Gratz Fort!
MEK wrote:
Overall
this whole set is a mess honestly.
why does the highest diff have a longer drain time?
why are random parts just left unmapped? ( 00:39:273 (1) - 02:37:227 (1) - 03:16:364 (1) - )
this really looks like a WIP, i dont enjoy playing your maps but i know you can do a better job than this.
these hitsounds seem like an unrank map gimmick. keep them if you want, but i dont think they fit.
Everlasting Memory
01:14:182 (1) -
01:16:364 (1) -
01:22:909 (1) -
01:25:091 (1) -
01:32:318 (4) -
01:34:500 (4) -
01:36:682 (4) -
01:41:045 (4) -
01:43:227 (4) -
01:45:409 (4) -
01:49:773 (4) -
01:51:954 (4) -
01:54:136 (4) -
01:58:500 (4) -
02:00:682 (4) -
02:02:864 (4) -
02:06:545 (1) -
02:08:727 (1) -
02:10:909 (1) -
these sliders should be longer, there is still the sound that its representing after they have finished and is room for them to be there
01:23:864 (4) -
01:26:045 (4) -
01:28:227 (4) -
put note after these sliders
02:53:182 (1,1,1) -
WHY ARE THESE SLIDERS AND NOT SINGLE TAPS
03:30:954 (5) -
there isnt a sound here. should be a single into slider not double
03:59:318 (2,3,4,5,6) -
random triangle? nothing changed about the song here but you just put a random triangle here.
iyalah gimana kamu aja deh :>Surono wrote:
haha, Fort greget disamperin anak anak gamboet/yimyam/memes.. feels teh powa!
iya lah serah map gue ngecit jadi weh di lapurinSurono wrote:
untung gw bkn mapper es teh deh (``)>
/me lari~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
edit:
eh om, gw liat ada yg lapurin map lu.. si itu jeJer sleMan
... You literally just said the system is at fault, not fort, for why his map is "overweighted". Yet you complain to me that I am hypocritical because I am a PP mapper who maps for PP...?DiamondRain wrote:
I like the hate this mapset gets just because people are afraid that some noobs will pass it. Who cares about passing? Who cares about inflated starrating due to diffspikes? It's the pp-system to blame here, not Fort. I don't really like the map myself, as I can't play that bpm/jumps anyways but congratz for qualify! Hope it goes through flawlessly.
PS: Why did xexxar complain about "pp mapping" when all his mapsets are mapped for pp and have mainstream patterns? Kinda hypocritic imo.
well actually u can blame the mapper here cuz he put HP5 lol pp has nothing to do with it. not that i mind.DiamondRain wrote:
I like the hate this mapset gets just because people are afraid that some noobs will pass it. Who cares about passing? Who cares about inflated starrating due to diffspikes? It's the pp-system to blame here, not Fort. I don't really like the map myself, as I can't play that bpm/jumps anyways but congratz for qualify! Hope it goes through flawlessly.
LOLDiamondRain wrote:
PS: Why did xexxar complain about "pp mapping" when all his mapsets are mapped for pp and have mainstream patterns? Kinda hypocritic imo.
DiamondRain wrote:
I like the hate this mapset gets just because people are afraid that some noobs will pass it. Who cares about passing? Who cares about inflated starrating due to diffspikes? It's the pp-system to blame here, not Fort. I don't really like the map myself, as I can't play that bpm/jumps anyways but congratz for qualify! Hope it goes through flawlessly.
PS: Why did xexxar complain about "pp mapping" when all his mapsets are mapped for pp and have mainstream patterns? Kinda hypocritic imo.
Xexxar wrote:
I'm not complaining about PP, I'm complaining about how the mapping doesn't fit the music. I'm sorry you're too single focused to realize my intentions.
Fort's rhythmic choices seem to be highly random at times, as I've stated. He stated nothing in regards for why he did what he did. (nothing that I could actually understand anyway) Specifically, parts where he chooses between circle and sliders in the rhythm is highly inconsistent, and no real measure of intensity can be drawn by how he maps. Read more on my post.
Telling me to enjoy the map when I'm actively trying to point out problems with the map is silly and gets nowhere.... You literally just said the system is at fault, not fort, for why his map is "overweighted". Yet you complain to me that I am hypocritical because I am a PP mapper who maps for PP...?DiamondRain wrote:
I like the hate this mapset gets just because people are afraid that some noobs will pass it. Who cares about passing? Who cares about inflated starrating due to diffspikes? It's the pp-system to blame here, not Fort. I don't really like the map myself, as I can't play that bpm/jumps anyways but congratz for qualify! Hope it goes through flawlessly.
PS: Why did xexxar complain about "pp mapping" when all his mapsets are mapped for pp and have mainstream patterns? Kinda hypocritic imo.
Are you actually this stupid?
You have literally 7 plays on your account and 1 post, is that you hyouri?
AyanokoRin wrote:
Honestly why does this map get so much hate for being ' pp mapping ' ? It's very fun to play and if something is to blame for the star rating, it's not the mapper, it's the PP algorithm. Don't listen to those haters Fort, your map deserves to be ranked and you're an awesome mapper.
what the hell is happening?!Kibbleru wrote:
well actually u can blame the mapper here cuz he put HP5 lol pp has nothing to do with it. not that i mind.DiamondRain wrote:
I like the hate this mapset gets just because people are afraid that some noobs will pass it. Who cares about passing? Who cares about inflated starrating due to diffspikes? It's the pp-system to blame here, not Fort. I don't really like the map myself, as I can't play that bpm/jumps anyways but congratz for qualify! Hope it goes through flawlessly.LOLDiamondRain wrote:
PS: Why did xexxar complain about "pp mapping" when all his mapsets are mapped for pp and have mainstream patterns? Kinda hypocritic imo.
thanks hahaPBataaG wrote:
Nice
gw mapper bukan pengusaha ._.LigerZero wrote:
Cieeeee ranked dech..... Enak nih ORB bisa ditraktirin bukber
This map is 7.47 Stars. If you raise the HP drain you just put a high burden on people who plan on passing this HR, which already puts it to HP 7. This map is already difficult for most of the playerbase to pass, I don't see a single reason to arbitrarily put the HP to 6/7 just to make HR players fail who miss once on the slow part of the song. Unless its Airman with its HP 2 (which despite being cheesable and low HP has a staggeringly low amount of HR / HDHR passes) , I see no reason to put a map from passable with HR on a high level of skill (HP 7 with HR) to "Cookiezi/FC only" (HP -> 7, makes HP with HR = 9.8) .Mao wrote:
[*]Another issue I would like to be adressed is the HP drain. As Okorin already noted, the only "real intense" part to aim is the Kiai due to how much of an influence 03:01:909 (1,2,3,1,2,3,1,2,1,2) - and 03:10:636 (1,2,3,1,2,3,1,2,1,2) - have. A higher HP to balance it with the rest of your difficulty settings and the difficulty itself is needed here.
It should be taken into consideration if it's the only thing you really affect with the change.Nozhomi wrote:
Except for some spacial case, the modes should not be taken in consideration for the settings.
As said, there is no real burst part or long slider who could kill you with HR over time, so a low HP setting is not a necessity here.
A few pages ago I actually explained why the drain is currently a joke. You can can pass the diff with hr even if you miss 3 circles in a row in the hardest jump parts, which is really a joke considering that it consists of maybe like 6 or 7? Let alone that I didn't even lose half of my HP after missing 3 in a row. So you actually only hit 1 and still pass it. Raising it by at least 1 definitely makes sense, maybe even more. Would probably need tests on how many you need to hit to survive the hardest parts. But it definitely needs a higher drain.Yuutai wrote:
This map is 7.47 Stars. If you raise the HP drain you just put a high burden on people who plan on passing this HR, which already puts it to HP 7. This map is already difficult for most of the playerbase to pass, I don't see a single reason to arbitrarily put the HP to 6/7 just to make HR players fail who miss once on the slow part of the song. Unless its Airman with its HP 2 (which despite being cheesable and low HP has a staggeringly low amount of HR / HDHR passes) , I see no reason to put a map from passable with HR on a high level of skill (HP 7 with HR) to "Cookiezi/FC only" (HP -> 7, makes HP with HR = 9.8) .Mao wrote:
[*]Another issue I would like to be adressed is the HP drain. As Okorin already noted, the only "real intense" part to aim is the Kiai due to how much of an influence 03:01:909 (1,2,3,1,2,3,1,2,1,2) - and 03:10:636 (1,2,3,1,2,3,1,2,1,2) - have. A higher HP to balance it with the rest of your difficulty settings and the difficulty itself is needed here.
And people already have Airman for their 7 Star medal pass, this is substantially harder.
jokes on you, i already modded this mapStjpa wrote:
And ofc deathmarc4 is giving really good feedback and writing helpful sentences like on reddit.
Stjpa wrote:
A few pages ago I actually explained why the drain is currently a joke. You can can pass the diff with hr even if you miss 3 circles in a row in the hardest jump parts, which is really a joke considering that it consists of maybe like 6 or 7? Let alone that I didn't even lose half of my HP after missing 3 in a row. So you actually only hit 1 and still pass it. Raising it by at least 1 definitely makes sense, maybe even more. Would probably need tests on how many you need to hit to survive the hardest parts. But it definitely needs a higher drain.
perhaps the issue is that we're ranking a map that was made for jump training for 99% of its creation and then one day fort woke up and said "hm im gonna rank it"Nozhomi wrote:
Except for some spacial case, the modes should not be taken in consideration for the settings.
As said, there is no real burst part or long slider who could kill you with HR over time, so a low HP setting is not a necessity here.
Because he is entitled to his own opinion? You don't need to have a "normal map" ranked to constructively criticize other people's work.Atamare wrote:
DiamondRain wrote:
PS: Why did xexxar complain about "pp mapping" when all his mapsets are mapped for pp and have mainstream patterns? Kinda hypocritic imo.
Honestly as a HR player if you miss on the easy section of a map you probably deserve to fail anyways. HR is about consistency. If you don't have it, don't play the mod.Yuutai wrote:
This map is 7.47 Stars. If you raise the HP drain you just put a high burden on people who plan on passing this HR, which already puts it to HP 7. This map is already difficult for most of the playerbase to pass, I don't see a single reason to arbitrarily put the HP to 6/7 just to make HR players fail who miss once on the slow part of the song. Unless its Airman with its HP 2 (which despite being cheesable and low HP has a staggeringly low amount of HR / HDHR passes) , I see no reason to put a map from passable with HR on a high level of skill (HP 7 with HR) to "Cookiezi/FC only" (HP -> 7, makes HP with HR = 9.8) .Mao wrote:
[*]Another issue I would like to be adressed is the HP drain. As Okorin already noted, the only "real intense" part to aim is the Kiai due to how much of an influence 03:01:909 (1,2,3,1,2,3,1,2,1,2) - and 03:10:636 (1,2,3,1,2,3,1,2,1,2) - have. A higher HP to balance it with the rest of your difficulty settings and the difficulty itself is needed here.
And people already have Airman for their 7 Star medal pass, this is substantially harder.
mukyuNozhomi wrote:
Since some people raise some valid points, I guess I should take a look too~
[Everlasting Memory]you can't aim well, im not insulting lol
- My concern on this diff is, the spacing is just used in a strange way who did not emphase the song at so many point. It just looks like jumps were placed just on purpose to create a really difficult diff without even listen to the music. I'll show some examples to show this :
- 01:05:454 - to 01:14:182 - the spacing should be way more progressice because the pitch of the song is increasing too. But instead, we have giant jumps on the middle 01:08:318 (1,2,3,1,2,3,4,1,2,3,4,1) - where the song is not even at climax (who is for me at 01:09:818 - . Also I wonder why 01:10:500 (1,2,3) - deserve more a jump like that, there is no intensity at all on it, it's just transition, and should use a lower spacing, and totally inconsistent with other similar jumps like 01:11:591 (1,2,3) - .
- 02:09:273 (1,2,3,4,5) - On pattern like this, ok the square is good nice blanket etc...but the point is the jump should be between 02:09:545 (3) - and 02:09:682 (4) - , simply because the pitch and the beat is clearly stronger here. Ok you follow the drums, but that's not the best to me. i remember this was timorisu said such thing in here yeah
- 02:23:182 (1,2,1,2,1,2) - Why spacing increase when music goes down ?
- 03:07:227 (8,9,10) - Such background sounds deserve to be mapped this way ? That emphases nothing.
- 03:16:364 - This break have no sense imo.
- 03:59:318 (2,3,4,5,6) - First, flow between 03:58:909 (1,2) - is horrible, at this speed you expect it to follow in the same way than 03:58:636 (4,1) - , but you break this movement here and the only reason I see is because you was too close from the border. Second, why a big jumping triangle pattern when you followed main sound before, why not here ? A jump between 03:59:318 (2,3) - and 03:59:864 (6,1) - was clearly enough.
Remember this is only examples, I did not point everything like these ones on the diff.
I would be glad to see people listening more to the song and don't throw jumps on their maps just for the fun. I hope my explanations are clear enough.
Mukyu~
i'll pm you if neededMao wrote:
The issues above seem valid to me. Please address them accordingly!
[Everlasting Memory]I recommend you to adress the issues mentioned here accordinly. Furthermore, any kind of help/feedback/etc. from the community is appreciated.
- So first of all, I have to agree with the break time at 03:16:364 - which feels cut right out of the map, it's almost the same as the section mapped afterwards and is so intense that it just feels like you forgot to map it. yeah looks boring
- One of the key problems here are the jumps that are inconsistent related to the music or just simply used to spike up the difficulty, Xexxar made some good points there. Already mentioned patterns like 01:08:318 (1,2,3,1,2,3,4,1,2,3,4) - for example spike up the difficulty for no reason and end up feeling chaotic, especially when you map the climax with small jumps between sliders. Also giant patterns like 00:57:409 (1,2,3) - are replaced by so small ones like 00:58:500 (1,2,3) - later on even though the music didn't change in terms of intensity. now 00:58:500 (1,2) - like a giant tropical centipedes
- Another issue I would like to be adressed is the HP drain. As Okorin already noted, the only "real intense" part to aim is the Kiai due to how much of an influence 03:01:909 (1,2,3,1,2,3,1,2,1,2) - and 03:10:636 (1,2,3,1,2,3,1,2,1,2) - have. A higher HP to balance it with the rest of your difficulty settings and the difficulty itself is needed here. okay im ded HP6, HP7 too high okay (the HP calculating is so confusing, i see when some maps with 1:30 drain time with HP6 feels like HP9 when you got misses and when you hit circle you can't go back revived this is just make your life feels empty without misses lol)
everything's wrongEnon wrote:
how to map
how about no?lit120 wrote:
you should've mapped it for approval since it's 5 minutes above, srsly
not fort's style :>lit120 wrote:
you should've mapped it for approval since it's 5 minutes above, srsly
if i were you, that'd be yes .-.Fort wrote:
how about no?lit120 wrote:
you should've mapped it for approval since it's 5 minutes above, srsly
Unfortunately, you're not him. It's his decision for not making it as an approval map, so let him belit120 wrote:
if i were you, that'd be yes .-.
map saja sendirilit120 wrote:
if i were you, that'd be yes .-.