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dj TAKA - quaver

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Weber
btw you should update description monstrata
Aerous
Hey nice map
Natsu
Crescendo

  1. HP is super low, I think allowing random people who spam keys to pass your map isn't fine, use atleast 6. Even the insane diff is using a higher setting
  2. 00:46:664 (3,4,5,6) - if you are following the melody of the song then some 1/2 sliders would fit it better.
  3. 02:13:572 (1,2,3,4,5,6,7) - this feels anticlimactic, either reduce the spacing or use some 1/2 sliders instead.
  4. 02:18:847 (1,2,1,2) - 1/2 sliders would fit better the music rhythm, since this is really different from 02:19:506 (1,2,1,2) -
  5. 03:19:993 (4,1) - 03:20:638 (2,1) - jumps are a bit exaggerated there
  6. 03:22:412 (1,2,1,2,3,4,5,1,2,3) - while I agree on the increase of the difficulty, i feel 03:22:412 (1,2,1,2,3,4,5,1,2,3) - being super exaggerated, reduce the spacing a bit it doesn't hurt your map, but make a more friendly end, putting them insider the grid its a fair compromise IMO.
  7. Do you mind explaining again the ignored 1/4s, I guess 1/4 sliders would work better, since you can keep the stressed beats and also fill the 1/4s with slider tails.
NiNo's Extra

  1. Again the HP setting is super low here
  2. 00:01:170 (1,2) - 00:04:301 (2,1) - fix blankets
  3. 01:48:847 (2) - this rhythm sounds really wrong, why is the strong beat mapped as slider tail? can you change the rhythm at 01:48:517 (1,2) - to:
  4. 02:21:649 (2,3,4) - super hard to read, check this in game or in the editor with stacking on, 3 is hidden, because of the wrong stacking, i guess you will need to do a manual stack there
  5. 03:23:944 - spinner pls. :(
Haru's Insane

  1. 00:03:807 (1,2,3,4) - improve blankets, looks super bad atm
  2. 00:17:159 (2) - 00:17:488 (3,4) - rhythm is wrong, why are the sliders ending in a super important beats? at this part all of they should start at the white ticks, which are the ones that follow the main melody, personally I can't agree with the current rhythm.
  3. 00:21:609 (4,5,6) - same, if you notice the music clearly indicate you, 1-2 00:21:609 - 00:21:774 - 1-2 00:21:939 - 00:22:104 - , basically starting the slider 00:21:774 (5) - on the red tick doesn't makes sense with the music
  4. 00:42:378 (2) - this is touching the HP bar, yeah is rankable, but it doesn't looks professional, and experienced mapper will avoid doing such things, since the grid is big enough to avoid this mistakes.
  5. 00:43:038 (5) - again you are giving a click action to the wrong beat, the music clearly indicate you that the current slider tail should be clickable
  6. 00:56:389 (1) - again why is the slider tail mapped to such important beat in the song?
  7. 00:59:992 (5) - same as above
  8. 01:30:396 (1,2,3,4) - slider tails can be stacked better
  9. 02:08:956 (3) - again you don't need to have this kind of dirty stuff (calling it dirty, because it touch the game elements), the grid is big enough and you can easily avoid touching the hp bar
  10. 02:13:572 (1,2,3,4,5,6,7) - why the jumps are bigger than in the previous part? this one is less intense..
  11. 02:18:270 (3) - something went wrong here
  12. 02:35:825 (1) - again why is this slider tail mapped to such important beat?
  13. 03:20:799 (3,4) - this is inconsistent with your other same rhythms, also starting that slider in red tick doesn't make much sense with the song
  14. Not a fan of this diff, but I can make a compromise if you fix the wrong rhythms
Joey's Hyper

  1. OD is super low, use 6
  2. 02:02:693 (4,1) - really hard to read for this diff lvl, try to don't overlap the slider that much, I guess keeping the clean mapping its better.
  3. 02:16:209 (4) - missing NC, I suppose
Aia's Advanced

  1. OD4 AR5 fit this diff better, mainly because of the 1/2 patterns and bpm
:)
Haruto
didnt know my diff got many problem than i expect lol
will get into this after school! (UTC 6:30AM)
SnowNiNo_

Natsu wrote:

NiNo's Extra
  1. Again the HP setting is super low here
  2. 00:01:170 (1,2) - 00:04:301 (2,1) - fix blankets
  3. 01:48:847 (2) - this rhythm sounds really wrong, why is the strong beat mapped as slider tail? can you change the rhythm at 01:48:517 (1,2) - to:
  4. 02:21:649 (2,3,4) - super hard to read, check this in game or in the editor with stacking on, 3 is hidden, because of the wrong stacking, i guess you will need to do a manual stack there
  5. 03:23:944 - spinner pls. :( nah i dont wat the spinner here cuz i want to make the last note got more impact :>, spinner will destroyed imo xd
no mention = fixed

osu file format v14

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[Metadata]
Title:quaver
TitleUnicode:quaver ♪
Artist:dj TAKA
ArtistUnicode:dj TAKA
Creator:Monstrata
Version:NiNo's Extra
Source:REFLEC BEAT limelight
Tags:true blue risk junk snownino_ haruto haruto_aizawa [ Joey ] Aia beatmania IIDX 19 Lincle jubeat saucer jukebeat KONAMI music pack 25 pop'n music Sunny Park plus MUSIC PACK 29 + ポップンリズミン パック1 MUSIC PACK 19
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234,136,200638,1,8,0:3:0:0:
243,330,200799,6,0,P|187:362|147:362,1,97.4999955368044,2|0,1:2|0:0,0:0:0:0:
95,126,201122,1,0,0:0:0:0:
331,190,201283,1,8,0:3:0:0:
155,363,201444,6,0,P|123:319|123:271,1,97.4999955368044,6|0,1:2|0:0,0:0:0:0:
295,38,201767,1,0,0:0:0:0:
411,306,201928,1,0,0:0:0:0:
119,278,202089,6,0,P|115:218|139:182,1,97.4999955368044,2|0,1:2|0:0,0:0:0:0:
443,42,202412,1,0,0:0:0:0:
411,382,202573,1,0,0:0:0:0:
111,170,202735,5,2,1:2:0:0:
490,148,202896,1,4,0:3:0:0:
60,229,203057,5,10,0:1:0:0:
412,159,203218,1,4,0:3:0:0:
81,94,203380,5,10,0:1:0:0:
457,217,203541,1,4,0:3:0:0:
30,154,203702,5,8,0:3:0:0:
445,90,203863,1,4,0:0:0:0:
Topic Starter
Monstrata

Natsu wrote:

Crescendo

  1. HP is super low, I think allowing random people who spam keys to pass your map isn't fine, use atleast 6. Even the insane diff is using a higher setting I still want to make the HP low enough that people can generally get through 75-90% of the map. The low HP was originally to motivate people to try and "beat" the map because it keeps getting harder and harder. I think with the HP where it currently is, most people will be able to get close to passing the map and it'll make the overall experience more fun. With a map like this, I don't want to punish people too hard for failing jumps, I just want to punish them for failing too many jumps in a row, which is what happens when the jump distance becomes too big for them to handle, The key is that they'll no where, and try and get further and further along the map, and maybe eventually beat it xD.
  2. 00:46:664 (3,4,5,6) - if you are following the melody of the song then some 1/2 sliders would fit it better. Fixed.
  3. 02:13:572 (1,2,3,4,5,6,7) - this feels anticlimactic, either reduce the spacing or use some 1/2 sliders instead. Hmm. Idk I don't think this section needs to be climactic, since the music isn't that intense. I want to capture that guitar riff as it's going up in pitch, thats why i've arranged the sliders going upward and in a rotated zig-zag movement.
  4. 02:18:847 (1,2,1,2) - 1/2 sliders would fit better the music rhythm, since this is really different from 02:19:506 (1,2,1,2) - Agree. Fixed.
  5. 03:19:993 (4,1) - 03:20:638 (2,1) - jumps are a bit exaggerated there Agreed. Reduced the spacing.
  6. 03:22:412 (1,2,1,2,3,4,5,1,2,3) - while I agree on the increase of the difficulty, i feel 03:22:412 (1,2,1,2,3,4,5,1,2,3) - being super exaggerated, reduce the spacing a bit it doesn't hurt your map, but make a more friendly end, putting them insider the grid its a fair compromise IMO. I still want to keep the jumps for their size, but I made the jumps right at the end, 03:23:380 (5,1,2,3) - smaller using a different formation. Everything is in the grid now though, well, I think I edited the .osu to make them outside grid (but in the screen) but I resnapped everything using grid snap now xD.
  7. Do you mind explaining again the ignored 1/4s, I guess 1/4 sliders would work better, since you can keep the stressed beats and also fill the 1/4s with slider tails.

    Yea sure. The 1/4's are ignored because in order to capture the pitch increase on every 1/2, I need to use 1/2 jumps. If you map 1/4 rhythms, it suddenly becomes almost impossible to emphasize every 1/2 note without doing some crazy Hanzer level streams, and I don't want this map to be a stream map or anything. The other thing about using kicksliders was that using kicksliders would make the guitar-section at 02:03:022 - not feel unique, and I really wanted that visual distinction between circles and kicksliders. I think that while there are indeed 1/4 drum notes in the background, the main melody is still clearly 1/2, it's just the drums that double. It's not like the main melody becomes 1/4. The map is centered around the use of 1/2 rhythms and jumps so iI think while streams work, they would end up making the map less unique and wouldn't support the rhythmic theme that this map is trying to set.

Haru's Insane

Fixing for Haru since he's really busy with school ;c.

  1. 00:03:807 (1,2,3,4) - improve blankets, looks super bad atm Fixed.
  2. 00:17:159 (2) - 00:17:488 (3,4) - rhythm is wrong, why are the sliders ending in a super important beats? at this part all of they should start at the white ticks, which are the ones that follow the main melody, personally I can't agree with the current rhythm. Fixed.
  3. 00:21:609 (4,5,6) - same, if you notice the music clearly indicate you, 1-2 00:21:609 - 00:21:774 - 1-2 00:21:939 - 00:22:104 - , basically starting the slider 00:21:774 (5) - on the red tick doesn't makes sense with the music Fixed.
  4. 00:42:378 (2) - this is touching the HP bar, yeah is rankable, but it doesn't looks professional, and experienced mapper will avoid doing such things, since the grid is big enough to avoid this mistakes. Moved it a few pixels down. Personally, I've always been fine with touching the HP Bar since my grid-style mapping ends up sometimes overlapping with the HP bar due to certain structures I crease. I try to work around the area, but at the same time I also feel it restricts the mapping area a bit so I don't personally mind it as much xD.
  5. 00:43:038 (5) - again you are giving a click action to the wrong beat, the music clearly indicate you that the current slider tail should be clickable Fixed.
  6. 00:56:389 (1) - again why is the slider tail mapped to such important beat in the song? I think this one is fine. The slider-end isn't clickable but I think it's still acknowledging the rhythm in the song. It's just simplifying the rhythm a bit and giving a more interesting approach to the rhythm than what you'd normally expect. I think having a momentary break there is a nice alternative. Haruto doesn't put as much emphasis onto the main melody as I do, since he maps the drums like in 00:55:730 (1,2,3,4,5) - (the doublets) so I think his rhythm choice makes putting a slider-end on 00:56:719 - less offensive to the rhythm. Like, if I did this on my difficulty where I always follow the main melody, then it's definitely a must-fix.
  7. 00:59:992 (5) - same as above Fixed.
  8. 01:30:396 (1,2,3,4) - slider tails can be stacked better Fixed.
  9. 02:08:956 (3) - again you don't need to have this kind of dirty stuff (calling it dirty, because it touch the game elements), the grid is big enough and you can easily avoid touching the hp bar I think here, the hexagon-grid structure here makes it really hard to change anything. If it were my difficulty, I would just leave it since I prioritize structure above HP-bar aesthetics.
  10. 02:13:572 (1,2,3,4,5,6,7) - why the jumps are bigger than in the previous part? this one is less intense.. Fixed.
  11. 02:18:270 (3) - something went wrong here Indeed. Fixed.
  12. 02:35:825 (1) - again why is this slider tail mapped to such important beat? Same reasoning as above. We can discuss it further if you wish though. It's not a hard fix, but here I think the rhythm is fine.
  13. 03:20:799 (3,4) - this is inconsistent with your other same rhythms, also starting that slider in red tick doesn't make much sense with the song Agreed. Fixed.
  14. Not a fan of this diff, but I can make a compromise if you fix the wrong rhythms
Joey's Hyper

Fixing for Joey after getting his permission.

  1. OD is super low, use 6 Fixed.
  2. 02:02:693 (4,1) - really hard to read for this diff lvl, try to don't overlap the slider that much, I guess keeping the clean mapping its better. Hmm... I think this plays really well though. It might be a bit harder to read due to the head of 1 being covered, but this difficulty uses a lot of overlaps and stacks too. I think it should be fine, considering that aside from 1's head, everything else is even. I adjusted the slider just a biiit to make the overlap cleaner with slider 2 : the slider-border is no longer overlapped when viewing with Stacking enabled.
  3. 02:16:209 (4) - missing NC, I suppose Fixed.
Aia's Advanced

  1. OD4 AR5 fit this diff better, mainly because of the 1/2 patterns and bpm Fixed. I actually bumped the AR to 5.5, and OD to 4.5. This is still technically mapped like a "Normal" and not an "Advanced" we mainly named it "Advanced" because I decided to include an easier Normal. I also adjusted the diff settings of the Normal slightly (just increased AR to 4, instead of 3, since I used some 1/2 rhythms near the end).
:)
Natsu
Interpretation of the music can differ from person to person, and there are not correct interpretation, but different ways of interpret the music, that's why we have different maps of the same song.

Btw, jumps not only have to be placed at strong beats, we can place them according to multiple things and there is not correct spacing for them, anyways, I'm fine with Monstrata's reasoning about his map, and escalation difficulties are totally acceptables.

This map is totally fine in my opinion.
Mint
oh look it's appleeater again

(agree w/ natsu's words)
SeGin
The description isn't right.
Topic Starter
Monstrata
Fixed, thanks! I knew i forgot something lol.
WORSTPOLACKEU
HP 5 on 7.4 star difficulty?
I read your explanation but even then, it's just too low.
The idea is to make HP drain equal to map's difficulty, not to make people that aren't good enough to pass the map, pass the map.
This feels too low as Natsu mentioned.
Pho
A SB for the set would've been nice lol

Anyway, congratz!
brdzxh
50 seconds without sliders kills my stamina lo good1
Topic Starter
Monstrata
It's not too low. Usually maps have many sliders and "easy" patterns that help you recover HP in between difficult sections. 1/2 slider spam, 1/4 repeat sliders, anything slider-related usually gives players some breathing room to recover. This map has none of those. HP doesn't correlate with SR, it shouldn't really... HP should correlate with how forgiving the patterns and rhythms are in the map. The rhythms found here are not forgiving, and there are no sections that allow you to reliably recover, it's why HP is not as high as you would normally expect. (It's already pretty high. NC spam also increases total HP drain).
Irreversible
is that a dog barking as a hitsound? loool
AJT
I personally think the HP is fine, however as a map this is overmapped to shit IMO.
Topic Starter
Monstrata

Irreversible wrote:

is that a dog barking as a hitsound? loool
Please xD.

(It was replaced with something more normal, in case you still have an old version xD)
7ambda

Nega wrote:

I personally think the HP is fine, however as a map this is overmapped to shit IMO.
It's not overmapped, it's just lazy and uncreative.
Buttercup

F1r3tar wrote:

It's not overmapped, it's just lazy and uncreative.
it isn't lazy and uncreative, he mapped 3 minutes of different types of jumps, and increase more difficulty on the jumps was a perfect idea on this song since it is repetitive and becomes more ''provocative'' increasingly
believe, it gave him more work than you imagine, a lazy person wouldn't do 50% what he did ;)
Winnie
Lets hear all these nonchalant arrogant mappers come in to talk shit. I'll get my popcorn ready. Going to expecting lots of "overmapped" "remap" and " I can't play because my rank doesn't portray how skilled I am". PREPARE FOR IT BOYS DOOMSDAY IS COMING EARLY
P.S. 1v1 me irl 8-)
XII

Kocari wrote:

Lets hear all these nonchalant arrogant mappers come in to talk shit. I'll get my popcorn ready. Going to expecting lots of "overmapped" "remap" and " I can't play because my rank doesn't portray how skilled I am". PREPARE FOR IT BOYS DOOMSDAY IS COMING EARLY
P.S. 1v1 me irl 8-)
ok the map is still over spaced no matter what you, monstrata or anyone else's fluff words say.
Fezu
I wish the moderation team would just ban all discussion on maps, its' obvious where the whiners come from at this point. If you're not providing mods, fuck off.

In the end we already have disqus for all your whining needs, why destroy the actual threads where your supposed to critique with your knowledge on mapping and not with your anger.

Your all weak.
Manysi
Holy, this map is a masterpiece. I have never seen anything with such an intuitive rhythm. I absolutely love the way you handle those circle-slider combos in the Kiais. My only problem is with the Crescent difficulty. Its too easy for a peak diff imo. I mean, i managed to fc it with my xboy controller. This is clearly not enough to satisfy top rated players like cookingZ (cookieKingZ). I think the spacing is not enough at some parts, especially getting near the end. You really should try to go above 1.0 ds next time to surpass the 2 squares difficulty rating. Good luck with further modding!
Ideal
the last jumps seem somewhat overdone imo, but the rest of the map plays very well and I find it fun.
VINXIS
helo i hav a vry important question about the map and its rly bothering me:::::::::::




~~~~~Y r u mapping so inconsistently????????????~~~~~






Herez a few obv placez/examplez tht im talking abou:
  1. the kiai.. 03:02:090 - to 03:17:573 - is mapped COMPLETLEY to the lead synth, ignoring ltiaerly evryhting (even drums), and then u randomly decided 2 switch 2 the durms completely ignoring everyhting (even the lead synth) at 03:17:573 - and then decided 2 randomly switch bak and spam jumpz at the end wich i assumed was based off of the lead synth cuz of the even spacing
  2. + 03:20:154 (1,2,1,2) - i assume this is jsut 2 buildup to the drums/decrease note density but : /?/ ? / / ? ? / / / / d
  3. 00:13:038 - the wholepart right BEFOR e this took drums into consideration while also subtly mapping to the lead synth, then for a reason u may kno, u made the sudden change to mapping the lead synth comeptlely 100% while ignoring ltiaerly evrything else leaving out many possible different rhythms and spacing emphasis patterns out tht u have shown in th e previous part befor, (also for the record, this part is much easier than the aprt befor tho i am assuming tht this is supposd 2 be the harder part since its a crescendo + a more energetic part/ / ?)
  4. 00:41:637 (5) - d.. comparing 00:41:389 (3,4,5,6) - to 00:42:378 (2,3,4) - is like lol (also wot r u mapping 2 with tht note.,)
  5. 00:44:686 (1,2,3,4) - whers the stream/wot ru mapping to
  6. 00:45:345 (5,6,7,8,9) - rnt u mapping to liearly nothing/ not the lead synth/drums here
  7. tbh the whole part (00:35:455 - to 00:57:873 - is also RLy messy and ther seems 2 not be a cleear reasone as 2 y u mapped parts of it lik tht, + inconsistencies as 2 wot ur mapping to, and how ur mapping 2 them throughout the whoLe section
  8. 01:45:880 - + if ur main point was 2 bring a crescendo throughout the map y is this part so low in spacing intensit y? / ? its not lik the rhythms r even challengign at this part jstu cuz u added a bit of 1/4s here and ther,, feelz rly out of plac
  9. i completeLY misssded this cuz the parts above this potin got me distractd but wTF? ? ? ? ? ? 02:58:177 - compared to 03:17:573 - wew...... wtf even rofl.., u ltiaerly jstu made the part rite before the kiai eASIer than the kiai itself by putting vry densely spaced streamz in th kiai and 1/2 jumps rite befor th kiai instead of a naisu densly spaced stream,,
tbh i hav no idea wot u wer doign in this map and y aside for a... poor? attempt in making a crescendo-based map lo,lll

if this map waz a prtt(personal respons 2 text) essay id giv it a 72%


PLZNOFLAME

Topic Starter
Monstrata

VINXIS wrote:

helo i hav a vry important question about the map and its rly bothering me:::::::::::




Y r u mapping so inconsistently????????????




Herez a few obv placez/examplez tht im talking abou:
  1. the kiai.. 03:02:090 - to 03:17:573 - is mapped COMPLETLEY to the lead synth, ignoring ltiaerly evryhting (even drums), and then u randomly decided 2 switch 2 the durms completely ignoring everyhting (even the lead synth) at 03:17:573 - and then decided 2 randomly switch bak and spam jumpz at the end wich i assumed was based off of the lead synth cuz of the even spacing There's a really obviously shift in the song that occurs on 03:17:573 - ... It's not random at all.
  2. + 03:20:154 (1,2,1,2) - i assume this is jsut 2 buildup to the drums/decrease note density but : /?/ ? / / ? ? / / / / d But what? What's interesting about 1/8 hold sliders is that releasing on them feels more impactful than just 1/2 sliders. I'm emphasizing the main melody here but also using 1/8 holds to create some tension. It's a really stop-go movement here that helps to build momentum.
  3. 00:13:038 - the wholepart right BEFOR e this took drums into consideration while also subtly mapping to the lead synth, then for a reason u may kno, u made the sudden change to mapping the lead synth comeptlely 100% while ignoring ltiaerly evrything else leaving out many possible different rhythms and spacing emphasis patterns out tht u have shown in th e previous part befor, (also for the record, this part is much easier than the aprt befor tho i am assuming tht this is supposd 2 be the harder part since its a crescendo + a more energetic part/ / ?) There's a really clear shift in the song's melody too... It's not sudden at all... what?
  4. 00:41:637 (5) - d.. comparing 00:41:389 (3,4,5,6) - to 00:42:378 (2,3,4) - is like lol (also wot r u mapping 2 with tht note.,) Different rhythms. If you listen closely, the main melody uses a different rhythm every time too.
  5. 00:44:686 (1,2,3,4) - whers the stream/wot ru mapping to Here its more debatable, because you're right that streams can fit here, but I wanted to leave this section undermapped in order to emphasize 00:45:345 (5,6,7,8,9) - afterwards. If I made everything 1/4 here it would make 00:45:345 (5,6,7,8,9) - not seem as noticeable even though thteres a clear transition between synth to drum mapping.
  6. 00:45:345 (5,6,7,8,9) - rnt u mapping to liearly nothing/ not the lead synth/drums here ^
  7. tbh the whole part (00:35:455 - to 00:57:873 - is also RLy messy and ther seems 2 not be a cleear reasone as 2 y u mapped parts of it lik tht, + inconsistencies as 2 wot ur mapping to, and how ur mapping 2 them throughout the whoLe section Part of this is because of the song being a bit inconsistent here anyways. But also, I tried to use slightly different variants of the same rhythm to give some variety. Originally everything was the same rhythm, but people suggested using more rhythmic variety here since the main sections of the song already use the same 1/2 rhythm so I elected to use these rhythms on these sections instead. They aren't the "chorus" of the song I guess, or the main focus where all the 1/2's occur.
  8. 01:45:880 - + if ur main point was 2 bring a crescendo throughout the map y is this part so low in spacing intensit y? / ? its not lik the rhythms r even challengign at this part jstu cuz u added a bit of 1/4s here and ther,, feelz rly out of plac There's again, a clear shift in the music... Holistically, the map is winding up harder and harder, but there are sections where I put breaks and interludes. This is one such section. Listen to the tone, it's much different from the chorus/kiai's.
  9. i completeLY misssded this cuz the parts above this potin got me distractd but wTF? ? ? ? ? ? 02:58:177 - compared to 03:17:573 - wew...... wtf even rofl.., u ltiaerly jstu made the part rite before the kiai eASIer than the kiai itself by putting vry densely spaced streamz in th kiai and 1/2 jumps rite befor th kiai instead of a naisu densly spaced stream,, Again, theres a clear shift in the music...
tbh i hav no idea wot u wer doign in this map and y aside for a... poor? attempt in making a crescendo-based map lo,lll

if this map waz a prtt(personal respons 2 text) essay id giv it a 72%


PLZNOFLAME

I probably misinterpretted half of what you said...
mithew
i miss when dj taka maps were ar8 dt maps
Ankanogradiel
Grats' :>

and

Strykerto wrote:

8* Monstrata map when....
Frim4503
i love to see dat users rating.
and i don't know why many people complaint about the highest diff.
if you can't play it, you still can play the lower diff.

hope this passing qualied section and go to ranked section
7ambda

Frim4503 wrote:

i love to see dat users rating.
and i don't know why many people complaint about the highest diff.
if you can't play it, you still can play the lower diff.

hope this passing qualied section and go to ranked section
Short difficulty spikes involving 1/2 jumps are scorned by the community.
Underforest

Fezu wrote:

I wish the moderation team would just ban all discussion on maps, its' obvious where the whiners come from at this point. If you're not providing mods, fuck off.
People are gettinge very off-topic and critiques the mapper style instead of helping the map with a better way, thing that is not very helpful.
Feb
sona ult
00:05:867 (4) - aaaaa is it just me or is there nothing
Haruto
oh i didnt know its ranked already.

Congrats!! and Thanks Monstrata for fixing stuffs for me, im too busy with assignments ;c.
and uh, what just happen here o.o".
VINXIS
since thers time for the next ohc match i hav time 2 respodn

  1. first point was suposd 2 b followd up by the last point its quite random wehn u see both parts like that,, if "ther is a clear shift in the music" then y isnt 02:58:177 - mapped as if ther is a clear shift in music and jstu continuing the 1/2 jump patternz but the part in the kiai goes to a stream
  2. if ur trying 2 follow the melody at 03:20:154 - then y did u evn bothr mapping to the snare for only 2 measures of the kiai lolz,, while completely ignoring tht and evrythign else for th erest of it
  3. 00:13:038 - tht wasnt my point here the oint here was tht u wer mapping to the drums and synth togethr with a more high note density at the suposdly "softr part" but decided 2 just put rly easy 1/2 jumpz all th way upto 00:34:796 - compeltely ignoring drums and evrythign els wich seems rlly weird 2 me cuz i wud assume ud want 2 keep the difficulty harder as the map goez sinc its a crescendo? /// but it jstu doesnt look lik tht considering its going up and down in difficulty thru the map
  4. 00:41:389 - has no synth sound at 00:41:637 - tho and u used circles here whil 00:42:378 (2,3,4) - acutaly has 5 notes from the synth but u used sliderz and a circl instea,d
  5. 00:44:686 - 00:45:345 - r u saying u undermapped the part befor so u cud overmap the stream aftr or wT R U SAyign4
  6. 00:35:455 - thn y dont u put variety in the 1/2 note spam partz 2 and map 2 the instrument ur mainly mapping to (lead synth) in th song lol z, :d
  7. 01:45:880 - i kno the diffrnc lolz i can hear ;///// it jstu seems rlly weird tht ud make the part wher a highly distorted filtered guitar is the main instrument 1 of the easiest partz especially considering it sounds mor intens wehn it plays the melody compared 2 the lead synth, ,, , /? im sur the amjority of th ppl wud agree 2. (tho i didnt read this before i wrote about the crescendo stuff in the point for 00:13:038 - lolz, point still standz tho as i stated tht for diffrnt reasonz,)
  8. last point was supposd 2 follow up 2 first poitn so yea my bad btu it still standz,
https://www.twitch.tv/ohc_a * 23785
Okoratu
don't deliberately shitpost in this thread, please.

Talk about the map here - if you don't have anything better to do then don't post here at all.
Topic Starter
Monstrata

VINXIS wrote:

since thers time for the next ohc match i hav time 2 respodn

  1. first point was suposd 2 b followd up by the last point its quite random wehn u see both parts like that,, if "ther is a clear shift in the music" then y isnt 02:58:177 - mapped as if ther is a clear shift in music and jstu continuing the 1/2 jump patternz but the part in the kiai goes to a stream FĪŔSƬ ♡ИƐ, ƬĤƐŔƐ'S И♡ SĤĪFƬ, ĴƱSƬ ΛИ ΛDDĪƬĪ♡И ♡F 1/4'S ĪИ ƬĤƐ ßΛƇҠƓŔ♡ƱИD. Ī DĪSƇƱSSƐD ƬĤĪS ѠĪƬĤ ӾƐӾӾΛŔ ΛИD ИΛƬSƱ ΛĿŔƐΛDY S♡ Y♡Ʊ ƇΛИ ƇĤƐƇҠ ßΛƇҠ F♡Ŕ MY ŔƐΛS♡ИĪИƓ ♡И ѠĤY Ī DĪDИ'Ƭ MΛṖ ƬƐ 1/4'S. SƐƇ♡ИD ♡ИƐ ĪS ΛИ ♡ßѴĪ♡ƱS SĤĪFƬ F♡Ŕ Λ ѴΛŔĪƐƬY ♡F ŔƐΛS♡ИS ĿĪҠƐ ƬĤƐ MƱSĪƇ'S Ƭ♡ИƐ, ƬĤƐ MΛĪИ SYИƬĤ ßƐĪИƓ M♡ŔƐ MƱFFĿƐD, ƬĤƐ S♡ИƓ ßƐĪИƓ SĿĪƓĤƬĿY ҨƱĪƐƬƐŔ, ΛИD ṖŔƐṖΛŔĪИƓ F♡Ŕ ƬĤƐ FĪИΛĿ ĴƱMṖS ƐƬƇ...
  2. if ur trying 2 follow the melody at 03:20:154 - then y did u evn bothr mapping to the snare for only 2 measures of the kiai lolz,, while completely ignoring tht and evrythign else for th erest of it į'ʍ ղօէ ʝմʂէ ʍąքքìղց էհҽ ʂղąɾҽ... į'ʍ ʍąքքìղց էհҽ ʍąìղ ʍҽӀօժվ էօօ. Lìҟҽ į ʂąìժ, ҍҽçąմʂҽ վօմ ցҽղҽɾąӀӀվ հօӀժ օղ էօ 𝟙/𝟠 ʂӀìժҽɾʂ մղէìӀ էհҽ ҽղժ, ąղժ ɾҽӀҽąʂҽ աìէհ ʍօɾҽ ƒօɾçҽ ժմҽ էօ էհҽ ʂէօք/ցօ ʍօէìօղ հҽɾҽ, վօմ աìӀӀ ƒҽҽӀ էհҽ ʂӀìժҽɾ-ҽղժ ʍօɾҽ էհąղ ą էվքìçąӀ 𝟙/ϩ ʂӀìժҽɾ.
  3. 00:13:038 - tht wasnt my point here the oint here was tht u wer mapping to the drums and synth togethr with a more high note density at the suposdly "softr part" but decided 2 just put rly easy 1/2 jumpz all th way upto 00:34:796 - compeltely ignoring drums and evrythign els wich seems rlly weird 2 me cuz i wud assume ud want 2 keep the difficulty harder as the map goez sinc its a crescendo? /// but it jstu doesnt look lik tht considering its going up and down in difficulty thru the map Ƭнєяє'ѕ α cƖєαя ѕнιfт ιη тнє мυѕιc... ωнιcн ιѕ ωну ι ѕнιfтєɗ тσ мαρριηg тнє мαιη мєƖσɗу. AƖѕσ уσυ тαкє тнє cяєѕcєηɗσ тєям тσσ ƖιтєяαƖƖу. Ƭнєяє αяє ρƖαcєѕ тнαт ηєєɗ вяєαкѕ. UηƖєѕѕ уσυ ωαηт мє тσ ɗяαѕтιcαƖƖу ιη cяєαѕє тнє נυмρѕ αт 03:00:786 (1,2,3,4,1,2,3,4) - тσσ ιη σяɗєя тσ мαкє тнє cяєѕcєηɗσ єffєcт мσяє ρяσησυηcєɗ. Ƭнєη ωє נυѕт нανє тσ ɗιѕαgяєє вєcαυѕє ǀ'м ησт ɗσιηg тнαт.
  4. 00:41:389 - has no synth sound at 00:41:637 - tho and u used circles here whil 00:42:378 (2,3,4) - acutaly has 5 notes from the synth but u used sliderz and a circl instea,d There is a synth sound though? And like I said, I want some rhythmic variety. Every rhythm still follows the same thread, but it's tweaked slightly to be different from others, but generally the places where you click and release are very much relatable to other rhythms.
  5. 00:44:686 - 00:45:345 - r u saying u undermapped the part befor so u cud overmap the stream aftr or wT R U SAyign4 ᴵ'ᵐ ˢᵃʸᶤᶰᵍ ᴵ ᵘᶰᵈᵉʳᵐᵃᵖᵖᵉᵈ ᵗʰᵉ ᵖᵃʳᵗ ᵇᵉᶠᵒʳᵉ ˢᵒ ᴵ ᶜᵒᵘˡᵈ ʰᶤᵍʰˡᶤᵍʰᵗ ᵗʰᵉ ˢᵗʳᵉᵃᵐ ᵃᶠᵗᵉʳ˒ ᶤᶰˢᵗᵉᵃᵈ ᵒᶠ ᵖᵘᵗᵗᶤᶰᵍ ᵃ ᵇᵘᶰᶜʰ ᵒᶠ ¹/⁴'ˢ ʰᵉʳᵉ ᵗʰᵃᵗ ʷᵒᵘˡᵈᶰ'ᵗ ᵐᵃᵏᵉ ᵃᶰʸ ˢᵉᶜᵗᶤᵒᶰ ᵐᵒʳᵉ ᵖʳᵒᵐᶤᶰᵉᶰᵗ ᵗʰᵃᶰ ᵗʰᵉ ᵒᵗʰᵉʳ.
  6. 00:35:455 - thn y dont u put variety in the 1/2 note spam partz 2 and map 2 the instrument ur mainly mapping to (lead synth) in th song lol z, :d ᗷᕮᑕᗩᑌᔕᕮ TᕼᗩT'ᔕ ᕼOᗯ I ᗯᗩᑎTᕮᗪ TO ᗰᗩᑭ IT. I'ᒪᒪ ᑭᑌT ᗰOᖇᕮ ᐯᗩᖇIᕮTY Iᑎ ᔕᕮᑕTIOᑎᔕ TᕼᗩT ᕼᗩᐯᕮ ᐯᗩᖇIᗩᗷᒪᕮ ᖇᕼYTᕼᗰ ᑕᕼOIᑕᕮᔕ. ᗰᗩIᑎ ᔕᕮᑕTIOᑎᔕ Oᖴ Tᕼᕮ ᔕOᑎG ᕼᗩᐯᕮ ᗩ ᐯᕮᖇY ᑕᒪᕮᗩᖇ ᖴIᖇᔕT ᒪᗩYᕮᖇ ᗯᕼIᑕᕼ I ᗰᗩᑭ TO, ᗷᑌT OTᕼᕮᖇ ᔕᕮᑕTIOᑎᔕ Tᕼᕮ ᖴIᖇᔕT ᒪᗩYᕮᖇ Iᔕ ᔕᒪIGᕼTᒪY ᗰOᖇᕮ ᗪᑌᗷIOᑌᔕ ᗩᑎᗪ TᕼᗩT ᗩᒪᒪOᗯᔕ ᗰᕮ TO IᑎTᕮGᖇᗩTᕮ OTᕼᕮᖇ ᖇᕼYTᕼᗰᔕ Iᑎ.
  7. 01:45:880 - i kno the diffrnc lolz i can hear ;///// it jstu seems rlly weird tht ud make the part wher a highly distorted filtered guitar is the main instrument 1 of the easiest partz especially considering it sounds mor intens wehn it plays the melody compared 2 the lead synth, ,, , /? im sur the amjority of th ppl wud agree 2. (tho i didnt read this before i wrote about the crescendo stuff in the point for 00:13:038 - lolz, point still standz tho as i stated tht for diffrnt reasonz,) Rҽαʅʅყ? Tԋιʂ ʂσυɳԃʂ ʅιƙҽ α ɾҽαʅʅყ ιɳƚҽɳʂҽ ραɾƚ ƚσ ყσυ? I ƚԋιɳƙ ɯҽ ʝυʂƚ ԋαʋҽ ƚσ ԃιʂαɠɾҽҽ Ⴆҽƈαυʂҽ ƚԋҽ ʂҽƈƚισɳ ԋҽɾҽ ԃσҽʂɳ'ƚ ƈαʅʅ ϝσɾ αɳყ ԃιϝϝιƈυʅƚყ ιɱσ...
  8. last point was supposd 2 follow up 2 first poitn so yea my bad btu it still standz,
https://www.twitch.tv/ohc_a * 23785
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Shiirn

Underforest wrote:

Fezu wrote:

I wish the moderation team would just ban all discussion on maps, its' obvious where the whiners come from at this point. If you're not providing mods, fuck off.
People are gettinge very off-topic and critiques the mapper style instead of helping the map with a better way, thing that is not very helpful.
monstrata has actively refused all commentary and suggestions which do not already fit his half-baked "theme". Don't get testy over people giving up.


It's already been shown time and time and time again that the only way to actually DQ a monstrata map is to community dogpile it because the maps generally speaking have no objective flaws, only massive amounts of subjective fuckery and "mapper style" design decisions.


I still want to know what actual justification Monstrata has for blatantly and completely ignoring every part of the music except for the 1/2 overlay outside of the edge cases such as two transitions and the calm interludes

But if you want me to actually mod it and treat Monstrata like a newbie mapper rather than someone who is probably just fucking around,


[Crescendo]
  1. 00:08:752 (4,1) - For the entire few measures after this (and future, repeated copies of this musical pattern), you have a click at 00:08:917 - 's beat position. I see no reason to have this transition happen this awkwardly.
  2. Contrast 00:11:060 (1,2,3,4) - with 00:55:895 (2,3,4,1) - . The first makes sense, you're following the bass. The second makes no sense whatsoever. The clicks in the second have been following the synth&bass (Which for those measures both occur on the same positions), but neither of them actually play on 00:56:060 - . Clearly, you're not adverse to having doubles, as the first combo linked has two pairs of doubles with the bass. If you want to follow just the synth, you'll have a weird empty 3/4 space, so why not just do another set of doubles? This hasn't been mentioned before, but seems like an big discrepancy. You use doubles 01:50:495 (1,2,3,4) - here as well, but you use another random triple at 02:35:165 (1,2,3,4) - . In terms of musical structure, at least you're consistently fucking around, but still. These are clearly patterns that need to be changed, modified, or you need to get your big boy bullshitting pants on and start justifying post-qualification. Also, to keep consistency with the earlier section, 02:36:978 (3) - should be a 1/2 slider. I like the 1/2 slider more than the circle anyway :D
  3. 00:22:928 - missing an opportunity here for a mid-jump-section transition but whatever
  4. 01:40:719 (1,2,1,2) - any reason these are circles rather than sliders like at the end? or vice versa. They're literally identical musically and structurally otherwise, after all.
  5. 03:22:735 (1,2,3,4,5) - I still don't get why these five notes are so much more massive in scope than 03:23:541 (1,2,3) - , when you first showed off the map to the public it was the other way around and while the spacing was still eye-rollingly, put-up-with-it-in-a-groaning-sort-of-way, stupid, it at least made more sense than this. This isn't the only example but it's the biggest one and for your sake and mine i'm not going to put you up to repeating your same reasoning for the 50th time.

This is completely ignoring the massive crapfest that is the "1/2 spam sections" because Monstrata is far better at Fort than bullshitting why he's ignoring most of the music to inject jump spam (rest in peace, call me it), so I stuck to the other sections.

This map is extremely rigidly following the "4/4/4/4/4" mapping formula and by god does it show. The music itself departs from 4/4/4/4/4 several times but monstrata sticks to the cascade of interlayed quadruple patterns because it's harder to subjectively take down.


I mean, personally speaking, if this was my map, I wouldn't find any of the above points to be "heavy enough" to justify a DQ over. But at this point, people are grasping at straws. They're desperately trying to figure out how to stop bad ideas and bad precedents from flowing into the game as the past-their-prime mappers start to get bored and see what they can get away with before calling it quits. And that causes drama and that causes poor arguments and illogical assumptions. Can't really blame human nature. But people can sure as fuck blame me and get mad at me when I point this kind of shit out :u
Irreversible
Last warning:

Mod the map, improve this map, don't write anything about what is not related with this map.

It really cannot be that hard to focus on this mapset only.

As for those bringing up that other maps are passing while this is only in the center of attention because it's thrown onto reddit, please have a read of how the QAT operates: t/447417
Monarch
...
Crescendo

03:22:735 (1,2,3,4,5,1,2,3) - this whole section's sole purpose is to push a pattern that does not fit the music at all and if you think that this somehow reflects the music then ...

03:22:735 (1,2,3,4,5) - all of these notes in the music are the same intensity, and what do we find? apparently the biggest, most intense note, is the second note 03:22:896 (2) - and all the rest absolutely PALE in comparison,


There is no way on Earth that as a mapper you can claim to be reflecting the climax, the crescendo, the finale of the song correctly and yet, at the actual finale, the final punch in the song, in the final burst of intensity, you have chosen to dedicate the smallest jump in probably the whole section 03:23:702 (2,3) -


This is NOT mapping to the song and is ONLY mapping to this "perfect pattern" you have probably had in mind since you started mapping this map and it does not fit the section at all.


And before you say for some reason that the jumps in the song do not have to reflect the exact beats, even though the final 3 notes are the ones that actually make the other notes pale in comparison, keep in mind that that this is not a subjective flaw - something you can push to the side with any half arsed inspirational display of dramatic speech, this is an OBJECTIVE flaw, your jumps are completely random with no sense of purpose apart from to push this pattern. (which, if I must have to say again, does not suit what is happening in the music at all).
riktoi
[crescendo]

01:52:473 - I really don't understand why you jump to baby spacing in this part. I keep seeing you do this but they never correlate to the rest of the map. you should at the least buff the spacing here 01:55:110 - 02:02:858 -
02:07:638 (1,2,1,2) - you have finishes here but the spacing barely changes from the sliders before. seems inconsistent for me.
02:12:253 (1,2,1,2,1,2,1,2) - this is ok I guess

02:12:995 - there's a strong sound here but I don't really think there is another pattern to do this better

02:23:462 - you shouldn't be ignoring the guitar riff here

02:40:894 (7,8) - spacing should be slightly less because the only thing you could possibly follow with these jumps is the pitch.

02:41:873 (5,6,7,8) - the spacing seems to go backwards here. considering these are the highlighted beats in this measure it would make much more sense for them to have the highest spacing.

02:43:177 (1,2,1,2) - spacing should increase here to commend the guitar

02:46:438 - this part in the song would suggest the burst (02:47:090 - ) coming so it would be wise to build it towards that.

02:58:177 - you should rather have kicksliders for this whole section so you won't skip the whole 4/4 rhythm

03:00:786 (1,2,3,4,1,2,3,4) - spacing should become lower in increments like the guitar.

I really hope you at least consider these changes. I'm not gonna be one to say the map is actually mapped wrong or anything like that but the jumps could be done a lot better by following the pitch properly.
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