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FELT - inside

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Topic Starter
- Milhofo -

Takekii wrote:

top diff
00:03:187 - there's a piano note here why not map it I tried that on my first iterations of the map, those second piano notes aren't on perfect timing and are really off putting when playing
00:34:132 (2) - this should be small spacing as the piano is rly quiet here, also because piano gets stronger here 00:34:403 (3) - so you could use spacing to reflect that (you could also make the 1/2 slider into a 1/1) completely agree, fixed
00:38:457 (2) - ^ fixed
00:43:322 (2,4) - you should blanket this to make it look better done
hard
00:03:187 - y not map piano? same as top diff
00:45:484 (5,6) - i would make 5 different from 6 somehow as there is a strong note on 5 yes, and done
your hard is as rhythmically dense as your top diff in the kiai, something i think that i would help the this would making the triples into reverse sliders, 01:01:144 (6,7,8) - 01:05:468 (6,7,8) - are some but you can find the rest that you repeat. I also thought about this, and you made a good point to change it, so changed
normal
01:19:253 (2,3,4) - you should make this pattern more straightforward as it might be hard for newer players made the pattern easier to read
general
the rhythm in all of your diffs is generally solid, but you could have better usage of the play field as you don't really use the edgesI always mapped like this, edges were never my thing xd
Thanks for the great mod!
Shohei Ohtani
FELT - Rendezvous

Overall:
This shit where there's only a new BG in the hardest diff still triggers the fuck out of me but I guess it's rankable just know that it makes me sad.
I'm going to sound retarded when I say this but your red combocolor is way too strong. It's like super strongly red, but the background and the song call for something a little lighter. Make this a lighter shade of red so it doesn't pop out so much

Aya:
Apparently something is off with the uninherited timing points in this diff compared to the other diffs so check that.

Hard:
00:21:430 (2,3) - This jump just looks pointless since it's structured in a way that implies space. If you're going to put a jump make it something that isn't implying a pattern.

Advanced:
Nice

Normal:
The really big CS does not work in your favor in the slightest. What it does is makes your map look SUPER cramped, since you have small spacing and somewhat dense rhythms at parts. 2.5 would work just fine.
01:01:955 (2,3,4) - I'm not really a huge fan of slidertrains since they look bulky so maybe consider something like, 1 1/2 slider, 1 note, 1 1/1 slider? idk. Apply to all similar patterns if applied.

Easy:
Nice

Yeah it's a really solid map lmao if only I were a BN lmao
Topic Starter
- Milhofo -

CDFA wrote:

FELT - Rendezvous

Overall:
This shit where there's only a new BG in the hardest diff still triggers the fuck out of me but I guess it's rankable just know that it makes me sad.
I promise it's the only and the last map where I'll ever do this! Just because I couldn't find another fitting background that I'd enjoy iusing for all diffs with Aya alone (all the wallpapers were agressive af and this is a calm song)
I'm going to sound retarded when I say this but your red combocolor is way too strong. It's like super strongly red, but the background and the song call for something a little lighter. Make this a lighter shade of red so it doesn't pop out so much Changed, I'm lazy so I just pick one of the basic colours and that was the only red one

Aya:
Apparently something is off with the uninherited timing points in this diff compared to the other diffs so check that. changed something from previous mod and forgot to change other diffs, fixed!

Hard:
00:21:430 (2,3) - This jump just looks pointless since it's structured in a way that implies space. If you're going to put a jump make it something that isn't implying a pattern. fixed pattern, now highlights both the snare and the piano note

Advanced:
Nice yay

Normal:
The really big CS does not work in your favor in the slightest. What it does is makes your map look SUPER cramped, since you have small spacing and somewhat dense rhythms at parts. 2.5 would work just fine. actually changed it, was thinking about that too for a while
01:01:955 (2,3,4) - I'm not really a huge fan of slidertrains since they look bulky so maybe consider something like, 1 1/2 slider, 1 note, 1 1/1 slider? idk. Apply to all similar patterns if applied. with the new cs it became less of a clustertruck so I'll keep it, since I want to highlight this rhythmn even in this diff

Easy:
Nice ~

Yeah it's a really solid map lmao if only I were a BN lmao
Thank you so much for the mod and for the stars! If it's still unranked when you get BN I'll come for you then ;)
TheKingHenry
Hello mod from my queue~
General
  1. Using different BG for top diff seems really unnecessary here, especially as the BG in 4 of the diffs looks easily superior in terms of being a map BG and how it fits the atmosphere of the map. But in the end it's up to you ¯\_(ツ)_/¯
  2. Feels like 4 diffs woulda been enough (as in out of the lowest 3 mapping 2 low diffs woulda been enough) but that's useless point now since we have 5 and it's not like it should be a problem anyways
  3. Spread things: Advanced -> Hard seems kinda overly large, mostly looking at for example how the 1/4 are treated; Advanced barely has any (actually I think none expect one prolonged sliderend on blue tick) while Hard especially in kiai is already going pretty ham, mapping actually most of the rhythms the song has to offer (mostly the same rhythms as in top diff for example); so since Normal and Advanced seem kinda overly similar on multiple things (dunno if I mentioned that on either one) you could add some 1/4 in the kiai of advanced (with kicksliders obviously) and I think things'd fit better in the picture
Easy
  1. 01:29:793 (1,2) - make these reverse slider? Same with adding one reverse to 00:18:187 (1,2) - so it's only one object, like, I'd avoid doing subsequent 1/1 to 3/2 clickings since this diff is supposed to be very easy and it's fairly simple to change
  2. 01:37:370 (1) - remove NC, this is still in the previous phrase (and it's not those timing things yet either)
Normal
  1. There's prob more but I'm just mentionin what I see; 01:13:307 (2,1) - blanket could look better (see with approach circle)
Advanced
  1. 00:49:808 (2,2) - considering the quite large amount of space you have usable, was it really needed to make these overlap lol
  2. 00:58:457 (1,2) - why are these NCd here btw but not in Normal? actually nvm Normal seems to be the only one with this pre-kiai pattern not NCd so maybe change that instead lol
  3. 01:31:955 (1,2,3) - could triangle patterns like this tbh (but don't break the blanket of 01:31:955 (1,3) - )
Hard
  1. 00:59:523 (1,2) - just reverse the short slider (or pattern it like 01:08:171 (1,2) - ) I don't think slightly gimmicky stuff like this is necessary when it's already the first 1/4 around
  2. 01:38:436 (1,1) - could avoid this overlap
Aya
  1. 00:07:646 (1,4) - fix stack
  2. 00:36:565 (8) - I think you've been NCing this one in the previous diffs, maybe here as well? Tbh current works too (and I actually like it more lol)
  3. 01:25:198 (8) - kickslider this too? There's pretty strong sound under the blue tick not mapped atm (the drum pattern for 01:24:928 (7,8) - is actually pretty much the same as previously for 01:16:279 (2,3) - which has interpreted it differently like that, piano ain't the same though)
Looks pretty clean, call me back for re-check after you're done addressing these
Topic Starter
- Milhofo -

TheKingHenry wrote:

Hello mod from my queue~ Hi :)
General
  1. Using different BG for top diff seems really unnecessary here, especially as the BG in 4 of the diffs looks easily superior in terms of being a map BG and how it fits the atmosphere of the map. But in the end it's up to you ¯\_(ツ)_/¯ I used a different one for the main diff because the other wallpaper is already beeing used as BG for another mapset, but I guess it does fit the song better, so I removed the blue one.
  2. Feels like 4 diffs woulda been enough (as in out of the lowest 3 mapping 2 low diffs woulda been enough) but that's useless point now since we have 5 and it's not like it should be a problem anyways Advanced was supposed to be the Normal diff when I first mapped the song, but it ended up beeing too hard for a normal diff
  3. Spread things: Advanced -> Hard seems kinda overly large, mostly looking at for example how the 1/4 are treated; Advanced barely has any (actually I think none expect one prolonged sliderend on blue tick) while Hard especially in kiai is already going pretty ham, mapping actually most of the rhythms the song has to offer (mostly the same rhythms as in top diff for example); so since Normal and Advanced seem kinda overly similar on multiple things (dunno if I mentioned that on either one) you could add some 1/4 in the kiai of advanced (with kicksliders obviously) and I think things'd fit better in the picture added 1/4's in Advanced, but left the 1/2's as well so not to overmap this diff, hope it's ok like this
Easy
  1. 01:29:793 (1,2) - make these reverse slider? Same with adding one reverse to 00:18:187 (1,2) - so it's only one object, like, I'd avoid doing subsequent 1/1 to 3/2 clickings since this diff is supposed to be very easy and it's fairly simple to change changed both
  2. 01:37:370 (1) - remove NC, this is still in the previous phrase (and it's not those timing things yet either) fixed
Normal
  1. There's prob more but I'm just mentionin what I see; 01:13:307 (2,1) - blanket could look better (see with approach circle) fixed this one and a couple more I found
Advanced
  1. 00:49:808 (2,2) - considering the quite large amount of space you have usable, was it really needed to make these overlap lol mirrored pattern and fixed
  2. 00:58:457 (1,2) - why are these NCd here btw but not in Normal? actually nvm Normal seems to be the only one with this pre-kiai pattern not NCd so maybe change that instead lol changed
  3. 01:31:955 (1,2,3) - could triangle patterns like this tbh (but don't break the blanket of 01:31:955 (1,3) - ) I tried my best, I think I fixed ahah
Hard
  1. 00:59:523 (1,2) - just reverse the short slider (or pattern it like 01:08:171 (1,2) - ) I don't think slightly gimmicky stuff like this is necessary when it's already the first 1/4 around changed, however I left the other ones since I feel they are easier to read than this one, and I always loved kick sliders like this
  2. 01:38:436 (1,1) - could avoid this overlap avoided
Aya
  1. 00:07:646 (1,4) - fix stack fixed
  2. 00:36:565 (8) - I think you've been NCing this one in the previous diffs, maybe here as well? Tbh current works too (and I actually like it more lol) changed all other diffs xD
  3. 01:25:198 (8) - kickslider this too? There's pretty strong sound under the blue tick not mapped atm (the drum pattern for 01:24:928 (7,8) - is actually pretty much the same as previously for 01:16:279 (2,3) - which has interpreted it differently like that, piano ain't the same though) I didn't use this because I was afraid of overmapping and oversaturating the map with kick sliders, but the more I listen to it, the more I feel the need to map that sound xD so I changed it, now maps all sounds (and also the other identical patterns afterwards)
Looks pretty clean, call me back for re-check after you're done addressing these
Thank you so much for the mod! Will pm ~
TheKingHenry
Oh yeah forgot to ask in my mod before, do you have any proper metadata source for this?

EDIT: actually nvm it's faster if I do it myself; so metadata seems pretty good, refer to the album page from their official website

You could actually switch the specific touhou game this arrange is from to be the source (東方文花帖 ~ Shoot the Bullet) and add "touhou project" to tags (no need for 東方 since it's in the source game name already); additionally also "instrumental" would be good addition to the tags
Topic Starter
- Milhofo -

TheKingHenry wrote:

Oh yeah forgot to ask in my mod before, do you have any proper metadata source for this?
Yeah, I have all the album info, from where I took mostly everything in the tags. Here: https://en.touhouwiki.net/wiki/Ground_Snow

"inside" is the 9th song
TheKingHenry
lol get ninja edited
EDIT: it's better to use official websites for metadata than wiki sites if possible (even though the wiki sites might have pretty solid info too)
Topic Starter
- Milhofo -

TheKingHenry wrote:

lol get ninja edited
EDIT: it's better to use official websites for metadata than wiki sites if possible (even though the wiki sites might have pretty solid info too)
Got rekt xdd

Yeah I even buy CD's from them, Ground Snow is one of the few I don't own XD I'm just too used to the wiki I guess. Updated everything, source, tags and added album page to the description!
TheKingHenry
This sounds a lot like VN bgm tbh
Topic Starter
- Milhofo -
Yay, thank you so much for your help!

Idk if I should give you kudos for your metadata post? If someone could clarify that for me so it doesn't get denied pls
TheKingHenry

- Milhofo - wrote:

Idk if I should give you kudos for your metadata post? If someone could clarify that for me so it doesn't get denied pls
From osu!wiki (kudosu in the glossary): "Did you not already give the modder kudosu for a mod post on the same map recently, and if you did, has the map vitally changed between the two mod posts (adding a difficulty, remapping a difficulty)?"
So basically multiple posts by same user shouldn't all receive kudosu unless significant amount of time or changes happen between the mods. So in this case, no kudosu
Topic Starter
- Milhofo -
Oh got it. So many hours into mapping and I'm still lost on some things xddd thank you for clarification
neonat
Easy

00:18:187 (1) - is it really necessary to use a slider with multiple repeats? Could you change the rhythm here?
00:22:781 (2,3,1,2,3,4,5,6,1,2) - seems like a sudden increase in density but not much of a change in the song itself. You could possibly merge 00:24:943 (1,2) - together to at least have 1 less object
00:46:565 (3) - make the curves on each side equal at least?
01:38:436 (1,1,1,1) - maybe try and make more evenness visually for these, given that with their differences in BPM, having the same distance snap will vary

Normal

00:42:241 (1,2) - you could adjust the curves to be more aligned for blankets
01:33:036 (4,1) - could shift ever so slightly such that 01:33:036 (4) sliderend is equally spaced away from both ends of 01:34:127 (1) -

Hard

01:03:306 (7,1,2) - 01:07:631 (7,1,2) - 01:20:604 (7,1,2) - 01:24:928 (7,1,2) - equal spacing between objects? Odd that the first 2 sliders are so close but then spaced more for the next

Aya

Significance of difficulty name?

00:23:322 (2,3,4) - could really be touched up, can look nicer, this is a rough example of making things more equal and neat:
Topic Starter
- Milhofo -

neonat wrote:

Easy

00:18:187 (1) - is it really necessary to use a slider with multiple repeats? Could you change the rhythm here? it was because there were more sounds on red ticks, but I changed it to a big slider nonetheless
00:22:781 (2,3,1,2,3,4,5,6,1,2) - seems like a sudden increase in density but not much of a change in the song itself. You could possibly merge 00:24:943 (1,2) - together to at least have 1 less object piano notes increase on this part, did merge those notes however
00:46:565 (3) - make the curves on each side equal at least? I suck at slider shapes, fixed to the best of my abilities
01:38:436 (1,1,1,1) - maybe try and make more evenness visually for these, given that with their differences in BPM, having the same distance snap will vary they're all straight and same direction now

Normal

00:42:241 (1,2) - you could adjust the curves to be more aligned for blankets tried my best
01:33:036 (4,1) - could shift ever so slightly such that 01:33:036 (4) sliderend is equally spaced away from both ends of 01:34:127 (1) - done

Hard

01:03:306 (7,1,2) - 01:07:631 (7,1,2) - 01:20:604 (7,1,2) - 01:24:928 (7,1,2) - equal spacing between objects? Odd that the first 2 sliders are so close but then spaced more for the next used more spacing between the sliders, all fixed

Aya

Significance of difficulty name? The song is an arrangement of Retrospective Kyoto which is from the game Touhou Shoot the Bullet, in which Aya is the main character, so I titled the diff Aya (as I did with my previous ranked map I name the highest diff after the character in the game if it's a touhou arrange)

Source: https://en.touhouwiki.net/wiki/Shoot_the_Bullet/Characters


00:23:322 (2,3,4) - could really be touched up, can look nicer, this is a rough example of making things more equal and neat: fixed
Thank you for checking neonat! Fixed everything you mentioned :)

Rip bubble though :(
neonat
Ok
Topic Starter
- Milhofo -
Rip bubble though :(
And hello heart! Thanks again <3

1 year pause is over :D
Nao Tomori
hello! i have some concerns about the quality of this map!

[aya]

00:04:132 (2,3) - the spacing in this part is a bit jarring. the piano is really quiet. but there is a lot of sharp angles and spacing variation which creates a lot of pressure... idk. i think it would be nicer to just have calm stuff in the calm intro.
this is simple to resolve if you think it's problematic. just ctrl g all those 1/1 sliders like 00:06:835 (3) - etc...

00:31:430 (1,2) - these sliders and similar patterns look very much unrelated. at least make them the same angle... 00:50:889 (1,3) - same idea here...

01:40:255 (1) - >.> the rest of these are all curved whys this one a red point............ plus the angles look a bit weird when matched together lol

anyway

a few of your patterns could be improved imo

00:08:997 (4,5,1,2,3) - for example.
the instrument you are following starts on 4, which means you should probably NC 4 instead of 1 or in addition to 1 to avoid blending 00:08:457 - this low piano part with the high pitched one. at 00:08:997 - the song has a very clear up - down phrase here. so if the pattern was made of the entire phrase rather than just 00:09:808 (1,2,3) - it would work better. spacing wise the map does a decent job here, so try to incorporate that into a pattern that works together...

01:06:009 (1,2,3,4,5,6) - these jump patterns don't look very cohesive. that is to say they look randomly placed. the angles used between objects changes a lot, which makes it disorganized. compare 01:06:009 (1,2) - , 01:06:550 (3,4) - , 01:07:360 (6,7) - and you can see theyre all different angles... you can easily resolve this by using more consistent angles that work better together.

01:19:252 (2,3,4,5,6) - this one for example looks better, if unpolished, since there's fairly consistent angles on jumps and an overall rotational movement.


additionally, i think you should map the prominent blue tick rhythm present in the song. at the moment, every single one of them is mapped passively, which is very unsatisfying to play.
of course that refers to 01:00:333 (4,5,6) - . since it's mapped as a kickslider, the player only plays a triple... i can understand the first few times to introduce it but really after that it should be mapped as clickable since it's hitsounded loudly and very obvious in the song...

this goes for 01:32:766 (1,2,3,1,2,3,1) - as well - you add a very loud hitsounded rhythm in - might as well make it actually clickable, it'd be interesting to play.

additionally, i think the use of kicksliders in the jump parts is fairly arbitrary. 01:01:685 (1,2,3,4,5,6,7,8) - for example - there are the same ticking sounds playing, but only mapped the first and last 2 piano notes. why not use kicksliders on all of them? 01:02:090 - 01:02:631 - 01:03:171 - . that would let you emphasize the strong notes too since they would have kicksliders into them.

01:11:414 (6,7,8,9) - like i dont see why all these are mapped but none of the ones before. it's still the same sound as far as i can tell.

[]
so yeah i think the map could use a bit of work. atm it seems kind of messy since a lot of the patterning is uncohesive and the rhythm doesn't really bring out the most unique parts of the song...
Topic Starter
- Milhofo -

Naotoshi wrote:

hello! i have some concerns about the quality of this map! hi

[aya]

00:04:132 (2,3) - the spacing in this part is a bit jarring. the piano is really quiet. but there is a lot of sharp angles and spacing variation which creates a lot of pressure... idk. i think it would be nicer to just have calm stuff in the calm intro.
this is simple to resolve if you think it's problematic. just ctrl g all those 1/1 sliders like 00:06:835 (3) - etc... the set started with this diff, as expected, and I started with the idea that I wanted to highlight most of the high pitched notes with jumps, even in the intro, tbch these jumps you just mention are one of my favorite things to play as it highlights the piano just as I wanted to, each one views the song a different way of course, but I think that with the different pitch in the notes and the diff level, the jumps are justified

00:31:430 (1,2) - these sliders and similar patterns look very much unrelated. at least make them the same angle... 00:50:889 (1,3) - same idea here... I was never a big fan of making every slider similar or copy pasting shapes in higher than hard diffs, but I can change this if deemed worthy of a dq

01:40:255 (1) - >.> the rest of these are all curved whys this one a red point............ plus the angles look a bit weird when matched together lol the last one (red pointed) has a much slower bpm so much slower SV and that was the way I highlighted that, the others all have similar but at the same time different shapes to highlight the difference in timing between each one

anyway

a few of your patterns could be improved imo

00:08:997 (4,5,1,2,3) - for example.
the instrument you are following starts on 4, which means you should probably NC 4 instead of 1 or in addition to 1 to avoid blending 00:08:457 - this low piano part with the high pitched one. at 00:08:997 - the song has a very clear up - down phrase here. so if the pattern was made of the entire phrase rather than just 00:09:808 (1,2,3) - it would work better. spacing wise the map does a decent job here, so try to incorporate that into a pattern that works together... with the NC's I went with every 4th main beat as the power notes kind of justified it for me. Yes, the piano starts on 00:11:700 (4) - but at the same time taht would break the consistency with the other NC's and there's a kick / bass that goes off on 00:11:970 (1) - that I found strong enought to NC there and keep consistency

01:06:009 (1,2,3,4,5,6) - these jump patterns don't look very cohesive. that is to say they look randomly placed. the angles used between objects changes a lot, which makes it disorganized. compare 01:06:009 (1,2) - , 01:06:550 (3,4) - , 01:07:360 (6,7) - and you can see theyre all different angles... you can easily resolve this by using more consistent angles that work better together. I can agree on this one, map is old and it doesn't look pretty, in terms of spacing it is how I want it, a crescendo until 01:07:090 (5) - and then lower, but I didn't want all the jump patterns to be triangular / pentagonal so I just went with something that felt confortable enough to play and ignored aesthetic on this pattern

01:19:252 (2,3,4,5,6) - this one for example looks better, if unpolished, since there's fairly consistent angles on jumps and an overall rotational movement. it's close to a pentagon and has triangular jumps, like any other map everyone puts out today. I understand, it's familiar but I also want to bring a bit of readability into my maps, just so that not every player already expects a certain pattern, but instead he has to read it on the spot. Most maps today are predictable and I don't want that in my maps


additionally, i think you should map the prominent blue tick rhythm present in the song. at the moment, every single one of them is mapped passively, which is very unsatisfying to play.
of course that refers to 01:00:333 (4,5,6) - . since it's mapped as a kickslider, the player only plays a triple... i can understand the first few times to introduce it but really after that it should be mapped as clickable since it's hitsounded loudly and very obvious in the song... this is kind of subjective, the stronger note is still the white tick, so triples work imo, then I map the next one as a slider end to the stronger note. Also I think it would be uncorfotable for a lot of players to have quads right in between so many triples, since it's already a really hard bpm and spacing to keep consistent accuracy (this just goes with the idea I had for the song, I'm not saying it wouldn't make sense that way, just saying i think it also makes sense my way and it's subjective)

this goes for 01:32:766 (1,2,3,1,2,3,1) - as well - you add a very loud hitsounded rhythm in - might as well make it actually clickable, it'd be interesting to play. 01:33:036 - and 01:33:577 - are really strong snares, and I highlight that through the kicksliders, the next notes aren't as strong and so I didn't want to just make a big spaced stream with no highlights

additionally, i think the use of kicksliders in the jump parts is fairly arbitrary. 01:01:685 (1,2,3,4,5,6,7,8) - for example - there are the same ticking sounds playing, but only mapped the first and last 2 piano notes. why not use kicksliders on all of them? 01:02:090 - 01:02:631 - 01:03:171 - . that would let you emphasize the strong notes too since they would have kicksliders into them. this is because of the high pitched piano notes that go off right in these parts, which to me are the most important part of the song (they follow the melody of the original touhou song), hence why they are mapped as singles and not kicksliders, in the first kickslider there's no piano yet, so it follows the beat, as well as at the end. When the piano comes I change the kicksliders with singles and increase the spacing for the big jumps. I could use kicksliders with higher spacing too but imo that would be too much of a kickslider spam throughout the map

01:11:414 (6,7,8,9) - like i dont see why all these are mapped but none of the ones before. it's still the same sound as far as i can tell. no piano highlight here, so it just follows the beat normally

[]
so yeah i think the map could use a bit of work. atm it seems kind of messy since a lot of the patterning is uncohesive and the rhythm doesn't really bring out the most unique parts of the song...
Appreciate the post, I understand that aesthetically I can probably improve some things (slider and pattern shapes), I usually go for gameplay first and don't fully comit to make the map pleasing to look at while playing. If that's something that is deemed worthy of a DQ please let me know and I'll fix it as I can.

But I still think this post was highly subjective as most was targeted at the way I saw and mapped the song, and the sounds I chose to highlight. I still think the way I mapped the rhythmn makes complete sense and there's no need to change that part (at least I wouldn't be confortable with changing the core things that made me map this song in the fisrt place, namely its chorus highlight)
Nao Tomori
i feel like the polishing would have minimal gameplay impact and make the map look a lot nicer. stuff like https://osu.ppy.sh/ss/10577727 would look like https://osu.ppy.sh/ss/10577741 which maintains the spacing differences based on pitch but also looks a bit more cohesive imo. same for 00:08:997 - https://osu.ppy.sh/ss/10577764 something along those lines.

as for the kicksliders... you'd still be following the piano with clicking. atm it seems even weirder since the parts without the piano have more dense rhythm and stand out more.


anyway, dq is up to you. if you want to polish more then go ahead, i do suggest it...
Topic Starter
- Milhofo -
Even though you are right and it will make some mappers cringe if they play the map (over those patterns you mentioned), I'm still very confortable with the map's state and I really don't mind with its aesthetic. The only one I really think stands out is the first jump pattern you mentioned in the chorus, I played it over and over for a couple days and it didn't change my mind so I think I'll keep it this way.

It also has some of my 2016 mapping which I really didn't want to remap if possible since I was really trying to rank it the way it was mapped before. I'm fully reworking my other set from 2015 because I know that one is actually really bad, but I hope this one can get a pass since it plays well and seems to be beeing ejoyed by the players. Hope you understand ~
Mir
Personally I'd agree with Nao that the map could use a lot of polish before hitting rank. I see that you want to keep the map as close to the original as possible but you can still keep the original idea - just move a couple of things around to make the patterns more closely reflect the song rather than how they are currently.
Pachiru
art is subjective so mapping is
Mun
I don't mean to be rude, but wouldn't you agree that being satisfied with a map with obvious room for improvement simply because you want it ranked is only damaging to you in the long run?
Shohei Ohtani

- Milhofo - wrote:

Even though you are right and it will make some mappers cringe if they play the map (over those patterns you mentioned), I'm still very confortable with the map's state and I really don't mind with its aesthetic. The only one I really think stands out is the first jump pattern you mentioned in the chorus, I played it over and over for a couple days and it didn't change my mind so I think I'll keep it this way.

It also has some of my 2016 mapping which I really didn't want to remap if possible since I was really trying to rank it the way it was mapped before. I'm fully reworking my other set from 2015 because I know that one is actually really bad, but I hope this one can get a pass since it plays well and seems to be beeing ejoyed by the players. Hope you understand ~
I've worked on getting my old maps ranked too but if something isn't liked then I change it.

All of the maps I've ranked that are old, I look at it and see that it is indicative of the time it was created, but is not unplayable and not problematic. Players see the influence of the time period, but do not see anything that is explicitly negative. And if it is, I change it, because playability is more important than this sort of notion of "oh man it's old :)))"
Topic Starter
- Milhofo -
Ok fine, I'll change the problematic aesthetics and patterns but I really won't touch the rhythmn nor will I add remove any notes. I'm not ignoring everything because I want this ranked asap, I already have a ranked set and I map for my own enjoyment and to have my favorite songs mapped. It's just that I have a very different taste of today's mapping meta, everything is the same and has to be polished to perfection which leads to the ranked section beeing the same map on a different song over and over. I still highly prefer 2014 mapping over what we have today. My map ranked in 2016 received the same criticism in patterning and it ended up with close to 600 favorites. That's what I care about, people enjoying my maps.

Mun wrote:

I don't mean to be rude, but wouldn't you agree that being satisfied with a map with obvious room for improvement simply because you want it ranked is only damaging to you in the long run?
If this was my job, maybe. I map songs for my own enjoyment. I was receiving good feedback for the map (and not from my friends), it was fun, played well and people liked the song choice. Only backlash I got was from mappers saying the patterns weren't polished and that I mapped the song differently than how they would map it. So I'm still satisfied, I don't care about my "reputation"; and the fact that you're saying that I'll get bad rep for not changing makes me have less faith in how mapping works now.

However I can't find a QAT member online and I'll go to work in a couple of hours, so if a QAT member sees this, please DQ. As it will go ranked in about 4 hours.

I'm sorry to TheKingHenry and to neonat, I don't know how the ranking process works now, hope this doesn't hurt your "BN score".
Lasse
alright

also, there is no bn score or anything like that anymore so yea
Topic Starter
- Milhofo -

Lasse wrote:

alright

also, there is no bn score or anything like that anymore so yea
Ok I'm glad. Thanks for the quick reply. Will update when I have the time.
Shohei Ohtani

- Milhofo - wrote:

Ok fine, I'll change the problematic aesthetics and patterns but I really won't touch the rhythmn nor will I add remove any notes. I'm not ignoring everything because I want this ranked asap, I already have a ranked set and I map for my own enjoyment and to have my favorite songs mapped. It's just that I have a very different taste of today's mapping meta, everything is the same and has to be polished to perfection which leads to the ranked section beeing the same map on a different song over and over. I still highly prefer 2014 mapping over what we have today. My map ranked in 2016 received the same criticism in patterning and it ended up with close to 600 favorites. That's what I care about, people enjoying my maps.

Mun wrote:

I don't mean to be rude, but wouldn't you agree that being satisfied with a map with obvious room for improvement simply because you want it ranked is only damaging to you in the long run?
If this was my job, maybe. I map songs for my own enjoyment. I was receiving good feedback for the map (and not from my friends), it was fun, played well and people liked the song choice. Only backlash I got was from mappers saying the patterns weren't polished and that I mapped the song differently than how they would map it. So I'm still satisfied, I don't care about my "reputation"; and the fact that you're saying that I'll get bad rep for not changing makes me have less faith in how mapping works now.

However I can't find a QAT member online and I'll go to work in a couple of hours, so if a QAT member sees this, please DQ. As it will go ranked in about 4 hours.

I'm sorry to TheKingHenry and to neonat, I don't know how the ranking process works now, hope this doesn't hurt your "BN score".
If you map for your own enjoyment then map for the graveyard.

The ranking process is a process where people create content to be played for the mass majority of the game. There is room for creativity and your own personal twist, but that is trumped by the fact that the game has standards, and that you should be following those standards if you want your map to be ranked. There's a point where you can defend your decisions on how to do stuff, but if a sizeable majority of people in the modding process dislike something, then that translates to a sizeable majority of the game not liking something either, and it gives room to change.

Getting a map ranked is a privilege, not something that should be expected, so miss me with this shit about "I map for my own enjoyment why can't my map just be ranked", because you're obviously misunderstanding what the ranking process is (And no, it hasn't changed since 2014. I should know, I was there.)

It's frustrating, I understand, I currently have an unranked map that's going through some shit because of growing pains from being from 2013, but still. It's a necessary aspect of keeping the forward momentum of the game running, and it's a sad tidbit of old times when people demand that mapping be focused on the mapper, rather than the community as a whole.
Topic Starter
- Milhofo -

CDFA wrote:

If you map for your own enjoyment then map for the graveyard.

The ranking process is a process where people create content to be played for the mass majority of the game. There is room for creativity and your own personal twist, but that is trumped by the fact that the game has standards, and that you should be following those standards if you want your map to be ranked. There's a point where you can defend your decisions on how to do stuff, but if a sizeable majority of people in the modding process dislike something, then that translates to a sizeable majority of the game not liking something either, and it gives room to change.

Getting a map ranked is a privilege, not something that should be expected, so miss me with this shit about "I map for my own enjoyment why can't my map just be ranked", because you're obviously misunderstanding what the ranking process is (And no, it hasn't changed since 2014. I should know, I was there.)

It's frustrating, I understand, I currently have an unranked map that's going through some shit because of growing pains from being from 2013, but still. It's a necessary aspect of keeping the forward momentum of the game running, and it's a sad tidbit of old times when people demand that mapping be focused on the mapper, rather than the community as a whole.
I do and did map for the graveyard several times. But I still want to rank songs that I think I have a shot at ranking, exposure is something you strive for and it feels good to have a reward for all the hours you put into a map.

I'm not the most experienced mapper obviously, and I don't think I'm right all the time, I was defending my opinion and it got refuted, I accept that. I wouldn't consider 3-4 people a sizeable majority but I can still accept that their points are very valid.

CDFA wrote:

Getting a map ranked is a privilege, not something that should be expected, so miss me with this shit about "I map for my own enjoyment why can't my map just be ranked", because you're obviously misunderstanding what the ranking process is
You misunderstood me completely there and are making me up to be a complete hypocrite. I meant it as I started to map songs I like and enjoy (no meme songs or anime openings only for pp), and you can see from all of my sets that I take pretty almost every point in every mod into account. This was different because the map was qualified already and I had made my mind that I was happy with the map.

Anyway, I woke up in a bad mood and wasn't expecting so many posts on the map. I might have exagerated on my responses. I'm sorry.
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