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Disasterpeace - Jump Error

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Total Posts
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Topic Starter
Bonsai
This beatmap was submitted using in-game submission on Freitag, 10. Juni 2016 at 14:53:53

Artist: Disasterpeace
Title: Jump Error
Tags: Rise of the Obsidian Interstellar 8-bit 8bit chipmusic chiptune progressive soundtrack space videogame
BPM: 180
Filesize: 27303kb
Play Time: 03:57
Difficulties Available:
  1. Advanced (1,91 stars, 331 notes)
  2. Basic (1,45 stars, 188 notes)
  3. Hard (3,27 stars, 493 notes)
  4. Map Error (4,54 stars, 777 notes)
Download: Disasterpeace - Jump Error
Download: Disasterpeace - Jump Error (no video)
Information: Scores/Beatmap Listing
---------------
 


A small band of galactic travelers are bound together by mysterious circumstances.
Meanwhile, in the darkest reaches of the universe, an unparalleled force dwells on ambiguous intentions.
 














The Grid is strong with this map.



 
ZekeyHache
First! O.O
Akitoshi
[Normal]
  1. 00:52:176 - and 00:56:843 - Add note? Since 00:49:510 (4,4) - had notes so whynot
  2. 01:07:676 (2,3,4,5) - it's kinda strange to play imo, try this pattern?
  3. 02:01:343 - up to 02:10:509 - unused green line (doesn't matter tho)
  4. 02:19:176 (5) - I think 02:19:343 - can be added as a slidertail like this
  5. 02:24:342 (5,6,1) - three 1/2 circles in a row here isn't too extreme? Try put 02:24:342 (5,6) - as slider
no kds lel
SadBoi42
map error
00:03:010 (1,2,3,4,5,6,1,2,3) - let them being repeated sliders, that will flow a little harder
00:21:176 (6,7) - delete circle 6 and move the slider to the time of the 6th circle, because its not onbeat
02:11:843 (1,2,3,4,5,6) - if you copy paste it, try to reflect it; same here: 02:16:510 (1,2,3,4,5,6) - and same here: 02:21:176 (1,2,3,4,5,6,7) - its a little bit exhausting to repeat it
03:02:791 (1,2,3) - its offbeat, the beat snap divisor is 1/3 and not 1/4 here!
03:37:732 (1,2,3,4) - it feels bad, that u didnt map this in the background
All in all its pretty fun!
Topic Starter
Bonsai

Akitoshi wrote:

[Normal]
  1. 00:52:176 - and 00:56:843 - Add note? Since 00:49:510 (4,4) - had notes so whynot yeah, it would make sense concistency-wise but I didn't put there to accentuate 00:52:343 (4) more as there starts a new melody-phrase there, and by not putting one at the second place 00:57:510 (3) gets more 'meaning' too ^^
  2. 01:07:676 (2,3,4,5) - it's kinda strange to play imo, try this pattern? oh very good point, also at 01:02:343 (2,3,4,5) -, I'll just have to find a way so I don't run out of playfield by changing this aaa s o o n
  3. 02:01:343 - up to 02:10:509 - unused green line (doesn't matter tho) ya ok lol
  4. 02:19:176 (5) - I think 02:19:343 - can be added as a slidertail like this very true
  5. 02:24:342 (5,6,1) - three 1/2 circles in a row here isn't too extreme? Try put 02:24:342 (5,6) - as slider also true, I thought it would be better to differentiate here by making them circles but since I never put three circles in a row anywhere this was a bad idea after all ^^ (this even made the SR by 0,02*, nice hehe)
no kds lel ψ(`∇´)ψ Thanks! :D

girleyz-desu wrote:

map error
00:03:010 (1,2,3,4,5,6,1,2,3) - let them being repeated sliders, that will flow a little harder that would be inconsistent with the previous map so far and also be easier to play, not harder ^^
00:21:176 (6,7) - delete circle 6 and move the slider to the time of the 6th circle, because its not onbeat I always have the 'drumkicks' mapped as sliderheads, changing this would destroy that, and actually it is onbeat, the melody is offbeat though hehe
02:11:843 (1,2,3,4,5,6) - if you copy paste it, try to reflect it; same here: 02:16:510 (1,2,3,4,5,6) - and same here: 02:21:176 (1,2,3,4,5,6,7) - its a little bit exhausting to repeat it do you mean mirroring it? It should be repeating though since the sound in the music is repeating too, there are quite a few sections like this
03:02:791 (1,2,3) - its offbeat, the beat snap divisor is 1/3 and not 1/4 here! The melody is 1/3 yeah, but I am focusing on the 'drums' and those are still 1/4
03:37:732 (1,2,3,4) - it feels bad, that u didnt map this in the background mapping it would be too intense for the outro, it wouldn't represent the calmness here ^^
All in all its pretty fun! Thank you, no kds tho since I didn't apply anything :(
BOUYAAA
hello!
NM from my queue!

general w/e

02:46:676 - this kind of timign change doesn't exist in music so bpm is double the speed from here on. idk how nazi qats are about that, probably not that much i'd guess since doublebpm stuff gets ranked and this doesn't change anything anyways.

normaaaaal

00:11:010 (1,2) - pointing this out cuz you aim for super consistency i think but why are these not repeat sliders? 00:00:343 (1,2) - i get why you don't repeat these to fit the drum start later but yea why stop using thos repeats all of a sudde? they fitted pretty well imo

00:31:676 (7) - makign this horizontal and looking to the left makes up for gutes flow i'd think

00:57:676 (4,5,6) - flow is kinda harsh here for a normal. makes things hard to predict imo. messy suggestion : http://puu.sh/nZWym/d582db29ff.jpg

01:20:676 (2) - i see people complaining very often about sliders repeating more than once in lowest diffs

01:49:843 (1,2) - circle completely covers the repeat arrow. probably isnt a good idea since this is ur lowest diff

02:51:342 (5,6,1,2) - my brain automatically focuses on melody here so it's kinda sad when it realises that's not what you are going for here 02:52:676 (2) - :(:(:(


there were some places were overlaps made things a bit hard but idk what to think about them really. Places like 02:43:342 (4,5,1,2,3) - for example

Haaaaaard

00:15:843 (5,1) - idk the motion really isn intuitive right now might be hard to figure out for hard players

00:18:510 - last note of a repeater gives little to no emphasis and this note is kinda strong. clickable is better. The last ones have rly nice emphasis by triples and clicks for most of them so making it happen for this one wopuld be cool too

00:38:343 (3,1) - people can abuse this slider with liniency and not move at all on it if they want, makes the downbeat sad

02:22:009 (2,3,4,1) - man your patterns are so misleading xd

02:25:343 (1) - i think this nc is a mistake

Insaaaaaaane

00:59:926 (4,5) - these ones though :^)

if you don't wanna change ^ you probably wanna triple this 01:03:510 (7) - since you do that before lol

02:01:342 - i think all diffs have to have the same mapping time for your set to be rankable idkidk not sure


the set is so underweighted xd
yea idk what more to say it's pretty cool

gl!!!!!!
Topic Starter
Bonsai

BOUYAAA wrote:

hello!
NM from my queue! finally, mod-response from my mod-response-qeueue!

general w/e

02:46:676 - this kind of timign change doesn't exist in music so bpm is double the speed from here on. idk how nazi qats are about that, probably not that much i'd guess since doublebpm stuff gets ranked and this doesn't change anything anyways. it does tho xd (also yeah QATs don't care about that at all sadly but I do : ) )

normaaaaal

00:11:010 (1,2) - pointing this out cuz you aim for super consistency i think but why are these not repeat sliders? 00:00:343 (1,2) - i get why you don't repeat these to fit the drum start later but yea why stop using thos repeats all of a sudde? they fitted pretty well imo I know but I thought I'd do it to emphasize the addition of those low tones, keeping it the same as before would basically ignore that they start existing there

00:31:676 (7) - makign this horizontal and looking to the left makes up for gutes flow i'd think uh this slider is only reversing once so it doesn't really make any difference other than it doesn't overlap this way, if it reversed twice I'd do it like that

00:57:676 (4,5,6) - flow is kinda harsh here for a normal. makes things hard to predict imo. messy suggestion : http://puu.sh/nZWym/d582db29ff.jpg flow would be exactly the same, it only changes whether you have to turn on sliderheads or tails (which I think I actually differentiate between in higher diffs deoending on pseudo-emphasis but really it doesn't change anything at all)

01:20:676 (2) - i see people complaining very often about sliders repeating more than once in lowest diffs I know bc I had to fight against that on my last map too but I love them when they are fitting so whee (actually asked QATs about it @last map and they are ok with it)

01:49:843 (1,2) - circle completely covers the repeat arrow. probably isnt a good idea since this is ur lowest diff Without a circle you still wouldn't see it significantly earlier, and multiple reverses have been introduced already so yeah

02:51:342 (5,6,1,2) - my brain automatically focuses on melody here so it's kinda sad when it realises that's not what you are going for here 02:52:676 (2) - :(:(:( ummm well imo the reverse-slider is a good simplification of that rhythm, I can't focus on melody too much bc then I'd have to do 1/3s and that would mess up beat placement, and the section already ignores melody for the most part anyways


there were some places were overlaps made things a bit hard but idk what to think about them really. Places like 02:43:342 (4,5,1,2,3) - for example if you enable viewing Hit Animations in the editor you'll see that there's actually 3/8 of time where 02:43:342 (4) is already faded out but 02:45:009 (4) hasn't appeared yet, so those are not a problem at all

Haaaaaard

00:15:843 (5,1) - idk the motion really isn intuitive right now might be hard to figure out for hard players eh, "they can deal with it =w="

00:18:510 - last note of a repeater gives little to no emphasis and this note is kinda strong. clickable is better. The last ones have rly nice emphasis by triples and clicks for most of them so making it happen for this one wopuld be cool too I know what you mean but making a slider start there would mean that there's only one 1/4 after the tail which plays rather weird imo, and making it a circle would be too dense, so ya. also 00:13:176 - hihi

00:38:343 (3,1) - people can abuse this slider with liniency and not move at all on it if they want, makes the downbeat sad true but I think nobody actually does that intuitively, at least I only do that when I know that it is extremely difficult without doing it, like that part in Big Black or w/e, I even move along every reverse of the multiple-reverse-sliders at the start of this map bc it's more fun so if people don't wanna have fun then that's not my problem :^)

02:22:009 (2,3,4,1) - man your patterns are so misleading xd #PetititionToIncreaseGameplayArea should be fine tho, the AR nad the spacing should indicate it sufficiently, and I got one testplay of a player of that diff-level so far and they read it corectly ~

02:25:343 (1) - i think this nc is a mistake Mapping Was A Mistake nah it's bc of the timing signature, since that is like an interjected 2/4-stanza

Insaaaaaaane

00:59:926 (4,5) - these ones though :^) good stuff ikr B)

if you don't wanna change ^ you probably wanna triple this 01:03:510 (7) - since you do that before lol nah, I feel like this way it emphasizes (8) better and that's what I want

02:01:342 - i think all diffs have to have the same mapping time for your set to be rankable idkidk not sure nop xd


the set is so underweighted xd hihi
yea idk what more to say it's pretty cool you're cool too B)

gl!!!!!!
lol I am so sorry friend but thanks for the mod xd
Frostmourne
m4m from my modding queue

General
fine

Normal
00:51:010 (1,2,3) - current sound is vague to play if compared with the way you follow at 00:52:343 (3,4,5) - . Using kick slider this way would help since this diff has a lot of kick sliders, these kick sliders should be easy enough to play
actually I would like to see this kind of rhythm replace all of these positions 00:48:343 (1) - 00:53:676 (1) - 00:56:343 (1) - I don't find them repetitive because the way you do at this moment is as repetitive as the suggestion above.
01:50:009 (2) - no longer unrankable I suppose?
02:25:342 (1) - remove new combo, what is this new combo for?

Hard
01:20:176 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1) - suddenly changed beat placement from 1/4 to 1/2 with the similar spacing in Hard?

Map Error
fine

no kd
Topic Starter
Bonsai

FrostxE wrote:

m4m from my modding queue

General
fine

Normal
00:51:010 (1,2,3) - current sound is vague to play if compared with the way you follow at 00:52:343 (3,4,5) - . Using kick slider this way would help since this diff has a lot of kick sliders, these kick sliders should be easy enough to play
actually I would like to see this kind of rhythm replace all of these positions 00:48:343 (1) - 00:53:676 (1) - 00:56:343 (1) - I don't find them repetitive because the way you do at this moment is as repetitive as the suggestion above. I kinda see what you mean, but the rhythm you suggest focusing on is the one that has been present in the song since the very beginning without any breaks - This is the most dense section in the song, with all the 1/4s going on in the background, so I wanted to express that by making it generally more dense like that
01:50:009 (2) - no longer unrankable I suppose? Has it ever been? I thought it just fell out of the meta o: (also, 01:20:676 (2,2,2) hihi) (also I used them in my last map too, although that was 125BPM /shrug)
02:25:342 (1) - remove new combo, what is this new combo for? It's because of the time signature, since 02:24:675 (1,2) is only a 2/1-measure (if I'll have to remove a NC here I'll remove 02:24:675 (1) tho)

Hard
01:20:176 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1) - suddenly changed beat placement from 1/4 to 1/2 with the similar spacing in Hard? Oh damn I didn't realize that lol, uh, actually using multiple-reverse-sliders is way cooler anyways B)

Map Error
fine

no kd :-(
thanks :D

turns out I also had an accidental x2,0-jump in the Normal lol
Makeli
memes

map errrrrrrrrrror
I. well at least it isn't cs6
II. 00:18:676 (6,7) - "Grid snap" there are more. Like here 00:24:010 (6,7) -
III. 00:38:510 (5,1) - Idk these were kinda ehh to play for me. Triple and then a double would be better to play imo and you could give some nice emphasis to 00:38:676 - with a circle
IV. 00:41:177 (4,1) - Lol spacing idk how much this actually matters lol
V. 00:58:676 (9,10,1) - Pls space more I break combo here always
VI. 01:25:260 (8,9) - I read this wrong this time :(
VII. 01:42:843 (1,2) - Triple would give nicer emphasis to the sound on that blue tick weee
VIII. 01:50:843 (5,6,7) - This is so noticeable that it hurts
IX. 02:45:342 (1,2) - Nice custom stacks that you didn't do before
pls fix the grid snap things

harddddd
I. 03:46:618 (3) - I actually feel like this should differ somehow from the others cause of the kicks
yea that's the only thing i could find im sorry

normallll
sorry i can't find anything worth noting

If you have not already seen this then you should definitely watch this
Topic Starter
Bonsai

Maakkeli wrote:

no memes

map errrrrrrrrrror
I. well at least it isn't cs6
II. 00:18:676 (6,7) - "Grid snap" there are more. Like here 00:24:010 (6,7) - I moved a lot of stuff manually so that followpoints are horizontal/vertical when possible without destroying anything else, bc it bugs me ingame otherwise kek
III. 00:38:510 (5,1) - Idk these were kinda ehh to play for me. Triple and then a double would be better to play imo and you could give some nice emphasis to 00:38:676 - with a circle might be true (not sure tho), but I mapped all kicks with sliders so slider it is
IV. 00:41:177 (4,1) - Lol spacing idk how much this actually matters lol fuck me (reduced all others bc spacing them all is impossible xd)
V. 00:58:676 (9,10,1) - Pls space more I break combo here always can't do that without running out of space, git gud
VI. 01:25:260 (8,9) - I read this wrong this time :( hihi
VII. 01:42:843 (1,2) - Triple would give nicer emphasis to the sound on that blue tick weee do I look like someone who activelsy overmaps just for emphasis xd
VIII. 01:50:843 (5,6,7) - This is so noticeable that it hurts snap it and look how stupid that looks ingame lol, auto-stacks are the death of this style
IX. 02:45:342 (1,2) - Nice custom stacks that you didn't do before uh dunno what you mean, just moved the autostack by 3x3 lol
pls fix the grid snap things make me (ง ͠° ͟ل͜ ͡°)ง

harddddd
I. 03:46:618 (3) - I actually feel like this should differ somehow from the others cause of the kicks oh true, changed that in Insane too :D
yea that's the only thing i could find im sorry

normallll
sorry i can't find anything worth noting

If you have not already seen this then you should definitely watch this I have kek
ayy thanks <3
If you have not already seen this then you should definitely watch this and also play the map :^)

oh also I added tags
Milan-
Normal
-For the easiest diff in the set, your settings are just too hardcore, chill a bit.
-And for similar reasons, patterns like 00:32:343 (1,2,3,4,5,6) - would be better like http://puu.sh/om8xF/74e1e83370.jpg , players are supposed to not be so used to clicking, so long sliders helps to keep the spread the same but makes the diff more friendly to players. I think. And that'd mean to change a lot of stuff so probably mapping an Easy is better, ok xd
-00:51:010 (1) - Move to 464/160 for aesthetics? Semi overlapping 00:50:176 (6) - isn't too cute.
-02:24:675 (1,2) - Why are these 2 notes only a combo?

Hard
-01:01:176 (4,4) - Although time has transcurrid, I think it'll look cleaner if you just move the circle to another position.
-02:22:176 (3,4,1) - Spacing is kinda confusing here. It's visually the same basically. Moving (1) further is better here.
-03:07:535 (1) - This doesn't sound too fitting to the strong sounds, like http://puu.sh/om9K7/17ba923d31.jpg sounds less confusing I think

Error
-00:47:760 (6,7,8) - I'd use 1/2 for these so the change to 1/4 spam starts when it should start and not before.
-02:22:342 (7,1,2,3,4) - The rhythm change doesn't feel too natural imo. The music is the same all the time but the gaps are different. Would be better if (1) was further away from (7) so the change on the rhythms make more sense to the player.
-02:57:342 - Weird that you use only repeaters when the music feels faster than 00:48:176 - . Some streams would sound nice I think.
-03:07:535 (1) - Same as hard probably

Get a lower size video, 20 mb is too overkill for what osu! is design to ;(
Topic Starter
Bonsai

Milan- wrote:

Normal
-For the easiest diff in the set, your settings are just too hardcore, chill a bit. no chill oh whut I totally forgot about HP, I guess I can lower that lol (also for Hard)
-And for similar reasons, patterns like 00:32:343 (1,2,3,4,5,6) - would be better like http://puu.sh/om8xF/74e1e83370.jpg , players are supposed to not be so used to clicking, so long sliders helps to keep the spread the same but makes the diff more friendly to players. I think. And that'd mean to change a lot of stuff so probably mapping an Easy is better, ok xd ye that would destroy everything so ughughghugh, if I really had to I'd make an Easy or an actual Normal, but I think I can get away with this (just gotta rank it while Bakari is inactive so it won't get DQd bc it's not called Advanced xd)
-00:51:010 (1) - Move to 464/160 for aesthetics? Semi overlapping 00:50:176 (6) - isn't too cute. excuuuuuse me princess, there's one pixel between them !!! but yeah, moving it would be pretty weird but I can actually raise CS by 0,1 without raising SR so I'll do that lol
-02:24:675 (1,2) - Why are these 2 notes only a combo? bc that's how the timing signature of the song is, as long as it doesn't imbalance HP it would be cool to leave it like that

Hard
-01:01:176 (4,4) - Although time has transcurrid, I think it'll look cleaner if you just move the circle to another position. not worth having to change so much, this isn't really noticable ingame imo
-02:22:176 (3,4,1) - Spacing is kinda confusing here. It's visually the same basically. Moving (1) further is better here. blame playfield for being too small, I actually got one testplay of a player of that level and they read it correctly, but I guess I should get some more testplays : \
-03:07:535 (1) - This doesn't sound too fitting to the strong sounds, like http://puu.sh/om9K7/17ba923d31.jpg sounds less confusing I think I'm always following drums so leaving 03:08:123 out seems weird af to me, and 1/6-slider wouldn't fit the difficulty so nah

Error
-00:47:760 (6,7,8) - I'd use 1/2 for these so the change to 1/4 spam starts when it should start and not before. why should it not start here? The melody that has the 1/4s starts right there and doesn't change at all on the downbeat so I see no reason to ignore it
-02:22:342 (7,1,2,3,4) - The rhythm change doesn't feel too natural imo. The music is the same all the time but the gaps are different. Would be better if (1) was further away from (7) so the change on the rhythms make more sense to the player. The music is not the same though, the drums play different to what the signature would suggest, hence why it sounds very unnatural in the song itself, hence why it is mapped like that. I'm just representing the music here, and the music is doing fun stuff, that's why I love this song so much <3 and I actually really love how that plays, fits really well imo :D
-02:57:342 - Weird that you use only repeaters when the music feels faster than 00:48:176 - . Some streams would sound nice I think. was already the same at 02:36:009 -, and since the rhythm is going in 3/4s this is exactly emphasizing stronger notes over weaker ones, inserting any streams would destroy that, I just wouldn't like it : \
-03:07:535 (1) - Same as hard probably 1/6-slider is fitting for this diff so yes \:D/

Get a lower size video, 20 mb is too overkill for what osu! is design to ;( I'll ask ezek (who provided it) about it : \
Thanks a lot :D rip BN
Monstrata
quick irc mod on the Normal i mean Advanced, i mean Normal
[img]13:46 Bonsai: Heyho there, you spamming "do m4m pl0x" actually reminded me that I could need your opinion on whether the lowest diff of one of my sets is easy enough, bc for me it's kinda hard to map something easier for it, can you maybe have a very very short look at it?
14:22 Monstrata: sure np
14:22 *Bonsai is watching [https://osu.ppy.sh/b/925613 Disasterpeace - Jump Error [Map Error]]
14:22 Bonsai: hehe
14:23 Monstrata: and lol. usually as long as a diff is below 2.00 it should be fine
14:23 Bonsai: well
14:23 Monstrata: but im assuming you want something good quality xD
14:23 Bonsai: the possible issue I see is that Bakari comes up like "nono this is not a Normal, this is an Advanced" and then I don't fit RC anymore
14:23 Bonsai: nah, I just wanna get it ranked heh
14:24 Bonsai: I don't care about beginner playxers tbh
14:24 Monstrata: lmao dude
14:25 Monstrata: Bakari always does that its hilarious
14:25 Monstrata: lmao
14:25 Bonsai: ikr
14:25 Monstrata: other qat's go like ?____??? too lmao
14:25 Bonsai: at my last map I was really happy bc I thought I successfully mapped the first real Easy, even getting Easy-icon
14:26 Monstrata: it also sucks that he's trying to get people to make Easies even though the Normal is below 2 stars
14:26 Monstrata: xP
14:26 Bonsai: -> nope, had to call it Normal and Normal became Avdanced lol
14:26 Monstrata: LOL
14:28 Monstrata: okay so
14:28 Monstrata: some parts just felt a bit too clustered up and dense
14:29 Monstrata: 01:08:176 (3,4,5,6) - This pattern was really cluttered imo.
14:29 Monstrata: I would point the repeat some other direction too just for more readability
14:30 Bonsai: do you mean visually or rhythmically?
14:30 Monstrata: visually
14:30 Monstrata: rhythm is fine
14:30 Bonsai: oh
14:30 Bonsai: hm hm
14:30 Monstrata: most of the time, ppl playing normals can decipher the rhythm
14:30 Bonsai: omg
14:30 Monstrata: if you set up a good visual patern for them
14:30 Bonsai: y'know I really love the gap between 01:17:510 (2,1) -
14:30 Bonsai: bc without that
14:31 Bonsai: I would have to change like the surrounding 200 objectts
14:31 Bonsai: to make any changes possible
14:31 Monstrata: huh?
14:32 Monstrata: that parts fine. uh did i highlight the wrong palce or something
14:32 Monstrata: 01:07:676 (2,3,4,5,6,1) -
14:32 Monstrata: Right
14:32 Bonsai: nono
14:32 Bonsai: I said I love that
14:32 Bonsai: bc it makes it possible to change stuff
14:32 Monstrata: ooo
14:32 Monstrata: xD
14:32 Bonsai: without having to move everything
14:32 Bonsai: bc everything is connected
14:32 Monstrata: o yea
14:32 Monstrata: xD
14:32 Bonsai: bc of this limiting stlye lol
14:32 Monstrata: nah, i know what you mean
14:32 Monstrata: im the same lol
14:33 Monstrata: my style just uses trianges/hexagons more than squares, but the basic structure is the same haha
14:33 Bonsai: ^^
14:34 Bonsai: [http://puu.sh/onjOm/6b47090c95.jpg boom easy]
14:34 Monstrata: 00:48:343 (1,2,3,4,5,6,7) - But yea stuff like this, you could try trimming down some of the rhythm too. the song doesnt seem that much denser compared to 00:45:676 (1,2,3,4) - but the rhythm goes from full 1/1 to full 1/2 xD
14:35 Monstrata: ah nice. the repeat pointing outward is always nice xD
14:35 Bonsai: well it suddenly has full-1/4s in the background
14:35 Bonsai: which is mapped quite densely in the higher diffs
14:35 Bonsai: so I thought I should do it in Normal too
14:36 Monstrata: in Normal you kinda have to achieve a bit of a balance xD. 1/2 and 1/4 rhythms aren't as far apart as 1/1 and 1/2 rhythms
14:37 Bonsai: blegh
14:37 Bonsai: ^_^
14:37 Bonsai: it's not really a spike imo so yeah
14:37 Monstrata: 00:49:010 (3) - Actually im kinda thinking of a better rhythm here cuz you end up really missing that beat in the middle 00:49:176 - but then you map it to 00:50:176 (6) -
14:38 Monstrata: its not really a spike so i wont force you to change anything. I'm just wondering if theres a slightly simpler rhythm that can be used there
14:38 Monstrata: like maybe try and put a 1/1 gap somewhere in between
14:38 Monstrata: 00:51:010 (1,2,3,4,5,6) - Like, this is a really good balance imo
14:39 Bonsai: well I coudl remove 00:49:510 (4) - and it's equal
14:39 Bonsai: *its
14:39 Monstrata: o yaaa that could work too
14:39 Monstrata: yea, considering you also skip the note on 00:50:843 -
14:39 Monstrata: it makes sense to not follow 00:49:510 (4) -
14:40 Bonsai: ye, makes it very similar to the rest of the section
14:40 Monstrata: mmhmm
14:40 Monstrata: well, see if you can do that for other parts in your Normal where its literally all 1/2 rhythm for like an entire combo[/img]
Mazziv
hi oko
remove video oder mach es kleiner Kappa



[Hard]
00:50:510 (4) - ctrl+g oder ich esse dich
00:55:843 (4) - same
01:52:009 - für was die unötigen timing points und bpm changes in dieser diff wenn da eh nichts ist
[Map error]
02:17:676 (1,2,3) - wieso ist 3 von 2 weiter entfernt als 1 von 2

Bonsai ich glaub du bist immer noch in 2006,heutzutage ist es möglich curved sliders zu machen
Topic Starter
Bonsai
omg second page hype

Mazziv wrote:

hi oko
remove video oder mach es kleiner Kappa ya I know, der Typi ders mir gemacht hat war bis jetzt noch nicht on, weiß aber auch nicht ob das so ne hard rule is halt vier Minuten lang, das Video is eh schon recht klein, werd mal rumfragen



[Hard]
00:50:510 (4) - ctrl+g oder ich esse dich die ganze section hat eh keine jumps und es wird in den umliegenden sections oft bissi mit slider leniency rumgespielt, also find ich dass das gut passt um zumindest irgendwas zu emphasize, in diesem Fall die kicks ^^
00:55:843 (4) - same tbh
01:52:009 - für was die unötigen timing points und bpm changes in dieser diff wenn da eh nichts ist TIMING SIGNATURE IS VERY IMPORTANT FOR NIGHTCORE OK?OK! und auch im Hauptmenü sind die beats dann richtig unso, außerdem muss ich für meinen kleinen Penis kompensieren
[Map error]
02:17:676 (1,2,3) - wieso ist 3 von 2 weiter entfernt als 1 von 2 weil emphasis auf den kicks, is auch schon bei 02:13:009 (1,2,3) und 02:14:176 (1,2,3) so ^^

Bonsai ich glaub du bist immer noch in 2006,heutzutage ist es möglich curved sliders zu machen OMG YOU'RE RIGHT, brb remap

Mazziv wrote:

gibe kds or you die
(ง ͠° ͟ل͜ ͡°)ง (dunno if I can : \)

Danke. BITTE? DANKE!
BOUYAAA

Mazziv wrote:

Bonsai ich glaub du bist immer noch in 2006,heutzutage ist es möglich curved sliders zu machen
Topic Starter
Bonsai

BOUYAAA wrote:

Mazziv wrote:

Bonsai ich glaub du bist immer noch in 2006,heutzutage ist es möglich curved sliders zu machen
!

asked around about the video-size, it's fine \:D/
Okoratu
[general]
give me meta
i think hitsounding could have used more whistles, but they would conflict with your durmwhistles so :/ still i think the song is much more complex than your hitsounding
you could actually add error after every diffname
everything i mention that would make this inconsistent would apply to everything

[insane]
you wanted to lower ar to 8 but a lot patterns work better with higher AR, I'd suggest going with 8.5
00:21:176 (6,7) - to transition into the next part i would recommend bending rhythm around a bit, i mean you just recycle 00:15:509 (4,5,6,7) - , I'd recommend using a variation of 00:10:176 (4,5,6) - to highlight that red tick more and to have more varied rhythm in this section
00:37:343 (7) - i think circles are more interesting for these sounds
00:48:176 - to 00:58:843 - is a huge difficulty spike in terms of speed, as such a thing is not consistently present as a diffspike in hard or normal you should really simplify this a bit, especially the distances that grid 1 gives you with this can end up being very confusing, please consider this thoroughly.
01:24:677 (6,7,8,9) - idk what this used to be but it looks broken with current SL

[hard]
you deleted green line spam in normal but not in this diff any reason for that or l ool
im torn between thinking this diff is boring as hell or actually interesting because the way it's spaced is really plain and boring but the way most of the stuff snaps to grid1 looks so cool in edit
nonetheless i think certain parts could benefit from using grid 2 to avoid general clusterfuck
examples of patterns i struggle with reading-wise:
00:31:676 (3,4,5,6) - (00:31:843 (5) - especially 5 because holding such a short thing and moving so little while doing so feels odd to me)
00:59:676 (3,4,1) - 01:00:843 (3,4,1,2,3) - 01:02:343 (5,6,1) - are especially confusing because they mix 2 layers, these odd drums and the normal drumline going on in the background, since i have no way to puush my thoughts right now here's what i'd do in order to make this easier to comprehend for your target audience>
00:59:676 (3,4,1) - deleting 4,1 and doing circle in 01:00:010 - , 3/4 slider in 01:00:093 - , 01:00:510 - circle
01:00:843 (3,4,1,2,3) - either making 01:01:176 - an 1/2 slider + circle or just a 3x repeat and deleting 01:01:426 - works better for me
for the last one making 01:02:676 - a circle works better.
01:02:843 (1,2,3,4,5,6,7,1) - these need more space, 1. for emphasis and 2. current thing is terror.
similar stuff applies to the following iterations fo them
01:49:676 (1,2,3) - can you like not do this, going back and forth to play a doublet feels super eww :/
01:19:926 - would delete
00:46:760 (2) - seems rather arbitrary considering your overall rhythm
02:24:676 (1) - wuts combo
02:45:842 (2) - pls this is soo hidden that it can confuse ppl who aren't that good at reading , besides i'drecommend circles if you want to map that.

this mod for hard can be tldr'd as if you make 02:10:675 - to 02:57:342 - this simple then you should keep 00:48:176 - to 01:20:176 - more simple as well or make everything harder but lest cluttered

[normal]
You know that guideline that says "The difficulty spread should be reasonable"? that guideline also says that if you skip doing an easy then your normal has to fulfill the general guidelines of an easy as well, like your normal is on the upper side of normals in terms of rhythm usage and thus makes your set somewhat inaccessible to complete newbies, I would rather see an easy here before pushing this forward as normal contains a lot active 1/2 i and short repeat sliders which beginners are known to struggle a lot on.
Just imagine someone playing this diff who is not yet familiar with how short sliders or circles / holding short sliders works and then throw 01:07:676 (2,3,4,5,6,1) - at them to see them being completely confused and frustrated.
I think you get what i mean here. the patterns themselves seem fine for a normal, if there's a lower diff present to at least introduce people to the core rhythm of this song
00:37:676 (1) - 00:58:843 (1,2) - pls that just looks AAAAA, you used smaller grids before so pls avoid this if you find a way to do it :S
01:00:176 (3) - 1/1 + circle works better imo (applies wherever you see it necessary)
01:11:843 (1) - 01:17:176 (1) - i think the sliders have a much better effect on their own if you delete these
01:22:510 (3,1) - i don't get why you need to do this, the 1/1 slider following the drums was very intuitive and then switching polarity for seemingly no reason isn't 01:23:343 (2,1) - work way better.
02:25:342 (1) - wh combo?


WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling
Please focus your modding on maps which have higher star priorities first!

Easy Popup Message
Normal Notice
Hard Warning
Map Error
Mazziv

Okorin wrote:

WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling it has 12 SP oko ( ͡° ͜ʖ ͡°)
Topic Starter
Bonsai

Okorin wrote:

[general]
give me meta http://music.disasterpeace.com/album/rise-of-the-obsidian-interstellar (bandcamp = his official website)
i think hitsounding could have used more whistles, but they would conflict with your durmwhistles so :/ still i think the song is much more complex than your hitsounding I'd rather not tbh, additional hitsounding kinda ruins the song for me bc I'm bad at it
you could actually add error after every diffname kinda feels too much for me, special-diffname-inflation xd
everything i mention that would make this inconsistent would apply to everything

[insane]
you wanted to lower ar to 8 but a lot patterns work better with higher AR, I'd suggest going with 8.5 uh I'll think about it some more, just came up with the idea yesterday lol
00:21:176 (6,7) - to transition into the next part i would recommend bending rhythm around a bit, i mean you just recycle 00:15:509 (4,5,6,7) - , I'd recommend using a variation of 00:10:176 (4,5,6) - to highlight that red tick more and to have more varied rhythm in this section buut I always have the kicks clickable so making it land on a slidertail would be ew for the overall diff
00:37:343 (7) - i think circles are more interesting for these sounds yes indeed
00:48:176 - to 00:58:843 - is a huge difficulty spike in terms of speed, as such a thing is not consistently present as a diffspike in hard or normal you should really simplify this a bit, especially the distances that grid 1 gives you with this can end up being very confusing, please consider this thoroughly. Instead of considering it thoroughly I thoroughly re-spaced that whole section because I am a masochist
01:24:677 (6,7,8,9) - idk what this used to be but it looks broken with current SL (already didded)

[hard]
you deleted green line spam in normal but not in this diff any reason for that or l ool it's my interpretation of the song ok ok
im torn between thinking this diff is boring as hell or actually interesting because the way it's spaced is really plain and boring but the way most of the stuff snaps to grid1 looks so cool in edit
nonetheless i think certain parts could benefit from using grid 2 to avoid general clusterfuck I totally see your point and kinda felt the same, but using Grid2 for 1/2s would completely destroy the aesthetics, I mean holy moly, the other points got rhythmically simplified now so there aren't many clusterfucks remaining, gotta live with that : \
examples of patterns i struggle with reading-wise:
00:31:676 (3,4,5,6) - (00:31:843 (5) - especially 5 because holding such a short thing and moving so little while doing so feels odd to me)
00:59:676 (3,4,1) - 01:00:843 (3,4,1,2,3) - 01:02:343 (5,6,1) - are especially confusing because they mix 2 layers, these odd drums and the normal drumline going on in the background, since i have no way to puush my thoughts right now here's what i'd do in order to make this easier to comprehend for your target audience> I made similar stuff everyhwere
00:59:676 (3,4,1) - deleting 4,1 and doing circle in 01:00:010 - , 3/4 slider in 01:00:093 - , 01:00:510 - circle actually I just replaced all the short sliders with circles
01:00:843 (3,4,1,2,3) - either making 01:01:176 - an 1/2 slider + circle or just a 3x repeat and deleting 01:01:426 - works better for me but I am writing a lot of text here
for the last one making 01:02:676 - a circle works better. so everybody sees that I actually changed a lot of stuff and doesn't complain about me denying everything
01:02:843 (1,2,3,4,5,6,7,1) - these need more space, 1. for emphasis and 2. current thing is terror. I think it's already quite challenging to click that rhythmically, so dunno if spacing it more would change much for emphasis, but yeah Grid2 on 1/2s is not gonna happen : \
similar stuff applies to the following iterations fo them yes yes
01:49:676 (1,2,3) - can you like not do this, going back and forth to play a doublet feels super eww :/ I really loved that repeat-slider but ok, rip :,(
01:19:926 - would delete oooh yes, very good point, would apply again
00:46:760 (2) - seems rather arbitrary considering your overall rhythm why though? It still follows that melody that I focus on all the time, it's just the 'filler'-circle (like 00:46:176 (2) -) that is missing o:
02:24:676 (1) - wuts combo wuts time signature
02:45:842 (2) - pls this is soo hidden that it can confuse ppl who aren't that good at reading , besides i'drecommend circles if you want to map that. made the slider go up instead of to the right now, should be a bit better xd

this mod for hard can be tldr'd as if you make 02:10:675 - to 02:57:342 - this simple then you should keep 00:48:176 - to 01:20:176 - more simple as well or make everything harder but lest cluttered how can it be tldr'd like that when you didn't mention that before xd but well, the first part from 02:10:675 on is simpler in rhythm but much more difficult in spacing because that's the only part where more than one 'jump' occurs consecutively; the part from 02:25:343 on feels much calmer to me than 00:48:176 because the melody-thingy that has the many 1/4s doesn't seem as prominent to me, and there are overall less layers of rhythms/melodies, and in comparison to the previous part everything is much calmer too (drums n stuff), so yeah, imo everything fits

[normal]
You know that guideline that says "The difficulty spread should be reasonable"? that guideline also says that if you skip doing an easy then your normal has to fulfill the general guidelines of an easy as well, like your normal is on the upper side of normals in terms of rhythm usage and thus makes your set somewhat inaccessible to complete newbies, I would rather see an easy here before pushing this forward as normal contains a lot active 1/2 i and short repeat sliders which beginners are known to struggle a lot on.
Just imagine someone playing this diff who is not yet familiar with how short sliders or circles / holding short sliders works and then throw 01:07:676 (2,3,4,5,6,1) - at them to see them being completely confused and frustrated.
I think you get what i mean here. the patterns themselves seem fine for a normal, if there's a lower diff present to at least introduce people to the core rhythm of this song
oooooh, that's written in the guidelines, fuck, I always just looked at the rules and thus thought it would be ok (and actually Monstrata said it's fine too), daaaaamn
Q.Q
but I don't wanna I actually pretty much legit can't, bc simplifying rhythms even more + that style = probably even more monotonous than Natsu's Snow White
aaaaaa
help pls

00:37:676 (1) - 00:58:843 (1,2) - pls that just looks AAAAA, you used smaller grids before so pls avoid this if you find a way to do it :S uhm I think something bugged out for you bc don't know what the issues is, I'm already using Grid2 here so ??
01:00:176 (3) - 1/1 + circle works better imo (applies wherever you see it necessary) not imo ;( (I see no reason to have the 1/1 mapped, and I don't think the tail has to be clickable since it's rather surprising that there's a new sound there, so I'd rather not make it that dense)
01:11:843 (1) - 01:17:176 (1) - i think the sliders have a much better effect on their own if you delete these But the sounds on the circles seem equal to those on the sliders for me, so I see no reason not to map them (also it would be literally the same thing four times then lol)
01:22:510 (3,1) - i don't get why you need to do this, the 1/1 slider following the drums was very intuitive and then switching polarity for seemingly no reason isn't 01:23:343 (2,1) - work way better. There is a reason, the main melody has notes there again and that's what I'm focusing on, the reverse-sliders are basically just fillers - Would it be better if I turned the circles into 1/2-sliders, or would that be too dense?
02:25:342 (1) - wh combo? combo shmombo


WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling
Please focus your modding on maps which have higher star priorities first!
ICON ERROR

Easy Popup Message
Normal Notice
Hard Warning
Map Error
LOL pls, the song isn't called "PC Error"
holy shmoly thanks a lot xd


Mazziv wrote:

Okorin wrote:

WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling it has 12 SP oko ( ͡° ͜ʖ ͡°)
hah, you wasted two stars bc I hadn't given him kudosu yet 8^) Edit actually even three because I forgot to give Milan kudosu too lol

thanks though >///<
Mazziv

Mazziv wrote:

WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling it has 12 SP oko ( ͡° ͜ʖ ͡°)

Bonsai wrote:

hah, you wasted two stars bc I hadn't given him kudosu yet 8^)

thanks >///<

will update with mod-response in a year or so when I'm finished with changing stuff xd
i have too many so,i couldnt care less
Okoratu
The adult prohibits another duck.

i can set icons now thank mazziv, rechecking this soonish
Mazziv
oko star \o/
Okoratu
[general]
I still think you should make an easy, since normal is 0.8x base sv i don't think sliders will get too long even on an easy if it uses like 0.6x, nerfing the normal would ruin spread to hard too

[map error]
first 3 objects: would you mind using a slider to not throw ppl into this without much of a reference beat..?
i think you should do this kind of rest 1/2 slider thing more 00:52:176 (1,2,3,4,5,6,7) -
currently all that changed is the spacing component, the part still requires a lot more speed than the rest of the diff, id suggest doing that thing to 00:49:510 (1,2,3,4,5,6,7,8,9) - 00:54:843 (1,2,3,4,5,6,7,8,9) - so taht you alternate between harder to follow rhythm and less hard to follow every 2 measures.

[normal]
about first point:
http://puu.sh/oTdqT/bd3c6f48e4.jpg http://puu.sh/oTdsn/bf12b59664.jpg
01:01:010 - i think making this one a click would work way better as it then would follow the same idea as 00:59:676 (2) - , which in turn would be more intuitive.
01:06:176 (4) - sam
01:22:510 (3,1) -uhh your argument for this is basically nonsense because you create the main focus with this slider and break it by following a different layer, i really think ignoring the melody is way more intuitive, as i see this as a polarity problem rather than anything else.
Topic Starter
Bonsai

Okorin wrote:

[general]
I still think you should make an easy, since normal is 0.8x base sv i don't think sliders will get too long even on an easy if it uses like 0.6x, nerfing the normal would ruin spread to hard too ya well I'll see if I get any idea how to design an Easy that won't be boring af, this will be on hold for a bit xd

[map error]
first 3 objects: would you mind using a slider to not throw ppl into this without much of a reference beat..? would destroy the whole structure, and I mean you have the reference-tempo from the preview, and if anyone cares about not getting 100 on the first object than they can just retry
i think you should do this kind of rest 1/2 slider thing more 00:52:176 (1,2,3,4,5,6,7) -
currently all that changed is the spacing component, the part still requires a lot more speed than the rest of the diff, id suggest doing that thing to 00:49:510 (1,2,3,4,5,6,7,8,9) - 00:54:843 (1,2,3,4,5,6,7,8,9) - so taht you alternate between harder to follow rhythm and less hard to follow every 2 measures. ieeees, I'll make the first object of every combo a 1/2-slider bc that emphasizes melody more consistently yes yes

[normal]
about first point:
http://puu.sh/oTdqT/bd3c6f48e4.jpg http://puu.sh/oTdsn/bf12b59664.jpg wth are those
01:01:010 - i think making this one a click would work way better as it then would follow the same idea as 00:59:676 (2) - , which in turn would be more intuitive. uhmm making it clickable doesn't work for me bc then I'd have two clicks in a row here and that doesn't feel nice to me, making 01:00:843 (4) a 1/2-reverse-slider probably works so I'll think about doing that
01:06:176 (4) - sam frodo?
01:22:510 (3,1) -uhh your argument for this is basically nonsense because you create the main focus with this slider and break it by following a different layer, i really think ignoring the melody is way more intuitive, as i see this as a polarity problem rather than anything else. your face is nonsense :( the thing is that if I made 01:20:676 (2) reverse once more, then these would be exactly the same as 01:23:343 (2) even though there is more stuff happening, which I strongly dislike and I it doesn't seem intuitive to me at all so ya. Since it looks like I'm not gonna nerf this diff, I could also make the (3)s a 1/2-slider, we'll see about that
Ranking Error
Mazziv

Bonsai wrote:

Okorin wrote:

[general]
I still think you should make an easy, since normal is 0.8x base sv i don't think sliders will get too long even on an easy if it uses like 0.6x, nerfing the normal would ruin spread to hard too ya well I'll see if I get any idea how to design an Easy that won't be boring af, this will be on hold for a bit xd

[map error]
first 3 objects: would you mind using a slider to not throw ppl into this without much of a reference beat..? would destroy the whole structure, and I mean you have the reference-tempo from the preview, and if anyone cares about not getting 100 on the first object than they can just retry
i think you should do this kind of rest 1/2 slider thing more 00:52:176 (1,2,3,4,5,6,7) -
currently all that changed is the spacing component, the part still requires a lot more speed than the rest of the diff, id suggest doing that thing to 00:49:510 (1,2,3,4,5,6,7,8,9) - 00:54:843 (1,2,3,4,5,6,7,8,9) - so taht you alternate between harder to follow rhythm and less hard to follow every 2 measures. ieeees, I'll make the first object of every combo a 1/2-slider bc that emphasizes melody more consistently yes yes

[normal]
about first point:
http://puu.sh/oTdqT/bd3c6f48e4.jpg http://puu.sh/oTdsn/bf12b59664.jpg wth are those
01:01:010 - i think making this one a click would work way better as it then would follow the same idea as 00:59:676 (2) - , which in turn would be more intuitive. uhmm making it clickable doesn't work for me bc then I'd have two clicks in a row here and that doesn't feel nice to me, making 01:00:843 (4) a 1/2-reverse-slider probably works so I'll think about doing that
01:06:176 (4) - sam frodo?
01:22:510 (3,1) -uhh your argument for this is basically nonsense because you create the main focus with this slider and break it by following a different layer, i really think ignoring the melody is way more intuitive, as i see this as a polarity problem rather than anything else. your face is nonsense :( the thing is that if I made 01:20:676 (2) reverse once more, then these would be exactly the same as 01:23:343 (2) even though there is more stuff happening, which I strongly dislike and I it doesn't seem intuitive to me at all so ya. Since it looks like I'm not gonna nerf this diff, I could also make the (3)s a 1/2-slider, we'll see about that
Ranking Error
Bonsai denying suggestions since 1996
Okoratu
D
Basic
00:33:676 - 00:36:343 (2,3) - warum nich http://puu.sh/p76DW/4f93e5968d.jpg ? Pressing 2 sliders in quick succession feels ew
01:02:843 (1) - 01:08:176 (1) - 2x 1/1 slider pls wenn die laenger repeaten ists cool
01:41:510 - http://puu.sh/p76Um/21280811c0.jpg
02:10:676 (1,2,1,2,1) - THIS IS CONFUSING AF THINK OF SOMETHING LESS CONFUSING with preferably less overlaps

that's the big stuff i would like to see changed before moving this anywhere
Topic Starter
Bonsai

Okorin wrote:

D
Basic
00:33:676 - 00:36:343 (2,3) - warum nich http://puu.sh/p76DW/4f93e5968d.jpg ? Pressing 2 sliders in quick succession feels ew oh ok yes
01:02:843 (1) - 01:08:176 (1) - 2x 1/1 slider pls wenn die laenger repeaten ists cool NO NO DON'T TAKE MY BABIES AWAY FROM ME NOOO
01:41:510 - http://puu.sh/p76Um/21280811c0.jpg ieeeeeees
02:10:676 (1,2,1,2,1) - THIS IS CONFUSING AF THINK OF SOMETHING LESS CONFUSING with preferably less overlaps OKOK well I made it without overlaps, can the rhythm stay? xd

that's the big stuff i would like to see changed before moving this anywhere
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