notice me senpai
edit: notice me senpai #2
edit: notice me senpai #2
wip response~ will get extra later.Natsu wrote:
General:
- Spread feels really not nice between Extra and comfort, you will need to get more opinions.. personally I feel:
Easy---Normal------Hard-----Insane-----Extra---------------Comfort
but ask more opinions of course! Most players and modders have no problem with the spread issues between Extra and Comfort. Anything in between would just feel really awkward as it'd either be a buffed up version of extra or a heavily nerfed Comfort, there are no good anchor points for a difficulty between these other than massively nerfing the spacing of comfort (which would just be superfluous)
Comfort
- 00:06:801 (1) - unsnapped
- 01:08:572 (5) - unsnapped
- just use AR 10???? i really don't see why 9,9 lol.. bpm and the way is mapped already call for it All of these done, AR10 done.
- 00:16:020 (1) - man this slider shape looks really bad and unclean, I'm sure you can do it better, actually looks really old tbh What? it's a linear slider. I made it a bit less jerky....
- 00:20:186 (2) - whistle spam is really annoying to hear, you don't need to add it at every single spot, remove them atleast from the 1/8 ticks? Sure, why not... it's just soft whistle either way.
- 00:22:686 (1,1) - TBH I can't really agree with those overlaps for obvious reasons, just try to don't hide it under the slider, at this speed is so hard notice at first play- there is 1 more I think I have never, ever, ever, ever seen a player capable of playing this difficulty miss this note, on first run or otherwise. This may be due to the fact that players of this caliber pretty much for sure have custom skins, but because this is actually very structured already ( 00:22:478 (7,1,1,2) - all of these blanket eachother either with slider tracks or approach circles) I would really, really like it to be kept as it is. If forced I can move the note somewhere else.
- 00:26:020 (1) - 1/4 slider fit better the music clearly, there are more cases where this happen, probably you trying to follow some noise sound, but I believe following the beats its better, they are clear Both this and 00:25:186 (1) - are emphasizing the single usage of the instruments placed there - they're brief holds rather than just taps (which 1/4 sliders are). I want, and players do experience, the difference between a 3/8 brief hold slider and a 1/4 "extended tap" slider. These have played very well and I have received a lot of support for them.
- 00:27:686 (1,2) - really need to be overlaped? I guess you could easily come with something better, ex: Overlap Fixed.
- 00:30:395 (1,2,1,1,2,1,2,1,1) - can you explain how combos work at this and similar parts? Readability. These new combos are here purely to simplify readability for players at these ridiculous velocities - a single combo will lead to complicated, overlapping track lines and confusing combo numbering. By having them all be different colors and distinctly separated in terms of patterning, it is sight readable that the player can expect the back-and-forth hops. This applies to all of the later combo setups I use 1,2 in.
- 00:33:520 from here to 00:34:249 - according to the music, should be a 1-2 1-2 1-2 1-2 pattern, instead you have an inconsistent one because you did end a slider in an active beat at 00:33:520 - anyways I really advice you to reword this rhythm to: There is actually a 3-point pattern in the music as well as an overlapping offbeat set. The way these notes are set up are to emphasize the offbeat hopping. I have not heard any playability concerns about this pattern, and to me it does what it sets out to do. With a piece of music like this - clearly designed for a game with more than five independent buttons to press - I need to make sacrifices here and there. This fits the later on 1,2 offbeat patterns to maintain playability.
- 00:38:520 (3) - This slider shape looks ugly from my point of view, maybe try something else? I mean they're not exactly meant to be art exhibitions...
- 00:44:665 00:48:520 (1,3) - cute lol
- 00:49:145 (1) - try to blank better with 00:48:520 (1) - tried
- 00:47:582 (4,5) - did you miss the triplet on purpose? I mean following the melody should be a circle in 00:47:547 (4) - and other at 00:47:617 (5) - like you did previously ??? I have no idea what you're suggestiong here. There is nothing in the music that implies a 1/8 triple nor a set of three 1/4 notes. It is an offbeat pattern and it plays extremely well.
- 00:51:749 (1) - i feel this and other blue ticks new combos don't make any sense with the music, for example doesn't make more sense that instead of having a NC on 00:51:749 (1) - add it on 00:51:853 (2) - where the new melody its starting? there are more cases check by your own A lot of the combo color fiddling has been done with the intent of making the map as readable as possible - with how fast these patterns are and with the extreme speed they race at the player at, I've probably messed up here and there at making other new combo sets consistent, and I've looked at them for so long the yolk normal to me. I'd love if people could give new combo suggestions along those lines such as this.
- 00:56:645 (1,1,1,1,1,1) - this is really cool .
- 01:05:186 (3) - according to your previous combo pattern at 00:56:645 (1,1,1,1,1,1,1) - should be at NC in 01:05:186 (3) - following the previous one at 00:58:520 (1) -
- 01:01:332 (2) - add NC? fit really nice with music, if you do then add it as well at 01:08:207 (2) -
- 01:07:061 (1,1) - don't stack perfectly at this bpm stacks and overlaps are super hard to read, I did the same mistake at my 266 bpm map Because this is the fourth iteration of the exact same beat pattern, I found that no matter what I did or where I put that slider and no matter how hidden it was, players hit it. This is the fourth time in a row that this beat pattern is set up, so players not only expect it, they're doing it almost entirely unconsciously at this point. If there is a ranking rule that requires it to be visible at these velocities, then i'll move it but as it is I think it's really neat.
If you could, and would be very appreciated, continue the mod, we really need this. Thanks!Natsu wrote:
Ongaku's Insane:wip mod ~
- 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them applied
- 00:02:061 (2,1) - ^^ applied
- 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset somewhat, applied
- 01:44:561 (3,1) - something went wrong here uh fixed
- 01:51:228 (1,1) - ^^^^^^ fixed
continued to work on extra. New combos seem to have gone from tools to things that are thrown down on major white ticks just because that's how people think they should be used to keep the numbers low.Natsu wrote:
Extra:Collab Hard:
- 00:04:249 whys is this acitve beat being ignored, according to the music you shouldn't, a really easy way to fix without having a weird polarity issue would be to: Sure why not.
- 00:06:228 - similar as above, this need a click action according to the music, same in 00:09:561 - check others by your own, tbh such strong beats shouldn't be slider tails, mainly in an extra diff Most of the time in this difficulty I am making the map less dense by having beats on slider starts and endings. if you want every single strong beat to be emphasized, you're going to end up with a tiny-spaced Comfort. Some beats have to be sacrificed to the Slider Ending God, and thus some are.
- 00:16:228 - similar as above, even your NC make more sense there, just hear the melody and you will notice.
- 00:22:895 etc ^ rhythms can be alot better at certain places
- 00:25:186 (1) - what is the reason behind the single combo? tbh you can just remove it, instead of create ann unnecessary HP boost Anyone who tells you that new combo fiddling like this fucks with the HP setup is lying. HP is something I don't even consider in a map - if they completely lose rhythm they're going to fail either way and whether or not they get "bursts" of hp means absolutely nothing to the map's playability. Also, these have new combos to emphasize the different instrument that play exactly once in the entire track. (Seriously camellia?)
- 00:27:061 (1,2,3,4,5,6,7,8) - reduce the spacing consistent, actually it fluctuate too much changed
- 00:27:895 (1,1,1,1) - don't need to spam NCs just the first one is enough, the other 3 NCs just create unnecessary HP boost if I hear the term "hp boost" one more damn time. this is for aesthetics, not for hp fuckery. I will change it if forced.
- 00:29:561 active beats going again at slider tails God of Slider Endings
- 00:31:124 (2) - you can create a better blanket with 00:30:811 (1,3) -
- 00:32:895 (4,1) - Nazi, blanket can be improved k
- 00:37:895 same as 00:29:561 - God of Slider Endings
- 00:46:853 (1) - this isn't NC on comfort diff, why it is here, just remove it and maybe you are missing a NC in 00:48:311 (5) - New combo here is to alert the player to the fact that this is a 1/6 combo. It's much easier for a player to read "1,2,3,4" and realize it's a quad than "2,3,4,5".
- 00:52:374 (4,5) - make this a bit more close, so the spacing is a bit more different than in 00:52:478 (5,1) - Quite different already but sure.
- 01:09:561 (1) - I'm sure you can come with a better slider shape, current one isn't that good IMO. stop killing my mapper spirit
- 01:18:520 (1,2,3,4,5,6) - rhythm its really not nice, try to map the strong beats as slider head or circles - 01:18:728 - 01:19:145 - Seriously? are we listening to the same track? The slider starts and the slider ends are completely the same intensity to me, and the 1/8 triplet ending with a slider is vital to playability. It allows players who alternate to hit the 1/8 triple as well as players who singletap the rest of the map to hit it more comfortably. Not every strong beat can have a note.
- 01:19:978 (1,2) - jump its too much 2 doesn't have any high pitch, tbh is an almost inaudible beat, so the jump its really overdone The jump isn't emphasizing the note, it's emphasizing the noise at the end of the initial slider. Players almost never miss these because it makes sense.
- 01:21:020 (5) - add NC, be consistent with 01:21:228 (1,2,1,2) - k
- 01:24:040 (2,3,1) - spacing ok moved 2 a bit closer to have it be fairly even
- 01:27:374 (4,5,6) - same bit more readable tho Sliderends and starts allow for conventional spacing to be thrown out the window if done in a manner that allows the music to tell the player when you should hit the next beat, more than the spacing or approach circle. This is part of how freestyle spacing works.
- 00:02:895 (1,2,1,1) - again the combos without real reason to be, mind explaining why? personally I think 00:03:520 (1) - is totallt unnecessary I use new combos not just to reset the arbitrary number on the note, but for color changes to emphasize instrument changes or readability. HP concerns are something I don't even think about for a second. The HP system already makes no sense for this game and especially doesn't matter when people always want to full combo or retry. HP concerns again, mean nothing to me, so I'll use new combos for other, more interesting functions.
- 00:06:228 (4,5) - this don't have NC here, but the same rhythm at 00:02:895 (1,2) - have, why? oversight, thanks for letting me know. NC'd.
- 00:14:978 (1,2,1,2,1,2) - again your comboing its weird for not apparent reason, anyways I don't want to point them all, just recheck and make them consistent
- 00:19:040 (5) - this slider is ending in a really inaudible or almost inaudible beat, would make alot more sense if you end it at 00:19:353 - also you will avoid the weird polarity issue by doing this. That is not how polarity works. Especially regarding slider endings. There is no polarity issue as there is plenty of time for the player to adjust to the new beat patterning in the song, especially since the next note actually does, indeed, start on a downbeat. While it is true that the slider ends on a quiet beat, I felt that a longer slider would be even more awkward for gameplay and honestly not do very much else. There's meant to be a pause but I felt that simply having a note instead wasn't enough to emphasize the instrument used.
- 00:08:311 (1,3) - not a fan of those sliders, thhy looks like really old and not good shaped Oh well.
let me explain you a bit better:Shiirn wrote:
I have to ask: Do people really think about HP while mapping or modding? Because you shouldn't, I feel. If someone can mod a map that creatively uses new combos for functions such as readability and instrument emphasis, and say "but this screws with the HP!", why aren't they looking at other maps where the harder sections don't have new combos more often to allow for misses to regain HP more quickly? Because that's stupid. HP doesn't matter, especially when most maps nowadays have HP drain settings so low that you'd need to miss several notes in a row to fail anyway.
Normally I'd agree, but at AR10 288bpm 1/2 and 1/3 and 1/4, rules change.Natsu wrote:
2. Combos should be build having a pattern like following stanzas or the music rhythm, but never for readability, if you need a NC to make something readable, then the pattern in question is the problem
Hah, what? The HP setting is fine, and I'm pretty sure people who "bullshit" their way through the map aren't going to find it worth their time or effort for pp gain or score gain or whatever. This game is so heavily focused on FCs that basing gameplay around the 20-25% (tops?) that just play to pass (and probably won't care whether or not it's a 'balanced' experience) sounds silly to me.Natsu wrote:
3. When you spam combos without reason, you allow players to bulls**t their way, (spam keys like crazy and still pass cause the unbalanced HP settting)
Thanks for finishing the mod! I will review my map and see what issues I can spot out, especially the NC stuff. Thanks again!Natsu wrote:
Ongaku's Insane:
- 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them applied
- 00:02:061 (2,1) - ^^ applied
- 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset applied
- 01:44:561 (3,1) - something went wrong here uh fixed
- 01:51:228 (1,1) - ^^^^^^ fixed
Edit part:- 00:22:061 I'd highly suggest looking at the rhythm in this map again, there so many active beats that end on slider ends (worst is that those sliders star in really pasive beats) I tried my best trying to follow the drum elements, since its the most common element i work with, while trying to map the other elements. I can see that the slider ends are landing on important beats, but I find it well fit there. It has its... own sort of charm.
- About combos, lets take a look: 00:21:749 (1,2,3,4,5,6,7,8) - and 00:23:311 (1,2,3) - idk get how your comboing work, according to the music, I'd add a NC in 00:22:686 (6) - and remove the one at 00:23:311 (1) - , there are more cases were the comboing its super inconsistent, for example 00:20:811 (5) - vs 00:24:145 (1) - , try to check the whole diff and try to be more consistent with it I'm going to do a recheck on my map look for NC inconsistencies. Reason why its like this, is because I don't particularly pay attention to NC while mapping ^ ^;;
- 00:39:457 (2) - head and tail are mapped to strong sounds, that's regulary fine, but the repeat of this slider is mapped to a really different beat making the slider weird to play, I'd just add a 1/1 slider as extra and comfort diff, follow the hold sound is the best idea here tho fixed
- 00:46:332 (1) - remove nc, melody is the same as the previous slider, the place where your NC should be is : 00:46:853 -, but then again you leave that active beat as slider tail removed 00:46:332 (2) - NC and made 00:46:645 (1) - NC
- 00:56:645 (1,1,1,1,1) - No Sv changes why the combo spam? just creating unnecesary HP boost, there is nothing hard to read in the pattern, (even tho I'd suggest playing with SV a bit here)
- 00:59:978 (1,1,1,1,1,1) - ^
- 01:03:311 (3,1,1,1,1,1) - ^^^ you don't even have a NC on 3 here, even tho is the first beat on the melody change
- 01:06:645 (2,1,1,1,1,1,1) - ^ fixed up all of them.
- 01:39:874 (1,3) - a bit hard to read when playing, try to manual stack it (move some grids away) somewhat, changed it.
X(Shiirn wrote:
I have elected to remove the Comfort difficulty as it is not rankable with the current system. Apologies to anyone who wanted to see it ranked, but it is always playable if you want to play it.
I know, that was just a reference to how HW gets his/her maps ranked. At least your maps are good so that would have just sped up the process of ranking it, know what I mean ?Shiirn wrote:
I am not offended by any of them
Yeah but Mazzerin's maps are not similar to yours at all, and you're also a way older mapper so you should at least get some recognition from that, especially since EVERYONE knows AT LEAST 3 of your maps. (older as in you've been a mapper for longer btw).Shiirn wrote:
There are always Mazzerin maps, after all. One of his just got an icon with a fraction of the effort I've put out into reaching out.
Kynan wrote:
Please don't rank this as it is, it's been made with that ONE diff at first, why would it end on a mapset WITHOUT that original diff ?!
Monstrata wrote:
[Comfort][Extra]
- 00:59:978 (1,2) - This transition isn't good because players will want to cut corners on the sliders instead of playing it through unlike all the other sliders. With patterns like this you want players to play through the whole slider and a bit more to get that emphasis going. The transitions for these are fine due to the extremely large sliderball area we have for our cursor to be in. They're all very close together and there is plenty of leeway in every direction for players to have their cursor between these notes.
- 01:06:645 (1,2,3,4,5) - Same can apply to the stuff here, where you kind of want to break the directional flow of the slider inorder to have a better time playing the next slider. Stuff like : 01:00:395 (2,3,4) - play really well though, because players can go through the entire motion of the slider without experiencing a flowbreak onto the next slider's path. This really draws out the emphasis you get from the slider-motions, Try and reflect this kind of motion if you can. Stuff like: 00:56:645 (1,2,3,4,5) - Is also really nice for the same reasons . I had already re-done this pattern and I think i can take a bit of liberty on the "bounce" direction here since it's the fourth and final iteration of the same pattern they've been doing.
- 01:30:186 (2) - I wish you could Ctrl+G this instead cuz it would flow a lot better coming out of slider 1. But you'd have to do some pattern changes (i think its worth it). Hnnnghhh, true, but i like how the slider curves INTO 4 as well. idk what to do exactly
[Ongaku]
- 00:08:727 (2,3,4) - I would just keep the spacing the same. There are too few circles here for that decelerating stream thing to make sense here. It just looks out of place rather than a design element unless you have like 4-5+ circles imo. UHHH THIS WAS ACTUALLY A STACKING ERROR DON'T TELL ANYONE
- 00:27:895 (1,1,1,1) - Im actually surprised you didnt do anything over the top here lol. I can totally make them 1/8 sliders if you like babe
- 00:33:520 (1,2) - While there are two beats here, the one on 00:33:624 (2) - is really feint in comparison. I think this pattern is better two two sets of beat pairings, rather than 3. Try making this a slider instead. Changed the first pair into a slider. Fits gud.
- 00:35:256 (1,2,3,4,5,6,7) - I really recommend making these all NC's because it gets rid of the follow points in between circles and it forces players to be more aware of their rhythm. (I would apply this to other diffs that are Insane+ too) I'm torn with these because the follow points let it be actually readable in a "psuedo-random" pattern which the music is kind of doing, but at the same time they're actually quite the same time apart from eachother. I'll new combo them.
- 00:52:686 (1,2,3) - Fix the spacing here? How in the f
------ 01:29:978 (6,7) - This sounds more 1/3 to me... What do you think? ;o Discussed on irc, tl;dr: the vocals are pretty much impossible to map directly as they occur because it uses a weird combination of 1/8 and 1/6, so diffs that map them just map "over" the voice.
[Collab Hard]
- 00:08:311 (1,2) - This is fine but like
- 00:12:895 (1,2) - No jump here? Good place for emphasis.
- 01:44:978 (1) - This slider doesn't look like it's snapped properly. Actually a lot of the sliders in this section are snapped to 1/12 and 1/16's... check your snapping with Extra.
- All done.
- 01:16:228 (5) - Can we not do 2x repeat sliders please? :C Just do two sliders instead and remove both repeats. Ahahaha, yeah uhh done
It's very comfortable to play though :cK2Shape wrote:
One good map with a Irony inside :
The hardest difficulty is started as 'Comfort' when it isn't comforting to play that insane difficulty at all XD.
How does it not fit ? It's the most enjoable part of the map IMO D:Garven wrote:
Extra:
01:14:353 (1,2,1,2,1,2) - Why? Doesn't fit the overall map flow at all and seems like just a high point of stress for a fairly flowing musical thought which is repeated for the entire song.
There's a big difference between "enjoyable" and "fitting"Kynan wrote:
How does it not fit ? It's the most enjoable part of the map IMO D:Garven wrote:
Extra:
01:14:353 (1,2,1,2,1,2) - Why? Doesn't fit the overall map flow at all and seems like just a high point of stress for a fairly flowing musical thought which is repeated for the entire song.
Well it's the kiai time + the song is almost asking for jumps so huh... Keeping it more stacked like a slow stream would make the kiai very boring IMO...Garven wrote:
What is it representing in the song compared to the rest of the map that calls for such a drastic departure from the established flow?