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Camellia - Routing

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Mismagius
modpost is 30% ready, so this means i will have to finish it
expect it sometime tomorrow, please wait for me
CXu

Shiirn wrote:

Yauxo wrote:

(I dont care if you try to defend your map, just dont act like it's perfect)
I never said it was perfect. I've applied many mods just today. Most people I've spoken to like the map a lot, just a vocal minority like to find any reason to dislike the map.

Most pro player input I have gotten is that it plays very well for the most part and any parts that feel directly unfair as opposed to challenging are being found and weeded out.

The raw aesthetic rule of " you need to make sure no notes overlap and the map has the exact same style the entire map" is not going to happen here. If you want it to happen here, you're looking for the wrong map. Having a stringent rule of "sliders need to point directly at the next note or it is ugly" is just as silly. If you want to say "its all just a god damn mess" then have fun. I won't accept "change it because it looks bad" as a mod.

Most of the input I've gotten since the disqualification has been "shit from the thread, value from in-game". The people that are speaking their mind in this thread without giving specific advice (or are telling me I mapped a section wrong because they'd do it differently and refuse to see any sort of alternative) are completely useless. The people who chat with me in-game and discuss actual pattern shape and flow are far more valuable. As such, I'm going to give them the attention they deserve.



I'm going to go over Comfort with a very fine toothed comb over the next day while seeking (and going over already posted) input from people whom I know aren't just making shit up because they vaguely find the map disagreeable. After that, I'm going to work back towards qualification. If it gets DQ'd again, so be it. I will not be fillibustered out of ranking something I know is not just rankable, but pretty good. And Comfort is pretty good. It's nowhere near perfect, but perfect is unobtainable as there will always be people who think it should be different.
Not that I ever said you had to do any of those things. It's possible to make tasteful overlaps. It's possible to transition between styles without making it feel jarring (not that I even see that much of a style change in your diff in general). Doesn't change the fact that I don't think the map looks good though. But hey, since I dislike the map my input is completely useless anyway I guess? Yeah, I'm not modding it, because from the way you reply to these things I don't think you'd like/want my input anyway nor do I think you would agree with most of them. In the end it would just be me saying a bunch of things, and you rejecting it.

Still, I don't think writing opinions is useless. Maybe you do, but eh.
Kite
I don't mind you rejecting suggestions or feedback, since it's totally up to you what you do with your map, however...
Don't be disrespectful towards people that show criticism or negative feedback towards your map, because those type of remarks help you work out better solutions that still alligns with your initial idea, thus strengthening the foundation you can work with.
Criticism and negative feedback may actually be more valueable than people sugarcoating everything you do.

Anyways, good luck with your map!
Topic Starter
Shiirn

CXu wrote:

Still, I don't think writing opinions is useless. Maybe you do, but eh.
I've replied to every actual mod with thought-out responses and a lot of acceptance. I don't understand where you get the idea that I deny all feedback. I just don't accept feedback that doesn't have actual suggestions. It's easy to say "this is ugly". It takes actual work to say "this is ugly to me because...".
WORSTPOLACKEU
I just want to point out.

00:17:478 (1,2,3,4,5,6) -
Extremely awkward to play.
You can for example ctrl-g 00:17:895 (3,4) - those and it's much better.
I have played this part so many times and I still can't get it straight because the pattern is overshadowed by the most distinct sound.

00:44:665 (5,1) - This flow is very weird, and the next note is just spaced but is the same, I would ctrl-g 00:44:770 (1) - .

00:48:520 (5) - Why is it placed like that.

00:51:645 (4,5,1) - This pattern is really awkward situated, pattern before it is different and there is no change to the song really but the movement required is not jumpy anymore, it's linear and it makes it very weird to play.

00:54:874 (7,1,2,3) - This looks like you placed random notes to a different song, flow and rhythm is terror

01:05:395 (4,5,6,7) - :/ even the whole pattern 01:05:395 (4,5,6,7,8,9) - is just weird.

01:18:936 (1,2,3) - I think I hear 1/6 rhythm. Also 01:19:040 (3,4,5) - spacing increases when the song goes down. 01:32:895 (4,5) - Same here, why so?

01:20:915 (1,2,3,4,5,6,7) - This doesn't play as well as the one before it, the tones are not fit for this pattern.

01:23:311 (5) - looks like a dick xdddd
01:23:728 (1) - and this would be balls I guess

01:28:103 (3,4) - slider first then white tick note please

01:29:040 (6,7,1) - Stuff like this in the map makes it awkward to play at many places, the flow is just off.

01:32:270 (6,1) - Blanket.

01:32:895 (4) - I would ctrl-g

01:33:311 (1,2) - This just doesn't go well, why such big spacing? At some points it feels like you are spacing the map way higher than it should be and then when something special comes when imo you should increase it, you decrease it.


01:34:874 (4) - I don't like this one, ends at big white tick and that doesn't work that well, why not go 3 sliders in a row and a single tap at the end to accentuate the big white tick?

01:35:082 (1,2,3) - The sound at your triple is not a triple also you just jump towards 01:35:395 (4,5,6) - .
Mapping to different rhythms in one combo, don't know if that's a good idea.

01:17:478 (1,2) - Why not slider on white tick and note on red? It fits so much better.



xd
phaZ
[comfort]
did some consistency check now
  1. 00:04:978 (4) - phrase starts here again so put NC here too, RNC at 00:05:395 (1) then
  2. 00:05:707 (4) - you might nc this, too like you did at 00:02:374 (1)
  3. 00:09:040 (5) and 00:09:561 (1) - different NC'ing again. although the first time the phrase is ending abruptly, i still recommend to keep them the same (just seems the most logical then to me)
  4. 01:51:957 (2,3) - ^ different NC'ing in the last part too ;w;
  5. 00:04:249 (1,2) - how it comes that so different from 00:10:915 (1,2) ?
  6. 00:12:374 (5) - NC issue like above
  7. 00:20:082 - shouldnt there be a wubbly slider here?
  8. 00:19:353 (1) - and 00:32:686 (1,2,3,4) - sounds actually similiar (and this sound is on the same spot in the repetition) if you remove your hitsounds. so make it the same too? this is a structure issue in ther way that, as a player you wont notice that it's actually the same again (thus map feels more random)
  9. 00:16:020 (1) - not as important but its a different style compared to 00:22:686 (1) - but why tho
  10. 00:17:270 (2) - where are my 1/6? (compare to 00:23:936 (2,3,4,5) - at the repetition). on a second note NC'ing is different here again but the music making differences here too so yea
  11. 00:33:311 (3) - 1/1 is really bad. the jumps and NC should start at the sliderend. anyway it is completely different mapped to 00:20:186 (6,1,2,3,4)
  12. 00:48:311 (4) - slider is off the synth, at 00:47:374 (3) you acrificed the strong drum to get the slider togethere with the synth. you basically did it all the time before so its kinda suprising to get off the synth-line/track here. make it like at 00:51:853 (1) (altough thats not exactly the repetition but it has the same rhythm)
  13. 00:55:186 (2) - ctrl+g would flow waaay better. also i think pursuing the previous pattern is out of place as the music changes here
  14. 00:56:228 (4) - where are your 1/8 drum following sliders now huh^^ (see 01:26:020 (1,2) - mentioned in IRC). i still think you should remove hte 1/8 sliders at the second time tho^^
  15. 00:55:968 - ^ same as above, add your 1/8 stream here then?
  16. 00:59:561 (1,2) - ctrl+g, still think it would flow awesome :D
  17. 01:01:436 (2,3,4,1,2,3,4,5,6) - why not some scratch-mapping like at repetition at 01:08:311 (1,2,3,4,5,1,2,3)
  18. 01:01:645 (3) - anyway this finish is on wrong spot it should be at 01:01:540 - i think this additional finish sounds awesome tho, so maybe instead add one at the repetition also missing out the finish at 01:02:999 -
  19. 01:08:520 (2) - finish should be here like at ^
  20. 01:14:249 (6,1) - dafuq o.o? this should be like at 01:20:915 (1,2)
  21. 01:22:895 (1) - you didnt NC at 01:16:228 (4) tho
  22. 01:28:207 (4) - here you sacrifice the strong drum to follow the vocals, 01:27:374 (5,6) - here you didnt do this exactly :?
  23. 01:29:353 (1) - even tho the vocals are having a kind of a break here i think it is still more appropriate to make the NC at 01:29:561 (2) at the white tick/beginning of vocals (if even a NC is needed at all). i actually would make 2xcircle+2xslider at 01:29:353 (1,2,3,4) - (instead of the current 2xslider+2xcircle rhythm)
  24. 01:35:915 (1,2,3,4) - please make NC'ing and maybe similiar rhythm too (2xcircle+slider+circle) like at ^. this is again almost a repetition.
  25. 01:30:811 (4,5,6,7) - i know what youre are going for here but, this looks very similiar mapped when you followed the vocals, so when youre playing you also expect that. use a more different looking pattern here pls :s
  26. 01:48:832 (3) - isnt this slider like completely wring here? sounds like this to me: http://puu.sh/n90ca/202f3329c4.jpg ((5,6) are on 1/12 snap if you wanna map them)
  27. 01:49:353 (7) - NC here? theme is coming back again after that jazz like piano shout-in. you also did sth similiar at 01:50:915 (1)
could point even some more nazi stuff about rhythm and even spacing of patterns in terms of consitency but that seemed a bit unnessecary then
[extra]
  1. 00:03:728 (2,3,4,5) low spaced - 00:10:395 (3,4,5,6) high spaced. logic :?
  2. 00:04:249 (6,7) - 00:10:915 (1,2) - why the different rhythms
  3. 00:28:311 - where did all my wubbly sliders go in the repetition of this part 00:14:978 - ?
  4. 00:32:686 (1,2,3,4) - 00:19:145 (5,1,2,3) - make them the same? more memorisable then, too not mentioning its actually completely the same thing again
  5. 01:07:999 (1,1,2,3) - 01:01:332 (1,1,2,3,4) - map them in kinda the same way? at least fix that slider 01:01:332 (1)
modded this one just very briefly :/ i guess someone or you need to check some of the NC changes you might did on the comfort-diff and apply them here possibly too
[ongakus insane]
  1. 00:02:374 (1) - remove NC. compare to 00:08:311 (1,2,3)
  2. 00:08:728 (2) - for same reason as above make this also a repeat slider or the other an antijump-non-repeat-slider
  3. 00:48:520 - 00:49:145 - 00:49:457 - "The Disappearance of whistle-chan". it really hurts, i wold rather remove the drum-hitsounds for that. the normal-whsitles are exclusively for the special synth of this part (while the drum HS are basiclal everywhere) so at least keep it consistent.
  4. 00:54:874 - 00:55:395 - 00:55:603 - same as ^, you could actually put them on the sliderend, sliderbody, sliderbody so why not add them if you can?
very consistent
[]
i guess the rest is fine =w=
ahh why did you already kd the lazy irc mod <.<
Topic Starter
Shiirn
For reference:


Don't trust the color of the ticks to tell you where the prominent beats are. Almost all of the sliders that end on white ticks are doing so because they are having the player click something that isn't just the bass.

Applied a lot of arphi and polack's mod, working on the rest. Replying to each would take forever but i will if necessary.
Hula
Why arphi got kds and i didn't?
Zare
I don't dislike this map.
You have some offbeat sliders in your peak diff, i'd prefer you changed those into something more fitting, but aside from that the map is really decent.
Ongaku

phaZ wrote:

[ongakus insane]
  1. 00:02:374 (1) - remove NC. compare to 00:08:311 (1,2,3) applied
  2. 00:08:728 (2) - for same reason as above make this also a repeat slider or the other an antijump-non-repeat-slider Kind of confused here...
  3. 00:48:520 - 00:49:145 - 00:49:457 - "The Disappearance of whistle-chan". it really hurts, i wold rather remove the drum-hitsounds for that. the normal-whsitles are exclusively for the special synth of this part (while the drum HS are basiclal everywhere) so at least keep it consistent. remade patterns and applied hitsounds for consistency
  4. 00:54:874 - 00:55:395 - 00:55:603 - same as ^, you could actually put them on the sliderend, sliderbody, sliderbody so why not add them if you can? same here
very consistent
Thanks for the mod!
Yauxo
Just kind of going over it. Youve already got enough mods in here, so Im not even going to bother, I'll just drop my tiny shit here.

I guess it's a good map (somewhat, not the best though, guess it's fun), but at the same time I feel like some playability factors went missing to compensate for some, not always necessary, aesthetics. Some random patterns that explain what I mean. Take it or leave it, Comfort
(Edit: I couldve sworn that the Comfort diff was named Routing when creating this post. Now I just look like some weirdo that tried to make a funny or impactful joke with the name of the song).

■ 00:09:561 (1,2) - 00:10:082 (1,2) - The map looks like it's going full-on for flow, at least that's what I assume all these blankets and rounded Sliders are for. If that's so, then these kinds of Sliders just dont fit in. They most likely could be thrown into the anti-flow chest, as the map (generally fast paced) and the mentioned combo ((1 -> 2) and (2a -> 2b), the slow forced back and forth) dont work well together. Even if you tried to blame this on the music, because of whatever silent note in the song, it just doesnt fit. Weird antiflow objects and fast flowy maps dont like each other.
■ 00:15:290 (2,3,4) - Whats up with that spacing? Both seperate combos are like a family that lost each other at a park or something. Put them back together, they dont like to be seperated. (really though, random speedups for seemingly no reason dont feel good)
■ 00:18:103 (4,5,6,7) - Compared to what kind of sounds made 00:13:936 (1,2,1,2,1,2,3) - so jumpy, this one shouldnt be this spaced.
■ 00:28:624 (2,3,4) - Strong sound is on (3), jump is on (4). It's the small things that make things feel weird.
■ 00:52:270 (3,4,5) - 01:13:728 (3,4,5) - Similar thing as above. Even though it has the shiny sound on it (which would explain the jump), I still dont think that mid-alternate (is that a word) jumps like these are any good. Maybe I just really like spacial equality.
■ 00:55:186 (2) - Sliderhead on the end of a strong beat feels "meh" as well. 00:55:082 (1) - 's sound is too strong to have something on where (2) sits. Probably wouldve been better if this (1) was a longer Slider.
■ 01:23:207 (4,5) - Not sure where that comes from, but my head tells me that this would feel much better if the combo/slider was released towards the right. Quick up/down movements are usually somewhat shaky and not precise, so having a less hard/fixed jump pattern (-> not always to the left) might be easier. Probably nonsense.

idkmanidontlike7*plusmapsidkifthispostevenmakessense
Mismagius
MOST OF THESE SUGGESTIONS WERE DONE BEFORE LOTS OF THE PREVIOUS MODS SO A LOT OF STUFF DOESN'T MAKE SENSE ANYMORE. Posting the unfinished thing here before I just give up with it. If I ever get to modding the rest I'll do it, idk.





Hi! First off, this mod will be done throughout a busy day I'll be having, so I *may* have a few inconsistent points, so I'm sorry for that! I'm also with a small hearing issue and I'm not listening to everything clearly so I may end up missing a few stuff or pinpointing what isn't 100% right. If I ever come across as rude in the mod I'm sorry! I'm just really trying to get some stuff which feels awkward so next time you get this qualified, people won't be mad at you. All of these are with the actual intention of helping and not trashtalking the map, and most of these will be told from a player's perspective since, in the case of 7* maps, it matters slightly more than a mapper's perspective. I'll still be doing comments for aesthetical stuff and nazi things when necessary (or not), though.

[Comfy]

  1. 00:03:520 (1) - I feel like this NC doesn't really belong here at all. Yes, you are showing that the song has changed instrument/intensity, but this is such a small change/sound that it just doesn't matter at all. I'd either take the NC off from this or 00:03:728 (1) - as there is no need to have both here. If you choose to let these, then you might want to add a NC to places like 00:04:561 (2) - since the intensity change here is much more interesting to emphasize with a NC and you didn't do it.
  2. 00:05:915 (5,2) - Nazi - these aren't perfectly stacked
  3. 00:08:311 (1,5) - ^
  4. 00:09:561 (1,2) - ^, but this isn't really my issue with this one. The fact that you have a counter-logical movement between the end of (6) and (1) is already a big issue usually, but then (2) just simply has a unnatural movement that plays extremely awkward and feels like just a gimmicky pattern made for the sake of it. The song doesn't really support "going back to where you wre before" so there's no need for something like this. If you really want to keep something like this in a way that I can support it, then you can go full tengaku and do this. Note that the screenshot also suggests a good new placement for (3) which does play kinda awkwardly, but still much better than what it is now.
  5. 00:10:082 (1,2) - Badly stacked, and same issue as before, however this isn't as big of an issue because there is a break before. Still not something I fully support, but I believe you won't want to change this.
  6. 00:11:645 (1) - This slider has a few issues. It's not perfectly blanketing (2)'s sliderend, also looks really ugly with the curve from the previous slider barely touching it, aaaand also it flows really badly, as it is forcing you to make an unnatural movement (going up following (2), then you have to instantly go right and up->left again to follow (1). If you don't mind about the blanketing, then the solution to fix the flow will be ctrl+G'ing (1) and (3) like this, which results in a much more natural movement and doesn't break your pattern in any way.
  7. 00:13:936 (1,2,1,2,1,2,3) - As a tap player I don't really like these jumps and I feel like they aren't really nice to alternate as well due to their movement and distance, but I may be wrong here, so I won't really suggest you to change, just a small quick comment
  8. 00:15:290 (2,3,4) - Yes, I get your point with the spacing difference you're using here. Yes, it does follow the song to a certain extent. But then here comes the biggest issue of it all: Does it *actually* play well and intuitive? A player might be easily able to sightread/play this spacing, but it still doesn't make up for the fact that it is not as enjoyable to play. The biggest problem here, however, is that the song does support jumps like these, but you still have to find a way to make them play better than they do right now. These sudden changes in spacing and flow are what makes the map 'choppy' to play for most people, it's not even about the blanketing or the crazy 288 jumps. I know that this was done on purpose and you may want to keep them since it is the essence of the map, but if you ever think about changing it, then, in this case, stacking (3,4) would make it better as you're not exactly going through a weird spacing change and is just playing a stacked note which is a much more interesting cursor movement. If you really want to keep this, though, then at least properly blanket (4) with (1)'s start.
  9. 00:15:707 (5,6) - Unnatural movement, as explained before (this also looks a bit ugly for me but it may be just me). It doesn't really make the pattern much prettier, but turning the slider around like this may make it nicer to play.
  10. 00:16:645 (3,2) - Nazi, these are not perfectly stacked. Don't forget to fix 00:17:999 (4) - if you care about this!
  11. 00:17:999 (4) - I'd reeeeeally really rotate this slider slightly so you actually make a star movement when playing (right now, (4)'s length makes you have to go up instead of going straight to (5) which may be creative, but doesn't exactly play nicely). Rotating this by -30º using selection centre worked nicely for me.
  12. 00:19:874 (4,5) - I already talked about these so it's your choice if you want to keep them. There's something about this one that makes it really confusing for me to sightread and I end up pressing (4) thinking it's a slider. This may be an issue you might look out for, since in a 7.5* map you really need to make these things more intuitive. It may be an issue to another DQ later.
  13. 00:21:228 (3) - It may be just me, but the intensity jump between (2,3) is much bigger than (1,2), so you may want to emphasize this better. Something like this does the trick for me, but it may feel weird/ugly to you (and it also kills your pattern ;_;). Still, it's a better attempt to follow the song, in my view.
  14. 00:22:895 (1,2) - I feel like the spacing between these two is way too low... This is almost the spacing you've been using for 1/8s, while you just had a few 2.40x 1/4 jumps. Intensity is pretty much the same so I don't see why use this as a spacing rest. If you think about changing this, doing this would be a nice way to fix it (and also the pattern looks prettier in my eyes).
  15. 00:23:311 (3) - Nazi, but this isn't perfectly stacked with 00:22:478 (4) - .
  16. 00:23:936 (2,3,4,5) - Nazi as well, spacing between (4,5) is different than (2,3,4).
  17. 00:27:686 (1,2,3,4) - Something about this pattern just makes me not like it. Maybe it is the fact that (1) is almost touching (6), the fact that the sliders are way too curved or (3,4)'s repeats just being way too unintuitive, like you don't know when to start holding each slider and when to stop (aside from looking at the approach circles, but let's be honest, who does this nowadays, especially in a 7 star map). I don't.. really have a suggestion for this, sorry :( I just don't want to break your mapping so I'll leave it up to you if you want to do something about this/how you want to do it.
  18. 00:28:832 (4,5,6) - Same issue as 00:15:290 (2,3,4) - so I won't really blabber about it again, just if you want to fix this, placing (5) at 496;152 works fine and creates a nice kind-of-triangle between (2,3,5).
  19. 00:30:811 (3,6) - Pretty weird blanketing here, (3)'s start is much farther away from the smaller slider than the ending is, but there's a bigger issue here:
  20. 00:31:332 (6) - You're missing a clickable sound at 00:31:436 - . I won't go around explaining the basics of how beats have to be clickable & etc so I'll spare you the details and send you up a suggestion on how it could be made using the mapping logic you used here.
  21. 00:33:311 (3) - Same as 00:30:811 (3,6) - , seems like a ctrl+> fixes this one instanty though.
  22. 00:34:249 (1,1,2,3,4) - This one just feels extremely unintuitive to play because the spacing just goes much different than what you've been using for the past 5 seconds or so. I think something like this should work better while using your mapping logic. Note that 00:34:249 (1) - is stacked over 00:33:832 (3) - .
  23. 00:36:540 (1) - This slider looks slightly ugly, so I'll be giving you a code with a better curve if you want, here
  24. 00:37:061 (1,5) - Nazi - not perfectly stacked
  25. 00:37:895 (1) - Nazi - moving the last sliderpoint to 252;192 makes this blanket look a bit better
  26. 00:38:311 (3) - ^, moving the middle point to 268;48 does the same thing
  27. 00:39:457 (2) - Nazi again, doesn't perfectly stack with 00:38:936 (3) - . I know these are really annoying and small but I'm just pointing them out for the sake of "if you don't want to fix them that's completely fine, if you want to fix them it's a small improvement"
  28. 00:40:186 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - haha tengaku memes xD
Shohei Ohtani
when you can't find mods so you get your map qualified then get a bunch of post-DQ modders with giant mod posts
Topic Starter
Shiirn
I'd like to point out BD's half-finished mod has given more insight than most other mods I've gotten for a while. Also did Yuaxo's mod, but if I hear the word "flow" one more time without any sort of explanation as to what they feel flow is (because seriously ask 5 people and you'll get 5 different definitions of flow) i'm going to kick monstrata's cat
Arphimigon
Flow:
"Stop using this word, it's worse than swag."

ps: my mod only mentioned flow at the end in the bonus section cus its subjective pls dont kill
Yauxo
Clarification: I just use flow as a word that explains mapinternal intuitive movement (and maybe placement). Not subjective "I like what I do, but yours is bad" flow.
Natsu
I'd love to see you reply to mod, specially to the ones you ignore (Hula's one for example), to be honest without reply its hard to know what is going on with the map.
Hula
serious shiirn, don't be that guy.

You were on about flow before, I mentioned flow a fair bit because I saw you made that big reply to cxu's post which was strongly based on flow. And nearly all the mods mention flow. It's real. This is you btw

Really?


My mod might not be amazing, but it certainly isn't terrible. I made valid points about some rhythms at the very least. And my mod is asking you questions, that's a key thing as a mapper, being able to answer why you mapped things. Srsly. Don't be that guy.
Liiraye

Yauxo wrote:

Clarification: I just use flow as a word that explains mapinternal intuitive movement (and maybe placement). Not subjective "I like what I do, but yours is bad" flow.

Kinda offtopic, but isn't intuitive a subjective term? My definition of flow is just patterns/notes that complement eachother and (may, but not always) align well using a smooth movement. Jumps and gimmicky patterns are to be defined on their own as you can't really tell what flow is when it comes to cross screen curled sliders x.x
Topic Starter
Shiirn
My usage of the word "Flow" in the tour was not related to the abstract definition everyone seems to divine from their own bowel movements, but in the literal sense of the word, going in a straight direction from one to the next.
Styx
got u fam
Rizen
Zare
Ayyyy
Topic Starter
Shiirn
Hula, your tone is shit. You're the only person I've considered to have a bad mod, and I'm fairly sure it's obvious why.


Natsu wrote:

I'd love to see you reply to mod, specially to the ones you ignore (Hula's one for example), to be honest without reply its hard to know what is going on with the map.

given that there are literally 15 mods since it has been DQ'd, it's hard to keep track when I am doing literally 4-5 at the same time and they all overlap and meld together. This may not be something you can really imagine, but it happens.


So basically, let me archive here:

Millhiore's mod: Response
Mazziv: Nobody cares
Silynn: Response
fieryrage: Response
Nube: IRC mod
Anxient: Response
Zexous: As it was purely blankets, I didn't respond, and attempted to do them all. Shouldn't need to directly reply here.
phaZ: IRC mod
Arphimigon: Mostly a theory-based mod, can't really directly respond to anything. The NC suggestions were taken into account, and most of the "are there even sounds here" or "what noises are being mapped" were more about disagreements in emphasis rather than direct suggestions
And from there on, responses:

WORSTPOLACKEU
00:17:478 (1,2,3,4,5,6) -
Extremely awkward to play.
You can for example ctrl-g 00:17:895 (3,4) - those and it's much better.
I have played this part so many times and I still can't get it straight because the pattern is overshadowed by the most distinct sound. This pattern was reworked as part of this mod and a few other mods.

00:44:665 (5,1) - This flow is very weird, and the next note is just spaced but is the same, I would ctrl-g 00:44:770 (1) - . Accepted.

00:48:520 (5) - Why is it placed like that. Why not?

00:51:645 (4,5,1) - This pattern is really awkward situated, pattern before it is different and there is no change to the song really but the movement required is not jumpy anymore, it's linear and it makes it very weird to play. This pattern was reworked as part of this mod and a few other mods.

00:54:874 (7,1,2,3) - This looks like you placed random notes to a different song, flow and rhythm is terror This area was changed around a bit due to BD's mod and discussion with me on the map, but was not changed due to this mod in particular.

01:05:395 (4,5,6,7) - :/ even the whole pattern 01:05:395 (4,5,6,7,8,9) - is just weird. This was modified, but again, was not changed due to this mod in particular.

01:18:936 (1,2,3) - I think I hear 1/6 rhythm. Also 01:19:040 (3,4,5) - spacing increases when the song goes down. 01:32:895 (4,5) - Same here, why so? Confirmed the timing as 1/8, and that the volume doesn't necessarily equate to the burst of the end of this part of the kiai.

01:20:915 (1,2,3,4,5,6,7) - This doesn't play as well as the one before it, the tones are not fit for this pattern. Not changed as more people find this good than find this bad.

01:23:311 (5) - looks like a dick xdddd
01:23:728 (1) - and this would be balls I guess Not worth a response

01:28:103 (3,4) - slider first then white tick note please Following the voice, not every bass hit needs a click

01:29:040 (6,7,1) - Stuff like this in the map makes it awkward to play at many places, the flow is just off. This was modified, but again, was not changed due to this mod in particular.

01:32:270 (6,1) - Blanket. Done

01:32:895 (4) - I would ctrl-g Don't remember if I did or not

01:33:311 (1,2) - This just doesn't go well, why such big spacing? At some points it feels like you are spacing the map way higher than it should be and then when something special comes when imo you should increase it, you decrease it. Moved a few of the circles closer while staying with the snap patterning.


01:34:874 (4) - I don't like this one, ends at big white tick and that doesn't work that well, why not go 3 sliders in a row and a single tap at the end to accentuate the big white tick? Same as before, vocal > bass

01:35:082 (1,2,3) - The sound at your triple is not a triple also you just jump towards 01:35:395 (4,5,6) - . Moved 4.
Mapping to different rhythms in one combo, don't know if that's a good idea.

01:17:478 (1,2) - Why not slider on white tick and note on red? It fits so much better. These are offbeat in accordance with the synth. The bass being on-beat is just a sad side effect.

phaZ
First off, Ongaku replied to his diff. All Extra suggestions done, very helpful.

Comfort:
All NC-related stuff denied
Hitsound related stuff done
Most note-related stuff done, some not, like it's really frustrating to go over every single little thing in this density of information does it really matter? he was very helpful and a lot of his stuff is useful but a lot of it wasnt and thats just how modding goes


Yauxo
■ 00:09:561 (1,2) - 00:10:082 (1,2) - The map looks like it's going full-on for flow, at least that's what I assume all these blankets and rounded Sliders are for. If that's so, then these kinds of Sliders just dont fit in. They most likely could be thrown into the anti-flow chest, as the map (generally fast paced) and the mentioned combo ((1 -> 2) and (2a -> 2b), the slow forced back and forth) dont work well together. Even if you tried to blame this on the music, because of whatever silent note in the song, it just doesnt fit. Weird antiflow objects and fast flowy maps dont like each other. These were partially reworked to not stack on top of eachother so hard, combining this and BD's suggestions
■ 00:15:290 (2,3,4) - Whats up with that spacing? Both seperate combos are like a family that lost each other at a park or something. Put them back together, they dont like to be seperated. (really though, random speedups for seemingly no reason dont feel good) This was an oversight from a previous mod. Fixed.
■ 00:18:103 (4,5,6,7) - Compared to what kind of sounds made 00:13:936 (1,2,1,2,1,2,3) - so jumpy, this one shouldnt be this spaced. This is the highlight of the early parts of the map.
■ 00:28:624 (2,3,4) - Strong sound is on (3), jump is on (4). It's the small things that make things feel weird. That fits to me. Bass hit -> synth jump.
■ 00:52:270 (3,4,5) - 01:13:728 (3,4,5) - Similar thing as above. Even though it has the shiny sound on it (which would explain the jump), I still dont think that mid-alternate (is that a word) jumps like these are any good. Maybe I just really like spacial equality. Yeah, I'm not quite up to speed with the modern sensation of "Notes need to either be perfectly equidistant from eachother or random direction/spacing PP jumps"
■ 00:55:186 (2) - Sliderhead on the end of a strong beat feels "meh" as well. 00:55:082 (1) - 's sound is too strong to have something on where (2) sits. Probably wouldve been better if this (1) was a longer Slider. I don't understand. This was already fine. Maybe it was fixed earlier.
■ 01:23:207 (4,5) - Not sure where that comes from, but my head tells me that this would feel much better if the combo/slider was released towards the right. Quick up/down movements are usually somewhat shaky and not precise, so having a less hard/fixed jump pattern (-> not always to the left) might be easier. Probably nonsense. Probably indeed. I don't know what to say here.

BD
see this mod is great because i can unironically say "accepted all" and it's actually true, ilu buddy. Some of the suggestions weren't taken pixel for pixel, but used to improve the patterns as a whole.


I'll get to hula's later
Axarious
General
  1. when i say the "slider points back towards where it came from" i think it's more of the problem that the slider body is in the way of the sliderhead, which makes it a bit harder to read and aim it (players might hit the sliderbody instead of the actual target)
Comfort
  1. 00:05:603 (3,4) - looks a bit cramped, perhaps move (4) to 404|281 for a parallelogram and ds fix?
  2. 00:09:561 (1,2) - and 00:10:082 (1,2) - i think these two look kinda out of place, the low ds between them isn't consistent with the rest of the first 12 seconds
  3. 00:27:582 (6,1,2,1) - this ds is a bit wonky to me, it plays like a stream but it's kinda like a weird square thing, maybe something like this?
  4. 00:32:686 (5) - i think remove nc here and add nc here 00:32:895 (4) - would make it a bit easier to read
  5. 00:33:311 (4,1) - these nc's on the blue ticks are all a bit hard to read, but i'm not sure if you can really do anything else here :v
  6. 00:52:270 (3,4,5) - this ds increase is really awkward to play
  7. 00:52:686 (1,2,3) - the movement for this is doable, but it feels a bit unnatural
  8. 01:05:395 (4,5,6,7,8,9,1) - this also feels quite unnatural/messy to play, it's also hard to hit, i think i get it 1 in 10 tries
  9. 01:08:520 (2,3) - whoa this is weird to play. additionally, 01:08:832 (4) - this is 1/3 as well, i think this rhythm would be a bit better
  10. 01:14:040 (5,6,1,2) - this ds change is kinda weird, but i guess it's okay, it's hittable most of the time
  11. 01:17:478 (1,2) - not a big fan of this right -> left movement and the slider points towards where it just came from, perhaps something that'll keep the player moving like this?
  12. 01:18:520 (1,2,3) - i don't hear a sound on 3, only the pitch raise from (1,2)
  13. 01:20:603 (4,5) - kinda same idea with the slider pointing back towards where it came from, huge loss of momentum
  14. 01:27:061 (3,4) - ^
  15. 01:28:103 (3,4) - ^
  16. 01:29:874 (4,1) - two things, one is ^, the other is that the following pattern is difficult to read-there's a pause and that stack with the round slider, iunno, not a big fan of that pause there
  17. 01:30:915 (5,6,7) - i think (6) should be moved to 341|243 and ctrl j'd to keep momentum in this slider pattern
  18. 01:32:374 (7,1) - slider points towards where it came from
  19. 01:34:353 (1,2,3,4,1,2,3,4,5,6) - this is all very weird, 01:34:874 (4) - and 01:35:395 (4,5) - are probably the hardest to hit out of these
  20. 01:45:395 (2,3,4,5) - perhaps HJ 00:05:395 (1,2,3,4) - this thing if you decide to fix the small ds :p
Topic Starter
Shiirn

Axarious wrote:

General
  1. when i say the "slider points back towards where it came from" i think it's more of the problem that the slider body is in the way of the sliderhead, which makes it a bit harder to read and aim it (players might hit the sliderbody instead of the actual target)
Comfort
  1. 00:05:603 (3,4) - looks a bit cramped, perhaps move (4) to 404|281 for a parallelogram and ds fix? Moved and re-positioned the pattern slightly to accurately stack.
  2. 00:09:561 (1,2) - and 00:10:082 (1,2) - i think these two look kinda out of place, the low ds between them isn't consistent with the rest of the first 12 seconds Blanketted the first (1) and spaced out the second.
  3. 00:27:582 (6,1,2,1) - this ds is a bit wonky to me, it plays like a stream but it's kinda like a weird square thing, maybe something like this or something? Reworked. This was driving me crazy, this is the best suggestion I've gotten on it ever. thanks.
  4. 00:32:686 (5) - i think remove nc here and add nc here 00:32:895 (4) - would make it a bit easier to read Done
  5. 00:33:311 (4,1) - these nc's on the blue ticks are all a bit hard to read, but i'm not sure if you can really do anything else here :v i know right
  6. 00:52:270 (3,4,5) - this ds increase is really awkward to play reworked it a bit
  7. 00:52:686 (1,2,3) - the movement for this is doable, but it feels a bit unnatural Reworked a bit, hope it's more readable, the beats here are prime to be rather jerky but i dont want it outright confusing
  8. 01:05:395 (4,5,6,7,8,9,1) - this also feels quite unnatural/messy to play, it's also hard to hit, i think i get it 1 in 10 tries
  9. 01:08:520 (2,3) - whoa this is weird to play. additionally, 01:08:832 (4) - this is 1/3 as well, i think this rhythm would be a bit better done
  10. 01:14:040 (5,6,1,2) - this ds change is kinda weird, but i guess it's okay, it's hittable most of the time I actually fixed this just now after your playtest. Glad we both saw it!
  11. 01:17:478 (1,2) - not a big fan of this right -> left movement and the slider points towards where it just came from, perhaps something that'll keep the player moving like this? Rotated and turned
  12. 01:18:520 (1,2,3) - i don't hear a sound on 3, only the pitch raise from (1,2) I clearly hear three sounds even at 100%, although they kind of blend a bit together, it'd be far worse to just have a 1/8 double sitting around where the rest of the map never does that
  13. 01:20:603 (4,5) - kinda same idea with the slider pointing back towards where it came from, huge loss of momentum
  14. 01:27:061 (3,4) - ^
  15. 01:28:103 (3,4) - ^ Not entirely sure what to do with these as there aren't many other ways i can map them without putting them at a completely different location.
  16. 01:29:874 (4,1) - two things, one is ^, the other is that the following pattern is difficult to read-there's a pause and that stack with the round slider, iunno, not a big fan of that pause there This thing is ridiculously hard to map. I'm going to try to fix it, hold my beer.
  17. 01:30:915 (5,6,7) - i think (6) should be moved to 341|243 and ctrl j'd to keep momentum in this slider pattern done
  18. 01:32:374 (7,1) - slider points towards where it came from
  19. 01:34:353 (1,2,3,4,1,2,3,4,5,6) - this is all very weird, 01:34:874 (4) - and 01:35:395 (4,5) - are probably the hardest to hit out of these Reworked it a little bit.
  20. 01:45:395 (2,3,4,5) - perhaps HJ 00:05:395 (1,2,3,4) - this thing if you decide to fix the small ds :p Done
Ongaku
axarious for president 2k69
Side
placeholder :v

K hitsound mod oh baby

Not checking the highest two diffs cuz I don't want to I'm too tired. I'll trust Shiirn to have done a good job on it (rip)

[Ongaku]

00:04:145 (4) - Remove the whistle. Takes away from the effect of 00:04:040 (3) - where the last strong piano note plays.

00:10:603 (3) - Add whistle to slider end. Also remove whistle from 00:10:811 (4) - if you applied the first (which you should have)

00:11:645 (1) - 00:12:061 (1,2,4) - 00:12:582 (2,3) - I know what you're trying to do here but I think you could get away with adding drum whistles on these to follow dat piano like you did with 00:06:783 (1,2,3,4,5,6,7,8,9) -

00:17:478 (2) - Clap is not necessary imo and seems accidental otherwise it would be here 00:20:811 (5) - or 00:24:145 (1) - so remove (or add to all the missing ones if you really like that effect and wanna give yourself more work for some reason)

00:26:540 (1) - Not needed but a soft finish could work here since the music does it. 00:26:645 (2) - Or here instead both would work.

00:28:311 (1) - Remove clap. Otherwise you would've had it at 00:14:978 (1) - etc.

00:34:457 (5,6) - Maybe drum samples (no hitsounds still) on these would sound nicer. Your call on this one. Shame there's no note on 00:34:561 - Or it would have a drum finish :(

00:36:540 (1) - Maybe intentional but if not change to drum sample.

00:39:457 (2) - Drum finish so it sounds like 00:20:811 (5,6,7) - etc

00:42:686 (3) - Missing drum addition whistle on the slider end at 00:42:895 - like the other sliders 00:42:270 (2) - etc.

00:47:478 (4) - I think this was supposed to be drum sample auto addition like 00:46:645 (3) - 00:48:311 (1) -

00:49:145 (5) - Same for this one but just the slider head.

00:54:145 (2) - Drum addition here I think to get that 2/1 beat you're trying to keep consistent i.e 00:49:978 (8) - 00:50:707 (4) - 00:51:645 (8) - 00:52:478 (10) - etc. Same for 00:53:311 (4) -

01:11:645 (1) - Would sound better with a clap over a finish since it's an actual clap in the song lol

01:15:186 (1) - Missing whistle and normal addition on slider head.

01:19:978 (1) - Maybe still add a whistle like 01:13:311 (1) - (consider normal addition as well)

01:21:853 (2) - Whistle normal addition. You already had the addition but forgot whistle :^)

01:28:207 (8) - Drum sample finish on slider end.

01:29:770 (8) - Whistle on head would sound nice imo

01:35:707 (4) - ^

01:40:707 (7) - ^

01:41:228 (5) - ^ (those last two to follow the vocals)

01:51:645 (1) - 01:52:061 (1,2,4) - 01:52:582 (2,3) - Whistles if you did that one thing I said (which you should've)



[Collab hard]

00:14:145 (2,3) - Wouldnt you want normal sample on the slider end of these? would go with the music

00:20:603 (2) - Whistle on slider head would also be nice

00:26:228 (3) - A finish in the repeat at 00:26:540 - would also be nice

00:33:311 (1) - Normal addition on the repeat at 00:33:520 - thats what the drums in the song do

00:37:895 (2) - Remove normal sample. So far that's only been used to follow the drum on the 2/1 beat thing so not here but at 00:38:311 (3) - You have the whistle to follow that piano after all.

00:47:374 - Maybe a whistle here? Would follow that whatever that instrument is but idk if you left it out intentionally.

00:50:811 (4) - ^ Similar to the point above. Whistle but I guess not needed if it's intentional.

01:01:540 (1) - Missing normal sample and finish on slider head.

01:06:645 (1,2,3,4,5,6,7) - Also here you use normal additions instead of normal samples like you did in all the ones before. TBH this one sounds a bit better but if you like the other then change this otherwise change all the others. Basically either all normal sample or all normal addition for consistency.

01:11:645 (1) - Normal clap might sound better imo. Closer to what the song does anyway.

01:13:311 (1) - Finish :(

01:17:790 (4) - Whistle would be nice too

01:23:311 (1) - Whistle on head would also be nice to follow that thingy.

01:26:645 (1) - Finish :(

01:27:895 (6) - Whistle on tail but not needed.

01:30:395 (2) - Finish :(

01:34:874 (7) - Oh never mind regarding the point at 01:27:895 (6) - you DO need that whistle cu you did it here >_<

01:37:270 (3) - Maybe normal sample on the slider head so there's a sound to compliment the vocal thingy? or a hitsound idk your choice

01:39:040 (2) - I think this one also needs a finish normal addition

01:46:228 (2,3) - Normal sample not normal addition yo at least not according to 01:42:895 (1,2) -

01:48:311 (4) - Actually idk what you wanna do either normal sample or normal addition cuz again here you use addition so uh..........yeah choose one or the other yo >_<


[Pishi]

01:12:895 (2) - Normal clap sounds better than finish (since thats what the music does anyway)

Other than that sounds fine or I'm too tired probably both :v


[Probox]

Sounds ok or I'm really tired. Also probably both.


Hope this helps. Good luck :)
Spayyce
will mod because I am a beast at oss :^)
Kuki
dirty
Topic Starter
Shiirn
did my part of side's mod, ongaku helped me neaten up a lot of blankets, thx boyo
phaZ

Ongaku wrote:

phaZ wrote:

[ongakus insane]
  1. 00:08:728 (2) - for same reason as above make this also a repeat slider or the other an antijump-non-repeat-slider Kind of confused here...
Thanks for the mod!
just wanted to make sure that you notice that you once use a repeat slider 00:02:061 (2) at and once a normal slider at 00:08:728 (2)
__Phantomhive__
Um, Hey I made a easy Map to this song becouse I didn't know that there is already someone who is making the Map.
Now I don't know what to do with the Map, maybe I could give you the map and you can put it in the Mapset, but your Map is almost finished, isn't it?
So if you want the Map, let me know and I will upload it.(I also have the same Timing and song form the Taiko Map)

Ps: I love this Map so much c:
Ongaku
http://pastebin.com/0MMGsrhX

Applied a bunch of side's hitsounds. Reasons why some were off was because when I went back and redid some parts, I forgot about hitsounds xd

Also, Shiirn, regarding Side's hitsounds mod, I saw that i needed to apply some drum-hitfinish to some normal-hitfinish. I added some hitsounds file, So please do add these:

http://puu.sh/nawKt/0b9ace30f5.wav
http://puu.sh/nawRN/96cec5dd26.wav

Thanks <3

EDIT: Also, fixed up phaZ's mod bit
quaternary
Comfort was a lot better right when it was just qualified; now it's a mess of awkwardly slow spacing. it seems like modders are trying to nerf the map for whatever reason.

Meh. See if you have a backup of that version and then pretend you're hollow wings and reject everything until people finally cave and rank it.
Topic Starter
Shiirn
The only spacing that has been actually and directly nerfed was a jump section in the pre-kiai that was as high as the second kiai (made no sense) and one or two notes in the first kiai.

The map is much easier now, yes, because it's more natural and predictable. I don't want a map that's hard because it's awkward. I want it to be hard because the music is hard. And you can be damn sure, it's still hard.
Arphimigon
Yup, map seems pretty much the same except a few parts which are simpler to predict now.
(and lots of nerfed jumps)
ferret irl
#buffComfort
Hula
no kds, cos got it previously.

[Ongaku's Insane]

solid map. good rhythms, placement and flow btw.

00:04:249 (5) - Blanket the 6 better, that's the whole point of this slider :p
00:26:645 (2) - Not quite perfect blanket with previous slider.
00:38:311 (6) - Blanket

00:46:332 (2) - Could you make this out of the previous 1 slider? and ctrl shift S it please? it's like 1 pixel out, keeps bugging me everytime i go in editor haha.
00:47:478 (4) - Blanket
00:49:978 (8) - NC.
01:05:707 (3) - blanket
01:24:353 - How come no object here? Maybe turn 01:24:145 (1) - into a repeat slider?

edit: fixed a bit of grammar.
Ongaku

Hula wrote:

no kds, cos got it previously.

[Ongaku's Insane]

solid map. good rhythms, placement and flow btw.

00:04:249 (5) - Blanket the 6 better, that's the whole point of this slider :p fixed
00:26:645 (2) - Not quite perfect blanket with previous slider. fixed
00:38:311 (6) - Blanket fixed

00:46:332 (2) - Could you make this out of the previous 1 slider? and ctrl shift S it please? it's like 1 pixel out, keeps bugging me everytime i go in editor haha. applied :v
00:47:478 (4) - Blanket fixed
00:49:978 (8) - NC. applied
01:05:707 (3) - blanket fixed
01:24:353 - How come no object here? Maybe turn 01:24:145 (1) - into a repeat slider? applied

edit: fixed a bit of grammar.
Thanks!

http://pastebin.com/Vd7NgSFM
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