forum

Daughter - New Ways

posted
Total Posts
47
show more
Plaudible
M4M from your queue, not sure how much help I can be being a newb mapper and all but I'll do my best~
Really sorry about the late mod, finally the weekend!

Liked the song, then the kiai hit, oh my goodness. Added to playlist right away LOL

____________________

Daughter - New Ways


Difficult

  • 00:13:715 (4) - I feel this note should be closer to 00:13:979 (1). It has that chill sound to it, if that makes sense, compared to the rest of the drum section when it's alternating from emphasized to more mellow beats. To emphasize that it's chill by reducing the spacing would improve this. I'd still not space it as close though to still emphasize the downbeat.
    00:17:937 (4) - ^
    00:14:243 (2,3,4,3) - Not a big fan of this overlap, maybe put 3 so it's blanketed by the 3 singles? :O
    00:52:501 (2) - Ahh, sorry to be that guy (hate blanket mods >_<), for the blanket though I think the last slider point could be better at x384 y136
    02:18:515 (1,2,2) - Feel this could be more consistently stacked, I do like how 02:19:834 (2,2) are layered on, maybe add 1 on top so they're all similar like: http://puu.sh/qPzj3/b916bd2da0.jpg
    02:50:177 (1,2,1,2,1,2) - I like how you decreased the spacing amongst these as you went along, I feel doing the same at 02:58:620 (1,2,1,2,1,2) will help for consistency and will match the song better :)
    03:58:250 (2,3) - The shape here could be blanketed, though not by adjusting the shape of the slider. Maybe just make it so the end of 3 points into 2.
    04:24:898 (4,5,1) - Double check this blanket, 04:24:634 is a good reference point with the slider circle to fix
    04:29:384 (1) - T_T I'm srry, hate doing blanket mods, just needs to be moved right a bit. x92 y120 seemed to do the trick!

    Don't have much else to say, kiai is well mapped!

Distraction

  • 00:13:715 (4) - Gonna point these out in case you decide to change them, ignore if you chose not to!
    00:17:937 (4) - ^
    02:52:288 (1,2,1,2) - Just an idea, would be cool if you could adjust the SV and decrease it slightly each time here :) the melody sort of "slows" down so it'd be a neat way to integrate that into the map.
    03:00:731 (1,2,1,2) - ^
Aah that was super short, sorry! Wish I had more to say. Gonna shoot some stars, good luck \:D/
Topic Starter
sheela

Plaudible wrote:

M4M from your queue, not sure how much help I can be being a newb mapper and all but I'll do my best~
Really sorry about the late mod, finally the weekend!

Liked the song, then the kiai hit, oh my goodness. Added to playlist right away LOL same lol

____________________

Daughter - New Ways


Difficult

  • 00:13:715 (4) - I feel this note should be closer to 00:13:979 (1). It has that chill sound to it, if that makes sense, compared to the rest of the drum section when it's alternating from emphasized to more mellow beats. To emphasize that it's chill by reducing the spacing would improve this. I'd still not space it as close though to still emphasize the downbeat. I could reduce the distance to make a fade-out effect and follow that "chill" sound, but the drum covers it much, that sound is too faint to follow in my opinion. The drum is also played unexpectedly, so it would be best to make the players to notice it. If I were to play it with a smaller distance, while I didn't know sudden drum beat, it won't feel fitting.
    00:17:937 (4) - ^ Same reason as above.
    00:14:243 (2,3,4,3) - Not a big fan of this overlap, maybe put 3 so it's blanketed by the 3 singles? :O Should be better now.
    00:52:501 (2) - Ahh, sorry to be that guy (hate blanket mods >_<), for the blanket though I think the last slider point could be better at x384 y136 I honestly don't know how people can find mini off-blankets.
    02:18:515 (1,2,2) - Feel this could be more consistently stacked, I do like how 02:19:834 (2,2) are layered on, maybe add 1 on top so they're all similar like: http://puu.sh/qPzj3/b916bd2da0.jpg Not apparent in-game play, but sure.
    02:50:177 (1,2,1,2,1,2) - I like how you decreased the spacing amongst these as you went along, I feel doing the same at 02:58:620 (1,2,1,2,1,2) will help for consistency and will match the song better :) loool that wasn't my intention originally. I would just place it where I would want. But now you've mention, it's actually a really nice idea!
    03:58:250 (2,3) - The shape here could be blanketed, though not by adjusting the shape of the slider. Maybe just make it so the end of 3 points into 2. Yeah, I moved the slider (3) downwards without changing any shapes.
    04:24:898 (4,5,1) - Double check this blanket, 04:24:634 is a good reference point with the slider circle to fix I'm really curious...
    04:29:384 (1) - T_T I'm srry, hate doing blanket mods, just needs to be moved right a bit. x92 y120 seemed to do the trick! Okay.

    Don't have much else to say, kiai is well mapped! yey

    Aside from this mod, the constant hitcircle rhythm that began on 03:17:617 - is now 1/1 rhythm. Like in the difficulty Distraction, this part sounds like it needs a stop, possibly because of the guitar and the drum doesn't sound like if it were there. Also 03:20:783 (1,2,3,4) - I changed the way to have to move through these objects, to not repeat the same flow as 03:19:728 (1,2,3,4) -.

Distraction

  • 00:13:715 (4) - Gonna point these out in case you decide to change them, ignore if you chose not to! Same reason as in Difficult.
    00:17:937 (4) - ^ ^
    02:52:288 (1,2,1,2) - Just an idea, would be cool if you could adjust the SV and decrease it slightly each time here :) the melody sort of "slows" down so it'd be a neat way to integrate that into the map. It's really a good idea! Slowing the sliders gradually fits very well with this part of the music.
    03:00:731 (1,2,1,2) - ^ These too.
Aah that was super short, sorry! Wish I had more to say. Gonna shoot some stars, good luck \:D/
Thank you very much for the mod and the stars, Plaudible!
Izzywing
Months later, I return
sb\blur.jpg is unused

top diff - 03:27:907 (6) - not entirely sure but I think this should be snapped as a 3/16 reverse slider, sounds a lot more accurate imo. Altho it could just be that the instrument itself IS in 1/3 but is offset from the rest of the song. not sure.

Nothing else to point out from me, couldn't find issues with the SB either so poke me for bub
Topic Starter
sheela
@Hobbes2: the guitar does seem to sound accurately on 3/16 snap, so changed the slider to both diffs. and blur.jpg is deleted. thx
Izzywing
cool
Bonsai
whoa, that reminds me that you asked me to time some other Daughter-song years ago and I completely forgot about that and you never reminded me lol

can I make up for that by offering my services as T2-BN here? 8-)
Topic Starter
sheela

Bonsai wrote:

whoa, that reminds me that you asked me to time some other Daughter-song years ago and I completely forgot about that and you never reminded me lol

can I make up for that by offering my services as T2-BN here? 8-)
that would be lovely
Bonsai
whee

General
  1. Timing: Pretty much every note in the first few sections sounds too late, as well as for example all 1st and 3rd white ticks at 02:50:208 while all of that sounds mostly correct at the very end, so instead of using those arbitrary .002 BPM I'd rather suggest to use flat 113.7 BPM and move the whole offset -6ms instead (->1337 holy shit l33t, cancels out the 'loss' of the flattened BPM) to make it more balanced throughout the song
  2. The placement of the SB-lyrics seems odd to me since it cuts into the circle-thingy in the BG and isn't centered to it either, instead of just simply putting them right in the middle I'd rather suggest moving it a bit to the right and up so it doesn't cut the circle and is centered to it
  3. I feel like most of your custom hitsound-additions are rather quiet in comparison to the soft-hitnormal and barely audible in general, imo they could use some amplification in order to make it more balanced, in a lot of spots I really felt like there weren't any additions bc the hitnormal was the only sound audible
  4. Just a matter of taste, but I personally dislike it when a set only has so few difficulties and doesn't have diffnames that harmonize with each other at all - The lower one is an adjective that seems to describe the diffulty-level in this game, while the higher one is a noun that is related to the song's lyrics. So while those are already completely different in those two aspects, it also feels weird to me that "Distraction" is something the singer seems to desire, it would make her life easier, yet it is the more difficult one of the two diffs, that just doesn't seem right to me.
    I've tried finding two custom diffnames that relate to each other more for a few mintues rn and couldn't come up with some, but if you agree with what I just wrote I'll happily continue thinking about it, or ask some other people for ideas.
Distraction
  1. 00:11:897 (1) - 00:16:119 (1) - Have you considered not NCing those, since there isn't any strong beat on them and pattern-wise they are just continuing the previous combo too?
  2. 00:13:744 (4) - 00:17:966 (4) - Why don't you put these notes into the upcoming combo and pattern? Musically everything would suggest to do that, you did it with the hitsounding too, so not following it with NC & patterning seems a bit ignorant, your patterning is already doing groups of 8 too instead of just 4s, and with my previous point the NCing would do more than just 4s too, so I think you could follow it here too then o: Also basically the opposite for 00:20:340 (1) where the NC (& new pattern) would seem more fitting one note later
    These two points apply to the lower diff in a similar manner~
  3. 00:31:422 (2,3) - Why are you doing these extended 3/4-sliders every now and then instead of just 1/2s and 1/1s like most of the time? I mean you're starting this whole section with having that beat on a tail at 00:27:727 which is fitting very nicely, and the other spots where you just do 1/2-sliders or -circles throughout fit nicely too obviously, I see no need for these 3/4s, they feel very forced to me :/
  4. 00:58:597 - 01:11:262 - 01:32:370 - The sounds on these tails are so quiet in the song that the hitsounds seem a bit, uh, 'disruptive', I'd personally prefer if the hitsound-volume was lowered for those, or even using 1/1-sliders there instead of the 1/2s
  5. 01:59:283 (4,5,1) - Since you're changing SV here the triplet isn't spaced equally, looks somewhat off and doesn't seem on purpose :P
  6. 01:59:546 - What really puts me off in this whole section that it isn't very recognizable what all those filler-1/2s are mapped to since most of the time the only thing audible is the soft-hitnormal, I'd really love you to add some more of the additional hitsounds from SC:1 again in order to give all of those notes a "meaning", right now it kinda feels like "there's a lot of general noise in the song and I am clicking the metronome to it" instead of following something in the song :(
    A spot where I feel like that's the most extreme is 02:33:320 (1,2,3,4,1,2,1,2,3) where the whole song seems to get calmer but the maps continues to go as usual, feels overdone to me.
    Also applies to lower diff ofc
  7. 03:52:474 (4,5) - 03:56:695 (5,6) - 04:30:468 (5,6) - 04:47:354 (5,6) - 05:04:504 (6) - These spacings seem overdone to me, iirc for many of them the note after the strong beat got higher spacing than the strong beat, and at the last timestamp I feel like 05:03:977 (4) deserves the emphasis that (6) currently got, currently it got basically the same as (2) and (3) which doesn't seem right
    Also 04:13:582 (1,2,3,4,1) just seems waaaay overdone in general, along with 04:30:468 (5,6) and 04:47:354 (5,6) these three spots seem like massive difficulty-spikes and I don't see that being reasonable, there are ways to emphasize whatever you wanna emphasize without it getting much more difficult than the rest of the map, please try to make that more balanced :|
  8. 03:59:598 (7,8,1) - Are these non-linear on purpose?
  9. 03:32:289 - Don't you wanna silence all of those overmapped tails? o: Applies to lower diff too
  10. 04:39:439 (1) - What's this NC for?
  11. 05:13:738 - NCing in this outro-section seems messed up to me, 05:14:794 (3) vs 05:16:905 (1) and 05:15:586 (1) vs 05:17:697 (4) seem randomly inconsistent
  12. 05:20:071 (1,2,3) - To follow this more accurately I'd suggest this rhythm or alternatively this one because on full speed that sound sounds closer to 05:20:598 instead of the blue tick afterwards and it makes more sense rhythmically too, and doesn't suddenly introduce a brand new rhythm that might throw players off at the very end of the map lol

Difficult
  1. 00:10:842 (1,2,3,4,1) - This is spaced exactly as much as in the higher diff, wth
  2. 00:24:562 (1,1) - Since this diff is lower than the other one, I feel like you should also treat it like a lower diff and leave more spinner-recovery-time, it mostly feels like a Hard which would require one whole beat. For the same reason I'd also leave a buffer at 03:28:133 by removing the last reverse.
  3. 00:28:784 (1) and 00:37:227 (1) - What are these tails supposed to be mapping, why are they not ending on the white tick instead, where an actually strong sound is? From 00:43:558 on you are never ignoring that white tick and instead leave 1/1-gaps or do 1/1-slider-reverses, why not do that at the beginning too?
  4. 00:34:588 (4) - 01:24:719 (4) - There's neither guitars nor vocals here, why are these sliders?
  5. 01:55:062 (6,7) - I liked this much better as a 1/4-slider like in the higher diff, why not use that here too?
  6. 02:11:684 (5,6) - This jump feels completely overdone to me, is there anything special about (6)?
  7. 03:31:762 (5,1,1) - I haven't paid much attention to the colours, but having the same time right before and after that one slider seems weird lol, and right after that combo the green colour occurs again too
    Also 03:57:223 (1,1,2,3,4,1) -
    idk why you apparently colorhaxed way different to the higher diff, but in this diff there is an astonishing lot of green and the neighboring violets, but not much of the other colours, in the higher diff it seems much more balanced, maybe look into that yourself
  8. 04:30:468 (1,1,1) - Having so many single-object-combos right after each other makes them loose their meaning & effect, I'd advise to just make a regular 1/2-slider out of the first one to avoid that, you didn't do that in the higher diff either
  9. 04:38:911 (1) - 04:55:797 (1) - 05:12:684 (1) - NC seems unnecessary
  10. 05:20:598 - The bumps in the slider seem way too late, if you move the whole slider earlier by one red tick it fits perfectly, so please fix that in whatever way possible, for me the accurate version of the currently shape would look like this
  11. To be honest, I don't really see the point of this difficulty overall. It uses exactly the same gameplay-elements as the higher one, the same DS, it got quite the jump-chains like 01:57:964 (3,4,5,6,7,1) - 04:46:827 (2,3,4,5,1) - 05:03:977 (3,4,5,1,1) but simply not as many and not quite as largely spaced, but in my experience from playing through both diffs the lower one didn't really feel much easier at all, in some ways it felt more weird to play since the flow is very uncomfortable at a lot of spots but it was very consistent so I didn't really point it out,..
    I don't really know what point I'm trying to make here myself so sorry for ranting a bit, I just don't see how the lower difficulty contributes anything to this set, I feel like it is currently targeted at almost exactly the same playerbase, while it could've been much more friendlier to players who really have problems with the higher diff by not using jumps in the same excessive manner but only using them occasionally to highlight something specific - Basically, I expected the lower diff to be a Hard, but it doesn't feel like a Hard at all, it feels exactly like the higher diff but with a bit less spacing and shorter jump-chains, but still having relatively big spacing and short jump-chains and using quite challenging flow a lot of times (whereas flow didn't matter much in the higher diff since it was just jumps anyways).
    I guess it's too late to critize it at this point in the ranking process so sorry again, I just wanted to get it out of my head, and maybe you can consider this aspect of 'game-design' for your future sets :/
Topic Starter
sheela
@Bonsai: thx very much for the mod; i applied everything except for maybe one-two suggestions (i lose my reply with the comments). still haven't changed the difficulty names, but i was thinking of "Unavoidable" and "Desolation", or "Distraction" for the low diff and one of the mentioned the top diff. Difficult is also "remapped" (just reduced the spacing) to make it play as a Hard diff, and the really high jumps are nerfed in the top diff.
Izzywing
low diff -

03:27:933 (6) - should be 1/6

high diff -

03:27:933 (7) - should also be 1/6

Overall the changes seem fine to me. Not much to specifically point out. While usually I'd ask for more mods on the lower diff the 'remap' was just lowered spacing so the core design of the diff isn't really changed.
Topic Starter
sheela
@Hobbes2: yep that's updated
Izzywing
yep
Net0
Congratz, pretty nice song
Bonsai
came here to qualify, asked a QAT and an (english-native) BN about the diffnaming just to be on the safe side, turns out the progression of "Isolation" to "Desolation" isn't clear at all, the native even saying that "Isolation doesn't relate to Desolation in any scale", hence the RC technically forbid that.. :(

maybe try asking some natives for input yourself, if you can't find anything that is clear enough you're gonna have to use a standard name for at least the lower diff

sorry for the delay, everything else is alright, so I'm not gonna take two weeks to re-check this again, promise! ( / . \ )
Monstrata
Excuse me, I'm not a native indian...

Anyways, yea. Isolation relates to loneliness, being trapped, being ostracised, etc... while Desolation is more about an area that has become uninhabited, or something that has become ruins. You can say something is "desolated" to mean that it is destoryed, or deserted and has no inhabitants, but the act of desolating isn't the same as isolating, let alone a "scale" of one's isolation.

Try "Deprivation" instead? Both Isolating and Depriving can be related to an individual and Isolating is a bit less serious than Depriving, since the former is simply keeping someone or something isolated, while the second one is basically isolating them and preventing them access to things like food/water/etc...
Mun
wait, since when do multiple-diff approval maps require linear difficulty names?
Besides, doesn't this mean that with the current diffnames, the map is unrankable unless sheela just makes 2 single-diff sets and gets both of those ranked?
Bonsai

Mun wrote:

wait, since when do multiple-diff approval maps require linear difficulty names?
RC are only saying "Marathon maps with a single difficulty may use free naming.", so multi-diff approval sets are not excluded from clear diff-progression/-indication

Mun wrote:

Besides, doesn't this mean that with the current diffnames, the map is unrankable unless sheela just makes 2 single-diff sets and gets both of those ranked?
yes : )
Weber

Monstrata wrote:

Try "Deprivation" instead? Both Isolating and Depriving can be related to an individual and Isolating is a bit less serious than Depriving, since the former is simply keeping someone or something isolated, while the second one is basically isolating them and preventing them access to things like food/water/etc...
You can be deprived of things without actually being isolated, so I don't think that's an appropriate choice.

I don't think there are many appropriate scaling difficulty names to be had with "Isolation" unfortunately.
Topic Starter
sheela
i'll just follow the formal naming, so Isolation becomes Hard, and Desolation is kept as it is.

the word Deprivation is kind of unfit for this song, it sounds rough or it's going to a new whole level to me. the singer wants to have new ways to escape from something, not to keep stuff away from her. idk tbh, the singer likes to let the people interpret in many ways

anyway, updated
Bonsai
ok idk why Modding Assistant didn't show this yesterday, but in Hard 03:23:447 (1,1) only having a 1/8-gap makes it difficult to play/acc for players of this level (and violates a Hard-guideline), would suggest making that a 1/4-gap so it's the same as every other overmapped gap (or at least 1/6 since that's being used at 03:27:933 (6,1) too)
Topic Starter
sheela
going for a 1/4 gap, also removed an extra green point on 03:23:444 -
Bonsai

Hobbes2 wrote:

yep
Izzywing
yep
Please sign in to reply.

New reply