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(K)NoW_NAME - Knew day (TV Size)

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HappyRocket88
Just dropping my opinion. May be useful, may not. But I would to know some things of the rhythm which worries me a bit.

First at all, I want to provide I've tested the last difficulty, not in the editor but playing it in real life.

[DiFf_(k)NAME]
  1. 00:03:886 (5,6) - Let's start here. What's the purpose of these notes snapped at 1/4? The rhythm here played somehow awkward because there's no need of placing 1/4 circles while leaving them with no notes would play quite better here.
  2. 00:32:786 (7,1) - Spacing here was totally confusing due the jump doesn't invite players to distinguish if (1) is napped to 1/2 or 1/4. Besides, considering how the last pattern was built this 1/2 pattern confuses the rhythm here. A simply solve for this section would be increasing the spacing which would fit particularly good.
  3. 00:51:186 (1,2,3,4,5) - This placement is rather messy in comparison with the previous fancy and well-flow pattern 00:49:186 (1,1,1,1,1,1,1,1) - made just before. I do believe re-placing these 00:51:186 (1,2,3,4) - with a shorter distance would fit nicely here.
    00:55:586 (3,4,5) - The jump is supposed to be on the slider (4) not onto (5) just accordingly how this section emphasized the vocals desu.
  4. 01:01:186 (7,8) - 01:10:886 - Uhh... Quite awkward rhythm to play because not even vocals or the instruments are highlighted here so holding a 1/2 slider here plays weird. It would be better if the slider started at the red tick to develop a more suitable rhythm for this section.
  5. 01:07:186 (5,6) - Why the jump? Rhythmically talking, the song doesn't support the circle at the blue tick as strong as the slider so there's no need of forcing a quite high 1/4 jump on this section.
Good luck! I do disagree with the how the kiai section is mapped at 1/4 mostly when the music doesn't support 1/4 beats as this difficulty tries to do. It's consistent, yeah. But that shouldn't be a reason of making such as a hard difficulty to read and play when you already have a good mapped insane over there. You can poke me if you need mod in the easiest diff too.
Topic Starter
Avishay

HappyRocket88 wrote:

Just dropping my opinion. May be useful, may not. But I would to know some things of the rhythm which worries me a bit.

First at all, I want to provide I've tested the last difficulty, not in the editor but playing it in real life.

[DiFf_(k)NAME]
  1. 00:03:886 (5,6) - Let's start here. What's the purpose of these notes snapped at 1/4? The rhythm here played somehow awkward because there's no need of placing 1/4 circles while leaving them with no notes would play quite better here. Those circles literally follow the instruments :\
  2. 00:32:786 (7,1) - Spacing here was totally confusing due the jump doesn't invite players to distinguish if (1) is napped to 1/2 or 1/4. Besides, considering how the last pattern was built this 1/2 pattern confuses the rhythm here. A simply solve for this section would be increasing the spacing which would fit particularly good. You are right, I did feel it a bit, I wasn't sure where to place it, but I did increase the spacing for now.
  3. 00:51:186 (1,2,3,4,5) - This placement is rather messy in comparison with the previous fancy and well-flow pattern 00:49:186 (1,1,1,1,1,1,1,1) - made just before. I do believe re-placing these 00:51:186 (1,2,3,4) - with a shorter distance would fit nicely here. It's just fine imo, escalating triangles, perhaps it looks a bit odd but it plays really well.
    00:55:586 (3,4,5) - The jump is supposed to be on the slider (4) not onto (5) just accordingly how this section emphasized the vocals desu. How come? 5 is held and is much stronger, 4 builds it up./b]
  4. 01:01:186 (7,8) - 01:10:886 - Uhh... Quite awkward rhythm to play because not even vocals or the instruments are highlighted here so holding a 1/2 slider here plays weird. It would be better if the slider started at the red tick to develop a more suitable rhythm for this section. Okay, as this rhythm may actually play awkwardly for various people, it is honest to the beats. However, I did try to ignore those and make something different, and ended up having something which I really like and other people will most likely like too!
  5. 01:07:186 (5,6) - Why the jump? Rhythmically talking, the song doesn't support the circle at the blue tick as strong as the slider so there's no need of forcing a quite high 1/4 jump on this section. [b]Violin, at the same time it makes the whole pattern look really well, and it is not that hard as it might look.
Good luck! I do disagree with the how the kiai section is mapped at 1/4 mostly when the music doesn't support 1/4 beats as this difficulty tries to do. It's consistent, yeah. But that shouldn't be a reason of making such as a hard difficulty to read and play when you already have a good mapped insane over there. You can poke me if you need mod in the easiest diff too.
Thanks!
Topic Starter
Avishay
Alright so, hi again, I did some structure and rhythm changes at the kiai, mostly to make the gameplay a bit less awkward and flowy after getting feedback from several players, should be even better from before!
Shiirn
Popping in for a quick opinion because we're throwing opinions around with nothing but our forum titles to back us up,


the top difficulty uses a mostly alternator style of mapping, focusing heavily on rapid swaps between keys to keep flow. This is unusual considering how the other difficulties are mapped (That is to say, they're not alternator at all), but that shouldn't be reason alone to keep it from being ranked.

The click patterns are certainly overmapped, but they fit the theme of the music (That is, of a fast folk song? Forget the genre name) and are internally consistent with the rhythmic structure of the music (to elaborate: The click patterns change at musically appropriate times, and are consistent otherwise, spacing be damned)


This means that the topmost diff is basically a 300bpm alternator style map. Is that overkill? Oh hell yeah. But it's overkill that's perfectly fine: It's mapped to the music, isn't ridiculously hard, isn't clearly breaking its own consistency rules to throw in stupid PP jumps, and above all isn't mapped like a robot was given access to the editor.


If you want a much more in-depth check over the map, Avishay, feel free to poke me. I'm sure I can be far more helpful than a certain someone's "well just don't overmap then".

Mappers should invariably be encouraged to exercise their creativity within the realms of plausibility, not shot down blindly because someone disagrees with how they view the music.
Nozhomi
Ok so I guess I have to put my thoughts here since I bubbled this map, and honestly I assume what I did.
So about the last diff, I agree on every explanations Avishay gives for them. the mapping provide a nice rhytmh who fit nicely the violin and I have nothing more to add.
About the "overmapped" part, I listened once again carefully and honestly there is always a method or a sound on those parts, so I really don't see where is the problem here. I think pop the bubble was a little too much in first place, it's ok just because the Easy was added. The map is fine, and I don't see any reason to not bubble it.

For the Easy :
  1. 00:20:186 - Why a normal-clap here when you use soft-whistle before ?
That's all. Call me when you feel rdy again.
Topic Starter
Avishay
Alrighty, I'm ready.

btw shiirn is a qt3.14 and i luv his mods
Nozhomi
Eveything looks fine, and since Bakari said it was k for kiai I'm even more ok about it.
Small changes are ok, Easy is ok. Let's go again.

Bubbled~
Feb
thanks for mapping this song :^)
Avena
Hi, overmapper here!
As you know, I am in no place to talk about this.
Or am I?
OH WAIT I AM
Why? because I do things with a certain sense to them.
True, I add a few beats here and there to a map, but I have a reason.
It's to create a consistent rhythm and make for good gameplay (Charles' Polarity Theory yadayadayada)
But, how do you do it?!
Let's take a look at the brightest example here!
00:52:186 (1,2,3) - That's right at the beginning now, isn't it?!
What a lovely pattern, a really simple spaced thing.
But.. the blue tick doesn't have a sound!
What a shame...
But worry not, we can fix it.
So, the sound doesn't exist, which makes it at the lowest power level of all beats in the song, but you can STILL consider it
If we map to that knowledge, we should get something like this:

BUT PRITI, THAT IS STILL A JUMP!!!!!!!11
Well, sort of, but...
There is no individual movement for the overmapped note, thus making it nearly unnoticeable while still being clicked, the intense movement is kept while not putting much emphasis on the overmapped note and putting enough pressure on the movement towards 00:52:586 (3) -
So essentially, I "merged" the momentum of the two notes, thus making the overmapped note not critical to the gameplay experience while still adding a little flavor.
Have fun ladies ^^
Ascendance
that explanation was priti good
Topic Starter
Avishay
Wot proto providing insight? I'll have to take a look tomorrow.

tbh it looks like a stack on the ss which I'm not sure I want but I'll try anyways
Topic Starter
Avishay
Anyway, I see Priti's point here, reducing the pressure on the overmapped note, therefore giving it less emphasization, however if I stack them, I don't really feel like it's getting enough pressure generally, unlike 01:02:086 (2,3) - which is priti much the same, but the slide forces us to immediately change directions twice (and it is right before the first kiai ending). Heck if you are insitent on me to change this, I could easily make something like this http://puu.sh/nOlMG/68a5fd56fc.jpg which is great nontheless.

The pattern can and will fit at times, but I don't find it necessary to use it at all, they overmapped parts are indeed to create consistent rhythm as you said, but at the same they they need to provide consistent gameplay, they are supposed to allow fast movements just like everything else in the kiai, unless you actually go in the editor and listen closely on 25% PBR you won't notice those notes.
Topic Starter
Avishay
Okay! I've decided to get some more opinions from high rank players on the highest diff, therefore I'll pop the bubble myself, I'll post screenshots and logs here.
Yuii-
t
ri
ple

pos
t!
Topic Starter
Avishay
^ ruined my quadra
Seto Kousuke -



SPOILER
2016-03-22 19:10 Avishay: yo, mind testplaying something and giving an opinion?
2016-03-22 19:10 Seto Kousuke: sure c:
2016-03-22 19:10 Avishay: ACTION is listening to [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day]
2016-03-22 19:11 Avishay: highest diff ^^
2016-03-22 19:11 Seto Kousuke: dling
2016-03-22 19:12 Seto Kousuke: input lag,,,just a sec
2016-03-22 19:14 Seto Kousuke: h00
2016-03-22 19:14 Seto Kousuke: hmm*
2016-03-22 19:14 Seto Kousuke: let me try again
2016-03-22 19:15 Avishay: fsmn
2016-03-22 19:15 Avishay: damn
2016-03-22 19:16 Seto Kousuke: yeah, way better now, i had to play with -7ms tho
2016-03-22 19:16 Seto Kousuke: might be just me...but i felt that the notes were playing better with less 100s
2016-03-22 19:16 Avishay: alright, I'll check the offset
2016-03-22 19:16 Avishay: how was the gameplay itself?
2016-03-22 19:16 Seto Kousuke: the flow of the map is actually really nice and fun, there were only 2 or 3 moments where i think it was a bit forced
2016-03-22 19:16 Seto Kousuke: lemme search them
2016-03-22 19:17 Seto Kousuke: first, this
2016-03-22 19:17 Seto Kousuke: 00:32:986 (1,2) -
2016-03-22 19:17 Seto Kousuke: in theory it should be easy to recognize as 1/2
2016-03-22 19:17 Seto Kousuke: but at first sight i thought it was those 1/4 again
2016-03-22 19:17 Seto Kousuke: because of the beginning
2016-03-22 19:18 Seto Kousuke: it's ok as it is now, but just keep an eye in future mods about it
2016-03-22 19:18 Seto Kousuke: 00:47:186 (5) - this was bothering me a bit too
2016-03-22 19:18 Seto Kousuke: this whole part is having big motions and precise movements
2016-03-22 19:18 Seto Kousuke: but this stack is a bit confusing
2016-03-22 19:19 Seto Kousuke: and I felt a little uncomfortable keeping the cursor frozen here
2016-03-22 19:19 Avishay: I agree, alright
2016-03-22 19:19 Seto Kousuke: http://osu.ppy.sh/ss/4771547 a little triangle like this i think should do the thing
2016-03-22 19:19 Avishay: I did something like this instead
2016-03-22 19:19 Avishay: http://puu.sh/nPWCW/61c40b9305.jpg
2016-03-22 19:20 Avishay: might enen space it bigger
2016-03-22 19:20 Seto Kousuke: ohh yeah, that was supposed to be what i wanted to send
2016-03-22 19:20 Seto Kousuke: i took the wrong note xD
2016-03-22 19:20 Seto Kousuke: but yeah, that's definetly better
2016-03-22 19:20 Avishay: great, anything about the kiai?
2016-03-22 19:21 Seto Kousuke: yep
2016-03-22 19:21 Seto Kousuke: 2 things
2016-03-22 19:21 Seto Kousuke: they're the same actually
2016-03-22 19:21 Seto Kousuke: but anyway
2016-03-22 19:21 Seto Kousuke: 00:58:386 (6,7,1) -
2016-03-22 19:21 Seto Kousuke: these horizontal notes
2016-03-22 19:21 Seto Kousuke: the idea is flowing well, but if they were a bit more linear, would flow better
2016-03-22 19:22 Seto Kousuke: thise curve kills the hand, specially in tense moments right after a lil jump like 00:58:186 (5) -
2016-03-22 19:22 Seto Kousuke: 01:10:186 (3,4,5) - this one for example, was really hard to aim
2016-03-22 19:22 Seto Kousuke: the movement from 01:09:986 (2) - is too agressive
2016-03-22 19:23 Seto Kousuke: and the angle from 4 is too strong, so it's a heavy movement full of pain xD
2016-03-22 19:23 Avishay: nice, lemme try something here
2016-03-22 19:25 Seto Kousuke: btw...this insane might be fun with dt
2016-03-22 19:25 Seto Kousuke: need a check there too?
2016-03-22 19:25 Avishay: sure, just let finish through this diff first
2016-03-22 19:25 Seto Kousuke: sup
2016-03-22 19:27 Avishay: alright, made something like this instead at 01:10:186 http://puu.sh/nPX41/e527f827a6.jpg
2016-03-22 19:27 Avishay: and the prev one was made more linear
2016-03-22 19:28 Seto Kousuke: ohhh yeah, this curve seems way better
2016-03-22 19:28 Avishay: anything else for this diff?
2016-03-22 19:29 Seto Kousuke: one last thing, right near the end
2016-03-22 19:29 Seto Kousuke: 01:20:786 (7,8,1) - this is ok
2016-03-22 19:29 Seto Kousuke: but the motion is a bit weird
2016-03-22 19:29 Seto Kousuke: specially because of 01:21:186 (2) -
2016-03-22 19:29 Seto Kousuke: 6 -> 7 is already tense because is really off-flow
2016-03-22 19:29 Seto Kousuke: and 2 is off-flow again, so it's 2 tense movements to the aim
2016-03-22 19:30 Seto Kousuke: it's fine as it is, but for an ending, imo it's a bit too much tense xD
2016-03-22 19:30 Seto Kousuke: the triplet coul be a bit more vertical instead of horizontal
2016-03-22 19:30 Seto Kousuke: so it's a bit more aim-friendly
2016-03-22 19:30 Avishay: how about this - http://puu.sh/nPXiA/16611c77c6.jpg
2016-03-22 19:31 Avishay: this way the counter-flow is present only after the triplet
2016-03-22 19:31 Avishay: and it brings some back and forth movement
2016-03-22 19:31 Avishay: which is nice
2016-03-22 19:31 Seto Kousuke: yess, that's way better
2016-03-22 19:31 Seto Kousuke: still have that counter flow, but in a more friendly way
2016-03-22 19:32 Avishay: cool
2016-03-22 19:32 Seto Kousuke: with that I think that's it for me, now seems way more fun and intuitive
2016-03-22 19:34 Avishay: damn you're crazy
2016-03-22 19:35 Seto Kousuke: xDD
2016-03-22 19:36 Seto Kousuke: this is already a lot intuitive
2016-03-22 19:36 Seto Kousuke: lemme search the one thing that bothered me a bit
2016-03-22 19:38 Seto Kousuke: here
2016-03-22 19:38 Seto Kousuke: idk if it's just because i'm not warmed up or anything
2016-03-22 19:38 Seto Kousuke: 01:10:686 (6,7,8) -
2016-03-22 19:38 Seto Kousuke: i know that the patern of 7,8 were used before
2016-03-22 19:38 Seto Kousuke: but that 6 right before it is different from the rest, maybe unstack 7
2016-03-22 19:38 Seto Kousuke: and make a linear triplet
2016-03-22 19:38 Seto Kousuke: would be less confusing
2016-03-22 19:39 Avishay: but drums t.t
2016-03-22 19:39 Avishay: but sure I'll change it
2016-03-22 19:40 Seto Kousuke: well, you can leave it like that if you prefer that way :P was just a minor thing that bothered me
2016-03-22 19:40 Seto Kousuke: the map looks awesome with dt, and i'm sure nomod is way more fun
2016-03-22 19:40 Avishay: I'll see if I can find something better to do
2016-03-22 19:41 Seto Kousuke: righty xD
2016-03-22 19:41 Seto Kousuke: and that's it, awesome map <3
2016-03-22 19:41 Seto Kousuke: gogo rank this so I can get #1 hhuhuhu
2016-03-22 19:41 Avishay: thank you <3
2016-03-22 19:41 Avishay: do you mind if I post this log (or you can do that yourself) along with the score screen of your play on the thread?
2016-03-22 19:42 Avishay: I decided I wanted to get some more opinions to show people that the overmaps (that you didn't even notice aha)
2016-03-22 19:42 Avishay: are not gruesome
2016-03-22 19:42 Seto Kousuke: ahahahah suure xD
2016-03-22 19:42 Seto Kousuke: the whole concept of the map is amazing
2016-03-22 19:42 Seto Kousuke: fun to play and flows well
2016-03-22 19:42 Avishay: thanks!
2016-03-22 19:42 Seto Kousuke: and my misses in the last diff wasn't even in the hard parts, so 10/10 ;3

Ended up changing a few things on Insane, mainly minor repositions, but should be more intuitive!
Topic Starter
Avishay
Syph



SPOILER
2016-03-22 20:31 Avishay: yo
2016-03-22 20:31 Avishay: can you test play and give me your opinion on something?
2016-03-22 20:32 Syph: sure
2016-03-22 20:32 Avishay: ACTION is editing [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day [DiFf_(k)NAME]]
2016-03-22 20:33 Syph: >initialising
2016-03-22 20:33 Syph: yes thanks direct
2016-03-22 20:33 Syph: there we go
2016-03-22 20:34 Syph: star rating is a lie xd
2016-03-22 20:35 Avishay: indeed ::P
2016-03-22 20:35 Syph: this is pretty fun
2016-03-22 20:35 Syph: reminds me of kneesocks tbh
2016-03-22 20:35 Avishay: feel free to test again and / or tell me if something felt bad / forced in the editors
2016-03-22 20:35 Avishay: editor*
2016-03-22 20:38 Syph: mmmm
2016-03-22 20:38 Syph: 00:44:186 (1,2,3,4,5,1,2,3,4,5) - this part felt a bit too spaced
2016-03-22 20:38 Syph: but the rest is good imo
2016-03-22 20:39 Avishay: alright, I'll consider reducing it. anything about the kiai?
2016-03-22 20:40 Syph: nah
2016-03-22 20:40 Syph: kiai is sexy
2016-03-22 20:40 Avishay: yay
2016-03-22 20:40 Avishay: thanks!
2016-03-22 20:40 Avishay: do you mind if I post this chatlog to the thread along yourscore?
2016-03-22 20:40 Syph: c:
2016-03-22 20:40 Syph: o yea i wanted to
2016-03-22 20:40 Syph: ask you something
2016-03-22 20:40 Syph: and yea np
2016-03-22 20:40 Avishay: sure go ahad
2016-03-22 20:40 Avishay: ahead*
2016-03-22 20:40 Syph: https://osu.ppy.sh/b/923005
2016-03-22 20:40 Syph: this set
2016-03-22 20:40 Syph: has only one diff by me
2016-03-22 20:41 Syph: and all other diffs are gonna be gd's soontm
2016-03-22 20:41 Syph: is that allowed?
2016-03-22 20:41 Syph: or do i need 2 diffs
2016-03-22 20:41 Avishay: as long as no one else has longer drain time
2016-03-22 20:41 Avishay: it's fine
2016-03-22 20:42 Avishay: anyway, thanks again!

Didn't end up changing anything, but I'll keep the pre kiai section in mind.
Topic Starter
Avishay
Fedora Goose

SPOILER
2016-03-22 20:45 Avishay: hey
2016-03-22 20:45 Fedora Goose: hello
2016-03-22 20:46 Avishay: I'm gathering some opinions from high level players on a short map (it's not crap dw ;p), do you mind playing it and giving me your opinion?
2016-03-22 20:47 Fedora Goose: ye i can try it
2016-03-22 20:48 Avishay: ACTION is listening to [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day]
2016-03-22 20:48 Avishay: SR might lie, but feel free to drop mods if you wish
2016-03-22 20:50 Fedora Goose: hmm i guess the map is fine
2016-03-22 20:51 Fedora Goose: not my kind of map, but its definitely playable
2016-03-22 20:51 Avishay: hm, I see, thanks!
2016-03-22 20:51 Fedora Goose: and im not a mapper so i cant really mod ¯\_(ツ)_/¯

I forgot to SS that lol.

xiAmME



SPOILER
2016-03-22 20:53 Avishay: hey there
2016-03-22 20:53 xiAmME: hey
2016-03-22 20:54 Avishay: I am getting some opinions from high level players on a short map, it's not really difficult but I'll appreciate an opinion and a testplay, would you like to try?
2016-03-22 20:55 xiAmME: sure :>
2016-03-22 20:55 Avishay: ACTION is listening to [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day]
2016-03-22 20:55 Avishay: feel free to drop hdhr if you wish, thanks ^^
2016-03-22 20:55 xiAmME: i'l try
2016-03-22 20:57 xiAmME: lol i suck
2016-03-22 20:57 xiAmME: :DD
2016-03-22 20:59 xiAmME: uhnn
2016-03-22 20:59 xiAmME: timing seem a bit off
2016-03-22 20:59 xiAmME: or maybe i'm a bit off
2016-03-22 20:59 xiAmME: i like the style tho
2016-03-22 20:59 Avishay: ;o I'll check that, anything in particular that felt odd / bad?
2016-03-22 21:00 xiAmME: mmh not really
2016-03-22 21:00 xiAmME: i think it's okey
2016-03-22 21:00 Avishay: I see, do you mind if I post this chatlog on the beatmap's thread?
2016-03-22 21:01 xiAmME: o.o why would you post this xD
2016-03-22 21:01 xiAmME: it doesn't matter to me btw
2016-03-22 21:02 Avishay: because there are some overmapped notes and some people make it too big of a deal imo, and just gathering experienced players on it
2016-03-22 21:02 Avishay: anyway thanks!
2016-03-22 21:02 xiAmME: oh okey i see
2016-03-22 21:02 xiAmME: np~
2016-03-22 21:03 xiAmME: also good luck with the map :>
2016-03-22 21:03 Avishay: thanks :)


Yeah those alternating maps are not everyone's type, but I'll get the timing checked carefully, most likely it's just the odd 150bpm intense map.


Edit: should mention I got MrPotato as a playtester 2 days ago -
SPOILER
2016-03-20 16:00 Avishay: yo, can you please testplay knew day again? I made some rhythm and placements changes, and I want you to tell me if something plays oddly or anything like that
2016-03-20 16:00 Avishay: you need to redl cuz new file too
2016-03-20 16:00 Avishay: ACTION is editing [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day [DiFf_(k)NAME]]
2016-03-20 16:00 MrPotato: k
2016-03-20 16:00 MrPotato: totally came back home just now
2016-03-20 16:01 MrPotato: after a week
2016-03-20 16:01 MrPotato: so ye
2016-03-20 16:01 MrPotato: ACTION is playing [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day [DiFf_(k)NAME]]
2016-03-20 16:03 MrPotato: feels a lot better than it used to actually
2016-03-20 16:03 Avishay: ;p
2016-03-20 16:04 Avishay: still want to fix up any odd rhythms and placements
2016-03-20 16:04 MrPotato: this
2016-03-20 16:04 MrPotato: 01:03:786 (2,1,2) -
2016-03-20 16:04 MrPotato: why the nc
2016-03-20 16:04 MrPotato: 01:03:986 (1) -
2016-03-20 16:04 Avishay: "people can't read it's 1/2 so NC plz"
2016-03-20 16:04 MrPotato: this confused me a bit
2016-03-20 16:04 MrPotato: but
2016-03-20 16:04 MrPotato: why not nc this
2016-03-20 16:04 MrPotato: 01:03:786 (2) -
2016-03-20 16:04 MrPotato: or
2016-03-20 16:04 MrPotato: just nc all three of them
2016-03-20 16:05 Avishay: lmao wouldn't having NC on 2 confuse as the jump would be just unexpected
2016-03-20 16:05 MrPotato: idk it just feels weird
2016-03-20 16:05 MrPotato: having these ncs
2016-03-20 16:06 Avishay: kkz
2016-03-20 16:06 Avishay: anything else about the rhythm on kiai?
2016-03-20 16:06 MrPotato: no actually
2016-03-20 16:06 Avishay: :o
2016-03-20 16:06 MrPotato: this is perfect tbh
2016-03-20 16:07 Avishay: thanks!
2016-03-20 16:07 MrPotato: fits both vocals and rhythm perfectly.
HappyRocket88
<3
Squichu
Aloha, as promiseddd.~~

Easy
  1. 01:02:686 - 01:17:686 - useless green lines, they don't affect anything! D:<
  2. 00:04:186 (3) - and 00:08:986 (1) - missing whistles on tail? because they feel inconsistent with the other sliders.
  3. 00:24:986 (1) - rotate this by -11° so the tail doesn't overlap with prev object
  4. 00:58:386 (1) - conisder splitting this, because of the syllabels? I don't really understand anything, but sounds to me like 00:59:186 - is seperate from the rest; might be mistaken. ;w;
I didn't check the hitsounds yet, but some parts sound weird to me, like 00:27:386 (3) - 00:30:586 (3) - for example, where the tails are hitsounded, but the heads aren't. That moves the focus on the tails, which is a little weird while playing, because well sliderend. >: But I suck with hitsounds so I'll get back to that eventually.

Normal
  1. hitsounds in the beginning sound inconsistent to me. .o. mind explaining?
  2. 00:12:186 - to 00:24:786 - eh, this part feels a little off, imo. Kinda looks like you couldn't decide what you wanted to map here, I really don't know what to make of it. >: (some strong beats are unmapped while weaker ones are, sometimes fine when there's the violin, but then you ignore the violin at other parts..) Idk, maybe you can explain that to me or if you're unsure what to do we can go talk about this part irc and maybe do some changes?
  3. there also are some rhythms that are still pretty dense like from 00:43:586 (4) - to 00:47:386 (1) - for example. Compared to Easy this is, imo(!), a little too much, because you're going from constant 2/1 and 1/1 in E to 1/2 "spam" in N. You could reduce density in parts like this, example http://puu.sh/nRyIe.jpg + http://puu.sh/nRyOH.jpg
    still following the rhythm, but it's a little less to click
  4. 00:47:786 (2,3,4,5,1,2,3,1) - ye, similar here. You could just replace 00:49:386 (1,2,3) - with 3 circles, that's a little easier for low skilled players because thes don't have to letgo-click-letgo-click-letgo-etc
  5. 00:52:186 (1) - to 00:55:986 (3) - http://puu.sh/nRzkm.jpg for same reasons
  6. 01:00:786 (4) - missing NC here, because first obj after downbeat
  7. 01:03:586 (1) - to 01:07:986 (1) - basically same as in first Kiai. http://puu.sh/nRzAY.jpg
  8. 01:08:786 (2,3,1) - feels a little off to have weaker beat clickable after downbeat when the latter one is only a sliderend, maybe try this instead: http://puu.sh/nRzIE.jpg
  9. 01:17:386 (1,1) - consider ctrl+g rhythm because stronger beat becomes clickable then. also 01:20:986 (1,2) - is basically the same and you have it clickable there, so would be better, imo
Advanced
  1. 00:01:986 - 00:02:386 - why green lines here. öö
actually, got quite late here, gotta get some sleep, then going to continue this tomorrow. orz (I'm not done with Adv yet)
Oke, finished mod IRC. I lost the log. :C
Topic Starter
Avishay

Squirrel wrote:

Aloha, as promiseddd.~~

Easy
  1. 01:02:686 - 01:17:686 - useless green lines, they don't affect anything! D:< Ugh yeah, hitsound copier, removed anyway.
  2. 00:04:186 (3) - and 00:08:986 (1) - missing whistles on tail? because they feel inconsistent with the other sliders. Not really, there's nothing to hitsound whistles for, the hitsounds are copied from the higher diff.
  3. 00:24:986 (1) - rotate this by -11° so the tail doesn't overlap with prev object But it's fine? Most of the reverse arrow is seen anyway.
  4. 00:58:386 (1) - conisder splitting this, because of the syllabels? I don't really understand anything, but sounds to me like 00:59:186 - is seperate from the rest; might be mistaken. ;w; I would! However, having an other 1/2 slider just feels really spammy with 00:56:786 (3,4) -, so I think a long slider is fine anyway.
I didn't check the hitsounds yet, but some parts sound weird to me, like 00:27:386 (3) - 00:30:586 (3) - for example, where the tails are hitsounded, but the heads aren't. That moves the focus on the tails, which is a little weird while playing, because well sliderend. >: But I suck with hitsounds so I'll get back to that eventually. I removed those claps now, but you see, it's pretty much hard to map claps at this part since the strong beats are on the red ticks and eghh it makes everything so awkward, but I guess just removing those claps is fine.

Normal
  1. hitsounds in the beginning sound inconsistent to me. .o. mind explaining? Yeah, hitsounds are aimed to make sense with the song rather than be dropped consistenly.
  2. 00:12:186 - to 00:24:786 - eh, this part feels a little off, imo. Kinda looks like you couldn't decide what you wanted to map here, I really don't know what to make of it. >: (some strong beats are unmapped while weaker ones are, sometimes fine when there's the violin, but then you ignore the violin at other parts..) Idk, maybe you can explain that to me or if you're unsure what to do we can go talk about this part irc and maybe do some changes? If you see it as a huge problem I wouldn't mind chaning some stuff, it seems pretty cool for me, I mapped what felt right at the moment and it came out pretty well, I do switch between instruments but when they're all so intense I see no reason to not do so.
  3. there also are some rhythms that are still pretty dense like from 00:43:586 (4) - to 00:47:386 (1) - for example. Compared to Easy this is, imo(!), a little too much, because you're going from constant 2/1 and 1/1 in E to 1/2 "spam" in N. You could reduce density in parts like this, example http://puu.sh/nRyIe.jpg + http://puu.sh/nRyOH.jpg
    still following the rhythm, but it's a little less to click The reason I mapped the Easy diff is so I won't have to change those, the lower diffs can't really map themselves to the many intense instruments, that's why I map mostly vocals there, the pre kiai section is intensive with vocals, hence the dense rhythm, it goes really well with the song and I'd like to keep that.
  4. 00:47:786 (2,3,4,5,1,2,3,1) - ye, similar here. You could just replace 00:49:386 (1,2,3) - with 3 circles, that's a little easier for low skilled players because thes don't have to letgo-click-letgo-click-letgo-etc But it's pretty straight-forward with the drums, mapping just 1/1 would be not as nice as all of the drums.
  5. 00:52:186 (1) - to 00:55:986 (3) - http://puu.sh/nRzkm.jpg for same reasons 1.5 beat gaps are even worse in easier difficulties, makes rhythm awkward, yeah it's a bit dense but it's the kiai and there's an easier diff.
  6. 01:00:786 (4) - missing NC here, because first obj after downbeat Yeah, but then I'll end up having 2 short combos which is not necessary, slightly longer combo of same consistent length should be okay.
  7. 01:03:586 (1) - to 01:07:986 (1) - basically same as in first Kiai. http://puu.sh/nRzAY.jpg I'll have to decline this for same reasons above, awkward beat gap and my opinion on this difficulty overall.
  8. 01:08:786 (2,3,1) - feels a little off to have weaker beat clickable after downbeat when the latter one is only a sliderend, maybe try this instead: http://puu.sh/nRzIE.jpg I agree it does feel a bit odd, however your rhythm is offputting as it suddenly does not follow the vocals (which i did for the whole kiai)
  9. 01:17:386 (1,1) - consider ctrl+g rhythm because stronger beat becomes clickable then. also 01:20:986 (1,2) - is basically the same and you have it clickable there, so would be better, imo I see your point, however - the first role of the slider is to follow the vocals and that weird held note at the background. If I could 3/4 on this dif I would for sure, 1/2 lands on nothing and an other 1/1 ignores a drum, it just feels a bit odd for me at the very least and I prefer current rhythm as it plays really well even though the slider lands on a downbeat.
Advanced
  1. 00:01:986 - 00:02:386 - why green lines here. öö
actually, got quite late here, gotta get some sleep, then going to continue this tomorrow. orz (I'm not done with Adv yet) Copied hitsounds and volumes from higher diffs >.>
Responding now so I'll have less to do tomorrow ;p

I apologize for declining many of those, I have nothing against you and I was really firm on those even before you modded it, I think my explanations are reasonable and I hope you could see those things the way I do.
Makeli
hi avishay i'm here because i'm here now and it doesn't matter
i'm just gonna mod dat extra diff and mostly rythm from there and idk maybe something random cause i'm a homo moose

diffkahsdyhname
I. 00:01:586 (1,1,1) - I don't personally like this nc spam here but whatevs
II. 00:04:186 (1,2) - You could've placed a triple here. There are the sounds for it in the song. And it seems kinda inconsistent to me when you decide to skip some triples and place some
III. 00:05:586 (1) - I know why you placed this like this but it still feels super awkward to me when you end this on a stron sound thing. Like a triple thing could be cool.
IV. 00:12:986 (1) - This could be 2 circles since the violin does things
V. 00:14:586 (1) - I'd like this sliderend to be clickable since it lands on a snare. The only 1/2 slider that would work in this part is probably those that you place every 2 measures 00:15:386 (1) - these
VI. 00:16:986 (1) - This 1/2 slider too is kinda awkward since the violin is still going full manmode
VII. 00:17:786 (1) - 1/4 slider and then start a triple at the red tick
VIII. 00:18:586 (1) - Two circles would fit better imo
IX. 00:20:786 (1) - This really breaks the consistency and doesn't really seem to fit the song
X. 00:23:986 (6) - Ending this slider on that snare is really unfitting. Also what's up with the hitsounds it's literally the same snare
XI. 00:24:986 (1) - If you're a MAN you map the guitar... jk don't do it
XII. 00:26:186 (6) - remove this clap there is no snare here
XIII. 00:27:786 (6) - wow here too m8. Ok it's in all of these pls remove
XIV. 00:32:786 (7,1,2) - I'm just as much of a sucker for consistency as Bonsai
XV. 00:35:586 (2,3,4,5) - You just gave all of these a clap and not a single one of them is a snare lol. 00:35:386 (1) - This slider has 2 snares and 00:35:586 (2,3,4,5) - are some tom hits. So your emphasis here is kinda upside down. Imo snares should have big spacing and should be harder to hit than those tom hits
XVI. 00:35:986 (1,1) - The guitar does a triple thing so idk if you wanna add that
XVII. 00:40:386 (2) - I'm sad for that snare
XVIII. 00:54:186 (3) - You know stuff like this kinda triggers me when you end sliders on kicks since drums are cool
XIX. 00:59:986 (1,2,3,4,5,6,7) - Mapping vocals here is kinda ehh imo. Takes all the hype away from this kiai imo
XX. 01:02:386 (4) - I feel like this sliderend should be clickable. And you could get the nc on the downbeat then too
XXI. 01:02:886 (3,4,5) - These are not snares anymore
XXII. 01:04:386 (1,2,3,4,5,6) - Yea i think the emphasis here is kinda upside down
XXIII. 01:07:986 (1) - You know what i'm gonna say
imo you could work on some rythms. Especially places like 00:23:986 (6) - cause snares
otherwise this seems pretty cool. I like it
Krfawy
Hi, passing by to say something about the highest difficulty. So I played it two times and that was the first time I played the map and the first time I've played for a few weeks I believe.

So what concers me is 00:08:586 (8) - this slider. The reversing arrow is barely visible and noticeable and I am more than sure that most people shall think those are two circles. What I recommend is you put a bit higher slider velocity, for example 0.75x, only for this slider so it's easier to notice it. Not only it's hard to notice it for the lenght of the slider and the tricky placement when compared to the rest of the little stream, but whenever I play the map the reversing arrow is white and the first thought that comes to my mind is 'o lol is it really 13th note now?' and then it's like 'oh dear Lord, that was a reversing arrow and not the number...' so you know. :<

BTW 00:18:586 (1,2,3,4,1) - I have a feeling there's no whistles in this part when the violin calls for it like in the previous and next parts of the map. D:

And the very beginning of the very last note in this map looks a bit clumsy (or however to word it I am not really sure). How about you CTRL + G it for a second to make the beginning of the slider look a bit more polished like *THIS*? I believe it would look nicer and neater and the flow would be the same or a bit more even (BTW I didn't move the gray anchor, I just transformed it into red one).

In easy 00:23:786 (3,1) - could you move the end of the last slider a bit to the right so the overlap doesn't harass the slidercircle and look scary? D:

Oh and how about a soft whistle on the very end of the very last note in every difficulty so that would stress the guitar and the violin sounds? They need some Krfawy loving too! :3

OkOkOkOkOkOkOkOkOkOkOkOkOkOkOkOkoratu so that's all from me. Sadly I didn't mod it properly, it's just more like a very fast test on the maps because I am currently preparing myself and the house for the Easter event. I hope you can understand why it's a very short and not that detailed mod and I'm sorry for that. D:

BTW there are some noobish screens from me and a replay as a bonus! o/

*DOWNLOAD THE REPLAY*





Good luck with the mapset! Happy Easter! :3
Topic Starter
Avishay

Maakkeli wrote:

hi avishay i'm here because i'm here now and it doesn't matter
i'm just gonna mod dat extra diff and mostly rythm from there and idk maybe something random cause i'm a homo moose

diffkahsdyhname
I. 00:01:586 (1,1,1) - I don't personally like this nc spam here but whatevs
II. 00:04:186 (1,2) - You could've placed a triple here. There are the sounds for it in the song. And it seems kinda inconsistent to me when you decide to skip some triples and place some At first I tried to follow everything here, but it just felt really poor, vocals felt out of place and it was overall odd, having it this way allows me to put pressure on the vocals only and nothing in between, just like I could make 00:07:786 (3,4,5,6) - a single stream, but it'd ruin the vocals.
III. 00:05:586 (1) - I know why you placed this like this but it still feels super awkward to me when you end this on a stron sound thing. Like a triple thing could be cool. Blame vocals, a triplet doesn't work that well, no held effect and note on blue tick is helle weak.
IV. 00:12:986 (1) - This could be 2 circles since the violin does things But I'm sure you can agree with me that 00:13:186 (2,3,4) - is much stronger and intesive, right? Regardless, so many consecutive circles would make it really awkward in my opinion.
V. 00:14:586 (1) - I'd like this sliderend to be clickable since it lands on a snare. The only 1/2 slider that would work in this part is probably those that you place every 2 measures 00:15:386 (1) - these
VI. 00:16:986 (1) - This 1/2 slider too is kinda awkward since the violin is still going full manmode
VII. 00:17:786 (1) - 1/4 slider and then start a triple at the red tick
VIII. 00:18:586 (1) - Two circles would fit better imo
IX. 00:20:786 (1) - This really breaks the consistency and doesn't really seem to fit the song
X. 00:23:986 (6) - Ending this slider on that snare is really unfitting. Also what's up with the hitsounds it's literally the same snare
XI. 00:24:986 (1) - If you're a MAN you map the guitar... jk don't do it
XII. 00:26:186 (6) - remove this clap there is no snare here
XIII. 00:27:786 (6) - wow here too m8. Ok it's in all of these pls remove Those claps go really well with the song, epsecially on higher diffs, it's a fact.
XIV. 00:32:786 (7,1,2) - I'm just as much of a sucker for consistency as Bonsai Yeah but.. the song is not consitent. I am forced to do that.
XV. 00:35:586 (2,3,4,5) - You just gave all of these a clap and not a single one of them is a snare lol. 00:35:386 (1) - This slider has 2 snares and 00:35:586 (2,3,4,5) - are some tom hits. So your emphasis here is kinda upside down. Imo snares should have big spacing and should be harder to hit than those tom hits To be fair, I don't really know too much of those stuff (a strong beat is a strong beat), I map and hitsound accordingly to the playability and such, variation in the hitsounds is cool and fun to use, the emphasization comes from the slider with the jump into the stream, so it's cool.
XVI. 00:35:986 (1,1) - The guitar does a triple thing so idk if you wanna add that
XVII. 00:40:386 (2) - I'm sad for that snare
XVIII. 00:54:186 (3) - You know stuff like this kinda triggers me when you end sliders on kicks since drums are cool I literally did it throughout the map, the song does not allow me to not do this, it has drums here and there, white ticks, red ticks, blue ticks, if I want to have proper playable rhythm I have to do it this way.
XIX. 00:59:986 (1,2,3,4,5,6,7) - Mapping vocals here is kinda ehh imo. Takes all the hype away from this kiai imo But it's following the instruments too?
XX. 01:02:386 (4) - I feel like this sliderend should be clickable. And you could get the nc on the downbeat then too Yeah but then the slider is just a 1/2 slider and I am not following the vocals.
XXI. 01:02:886 (3,4,5) - These are not snares anymore I honsetly don't know what does that mean in terms of hitsounds, it sounds and plays well nontheless.
XXII. 01:04:386 (1,2,3,4,5,6) - Yea i think the emphasis here is kinda upside down Why? It's getting more intense.
XXIII. 01:07:986 (1) - You know what i'm gonna say
imo you could work on some rythms. Especially places like 00:23:986 (6) - cause snares
otherwise this seems pretty cool. I like it
Didn't really comment on anything as it feels kinda repetitive, it seems like that you overall don't agree with my rhythm choice rather than it is me who has a poor rhythm choice. I mostly follow vocals and I try to make sense in both instrumental and vocal aspects, while allowing decent gameplay of course, the song has many vocals that are not following the downbeats and many instruments that have intensive moments on different parts of a beat.

I did change some stuff though, if you wish to know more about something I did not change or want a more in-depth explanation, feel free to ask me.

I highly appreciate the input anyway, thank you very much!
Topic Starter
Avishay
@Krfawy, changed everything (except adding that soft hitsound in the end, I can't find anything fitting ehhh), including the thing on Easy, although I declined it on Squirrel's mod, I guess it should be just changed as you both mentioned it.

BTW, here's MrPotato's play at the current ver (which I am going to update over it too)

Alec T Ota
Nice map, shoot star
Topic Starter
Avishay
Thanks for the star, trying to find some BN to push it forward atm.
Kibbleru
u should use at least tickrate 2 for this type of style

ex
00:08:586 (8) - repeat is so hard to see >< can u increase sv for this slider
00:54:186 (3,4,5) - flow is kinda sharp here, and if ur going to map like this, i think you should avoid things that are jittery to play.
01:04:386 (1,2,3,4,5,6) - idk what to really say about this.. dont u think the spacing gets a little harsh at the end lol
01:07:186 (5,6) - why is this spaced so big?


insane
00:32:986 (1,2,3,4) - can u not do something like this lol, too misleading and no manual stack on 00:32:986 (1,2) - doesn't help cuz it all looks the same in game
01:03:986 (3,4,5) - u need more spacing here, looks too similar to 01:04:586 (1,2,3,4) -
01:10:686 (6,7,8) - the stack makes the movement super jittery, can u either space them all out or stack them all

hard
00:27:686 (4) - unecessary triplets here imo
00:30:886 (4) - ^
why does hard diff have lower CS than advanced? follow something linear pls?
also i think its better to rename advanced > hard and hard > hyper

normal
00:43:586 (4,5,1,2,3,4,1,2,3,4,1) - can u insert a 1/1 break somewhere here? 1/2 chain a bit too long imo

easy
can u not use 1/2s here? >< otherwise it becomes more like a normal
Topic Starter
Avishay

Kibbleru wrote:

u should use at least tickrate 2 for this type of style OH, right, changed in all diffs.

ex
00:08:586 (8) - repeat is so hard to see >< can u increase sv for this slider I guess incresaing the SV could work too, should be okay now.
00:54:186 (3,4,5) - flow is kinda sharp here, and if ur going to map like this, i think you should avoid things that are jittery to play. To be honest I use sharp flow in more places, it goes really well with the vocals. e.g. 00:53:386 (7,1) - 01:01:586 (9,1) - The reasoning for the movement from 3->4 is the vocals obv but the movement from 4->5 is quite fun and not as terrible as it might seem in the editor, here's how it actually plays http://puu.sh/o593N/f25cd66713.jpg (excuse my terrible paint skills lol)
01:04:386 (1,2,3,4,5,6) - idk what to really say about this.. dont u think the spacing gets a little harsh at the end lol Not really, it's quite smooth, everyone who played it found it just fine :P Maybe it's a bit scary on the editor.
01:07:186 (5,6) - why is this spaced so big? Mostly because of the sudden strong violin (and because it looks really well!), unlike 01:09:686 (9,1) - which starts really low


insane
00:32:986 (1,2,3,4) - can u not do something like this lol, too misleading and no manual stack on 00:32:986 (1,2) - doesn't help cuz it all looks the same in game Not really sure what to do here then, everything else is even more overdone or awful.
01:03:986 (3,4,5) - u need more spacing here, looks too similar to 01:04:586 (1,2,3,4) - NC is the best I can offer, the pattern is not that hard to distinguish and you can hear the intensity change too.
01:10:686 (6,7,8) - the stack makes the movement super jittery, can u either space them all out or stack them all Yeah I agree. BUT GOD DAMNIT everything else just doesn't work, 01:10:786 (7) - is clearly the strongest drum, the play here should be this way 01:10:386 (5,6,7) - is supposed to play like a triplet on sliderend but then it gets mixed with a double here 01:10:786 (7,8) -, honestly blame the song, I tried placing the slider at 1/2 but it makes the whole pattern sound awful. I do think lieaving it like this is the wise choice too, as the pattern is well constructed otherwise.

hard
00:27:686 (4) - unecessary triplets here imo I used those triplets to fill in some of the rhythm, since the vocals halt there, unlike 00:29:186 (3) - and 00:32:586 (3) -
00:30:886 (4) - ^
why does hard diff have lower CS than advanced? follow something linear pls? Yeah okay, I explained it previously and I will again, Hard is big spacing oriented, means I focus on big movements rather than aim, hence the forgiving circle size. For example - 00:49:186 (1,2,1,2,1,2,1,2) - on Hard, compared to 00:49:186 (1,1,1,1,1,1,1,1) - on Insane, I hope it's understandable.
also i think its better to rename advanced > hard and hard > hyper Eghh, could be fine but I don't really want to user Hyper here, seems unfitting.

normal
00:43:586 (4,5,1,2,3,4,1,2,3,4,1) - can u insert a 1/1 break somewhere here? 1/2 chain a bit too long imo I tried, again and again, but the vocals are just intense and non-stop here, it just feels wrong to cut it somewhere, 00:44:986 (3) - was 1/2 at first but I made it easier with a 1/1, maybe a halt at 00:46:786 (4) - would work but that's the endof the pattern and there's a 1/1 break right afterwards, so I think it's best to keep it as it is.

easy
can u not use 1/2s here? >< otherwise it becomes more like a normal [b]That's unavoidable :< Shift between strong beats and vocals is on 1/2, I can't avoid that completely otherwise it's just terrible, there's still quite a gap between this and Normal.[/b
I might have ended declining most stuff, but most of those did appear before and I am declining those like I did back then, I hope my explanations are understandable!
Topic Starter
Avishay
adding response to some additional irc stuff

2016-04-04 03:17 Kibbleru: as for 00:32:986 (1,2) - in insane
2016-04-04 03:17 Kibbleru: u can try swapping the nc maybe
2016-04-04 03:17 Kibbleru: itll help a bit It was like that at the origin, some people said it should be this way and some this way, I guess I'll NC it.
2016-04-04 03:17 Kibbleru: 01:04:386 (5) - maybe nc on here too? It's just a NC, so okay.
2016-04-04 03:17 Kibbleru: to indicate start of stream
2016-04-04 03:19 Kibbleru: on easy 01:09:386 (3) - i dont think u need to use 1/2 here If I move it to the red tick then it'll be even worse, I did follow all the strong vocals I could on this kiai, which was my aim from the beginning, so it wouldn't be right.
2016-04-04 03:19 Kibbleru: 01:09:386 - doesn' really land on any percussion
2016-04-04 03:20 Kibbleru: so its rather a weak beat
2016-04-04 03:20 Kibbleru: 01:03:586 (3) - consider adding repeat If I do that, I'd have to map everything between 01:03:586 (3,1) -, otherwise it's awkward, I intentionally ignored the vocals between the kiais, it's cool.
Kibbleru
alright u worked hard finding lots of mods n feed back so, support
Nozhomi
The IRC check~
2016-04-05 15:06 Nozhomi: OKAY
2016-04-05 15:06 Nozhomi: let's do this boi !
2016-04-05 15:07 Avishay: OKAY
2016-04-05 15:07 Nozhomi: will just see if I don't see unplaisant things since I liked kinda everything before
2016-04-05 15:12 Nozhomi: ACTION is editing [https://osu.ppy.sh/b/921369 (K)NoW_NAME - Knew day [Normal]]
2016-04-05 15:13 Nozhomi: 00:28:186 (1,2,3,1) - can you try to adjust slightly spacing here ?
2016-04-05 15:13 Nozhomi: It's quite nazi but it goes at 1.07x
2016-04-05 15:13 Avishay: sure
2016-04-05 15:14 Nozhomi: 00:54:386 (3,4) - Same lol 1.13x
2016-04-05 15:14 Nozhomi: 01:08:786 (2,3) - 1.07x
2016-04-05 15:15 Avishay: v
2016-04-05 15:15 Avishay: v
2016-04-05 15:18 Nozhomi: ACTION is editing [https://osu.ppy.sh/b/921634 (K)NoW_NAME - Knew day [Advanced]]
2016-04-05 15:18 Nozhomi: 00:40:186 (3,4) - I don't feel like this should be stacked imo
2016-04-05 15:19 Nozhomi: sounds wrong
2016-04-05 15:20 Avishay: hm
2016-04-05 15:20 Avishay: any placement suggestions?
2016-04-05 15:20 Avishay: because it is supposed to emphasize some halt
2016-04-05 15:20 Avishay: could stack it on 00:40:986 (1) - but it will be overkill
2016-04-05 15:20 Avishay: 00:43:786 (3) - is the same
2016-04-05 15:20 Nozhomi: ohwell nvm then
2016-04-05 15:21 Avishay: 00:49:186 (1,2,3,4,5) - I think about changing this a bit
2016-04-05 15:21 Avishay: perhaps making the first notes non-linear
2016-04-05 15:21 Nozhomi: yeah sure
2016-04-05 15:23 Avishay: did this
2016-04-05 15:23 Avishay: http://puu.sh/o6Y7V/ae701d1a35.jpg
2016-04-05 15:24 Nozhomi: looks fine to me
2016-04-05 15:29 Nozhomi: I guess you don't want to change CS in Hard even if it's for CS3.2 ? XD (I read you explication about it)
2016-04-05 15:30 Avishay: sure cs3.2 is fine too
2016-04-05 15:30 Avishay: will make it a bit harder too but not too much
2016-04-05 15:31 Nozhomi: because yeah CS3 feels too low :c
2016-04-05 15:35 Nozhomi: ACTION is editing [https://osu.ppy.sh/b/921368 (K)NoW_NAME - Knew day [Insane]]
2016-04-05 15:35 Nozhomi: 01:03:986 (3,4,1) - So I see what Kibb said about this, but why not done like this to increase a little the spacing here ? http://puu.sh/o6YIR/bfd8889fb1.jpg
2016-04-05 15:37 Avishay: uhmmm
2016-04-05 15:37 Avishay: I guess I will change it
2016-04-05 15:37 Avishay: I like your suggestion
2016-04-05 15:37 Avishay: and since I didn't stack 01:03:786 (2) -
2016-04-05 15:37 Avishay: it should be fine to not stack 01:04:186 (4) - too
2016-04-05 15:38 Nozhomi: yea
2016-04-05 15:38 Nozhomi: the stacks are not visible in game anyway
2016-04-05 15:38 Nozhomi: they're too spaced in time
2016-04-05 15:39 Avishay: yeah but the players remembers them lol
2016-04-05 15:39 Nozhomi: lol
2016-04-05 15:46 Nozhomi: ACTION is editing [https://osu.ppy.sh/b/921294 (K)NoW_NAME - Knew day [DiFf_(k)NAME]]
2016-04-05 15:46 Nozhomi: damn this diffname
2016-04-05 15:46 Nozhomi: XD
2016-04-05 15:47 Avishay: better than 'Extra'
2016-04-05 15:47 Nozhomi: I don't blame diffname because I understand why you did it
2016-04-05 15:48 Nozhomi: but I hope everyone will too ^^'
2016-04-05 15:48 Avishay: it's not thatt hard to understnad haha
2016-04-05 15:48 Nozhomi: haters are stupid remember
2016-04-05 15:49 Nozhomi: 00:12:186 - about this part
2016-04-05 15:49 Nozhomi: now I'm looking quite deeper on it
2016-04-05 15:49 Avishay: bkg;khptiyuoioiroltijleujtoho;;hgiduhiglhighdghjfk
2016-04-05 15:50 Avishay: ,gmhbljgfknnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
2016-04-05 15:50 Avishay: ,.,,,,.kljkhnkhfjgjfb
2016-04-05 15:50 Nozhomi: hue calm
2016-04-05 15:50 Avishay: cvdbfdhfhfhbfbvhnty
2016-04-05 15:50 Nozhomi: it's just about rhythm you used
2016-04-05 15:50 Nozhomi: about the 00:19:186 (1) - 6/4 sliders like this one
2016-04-05 15:50 Nozhomi: you usually used them for holded violin notes
2016-04-05 15:51 Avishay: oh oops
2016-04-05 15:51 Avishay: I went afk for 2 mins
2016-04-05 15:51 Avishay: and my little brother just hopped in lol
2016-04-05 15:51 Nozhomi: oh
2016-04-05 15:52 Nozhomi: that explain the
2016-04-05 15:52 Nozhomi: ...spam ? XD
2016-04-05 15:52 Nozhomi: ANYWAY
2016-04-05 15:53 Nozhomi: so for exemple what I can't understand is
2016-04-05 15:53 Nozhomi: why use a 1/1 slider for 00:15:386 (1) - (it fits violin = nice)
2016-04-05 15:54 Nozhomi: but then why do something different for 00:18:586 - ?
2016-04-05 15:54 Nozhomi: it's basically the same rhythm pattern on the song
2016-04-05 15:54 Nozhomi: :c
2016-04-05 15:54 Avishay: 00:15:386 (1) - violin halts and doesn't continue here
2016-04-05 15:55 Avishay: unlike
2016-04-05 15:55 Avishay: 00:18:586 (1) -
2016-04-05 15:55 Avishay: which is undermapped
2016-04-05 15:55 Avishay: since the violin hits 1/3
2016-04-05 15:55 Avishay: and there's a new violin at the next object 00:18:786 (2) -
2016-04-05 15:55 Avishay: but at 00:15:386 (1) - it resumes on the next blue tick and not on the red tick
2016-04-05 15:55 Avishay: and there are no 1/3 violin hah
2016-04-05 15:56 Nozhomi: fair enough
2016-04-05 15:57 Nozhomi: btw I hate you 00:35:586 (2,3,4,5,1) - this pattern makes me miss everytime XD
2016-04-05 15:58 Avishay: just imagine it as a strream
2016-04-05 15:58 Avishay: stream
2016-04-05 15:58 Avishay: rather than individual objects
2016-04-05 15:58 Avishay: it'll be easier to hit
2016-04-05 15:58 Avishay: I can't play the map well anymorexd
2016-04-05 15:58 Avishay: I memorized it unfortunately
2016-04-05 15:58 Avishay: so reading sucks
2016-04-05 15:58 Nozhomi: XD
2016-04-05 15:59 Nozhomi: well I don't have anymore stuff to add there
2016-04-05 15:59 Avishay: kk updatting
2016-04-05 15:59 Avishay: updating
2016-04-05 15:59 Nozhomi: update it and will see if your fixes are goodshit
2016-04-05 15:59 Avishay: gooooooooooooodshit
2016-04-05 16:00 Avishay: updated
2016-04-05 16:05 Nozhomi: OK
2016-04-05 16:05 Nozhomi: looks fine
2016-04-05 16:05 Nozhomi: will play it last time
2016-04-05 16:05 Avishay: woo
2016-04-05 16:05 Nozhomi: to be sure

Ok for me.

Qualified~


Also I have to apologise for rushed the bubble without have more thoughts about the set :c That was quite absurd even if I still think it was fine. Sorry.
Bearizm
why is this diff name something u can easily qualify LOL triggered by this artist/song/diff name my god

oh, and gratz!
ztrot
Sorry about this but I'm not sure this is ready quite yet.

[DiFf_(k)NAME]
I see what you are doing with this map and I'm wanting to start off by saying the map isn't bad but there are a lot of inconsistent spacing that could be made consistent while still keeping your vision in tact.
01:04:386 (1,2,3,4,5,6) - prime example currently the spacing is all over the place I figure you are trying to match the pitch change, but there is a far more consistent approach to this, you can take 1 2 3 and make them all one consistent spacing and on 4 (where the pitch actually changes you could increase the spacing a bit more like in this screenshot https://osu.ppy.sh/ss/4870661 I suggest you take a bit more time on the final diff and look through it fully as these happen a bit more than once. I would also like to see some discussion about possible consistent fixes from the community and as to why you might feel this is okay. overall the set isn't bad timing is good and all the other stuff checks out but trust me someone is going to point out these flaws in spacing so it is better to get it fixed now than wait to have it DQ'ed in the last day. If you have questions feel free to contact me.
Sonnyc
[DiFf_(k)NAME]
Several 1/4 spacings could get revised. 00:52:786 (4,5,6) - 00:55:186 (1,2,3) - 00:56:586 (2,3,4) - 00:59:886 (6,1) - 01:04:986 (1,2,3) - 01:05:586 (4,5,6) - 01:07:486 (6,7) - 01:07:986 (1,2,3,4,5,6,7) - 01:10:186 (3,4,5) - Assuming the consistent spacing for the kiai section was meant to be 1.5x, these were stuffs that needed a rearrange for a better organization.

00:57:786 (3,4,5) - Besides, this jump having less relevance to spacing, resulted in less organization.
01:15:386 (1,2) - Also you'll want to start the combo from (2) since that's where the symmetry pattern starts, and 01:15:386 (1) belongs to the previous increasing spacing pattern of 01:14:986 (1,2,3,4).
Nozhomi
Sadly I can't disagree with ztrot and Sonnyc about these issues.
Would add too about 00:13:186 (2,3,4) - / 00:13:786 (1,2,3) - these spcaing who could be more consistant here since the violin is not stronger at any point, nor the drums.
00:37:786 - About these sliders (since we talked about them with ztrot), I still wonder if they had to be all NC due to small SV changes.

Call me back when issues are resolved, and once again sorry or these mistakes.
Topic Starter
Avishay
Thanks for the input, I'll take a look when I get home.
worst fl player
damn son. dat went quick
Topic Starter
Avishay
Alright!

ztrot wrote:

Sorry about this but I'm not sure this is ready quite yet.

[DiFf_(k)NAME]
I see what you are doing with this map and I'm wanting to start off by saying the map isn't bad but there are a lot of inconsistent spacing that could be made consistent while still keeping your vision in tact.
01:04:386 (1,2,3,4,5,6) - prime example currently the spacing is all over the place I figure you are trying to match the pitch change, but there is a far more consistent approach to this, you can take 1 2 3 and make them all one consistent spacing and on 4 (where the pitch actually changes you could increase the spacing a bit more like in this screenshot https://osu.ppy.sh/ss/4870661 I suggest you take a bit more time on the final diff and look through it fully as these happen a bit more than once. I would also like to see some discussion about possible consistent fixes from the community and as to why you might feel this is okay. overall the set isn't bad timing is good and all the other stuff checks out but trust me someone is going to point out these flaws in spacing so it is better to get it fixed now than wait to have it DQ'ed in the last day. If you have questions feel free to contact me.
I guess it is unavoidable then, personally, I don't see it as a flaw, I purposely didn't make it completely consistent, it'd kill the freedom in the difficulty, I don't want it to be uptight, just enjoy the abundant music with the map.

Unfortunately it seems that I do need to make it a bit more strict, which I'll do now.

Relating to your prime example, it's simple, the pattern is building emphasization towards the entrance of the kiai, I didn't like your screenshot, it's too sharp, the emphasization comes with the increased speed, not with the movement, the movement is supposed to be fluid, it's completely readable and plays great, never seen anyone mess this up by getting confused about 1/2 or whatever. Even if the song doesn't increase the pitch after every note, I build the emphasization myself, and it works really well.

Making a reference to the stuff I want to comment on Sonnyc's mentions -

  1. 01:07:486 (6,7) - I slightlyd increase the spacing here to 1.3, but 1.5 would simple be overkill with the jump from 01:07:186 (5) -
Everything else on Sonnyc's mod was changed / fixed.

Sliders @00:37:786, SVs changes are a little play with the vocals, the pair NCs work really well here and using NC on everyone would be unnecessarily too spammy.

I did read the chat on #nominators (it was open luckily so I could scroll up), I hope everything is understandable!

Oh, and about this quote

Trust me, I put much thought into my maps, perhaps even too much, if something is not clear, feel free to ask.
Stjpa
Yet every map of you got disqualified because if inconsistency, when will you learn? ;_;
Sonnyc

Avishay wrote:

Okay! I've decided to get some more opinions from high rank players on the highest diff, therefore I'll pop the bubble myself, I'll post screenshots and logs here.
Also better not pop your own bubble using a self-icon since it raises 5 star priority. Doing such stuff isn't right in the ranking procedure, and is unfair for non-bns afterall!
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