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onoken - felys

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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
Lally
yeah italian sure, you see mafia everywhere now
Charles445
Checked offset, seems like it's fine as is, maybe -3 or -2, not more than that.
Make sure the hitsounding isn't tricking you into hitting earlier, soft-hitwhistle can do that.

For now if you're hitting early, try setting local offset to -3, it might help you.
Keep in mind this is OD 9, it's very picky.

(also offset can be fixed in global settings, not a reason to disqualify unless it's very very off so please don't cite that as a reason to)
Topic Starter
Shiirn
I only glanced at the flag and saw red, white, and green, so sorry for not noticing it was Mexico.
Lally
and by the way BN are not GMT ( is not like 3 years ago ) wake up sweety ♥
Topic Starter
Shiirn
Placeholder for any future faux pas i make
jawns
It's not just me who's hitting early, looking at replays 7/8 (or something similar) is hitting early.
Also in the editor, i can clearly hear the offset is late, compared to something like 33,384 (using the metronome, not the hitsounds)
Te Amo
Bad.
Irreversible
Hey! Checked the points and some of them seemed valid (the ones that Shiirn agreed on especially).

Fix these up and you should be able to get it rolled again.
Kuuma
rip, good luck getting re-qualified
Topic Starter
Shiirn
Changed 03:18:905 (1,2) - from a 1/4 slider to a single circle at the end of the following slider with the clap hitsound.
Rotated 03:49:572 (2,3,4) - a few degrees and moved it out of the following flower pattern's position.

Had a brief discussion with Irreversible about some oversights to patterns that were missed during the editting process. This will include a future re-do of all of the new combos.

I would like to see Andrea's kudosu revoked as these two changes were the only thing he brought to the fore and I'm sure someone else could have noticed just as readily. It was completely and utterly rude to kudosu him literally seconds after the post to basically force me to accept his points or get him or Gero in trouble for circumventing kudosu rules. Not they would ever get in trouble for it.

I am not expecting any sort of special treatment and to imply I am doing otherwise by muttering "speedrank" behind the curtain is extremely insulting. Part of the qualification process is specifically to bring to the fore these types of issues so that they are caught. There is no reason to treat me like I'm trying to break the law here.

Thank you for your time.
Yuii-

Shiirn wrote:

Gero, the italian GMT.

Shiirn wrote:

the italian GMT.

Shiirn wrote:

italian
Mexico.
Sonnyc
Dropping some points passing by:

  1. 00:53:405 (3,1) - Not sure if this close patterning represents the instrument of 00:53:739 effectively.
  2. 00:54:739 (1,3) - Regarding this slider pattern and anything similar to this afterwards, I think you can consider some manual stacks for a better readability, but not a major issue afterall since there is sufficient time to make the path fully visible. http://puu.sh/mr8Mg/017a1ee582.jpg
  3. 02:02:405 (1,2) - 02:02:655 (3,1) - 02:18:405 (6,7,8,1) - Consider giving a similar spacing each to give a similar feeling in pattern. Like something you've done at 02:07:739 (4,5,6,1) - 02:23:572 (4,5,6,1).
  4. 02:28:072 (1,2,3,4) - Not sure myself if this pattern has the best readability.
  5. 03:53:905 (3,4,5) - Is this spacing intended for playability?
  6. 04:19:739 (1,1) - Strongly reconsider this overlap. Slider tick is one of the intuitive signals of a sv change, but due to the overlap, players get 0 information regarding the sv change. Random suggestion http://puu.sh/mracN/0a3509577a.jpg
  7. 04:44:572 (4,5) - Reversing the position of these two objects felt more natural for me in flow, but this is highly personal.
  8. 05:09:405 (1,2) - I think the visual could be better as 04:58:739 (1,2).
  9. 05:19:572 (5,6,1) - Check if this uneven spacing of triple was intended. Anyways having a different setting for 3 objects felt less effective for me.
gl
Charles445
Oh looks like the mp3 got changed, had to redownload
yeah that shit's late

jawns doin good


Go -10
Topic Starter
Shiirn

Sonnyc wrote:

Dropping some points passing by:

  1. 00:53:405 (3,1) - Not sure if this close patterning represents the instrument of 00:53:739 effectively. Normally I wouldn't bother, as this snare isn't what this pattern is following, but for the sake of consistency I modified the pattern a bit.
  2. 00:54:739 (1,3) - Regarding this slider pattern and anything similar to this afterwards, I think you can consider some manual stacks for a better readability, but not a major issue afterall since there is sufficient time to make the path fully visible. http://puu.sh/mr8Mg/017a1ee582.jpg These are fine. I tried manually stacking before and the initial comments were always "how ugly" or "you know its not stacked right?"
  3. 02:02:405 (1,2) - 02:02:655 (3,1) - 02:18:405 (6,7,8,1) - Consider giving a similar spacing each to give a similar feeling in pattern. Like something you've done at 02:07:739 (4,5,6,1) - 02:23:572 (4,5,6,1).
  4. 02:28:072 (1,2,3,4) - Not sure myself if this pattern has the best readability.
  5. 03:53:905 (3,4,5) - Is this spacing intended for playability?
  6. 04:19:739 (1,1) - Strongly reconsider this overlap. Slider tick is one of the intuitive signals of a sv change, but due to the overlap, players get 0 information regarding the sv change. Random suggestion http://puu.sh/mracN/0a3509577a.jpg I have already pointed out my formal logic for this particular slider. To reiterate, the slider itself is so short and the player's natural instinct to follow the slider track means you'd literally need to have a muscle spasm mid-slider to get a 100 on either of these sliders without specifically trying. This is an alternative way to let them know that the slider velocity is cut in half and also allows me to follow the instrument that initially bursts twice at the start and end of the first slider, and on the second, bursts three times with the second being much less audible. It's the same instrument with different beat placement and volume and allows me to very accurately represent that while still being completely playable. I'm just going to copy+paste this to anyone who comments on this slider, because it is perfectly functional and does exactly what I intend it to do to represent the music at this point in time.
  7. 04:44:572 (4,5) - Reversing the position of these two objects felt more natural for me in flow, but this is highly personal. The way these patterns are structured, at some point in time you'd need to swap from the easy flow curve and start moving in another direction to get back into the triangle spam. So I chose these notes.
  8. 05:09:405 (1,2) - I think the visual could be better as 04:58:739 (1,2).
  9. 05:19:572 (5,6,1) - Check if this uneven spacing of triple was intended. Anyways having a different setting for 3 objects felt less effective for me.
gl

Thank you for your time.



Also -10'd.
Yuii-
Before requal, check these things:

1. Nice .osb file.
2. sectionfail.wav and sectionpass.wav are blank files, why would you mute them? Remove them as they are very unnecessary (or they do have a reason behind which I don't know).
3. 00:14:396 - 00:27:063 - What's that? To be honest, I'd start mapping from 00:33:396 - onwards. The beginning sounds really random and low. (If you do it, remember to delete that .wav slider file since it won't be used).
4. 00:42:395 (1,2,3) - Already told you, but this pattern looks hella counter-intuitive. Isn't there a way of convincing you to make a similar or even a bigger spacing from 00:41:895 (1,2,3) - from the sake of consistency and readability?
5. That whistle hitsound is almost inaudible on the right ear during gameplay. Can you poke monstrata in order to fix it, please?

No kudos!
Topic Starter
Shiirn
1.
I have no .osb file in my folder. I've submitted time and time and time and time and time again with no osb file. If it isn't sticking I don't know what to tell you. Isn't a blank .osb file like <1kb?

2. Kyubey recommended I use them as they make very loud noises during the introduction of the map, and the very calm break.

3. As it is right now, they're literally there to push the drain over 5 minutes as I really don't want to spend 20 seconds winding down after the final kiai to reach a point where it fells good to end the map. If I am straight up told that it is a gimmicky and wrong way to extend the length of the map to over 5 minutes, I will go back and map the last 20 seconds or so after the final kiai.

4. This is a tough one because while it's inconsistent with the rest of this section in terms of "predictably getting bigger and bigger", in this particular case it'd bunch up into the next pattern. I've increased the spacing to what would be similar with the earlier patterns.


5. I have no problem hearing the hitsounds. They are direct copies of the default skin, except in the case of the normal-hitnormal I used as a soft-hitclap, which was reduced in volume by 30%.
Kyubey

Shiirn wrote:

I have no .osb file in my folder. I've submitted time and time and time and time and time again with no osb file. If it isn't sticking I don't know what to tell you. Isn't a blank .osb file like <1kb?
Probably Yuii- accidentally clicked the Design tab, and .osb generated after that.
riffy
Stop hunting down empty .osb files, they are fine. Unless they are old or there're more than one, in these cases they should be l killed.
Ongaku

Gero wrote:

Lally wrote:

nice speedank ♥
Luel Roseline
Jeez
Faust
Offset has shifted for the better, and that's great.


Introductory IRC log:


08:50 Shiirn: mod my map
08:52 Faust: which one
08:52 Shiirn: felys
08:52 Shiirn: just to ge tmore mods so people shut the fuck up about speedranks
08:56 Faust: ok.
08:57 Shiirn: thanks.
08:57 Shiirn: also
08:57 Shiirn: https://osu.ppy.sh/ss/4311896
08:57 Shiirn: IF THAT ISN'T SOME BEAUTIFUL STRUCTURE
08:57 Faust: honeycomb ?
08:57 *Shiirn is editing [https://osu.ppy.sh/b/877056 Camellia - Routing [Comfort]]
08:57 Shiirn: it's a huge jump section
08:58 Shiirn: that uses the honeycomb pattern as a rigid frame to allow for the back-and-forth jumps to flow and be predictable
08:58 Faust: feel like nazi modding but at the same time not like nazi modding because that will take more time.
08:58 Faust: ;;
08:58 Shiirn: you can see how 123456 are patterned
08:58 Shiirn: for felys?
08:58 Shiirn: nazi mod only shit people will notice
08:58 Shiirn: remember its inconsistent in some patterns on purpoe
08:59 Faust: the intro is well done but I strongly feel some of the variation shouldn't be used.
08:59 Faust: there's this feeling of friction
09:00 Shiirn: well i strongly disagree in this case as I'm tired of dealing with a bazillion conflicting mods because of how felys is mapped inconsistently
09:00 Shiirn: because it's several different representations of the same music
09:00 Shiirn: its different styles
09:00 Faust: a song like felys I'd feel it should have a very shallow resistance going
09:01 Faust: I always thought it was good when it came to the quieter sections
09:01 Faust: the lead-up to the streams seem to feel disproprotionate.
09:02 Faust: 03:33:229 (8,9,1,2,3,4,5,6) - now this is really weird to me
09:04 Faust: even the hitsounding
09:04 Shiirn: uhh
09:04 Shiirn: are you going to savelog and post
09:04 Shiirn: before we go any further
09:04 Shiirn: because uhhh
09:04 Faust: sure I'll log this and include this in a post
09:05 Faust: it's a so-so at best to me :l
09:05 Shiirn: well i mean
09:05 Faust: if I were you I'd stack 4 5 6
09:05 Shiirn: so-so is what you're going to get
09:05 Shiirn: from felys
09:05 Shiirn: cuz it's a so-so track
09:06 Faust: :/
09:06 Shiirn: also stacking 456 does NIGHTMARES
09:06 Faust: what kind of reasoning is that !
09:06 Shiirn: for readability
09:06 Faust: but your map is cluttered as fuck
09:06 Faust: and you're saying that affects readability
09:06 Faust: lol
09:07 Shiirn: well
09:07 Shiirn: it's clustered but it'd be far worse if i stacked 456
09:07 Shiirn: :I
09:07 Faust: eh
09:07 Shiirn: cuz it's ltierally
09:07 Shiirn: directly under 1
09:08 Faust: :CC
09:08 Shiirn: )
09:08 Faust: sure
09:10 Shiirn: uhhh
09:11 Shiirn: lol
09:11 Shiirn: whatever
09:11 Faust: ; ;
09:11 Shiirn: <3
09:13 Faust: did you have some sort of structure in mind for this
09:14 Shiirn: for...felys?
09:14 Faust: mhmm
09:14 Shiirn: tbh not really, it's just lots of artistic patterns threaded together
09:14 Faust: yeah that's what I thought.
09:15 Shiirn: Routing is the structure map, REANIMATE is pretty much an eldritwgah'nagl fhtagn h'nglui mglw'nafh
09:15 Faust: the rhythm is established sure, I just can't help but think the presentation could be much better
09:15 Faust: it is.
09:15 Shiirn: [progressively more eldritch speech]
09:15 Faust: see the way it looks just becomes counter-productive to the map.
09:16 Faust: it's making itself disadvantageous.
09:16 Shiirn: uh
09:16 Shiirn: what
09:17 Faust: 01:09:395 (1,2,3,4,5,6,7) -
09:17 Faust: like I get this is a conscious pattern
09:17 Faust: but like why use this sort.
09:17 Shiirn: because it's there?
09:18 Faust: :C
09:19 Faust: 01:14:229 (1,2,1,2,1,2) - and why is this even needing a combo change
09:19 Shiirn: technically it doesn't, but people get uppity if 2-note streams arent patterned right
09:19 Shiirn: i mean i can totally just 123456 (do) it and leave it as is
09:20 Faust: feeling a wave of deja vu now
09:21 Shiirn: ?
09:21 Faust: post will be ready in a few hours
09:21 Faust: long *
09:23 Shiirn: ?
09:23 Shiirn: ;A;
09:23 Shiirn: plst don't sallt the earth with a wall of text
09:23 Faust: what you dont want a long post
09:23 Shiirn: tbh i don't
09:23 Faust: short ver then
09:23 Shiirn: i mean
09:23 Shiirn: objectively speaking
09:23 Shiirn: is this map bad
09:23 Shiirn: did you read the beatmap description?
09:24 Faust: my first post in your thread was 70% serious
09:24 Faust: 30% is just my reaction/impression
09:25 Faust: but yeah I really thought you could do better
09:25 Faust: "am i being trolled"
09:25 Shiirn: i mean
09:25 Shiirn: i mapped it while banned
09:25 Shiirn: i was experimenting a lot
09:25 Shiirn: and not really putting tons of effort into it
09:25 Faust: I'm just asking if this is the final product you're satisfied with
09:26 Faust: and if you can't give yourself a straight yes it's better to make a bunch of changes
09:26 Shiirn: Now, that's a question I can't answer directly, so let me put it this way
09:27 Shiirn: If there are any actual, definitive mistakes in the patterning or new combos or whatever, the kind of OBJECTIVE OVERSIGHTS or MISTAKES in the map
09:27 Shiirn: i want them gone
09:27 Shiirn: but OTHER THAN THOSE
09:27 Shiirn: I am satisfied with this map
09:27 Faust: I see
09:27 Faust:
09:27 Faust: anyway have a hot girl
09:27 Shiirn: 2d
09:27 Shiirn: pd
09:27 Faust: she's 3d u dick
09:28 Shiirn: i missed a number
09:28 Shiirn: 3dpd
09:28 Faust: your loss
09:28 Faust: k back to asian girls
09:29 Faust:
09:29 Faust: this is turning to be a good irc mod
09:29 *Faust prepares post
09:36 Faust: hm
09:36 Faust: why use this shit level grid ?
09:36 Faust: restricts your layout imo
09:36 Shiirn: ?
09:36 Shiirn: i usually
09:36 Shiirn: don't
09:36 Shiirn: use grid
09:37 Shiirn: i eyeball things
09:37 Faust: okay.
09:37 Shiirn: i only use grid to make sliders before scaling them to pixel perfect
09:38 Faust: hm, no custom HS. Final decision yes ?
09:38 Shiirn: why, was it on grid3?
09:38 Shiirn: i mean
09:39 Shiirn: idk what a custom hitsound would do for felys unless i wanted to keysound it which FUCK THAT
09:39 Faust: mm no I just think a higher grid surface would give you a better choice for fine-tuning some objects
09:39 Shiirn: i usually don't snap at all
09:39 Faust: think the custom hitnormal for my Icarus being used at certain points
09:39 Shiirn: i'll snap to make sure things are linear/slider construction/etc you know
09:39 Faust: this song has lots of tings etc
09:39 Shiirn: mmm
09:40 Shiirn: i dont usually emphasize them tho
09:40 Faust: that's why I'm saying
09:40 Faust: lol
09:42 Shiirn: i mean
09:43 Shiirn: they're going to be on hitfinish
09:43 Shiirn: because i already liberally use wistles and claps
09:43 Faust: isnt there an option to stack em
09:43 Shiirn: i mean
09:44 Shiirn: you can have as many cusotm sets as you want
09:44 Shiirn: but short of swapping on the fly
09:44 Shiirn: idk how to add any hitsounds that wont be under hitfinish and i use a lot of hitfinish too
09:45 Shiirn: this is ignoring the fact that i think the hitsounds are already pretty decent
09:45 Shiirn: and it'd be a lot more effort to put in any additional hitsounds and they'd be another thing the BNs/QAT would need to check along the path
09:45 Shiirn: etc etc
09:45 Faust: lol
09:45 Faust: okay
09:45 Shiirn: also do you think my logic here is sound
09:46 Shiirn: p/4807485
09:46 Faust: a simple fix to appease any asshole is to reverse selection
09:46 Faust: lol
09:47 Shiirn: yeah but fuck those guys
09:47 Faust: anyway it's a single command
09:47 Faust: seems okay to me
09:47 Shiirn: i legitimately do
09:47 Shiirn: really like how it is right now
09:47 Shiirn: its not just me bullshitting to not have to fucking rotate it 90 degrees
09:47 Shiirn: i legitimately like it how it is
09:47 Faust: if you like it you can keep it blahblah


Continuing from there:


I always felt this map was having some sort of weird identity crisis, between having some mismatched slider/note patterning that seemed to follow on the 'hard' rigid design choices and the 'soft' object placement and movements.

As it is, I also think the latter is more advantageous in readability if only so the map looks smoother to play.
Presentation suffers.

Some patterns feel like they're around because they can eg. Highly inconsistent note spacing at particular points bearing the same rhythm.
Doesn't feel like the best you can give. Satisfactory at most.

- 03:44:062 (1,2,3,4,5,6,7,1) - Hitsounding is rather blockish at this point.

Clear it of all hitsounding.

- 03:44:062 (1) - Clap + Whistle
- 03:44:312 (2) - Clap
- 03:44:562 (3) - Whistle
- 03:44:895 (6) - Whistle
- 03:45:062 (7) - Clap at start. Whistle at end.
- 03:45:395 (1) - Whistle.
- 03:45:562 (2) - Remove Whistle.

Already mentioned, but I've always thought the best portions are the less intensive moments of the song.

Okay.
Topic Starter
Shiirn
In regards to Faust's observations, I want to point out that I am fully aware that the beginning of the song is much more rigid and "hard". The start uses heavy amounts of linear sliders and raw, hard geometric shapes on purpose while the later parts are much more free and loose - the most obvious example is the start's very rigid and directly structured, perfectly-angled triangles that do not overlap at all, while the later, calm part has cascading triangles of slightly increasing or decreasing size along with small rotations that leave them very much overlapping. This is part of the inconsistencies mentioned in the beatmap description.

The interpretation of this "transforming identity" in the map is something I'd rather leave up to the observer, but this map has always been, from the very start, more of an artistic statement than a direct "Music -> Game" translation using the mapper as a codex. I've made many little changes and tweaks to try my best to make sure the map is as playable and comfortable as possible whilst still retaining that identity.

If doing so is a serious problem, if this form of expression is not allowed, do let a QAT (or BNs) tell me so and I will gladly completely remap the earlier parts of the map to they styles used later on so that it is a completely smooth identity start to finish. I know this is kind of an ambitious stance to take considering my situation, but I wouldn't be Shiirn if I wasn't pushing boundaries in some way. I'm just trying to do it without being a certified pain in the ass this time.

Also disclaimer: I am not saying this simply because "wow he must be too lazy to remap the beginning parts", but because this is how I honestly feel. I wasn't kidding when I said I'd remap it if it was seriously a problem.
Ongaku
.!report Faust
Nyxa
Don't report Faust, Faust is good.
Spaghetti
.!report Tess
yam_old_1
god bless Shiirn
Kyubey


Idk how it appeared but we fixed it. And stuff was addressed during DQ, some things were fixed and I don't really mind to bring this map back.

Bubble #1.
BeatofIke
Not bad (it is hard and tricky though). Bubble #2~
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