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onoken - felys

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Exa
Home:
00:11:906 (1,2,1,2,1,2,1,2,1,2) - I would suggesting having the spacing gradually decreasing due to the reducing song volume but I think gradually reducing the hitsound volume is enough (If you actually go with decreasing spacing, start from a higher spacing and end up where it is now).
00:38:072 (1) - I can tell that you are using such high spacing because of the new sound here, but having 00:37:739 (2) not spaced out is spaciously inconsistent. You could of course justify the second by saying "I just want to complete the pattern I started" so it's more of subjective matter. Either way these sound are really out of place in the song so I don't think treating them differently is that much of an issue.
00:40:905 (2,3,4,5) - Now this I don't get. Not only you space out a red tick in an attempt to "make it look good" by stacking it but you also move on to reducing the DS on the upcoming triplet which is clearly more prominent. Sadly your patterns are heavily depended on one-another so I personaly have no suggestions on how to fix this. You've also done that before with 00:38:239 (2,3,4,5)
00:39:072 (3,3,2) - How about reducing the stack leniency so you can perfectly stack these?
00:50:072 (2) - You've represented this sound with hitcircles in every other case before increasing the SV. I would suggest using a circle here as well to avoid being inconsistent since the song is not.
00:54:239 (4) - I was expecting this to not be part of the same pattern since it's quite different. No problem with it though.
00:54:739 (1,3) - These are not perfectly parallel.
00:56:405 (1) - The singletapping in the beginning compared to this part which is more "tense" imo is far more stamina-draining and therefore- harder. Abusing sliders where you could've gone with circles to maintain a certain difficulty level is really not a good idea. Then again, the first part was far more monotone and did not offer much of a choice when it comes to rhythm, so I am suggesting that you use mostly, if not wholly sliders at the start and then move on to more complicate rhythms in this part.
01:05:405 (1,3) - These are not perfectly parallel either. In general check the copies of my initial mentions.
01:10:905 (2) - You've already started sliders on red ticks, but you could justify that action based on the fact that there were streams before them and a hold-like sound afterwards, but I would much more expect to see a slider starting on a prominent beat such as 01:10:739 (1) rather than on a random red tick containing a bass beat. As far as I have understood (and as far as the song goes) you've given much more emphasis to the piano notes and not the bass beats. Either way, 01:10:739 (1) also contains a bass beat so I think starting a slider here would be ideal.
01:11:739 (8) - Just like you did here.
01:12:072 (1,2,3,4,5,6,7) - Now I will be repeating myself in order to convince you if I didn't make it the first time. But if you listen to the whole section here, you would also notice that it's BEGGING for some singletap action, but instead the player gets these double-tap sliders, giving no emphasis on the actual piano notes what-so-ever.
01:13:322 - In case you are still not convinced and decide not to do anything to change the handling of tension, at least add a note here for the sake of consistency just like you did 01:11:989 (9) here.
01:14:239 (1,2,1,2,1,2) - Wow such a huge jump, I can't wait to see how you'll handle more prominent stuff if you are using screen-jumps on such low tense sounds! In case you don't change the spacing here, at least space out the stream for about 1,3 times more so the constant change of space on the jump and on the stream is not that confusing.
01:28:072 (1,2,3,4,5,6,1) - Your choices of spacing here is really hard for me to grasp since I can't scout a prominent-enough beat to justify such a huge jump in comparison to the jumps you've used before on similar beats.
01:43:739 (5,6,7,8) - I think it's pretty obvious that 5 and 6 should not be treated the same as 7 and 8 since they don't contain similar beats don't contain beats at all, or at least piano beats. All there is really are alternations of the constant background sound which is not really enough to justify the use of such impactful objects such as hitcircles. Replacing 5 and 6 with a slider seems to be the best way to go about it.
01:46:405 (4,5) - Same goes for these as well. Keep in mind that there are more examples of the same nature further on but they really stand out so I will refrain from mentioning them again.
02:28:072 (1,2) - These are not perfectly stacked.
02:28:905 (5,3) - Nor are these.
02:31:822 - Wow there is a piano beat here! Don't skip it!
02:34:322 (2) - Now you've been doing this for quite a while and will probably keep doing this as I go on but I couldn't help but mention it. This sound contains 1/4 beats almost for the whole of it's chorus. Randomly mapping blue ticks that contain this specific sound to simple "add in" to the streams not only make the map rhythmically inconsistent but also kinetically since in other instances where you don't map this sound, you end up with making a jump between the red and white tick (02:33:572 (2,3) example not far). Please rethink when to map these and when not.
02:49:405 - Shouldn't the break end here? (Assuming that according to how you've dealt with the breaks so far).
03:01:405 (1,2) - These are not perfectly stacked.
03:06:739 - There is totally a beat here that you've been mapping up until now but you randomly decide to skip it o.o
03:12:572 - And there's also a piano beat here. Given it's prominence I am unsure whether or not it's ok to skip it, might want to get more opinions on it but keep it in the back of your head just in case.
03:25:239 - Nice buildup but make sure that you silence the end of the spinner because there is no actual beat there.
03:34:905 (1) - Might wanna move this on the white tick.
03:35:822 (3) - Take that slider, slap Ctrl+Shift+S and space it out up to the ticks you wanted to cover. Now you've got a larger replica of your initial slider and you can do a perfect blanket with it!
03:44:322 (2,6) - Could've used the same sliders as 6 so the player can tap 03:45:239 here.
03:49:072 (7,1) - They are of the same musical pattern, don't you think using a slider instead of a note for 1 would be better? In this case I also feel like 1 is being misrepresented because it really sound like a sound one would hold on to.
03:53:405 (1,3) - They are not perfectly stacked.
03:53:905 (3,4,5) - Holly! This is too hard to read and too sudden to properly react to! I would easily call it a huge difficulty spike! The distance used for half the time gap is the same as 03:53:405 (1,2)!
04:36:739 - Even though it's clear to me that you are following the hold sound, it seems like skipping this doesn't fit since in any other case of such a prominent beat being present, you've mapped it and with quite untactful objects. You could call this a subjective matter and I would agree, but I still think that you should at least use a reverse slider on this one.
04:44:072 (3,4,5) - Ugh, trying to emphasize a beat by using broken flow COULD work if the music was not that calm. Such sharp edges on the cursor's movement are not fitting in well with the smoothness of the song in this part. How about moving 4 to 208/47?
04:54:739 (1,2) - Dunno about that. The sliderball area is certainly enough to support a jump like this but it seems way too uncomfortable to me, might want to get a second opinion on that.
05:09:405 (1,2) - The slider-blanket could be much better! Use this if you are struggling to fix it!
05:13:405 (1) - I expected that to be Ctrl+G'd because shit gets really tense. If you do that, make sure that you move the circle after it.
05:18:655 (4,1) - Don't make the player move up when the streams flow suggests to go down!! Move 1 to 224/259, using a different objects is enough for emphasizing the beat, rather than using broken/faul/uncomfortable/weird/not-fitting flow.
05:30:739 - Should've used your triangle-1/4-slider pattern here for the sake of consistency! It's ok, it won't seem like you run out of options nor it'll make the map boring since it's actually a really fun pattern to deal with!

General:
- Offset should be 8383 and it's universal!
00:33:406 - Unused green line!
03:23:173 - Unsnapped green line!
- No file problems.
- No hitsound problems.
- Ranking criteria technically met.

Good luck!
Topic Starter
Shiirn
Anything not responded to was applied in some way or ended in me modifying something.
stuff

Exa wrote:

Home:
00:11:906 (1,2,1,2,1,2,1,2,1,2) - I would suggesting having the spacing gradually decreasing due to the reducing song volume but I think gradually reducing the hitsound volume is enough (If you actually go with decreasing spacing, start from a higher spacing and end up where it is now).I think the spacing as is is largely irrelevant as this is an extremely calm part of the track.
00:38:072 (1) - I can tell that you are using such high spacing because of the new sound here, but having 00:37:739 (2) not spaced out is spaciously inconsistent. You could of course justify the second by saying "I just want to complete the pattern I started" so it's more of subjective matter. Either way these sound are really out of place in the song so I don't think treating them differently is that much of an issue.
00:40:905 (2,3,4,5) - Now this I don't get. Not only you space out a red tick in an attempt to "make it look good" by stacking it but you also move on to reducing the DS on the upcoming triplet which is clearly more prominent. Sadly your patterns are heavily depended on one-another so I personaly have no suggestions on how to fix this. You've also done that before with 00:38:239 (2,3,4,5) Fiddled a bunch with the spacing of these. I've never seen anyone have any trouble with sightreading these combos but they're really hard to pin down without being boring.
00:39:072 (3,3,2) - How about reducing the stack leniency so you can perfectly stack these? Done
00:50:072 (2) - You've represented this sound with hitcircles in every other case before increasing the SV. I would suggest using a circle here as well to avoid being inconsistent since the song is not. This was made a slider because of the sound on the blue tick that was not strong enough to warrant a note of its own. This is treated as a normal 1/2 hit already in gameplay.
00:54:239 (4) - I was expecting this to not be part of the same pattern since it's quite different. No problem with it though.
00:54:739 (1,3) - These are not perfectly parallel. [i]i hate these god damn sliders i keep making them parallel and they just unmatch right afterwards i'll try to fix them again.
00:56:405 (1) - The singletapping in the beginning compared to this part which is more "tense" imo is far more stamina-draining and therefore- harder. Abusing sliders where you could've gone with circles to maintain a certain difficulty level is really not a good idea. Then again, the first part was far more monotone and did not offer much of a choice when it comes to rhythm, so I am suggesting that you use mostly, if not wholly sliders at the start and then move on to more complicate rhythms in this part.
01:05:405 (1,3) - These are not perfectly parallel either. In general check the copies of my initial mentions.
01:10:905 (2) - You've already started sliders on red ticks, but you could justify that action based on the fact that there were streams before them and a hold-like sound afterwards, but I would much more expect to see a slider starting on a prominent beat such as 01:10:739 (1) rather than on a random red tick containing a bass beat. As far as I have understood (and as far as the song goes) you've given much more emphasis to the piano notes and not the bass beats. Either way, 01:10:739 (1) also contains a bass beat so I think starting a slider here would be ideal. These kinds of red-start sliders are used not as ways to emphasize certain beats, but rather for them to "ease in" to a note's beat. By having the click-and-hold function on a weaker part, you're able to feel the actual buildup to the snare at the end of the slider. It's hard to do most of the time and might not always be directly relevant to gameplay, but as this is a more artistic and "showy" map than a gamey one I like to leave these patterns that sacrifice a bit of intuitive gameplay to gain a bit of immersion.
01:11:739 (8) - Just like you did here. Now see, this follows the same thought of having a held down button to follow the beat at the start of the slider. They're different beats, hell, different entire instruments, but use the same concept. felys is extremely repetetive but also has many layers that I want to represent.
01:12:072 (1,2,3,4,5,6,7) - Now I will be repeating myself in order to convince you if I didn't make it the first time. But if you listen to the whole section here, you would also notice that it's BEGGING for some singletap action, but instead the player gets these double-tap sliders, giving no emphasis on the actual piano notes what-so-ever. This pattern is instead emphasizing the doot-doot sounds as opposed to the piano or anything else. This is a map I've used to explore the many different ways I can display felys' intricate beat and instrument patterns across many layers. But our interface only allows for me to really show one layer at a time, so they need to swap up. I try to minimize the impact this has on gameplay, sometimes without success. I'm sorry.
01:13:322 - In case you are still not convinced and decide not to do anything to change the handling of tension, at least add a note here for the sake of consistency just like you did 01:11:989 (9) here. Putting a note here causes the patterns to become completely tied to one another when I am swapping layers. The choice to specifically not have a note here is to ease the player back into another layer without forcing them to read it outright - a 1/2 space instead of a 1/4th one is more than enough for players of this caliber to 'swap over' so to speak.
01:14:239 (1,2,1,2,1,2) - Wow such a huge jump, I can't wait to see how you'll handle more prominent stuff if you are using screen-jumps on such low tense sounds! In case you don't change the spacing here, at least space out the stream for about 1,3 times more so the constant change of space on the jump and on the stream is not that confusing. Discussed ingame.
01:28:072 (1,2,3,4,5,6,1) - Your choices of spacing here is really hard for me to grasp since I can't scout a prominent-enough beat to justify such a huge jump in comparison to the jumps you've used before on similar beats. These were originally sliders that I modified. since they were sliders, the jump wasn't as difficult, but now taht they are circles, the jump is pretty overkill. Fixed.
01:43:739 (5,6,7,8) - I think it's pretty obvious that 5 and 6 should not be treated the same as 7 and 8 since they don't contain similar beats don't contain beats at all, or at least piano beats. All there is really are alternations of the constant background sound which is not really enough to justify the use of such impactful objects such as hitcircles. Replacing 5 and 6 with a slider seems to be the best way to go about it.
01:46:405 (4,5) - Same goes for these as well. Keep in mind that there are more examples of the same nature further on but they really stand out so I will refrain from mentioning them again.
02:28:072 (1,2) - These are not perfectly stacked.
02:28:905 (5,3) - Nor are these.
02:31:822 - Wow there is a piano beat here! Don't skip it!
02:34:322 (2) - Now you've been doing this for quite a while and will probably keep doing this as I go on but I couldn't help but mention it. This sound contains 1/4 beats almost for the whole of it's chorus. Randomly mapping blue ticks that contain this specific sound to simple "add in" to the streams not only make the map rhythmically inconsistent but also kinetically since in other instances where you don't map this sound, you end up with making a jump between the red and white tick (02:33:572 (2,3) example not far). Please rethink when to map these and when not. This has to do with that layering thing. Having every combo be the same because I always map the same layer would make this map boring and unchallenging. Hopefully for the players, this added bit of slight unpredictability adds a bit of fun rather than frustration.
02:49:405 - Shouldn't the break end here? (Assuming that according to how you've dealt with the breaks so far).
03:01:405 (1,2) - These are not perfectly stacked.
03:06:739 - There is totally a beat here that you've been mapping up until now but you randomly decide to skip it o.o That layer-swapping thing.
03:12:572 - And there's also a piano beat here. Given it's prominence I am unsure whether or not it's ok to skip it, might want to get more opinions on it but keep it in the back of your head just in case.
03:25:239 - Nice buildup but make sure that you silence the end of the spinner because there is no actual beat there.
03:34:905 (1) - Might wanna move this on the white tick.
03:35:822 (3) - Take that slider, slap Ctrl+Shift+S and space it out up to the ticks you wanted to cover. Now you've got a larger replica of your initial slider and you can do a perfect blanket with it!
03:44:322 (2,6) - Could've used the same sliders as 6 so the player can tap 03:45:239 here.
03:49:072 (7,1) - They are of the same musical pattern, don't you think using a slider instead of a note for 1 would be better? In this case I also feel like 1 is being misrepresented because it really sound like a sound one would hold on to.
03:53:405 (1,3) - They are not perfectly stacked.
03:53:905 (3,4,5) - Holly! This is too hard to read and too sudden to properly react to! I would easily call it a huge difficulty spike! The distance used for half the time gap is the same as 03:53:405 (1,2)!
04:36:739 - Even though it's clear to me that you are following the hold sound, it seems like skipping this doesn't fit since in any other case of such a prominent beat being present, you've mapped it and with quite untactful objects. You could call this a subjective matter and I would agree, but I still think that you should at least use a reverse slider on this one.
04:44:072 (3,4,5) - Ugh, trying to emphasize a beat by using broken flow COULD work if the music was not that calm. Such sharp edges on the cursor's movement are not fitting in well with the smoothness of the song in this part. How about moving 4 to 208/47?
04:54:739 (1,2) - Dunno about that. The sliderball area is certainly enough to support a jump like this but it seems way too uncomfortable to me, might want to get a second opinion on that.
05:09:405 (1,2) - The slider-blanket could be much better! Use this if you are struggling to fix it!
05:13:405 (1) - I expected that to be Ctrl+G'd because shit gets really tense. If you do that, make sure that you move the circle after it.
05:18:655 (4,1) - Don't make the player move up when the streams flow suggests to go down!! Move 1 to 224/259, using a different objects is enough for emphasizing the beat, rather than using broken/faul/uncomfortable/weird/not-fitting flow.
05:30:739 - Should've used your triangle-1/4-slider pattern here for the sake of consistency! It's ok, it won't seem like you run out of options nor it'll make the map boring since it's actually a really fun pattern to deal with!

General:
- Offset should be 8383 and it's universal!
00:33:406 - Unused green line!
03:23:173 - Unsnapped green line!
- No file problems.
- No hitsound problems.
- Ranking criteria technically met.

Good luck!

a lot of discussion in-game as well.
Seijiro
I'm here for some sort of M4M :3

[General]
  • The second offset is a bit late imo... about 10ms. It isn't probably much, but it does make a difference (-10 on all timing sections from the second red section on ward). I'll be using the current timing for the mod tho

    I want also HP6.9 :^))))))) jkjk

[Home]
  • 01:19:239 (5,8) - I testplayed this quite a lot to try to make it clear in my head and I guess the problem is that you cover (8) way too much here. I'm not really referring to its start, rather to its end since it's almost totally covered by the previous long slider

    01:23:239 (5,8) - Obviously, the same ^

    01:31:405 (5) - Just personal preference here: what about a Ctrl + G? The real pattern I had in mind here was turning also the angle the opposite way to form some sort of oval flow with it... like this (Ctrl + H on the current one and replaced where it was)

    01:38:405 (5) - Both while playing and into the editor I wasn't able to associate this with any sound in the music. While I do understand the overmap you did a bit here and there I can't really feel this appropriate (probably because of the huge jump on it. In case it was shorter it might have worked I guess...)
    Stacking the circle on top of that long slider may be an option but still... I don't know.. xD

    01:39:572 (3) - Missing whistle?
    01:40:072 (1) - Same ^ (maybe I didn't get your hitsounding, sorry xD)

    01:41:239 - You have no hitsounding on this stream instead... (ok, I should probably stay away from hitsounding lol)

    02:22:905 (2) - I guess you don't want to Ctrl + G this, right? xD The problem is that it was really hard to see, above all because it was placed in the opposite direction of the stream

    03:09:405 (1,2) - Since you used the same sound for both shouldn't they have also same direction?

    03:16:405 (5,6,7) - If you follow the high pitch notes of the piano I suggest using 2 circles instead of (6) since the last beat goes to waste like this

    03:21:155 (4,5) - This part kinda goes on without listening to the song. Again, you overmapped that part and it's fine seeing the style, but I would have used a 1/2 jump instead of a stacked triplet (Just an example)

    05:23:572 (2,3) - Just to spice things up a little: what about switching their order? It creates a nice drop on the long slider after the pattern. Also, the spacing is a little more cramped compared to the rest of your patterns in this part of the map, intentional?

    Last thing which may be considered part of your style: I'm not saying that you must map with more symmetry, but patterns like 04:47:905 (9,1,2,3) - are confusing while playing since you start thinking they are 2 different things while you have to play them the same way (personal opinion of my testplay)

That's all from me :3
Topic Starter
Shiirn
Anything not responded to BLAH BLAH BLAH

Hesperides

MrSergio wrote:

I'm here for some sort of M4M :3

[General]
  • The second offset is a bit late imo... about 10ms. It isn't probably much, but it does make a difference (-10 on all timing sections from the second red section on ward). I'll be using the current timing for the mod tho

    I want also HP6.9 :^))))))) jkjk

[Home]
  • 01:19:239 (5,8) - I testplayed this quite a lot to try to make it clear in my head and I guess the problem is that you cover (8) way too much here. I'm not really referring to its start, rather to its end since it's almost totally covered by the previous long slider

    01:23:239 (5,8) - Obviously, the same ^

    01:31:405 (5) - Just personal preference here: what about a Ctrl + G? The real pattern I had in mind here was turning also the angle the opposite way to form some sort of oval flow with it... like this (Ctrl + H on the current one and replaced where it was)

    01:38:405 (5) - Both while playing and into the editor I wasn't able to associate this with any sound in the music. While I do understand the overmap you did a bit here and there I can't really feel this appropriate (probably because of the huge jump on it. In case it was shorter it might have worked I guess...)
    Stacking the circle on top of that long slider may be an option but still... I don't know.. xD

    01:39:572 (3) - Missing whistle?
    01:40:072 (1) - Same ^ (maybe I didn't get your hitsounding, sorry xD)

    01:41:239 - You have no hitsounding on this stream instead... (ok, I should probably stay away from hitsounding lol)

    02:22:905 (2) - I guess you don't want to Ctrl + G this, right? xD The problem is that it was really hard to see, above all because it was placed in the opposite direction of the stream

    03:09:405 (1,2) - Since you used the same sound for both shouldn't they have also same direction?

    03:16:405 (5,6,7) - If you follow the high pitch notes of the piano I suggest using 2 circles instead of (6) since the last beat goes to waste like this

    03:21:155 (4,5) - This part kinda goes on without listening to the song. Again, you overmapped that part and it's fine seeing the style, but I would have used a 1/2 jump instead of a stacked triplet (Just an example) Move the notes out of the way and you'll hear the beats they're assigned to.

    05:23:572 (2,3) - Just to spice things up a little: what about switching their order? It creates a nice drop on the long slider after the pattern. Also, the spacing is a little more cramped compared to the rest of your patterns in this part of the map, intentional?

    Last thing which may be considered part of your style: I'm not saying that you must map with more symmetry, but patterns like 04:47:905 (9,1,2,3) - are confusing while playing since you start thinking they are 2 different things while you have to play them the same way (personal opinion of my testplay)

That's all from me :3

I think I need to put a brief note in the beatmap description to explain what I'm doing with felys here. This map is about taking the many different layers of this piece and representing different layers at different times. As a tool to paint with, the osu! editor is limited in the fact that we have but two buttons to press circles and sliders with. felys is about representing different parts of the same section of music. After that point, I work on making it readable and playable and enjoyable.

This is why felys is surprisingly inconsistent with itself despite my experience. Because I intend for the patterns and structures to be inconsistent to be clear that they're following different instruments or different layers of the beat. This is far more obvious while editing than while playing! While playing I think I've done enough to make it sight readable and an enjoyable map for people that can keep up with it. I'd love to hear people's opinions on this.
Natteke
dam
Ongaku
10/10 would wall text again
Chyo-Kun
I'm going to edit this post (or make a new one) with a proper mod in some days or so, but watching the map in auto made me realize that from the beginning 00:11:906 to 00:33:406 this point the hitsounds are a bit too high volume compared to the song which is very calm and still getting started. I suggest you lower the volume a little bit to match the song's volume. Just after this first part from 00:33:406 to 00:54:739 there is a crescendo, but here too the hitsounds are all at the same volume. Here too I suggest adding some green lines to make the volume go up with the song. With minor exceptions from here on the song stays at the same volume for a while, then after the break in the middle there's another crescendo ( 03:01:405 to 03:17:405 - ) which again, like the one I've pointed out before, has hitsounds with unchanged volume for the most part. I suggest to do the same here.

**I may be hearing things or have some f_cked up volume settings (80% Hitsounds 80% Music) but this is some suggestions from what i'm hearing. I'm no hitsound expert at all but thought some feedback would help in develpoing the map. Proper mod coming soon!

no kd yet
Mercurial

domSaur wrote:

welcome home..

2016 is bound to be good.
yup
Bara-
[General]
All clear, but consider doing this to be nice to AutoMod
• Usless green line(s) over red (no SV changes):
00:33:406 {33406} ms

[Home]
00:11:906 (1,2,1,2) - I know you're not wroking on consistency, but the Distance between (1,2) is significantly lower then the next few
00:22:573 (1,2) - ^^ (But this is higher)
00:25:406 - Is there a need for this break-extension?
00:43:739 (3,4,5) - A 1/8 reverse slider follows the song better
00:46:572 (5,1) - I'm not really a fan of the lowered distance here, as the previous 1/2 are all quite spaced
00:47:739 (1,1,1,1,1) - I FOUND SOMETHING - Imperfect stack (If you go full nazi, so will I :P)
00:53:405 (3,1) - Quite a tricky move, move it a bit, so (1) isn't covered by the reverse
00:55:239 (3) - Move the final node to 270:175 for a better stack
00:57:905 (3) - Stack properly (2 nodes are off here)
01:08:072 (1,3) - ^^
01:13:905 (3) - Remove sliderwhitsle please. Or my ears will hate you
01:19:739 (7,8) - Same shape please
01:20:072 (1,4) - Please don't let them touch
01:35:155 (2) - Jump seems a bit big
01:35:739 (5) - RIP Ears
02:12:905 (4,5,6) - Imo this looks better
03:22:905 (1) - Aesthetics please
03:25:405 (1,2) - Why is there such a big gap between them?
04:07:405 (3,4,5) - Dat spacing O.o Though it fits with the AAAA~~ (Consider toning it down though)
05:34:739 (1) - This is the only slider I can 100% agree with that the sliderwhistle is fine

I don't even know
Good luck man!
Topic Starter
Shiirn
Anything not responded to was fixed.
aaaaa

Baraatje123 wrote:

[General]
All clear, but consider doing this to be nice to AutoMod
• Usless green line(s) over red (no SV changes):
00:33:406 {33406} ms

[Home]
00:11:906 (1,2,1,2) - I know you're not wroking on consistency, but the Distance between (1,2) is significantly lower then the next few
00:22:573 (1,2) - ^^ (But this is higher)
00:25:406 - Is there a need for this break-extension?
00:43:739 (3,4,5) - A 1/8 reverse slider follows the song better. I'm not following the little buzz noise, but the little cry and the normal patterning of the triangles.
00:46:572 (5,1) - I'm not really a fan of the lowered distance here, as the previous 1/2 are all quite spaced This is directly in the center of one of the triangle's edges and as it is the start of a new stanza, the spacing change matters far less.
00:47:739 (1,1,1,1,1) - I FOUND SOMETHING - Imperfect stack (If you go full nazi, so will I :P)
00:53:405 (3,1) - Quite a tricky move, move it a bit, so (1) isn't covered by the reverse Tried making the slider a bit shorter. It's hard to figure out what exactly to do here as I don't want the players to need to move their cursor all too much between these notes.
00:55:239 (3) - Move the final node to 270:175 for a better stack I tried again. ;_;
00:57:905 (3) - Stack properly (2 nodes are off here) These things are such a damn pain.
01:08:072 (1,3) - ^^
01:13:905 (3) - Remove sliderwhitsle please. Or my ears will hate you
01:19:739 (7,8) - Same shape please I want (7) to point accurately at (5)'s start, but (8) would be very hard to see beneath it if it didn't curve.
01:20:072 (1,4) - Please don't let them touch
01:35:155 (2) - Jump seems a bit big Because of how the slider is shaped, players are going to be moving their cursor towards (2) anyway, and with how much leeway they have with the sliderball, it's really not a jump at all.
01:35:739 (5) - RIP Ears
02:12:905 (4,5,6) - Imo this looks better
03:22:905 (1) - Aesthetics please This is a direct homage to the currently ranked version of felys. This is the slider used in that map. If I really need to, I will change it, but I would really like to have it there.
03:25:405 (1,2) - Why is there such a big gap between them? For visual clarity. So the player can see the entire approach circle before the note actually needs to be hit. Again, due to the huge sliderball leeway, the player can actually keep his cursor on the very edge of (2) for the entire duration of (1), so it's not a jump at all.
04:07:405 (3,4,5) - Dat spacing O.o Though it fits with the AAAA~~ (Consider toning it down though) Toned down very slightly and changed the angling so that it is one large semi-circle sweep motion instead of a weird bend. This lets players maintain momentem.
05:34:739 (1) - This is the only slider I can 100% agree with that the sliderwhistle is fine

I don't even know
Good luck man!
Monstrata
Did some more polishing up. Everything looks good to go from my end so here's Bubble #1!

irc
19:13 Shiirn: ok you're in felys
19:13 Shiirn: uhh other than a broadline 10% volume increase across the entire map
19:14 Shiirn: 05:08:072 (1) - i want to move this around so it's not a hanzer slider
19:14 Shiirn: 02:37:739 (1,2,3,4,1,2,3,4) - and close these up a bit
19:15 Shiirn: that's it
19:15 Shiirn: want me to do them?
19:19 Shiirn: uh well i did them :Y ready when you get back
19:20 Monstrata: okay
19:20 Shiirn: it wasnt a flat 10% increase across the entire thing, but 5-10 here and there in the bits that were troublesome
19:21 Shiirn: the most common issue is probably going to be stacking because things keep unstacking the second i upload and leave the editor =_=
19:24 Monstrata: okay lets see
19:24 Monstrata: 00:38:239 (2) - Not going to emphasize this note?
19:25 Monstrata: 00:38:072 (1) - This on the other hand doesnt need that kind of a jump imo
19:25 Shiirn: mmm how do you mean? it's already kind of emphasized because of the jump after it, maybe you mean the one before it?
19:25 Monstrata: the one before
19:25 Monstrata: like 1>2 is a pretty short jump compared to 3>1
19:26 Monstrata: but the jump from 3>1 itself doesn't emphasize much
19:26 Shiirn: oh yeah
19:26 Shiirn: you're right, i think that's a leftover from the reorganizing i did considering your advice on the triangles
19:26 Monstrata: ah
19:26 Monstrata: ok
19:26 Shiirn: https://osu.ppy.sh/ss/4290692 something kind of like this?
19:27 Shiirn: gives a bigger jump 1->2 to emphasize 2 more
19:27 Monstrata: okay yea that'll work
19:33 Monstrata: 00:58:905 (3) -
19:33 Monstrata: slider-end
19:33 Shiirn: ?
19:33 Monstrata: eh nvm
19:33 Monstrata: was kinda weird you map that snare to jumps earlier
19:34 Monstrata: or at least made it clickable
19:34 Shiirn: yeah that slider instead emphasizes the...
19:34 Shiirn: wub? idk what to call it
19:35 Shiirn: like the desc says it kind of jumps around what layers of instruments it's playing
19:35 Shiirn: so it's fairly inconsistent
19:36 Monstrata: 01:05:905 (3,5) - you could maybe space them out a bit more so they arent touching
19:37 Shiirn: I shrunk it by a tiny amount so that they clearly don't touch while following the same shape
19:37 Monstrata: 01:18:655 (2) - Spacing is a bit weird here
19:37 Monstrata: ok
19:37 Monstrata: intentional?
19:37 Monstrata: the spacing anyways
19:38 Shiirn: uh
19:38 Shiirn: I want to say "yes" because it was to make the (2) be on (1)'s slider track
19:38 Shiirn: but 3 is arleady off of it for readability purposes anyway so...
19:38 Shiirn: lemme try move it a bit to see if i can even it out
19:38 Monstrata: 01:22:655 (2) - I guess you can even it out here too maybe
19:38 Shiirn: yeah they're teh same pattern
19:38 Shiirn: and i evened it out ti .93/.91
19:39 Shiirn: to*
19:39 Monstrata: ok
19:39 Monstrata: 01:28:072 (1,2,3,4) - These jumps are so bit xd
19:39 Monstrata: big*
19:40 Shiirn: I've never actually seen anyone break there
19:40 Shiirn: but i mean
19:41 Shiirn: i could ctrl+g 1 and 4
19:41 Shiirn: tho that makes 3 the massive jump
19:41 Shiirn: heh
19:42 Shiirn: i can put 3 under 01:27:739 (7) - if you really insist on changing that spacing though
19:42 Monstrata: how about
19:42 Monstrata: http://puu.sh/mnEK0.jpg
19:42 Monstrata: just swapping 1 and 4 in timeline
19:42 Monstrata: so overall spacing is bigger
19:42 Shiirn: then wouldn't the
19:42 Shiirn: 01:28:989 (5,6) -
19:42 Shiirn: now be kinda crazy?
19:42 Monstrata: ah damn
19:43 Monstrata: but yea the spacing is really large even though there isn't much of a change in the music
19:43 Shiirn: hmm....
19:43 Shiirn: I've got an idea.
19:44 Shiirn: ...
19:44 Shiirn: this is really hard to like
19:44 Shiirn: show with a screenshot
19:44 Shiirn: so im going to update and u can check it?
19:45 Shiirn: updated
19:45 Shiirn: 01:28:072 (1) - reversed this, and rotated the curve pattern so that 2,3 could be a straight line across the axis
19:45 Shiirn: while stacking
19:46 Shiirn: phone call
19:46 Shiirn: brb
19:48 Monstrata: okay that works
19:49 Monstrata: 01:30:905 (3) - I think its better for you to map that slider-end to a circle
19:49 Monstrata: to justify those jumps
19:51 Shiirn: keep going
19:51 Shiirn: family call i need to take
19:51 Shiirn: ill be back soon
19:52 Monstrata: kk
19:54 Monstrata: 01:42:405 (1) - weird you NC here but not 01:41:738 (5) -
19:54 Monstrata: hmm seems a pattern i guess, like it works out better for the next stream cuz of the bend
19:54 Monstrata: but here it just looks like a symmetrical pattern
19:54 Monstrata: 01:43:072 (3,4) - overlap doesnt look nice xd
19:56 Monstrata: 01:56:239 (2,3,4) - so confusing to read ;c
19:57 Monstrata: 02:09:405 (1,2,3,4) - I liked these a lot better lol
19:58 Monstrata: 02:12:239 (2) - Why the switch here? Not going to map 02:12:572 - to something clickable?
19:59 Monstrata: 02:22:905 (2) - Same here. you should map that white tick too xd
19:59 Shiirn: those streams are doing 8,4,4
19:59 Monstrata: 02:25:905 (4) - rotate 240 stack on 1 etc. plays better lol but ehh
20:00 Shiirn: overlap fixed
20:00 Shiirn: moved (4) so it isnt stacked but ive never heard anyone complain about it...? i like the circle-slider pattern
20:01 Monstrata: 02:30:072 (1,2,3,4) - try arranging like http://puu.sh/mnFNp.jpg
20:02 Monstrata: ok
20:02 Shiirn: o.o?
20:03 Shiirn: back for now
20:03 Shiirn: a lot of those "why the switch" is because of that different-isntrument mapping
20:03 Shiirn: it's intentional
20:03 Shiirn: swapped 2 and 3 on that last one tho
20:04 Monstrata: u know, ppl are just going to be like ?__? so inconsistent
20:04 Monstrata: xP
20:04 Monstrata: like whether it was intentional or not
20:04 Shiirn: i know
20:04 Shiirn: but
20:05 Shiirn: i address that in the beatmap description
20:05 Shiirn: and if people choose to not understand it after that
20:05 Shiirn: that's their problem, not mine
20:05 Shiirn: like i said in the desc as well, i hate to come back only to say "respect my style" but this is seriously a one-time thing for me as i mapped this entirely while i was banned and getting NO response for support
20:05 Monstrata: have you considered using specific combo colors?
20:05 Shiirn: so i was being pretty introspective
20:05 Monstrata: like alternating between say light blue/dark blue for one layer
20:05 Monstrata: and going to light purple/dark purple for another layer
20:06 Monstrata: so theres a visual shift
20:06 Shiirn: that seems needlessly complex when most people who are able to play things of this level use custom combo colors and a black bg anyway
20:06 Shiirn: so i figured
20:07 Shiirn: ...yeah
20:07 Shiirn: lol
20:08 Monstrata: 03:21:072 (3,4,5) - Space them instead of stacking
20:08 Monstrata: emphasizes 5 a bit more
20:08 Shiirn: mmm i stacked them because it mimics the triangle pattern used at the start of the map
20:09 Shiirn: and i dont think 5 needs any emphasis
20:09 Shiirn: as it is simply the same instrument doing the entire triple, just loudest at the bottom
20:09 Shiirn: if anything i'd have 3 timing sections changing the volume of the triple but that also seemed overkill
20:18 Monstrata: hmm ok
20:18 Monstrata: 03:22:905 (1) -
20:18 Monstrata: xdd
20:18 Shiirn: ...
20:18 Shiirn: do i need to explain that
20:18 Shiirn: ;_;
20:18 Monstrata: can you make it nicer lol
20:18 Shiirn: it's
20:19 Shiirn: a copy
20:19 Shiirn: of gowww's slider
20:19 Monstrata: well gowww makes ugly sliders then
20:19 Monstrata: xdd
20:19 Shiirn: from
20:19 *Shiirn is listening to [https://osu.ppy.sh/b/85762 onoken - felys -long remix-]
20:19 Shiirn: the 2011 map
20:19 Monstrata: this is 2016 xD there are better slider creation functions or something
20:19 Shiirn: i mean its not even THAT ugly ;_;
20:19 Monstrata: its pretty uneven xd
20:20 Shiirn: hnngggghhh
20:20 Monstrata: I mean like... you can make this slider in the same shape as goww's but you could also make it a better version of his
20:20 Monstrata: you know? lol
20:20 Shiirn: well what would i replace it with except another wave slider and it's a perfectly fine and functional wave slider as it is now its not following a pattern or anything
20:21 Shiirn: i'll try ;_;
20:22 Monstrata: http://puu.sh/mnGSR.jpg
20:22 Monstrata: maybe?
20:22 Monstrata: idk
20:22 Shiirn: i mean
20:23 Shiirn: if it's important enough that you insist it's important enough that i should do it
20:23 Shiirn: i-i-i just need a moment.
20:23 Shiirn: ;_;
20:23 Shiirn: T_T7
20:23 Monstrata: it looks better
20:23 Monstrata: but if you dont want to
20:23 Monstrata: you dont have to change it xP
20:23 Monstrata: its just
20:24 Monstrata: idk. i don't think copying gowww's slider is a good reason
20:24 Monstrata: to keep it from being nicer
20:24 Monstrata: but anyways
20:24 Shiirn: https://osu.ppy.sh/ss/4290902
20:25 Shiirn: thoughts?
20:25 Shiirn: is that wave slider okay?
20:25 Monstrata: maybe curve the tail sliiightly less
20:25 Shiirn: ...
20:26 Shiirn: it's perfectly rotationally symettrical down to the pixel
20:26 Monstrata: maybe im just being too nazi here cuz i do a lot of sliderart stuff on my maps
20:26 Monstrata: lol
20:26 Monstrata: ahh whatever
20:26 Monstrata: sry lol
20:27 Shiirn: i mean
20:27 Shiirn: it is literally a pixel to the right on the righthand side
20:27 Shiirn: so kudos if you actually noticed that but
20:27 Shiirn: it's done. the gowww slider is dead. You monster. ;_; replaced with wave slider. Anything else?
20:28 Monstrata: lol
20:28 Monstrata: hmm
20:28 Monstrata: still checking
20:28 Monstrata: had to take a break and get some snaks
20:28 Monstrata: lol
20:28 Shiirn: i am aware
20:28 Shiirn: if i suddenly afk
20:28 Shiirn: its because ill be back like 10minutes after that
20:29 Shiirn: that family call
20:29 Monstrata: ok ok
20:29 Monstrata: 03:48:405 (2,3) - This jump is really large tho
20:29 Monstrata: idk what its emphasizing
20:29 Shiirn: i'll move 2 a bit between 1 and 3
20:29 Shiirn: maybe on 4's end
20:29 Shiirn: idk
20:30 Monstrata: 04:08:405 (5,6,7,8) - Also uh, looks like this stream like almost bends upward a bit?
20:31 Shiirn: ...
20:31 Shiirn: how in the fuck...?
20:32 Shiirn: oh, i remember now
20:32 Shiirn: https://osu.ppy.sh/ss/4290926
20:32 Shiirn: changed it to that
20:32 Monstrata: http://puu.sh/mnHpv.jpg
20:32 Monstrata: lol
20:32 Monstrata: o
20:33 Monstrata: yeee
20:34 Monstrata: 04:19:739 (1,1) - Btw for this like
20:34 Monstrata: http://puu.sh/mnHsN.jpg
20:34 Monstrata: if you just moved it a bit so the outline is clean
20:34 Monstrata: would look really cool
20:34 Shiirn: oh
20:34 Monstrata: imo anyways
20:34 Shiirn: right
20:34 Shiirn: no i agree
20:34 Shiirn: and done
20:37 Monstrata: 05:16:072 (3) - 05:21:405 (3) - 05:26:739 (1) - 05:32:072 (1) -
20:37 Monstrata: Maybe NC the first two
20:37 Monstrata: for consistency
20:37 Monstrata: but that
20:37 Monstrata: should be it hang on
20:38 Shiirn: ok
20:38 Shiirn: nc'd first two
20:40 Shiirn: updated it if you want to re-confirm
20:41 Monstrata: ok
20:41 Monstrata: ugh i wish it dodnt automatically scroll down
20:42 Monstrata: every time i close chat
20:42 Shiirn: sorry ;.;
20:42 Monstrata: lol dw
20:43 Monstrata: 02:30:405 (3,4) - Switch in timeline?
20:43 Monstrata: so the white ticks receive larger spacing
20:43 Shiirn: ...
20:44 Shiirn: you had me switch 2 and 3 already
20:44 Shiirn: ._.
20:44 Monstrata: I didnt explain well sry xP
20:44 Shiirn: but sure
20:44 Monstrata: on my picture i swapped 2 and 3, then 3 an 4
20:44 Monstrata: lol
20:44 Shiirn: i see what you're doing there
20:44 Shiirn: i agree
20:44 Shiirn: oh
20:44 Shiirn: then my fault
20:44 Shiirn: fixed
20:45 *Monstrata is listening to [http://osu.ppy.sh/b/871193 onoken - felys]
20:45 Monstrata: lemme just redl
20:45 Monstrata: update
20:45 Shiirn: k
20:45 Monstrata: if you havent yet
20:45 Shiirn: updating
20:46 Monstrata: i'll just do one last check for hitsounds, and if nothing then the map should be 100% objectively rankable
20:46 Shiirn: updated
20:46 Shiirn: soft-sliderwhistle is used on the very last slider and nowhere else
20:46 Shiirn: soft-sliderslide2 is used on the initial sliders in the beginning before the first spinner and nowhere else
20:46 Shiirn: soft-hitclap is a slightly reduced volume normal-hitnormal
20:46 Shiirn: (for reference)
20:47 Monstrata: oh ok
20:47 Monstrata: i meant like checking volume and stuff
20:47 Shiirn: ...
20:47 Monstrata: sometimes ppl randomly add a whistle onto some part with 5% volume
20:47 Shiirn: e-either way works!
20:47 Shiirn: ;A;
20:47 Monstrata: yee
20:48 Shiirn: i used to get
20:48 Shiirn: really nazi on la cataline's ass
20:48 Shiirn: for her soft hitsounds
20:48 Monstrata: lol
20:48 Shiirn: because nobody but me seemed to be able to hear soft-sliderwhitle
20:48 Shiirn: and people would just select an entire slider to put whistles on both ends for soft hitsets
20:48 Shiirn: not realizing it added a soft-sliderwhistle that was really annoying
20:48 Shiirn: =_=
20:49 Shiirn: I MEAN THAT STILL EXISTS. DON'T GET ME WRONG. THAT STILL VERY MUCH EXISTS.
20:49 Shiirn: =_=
20:50 Monstrata: lol
20:50 Monstrata: yea
20:50 Monstrata: xD
20:50 Monstrata: anyways
20:50 Monstrata: looks good
20:51 Monstrata: did you get the metadata checked out?
20:51 Monstrata: o wait
20:51 Monstrata: theres already ranked versions
20:51 Monstrata: yea
20:51 Shiirn: sec
20:51 Shiirn: i mean
20:51 Shiirn: TECHNICALLY speaking it doesnt even need BMS source
20:51 Shiirn: as this is the album version
20:51 Shiirn: but...
20:52 Shiirn: isn't it great to have something with almost blank metadata? O_o
20:55 Monstrata: lol
20:55 Monstrata: lemme just doublecheck lol
20:56 Monstrata: cuz
20:56 Shiirn: no problem
20:56 Monstrata: nowadays metadata is really big
20:56 Monstrata: when maybe just a year ago it wasn't really important
20:56 Shiirn: i mean, i guess.
20:56 Shiirn: there's not much to say about it
20:56 Monstrata: like Tv Size and tv Size are dq'able reasons now
20:56 Shiirn: https://remywiki.com/Kennosuke_Ono
20:57 Monstrata: http://axsword.com/special/swellstrings/
20:57 Monstrata: yea
20:57 Monstrata: should be correct i just wonder about the source
20:57 Monstrata: cuz i dont know BMS
20:57 Shiirn: i mean technically
20:58 Shiirn: it isnt the bms version
20:58 Shiirn: so it isnt FROM bms
20:58 Shiirn: its from swellstrings album i guess?
20:58 Monstrata: yea swell strings album
20:58 Shiirn: but album names arent sources, but tags
20:58 Shiirn: right
20:58 Monstrata: it doesn't have to be the bms version, but as long as the music was part of BMS it should be good
20:58 Monstrata: yea album names are tags
20:59 Shiirn: ok so
20:59 Shiirn: source:bms
20:59 Monstrata: if you decide to add swell strings as tags, maybe add axsword too
20:59 Shiirn: tags: swell strings
20:59 Shiirn: ugh
20:59 Shiirn: ok
20:59 Shiirn: axsword
20:59 Monstrata: alright
20:59 Monstrata: yep
20:59 Monstrata: that should be all
Hitoshirenu Shourai
Psst Shiirn I love you. <3
Topic Starter
Shiirn
I'm sorry. My heart belongs to another.
Garven
Hey Shiirn,

Due to the general streaminess of the map, I can't really get a good feel for the gameplay aspect, but here are a few technical things that should be addressed after a quick look:

00:15:406 - What's up with this random delayed break? It's not really following anything in the song that I can tell. Just set it back to the default position.
00:25:406 - ^
01:21:905 (3) - Try to avoid covering repeat arrows on sliders please.
02:18:489 (7) - Did you intend for a normal sliderwhistle sound here?
03:53:239 (4) - And a random drum clap here?
05:08:989 (2,1,2) - These could be presented better. The shape and overlap are just offputting.
Topic Starter
Shiirn

Garven wrote:

00:15:406 - What's up with this random delayed break? It's not really following anything in the song that I can tell. Just set it back to the default position. I think this was left over from when I changed the mp3 and moved all the notes, but the break remained in roughly the same place and snapped to the nearest tick.
00:25:406 - ^^
01:21:905 (3) - Try to avoid covering repeat arrows on sliders please.I've noticed thus but haven't seen a single person break on it. I'll fiddle with this combo (probably reversing it) before bubble #2.
02:18:489 (7) - Did you intend for a normal sliderwhistle sound here? There is an actual noise here I was trying to emphasize, but all varients of whistle and otherwise completely overwhelm it and since it's pretty random in the track itself, any hitsound for it will sound random.
03:53:239 (4) - And a random drum clap here? An oversight while fiddling with the hitsounds... I think. I'll return it back to the default soft+soft set along with the next bubble.
05:08:989 (2,1,2) - These could be presented better. The shape and overlap are just offputting. The overlap must have occured during a stacking check I was doing. I'll slide the (2) around the curve when I get a chance.

All of these are fixed on my side, but I'm not too familiar with modern ranking criteria and thus whether these are poppable changes or not.


EDIT: fixed and rebubbled
Ayesha Altugle
Welcome back god mapper! What were you doing while you are banned? Anyways, I hope this map will be ranked.

Good luck!
Natsu
#2

Fixed minor things in irc

did things
2016-01-09 10:52 Natsu: btw i found that clap and did kill my ears LOL
2016-01-09 10:53 Shiirn: I KNOW
2016-01-09 10:53 Shiirn: I'M SORRY
2016-01-09 10:53 Natsu: 03:53:239 (4) -
2016-01-09 10:53 Natsu: haha
2016-01-09 10:53 Shiirn: yeah
2016-01-09 10:54 Natsu: you can iirc? now, kinda lazy to forum post, but wait gonna take a thing for my sis
2016-01-09 10:54 Shiirn: i can irc
2016-01-09 10:55 Shiirn: i fixed that clap already btw
2016-01-09 10:59 Natsu: yeah, anyways this metadata, you have an official source?
2016-01-09 11:00 Shiirn: swell strings is the name of the album
2016-01-09 11:00 Shiirn: axsword is an alternate name for onoken
2016-01-09 11:00 Shiirn: BMS is the original release source of this track, although this is the long album version
2016-01-09 11:01 Natsu: cool
2016-01-09 11:02 Natsu: 00:42:905 (1,2) - swap NC to be consistent with 00:43:405 (1,2) - ?
2016-01-09 11:02 Shiirn: ?
2016-01-09 11:02 Shiirn: It's a triangle -> another triangle
2016-01-09 11:02 Shiirn: o_o
2016-01-09 11:03 Natsu: kinda wanted to have the same sound 00:43:072 (2) - 00:43:405 (1) - as NCs, but yea triangles
2016-01-09 11:03 Shiirn: NC seems consistent as it is
2016-01-09 11:03 Shiirn: yeah they have the same sound but
2016-01-09 11:03 Shiirn: since they are still in the shape of triangles and the pattern follows the same structure, the NC is more important focused on the pattern rather than the noise
2016-01-09 11:04 Shiirn: because of the 1/4 sliders arleady functioning as 1/2 circles, the pattern actually plays identically to the rest of the section
2016-01-09 11:04 Natsu: 00:56:655 (2,3) - I dont want to be the guy, but stack HAHAH
2016-01-09 11:04 Shiirn: except in those two sldiers' case, they also have the background layer sound
2016-01-09 11:05 Shiirn: hm
2016-01-09 11:05 Shiirn: (3) is stacked under (7)
2016-01-09 11:05 Shiirn: its just that (2) isnt stacking right there
2016-01-09 11:05 Shiirn: guess (2) should be stacked?
2016-01-09 11:05 Natsu: i mean the stack is off a bit lol, nazi thing
2016-01-09 11:06 Shiirn: (3) is perfect under (7)
2016-01-09 11:06 Shiirn: it's that (2) is on top of (3) and makes it appear weirdly off
2016-01-09 11:06 Shiirn: i can move (2) under (7) and manually stack 3 if that looks better
2016-01-09 11:07 Natsu: k
2016-01-09 11:07 Natsu: btw: 03:22:905 (1) - I can't hear this one lol
2016-01-09 11:08 Shiirn: ? I can hear it, although it's on 5% and the sliderticks are ew
2016-01-09 11:08 Natsu: 15% or 10% just for head
2016-01-09 11:08 Natsu: then 03:22:989 - 5% to silence slider ticks
2016-01-09 11:09 Shiirn: okay
2016-01-09 11:10 Natsu: 03:25:405 (1) - why 5% here?
2016-01-09 11:10 Shiirn: that's acutally 5% because actually 5%, not because "i want it inaudible"
2016-01-09 11:10 Shiirn: with the whistle sound its actually very audible for me
2016-01-09 11:10 Shiirn: but would 10% be better?
2016-01-09 11:11 Natsu: I think 10% would be more safe tbh
2016-01-09 11:11 Shiirn: Done.
2016-01-09 11:13 Natsu: omg that clap ahahah
2016-01-09 11:14 Shiirn: I FIXED IT
2016-01-09 11:14 Shiirn: SHHHH
2016-01-09 11:17 Natsu: 04:47:655 (7,8) - I find those circles, kinda hard to click, I think stacking them is better, since is what a player will expect
2016-01-09 11:18 Shiirn: it's the same as the slider on the opposite side, that was my reasoning
2016-01-09 11:20 Natsu: oh as 04:46:989 (4) - ?
2016-01-09 11:20 Shiirn: yeah
2016-01-09 11:20 Shiirn: i'll stack them if you think i should though, either way they play mostly the same due to their spacing meaning there's little to no movement on either side
2016-01-09 11:23 Natsu: why hp 6,9 and OD 8,9?
2016-01-09 11:23 Natsu: isn't better to just put OD9?
2016-01-09 11:23 Shiirn: HP6.9 because it was suggested and uhhhh as far as the OD goes
2016-01-09 11:23 Shiirn: sure let's go 9
2016-01-09 11:23 Shiirn: (6.9 is kind of a joke but i do feel 7 is kind of high)
2016-01-09 11:24 Natsu: tbh most people use 6 for Extra maps
2016-01-09 11:24 Natsu: but i use 7 LOL
2016-01-09 11:25 Natsu: not much to say, upload and lets go
2016-01-09 11:26 Natsu: .dont forget clap pls ahahhaa
2016-01-09 11:26 Shiirn: clap is fixed i promise
Len
dude
Lance
soon
Kyubey
omg shiirn is back
SPOILER
21:37 Kyubey: probably watching the testplay can help you to understand something
21:37 Kyubey: but i want to warn you that i'm really not warmed up now so i'll fail patterns
21:37 Shiirn: i've seen lots of people playtest it
21:37 Kyubey: ah
21:37 Kyubey: btw
21:37 Kyubey: offset -7 feels MUCH better
21:37 Kyubey: (i'm playing with it rn)
21:37 Shiirn: mmm
21:37 Shiirn: i've heard whispers to that extent
21:43 Kyubey: modding time
21:43 Shiirn: aye
21:44 Kyubey: first pattern stuff then general stuff
21:44 Shiirn: i just want to confirm
21:44 Shiirn: you've read the beatmap desc, right?
21:44 Kyubey: i always try to keep mapper's style in mind
21:44 Shiirn: is that a yes?
21:45 Kyubey: yes
21:45 Shiirn: okay. then we're good
21:45 Kyubey: but i will mention few things anyway because these were really gimmick
21:45 Kyubey: just in case if you decide to agree
21:45 Shiirn: Of course, I understand
21:46 Shiirn: You'll find me a lot more agreeable and engaging during the modding process than a lot of mappers, i'm sure :P
21:47 Kyubey: 01:19:239 (5,8) - this overlap, i played this map few times and always was misreading (8), probably because it's covered with (5), so i'd like to see the more sliderbody here
21:48 Shiirn: Agh, yeah, I've had that mentioned once or twice. It was originally almost completely under the body - you cans ee how it's curved?
21:48 Shiirn: because i angled it out to show more of the body
21:48 Kyubey: yes, but i still was misreading the head with tail
21:48 Shiirn: you think simply unstacking it and pushing it a bit to the left (and the right for the flipped pattern a bit later) would be better?
21:48 Kyubey: show me the example
21:49 Kyubey: probably you want to keep it consistent with 01:23:239 (5,8) - this
21:49 Shiirn: yeah that's what i mentioned the flipped pattern for
21:49 Shiirn: http://puu.sh/mqMvH/cfe9493cd9.jpg this is just moving it a bit and curving it a bit more to blanket (5)'s ending
21:49 Kyubey: (8) reads here better but it's because i missed previous one and knew the next thing will have that slider again
21:49 Kyubey: looks good
21:50 Shiirn: yeah
21:50 Shiirn: that's part of the problem with artistic maps
21:50 Shiirn: the first read is ass
21:50 Shiirn: did to both patterns
21:52 Kyubey: 02:03:322 (8,1) - this thing is pretty hard to follow
21:52 Kyubey: especially when things like this don't appear that often in the map
21:53 Kyubey: i can the see the shapes of streams and understand what you want to make there
21:53 Kyubey: but it playability terms it's uncomfortable, really
21:53 Shiirn: I could alternatively flip the 4,4 tream around and have it trace back
21:54 Kyubey: 02:11:322 (8,1) - almost same spacing but flow is smoother so it works much better
21:55 Shiirn: http://puu.sh/mqMVl/c97fbc6314.jpg e.g. for 2:03
21:55 Kyubey: yes, should be better
21:57 Kyubey: 02:19:072 (1,2,3,4,1,2,3,4,1,2,3,4,1) - uhh, it's pretty hard to control such a short things, if you make the flow 02:19:322 (4,1) - here smoother by moving 02:19:405 (1,2,3,4) - this left, it will be played better
21:58 Shiirn: I could move the 1,2,3,4s so that they're pointing at one another for better flow, although that seems to be what you're suggesting anyway
22:00 Kyubey: 02:28:239 (2,3) - was kinda uncomfortable for me too, i was distracted by stream near to (3) and it caused misreading. if you move that thing somewhere like http://kyubey.s-ul.eu/rFterhcE.png here, it will be more comfortable to read
22:00 Shiirn: (god this looks like a clusterfuck in the editor) http://puu.sh/mqNhX/c05db32f8a.jpg
22:00 Shiirn: mmm
22:01 Kyubey: lol, actually it looks cluster in the game too
22:01 Shiirn: 02:28:489 (3,4) - you mean these are the ones actually hard to read? true... i could move them out like you did
22:01 Kyubey: yep
22:01 Shiirn: almost identical to your puush
22:01 Kyubey: 02:40:655 (4,1) - following the flow after 02:40:405 (1,2,3,4) - this makes hard to hit that slider, so if you move it left a little, it will work better
22:02 Shiirn: I'll bring (1) down a bit (and bring (2) mirrored with it) to this http://puu.sh/mqNtn/8f3387cd56.jpg
22:03 Kyubey: good
22:05 Kyubey: 05:17:405 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - well...
22:05 Kyubey: it looks cool
22:05 Kyubey: but it's unplayable
22:06 Shiirn: I've actually not seen anyone but you have trouble on it. Most playtesters I've had loved that pattern
22:06 Kyubey: :(
22:06 Shiirn: But my pool of playtesters are a bit higher skill
22:06 Kyubey: probably because i'm using mouse and it's hard to have smooth movement on it
22:06 Shiirn: Axarious's thought on that stream was, and i quote, "fuck yes"
22:06 Shiirn: as he was playing
22:06 Shiirn: ah yes
22:06 Shiirn: that's it entirely
22:06 Shiirn: because of the momentum issues
22:06 Kyubey: well, axarious is #10 or something
22:06 Shiirn: like
22:07 Shiirn: this map is an artfully designed map more than a playable one
22:07 Shiirn: to bring it into my playability standards i had to lose a lot and the patterns often have jerky movements to connect the pretty looking patterns
22:07 Shiirn: this makes them hard to play with mouse because mouses weigh much more than pens and mouse players need to fight the movement momentum they have for a lot of the streams
22:08 Kyubey: i understand your point
22:08 Kyubey: thought for me it doesn't require such a difficulty peak there
22:08 Shiirn: well it's the second to last major piano roll of the map
22:08 Shiirn: 05:27:572 (5,6,7,8,9,10,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - being the other one
22:09 Kyubey: this one is much easier in terms of movement
22:09 Shiirn: which forgoes a pretty pattern for more beat-focused spacign
22:09 Shiirn: this is the inconsistency thing that is unique to this map for me, it's focusing on different aspects of the same exact patterns of beats and instruments
22:10 Kyubey: 05:31:072 (3,3,4,5) - this thing is really unreadable
22:10 Shiirn: i don't normally do this kind of stuff but i was pretty introspective as this was mostly mapped while i was banned
22:10 Shiirn: mmm 345 can probably be curved outward i guess?
22:10 Kyubey: curved and unstack them more
22:10 Kyubey: because player expects 1/4 slider to be there as in previous patterns
22:10 Shiirn: http://puu.sh/mqO3j/bad7bd243f.jpg
22:11 Kyubey: and this one appears really confusing
22:11 Kyubey: looks more readable
22:11 Kyubey: though 05:31:739 (5,6) - this movement becomes awkward there
22:11 Shiirn: mhm
22:12 Shiirn: well the spacing is pretty low between 5,6 so i can probably drop 6 to the bottomside of the map
22:12 Kyubey: oke
22:12 Kyubey: thats all for pattern modding
22:12 Kyubey: now general stuff
22:12 Kyubey: hmm i wonder if we still use BMS as source
22:13 Shiirn: I'm not... FULLY aware of the full avenues of metadata setups right now
22:13 Kyubey: i'm checking last ranked bms maps
22:13 Shiirn: felys was originally a BMS track, and an album version was released much later (this one here)
22:13 Shiirn: as in
22:13 Shiirn: felys was originally a 2005 bms map
22:13 Shiirn: and album version was... 2008?
22:13 Shiirn: in the swell strings album
22:13 Shiirn: and axsword is an alternate name for onoken
22:13 Shiirn: so those are the tags
22:14 Kyubey: hmm seems like we are still using it as source
22:14 Kyubey: https://osu.ppy.sh/s/286458 though this map didn't have it
22:14 *Shiirn shrugs
22:14 Shiirn: i'm leaving this mostly up to you guys
22:15 Kyubey: 00:14:323 - this break
22:15 Shiirn: mm?
22:15 Kyubey: do you know that section-pass stuff appears with a loud sound?
22:15 Shiirn: Back in the day section-pass didn't follow volume settings. so if it does now, that's news to me.
22:15 Shiirn: so 5% it?
22:16 Kyubey: nono, it still doesn't have volume settings, but we can use silent section-pass and section-fail in the beatmap folder
22:16 Kyubey: lemme find right files
22:16 Shiirn: oh, okay.
22:16 Shiirn: cuz momentarily i was like
22:16 Shiirn: "HOLY SHIT PEPPY THAT'S NEATO"
22:16 Shiirn: and now i'm disappointed.
22:16 Kyubey: sorry
22:17 Shiirn: :(
22:17 Shiirn: gotta ruin my dream
22:17 Kyubey: http://kyubey.s-ul.eu/WbvgcPFG.rar
22:17 Shiirn: done
22:18 Kyubey: btw why "home" diffname?
22:19 Shiirn: I mapped it when I was banned. It has no significance except for that fact that I always planned for it to by my first rank/approved map IF I was ever unbanned
22:19 Shiirn: as such, i was "Home"
22:19 Kyubey: sounds deep
22:19 Kyubey: i accept that
22:19 Shiirn: well
22:19 Kyubey: thats all, update the map
22:19 Shiirn: it's not very deep, just kind of emo
22:19 Shiirn: :P
22:19 *Kyubey is listening to [https://osu.ppy.sh/b/871193 onoken - felys]
22:19 Kyubey: np for redl
22:20 Shiirn: aye
22:20 Shiirn: complete, redl
22:20 *Kyubey is listening to [https://osu.ppy.sh/b/85075 onoken - felys -long remix-]
22:20 Kyubey: that feel when long remix is shorter
22:20 Shiirn: yessir?
22:20 Shiirn: its the long remix of the bms track
22:20 Shiirn: LOL
22:20 Kyubey: seems like it
22:20 Shiirn: basically
22:20 Shiirn: its
22:21 Shiirn: onoken - felys (BMS rip) is around 1:40
22:21 Shiirn: onoken - felys -long remix- is 3:20
22:21 Shiirn: onoken - felys (album ver) is... well, this. bit under 6min
22:22 Kyubey: btw while your map is downloading (my internet is kinda slow)
22:22 *Kyubey is listening to [https://osu.ppy.sh/b/426550 onoken - Sagashi Mono(BMS Edit)]
22:22 Kyubey: you'll probably like it
22:22 *Shiirn shrugs
22:22 Shiirn: maybe maybe not
22:23 Shiirn: i'm not precisely crazy about felys itself, i just like it a lot, y'know
22:23 Kyubey: well, map is not that great but bms keysounds are great here
22:23 Shiirn: ah yes, bms keysounding, the one thing i will nver do purely out of fear
22:23 Shiirn: lel
Topic Starter
Shiirn

I'm home.
Dainesl
Welcome back at last Shiirn \:D/

congrats!
Bara-
Gratz shiirn!
Good job!
Ongaku
\o)
Liiraye
Intelli
gg
Secretpipe
Good job dad !
BeatofIke
Congrats Shiirn :3
Lally
nice speedrank ♥
Gero

Lally wrote:

nice speedrank ♥
jawns
The second offset seems to be a bit off.

33,384 seems more correct to me.
Andrea
Hello, I'm posting a mod here because I think this map could be improved and flow better.

  1. 00:45:905 (3) - This object looks like it's touching the HP Drain, it's better to move it down a bit.
  2. 00:46:405 (3,4,5) - Same as above.
  3. 00:55:239 (3) - This slider is quite hard to see because it's covered by the previous objects, and it's even more tricky because the previous slider has the same formation.
  4. 00:57:905 (3) - Same as above.
  5. 00:58:322 (4,5,6,1,2,3) - This part doesn't really flow that well and the jumps feels kinda forced, they should be toned down a bit.
  6. 01:05:405 (1,2,3) - Hidden slider once again, I'm not gonna mention the rest because it seems you've used this pattern quite a few times.
  7. 01:08:989 (4,5,6,1,2,3) - Once again, another forced jumpy pattern that should be avoid or at least toned down, also the flow could be improved way more.
  8. 01:31:405 (5,6,7) - This part is pretty calm and not intense, why there's a big jump all of a sudden here? It shouldn't be this big, I highly suggest to reduce it.
  9. 01:39:072 (5) - If you wanna be consistent with the next combos, you should add one here as well.
  10. 01:48:572 (3,4) - Why are these sliders so close each other? The spacing should be bigger here, this anti-jump looks quite confusing after having so many spaced patterns.
  11. 01:56:572 (4) - You could stack this slider together with the circles, but that's not mandatory.
  12. 03:18:905 (1,2) - These two sliders looks confusing, mostly because of how (1)'s shape is, it's highly suggested to simply make it linear or a bit curved if you really want.
  13. 03:22:905 (1) - This slider isn't following anything in the music, it should be deleted and this part should be kept empty.
  14. 03:49:572 (2,3,4,5) - This overlap is pretty strange to see, I'd suggest you to move (2,3,4) a bit to the left.
  15. 04:07:405 (3,4,5) - Why does this sudden triplet have such a large spacing all of a sudden? It's a bit confusing to sightread on first try.
  16. 04:19:739 (1,1) - The first slider on this pattern should be slow as well like the others, because this part is quite calm and having a fast slider here doesn't fit.
  17. 05:17:405 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This stream feels really randomly placed and it doesn't flow really good, you should completely remake this one in a better formation.
There are many inconsistencies between the streams that I didn't mention and that I think could be improved as well, please take your time and gather some more mods, because I think this map needs more work.

Good luck with requalification!
Avishay
Cool map, tho wasn't this ranked a bit too quickly?

Skimming through a bit of points I could snap those for examples -

05:20:072 (2,3,4) - Those are snapped incorrectly, or perhaps overmapped, it's supposed to be snapped to 1/3.

05:30:850 (2) - ^

It seems like the offset is a bit early as well, perhaps it changes at various points or idk.

Didn't really check everything throughly, but those are just some objective stuff, I would honestly try to get a few more mods, just because.
Topic Starter
Shiirn
ok

Andrea wrote:

Hello, I'm posting a mod here because I think this map could be improved and flow better.

  1. 00:45:905 (3) - This object looks like it's touching the HP Drain, it's better to move it down a bit.
  2. 00:46:405 (3,4,5) - Same as above. These can be moved around if a QAT deems it necessary.
  3. 00:55:239 (3) - This slider is quite hard to see because it's covered by the previous objects, and it's even more tricky because the previous slider has the same formation. I have never seen anyone break or miss these sliders among dozens and dozens of playtests.
  4. 00:57:905 (3) - Same as above.
  5. 00:58:322 (4,5,6,1,2,3) - This part doesn't really flow that well and the jumps feels kinda forced, they should be toned down a bit. The jump is used as an alternative pattern to emphasize the snare more than the doot that the other patterns tend to use.
  6. 01:05:405 (1,2,3) - Hidden slider once again, I'm not gonna mention the rest because it seems you've used this pattern quite a few times.
  7. 01:08:989 (4,5,6,1,2,3) - Once again, another forced jumpy pattern that should be avoid or at least toned down, also the flow could be improved way more. Same list of content.
  8. 01:31:405 (5,6,7) - This part is pretty calm and not intense, why there's a big jump all of a sudden here? It shouldn't be this big, I highly suggest to reduce it. Just like before, this uses a large spacing jump to emphasize the snare on (7) by having a jump from (6) to (7). The spacing may be a bit higher than necessary but I've not seen anyone take issue with it at all.
  9. 01:39:072 (5) - If you wanna be consistent with the next combos, you should add one here as well. This section uses patterns of 8,4,4 to follow the piano and later on there is a couple case where it uses 4,4,4,4 sets to show that it is focusing more on the other instruments rather than purely the piano. The spacing implies this as well.
  10. 01:48:572 (3,4) - Why are these sliders so close each other? The spacing should be bigger here, this anti-jump looks quite confusing after having so many spaced patterns. In this case (3) is basically the hold of the piano key. The low spacing between 3 and 4 is another focus on the piano instead of combining all the instruments into one.
  11. 01:56:572 (4) - You could stack this slider together with the circles, but that's not mandatory. I get told "stacking sliders under circles like this is unreadble" by a lot of players and get told to stack them right back under by modders. I'd like a QAT or other person of note to firmly put this matter to rest in all of my future maps as these kinds of patterns are something I'm quite fond of utilizing.
  12. 03:18:905 (1,2) - These two sliders looks confusing, mostly because of how (1)'s shape is, it's highly suggested to simply make it linear or a bit curved if you really want. Now, looking at this it apepars that when I swapped mp3s there was an actual beat change here. The end of (1) is no longer part of any beat, so I'd agree if a QAT wants to DQ over this particular slider.
  13. 03:22:905 (1) - This slider isn't following anything in the music, it should be deleted and this part should be kept empty. HAhahaha, no.
  14. 03:49:572 (2,3,4,5) - This overlap is pretty strange to see, I'd suggest you to move (2,3,4) a bit to the left. If/when this gets DQed, I will do so.
  15. 04:07:405 (3,4,5) - Why does this sudden triplet have such a large spacing all of a sudden? It's a bit confusing to sightread on first try. This emphasizes the vocal cry.
  16. 04:19:739 (1,1) - The first slider on this pattern should be slow as well like the others, because this part is quite calm and having a fast slider here doesn't fit. It's hardly fast and it emphasizes the slowdown of the next slider. They're small enough that people aren't going to ever, ever actually miss this slider because players start following the track before even hitting the note.
  17. 05:17:405 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This stream feels really randomly placed and it doesn't flow really good, you should completely remake this one in a better formation. This stream is the favorite among most of the top tier playtesters I contacted. It's the second to the last major piano roll and in in the final one's case it is also taking into account the other instruments: the spacing in this one is purely a pretty pattern. If DQ'd, I can look into shrinking it a bit but the pattern will remain the same.
There are many inconsistencies between the streams that I didn't mention and that I think could be improved as well, please take your time and gather some more mods, because I think this map needs more work.

Good luck with requalification!

For future reference, I'd like you to actually take a look at what I am trying to do with the map and not point out inconsistencies that, as I have said several times in this thread, are intended and have reasoning. I mean, I even helpfully left a little note in the beatmap description to this effect.


I'm not going to kick and scream if this gets DQ'd as I'm sure I can work out any issues rationally and fairly with any QAT and reach common ground. I'm not looking to sneak a speedrank past anyone's watchful eyes or anything like that. I am just, and always have been, extremely effective at getting mods for my map and very efficient at pushing my maps through the ranking process without actually abusing 'friendships' to actually get speedranks.

now i've been gone for a while but isn't it in extremely poor taste to kudosu a post without the mapper doing it himself, especially when it's in the ranked section and it gets kd'd literally seconds after it's posted and before i've even read it?

Thank you for your time.
VINXIS
placeholder
Topic Starter
Shiirn

Avishay wrote:

Cool map, tho wasn't this ranked a bit too quickly?

Skimming through a bit of points I could snap those for examples -

05:20:072 (2,3,4) - Those are snapped incorrectly, or perhaps overmapped, it's supposed to be snapped to 1/3.

05:30:850 (2) - ^

It seems like the offset is a bit early as well, perhaps it changes at various points or idk.

Didn't really check everything throughly, but those are just some objective stuff, I would honestly try to get a few more mods, just because.
I elected to not actually map the (very background and hard to hear) 1/3 noises in those particular sections as they made it a downright nightmare playbility wise. Instead, these use the triangular patterns used before except with 1/4 sliders as well to emphasize that the beats are longer duration than before.


In regards to timing, people have given me several values: +6, -7, +13, -12 to name just four. Since it is strictly a single bpm map, I think that any actual timing issues below 10-15ms can be accounted for on a person-by-person basis using local offset.
jawns
I'm sorry, but the offset is simply too late. I've watched a few of the top replays, and people consistently hit the first part early (after the spinner). It should be at least 20 earlier.
Bara-
Since when can posts in Ranked-subforum receive kudosu? O.o
Topic Starter
Shiirn

Baraatje123 wrote:

Since when can posts in Ranked-subforum receive kudosu? O.o
If you take a look at KD history, Gero, the italian GMT, gave it to him literally seconds after he posted. Before I even saw the post and I have email notifications.


Kyubey also received KD from someone because I'm unable to KD but the post deserved it.
jawns
Wait, what? Did andrea kudosu himself, or did i miss something?

Edit* Nvm, guess I'm just an idiot XD
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