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Hagumi Nishizawa - My Hero! Up to you!

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Doyak

Broccoly wrote:

Doyak wrote:

Also if we ask high ranked players about their opinion, they'll just say it's good because that's the difficulty they play. They barely care about overdone things, and that's why many people like to play unranked crazy stuffs.
That's your bias.
Sorry, I admit. But yeah that was an extreme example, but it's not something that is true or false. The example I mentioned is "extremely overdone", and I and many other people think that it's "pretty overdone". If the community can't agree with the map then it cannot be ranked.

So we were just all saying that "this song" doesn't deserve "this overdone difficulty", but you said "It doesn't feel that intense for high ranked players" and that's why I put an extreme example like that. So basically 4 digit players would feel all the 4- star maps already pretty easy but Easy and Normal and Hard are all different. This doesn't mean we should always have a 4+ star map to make those players satisfied. Same for this one. We already said we think that this song doesn't fit with a 6 star map, so it's meaningless to force the difficulty to this amount to satisfy those high ranked players.

If you think this song deserves that diff, yeah that's just how this mapper felt too. But I just cannot agree with that from what I heard from this song.
dqs01733
lol!

Seems like most complaints about this map is that the calmer parts has very high intensity which blends with the later parts that are actually intense. And most reason that with the high spacing used. While i do agree with that partly, i believe that the main contributor to a map's intensity is the timeline object density.

00:14:663 (1,2,3,4,5,6,7,8,1,2) - this for example, 10 circles in a row? what do you have to justify for all those beats being clickable? Okay let's go with your "im follow both vocals and percussion" argument(which i find pretty garbage). 00:14:663 (1) - 00:15:377 (5) - What is it about these that you need to put pressure on them by making them a circle instead of a sliderend?

00:25:020 (2,3,4,5,6,7,1,2,3,4,5,6) - 12 circles nice.

00:42:163 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,1,2,3) - good job

Like if I'd turn off the music I'd definitely think the three sections between 00:13:234 - 00:18:948 - ; 00:24:663 - 00:30:377 - ; and 00:36:091 - 00:46:984 - were waaayyyyy more intense than the first half of the kiai, which I can't see in any way possible(but this is subjective right?)
Like during the first half of the kiai before the jumpfest starts, youve mixed in sliders really nicely. The longest jump pattern you have in that section is this 00:56:984 (5,6,7,1,2,3,4,5,6,7) - and that one's nice because there is actually a drum pattern going off there. Just the way it is mapped and the difficulty settings od9 *cough* makes me believe this whole thing is just designed for cookiezi/hvick to hddt fc for 750+ pp!! new world record guys!
Broccoly

Doyak wrote:

If the community can't agree with the map then it cannot be ranked.
What community? There're only a few people here who've written in this thread and you call that "the community"?
A QAT thinks that the jumps are okay, not to mention those BNs who bubbled/qualified it, and the mapper and myself. Are we not considered a part of the community?

Doyak wrote:

We already said we think that this song doesn't fit with a 6 star map, so it's meaningless to force the difficulty to this amount to satisfy those high ranked players.
So it's meaningless because you guys don't think it fits the song. That's just arrogant.

Doyak wrote:

But I just cannot agree with that from what I heard from this song.
Yeah we understand, but please don't force your opinion to other people.
Sonnyc

Broccoly wrote:

Doyak wrote:

If the community can't agree with the map then it cannot be ranked.
What community? There're only a few people here who've written in this thread and you call that "the community"?
But unfortunately that's how the current DQ system works.
Topic Starter
Xexxar

Shiirn wrote:

Suggestions
Major suggestions
Unrankable issues

General
  1. Ya'll salty. DQs are for quality reasons and discussion. If you don't want your map to be DQ'd, make sure it's boring as shit or so objectively unassailable that people can't raise a finger against your logical arguements.
  2. If people are raising a big stink about your map you are either doing something very, very right or very, very wrong. Try to make sure you're actually on the side of righteous logic.
  3. To save everyone's time and ability to suffer posts that are vaguely similar to massive walls, I will be going over these difficulties in reverse order!

My Hero!
  1. First and foremost, the question I have to ask is: Why do you have this difficulty? Your extra is perfectly functional and stresses the upper limits of what difficulty this song can bring. And above all, your extra is good. I don't see the point in having a special overkill difficulty that's basically the extra except with all the knobs turned up.
  2. CS4.2 is fine. Whatever. Do whatever.
  3. OD is seriously overkill, especially since the timing appears to be slightly off, and I am too lazy to make damn sure it's perfect.
  4. I think most of the problem people have is that your spacing is so high across the entire map that you lose focus on what parts of the song are actually powerful. If you're constantly jumping around nonstop at full power, you lose emphasis. You're not able to make certain notes strong or feel good to hit. While it certainly can be fun to have massive jumpspam maps, you can do this while still respecting the music. If you want to make a massive jump map, try mapping something a bit more intense? The mapping you've done here isn't objectively bad, you follow most musical cues accurately (outside of the terrible kiai), if over-zealously, it's just not a good fit for this song. I utilize other key aspects in this map to allow for players to experience feel rather than spacing. This is because, as this difficulty is intended to more proficient players, the spacing involved is nothing that warrants any increase in strain on the player through slow parts. This is the purpose of those anti jumps, break flow, this allows the players to feel more weight on the end of the sentences she sings (thats why every anti jump is in the location where the note that you stop on is the last syllable in the string of words and the note after is weak (aka no claps). This section is jumpy in the first place because you can clearly listen to the beat and notice the primordial 1/2 that CONSTANTLY is a part of this section. People may ask "Why is this section more circles than kiai?" but that is because the begining rhythmically has more 1/2 than the kiai. I utilize sliders and more powerful jumps in the kiai to highlight it's feel.
  5. Seriously, this kiai is fucked. It gets worse every time the stars burst out. The spacing is pretty much random and has no ties to musical cues whatsoever (the larger jumps aren't tied to hihats or snares or thumps at all, and the shorter distances often appear when they are) and for lack of my better judgement I find myself wondering if you truly did do this "for the PPz".
  6. You can call this all "subjective to player skill" but that's not a good argument. Just because someone can play it doesn't mean it's good. The whole concept of nearly random 1/2 jumps in sections is exactly what is wrong with modern mapping. It can be fun to play, yes, but it shouldn't be in a damn eroge OP map. Map drumstep or something. Sometimes jumps are made for the purpose of being visually consistent. I CANNOT perfectly coorelate every jump with the perfect intensity associated with it. If you wonder why I do certain jumps, you can ask me. Most of my spacing is done for a reason, and I take pride in it. Just because has a symbol doesnt mean that the song has the feel that warrants a large jump, and thats what you people don't seem to understand.
  7. 00:01:269 (1,1,2) - While these make sense from a musical standpoint, you're less than two seconds in and already asking for nearly half screen jump skips. this jump is easy because it is returning to a previously aimed location therefore the strain in aim is alot less because the person who this difficulty is intended for should easily still have that location in approximate muscle memory. Not only that but this jump satisfys the downbeat for the song start extremely well
  8. 00:25:020 (2,3) - Let me give you a quick tip here. 1/2 doubles stacked on top of eachother will always vaguely play like ass. This is due to the concept of momentum and forcing the player to literally stop all of their movement. It plays badly. Always. Space these out a bit maybe, even if it's just a dozen pixels, to allow the illusion of movement if nothing else. With a small circle size you're basically locking player cursors here and it kills flow. I've already talked about this, this was 100% intended for the song's purpose.
  9. 00:25:913 (7,1) - ^ This doesn't play as bad since it's red->white and there's only one of them and it ends into a new stanza. That's like 3 criteria. It's generally not worth the trouble. I've already talked about this, this was 100% intended for the song's purpose.
  10. 00:26:627 (4,5) - ^ Pretty much the only person I've seen do these 1/2 doubles right in recent history is hollow wings and you're not hollow wings and you're not experienced enough to be throwing so many gimmicks at the wall at least one of them will stick. lmao ok so if I was a "well known mapper" I could do this. stfu, that's not helping a mod that's just belittling me
  11. 00:41:448 (1) - unnecessary NC. You had no problem letting the combo go to 8,9 literally two combos before this. applied
  12. 00:46:270 (1,1,1) - : | :)?
  13. 00:48:591 (1) - more unnecessary NC. applied
  14. 00:53:234 (1,3) - you can blanket these.

    They were blanketed (air blanket as I call it)

  15. I'm... not even going to go over the of spacing in the kiai. This is not flow. The jumps are angled and spaced pretty much at random with no... yeah i mean I'd rather discuss this with you personally to see what you're trying to do here because I'm not sure if you genuinely think you're doing a good job here or you're just pretending to think you are so you can get a lazy map ranked. There are some jumps that I think work really well and some that could be better. I discuss this in my video but I didnt reall'y make a huge talk about the angles and designs of these jumps. I basically just stated that I tried to overal red tick more as that beat was less powerful, but I didnt do that for the first kiai of the jump section, I might change this to evolk more consistency.

Extra
  1. I said it before and I'll say it again: Your extra is good. It deftly stresses the upper limits of difficulty that this song can provide, and, while silly at times, is far less objectionable than My Hero. This should be the top difficulty for the song. It fits and it plays well and it's fun without using obscene difficulty setups to make a damn 6* map out of an eroge OP. Come on.
  2. 00:01:091 (3,1,2,3) - kinda killer from the start adjusted slightly
  3. 00:02:698 (4) - This can stack almost perfectly underneath 00:01:091 (3,2) - , why not do so? stacked over 2 but not 3, got too close to 1.
  4. 00:10:377 (1,3) - not blanketted perfectly


    I'm pretty sure this is blanketed correctly.

  5. 00:14:305 (6,7) - Remember my comments on My Hero! ? yeah this is even worse since it fucks with the pattern. I can consider changing this since this isnt the top difficulty but again, this was intended
  6. 00:18:055 (3,4) - This one is actually pretty okay. It feels far less shit to do a single 1/2 double by jumping into it from a white->red tick than having to jump from red->white tick like most do. This applies differently to repeated 1/2 doubles. same
  7. 00:25:913 (7,1) - Again, this is pretty okay. same
  8. 00:51:805 (1,2) - An example of fairly meh 1/2 doubles. same
  9. I don't want to constantly mention them so from here on out if you see a pair of stacked 1/2 circles that start on the white tick, remember that it almost always plays badly. If it starts on the red tick, it's at least somewhat okay. don't really agree but okay
  10. The rest is fine! The kiai is a bit overdone but it's not crazy and honestly plays surprisingly well. oh wow! almost like my hero! does to those who the difficulty is intended for!

Insane
  1. 00:01:091 (3,1,2,3) - i'm going to have to mention this every difficulty aren't i adjusted
  2. wow this diff is actually really fucking fun.

    this comment is just hilarious to me because this difficulty is extremely similar in design to my hero. Why is this difficulty extremely fun to you? Oh yes because it's intended for a player around your skill level! My Hero! is basically the same except for some slightly changes that cater towards more top ranking players but you all hate that because you're not skilled enough to enjoy what it is...


I'll skip the easier difficulties as this map was qualified before and should be fine. I hope. same
Topic Starter
Xexxar

Natsu wrote:

@Broccoly: Under your logic I can take any 100 bpm song and make a 6 stars diff, because top players will be bored, but we all know that isn't right

Natsu wrote:

First to all don't justify your maps with other ranked maps, we are talking about YOUR map not others,
lmao

Broccoly wrote:

That's an extreme example. I'm not saying you can make that song or any other calm song into something crazy. I'm talking about this map right here and that these jumps fit this song, and how top players might be able to enjoy this music better. If you're gonna give an example, please do so in a reasonable manner.
thx broccoly
Monstrata
Spacing is subjective. One person may perceive travelling from say coordinates 0|0 to 300|300 in 0.5 seconds to be a really big jump. What if we reduced the DS to 0|0 and 299|299 at 0.5 seconds? Is it still a big jump? Keep doing that. 298|298, 297|297, ...etc.. 100|100. Eventually you'll realize that there is no definite line which classifies a "normal or fitting" spacing from a "large/exaggerated" spacing. This is all subjective. People are free to say "the jumps on the map are too big". That is their opinion though, and a concrete line cannot be drawn.

Lets remember spacing can't be objectively judged as being too big. Unless you're peppy.

However @Xexxar, lets also respect people's opinions here. If many people agree it's overdone, then its in your best interest to make some nerfs because at the same time, spacing is subjective. Will reducing a jump from say 0|0 > 300|300 to 0|0 > 299|299 etc... make your map less intense/impactful/whatever other reasoning you have for keeping the jumps? You also can't objectively say that it will. A lot of this is based off perception - what feels good, what best suits the song.

Corollary: Spacing can't be objectively judged as being too small either.

Good luck on this set
Topic Starter
Xexxar
I can agree with that monstrata, but it also is difficult for me to blindly nerf a jump just because some people (who for the most part the difficulty is not intended for) don't agree with them. Ultimately like I said, if I am told that something is bad because of a definite explanation (for example the point I made in my post early about how the second half of the jump section builds too quickly) I will take and try to apply what they say. However if someone simply says "this jump is too big and fails to explain why they disagree, or I just don't agree with their reasoning I won't apply it.

I'm not unable to accept change in this difficulty, but I want that reason to be more than one or several people's personal opinion.





dqs01733 wrote:

lol!

Seems like most complaints about this map is that the calmer parts has very high intensity which blends with the later parts that are actually intense. And most reason that with the high spacing used. While i do agree with that partly, i believe that the main contributor to a map's intensity is the timeline object density.

00:14:663 (1,2,3,4,5,6,7,8,1,2) - this for example, 10 circles in a row? what do you have to justify for all those beats being clickable? Okay let's go with your "im follow both vocals and percussion" argument(which i find pretty garbage). 00:14:663 (1) - 00:15:377 (5) - What is it about these that you need to put pressure on them by making them a circle instead of a sliderend?

00:25:020 (2,3,4,5,6,7,1,2,3,4,5,6) - 12 circles nice.

00:42:163 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,1,2,3) - good job

Like if I'd turn off the music I'd definitely think the three sections between 00:13:234 - 00:18:948 - ; 00:24:663 - 00:30:377 - ; and 00:36:091 - 00:46:984 - were waaayyyyy more intense than the first half of the kiai, which I can't see in any way possible(but this is subjective right?)
Like during the first half of the kiai before the jumpfest starts, youve mixed in sliders really nicely. The longest jump pattern you have in that section is this 00:56:984 (5,6,7,1,2,3,4,5,6,7) - and that one's nice because there is actually a drum pattern going off there. Just the way it is mapped and the difficulty settings od9 *cough* makes me believe this whole thing is just designed for cookiezi/hvick to hddt fc for 750+ pp!! new world record guys!
Rhythmically the song has a much more constant and present 1/2 during those slow parts so thats why they're included. The Kiai features less 1/2 circles because there are more note gaps in the music (which is why I bridge those gaps using sliders) until the final half of the kiai. Just because you click more doesnt mean a section is more intense than another. Especially with this lower bpm there is alot less strain for the 1/2 circles. I guess I could change the anti jumps, even though I find them to be extremely appropriate because they serve as a way to disconnect the jump parts from eachother (much like how the vocals are seperated from eachother)
Shad0w1and
I would like to give some thoughts about the hero diff, I just suggest you nerf some jumps to sliders in claim parts of this song, of course this might impact your SR, but it will present the music better.
00:01:269 (1,1,2) - nerf DS a bit would be fine
00:04:573 (5,1,2,3,4,5,6) - 00:06:448 (2,3,1,2) - nerf DS
00:08:770 (1,2,3,4,1,2,3,4) - these jumps I suggest your nerf them and have some more sliders
00:10:734 (2,3,4,5,6,7,1) - these you could keep imo
00:14:663 (1,2,3,4,5,6,7,8,1,2) - more sliders
00:16:805 (4,5,6,7,1,2,3) - more sliders
00:29:663 (1,2,3,4,1) - nerf DS a bit
00:42:520 (5,6) - 00:43:234 (1,2) - 00:44:663 (1,2) - sliders work better
00:45:555 (1,2) - nerf a bit
00:54:305 (5,6) - 00:56:091 (1,2) - 00:57:520 (1,2) - 00:58:055 (4,5) - slider
00:59:127 (2,3,4,1,2,3,4) - keep
01:02:698 (4,5,6) - nerf ds
the rest seems present music well
I did not like your hero diff only because its overdone in the clam part of the song, the jumps should present the peak of the song, not the pp. and the sliders are the soul of mapping, especially for a eroge op theme
edit: its your choice to make changes or not. I would be happy to see your hero diff get ranked, by making some minor changes. mapping for pp and ignore the music is a sad fact in this community.
Topic Starter
Xexxar

Xexxar wrote:

...if someone simply says "this jump is too big and fails to explain why they disagree, or I just don't agree with their reasoning I won't apply it.

Shad0w1and wrote:

I would like to give some thoughts about the hero diff, I just suggest you nerf some jumps to sliders in claim parts of this song, of course this might impact your SR, but it will present the music better.
00:01:269 (1,1,2) - nerf DS a bit would be fine
00:04:573 (5,1,2,3,4,5,6) - 00:06:448 (2,3,1,2) - nerf DS
00:08:770 (1,2,3,4,1,2,3,4) - these jumps I suggest your nerf them and have some more sliders
00:10:734 (2,3,4,5,6,7,1) - these you could keep imo
00:14:663 (1,2,3,4,5,6,7,8,1,2) - more sliders
00:16:805 (4,5,6,7,1,2,3) - more sliders
00:29:663 (1,2,3,4,1) - nerf DS a bit
00:42:520 (5,6) - 00:43:234 (1,2) - 00:44:663 (1,2) - sliders work better
00:45:555 (1,2) - nerf a bit
00:54:305 (5,6) - 00:56:091 (1,2) - 00:57:520 (1,2) - 00:58:055 (4,5) - slider
00:59:127 (2,3,4,1,2,3,4) - keep
01:02:698 (4,5,6) - nerf ds
the rest seems present music well
I did not like your hero diff only because its overdone in the clam part of the song, the jumps should present the peak of the song, not the pp. and the sliders are the soul of mapping, especially for a eroge op theme
ok
Ciyus Miapah
well i think some of your arguments a bit subjective but okay i will try to explain what's going on in 2015 (and 2016) haha

Xexxar wrote:

Shiirn wrote:

Suggestions
Major suggestions
Unrankable issues

General
  1. Ya'll salty. DQs are for quality reasons and discussion. If you don't want your map to be DQ'd, make sure it's boring as shit or so objectively unassailable that people can't raise a finger against your logical arguements. this is not really shit at all, especially from jumpy maps as this map made well and i dont know why this thing can be serious problem in mapping world, there is such maps like this like https://osu.ppy.sh/s/255637, kinda common in 2015 mapping
  2. If people are raising a big stink about your map you are either doing something very, very right or very, very wrong. Try to make sure you're actually on the side of righteous logic. LOL, probably this thing is not a shit at all, logic says this map can be enjoyable and playable with different play style, kinda different spacing but it's okay for Extra higher diff, and this map still can be good to go and good to rank
  3. To save everyone's time and ability to suffer posts that are vaguely similar to massive walls, I will be going over these difficulties in reverse order!

My Hero!
  1. First and foremost, the question I have to ask is: Why do you have this difficulty? Your extra is perfectly functional and stresses the upper limits of what difficulty this song can bring. And above all, your extra is good. I don't see the point in having a special overkill difficulty that's basically the extra except with all the knobs turned up.
  2. CS4.2 is fine. Whatever. Do whatever.
  3. OD is seriously overkill, especially since the timing appears to be slightly off, and I am too lazy to make damn sure it's perfect.
  4. I think most of the problem people have is that your spacing is so high across the entire map that you lose focus on what parts of the song are actually powerful. If you're constantly jumping around nonstop at full power, you lose emphasis. You're not able to make certain notes strong or feel good to hit. While it certainly can be fun to have massive jumpspam maps, you can do this while still respecting the music. If you want to make a massive jump map, try mapping something a bit more intense? The mapping you've done here isn't objectively bad, you follow most musical cues accurately (outside of the terrible kiai), if over-zealously, it's just not a good fit for this song. I utilize other key aspects in this map to allow for players to experience feel rather than spacing. This is because, as this difficulty is intended to more proficient players, the spacing involved is nothing that warrants any increase in strain on the player through slow parts. This is the purpose of those anti jumps, break flow, this allows the players to feel more weight on the end of the sentences she sings (thats why every anti jump is in the location where the note that you stop on is the last syllable in the string of words and the note after is weak (aka no claps). This section is jumpy in the first place because you can clearly listen to the beat and notice the primordial 1/2 that CONSTANTLY is a part of this section. People may ask "Why is this section more circles than kiai?" but that is because the begining rhythmically has more 1/2 than the kiai. I utilize sliders and more powerful jumps in the kiai to highlight it's feel. and yeah well it's really fine than others map have some slightly GOD jumping power, while this map has really constant speed at jumping pattern, it's really okay when you doing this mapping style, this high spacing will adapted your device for doing some far jumps, and the emphasize on this song is really good compare with distance difference and patterning.
  5. Seriously, this kiai is fucked. It gets worse every time the stars burst out. The spacing is pretty much random and has no ties to musical cues whatsoever (the larger jumps aren't tied to hihats or snares or thumps at all, and the shorter distances often appear when they are) and for lack of my better judgement I find myself wondering if you truly did do this "for the PPz". well that's is why people emphasizing this own song to emphasizing maps, compare with jumps and some high gap difference in extra diff can be done in this diff, this jumps just an intentional thing to make a higher gap from extra diff, not for pp. and yeah if this map is for pp, im not really sure this map can be a pp map because it contains some hard patterns like some freezing stacks and some spaced triplets on some pattern which can be hard to pp time
  6. You can call this all "subjective to player skill" but that's not a good argument. Just because someone can play it doesn't mean it's good. The whole concept of nearly random 1/2 jumps in sections is exactly what is wrong with modern mapping. It can be fun to play, yes, but it shouldn't be in a damn eroge OP map. Map drumstep or something. Sometimes jumps are made for the purpose of being visually consistent. I CANNOT perfectly coorelate every jump with the perfect intensity associated with it. If you wonder why I do certain jumps, you can ask me. Most of my spacing is done for a reason, and I take pride in it. Just because has a symbol doesnt mean that the song has the feel that warrants a large jump, and thats what you people don't seem to understand. sometimes that 1/2 pattern can be random because weird to play, and yeah distance spacing is really subjective (especially for Extra diff), and well any beatmaps can be mapped like this including drumstep or dubstep, but atleast that song has to be a lower diffs which it can be same example map like this
  7. 00:01:269 (1,1,2) - While these make sense from a musical standpoint, you're less than two seconds in and already asking for nearly half screen jump skips. this jump is easy because it is returning to a previously aimed location therefore the strain in aim is alot less because the person who this difficulty is intended for should easily still have that location in approximate muscle memory. Not only that but this jump satisfys the downbeat for the song start extremely well the jumps can be okay compare with next pattern which can be fine on gameplay
  8. 00:25:020 (2,3) - Let me give you a quick tip here. 1/2 doubles stacked on top of eachother will always vaguely play like ass. This is due to the concept of momentum and forcing the player to literally stop all of their movement. It plays badly. Always. Space these out a bit maybe, even if it's just a dozen pixels, to allow the illusion of movement if nothing else. With a small circle size you're basically locking player cursors here and it kills flow. I've already talked about this, this was 100% intended for the song's purpose. basically if this stack didnt putted like this, probably the gameplay will be much more easier, and yeah you dont like pp map right? the stack didnt unrankable at all and it's really highly pure rankable, even it's like pain
  9. 00:25:913 (7,1) - ^ This doesn't play as bad since it's red->white and there's only one of them and it ends into a new stanza. That's like 3 criteria. It's generally not worth the trouble. I've already talked about this, this was 100% intended for the song's purpose.
  10. 00:26:627 (4,5) - ^ Pretty much the only person I've seen do these 1/2 doubles right in recent history is hollow wings and you're not hollow wings and you're not experienced enough to be throwing so many gimmicks at the wall at least one of them will stick. lmao ok so if I was a "well known mapper" I could do this. stfu, that's not helping a mod that's just belittling me so Hollow wings can be right, probably big mistakes out of here, on much of ranked maps this stacks should be fine to go, better than spamming triplets on here right? literally stacks on red at first is really acceptable and recommended, and it can be stabilized the vocal pattern with downbeat pattern.
  11. 00:41:448 (1) - unnecessary NC. You had no problem letting the combo go to 8,9 literally two combos before this. applied
  12. 00:46:270 (1,1,1) - : | :)? well i think i can agree with this, looks the New combo thingy can be hard to read since it's really high spaced 1/2s, remove NC on 00:46:627 (1,1) - can be better pattern trail
  13. 00:48:591 (1) - more unnecessary NC. applied
  14. 00:53:234 (1,3) - you can blanket these.

    They were blanketed (air blanket as I call it)

  15. I'm... not even going to go over the of spacing in the kiai. This is not flow. The jumps are angled and spaced pretty much at random with no... yeah i mean I'd rather discuss this with you personally to see what you're trying to do here because I'm not sure if you genuinely think you're doing a good job here or you're just pretending to think you are so you can get a lazy map ranked. There are some jumps that I think work really well and some that could be better. I discuss this in my video but I didnt reall'y make a huge talk about the angles and designs of these jumps. I basically just stated that I tried to overal red tick more as that beat was less powerful, but I didnt do that for the first kiai of the jump section, I might change this to evolk more consistency. if this not flow how can some people can play this properly, even it with high jumps, notice this thing: the jumps on here is constant compare with other jump patterns in this map it can be easier to read, aim and hit. Adapting for this map is really easy compared with a map with sudden low spacing and sudden high spacing jumps
well yeah, probably map is for people who want to enjoy songs they like.
it just like when you like song like this but there has not really hard diffs, it feels like it really boring without hard diffs.
and yeah the drums and vocal is really strong enough to create jumps like this, it just lower BPM which it hard to expecting songs like this
hope this thing help for reference, mostly song selection can be weird for this, but yeah mapping is for emphasizing mappers feeling on them, probably it made basically on feeling right, xexxar?

im trying to be neutral in here, i guess everything can be clean and fine like other songs like MIIRO ranked maps.
so well there is 2 options in here

1. Keep this map for ranking, look at ranking criteria for this, and proof this map can be rankable to all people in here. i dont really see amandemens like "an Average BPM songs should be mapped with maximum star rating to x.xx" or "beatmap should be nice look, and have good symmetrical patterns on beatmaps". so yeah this can be logic in many people in here

2. Safest Options in your life, without any nightmare from others, and fastest way to rank your map, delete the map. but as i said in option 1, there should not be any ranking criteria like above. it's really easy rank this map but im not sure some people can take this easily, because yeah subjective matters like many maps on 2013. Simple and acceptable without many misunderstanding you have on here

and yeah i can say "enjoy the game", dont farm pp, for what pp?, if you cookiezi then you should be farm pp some maps, skill =/= pp
if you have a skill doing this map you should be have good comments for this. if you just farm pps, find other easier maps to be farmed, nobody cares your pp if you dont have good skill to make your pp is deserved for you

okay sorry if i said something can be bad, hope this help a bit.

and yeah
debate because rhythm game

nice
Topic Starter
Xexxar

Fort wrote:

if this not flow how can some people can play this properly, even it with high jumps, notice this thing: the jumps on here is constant compare with other jump patterns in this map it can be easier to read, aim and hit. Adapting for this map is really easy compared with a map with sudden low spacing and sudden high spacing jumps
One of the thing's that I wanted to avoid was this exact line. That is a big reason for how the slower parts are designed, and also why I really take the my time building the jumps into the final climax.
Secretpipe
*popcorn*
those
Hey man, getting maps ranked is a privilege, not a right.
Topic Starter
Xexxar

those wrote:

Hey man, getting maps ranked is a privilege, not a right.
ok?

Like I said, if a QAT tells me that my top difficulty is unacceptable in that it cannot be ranked without major change / remap I will just drop the set.
those
Hey man, you being unable/unwilling to listen to anyone without a title just means you know you're not ready :^)

...especially since being QAT just means they have the ability to physically remove your map from the last part of the ranking process, not that they know better than everyone, or something like that.
Topic Starter
Xexxar

those wrote:

Hey man, you being unable/unwilling to listen to anyone without a title just means you know you're not ready :^)

...especially since being QAT just means they have the ability to physically remove your map from the last part of the ranking process, not that they know better than everyone, or something like that.
I do not wish to see this mapset ranked without the top difficulty, it is my choice. I am not interested in making this mapset boring and generic, even if that's what people want.

I simply say that I want a QAT's final word because they're the ones who will ultimately decide whether or not my mapset will be DQ'd.
iiyo

Secretpipe wrote:

*popcorn*
gracefu

Fantasy wrote:

Secretpipe wrote:

*popcorn*
You latecomers, I've been following this drama since the very first bubble

*grabs new bag of popcorn*
lit120
i can read this forum all day

*eats popcorn*
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