping'.
Stuff feels overdone at some sections and could be toned down to fit the intensity of the track more. Feels like the current difficulty-based mapping meta to me :/
Okay then I'll get to the patterns you mentioned
01:23:632 (1,2,3,4,5,6,7,8) -
The song gets more intense here slowly = more spacing.
01:24:811 (1,2,3,4,5,6,7,8,9,10,11) - many might think it's spacing is larger than kiai why???? Simply, because this part consists only of the drums and remember what I mapped to? yeah. So this part is suppose to be the hardest aka most spaced.

01:30:542 (2,3) -
Okay so this is more related to how I put my NCs here like this part is rather consistent with 01:33:070 (1,2,1) - 01:35:767 (1,2,1) - 01:38:463 (1,2,3) - and so on. So this song has lets say two different rhythms which change every downbeat and I consider the 1 2 3 thing much stronger so it's mostly mapped more spaced than the other paterns.

01:31:216 (5,6) -
This gets slowly more spacing after the burst note, since I didn't want to have huge as spacing right when the kiai started 01:28:519 (5,6) - 01:29:868 (7,8) - and reaches 01:31:216 (5,6) - the following patern you mentioned 01:32:564 (7,8) - is most likely my error, I cannot remember the reasoning behind doing that, but most likely it's due to the position of that note being akward already that it's spaced so low.

03:02:901 (4,5) -
This is just a little more spaced than the rest, but if it's really a problem I can reduce that.

03:05:598 (2,3,4,5) -
Okay so some people said something similar about "why stop here", "I don't like this overlap" or something, but it's almost the same stop as any of the stacks I used. It's just on a 1/2 note and not 1/4? I don't find any difference here since both are stopping paterns for the same amount of time.

03:15:205 (4,5,6,1,2,3) - Every kiai has this kind of hard part, not sure why exclude this one? It's suppose to be hardest in the whole kiai imo.

04:45:879 (1,2,3,4,5,6,7,8,9,10,1,2,3,1,2,3,4,5,6) -
If you mean this jump, 04:48:070 (4,5) - then my idea behind was that jumps to this kind of stacks are easier to read and play since you have to focus only on one spot. I will agree that this is too spaced.

05:17:227 (1,2,1,2,1,2,1,2,1) -

It's for variety, but if the different spacing is bothersome, I won't argue either.



Overall, I think if the jumps are reacurring in the whole map, I'm not sure what the problem is? To be honest instead of nerfing all the biggest jumps I'd boost the smallest ones. But if everyone will be against this kind of difficulty then so be it.

Thanks for the input, I will want to hear more peoples opinions aswell to decide on what to do next with this map. However I never expected a DQ because of spacing considering how many high star maps get ranked nowadays lol...
Yauxo
I cant really mod that kind of map wasnt aimed at me being unable to play or mod this, but more of a "I really dont feel like modding a diff like this". You dont need a full combo of fullscreen jumps to add intensity to a song. Space them relatively and the intensity will come by itself.

To be honest, this map wouldve been really good, if only it wasnt over-spaced on so many parts for the sake of it being a PP- or "extreme jump" map. The "scale by 0.80" wasnt supposed to be a funny joke, but more something I felt like shouldve actually been done/changed.
azr8
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Topic Starter
Strategas
I'm sorry but how is this a PP map? Just because you saw it's OD 9.5 and is jumpy?
Pho
Guys, don't make a drama out of this.
@Azerite: Stop posting unrelated stuff into this thread and harassing other people.

I felt the spacing was pretty consistent on this map considering the difficulty level it was aiming for, so I thought we could've given it a try... oh well.
Feel free to contact me when this discussion comes to a conclusion and you are aiming to rank this again.

EDIT: Okay I'm actually a bit mad at you for bolding out my statement from my mod for you, that was clearly meant as a fun introduction and not to defend your statement. Yes, i'm not the best player, but at a certain degree playing skills mean less than modding skills (and you saw me playing the map, i could've handled it if it weren't for the too high spacing).
Yauxo
Subjectively speaking, yes, it's a PP map for me. 6+ minutes, 6.19 Stars, full of jumps. Lets not talk about that though, that's not what we're here for. Im sorry for bringing that up.

My main reason why Im interested in this map is because it's not a bad map, but the opposite. Technically, a really good one - The only major flaw being spaced too much. As mentioned before, you dont need to put fullscreen jumps to add intensity where it might not even be necessary. If you want to make a part stand out, make sure that your standard beat stuff is evenly and not-fullscreen-spaced and then add a bit more spacing to the intense part. The change from "normal" to "increased" spacing will already be enough impact to seem much harder and thus, more intense.
Some patterns also seem to suffer flowwise and aesthetically from the spacing, too, even though this might be a subjective thing as well.

I might post some examples later if that's wanted in here.
Irreversible
People want to read what they want, I stated what I think about this map clearly. If people decide to twist words I can't do much about it.

Keep the thread clean and focus on the map, thanks.
VINXIS
Yauxo's main paragraph basically hit the spot tbh


basicaly i also think that the jumps r way bigger than expected. they r easy to hit adn play nice and stuf but i thought the spacing was way 2 huge than wot the song was "supporting" so to spea k so id say lowering the spacing in general wud make teh map like almost perfect tbh but thats my o p i n i o n lo

tho i think it sud be strategas' choice if he wants to nerf it or not i guess cuz i think theyr objectively fine but yea
Topic Starter
Strategas
Sorry for offending, it wasn't aimed at any person directly, but was aimed to make my point that it will seem too hard for people to trully evaluate the map's spacing while testplaying. I'm not doubting your modding skills at all and it is just my opinion and I can be very subjective at times.

The high spacing is a part of the map I wished to have when I thought of making it. I still feel that the intensity in the kiai is pretty much the same during it.

About the PP thing I'll be subjective too. Honestly most PP maps have one or few hard parts when the whole map is much easier. I think it's not the same here at all. If this map had something like 1 Kiai then sure, but the hard stuff repeats many times and lasts quite long. It could only be considered PP farm for those players who are really consistent.
Okoayu
here are just a few thoughts i had when playing this:
02:32:396 - this part was MUCH more demanding than 05:24:980 - stamina-wise while being basically the same thing or nearly the same idk the 2nd one just felt a whole lot easier to do because it has more rest moments for my left hand lol
in terms of fun or playability or HOW THE FUCK DO I NOT 100 this 05:16:722 (1,2,1,2,1,2,1,2,1) - crossed a line for me that probably shouldn't have been crossed lol i guess you know what i mean with this
06:29:362 (1,1,2,3) - does this haaaaaaaaaaaave to end in an 1/6 triplet being mapped, i think an 1/6 doublet would be smarter, more forgivable and actually predictable but that may just be me lol
Topic Starter
Strategas

Okoratu wrote:

here are just a few thoughts i had when playing this:
02:32:396 - this part was MUCH more demanding than 05:24:980 - stamina-wise while being basically the same thing or nearly the same idk the 2nd one just felt a whole lot easier to do because it has more rest moments for my left hand lol
This is true. I had two options here either to make the beggining easier for warmup or harder so that ending wouldn't be so hard after playing the map for long already, I'd be guessing people already would run out of stamina, and much rather fail at middle than on the end of the song which always suk.
in terms of fun or playability or HOW THE FUCK DO I NOT 100 this 05:16:722 (1,2,1,2,1,2,1,2,1) - crossed a line for me that probably shouldn't have been crossed lol i guess you know what i mean with this
never got 100s here lol except when I missed the whole slider xd, but I guess you can have complaints about having this part more spaced
06:29:362 (1,1,2,3) - does this haaaaaaaaaaaave to end in an 1/6 triplet being mapped, i think an 1/6 doublet would be smarter, more forgivable and actually predictable but that may just be me lol
Many people have issues here. I personally like it as notes because the music supports it, but if it really bring antifun for people I'll just change it to a slider. 05:03:281 (2) - this thing is 1/8 so it's a slider, because when I had it as circles people complained to me about not being able to do 356 bpm bursts xd
Thanks for your input!
pishifat
as the guy who qualified the map, i thought the overall spacing thing wasn't really a huge deal

the map is designed to use large spacing and is able to maintain a high level of difficulty throughout. the large spacing is introduced intuitively through build up and by the time any player reaches the kiai, they'll know that's how the map was structured

the cool thing about how the map handles spacing is that it's still able to express emphasis through distance between objects. downbeats and snares are spaced more than kicks and other less loud stuff (which irre obviously understood by pointing out 01:32:564 (7,8) - in the dq)

the issue people seem to have is how even though the map is well designed, spacing is larger than what they would consider acceptable. if i were mapping this song, i probably wouldn't space stuff this large either, but how the map is spaced overall is the mapper's decision and if it's done cleanly and consistently, i don't see how it's a problem

most importantly, does adjusting the map to use smaller spacing actually benefit it? changing the mapper's intention of this into the majority's preference of this doesn't really seem like an improvement to map quality, but rather an appeal to less extreme interpretations

personally i wouldn't think that to be enough of a reason to hold back from ranking, but that's just my interpretation of what's going on too lol


o also i think changing the stuff oko pointed out and at least the non-spacing-specific things irre pointed out would be good
Secretpipe
I told you lol
DahplA
Good luck getting this ranked again. I love this map, you've definitely improved.

Feels weird having no stars left D:
Kipley

Secretpipe wrote:

I told you lol
Secretpipe best mapper follow this person's words

edit: idk if im even allowed here wtf but if im allowed to post feedback pls dont go thru with od 9.5 and about the slider hold spam (it's very boring and bothersome to go thru that part without hitting a 100.)
Topic Starter
Strategas

DahplA wrote:

Good luck getting this ranked again. I love this map, you've definitely improved.

Feels weird having no stars left D:
DUDE WHAT LOL, Thanks xd

Kipley wrote:

Secretpipe wrote:

I told you lol
Secretpipe best mapper follow this person's words

edit: idk if im even allowed here wtf but if im allowed to post feedback pls dont go thru with od 9.5 and about the slider hold spam (it's very boring and bothersome to go thru that part without hitting a 100.)
OD is fine. Generally you'll want to have around OD 9 for DnB maps due to easy rhythm, but this one is more difficult so I raised the setting.
The slider spam - I mentioned in my mod before that mapping the same thing as in kiai would be more boring imo. I'm open to listen to your suggestions though.

ATM, I'm still unsure what to do with this map.
Weyland
Sorry for interfering, I'm not a mapper nor a modder but I'd like to say something here.

In my opinion this map is NOT overspaced or overdone at all. Yes, it may become one of the best pp maps real quickly, but that's not the point here.
OD9.5 really feels right here, since the map is really rhythmic and higher level players shouldn't have problems with accuracy when trying to pass/fc this map.
Speaking about jumps - if a person can do these really long and unusual streams without breaking/failing/running out of stamina, why should these jumps be considered overspaced for this difficulty level? This map is nicely balanced and it's lot of fun to play at its current state and I'd like it to become ranked as it is.
Oh, and also - the slider hold spam parts are not boring, quite the opposite - IMO they're the most fun to play.


Only my opinion ofc, I may be totally wrong, sorry about that.
Best wishes and good luck, Strategas!
Aiceo
Imo map needs more work and i totally agree with some points that Irre mentioned. I actually agree that it's overdone some of the jumps seems super random and unnecessary.
Yauxo
The OD and the Sliderspam is fine. Ive had no problems with the Sliderspam yet
Mazzerin
so what actually decides what kind of spacing is overdone and what kind is not? if weaker beats are less spaced than the strong ones and they're still relatively similar/fit depending on what sound there is in the song, it's fine to me, because that means the map is consistently hard at an X* star rating and still fits the song. so where's the problem?
and don't tell me full screen jumps are so intense that they're not allowed to be used consistently in a dnb map, this is simply a higher difficulty than your usual extra. also, if you're following the logic that full screen jumps are too intense for a dnb song or something like that, you may as well unrank/throw maps like https://osu.ppy.sh/s/347765 (just a random example) in the trash bin because the song is too intense for easier difficulties ; )
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