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Alan Walker - Faded

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_DT3
Ooh nice, gratz finally!!
Nowaie
!
Dilectus
Sweet. Good job!
-NanoRIPE-
Grats!
Kyouren
Ayy, Finally <3

Gratzz! :3
Senritsu
whats with the anime background tho lol

otherwise, good job. congrats!
Monstrata
Well done. Congrats~
Shocola
hoyl!
CyberX
gege
30201102
modding from queue

[Hyper/Nowa's Eternal Silence]

  1. My only concern is the same for both diffs. There is a substantial difficulty spike right before the chorus which is not present anywhere else. To understand how big this spike is, when we delete the jumps at 00:53:789 (1,2,3,4,5,6) - 02:28:122 (1,2,3,4,5,6,7,8) - and 02:31:122 (1,2,3,4,5,6) - the star rating drops from 4.11 to 2.66. So what's happening is that you have a Normal/Hard map with 20 notes from a much higher difficulty, which I think is unwarranted by the music. Similarly in the Hyper difficulty, cutting the jumps before the chorus drops the star rating to 3.01, which isn't as dramatic as Nowa's Eternal Silence but still significant. It's true that star rating isn't an absolute marker of difficulty, but for the hardest diff at least, I think it indicates inconsistency. You essentially have less that 10 seconds in a 3 minute map where people will drop combos or fail as they get surprised by the sudden change. It's like a much more egregious version of Eyes Half Closed.
  2. There aren't many problems besides that. In the section that stars at 00:32:123 (1) - which uses S:C11, I would recommend using a different (softer) hitnormal and putting your current hitnormal on a clap or whistle and using it less. It can get a bit annoying when the sample is played on every single note.
Topic Starter
Astarte

30201102 wrote:

modding from queue what Edit: oh something i requested 4 months ago lol

[Hyper/Nowa's Eternal Silence]

  1. My only concern is the same for both diffs. There is a substantial difficulty spike right before the chorus which is not present anywhere else. To understand how big this spike is, when we delete the jumps at 00:53:789 (1,2,3,4,5,6) - 02:28:122 (1,2,3,4,5,6,7,8) - and 02:31:122 (1,2,3,4,5,6) - the star rating drops from 4.11 to 2.66. So what's happening is that you have a Normal/Hard map with 20 notes from a much higher difficulty, which I think is unwarranted by the music. Similarly in the Hyper difficulty, cutting the jumps before the chorus drops the star rating to 3.01, which isn't as dramatic as Nowa's Eternal Silence but still significant. It's true that star rating isn't an absolute marker of difficulty, but for the hardest diff at least, I think it indicates inconsistency. You essentially have less that 10 seconds in a 3 minute map where people will drop combos or fail as they get surprised by the sudden change. It's like a much more egregious version of Eyes Half Closed.
    Im not so sure if you really look at the map carefully or just glance and see that there's a spike and saying its a problem.
    They are warranted by the song by the very obvious reason that they are the only places to contain 1/4s (bridge 02:20:122 - also contains mostly 1/4 and there are quite a few jumps there as well). Apart from that, the song only has 1/2s and several 1/6s here and there so obviously they are not anywhere else.
    For my diff, look at the part before the first kiai. there's only 1/2 with only 2 1/6 occurrences 00:44:789 (4,5) - and 00:50:123 (4,5) - . Basically it the song went from mostly 1/2 to 1/4, or 90bpm then doubled. Since this is a swing 1/6 song, those 1/4 occurrences are pretty unique and especially before the kiai, they're pretty darn intensive and make a good build up. What do you suggest then? 2 repeat sliders like advanced? or 3 sliders like hard? way too boring imo
    Spacing wise, 00:53:956 (2,3) - these jumps are roughly the same spacing as 00:57:122 (6,1) - etc. They're hyper and insane after all, and these are pretty common patterns.
    For the second kiai, i want to curve the diff a bit, they're the exact same triangle copy pasta, but ctrl g a bit to make it harder. 02:25:455 - the song starts building intensity from here and 02:29:455 - is darn intensive hence bigger spacing. they're larger than 02:31:623 (4,5) - so if you can hit 02:29:455 (1,2,3,4) - which is pretty reasonable imo, you can also hit 02:31:122 (1,2,3,4,5,6) -
    Long story short, they're sudden changes obviously cuz the song suddenly changed. it is consistent as there're only 2 occurrences and we mapped both the same way. if we only map one and the other much easier, then that's inconsistent. Ur not wrong but i strongly believe the song supports it and it wouldn't really make sense to delete the most intense part of the song then compare.
  2. There aren't many problems besides that. In the section that stars at 00:32:123 (1) - which uses S:C11, I would recommend using a different (softer) hitnormal and putting your current hitnormal on a clap or whistle and using it less. It can get a bit annoying when the sample is played on every single note.
    Nah this should and is subjective and its a matter of preferences. I like it i have no problems with it. fyi, this is the hs i used long before as hitnormal for the whole map cuz i like it. so it's a matter of taste.
Nowaie
osu! is a rhythm game, the mapping should follow the song. The song can not really be mapped over 2.8* radius expect on those few places where it's 100% justified. I know that the diff spike is real but the song spikes there aswell? As i got the honor to map the top diff (after people were kicked from the set ;_;) i knew from the get go i want to make jumps for the loud drum beats... then how do i choose to map everything else? I mapped them just like the drum beats, so they are as intense as the song is. It's not my problem that Alan Walker decided to have the drum beats that intense but as i already said, osu! is a rhythm game, the mapping should follow the song.

Thanks for checking through it anyway ^v^
Slyk
Xinying

Astarte wrote:

Long story short, they're sudden changes obviously cuz the song suddenly changed. it is consistent as there're only 2 occurrences and we mapped both the same way. if we only map one and the other much easier, then that's inconsistent. Ur not wrong but i strongly believe the song supports it and it wouldn't really make sense to delete the most intense part of the song then compare.
I'll second this. In fact I liked the way you transition to the jumps, thought they were really well done.

also the ending SB effect was done really well, well deserved rank!
Seijiro
pretty cool. Simple yet effective (talking about SB)
As for the maps I'd say that some small details could have been taken care of, like slowing a bit more SV for 02:52:122 (1,2,3,4) - on Hyper or placing a bit further really strong New Combos like 00:21:463 (1) - on Nowa's (and probably aesthetics for both diffs at 00:53:789 (1,2,3,4,5,6) - could have been better but uhhh, subjectiveness)

Cool result tho, just try to take care of small details since they really make a difference sometimes


PS: I wanted to complain about anime BG on english song, but the ending in the SB was great so I'd feel bad to remove it now, lol
Topic Starter
Astarte

MrSergio wrote:

pretty cool. Simple yet effective (talking about SB)
As for the maps I'd say that some small details could have been taken care of, like slowing a bit more SV for 02:52:122 (1,2,3,4) - on Hyper or placing a bit further really strong New Combos like 00:21:463 (1) - on Nowa's (and probably aesthetics for both diffs at 00:53:789 (1,2,3,4,5,6) - could have been better but uhhh, subjectiveness)
well I interpreted that part of the song more intense than that of the first kiai so I actually increased sv instead. idk slowing down sv might work but I think it depends on the mapper lol
As a self proclaimed flow and aesthetics mapper i think my aesthetics is fine. but isn't that a perfect Monstrata(tm) triangle jump o.0


Cool result tho, just try to take care of small details since they really make a difference sometimes


PS: I wanted to complain about anime BG on english song, but the ending in the SB was great so I'd feel bad to remove it now, lol
Thanks for checking out owo. I'm not really a pro mapper or something close so it's hard for me to see the small details since you know, I looked at the map a lot and kinda "used" to it so it's hard to see those unless modders point them out. But there aren't any so i guess it's fine? :>

For the bg i picked it since imo it's a great sb material and because this is my 2nd map, i didn't know anything about mapping or sbing then (even now lol). So my sb style heavily depends on the background. i remembered on xmas 2015 i chose this bg over images of the sea because i think i can manipulate particles to fit it. It's animu so there're other images i can use also, which produced the ending eyy. But hey made you liked it ;>

But then again, a lot of english maps has animu bg too :< why do only i recieved all the hate (and memes)

Xinying wrote:

I'll second this. In fact I liked the way you transition to the jumps, thought they were really well done.

also the ending SB effect was done really well, well deserved rank!
Ayy thanks! credits to Monstrata for his trademark triangle jumps lol

simple SBs are the best
CyberX
Cgtz :)
Maruyu
Congratz! The last diff looks pretty sweet, but the more spaced parts feel a little forced (but mostly the first one) to me
_DT3
Finally \w/
BounceBabe
Glad you managed to solve the issues
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