That's the plan.
Tess wrote:
Hey Shiirn.
Sorry to be a cockblocker but I don't think this map is ready for ranking yet.Home Rhythms & PatternsHitsounding
- 00:35:396 (1,2,3,4,5) - Are you sure you want to follow the exact same style of patterning that you did before this, considering this is the end of a phrase in the song? It's clearly different yet mapped the same other than a stacked triple. You could accentuate it somehow while still maintaining low spacing. If it was the exact same pattern than 3,4,5 would be to the left of 1, not beneath 00:35:229 (3) - . I think this is enough variance to emphasize the end of this phase of the beat pattern.
- 00:37:062 (1,2,3) - I know what you're doing here but (2) definitely needs to be higher, the angles go from sharp snap triangles to a soft round curve, which makes no sense here, since the music doesn't change. This is a compressed version of the previous combos. This is a visual change more than a direct playstyle change. All in all, the actual degree of the jumps here matter less than the visuals.
- 00:38:729 (1,2,3,1,2,3,1,2,3,1,2,3) - ^As mentioned here, you use jagged angles in the parts before this which is fine, since all mappable sounds are staccatos, but suddenly you go from jagged angles to soft angles, and it makes very little sense. The music hasn't changed. You mentioned your consistency in mapping which is generally true but that should go for this pattern as well, I feel. Try sharpening the angles here while keeping the same general shape. It'll make everything more consistent and overall more solid. Either that, or use soft curves for all the initial patterns since the staccatos get a sudden boost in treble in the second part of this section. This is a phase change and as such the patterning changes. It goes from straight geometric triangles to cascading bends that end on the same position. The final phase is back to a triangular shape again, to emphasize that it's the end of the phase - You're "back to triangles".
- 00:51:229 (3) - Why isn't this a 1/4 slider as well? This pattern felt rather disappointing in the buildup, consider making it a straight 1/4 slider angled towards 00:51:395 (1) - for consistency's, flavor's, and fun's sake. Also, the stacking here is suddenly offset by a few osupixels and it was noticing while playing, try fixing it to make the map overall cleaner. It's not large enough to be considered a stylistic thing. It isn't a 1/4 slider because the actual scritching noise is 1/8 and in my opinion, not loud enough to warrant a 1/4 slider being used on it. You have to be at 25% to even really notice it over the actual hitsound of the note even on soft. Also, yeah, stack is off, probably an oversight. Let's DQ and wait another week so I can harass a QAT for days on end.
- 00:56:645 (4) - ^Same here.
- 00:55:229 (3) - Here as well, though this is less of a problem. It could either be spaced out more to actually make it look like an overlap or stacked with 00:54:729 (1) - , right now it just looks sort of unclean. Of course this'd count for all similar patterns, same for above.
All of the stacking issues have been fixed multiple times and short of manually changing each and every note's position in the .osu file itself I can't imagine anyone can suggest any ways of doing so that I haven't already done. Do you really think I'm so inept that I haven't noticed some of them and tried to fix them?- 01:01:395 (1,2,3,4,1,2,3) - You suddenly deviate from the rhythm here while it stays the same, I listened without hitsounds to doublecheck. 01:02:062 (1,2) - This is actually a whole 1/4 quint ending on 01:02:395 (3) - , I'm not sure why you skipped it other than for the sake of forming a square. I mean, it's not evil and forbidden, just inconsistent, and doesn't really follow the music since the music didn't change here. I'm not sure if you should change this but it's definitely worth considering making another pattern. Squares are kind of cliche, anyway. If this is what you want to hear I'll say it: I made the pattern because I thought it looked and played cool and it was a good place to do so, 3/4s of a way through a phase right when you're getting seriously bored with the same rhythm so it changes up a bit before going back on course.
- I kind of noticed by now that there's a lot of undermapping going on here, which isn't really a problem but for reference's sake - I don't think that's really a reason to map inconsistently, if you're gonna follow your own rhythm then it's still best to do so in accordance with the atmosphere of the song. This goes with the whole "mapping different layers" thing I tried to do to keep it from being so incredibly repetitive so as to be boring. There's the beat everyone maps to nowadays (aka every single damn noise) and there are the overarching instruments (in the case where I "undermapped", the little high-pitched doot noises.) that lower difficulties are usually mapped to.
- 01:11:979 (9,1,2,3,4,1,2,3) - It's good that you're being consistent with the squares, but this time the squares themselves aren't consistent. The shape is random and there's no change in the song, once again. Mostly starting with (1) you suddenly take another direction, there's no reason for this. If you're not changing the squares, then please at least try giving them consistent shapes across the board. If you are you'd have more room for mapping a decent quint here where it belongs. "There is no reason" is the exact reason that I did it this way. The same pattern is there and again, it's changed up 3/4ths of the way through the pattern so that it isn't the exact same. This song is OBSCENELY repetitive - to the point where even after hearing it hundreds of times i wouldn't be able to tell you how long certain phases lasted or what kind of actual patterns there are. It's all a damn blur.
- 01:33:312 (6,1,2,3,4,1,2,3) - In this case the flow is even more inconsistent than last time. If you do apply the above mods make sure to do it throughout the map to make things cleaner. Same as before. On the third part of the pattern of a set of four, it's in a different setup. It's a good place to change things. And the pattern itself is, again, different as it's expanding directly outward using the first slider's blanket angle rather than just the normal linear wiggle.
- 01:36:062 (1,2,1,2,1,2) - I think this would flow a lot smoother if you Ctrl + G'd 01:36:062 (1,2) - and 01:36:729 (1,2) - , and then placed 01:36:729 (1) - where the sliderhead of 01:36:895 (2) - currently is, and made a downwards angled straight slider where 01:36:729 (1) - currently is, like this. That would be how you would map this. This is a completely different pattern and it is not my pattern, it is yours. It is not something I'd do for this particular combination of beats and instruments. In my vision, the beats are pushing out and returning back towards the center, with the final, offbeat 1/1 reaching back inwards towards the center. This also allows me to start the piano facerolls in the bottom right.
- I actually have no problem with the streams, but 01:58:729 (1) - starting from here, the music grows more intense, and, even if you don't want to change anything about the streams playwise (i.e. higher spacing or 1/4 sliders at the ends) I feel like you should at least make them visually different from before, to match the noticeable change in the music. If you're open to more changes I suggest increasing the spacing for all streams after the intensity change. This is something that I never really thought about because everything in this track sounds the damn same after you hear it a few hundred times. I've reconstructed the streams probably a half dozen times and probably lost sight of the small burst of intensity from that point until the end of the phase. Either way, they all play the same.
- 02:04:562 (4) - This could really do with an NC, both for aesthetic and reading improvements. The only aesthetic reason I can think of to do so is to emphasize those particular three beats as "HEY IT'S A TRIANGLE" when it's already pretty obvious when you play it that it is, surprisingly, a triangle. There are a lot in this map. And for reading, having the next notes be a slightly different color doesn't actually enhance reading all that much I find, especially when they're actually not all that cluttered.
- 02:15:229 (4) - ^If you do apply the above, make sure to make it consistent across the entire section.
- 02:21:229 (6) - You actually do increase the spacing here but it feels waaaaaay too late, and at this point the music has once again not noticeably changed so the increase in spacing makes far less sense. So basically what you're saying is that four piano facerolls should be spaced slightly more because I noticed four facerolls late that the music had actually gotten more intense. I mean, if it matters that much sure, but when it comes right down to it, they're all piano facerolls and I don't know about you but after like four years of xi they've lost any sort of real intensity impact. I'll be sure to find someone who's less jaded to piano facerolls to make sure I properly notice the intensity changes.
- 03:16:562 (2) - This is a highly accentuated 1/2 staccato, and instead you opt for a slider that ends on a strong beat, which I don't understand. I think you'd be better off replacing the sliderhead and tail with circles, it'd match the music a lot more without changing much of anything gameplay wise. Also justified variety is good. I might be the only person with this opinion nowadays, but sometimes I feel like ending a slider on a drumhit in a slow section works better as a means of emphasis as it "builds up" the drum and "releases" it at the end of the slider. Both in an aesthetic sense and a playing sense. I like playing these kinds of sliders. They happen a lot in my older maps, too, especially sakuzyo ones. This is purely a little thing I like to imagine as I'm fully aware that there is no such buildup when you actually whack a drum, but I guess if it's technically incorrect I might as well scrap that little indulgence of fun for me.
- 03:19:895 (4,5) - ^These aren't staccatos but the point is the same, they're accentuated drum notes that are left hanging by sliders that end on strong ticks. The spacing you use here would only add to the experience if you made them into circles instead, imo. This is, again, but for a slightly different reason, a choice I made because you hold down your key while playing them rather than hit it twice for both notes. The two sliders both start on strong hits and end on softer ones while the actual noise lasts the duration of the slider - I mean, to me that sounds like a perfect place to put some sliders! You don't always have to click beats to feel them.
- 03:49:895 (1,2,3,4,5) - This pattern is great but the linkage from before it is kind of meh. I mean it's playable by the players that this was designed for but 03:49:562 (2,3,4) - just feels like it was "kinda placed there", there doesn't seem to be any real purpose for it other than to not have silence. I'm 100% sure you could do better and make it lead into 03:49:895 (1) - a lot more smoothly. I don't know what the problem is with the 2,3,4 triplet as the start and end of it both have significant beats. Yes, (3) is overmapped but I decided to use a triplet there because, like near the start of the map, shit gets boring and this is another way of representing a transition between the two strong beats from different instruments. Yes, it's overmapped. Oh well. I'll be sure to avoid that kind of thing in the future.
- Have to add that in the kiai you followed the drums very well, good job!
- 04:21:395 (1,2,3,4) - Is the incosistent spacing here done for internal symmetry? If so then that's fine, if not you may want to fix it. The inconsistent spacing here is intentional as it clearly shows that it is a mirrored pair of sliders rather than a rotated pattern.
- 04:29:395 (1) - This overlap is pretty horrible, it's probably best to either move it or align it with 04:28:562 (2) -
- Can confirm, DQ-worthy overlap.
- 04:48:895 (4) - Not sure about the 1/4 slider here as well but you should at least consider it, it'd match the song really well imo but I'm not sure where you could place it without making major changes elsewhere. There is no slider here? I mean, i don't think it'd fit that well as I generally like to use sliders as a means of representing a beat that's there but not strong enough to be clicked, OR, in some exceptions, like later in this map, consistency and fun.
- 04:55:562 (5,6,7,8,9,10,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Nice stream
- 05:02:395 (1,2,3,4) - This part is actually a crescendo, not sure why you decreased spacing here but honestly it's not worth changing. I just wanted to point this out for future reference, it's always more fitting to follow crescendos with spacing/pressure increases, for obvious reasons. The crescendo is going up the the volume goes down. The entire slider goes down, so it shrinks with the volume. I'm bad at piano facerolls.
- 05:14:729 (1,2,3,1,2,3,1,2,3) - Really love this pattern, not sure how I feel about the last slider but I can't think of anything better so good job.
- 05:31:895 (6) - Why not make this a jump upwards instead of better linkage? Try placing it around x348 y21 and see how that feels. I chose not to do so as it is the end of a pattern and phase in the music and doesn't require any special emphasis
- 05:34:562 (4,1) - I know what you were trying to do here, and I love the idea, it fits the song perfectly, but I'm not sure if it's too much of a spike or not. Considering someone already FC'd it (I think? didn't watch the replay) I'll assume it's fine, but it's definitely worth thinking twice (or even three times) about this pattern and whether you really want this massive of a spike for this kind of song. One of the theories I'm famous for helping to cement in the minds of all players everywhere is that "Jumps are way easier and way cooler if they end on a slider" - I've not heard a single person who reached this point in the map do anything but end it very powerfully. The response if they missed it was "Awww, shucks" because they'll get an S even if they sliderbreak and they won't lose out on that much score/pp/combo/whatever (another reason why i didn't want a 20-40second long outro: if you miss the slider you're going to be really damn salty that you need to spend 20 seconds of shame) and when they do land it, it feels fucking great.
- Nothing wrong to me, well done!
Summary None of the points you really mentioned in your disclaimer earlier seemed like much of an issue to me, I tried following your style with my modding and honestly most of it was fine, the map is just, so much in need of polishing, even if you applied all of my mods I feel like one or two additional QATmods or 3-4 more BN mods would definitely improve it still. This map isn't in its highest quality state yet and it'd be a shame if it were ranked being less than everything it can be. I like this map so I hope you'll fix things and improve it if it gets unranked.Good luck! ~
Irreversible wrote:
Hey Shiirn, I was checking this map and saw that Tess modded it, which reminded me of my own concerns I've had with it, which I think is a reason to pull it out of the qualified section until the map has improved more.
00:48:739 (1,2) - I don't quite see the sense behind this normal spacing here. If I compare to 00:38:072 (1,2) - , you have emphasized these so much more. Could I ask you to make it somewhat consistent, or is there a further logic behind it? As the first introduction of the instrument, it deserved a bit more oomph as there is literally like two things making any sort of sound at that point. Later on, when there are more instruments and things are stronger, it's less important, to the point where it gets ignored. Pretty quickly, apparently.
00:55:655 (4,5) - This still looks really messy, I am certain it will help the aesthetics of your map a lot if you moved it a bit further to the right.Maybe I'll get around to making it an even BIGGER jump from 2 to 3 so that people can complain about that instead.
01:00:239 (2) - The way this slider is ignoring the way stronger sound 01:00:405 - bothers me a bit and I suggest that you make it clickable, in order to create a better feeling. I mentioned in Tess' response how I sometimes intentionally have a drumhit be a slider ENDING to allow a player to hold the button into it and release. This mostly comes from how I personally play this circleclicking game so blah blah look at the response up there.
01:01:405 (1,2,3,4,5,6,7) - I see what you tried to do here, but I have to admit that it doesn't really work that well in my opinion. You followed the main track so good, and now you switch over to something completely unrelevant at this point. It would be much better if you followed the main track again here. Responded to in tess' post.00:57:905 (3) - Here for instance, you could have mapped the 1/4, if you want to have some 1/4 in your map.
01:03:655 (4,5,6) - Can I suggest this? 1) It improves how polished your map looks as well as improves the flow. 6 is way too close to the slider, and it looks sloppy. http://puu.sh/mALAm/08a82666da.jpg Yeah, sure, i'll get around to it later.
01:12:072 (1,2,3,4,5,6,7) - Same. There are way more dominant stuff which you could follow, I think this is not a good idea.
01:14:239 (1,2,1,2,1,2) - Adding such strong hitsounds is again contraproductive. The 1/4 is quite silent here, and you should at max keep some soft hitsound, to fully emphasize the dominant track. The 1/4 itself is fine, however. There are actual drum hits in the music where the hitnormals are. If they're good enough for the track, why are they bad hitsounds? If you ask me, a hitsound overpowering the actual instrument from the song isn't cause for alarm. It's in the song, so it's clearly following the song. It's like humming a piece of music you like.
01:21:905 (3,4,5) - I think this rhythm could be improved a lot, since it starts on a weak tick, together with this repeater and triplet at the end of the slider, it rhythmically doesn't make too much sense really. This follows as a slightly more advanced example of my "silly little funtime habit" of ending sliders on strong beats, but if it's really that confusuing to have a kickback slider instead of a 1/1 one then sure, i'll get around to fixing it maybe later this month.
01:24:989 (4,5,6) - A hitsound error, I'm sure. Suddenly is so loud, for no reason. Sure, 4 and 6 can be called errors. I think they fit fine, but if it's an error it should be fixed.
01:26:572 (1,2,3) - Nazi, but about being polished again. It's so close to 6 and it would not hurt to give it a bit more space so it looks less clustered. This is slightly less horrible than the overlap Tess pointed out.
01:27:739 (7) - Clap missing? Sure, added.
01:30:239 (4,5,6,7,1,2,3,4,5) - Again, I felt really overwhelmed by this sudden burst of hitsounds even though the only thing that escalates is the maintrack-beep-rhythm. This is the end of a phase of the song. It's the last burst before it goes back into the same boring rhythm again for another minute. If you want me to make ANOTHER normal-hitnormal that is silenced EVEN MORE for these sections, I'll get around to it later.
01:32:989 (4,5) - Same. Same
01:34:739 (1,2,3,4,5,6,1,2,1,2,1,2) - I liked this a lot!
01:38:989 (4) - This hitsound pattern doesn't really follow the song does it? This is a hitsound oversight. It's gone, whatever.
01:40:905 (4,5) - There is too much stress which is not indicated by the song so I suggest to keep it a bit slower because well, it's on the edge of being overmapped (not quite sure about it), so having it so stressed isn't a good idea. And to think I've been told it's spaced too much when it was actually spaced too much in the past.
01:41:405 (1,2,3,4,5,6,7,8) - Did you use the stream tool? It looks hell unpolished. I've remade these streams so many times I can't begin to tell you when they were made or what language they were coded in.[color]
01:43:739 (5,6,7,8) - This does not sound right, especially because there is nothing loud 01:43:739 - - the stream starts 01:43:822 - . [/color'>
02:00:072 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - Mh, NC error? This follows the same NC pattern as the rest of the facerolls.
The streams themselves look really bad .. (although I see what you tried, I suppose? Slightly bigger spacing when NC changes or so). You can do it way neater tho, .. use the stream tool, offered by oss. I'll gladly take a look at the stream part again if you polished it.
02:36:989 (4,5) - Spacing inconsistent. As it is the end of a slider, spacing inconsistency is also completely irrelevant. Depending on the player, their cursor could be anywhere within a hundred pixels of the slider's actual ending.
03:20:739 (1,2,3) - Triangle inconsistent. I blame stacking. Let's blame stacking. Whatever, I'll fix it later.
About the kiai.... it's generally fine but the inconsistencies could you just get rid off them? people don't bother reading... why even bother responding to anything when it's clearly nobody actually READS THIS AND JUST LISTS OFF THINGS IVE ANSWERED BEFORE aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
03:34:072 (4,5,6) - 03:35:072 (2) - 03:36:655 (2,3) - 03:38:239 (5,6,7) - 03:44:739 (4,5,6) - 03:46:822 (3,4) -
04:53:989 (4,5,6,7,8,9) - Looks like you've run out of space.
05:09:739 (2) - Why suddenly this 2 point slider
05:10:072 (4,5,6,7,8) - boop
05:14:072 (3) - blanket
..and so on
Some additional notes (my personal suggestions):
00:43:405 (1) - How about decreasing the hitsound volume by 10% here? It would create a cool echoey sound with the drum hitwhistle before.
03:10:072 (3) - http://puu.sh/mAMl7/0fad3417b0.jpg This pattern would suit the song so well.
I think this is very silly, everyone else is asked to meet the quality requirements and when they don't, people get upset. And yeah, there's plenty of people who'll say "But I like this map!" - that happens on almost any map that gets complained about, and, for the record, I like this map myself. That's why I want to see it improved. If you disagree with all my mods then that's fine but I feel your reasoning is unsubstantiated (albeit wordy, as I'dve expected) and that you simply refuse to acknowledge that things could be improved.Shiirn wrote:
All in all, I hope this helps you understand what I'm doing here. Yeah, you're refusing to improve your map no matter how thoroughly its flaws are explained.
Since this is DQ'd, again, because it's far easier to read through half a damn mod and pull the trigger on a DQ to encourage "discussion" rather than let the modder actually address any questions Actually, because the map has issues that make it lack in quality that you refuse to acknowledge, all the people who promise to mod this can get around to it whenever they get around to it So you can shoot down every single suggestion again?, as no matter how much effort I want to put in I am basically forced into following other people's schedules and whims.
Yes, because you're trying to make the map ranked. That's what ranking a map is. You're putting the map up to meet certain global standards. If you want it to follow your own standards, you're free to leave it in unranked, but that's not what you want. That's why we have the modding process, and that's why we have the RC. If you want your movie to sell you can't fill it with niche things that only you like, even if you know you could do differently and have it accepted by public standard, it won't be until you make the changes required for it to meet those standards, or you can choose to stay niche, which is fine, but you shouldn't blame the quality standards other people set when you put your map up to be evaluated according to those standards. Sorry, but your logic is backwards here.
If you think I'm rushing things because I'm fully willing to sit down and spend a dozen hours over a course of a week working on a SINGLE song If someone spent 6 months working on the crappiest map ever, does that mean we should just rank it because they put a lot of effort into it? No. If your map isn't as high quality as it could be then it should be improved, and the amount of effort you've already put into it is no reason to not put more effort into it to make it even better., yet find myself irrevocably stonewalled by other people's schedules who might get around to it "sometime next week" or "later this month", then you're free to think so. Other than the fact I never said you're rushing this map, there's also the fact that, yes, people have their own lives and schedules, and if you want a favor from them you'll have to wait until they have time to give it. I think the one stonewalling here is you.
This is a good chance for everyone who wants to take their free shot at me do so, as I'm not touching this map's patterns or streams again short of Buddha himself suggesting a way to make stacking actually stick.
"Good luck" is a normal thing to wish to anyone who's attempting to do anything, whether they're putting hard work into it or not. Giving such a response to that is simply rude and making an extra post for it is unnecessary as well.Shiirn wrote:
Also don't wish me good luck when you know exactly how hard I bug the shit out of people and put actual effort into my maps even if they end up shit. I'd love to be respected enough to not be given stock phrases when I like to think mappers and modders should have at the very least friendly relationships.
dealing with that, I'll make the calm and conscious choice to let this map go.Irreversible wrote:
16:16 Irreversible: I gave my input and it's still standing
16:16 Irreversible: if I don't see improvement, I'll be there {context: to disqualify the map} again
Essentially what I think, well put. I've just never been bothered to try and change because I don't have the energy to repeat myself over and over. I hope this post opens a few eyes in the staff team. The shoot first ask questions later approach could be avoided so easily if the QAT just tried contacting the mapper before throwing DQ's that are not unrankable issues.Shiirn wrote:
The lack of negativity in this thread largely is because people tend to come to me specifically, personally, about their opinions and feelings about my maps because somehow I appear to have garnered the reputation for being quite personable already.
I kind of blew a fuse on felys because I'm not one who values polish as much as either Tess or Irreversible as it is, and I felt like the 10-15 minutes they spent in simultaneous yet separate modding could have been done at a more opportune time than halfway through qualification. But schedules yadda yadda. And I'm sorry for offending either of you or anyone.
The whole "DQ then discuss" is one of the most significant problems I fear with my maps because almost every single one of my maps does something "special" and if I need to explain myself several times over several DQs because different people find small bits objectionable, well, I'm just trying to explain why my frustration (and fear) is reasonable.
(And as a side note: Yes, at some point I don't care about improving my map any further because I am satisfied with it. If that's a problem it's down to the QAT 'team' to tell me to reach their standards and I'll happily work with them.)
It's just appalling to me that someone can completely reset the timer on the ranking process by bringing up something that was addressed before somewhere in the thread that the mapper certainly remembers. But we shouldn't expect Random Joe 13 to read the entire thread, right? So that's why I think discussion should be an OPTION before just resetting the timer off the bat. Especially if all of the parties involved are actively looking at the map in real-time on the client and are talking to eachother on the client.
Just seems silly to me.
you beat me by 10 minutes D:Spytes wrote:
Grtz on being qualified
Post it so we can dq for discussion >3Cherry Blossom wrote:
Awh this is already qualified ;w;
Never mind, my mod would be useless for this great map ! :3