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gmtn. vs. kozato (fw. LUZE) - squartatrice

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Sonnyc
fd!
Topic Starter
Reol
mp3 change ( 320 -> 192 )
offset + 23

re-download it plz
Nathan
yo

  1. 01:10:764 - the red/green lines on this point conflict in volume
  2. 03:25:429 - sampleset conflict
  3. 03:14:679 (4,1) - this is the very first 1/4 jump in the entire map; it's pretty unexpected with no setup 3 minutes in and it's also going into a lower spaced stream which makes it pretty weird to play
  4. 03:54:095 (1,2,3,4,5) - pretty much the same thing as above
  5. 03:18:429 (1) and 03:18:762 (1) - both have a crash yet they're lacking emphasis since they don't really stand out within the entire pattern... also 03:18:762 (1) - is missing a finish on the head
really cool map
obviously the red/green line thing is unrankable now, but you'll also have to get rid of the 1/4 jumps if you want me to icon
Topic Starter
Reol

sukiNathan wrote:

yo

  1. 01:10:764 - the red/green lines on this point conflict in volume
  2. 03:25:429 - sampleset conflict
  3. 03:14:679 (4,1) - this is the very first 1/4 jump in the entire map; it's pretty unexpected with no setup 3 minutes in and it's also going into a lower spaced stream which makes it pretty weird to play
  4. 03:54:095 (1,2,3,4,5) - pretty much the same thing as above
  5. 03:18:429 (1) and 03:18:762 (1) - both have a crash yet they're lacking emphasis since they don't really stand out within the entire pattern... also 03:18:762 (1) - is missing a finish on the head
really cool map
obviously the red/green line thing is unrankable now, but you'll also have to get rid of the 1/4 jumps if you want me to icon
all fixed

waiting for storyboard
storyboard updated
waiting for skystar's gd
Down
Skystar
sujinatjan -_
Nathan
skystar

02:42:762 (2,3) - why not blanket
04:14:928 (2) - this jump feels forced; the piano note that the circle is mapped to isn't nearly as intense as anything within 04:13:428 (1,2,1,2,1,2,1,2)
check aimod too
Beige
크... 2차원을 통해 또다시 하늘 별이
갓맵 중 갓맵이구만요
Kibbleru



Skystar
Topic Starter
Reol

Skystar wrote:

http://puu.sh/qozho/c3fc116ff6.osu

fixed cya

updateeeed

waiting storyboard fix
Down
Topic Starter
Reol

Down wrote:

http://puu.sh/qp5VL/dc295d496f.osz
updaatted

need to fix bg3 files
i'll fix it soon


updatedd
captin1


:o
Topic Starter
Reol

captin1 wrote:



:o
offset +11

thanks
Ascendance
in the case of 2 diffs for approval, doesnt the lower difficulty one need to have some indicator of difficulty? ascension and descent don't give that indicator, so reol's diff name should be changed
Sing

Ascendance wrote:

in the case of 2 diffs for approval, doesnt the lower difficulty one need to have some indicator of difficulty? ascension and descent don't give that indicator, so reol's diff name should be changed
imo i dont htink so, theyre both pretty high extras that are both marathon approval time, that each could've just been a separate diff for rank
Ascendance
but they aren't on a separate set. they're on the same one. https://osu.ppy.sh/s/448818 example: the lower diff uses "lunatic" while the highest one keeps its own diff name.
Nerova Riuz GX
Though this has already been discussed for years, it's still not allowed under the current RC.
Changing the diff name might be the best choice for now.
Topic Starter
Reol

Ascendance wrote:

in the case of 2 diffs for approval, doesnt the lower difficulty one need to have some indicator of difficulty? ascension and descent don't give that indicator, so reol's diff name should be changed
change it. thx.
DeletedUser_1574070
this diffsystem is shit becoz it was for the older stardifficulty which makes it difficult to discern whether its insane or extra becoz all of them were shown as 5-stars. but the system has changed and we can know how difficult a map is , RELATIVELY, and we dont need that rule anymore.

just imo
Nathan
ok
Topic Starter
Reol

sukiNathan wrote:

ok
omg thanks!
i love you
Enon
I agree with Kloyd.

The rule is just destroying creative of mapping imo.
Ascendance
lol nothing in the map changed, don't overreact. how can it "destroy creativity" when the difficulty name is the same besides the addition of the word "extra"? relax a bit and bring it to ranking criteria if you think there's a discussion to be held
Enon
i didn't overreact, just said my opinion since i thought choosing difficulty name is also kinda creative of mapping.

in my opinion, putting only "Ascension" seems better than adding "Extra" in my opinion because "Extra" seems like............no?
i don't know how to explain it.

it was my little complain so please nevermind it (if you felt bad for me, i will apologize you)
Ascendance
Sorry, I didn't mean to direct that at you, I mainly used it as a generalization. Apologies!
Okoratu
could consider muting sectionfail.wav and sectionpass.wav
also you can skin section-fail.png and section-pass.png to transparency because they aren't elements showing up while there's actual gameplay so they are allowed to be transparent, basically consider running the same setup file-wise as https://osu.ppy.sh/s/53342

i think lower AR like 9.2 on ascension extra would work too, i don't see the need for 9.5 but that's just my opinion
Skystar
Topic Starter
Reol

Okorin wrote:

could consider muting sectionfail.wav and sectionpass.wav
also you can skin section-fail.png and section-pass.png to transparency because they aren't elements showing up while there's actual gameplay so they are allowed to be transparent, basically consider running the same setup file-wise as https://osu.ppy.sh/s/53342

i think lower AR like 9.2 on ascension extra would work too, i don't see the need for 9.5 but that's just my opinion
ehh... I just want deleted break time like a Skystar's diff. Thanks for your suggestion.
and... I'll consider about AR change.
I'll decide that on the next bubble or mod. Thank you! :)
Rumia-
if you are pushing back this again can please adjust offset to 1436?? it is just slightly late >o<
like this map a lot~
Topic Starter
Reol
Self poped because
  1. Changed offset
  2. Changed ar 9.5 -> 9.2
  3. Deleted break time 04:46:856 - here (Extra diff)
Len
meta:
https://soundcloud.com/gmtn/gmtn-web-album-gumtune


http://gmtn.sub.jp/gumtune/


changed some patterns so need to check storyboard before it gets ranked
Down
Naxess
Found this on the offline #modreqs thread.

You were waiting for a BN, so thought I'd just make the set's life a bit easier by helping with the storyboard.
  • Storyboard

  1. There are some unused files within the SB folder, unused files will take up excessive space and are unnecessary for the mapset, consider removing them if they're not going to be used.
    1. bg.jpg (You're using sayakaBG.jpg)
    2. burst.png
    3. Flare.png

    Ranking Criteria - Skinning wrote:

    There must not be any unused files in the map's folder except for the map's .osb file. Unused files add extra file size which is unnecessary.


  2. White.png could be converted to .jpg format, in order to save file size, since it doesn't use the transparency layer.

  3. The main cause of SB load seems to be the near-transparency around ray.png and ray2.png. You'll notice they take up a lot of screen space if you go into the design tab and try clicking on one of them. If you could somehow crop the image while still retaining the smooth edges, then your SB load would go down considerably around the relevant parts, due to the way the sprites currently overlap multiple times.

Since I noticed some things within the difficulty I was looking at, I might as well point them out as well.

Ascension Extra


  1. 03:36:764 - This feels very weird, in my opinion, to skip this sound completely when all the other ones of these are mapped in this section, especially when 03:36:097 - was the same sound and used as an initiation to the phase. Having a sudden pause on a sound mapped just a one or two beats ago like this would be quite counter intuitive, don't you think? I'd suggest doing it like was done at 03:39:431 - .

Hitsounds


  1. 00:42:767 - Wouldn't this beat have all hitsounds on it, just like 00:46:767 - , since a new hypermeasure begins here?
    ^ 00:50:767 -

  2. 00:56:767 - Looks like whistle and soft addition was missed here, due to the previously enforced pattern. Straying from said pattern randomly like this would make no sense, or am I wrong? Is it not random? Because I can't see the pattern.
    ^ 00:58:101 -
    ^ 01:04:767 -
    ^ 01:06:101 -

  3. 01:08:767 - Looks like this is missing a whistle when looking at 01:09:101 -

  4. 01:10:267 - 01:08:934 - Again, these don't look intentional. The second one for example, has a soft addition but no hitsound for said addition to apply on. There are multiple instances of this appearing throughout the map.

  5. 01:21:599 - I feel like some hitsounds are being forgotten in this section, namely finishes. The hitsounds currently placed do not seem to fully reflect what the song is suggesting.
    ^ 01:44:598 -

  6. Well, I'll stop here since the set is already supposed to be ready. If the above were actually mistakes or did not receive sufficient explanations and arguments, then perhaps asking for some hitsound mods before ranking it would be a good idea.

Good luck!
Topic Starter
Reol

Naxess wrote:

Found this on the offline #modreqs thread.

Since I noticed some things within the difficulty I was looking at, I might as well point them out as well.

Ascension Extra


  1. 03:36:764 - This feels very weird, in my opinion, to skip this sound completely when all the other ones of these are mapped in this section, especially when 03:36:097 - was the same sound and used as an initiation to the phase. Having a sudden pause on a sound mapped just a one or two beats ago like this would be quite counter intuitive, don't you think? I'd suggest doing it like was done at 03:39:431 - . I'll consider about it, because I think more fits well now.

Hitsounds


  1. 00:42:767 - Wouldn't this beat have all hitsounds on it, just like 00:46:767 - , since a new hypermeasure begins here?
    ^ 00:50:767 - nah, i don't think so.

  2. 00:56:767 - Looks like whistle and soft addition was missed here, due to the previously enforced pattern. Straying from said pattern randomly like this would make no sense, or am I wrong? Is it not random? Because I can't see the pattern. it's not random. your misunderstanding here.
    ^ 00:58:101 -
    ^ 01:04:767 -
    ^ 01:06:101 -

  3. 01:08:767 - Looks like this is missing a whistle when looking at 01:09:101 - ok

  4. 01:10:267 - 01:08:934 - Again, these don't look intentional. The second one for example, has a soft addition but no hitsound for said addition to apply on. There are multiple instances of this appearing throughout the map. 01:08:934 - miss added addition. you can hear piano or something else here? no, i don't think so. you are completely misunderstanding this. 01:10:267 - fixed.

  5. 01:21:599 - I feel like some hitsounds are being forgotten in this section, namely finishes. The hitsounds currently placed do not seem to fully reflect what the song is suggesting. I'm not forgotten here. I just don't added. because not so fits.
    ^ 01:44:598 -

  6. Well, I'll stop here since the set is already supposed to be ready. If the above were actually mistakes or did not receive sufficient explanations and arguments, then perhaps asking for some hitsound mods before ranking it would be a good idea.

Good luck!
ty
I'll update it later.
done
Len
some unrankable issues were changed so #1
Lasse
asc
01:00:767 (1,2,1,2,1) - why the nc spam when you never do it for similar patterns here?
01:09:017 (3,4,5,6) - really awkward to play cause of how forced movement here feels, how about mobing 2-3-4 a bit like http://i.imgur.com/hgtMFH8.jpg or even rotating it a bit http://i.imgur.com/UZhxeDU.jpg ?
01:45:431 (1) - shouuldnt this be placed higher to match the sb? http://i.imgur.com/L5LSnR3.jpg
judging from skystar's diff it's not supposed to do so, but because it's so close, why not adjust the pattern a bit?
02:04:098 (1,2,3,4,5,6,7,8,9,10,11,12) - just feels too much rhythm+spacing wise for what the song offers and makes 02:05:098 (13,14,15,16) - stand out much less, reducing spacing or rhythm (something with less 1/4 clicking like on skystar's diff) both would work better for that
Right now it's like the same as 02:05:764 (5,6,7,8,9,10,11,12,13,14,15,16) - which stands out much more in the song...
02:26:098 (7) - transition into this is really weird and at this sv I always feel like a have to follow these a bit, maybe try something more like http://i.imgur.com/0RlaB4Z.jpg
02:39:098 (1) - buffer?
03:18:931 (2) - can you just map this as 1/4 slider? the 1/8 doesnt even stand out much and it becomes stupid to play because this has to held longer than the 1/4 sliders before, but it's in the same pattern, so people will expect similar tapping
04:26:264 (2,3,4) - do you really need a burst that plays like 270 bpm 1/4 90% into the map lol


desc
02:05:098 (2,3,4) - I get what you want to do here, but the 4 note piano pattern stands out so much that I hope you can reconsider mapping a more spaced + 4 note stream here. right now it feels completely the same as 02:04:431 (2,3,4) - but the music is so different -_
04:42:597 - ~40% S timing point to reduce volume of slidertick while keeping the slide as it is would be great cause it seems too loud here

pop cause of this:
there seems to be a problem with the map caused by the sb
whenever I change something and want to update to latest (no matter which diff) I becomes a 0* map and opening it does

video of the problem:
https://streamable.com/3j0b

if I delete the map and redownload it then doesn't even show up anymore and forces me to process all beatmaps again to get it to appear

confirmed with several other people so it's not just me

let me know once this issue has been fixed
Topic Starter
Reol

Lasse wrote:

asc
01:00:767 (1,2,1,2,1) - why the nc spam when you never do it for similar patterns here?
01:09:017 (3,4,5,6) - really awkward to play cause of how forced movement here feels, how about mobing 2-3-4 a bit like http://i.imgur.com/hgtMFH8.jpg or even rotating it a bit http://i.imgur.com/UZhxeDU.jpg ?
01:45:431 (1) - shouuldnt this be placed higher to match the sb? http://i.imgur.com/L5LSnR3.jpg
judging from skystar's diff it's not supposed to do so, but because it's so close, why not adjust the pattern a bit?
02:04:098 (1,2,3,4,5,6,7,8,9,10,11,12) - just feels too much rhythm+spacing wise for what the song offers and makes 02:05:098 (13,14,15,16) - stand out much less, reducing spacing or rhythm (something with less 1/4 clicking like on skystar's diff) both would work better for that
Right now it's like the same as 02:05:764 (5,6,7,8,9,10,11,12,13,14,15,16) - which stands out much more in the song...
02:26:098 (7) - transition into this is really weird and at this sv I always feel like a have to follow these a bit, maybe try something more like http://i.imgur.com/0RlaB4Z.jpg
02:39:098 (1) - buffer? xD
03:18:931 (2) - can you just map this as 1/4 slider? the 1/8 doesnt even stand out much and it becomes stupid to play because this has to held longer than the 1/4 sliders before, but it's in the same pattern, so people will expect similar tapping I think it's really fit for song. I want to keep it. sorry.
04:26:264 (2,3,4) - do you really need a burst that plays like 270 bpm 1/4 90% into the map lol

pop cause of this:
there seems to be a problem with the map caused by the sb
whenever I change something and want to update to latest (no matter which diff) I becomes a 0* map and opening it does

video of the problem:
https://streamable.com/3j0b

if I delete the map and redownload it then doesn't even show up anymore and forces me to process all beatmaps again to get it to appear

confirmed with several other people so it's not just me

let me know once this issue has been fixed
no comment -> fixed
Thanks!
@Down sb문ㄴ제 해결좀 부탇드립니다 내ㅎ
Lasse
I'm trying to get some clarification on the sb thing right now since apparently it happend on a few other (now ranked) maps too and is caused by the difficulty specific SBs making the .osu files so big
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