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Hirano Aya - Super Driver

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Sakura
mp3 bitrate rule came on Nov 1st, your map is on Oct 19th so it's ok

Go Bubble #1~

Now someone move this thing to pending
Jarby
Move the offset 4/1 forward and possibly change the tick rate to 2. I see no point in leaving it at 1.

Collab:

03:02:964 (1,1,2,1) - Completely unintuitive and illogical spacing here.
03:19:164 (5,6,7,8) - Again, this is not only nonsensical, but also cluttered.

I believe these two points are strong enough to prevent this from getting approved.
Derekku

Jarby wrote:

Move the offset 4/1 forward
Uh, is that really necessary? o.o

Jarby wrote:

and possibly change the tick rate to 2. I see no point in leaving it at 1.
It's 200BPM. Tick rate 2 just sounds noisy and looks ugly for this map imo.

Jarby wrote:

03:02:964 (1,1,2,1) - Completely unintuitive and illogical spacing here.
I wouldn't mind if someone asked me to change this, but I completely disagree that it's unintuitive or illogical. It's AR9, and maps aren't sightread purely on their spacing.

Jarby wrote:

03:19:164 (5,6,7,8) - Again, this is not only nonsensical, but also cluttered.
Again, I disagree. I find it easy to read and play.
Jarby

Derekku wrote:

Uh, is that really necessary? o.o
Yes, it affects when the pulse starts on the menu. Having it start before the song does makes no sense.

Derekku wrote:

It's AR9, and maps aren't sightread purely on their spacing.
I agree that spacing does not need to be entirely linear throughout a map, but the two examples that I pointed out were offenders because they didn't match any patterns in the music in regards to switches. Based on your argument alone, I could just throw objects anywhere because approach circles exist.
whymeman
*Randomly appears*

Also have to point out that you forgot to disable to countdown since you're not using it. The map starts just after one second so its not going to function in that short period of time.
Topic Starter
Shohei Ohtani
Fixed most of Jarby's changes, except for his 2nd comment about Derekku's part.

Fix(ing) whyme's comment >w<. Also removed letterboxing because I could.
Sleep Powder
[Collab]

02:06:564 (6) - Should be closer to the previous note...
04:09:244 (1) - Slider...hmm...spinner instead of another repeat? There should be a spinner somewhere in this...

Overall, I really didn't try to mod this too much. Everything was alright...but I noticed most of the mappers mapped similar to the rest (except for Doomsday). Also, sliders could use a little more effort on looking clean. Put more work into the sliders next time. I mean you only have 1 little part to do...can't be that hard. (okay, maybe a few parts...)

Starr'd
orioncomet

animask wrote:

[Collab]

02:06:564 (6) - Should be closer to the previous note... No, I liked it and it's already on spacing
Topic Starter
Shohei Ohtani
Removed the slider at then end because people don't like it <3~.

uguu~.
K o h a k u
yay) very fun ! 8-)
Mismagius
Collab
00:38:964 (6,7,8,1) - This spacing is... :(
00:40:014 (2) - Maybe move it a bit to the right to it doesn't overlap? (I think you were aiming to do that D: )
00:59:214 (x) - Since this part is more like non-stop style, I highly recommend putting a note here.
01:04:164 (4,5) - Missed a lot on this. a bit confusing :(

OMG OMG OMG OMG OMG COLIN HOU'S PART <33333333333333333333333333333333

Star. Awesome collab :D
Topic Starter
Shohei Ohtani
moedesu. Also fixed a somewhat-ewwie slider in Natteke's
ztrot
02:43:764 (1) - unrankable slider hoooooooooo
Edit: get that AR 9 outta here it doesn't even fit the song >:(

Edit edit: the SB lights/the image not the light posts at the start are off time like strong bad off time
Topic Starter
Shohei Ohtani

ztrot wrote:

02:43:764 (1) - unrankable slider hoooooooooo No it isn't
Edit: get that AR 9 outta here it doesn't even fit the song >:( ;~;.

Edit edit: the SB lights/the image not the light posts at the start are off time like strong bad off time <Derekku> Storyboard is perfect.
:3~. I'll change AR to 8, but unless I can get some further evidence on why I should change the other two, I won't >w<~.
Sakura

CDFA wrote:

ztrot wrote:

02:43:764 (1) - unrankable slider hoooooooooo No it isn't Actually it is
Edit: get that AR 9 outta here it doesn't even fit the song >:( ;~;.
As for that unrankable slider maybe ztrot didnt explain it, but there's no difference between that slider and the previous ones and that slider is faster, not even a tick rate hint so that makes it unrankable, remember that all maps must be able to be sight read on the first try, to make it better you could just remove the speed increase from this slider that would make it longer than the next, so the next one wouldnt have any problems
OzzyOzrock
I never understood the sightread necessity to be rankable thing. I mean who plays a map once and leaves? D:
Garven
Dear gods, it's been awhile since I've looked at my part critically. Ugly as sin. Fixed up a bunch of parts.

SPOILER
[HitObjects]
152,128,86964,5,2
184,192,87264,1,2
216,256,87564,1,4
416,64,88164,6,0,B|464:208|344:320,1,279.99999332428,0|2
208,336,89064,1,0
296,224,89364,1,0
208,112,89664,1,2
88,40,89964,6,0,B|16:168|80:312,1,279.99999332428,2|0
152,184,90714,1,0
224,176,90864,1,2
296,168,91014,2,0,B|336:128|384:208|440:160,1,139.99999666214,0|0
64,64,91764,5,0
168,56,92064,1,2
272,48,92364,1,2
448,320,92964,5,0
344,312,93264,1,2
240,304,93564,1,2
432,64,94164,5,0
384,152,94464,1,2
336,240,94764,2,0,B|304:304|224:320,1,139.99999666214,2|0
152,328,95214,5,2
40,200,95514,1,2
208,184,95814,1,2
128,240,95964,1,0
128,240,96114,1,0
128,240,96264,1,0
456,136,96564,5,2
360,96,96864,1,2
264,72,97164,2,0,B|144:56|64:120,1,200,6|8
256,352,97764,1,2
216,264,97914,1,0
176,168,98064,1,8
336,216,98364,6,0,B|368:264|344:320,1,100,2|0
176,168,98664,2,0,B|155:120|187:72,1,100,10|0
336,96,98964,6,0,B|400:104|408:184,1,100,2|0
208,288,99264,2,8,B|144:288|112:224,1,100,10|8
256,112,99564,6,0,B|304:192|304:328,1,200,6|8
96,112,100164,1,0
96,112,100314,2,0,B|16:48,2,100,0|10|2
280,40,100914,1,0
368,88,101064,1,8
64,352,101364,5,0
48,256,101514,1,0
40,160,101664,2,0,B|40:108|40:108|44:48|120:32|148:80,1,200,2|2
365,306,102264,1,8
448,32,102564,5,0
464,128,102714,1,0
472,224,102864,2,0,B|472:276|472:276|468:336|392:352|364:304,1,200,2|2
147,78,103464,1,8
256,336,103764,5,0
256,336,104064,1,2
368,88,104364,2,0,B|392:184|312:272,1,200,6|0
144,88,104814,2,0,B|120:184|200:272,1,200,2|0
256,40,105414,1,4
312,192,105714,6,0,B|400:136,1,100,0|2
256,256,106014,2,0,B|256:368,1,100,0|2
200,192,106314,2,0,B|112:136,1,100,2|2
480,224,106764,5,4
480,128,106914,1,0
424,48,107064,1,0
328,32,107214,1,8
32,128,107514,5,0
88,48,107664,1,8
184,32,107814,1,8
256,192,108114,1,0
256,32,108264,5,2
256,352,108564,1,2
448,120,108864,5,0
440,216,109014,1,0
392,304,109164,2,0,B|312:216|208:296,1,200,0|8
32,104,109764,1,0
104,172,109914,1,0
200,152,110064,1,2
268,80,110214,1,2
280,256,110364,6,0,B|384:208,1,100,0|10
296,232,110664,2,0,B|400:184,1,100,2|10
312,208,110964,2,0,B|416:160,1,100,8|10
328,184,111264,2,0,B|432:136,1,100,2|8
360,56,111564,5,4
260,64,111714,1,0
172,112,111864,1,8
104,184,112014,1,8
232,336,112314,5,0
328,312,112464,1,0
412,264,112614,2,0,B|472:228|472:132|412:96,1,200
360,320,113064,5,10
368,40,113364,1,2
136,200,113664,5,0
196,284,113814,1,0
296,320,113964,2,0,B|384:272|432:152|360:48,1,300,6|2
168,48,114714,1,0
88,112,114864,1,8
48,200,115014,1,0
88,296,115164,6,0,B|160:344|280:336,1,200,6|0
372,217,115614,2,0,B|280:145|188:217,1,200,2|0
280,336,116064,2,0,B|400:344|472:296,1,200,6|0
344,48,116664,5,0
344,144,116814,1,0
256,96,116964,1,0
256,192,117114,2,0,B|256:296,2,100,0|10|6
256,192,117564,12,2,118764
128,320,119064,5,6
384,64,119364,1,2
128,64,119664,1,6
384,320,119964,1,2
160,192,120264,5,2
352,192,120414,1,6

Edit:

Since someone is so lazy, here you go:

Download: Hirano Aya - Super Driver (CDFA) [Collab].osu
Shiirn
Modmod!
The hitsounds used are extremely good.

Collab
00:57:864 (3,4) - Mean anti-jump
02:16:164 (5) - Reverse arrow is obscured by earlier note hitbursts. Normally I wouldn't mention this, but I got a lot of flak over this on liberated.
03:02:514 (2) - not-quite-perfectly-aligned.
Topic Starter
Shohei Ohtani

Shiirn wrote:

Modmod!
The hitsounds used are extremely good.

Collab
00:57:864 (3,4) - Mean anti-jump I'll work with it to make it better >:3~.
02:16:164 (5) - Reverse arrow is obscured by earlier note hitbursts. Normally I wouldn't mention this, but I got a lot of flak over this on liberated. From what I see: http://osu.ppy.sh/ss/68227. Seems fine~
03:02:514 (2) - not-quite-perfectly-aligned. Tried my best to alighn with (1) of the next combo, is that's what you're saying.
EDIT: Also, added tick-rate 2 to make Colin's part approvable.
EDIT2: Changed dksslqj's stuff >w<~.
Sekai
wow 0.0
cool map
Garven
Only parts that are really bugging me are:

Vicho:
03:37:314 (1,2,3,4,5) - I ALWAYS screw up here. That motion is just incredibly unintuitive for me and I never read the pattern correctly. ;_;

CDFA
04:02:494 (1) - All this linear mapping (albeit at a 45 degree angle shift) is really awful to play after a lot of the smoother counterparts throughout the rest of the map. The majority of your sliders are pretty lazy-looking too. Try to give them a little more polish so they flow smoother with each other.
04:09:394 (1) - You should fade this out and have the actual hitsound at the end moderately loud to fit with that last riff.

Oh, and tick rate 2 sounds like aaaaaassssss, and the slider in question for rankability is quite fine, play-wise. The speed changes compliment the music quite well, and the sliders are short enough that breaks aren't really going to be happening.
Topic Starter
Shohei Ohtani

Garven wrote:

aaaaaassssss
Derekku

Garven wrote:

Oh, and tick rate 2 sounds like aaaaaassssss, and the slider in question for rankability is quite fine, play-wise. The speed changes compliment the music quite well, and the sliders are short enough that breaks aren't really going to be happening.
quoted for truth

Having a slow-speed slider look like a normal-speed one isn't "unrankable", but usually just frowned upon. However, like Garven said, I think that they fit pretty well in this part. There are much more difficult spots, and a few 0.7x or whatever-speed-they-are sliders aren't going to be what's breaking combos.

tl;dr - tick rate 1 please
Topic Starter
Shohei Ohtani
Also, I did most of Garven's stuff. yeah.
James2250
Collab:
01:03:714 (1,2,3,4,5,6,7) - the jump here throws me off while playing, make the spacing equal?
03:00:564 (1,2,3,4,5,6,7,8,9) - I kinda like this~
03:31:164 (1,2,3,4) - I would keep spacing equal here too if possible
04:02:494 (6,7,8,9,10,11,12) - still not a big fan of the spacing..I guess it is for approval

Call me back after fixes~
Topic Starter
Shohei Ohtani
Tried my best :D.
James2250
All looks good now, lets try this again

Bubble #1~
wring
star :D
Keksi
star >w<~
Zelos
I ALREADY TRIED MODDING THIS. ITS TOO SEXY

(notice the kudosu star waaay back)

and now here is a normal one.
SapphireGhost

Inheriting sections...
Garven
Decrescendos are hawt
Topic Starter
Shohei Ohtani
Forever in pending~.
Zelos
This effer needs to get moving to the approved section.
Topic Starter
Shohei Ohtani


;~;
Jarby
Bubble 2, we're cool now.
Topic Starter
Shohei Ohtani
Jarby is sexy :D
Colin Hou
closer 8-)
RhaiizoN
Star~ 8-)
S o r d a
awesome
kvnyaoi
★!
Muya
tag : natekke
change to natteke
Garven
I am laughing so hard right now.
Derekku

CDFA wrote:

(Verse) 00:14:809 - 00:48:405 - Natekke
That's why. :V Good job.

inb4CDFA pops his own bubble instead of just telling the last BAT to let him fix before approving.
Topic Starter
Shohei Ohtani
inb4ItakeDerekkusimpliedadvice.
Larto

Tags were fixed though
Topic Starter
Shohei Ohtani
UUUUUUGUUUUUUUU BUUUUUUUUGGGGGGGGUUUUUUUU~

ilu Larto and Andrea and James and Jarby and Everyone else who did stuff and stuff :D~.
Mafiamaster
WOOOHOOOOOO!!!
Derekku
Hooorayyyy 8-)
Garven
I'm still a little giggly, but it's mostly worn off now. Yay~
Verdisphena
clap clap clap
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