1. osu! forums
  2. Beatmaps
  3. Ranked/Approved Beatmaps
show more
posted
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.
posted
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
posted

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

Feels weird having no stars left D:
posted

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.)
posted

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.
posted
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!
posted
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.
posted
The OD and the Sliderspam is fine. Ive had no problems with the Sliderspam yet
posted
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 ; )
posted
okay so I fixed some parts that were mentioned if I missed something bring it on
posted

Mazzerin wrote:

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
Come on, you obviously can't compare both songs with each others. Racemization has strong beats and intense emphasis, Escape With The Clouds doesn't (in the way Racemization has). It's a pretty calm song (compared to this) which imo doesn't support full screen jumps..
Also Racemization is probably drumstep and even between drum and bass songs you can clearly make a difference.
posted
Krimek
that's like
hella subjective.

all you said so far is that you don't think the instruments here are strong enough to support full screen jumps..? Everything in here is huge by default and relative to that hugeness the screenjumps are the only thing that make sense relation to that. You basically disagree with the core of this map but nerfing the screenjumps is not really an opinion as pishi explained in his post

so i don't know if further discussing this is going to change anything about that lol
posted
Sure this is based on my opinion but I just want to point out that you can't compare both songs just by it's genre.
If he wants to keep the jumps, sure why not.
posted
I believe what Mazzerin meant is - if I can't make fullscreen jumps, because it's a DnB map, then the given map can't have any difficulties other than the hardest one, due to it being intense. And having easy difficulties wouldn't make sense for an intense song like that.
posted

Strategas wrote:

world is harsh mate ;)
posted

Exote wrote:

Strategas wrote:

world is harsh mate ;)
posted
Nice, star rating dropped by 0.04 after I removed the biggest jumps.
Changed spaced tripples.
Removed the stack after spaced tripples.
Yeah and made overall spacing more consistant.
Never changing 01:24:811 (1,2,3,4,5,6,7,8,9,10) - explained my intentions after the dq post.

Oh yeah and thanks for the input to those two posts above, my map quality increased from -69% to 100 % !!! Top quality! THANKS!!!11
show more
Please sign in to reply.