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(K)NoW_NAME - Knew day (TV Size)

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Monstrata
If you scrutinize hard enough, you can comment/suggest changes on any map. There's no sense in spiting the BN's involved, because objectively there is nothing wrong. Subjectively, people can always disagree and that's perfectly fine. These disagreements have nothing to do with BN's rushing their decision to icon/qualify this set.

Good luck with ranking. Imo, it's only rushed if obvious unrankable issues are overlooked, like unused hitsounds etc... which doesn't seem to be the case here.
Topic Starter
Avishay
Hello again, I'll start by responding to the concerns that were raised and hopefully we can get to an agreement about the state of this map.

Gero wrote:

Hello, congratulations for get this mapset qualified but there are some things that concern me a lot and for obvious reasons could be improved.

DiFf_(k)NAME

  1. 00:01:586 (1,1,1,1) - These kind of patterns look good and are awesome if they fit, but this is not the case here. In this song the music and the voice at the beginning sound consistent and there technically is no change in the music. I would like to recommend you to do something different instead. That's just wrong, the background sound is being increased in volume, the vocals become more intense, I am trying to understand why you would say something like that. I like that, it fits, it plays well, it looks well, so I can't really agree on that.
  2. 00:05:586 - 00:10:586 - The whole section is quite weird itself, due to that there are some beats that were completely ignored so it can be somehow difficult to understand and to play play also these changes of speeds doesn't helps at all neither. It's not complicated at all. Did you even try playing it? Lett me start with the SV changes: 00:08:586 (8) - Done to make the reverse arrow more visible, it has no impact on the gameplay, at all. 00:08:986 (1) - Returning to the original SV before this change. 00:09:586 (1) - Slight increase to make a transition into the next section, since 0.5 -> 1.5 is quite huge, reducing the gap helps. As for the section itself, I can't follow everything, it sounds awful, takes emphasization from vocals, too dense and more stuff, present rhythms are well thought and placed, if you had any suggestion for improvement, I'd like to hear that.
  3. 00:29:786 (1,2) - Could you explain to me why you've used a spacing lower at this section in compared to the rest that is technically the same kind of rhythm and that you've added jumps there? Valid concern. But, the patterns in this section use mostly the same rhythm and similar pattern structure, I am not using the same spacing all over this section, it makes it unnecessarily boring. Perhaps it looks a bit odd in the editor, but I can assure you that the whole section plays really well, this specific pattern does not stand out. I'll elaborate a bit more on the spacing anyway - it is quite similar to 00:28:186 (1,2,3) - in that manner, the pattern looks different, but it is spaced the same, giving emphasization to the last slider, if it's such a huge concern I might change it, but it doesn't really matter in my opinion.
  4. 00:10:586 (1,1) - The pitch in both sections feels almost the same. The only difference is the sound finish at the background but the voice seems like the same, so a change of speed in this part makes no sense at all. Please, try putting a bit more thought, it's clearly obvious for everyone. 00:10:586 (1) - The sound here is unexpected, giving it huge SV allows the momentum of the surprise to be actually played, at first I wanted to extend 00:10:386 (3) - just to follow the vocals, but it was awful, so I had to follow this note, even though it disturbs the vocals, hence the surprise. 00:10:786 (1) - There's nothing new on the sliderhead, some weird sound started playing but the intensity from the previous slider is gone, reducing the SV is just appropriate, but I ended up making this whole section gimmicky and fun, and it makes sense too.
  5. 00:32:786 (7,1,2) - I really don't understand the point of the constantly mapped into a double BPM and then go back to typical 1/2 rhythm? actually this could be even more confused due that the previous object is 1/4 and then swap it into 1/2 is difficult to read anyways I'm quite sure that most of the players will be confused or probably will fail that part so I would suggest you remap the whole pattern by anything else. It is done because the rhythm changes, unlike the previous patterns, there are no vocals at 00:32:986 (1) -, meaning I can't use the same pattern there, anyway there isn't any point of having 00:32:786 (7) - as a 1/4 slider because of the sudden shift to a single 1/2, it just plays odd, I did try it before and it did not work at all. No players got confused here, they aren't supposed to predict how the song plays, but read it and react accordingly, how are you so sure they will fail?
  6. 01:03:786 (1,2,3,1,2,3,4,5,6,1) - The same thing happens here, just that in this part it is a bit different - but I guess you get the idea. I don't, we are not in the kiai anymore this is an intersection between both kiai sections, mapping any 1/4 on those 01:03:786 (1,2,3) - is just wrong, nothing supports it, and it takes away the intensity and impact of the next stream.
  7. 00:40:386 (2) - This SV makes no sense, the vocal is not that much lower to do something like this. Yeah, this is gimmicky, might a bit hard to understand it immediately. I had explained this whole section before in some comment that I can't seem to find, so I'll just explain again. 00:37:786 (1) - till 00:47:386 (1) - is a section that can get cut to 3 sections, the first two are quite similar, vocal intensity is medium+- and it doesn't really change much, therefore they are mirroring each other, the thitd section is irrelevant in this explanation so I'll cut to the mentioned slider - because the sections are mirrored, the last and first notes of the first and second sections respectively are identical, I wanted to make something that allows the player to actually sense the cut between the sections, the slow reverse slider does it in a nice fashion, both time the head hits it's on a vocal and the slider doesn't put any pressure at all as he plays a mere transition into the upcoming section (I use this word a lot don't I)
  8. 00:43:286 - How about to add something clickable here? There are some sounds that are quite noticeable. It's not that noticeable in my opinion, but it does exist. I did follow this note on Insane but not here, my claim behind this is because I want the mirroring pattern to be kinda perfect, the triplet wouldn't work if a sliderend is a part of it, it's just odd. Yeah this might not be the best explanation, but I simply wish to undermap it.
  9. 00:51:186 (1,2,3,4,5) - Overall it's not that bad but I'm pretty sure that this could be more polished, try to make it consistent. I am lost on this one, what do you mean by making it more consistent? Spacing is increasing, creating a triangle that builds itself from inside, what's wrong here?
  10. 00:56:386 (1,2,5) - I think these kind of jumps are quite inconsistent because the background sound seems like the same all the time and having jumps like this is weird and obviously plays bad. Listen to the violin, I tried following the drums too but as the strongest drums land on the blue ticks it's quite hard, the violin supports this pattern really well, nothing I can add here. But I wonder, how did you conclude that it plays bad? I don't really like this judgement.
  11. 00:57:186 (7,1) - What are you trying to emphasize here? Last violin note, it's held and placing it this way makes the whole pattern consistent, along with some buildup to the upcoming vocals.
  12. 00:57:786 (3,4,5,6) - I really would like to see other kind of patterns here, apparently your intention to make it fun is great but the kind of flow you've used seems inappropiate and the cursormovement feels forced as well. Hm, it can be improved indeed, changed.
  13. 00:58:586 (1,2) - Same as above. That's actually just fine, a bit forceful yeah, but the drums supports it regardless, it's cool.
  14. 01:14:986 (1,2,3,4,5) - This is way too much for an extra difficulty, the amount of objects in a such a short time feels too dense in my opinion. Egh.. what? It's literally a 1/4 stream, the whole song is as dense as this.
Best of luck.

Stjpa wrote:

actually I didn't want to mod but it seems like this map needs some. :v

[Easy]
In the beginning I can't really figure out your system of how ur whistles are placed. It definitely can't be that one "whoosh" sound because it would make the hitsounding inconsistent except you wanted it to be lol. They were copied from the highest diff, but because it is not as dense as the other one the hitsounds are different, fixed it up a bit.
00:48:186 (2) - Why didn't you place this slider on the previous red tick for the vocals? You used 1/2 in the kiai too, so this would be a great transition if you ask me. I definitely agree, it's much better.
01:09:386 (3) - Shouldn't there be a clap on the sliderhead? Seems inconsistent otherwise. Claps are on redtick, so nope.

[Normal]
00:10:386 (5) - Not really satisfying that the downbeat which has a prominent sound on it is not clickable. It's fine, main focus is the vocals, and the halt after the downbeat creates a nice effect with the sliderend.
01:17:386 (1,1) - ^ and especially here you can't use an excuse because there's no reason at all to ignore it. There is, vocals. Same happens on advanced but you haven't said anything.

[Advanced]
00:24:186 (6) - A kickslider in an Advanced? It's already meh to use them in a Hard. It's pretty good with the violin, what's wrong?
00:35:786 (3,4,5) - Not really a problem, but why would you use a custom stack so randomly? It was stacked normally before, however someone suggested I do this to avoid overlapping with 00:35:186 (2) - because of the stack leniency.

Hard is fine, but I really don't know what to say about the spacing in Insane. For that difficulty it seems way too much sometimes.
First of all, I thank you both for your time you took to help and improve this set.

Now, as for the set and the disqualification themselves, the whole situation is just disrespectful, and not for me, but for Nozhomi and Kibbleru (and the many other people who helped me and mod this map), whom spent a lot of time looking through the set several times. Yes, this is not your regular extra difficulty. Yes, I am known for not being a consistent mapper. Yes, my maps are not for everyone. Yet, I did gather many opinions, from both mappers and players. I fixed inconsistencies to be more respectful to the RC. I am trying to make everyone happy while keeping my vision in tact (which obviously is almost impossible to achieve, but still).

I do not want to offend anyone, but at this point, after the Extra difficulty was checked by many eyes, you can't just judge it without playing it properly, the patterns were placed with lots of thoughts, ideas, improvements. Some may look weird on paper (the editor) but they end up playing really well while making sense, I almost never place notes randomly, I enjoy thinking about connections and then applying them. Sometimes they end extremely fun and great, and sometimes they are not that good, when that happens I obviosuly try to improve / change it by myself or by other's opinions.

As Monstrata mentioned above, "If you scrutinize hard enough, you can comment/suggest changes on any map". You can always suggest stuff on people's maps, mainly because mapping can be done in many ways, some are bad, some are not, some are likeable by certain people and some are not. If you wish to understand my thoughts behind this set, you can just PM me and I'll gladly explain, but don't be disrespectful towards the work done by me, the modders and the other BNs.
Natsu

Avishay wrote:

you can't just judge it without playing it properly
First wrong point, with experience you can judge mostly any kind of map.

Avishay wrote:

you can just PM me and I'll gladly explain, but don't be disrespectful towards the work done by me, the modders and the other BNs.
Disrespectful? for posting their concerns about your map during Qualified period? qualified period is supposed to be the time where your map get criticism from the community, the one being disrespectful is you, by discouraging people from checking qualify maps, is true that Hula was a bit rude, but take a more deep look to Gero mod, I think you can still improve your map with it.

anyways GL with this
Topic Starter
Avishay

Natsu wrote:

Avishay wrote:

you can't just judge it without playing it properly
First wrong point, with experience you can judge mostly any kind of map.

Avishay wrote:

you can just PM me and I'll gladly explain, but don't be disrespectful towards the work done by me, the modders and the other BNs.
Disrespectful? for posting their concerns about your map during Qualified period? qualified period is supposed to be the time where your map get criticism from the community, the one being disrespectful is you, by discouraging people from checking qualify maps, is true that Hula was a bit rude, but take a more deep look to Gero mod, I thn you could still improve your map with it.

anyways GL with this
My opinion differs from yours, as long as this is not a traditional map, you still may interpret it in a bad way, even if you are experienced.

It is disrespectful because when you say "obviously plays bad" while you most likely didn't even play it properly. I am open for criticism but when it's done in such manner it's infuriating.
Natsu
Is a really normal map, it doesn't have nothing special apart of the comboing in 00:49:186 (1,1,1,1,1,1,1,1) - and a lot of inconsistencies (even i have a similar map in graveyard and did icon a few), double bpm mapping isn't new, then again you suppose he didn't play the map, even tho I saw him testing it alot, that's why supposing stuff is bad, specially in a normal map which isn't hard to play at all. Anyways maybe I'll take a look as well after sleep a bit.
Topic Starter
Avishay
Even if he did, (and again, sorry for being rude) I can't expect him to play it well on his skill level. Yeah it's double bpm but it's a really small minority, the NCs are irrelevant.

Please note that I am not mad, I did not decline most of Gero's mod because of saltiness, those are my honest thoughts.
Shiirn

Natsu wrote:

qualified period is supposed to be the time where your map get criticism from the community

I really didn't want to post in this map thread because I feel like the highest diff's basic concept is sound but could do with large swaths of remapping entirely to pin down the concept (right now with everyone pointing out minor flaws and errors you end up with a patchwerk mess, better to remap with so many bandaids being forced onto it)

but


what the f*** is that supposed to mean?

I thought qualification was supposed to be about QAT checking to make sure maps are error free in the sense that anything clearly looked over (missing hitsounds, wrong snaps, unrankability, etc)

not about having "the community" (which almost always consists of the same handful of people) point out personal judgements on a person's mapping style.


This is just an example, but if you, a modder, were to say "These kind of patterns look good and are awesome if they fit, but this is not the case here. In this song the music and the voice at the beginning sound consistent and there technically is no change in the music. I would like to recommend you to do something different instead." and the mapper were to respond "the volume itself is increasing and thus the spacing and slider speeds are" then that's all that's necessary.


I'm tired of people throwing pointless walls of text to make their posts look big and scary during qualification. It's underhanded and disgusting. Stick to any actual, valid concerns about the rankability of certain patterns. If you think the flow is shit, if you don't like how it plays, go somewhere else. There are hundreds of other maps in pending that could do with that sort of modding. Keep it out of qualification. If it's good enough for a handful of other BNs, then it's good enough for ranking - whether you personally like it or not.
HappyRocket88
Posting your opinion here about the post-qualification mods won't change anything. The system allows people who test the map to judge from their experience what flows bad or what patterns create misleading rhythms. Remember ranking maps now isn't a group of people who know how to make maps and discuss what should be good or bad; nowadays everyone can participate and improve the quality of any map. Even after it was checked by x numbers of modders and BNs.
Monstrata

Shiirn wrote:

Natsu wrote:

qualified period is supposed to be the time where your map get criticism from the community

I really didn't want to post in this map thread because I feel like the highest diff's basic concept is sound but could do with large swaths of remapping entirely to pin down the concept (right now with everyone pointing out minor flaws and errors you end up with a patchwerk mess, better to remap with so many bandaids being forced onto it)

but


what the f*** is that supposed to mean?

I thought qualification was supposed to be about QAT checking to make sure maps are error free in the sense that anything clearly looked over (missing hitsounds, wrong snaps, unrankability, etc)

not about having "the community" (which almost always consists of the same handful of people) point out personal judgements on a person's mapping style.


This is just an example, but if you, a modder, were to say "These kind of patterns look good and are awesome if they fit, but this is not the case here. In this song the music and the voice at the beginning sound consistent and there technically is no change in the music. I would like to recommend you to do something different instead." and the mapper were to respond "the volume itself is increasing and thus the spacing and slider speeds are" then that's all that's necessary.


I'm tired of people throwing pointless walls of text to make their posts look big and scary during qualification. It's underhanded and disgusting. Stick to any actual, valid concerns about the rankability of certain patterns. If you think the flow is shit, if you don't like how it plays, go somewhere else. There are hundreds of other maps in pending that could do with that sort of modding. Keep it out of qualification. If it's good enough for a handful of other BNs, then it's good enough for ranking - whether you personally like it or not.


Unfortunately, this is how the ranking/disqualifying system works now :P. Previously, QAT's received a lot of heat from the mapping/modding community because of subjective disqualifications. I guess you weren't around during the time of the QAT Bot and stuff, but yea. We used to get disqualifications because certain sections in a map didn't receive adequate hitsounding. There were also dq's for combo colors blending with the background/storyboard/video too much, OD 6 being too low on an Insane, HP 3 being too high on Easy, and just general dq's for very very subjective stuff. It's just how the process is nowadays, since if you notice, QAT's dq almost exclusively for objective'y unrankable issues (concurrent red/green lines, offscreen sliders, incorrect metadata etc...). The process now relies on the community to point out stuff they believe require further modding.

If you want to maintain a quality standard above "rankable" then this is the process nowadays. The only QAT who currently dq's for anything outside of metadata/automod/aibat is Irre (and sometimes Millhi on really difficult maps). So yea, if you want to help maintain quality standards, this is currently the only way to help out since there's a clear lack of QAT presence.
Shiirn
The clear lack of QAT presence is obvious. The problem is the fact that you end up with BNs disagreeing and relatively random community members being given the same level of input capabilities as QAT. Quality standards are subjective past a certain point. Where do we drawn the line? An entire section has no hitsounds because default don't work that well? Quality-wise better get some customs. But what if I don't like a pattern because it plays poorly? Is having a pattern that plays poorly but fits the music unrankable? Is having a pattern that plays well but ignores the music rankable? Where is the line drawn as to who can say what is or isn't rankable? This is what BNs (and any living QATs) should be thinking about.

Clearly the map is fine for Kibbleru and Nozhomi, and yes they're new BNs, but clearly Gero and Natsu disagree. I understand the sentiment that both Gero and Natsu are more experienced, but they're also both very narrow-minded as to what they require in a map to consider it rankable.

I guess it boils down to the fact that modding sucks right now and the few people trying are stressed from having too much to do and too little motivation to do it because there's just more work after work is done with no end in sight.

But maybe there'd be less work if ya'll actually worked together instead of working against each other over disagreements over the map. Reach common ground. Why are you (general you, the reader, not Monstrata) modding? What are the standards you want to follow when modding or ranking a map? What kind of knowledge or experience are you trying to impart when you make suggestions or comments? The hardest thing in modding is realizing when you're pushing your own values onto a mapper, and whether those values are wanted.

That said, DQ for discussion is bullshit and I know anyone with an ounce of sense agrees there.
Topic Starter
Avishay
We do need someone to set down the line, hopefully my reasonings were clear enough for Kwan or anyone that reads this thread for that matter.
Natsu
edited to discuss in proper place
Topic Starter
Avishay
An update - I will remap some parts of the highest difficulties, while trying to keep myself and everyone else satisfied.
ztrot
Overall quality is a rankablity issue, it will continue to be a rankablity issue and this will not change!
There is no NEED for QAT for make some final call if the initial fixes are made and the stuff that kept the map from going though is fixed. Remember this thing was already qualified once! There is no need to comb over it for every single detail. I personally think the last diff is a mess and I would suggest a remap. That being said, the only thing I DQ'ed for what the massive amount of inconsistent spacing.
These issues were addressed and adjusted. If the BN feel that it wasn't adjusted to fit the standards then so be it. But do not attack others or there views. Just kindly tell them yes or no and explain it. You are a BN you should ESPECIALLY know this as you are a BN, this behaviour is not acceptable. This can be considered a final warning. This stuff doesn't fly and if this keeps being an issue, I will get more involved in not in a great way.
JUST CHILL AND TALK IT OVER.
Topic Starter
Avishay
I'm pretty sure I did comment on everything as calmly as possible?

Regardless, I'll try to do something else on the Extra diff, stay tuned.
Topic Starter
Avishay
Just saying, this might take a while, making this a 150bpm singletapping diff would just make it incredibly difficult, if the spacing is big, it's really fast to aim and press, if the spacing is close then it's just incredibly hard to read, I started the Extra as a new difficulty and am just starting over, I'm gonna update it as a regular diff so please take a look if you wish, and complaints / suggestsions / whatever you can either post here or pm me in game or at the forums thanks.

Oh, obviously it's experimental and nothing is set in stone, I might just ignore the drums at point and map to other instuments as their presence is much different.

AAND, I might just remap sections of the current diff if I am simply lost.
[ Joey ]

ztrot wrote:

Overall quality is a rankablity issue, it will continue to be a rankablity issue
THIS
Kibbleru
i think at this point it'd be better calling gero to icon this map since they're the ones who seems to have problems with it.

if nozhomi or i bubbled it, we already think its fine so it might just lead to another dq lol
Topic Starter
Avishay
I am doubtful they'll oblige.
Arusamour
h o t sexY map
wonders
in my opinion, it's a nice map and the highest diff is wonderful, there is no need to remap.
Doj
Yea tbh, although I do fail at the end of the highest diff it's hella fun. You shouldn't be ashamed at this map in any way.
Topic Starter
Avishay
Thanks guys.

I still need to do some thinking, as I did love the diff when I pushed it forward, but as you can see, you can't make everyone happy with the same .osu file, this affected me and made me feel a bit more unhappy towards the difficulty. One option would be just remapping of some sections I think should be done differently, after I'm done, I'll get some mods and push it forward again.

I'm still busy with finals and such so I barely have to time play or do anything at all, but I might have some time until this weekend.
Xayler
What I would suggest is to not use blues in kiai time, as in my opinion they doesn't sync in with music. At start and in the middle the blue part is what makes it awesome. It goes for the highest difficulty then.

At start 00:12:186 (1) - from here the blue is really good part, but lots of notes are all over the place, I would higher the CS in this difficulty tbh, to 4.2 or something, then the spacing would be a little bit easier to see.
I would even make the spacing higher in that part, and I would let the current spacing start at 00:24:986 (1) .
But yea from here 00:52:186 (1) - I would remove the blues as there kinda isn't any beat at all, except for parts like those 01:02:686 (1,2,3,4,5) .

I'm not a experienced mapper though, but I usually avoid using blues when they're not needed, as it can bring lots of confusion when there isn't a beat or something.

Been following this mapset for a while now, hopefully you will find the motivation (with the time :D ) to finish it soon.
Good luck. ;)
Topic Starter
Avishay
Thanks for the feedback Xayler, but I finished remapping.

So, it's pretty much different, MORE CONSISTENT, LESS OVERMAPS (if at all), different rhythms because if I can't overmap it is just awful, hopefully it'll be more enjoyable this way.
FCL
  • [diff_name]
  1. 00:01:586- volume of this slider sounds a bit loud imo, reducing to 30% looks better
  2. 00:02:586 (1,2) - hmmm, this high spacing between sliders with low sv at the beginning of the map plays kinda uncomfortable (at least for me exactly). At least 7x between sliders could works better
  3. 00:04:186 (1,2) - something similar, but 8x here could works good. Anyway you should get more opinions about it
  4. 00:10:586 (1,1,1) - since you had mapped these sliders to vocal, would be good you will make muting of the tails of these sliders, cuz they haven't some sounds
  5. 00:14:686 (7) - this combo feels a bit long, so I recommend you add nc here since spacing was changed
  6. 00:19:586 (6) - nc would be good too for better readability of stack
  7. 00:22:986 (7,1) - just you could improve this blanket
  8. 00:23:386 (1,3) - seems you made these 1/2 sliders intentionally, but anyway I think that mapping of 1/4 would work good cuz fit with song better. just replace these sliders to 1/4 repeats looks like great idea, just try. https://osu.ppy.sh/ss/5235431
  9. 00:25:986 (5) - I'd add nc's for all these sliders cuz sections with 3 kicksliders looks different from previous patterns
  10. 00:49:186 (1,1,1,1,1,1,1,1) - nc spam looks fine for me, but you could make the placement of notes more structured, now they looks kinda randomly and doesn't so understandable imo
  11. 00:51:186 (1,2,3,1,2) - seems whistles fit good with these circles, cuz we have only vocal without music, just try again
  12. 01:15:986 (2,3,4) - ^same for heads of sliders
  13. pretty good stuff, and remapped diff seems better for me than before lul
Strategas
[name diff]

00:02:586 (1,2,4,1,2) - this spacing is really overdone here, this is so calm, it doesn't matter if there is a buildup sound, it just doesn't call for this spacing, you should try emphasizing differently here

00:05:586 (4) - then it's weird you put no pressure here when you focused so much on spacing the vocals uhhh

00:07:386 (4) - dunno if you just don't nc here cause it looks better, but it breaks consistency

00:08:786 (2) - might sounds dumb but, I'm assuming you nced 00:08:586 (1) - because of sv change but didn't nc 00:08:786 (2) - tbh I find no need to nc 00:08:586 (1) - in the first place if you don't follow your ncing logic,

00:09:586 - aaa this green line does nothing, I guess it won't hurt to remove it

00:19:586 (6) - nc for consistency

00:28:486 (2) - you can possibly polish this slider, I just find it ew atm, 00:29:786 (1) - is much better

00:35:386 (1) - ctrl g plays much better since you made it linear it's kick slider and has even amount of space between 00:34:986 (3,4,1) - on the clickable object, it will not feel comfy when dealing with same movement on different distance

00:39:786 (6) - I disagree with changing the shape here, if you keep it like 00:38:186 (3) - 00:38:986 (3) - it will be much cooler imo

00:39:386 (4) - also nc

00:40:498 - slider end unsnapped

00:58:986 (2,3) - looks sloppy, I'm sure you can polish

01:03:186 (7) - nc?

01:11:186 (7) - nc instead of 01:11:586 (1) - ? seems more reasonable to me if you compare note intensity, also I dunno if it's good here to keep that slider on downbeat even if you follow that vocal, the instrument is also strong here

01:13:186 (8) - missing clap on sliderhead

01:12:786 (7) - I'd suggest nc here, remove nc at 01:13:986 (1) - and add nc 01:14:586 (3) - or 01:14:186 (2) - ,the slider end would be ideal place for nc but you have it on slider end which I don't agree either xd, then nc 01:14:986 (5) - because of sv change at 01:15:386 (9) - and just fits the music, then removing nc on 01:15:786 (1) - and adding on 01:15:986 (2) - would make more sense to the music atleast

01:16:988 - slider end unsnapped

ai mod pointing the stack leniency thing, dunno up to you to change it or not

oh and 00:16:786 (5,1) - 00:24:086 (1,2,3) - 00:17:486 (3,4,5,6) - not sure if you intended to keep the antiflow movements here, but they are only for challenge if anything since they don't really play that well, unless you're beyong this level


didn't expect to write much here, overall the aesthetics were the main thing for me, but that's subjective I guess. I liked the kiai tho xd

hope it helps somehow, good luck requalifying
Lasse
:eyes:
map: https://osu.ppy.sh/s/455756 just pick one of the two extras or something, it doesnt have enough mods to go for ranking yet anyways :v

general stuff was already checked well enough here in the past so I'll skip that

[ex ex]
00:05:586 (4) - having this spaced like 00:03:986 (4) - (or even more) would fit the vocal+pitch wy better than a stack
00:09:786 (3,1) - not stacking this would make 00:12:986 (5,1) - easier to get since right now it'S easy to expect the second one to also be a stacked 1/1 (at least is messed me up on my sightread and I'd consider my ar9.3 reading fine enough)
00:17:286 (2) - would work wel las a kickslider to cover the weaker sound on the white tick, probably sth like http://i.imgur.com/uKrdTOy.jpg
00:24:286 (3) - slider starting on blue tick doesnt work that well here cause
00:29:786 (1,2) - i hate pointing out minor visual things, but http://i.imgur.com/02NX78U.jpgwould look so much nicer than the sligh overlap on the slidertail
00:40:386 (2) - is unsnapped, you probably wanted 0.9x sv here?
00:46:586 (2,3) - if you go with the "muted 1/4 sliders to emphasize vocals" thing then shoudnt those also be such sliders?
or maybe at least 00:45:786 (5,2) - cause they even have weak sounds on the blue ticks
01:03:186 (7) - missed nc? fits your 4/1 pattern in the chorus
01:16:786 (4) - unsnapped again, should use 2x sv or change the length slightly, but the first option fits the pattern better
01:17:786 (1) - could be spaced more to emphasize the finish, with how high the spacing before is it's unlikely to be misread as 1/2, sth like http://i.imgur.com/xOLAn9S.jpg
01:18:386 (4,6) - would work well with a bit higher sv cause they are pretty strong and high pitched
Gloria Guard
Hello from your m4m queue :D/


[General]

Please uncheck this map widescreen support

00:02:586 ~ 00:09:786 this parts is whistle sound a little awkward, I recommend hitsound here. http://puu.sh/p4Sgp/9668dbde90.zip



[Easy]

■ 00:23:786 (3) This is slider head point add finish please.
■ 00:26:186 (1) The slider end remove clap here, I dont heard this point clap sound.
■ 00:29:386 (1) The same suggestion this slider end point remove clap.and 00:32:586 (1) same.
■ 00:29:786 (2) I think the sliders end point add whistle sound is better imo. and 00:32:986 the same.
■ 00:36:586 (2) You missing this slider end finish sound. please add here.
■ 00:37:786 (1) This is slider head add finish please.
■ 00:43:386 (4) The slider end point add clap is awkward imo. Please remove it
■ 00:44:186 (1) The slider head add finish please.
■01:04:186 ~ 01:04:586 Why you don't mapping this part?, I just suggestion, 01:04:186 and 01:04:586 add notes also add 1/2 slider is better imo.
■ 01:07:586 (4) If you don't intended this slider end point whistle, remove please.
■ 01:22:386 (1) I think the slider end point rhythm is wrong. because the guitar end point is 01:25:786 here.


[Normal]

■ 00:04:786 (2) Why you used this sldier head and end point normal whistle sound here.I think a little suddnely sound imo. I recommend the remove this slider whsitles
■ 00:26:386 (3) Remove this slider end point clap, I don't heard it :P
■ 00:26:886 (2) I think the slider repeat point remove clap is good sound it.
■ 00:29:386 (2) The same suggestion this slider end point clap sound remove here.
■ 00:30:986 (3) ^
■ 00:32:586 (3) ^
■ 00:35:786 (3) I don't understand this sldier end point add Normal and clap sound. You listen to volume 20% here I don't listen drum and normal sound.
■ 00:36:586 (1) The slider end add finish please.
■ 00:40:186 (3,4) I recommend the patterns is add 1/2 repeat slider here.
■ 00:44:186 (1) The slider head point add finish please.
■ 00:49:386 (1,2,3) This is part emphasized the drum sound but I don't well listen this sliders drum sound. I recommend to change sample normal sound is better.
■ 01:22:386 (1) The same suggestion this slider end rhythm by easy diff.
■ 01:25:884 Unsnapped slider end


[Advanced]

■ 00:23:786 (5) The slider repeat add finish sound.
■ 00:36:586 (1) You missing this note finish sound. please add here.
■ 00:37:786 (3) Please add this slider end point finish sound.
■ 00:44:186 (1) The slider head point add finish sound please.
■ 00:53:486 (5) I think the add this note add clap a little awkward imo. i recommend to remove clap.
■ 00:55:086 (5) The same suggestion ^
■ 01:09:386 (5) I don't agree to ignore the drum sound of this part 01:09:586 here. If you agree, you try this pattern rhythm.
■ 01:19:786 (1) Add finish please.
■ 01:22:386 (1) Easy Normal diff same suggestion this slider end point rhythm.


[Hard]

■ 00:23:786 (2) The slider head point add finish please.
■ 00:26:486 (4,5,1) I think the (5) note remove is good 1/2 rhythm imo.
■ 00:36:586 (2) This is slider head add finish please.
■ 00:44:186 (1) Add finish this note.


[Insane]

■ 00:05:586 (1) The slider shape quality a little low. You try this slider shape
■ 00:36:586 (1) The slider head point add finish please.
■ 00:37:786 (1) ^
■ 00:44:186 (1) ^



[Diff (K)name]

Hmm. I can't find this diff problem.. Sorry ;w;



I think a lot of missing to hitsounds problem :P but this map is good ~ I hope to reranking this map!! anyways Good luck !

Here is my map lnik :3 https://osu.ppy.sh/s/451384
wonders
definitely, the original one is better, looks like a whole map, this one is weird,not a good map :x
wonders
i strong recommend you keep the original one and find a new bat, THIS IS NOT TOO DIFFICULT, (40000+rank)even i can play it
wonders
http://puu.sh/p5wT4/afa19feaf7.jpg
if the difficult span too large,i suggest add a new diff. you can ask someone make a standard jump style map as insane.
Topic Starter
Avishay
@wonders, I'm more fond with the previous diff too. Thing is, I can't satisfy everyone, I consider using both diffs, as some might enjoy that and some the other, we'll see.

FCL wrote:

  • [diff_name]
  1. 00:01:586- volume of this slider sounds a bit loud imo, reducing to 30% looks better
  2. 00:02:586 (1,2) - hmmm, this high spacing between sliders with low sv at the beginning of the map plays kinda uncomfortable (at least for me exactly). At least 7x between sliders could works better I admit it's a bit extreme but I'll keep it anyway, it's fun and not hard at all.
  3. 00:04:186 (1,2) - something similar, but 8x here could works good. Anyway you should get more opinions about it I will.
  4. 00:10:586 (1,1,1) - since you had mapped these sliders to vocal, would be good you will make muting of the tails of these sliders, cuz they haven't some sounds
  5. 00:14:686 (7) - this combo feels a bit long, so I recommend you add nc here since spacing was changed
  6. 00:19:586 (6) - nc would be good too for better readability of stack
  7. 00:22:986 (7,1) - just you could improve this blanket
  8. 00:23:386 (1,3) - seems you made these 1/2 sliders intentionally, but anyway I think that mapping of 1/4 would work good cuz fit with song better. just replace these sliders to 1/4 repeats looks like great idea, just try. https://osu.ppy.sh/ss/5235431 I don't really like those, not a fan of such patterns.
  9. 00:25:986 (5) - I'd add nc's for all these sliders cuz sections with 3 kicksliders looks different from previous patterns Yeah but it's consistent, NC would just be too spammy.
  10. 00:49:186 (1,1,1,1,1,1,1,1) - nc spam looks fine for me, but you could make the placement of notes more structured, now they looks kinda randomly and doesn't so understandable imo I tried make it something that supports back&forth movement, it seems good for me.
  11. 00:51:186 (1,2,3,1,2) - seems whistles fit good with these circles, cuz we have only vocal without music, just try again
  12. 01:15:986 (2,3,4) - ^same for heads of sliders
  13. pretty good stuff, and remapped diff seems better for me than before lul

Strategas wrote:

[name diff]

00:02:586 (1,2,4,1,2) - this spacing is really overdone here, this is so calm, it doesn't matter if there is a buildup sound, it just doesn't call for this spacing, you should try emphasizing differently here I'll keep that in mind.

00:05:586 (4) - then it's weird you put no pressure here when you focused so much on spacing the vocals uhhh

00:07:386 (4) - dunno if you just don't nc here cause it looks better, but it breaks consistency

00:08:786 (2) - might sounds dumb but, I'm assuming you nced 00:08:586 (1) - because of sv change but didn't nc 00:08:786 (2) - tbh I find no need to nc 00:08:586 (1) - in the first place if you don't follow your ncing logic,

00:09:586 - aaa this green line does nothing, I guess it won't hurt to remove it

00:19:586 (6) - nc for consistency

00:28:486 (2) - you can possibly polish this slider, I just find it ew atm, 00:29:786 (1) - is much better

00:35:386 (1) - ctrl g plays much better since you made it linear it's kick slider and has even amount of space between 00:34:986 (3,4,1) - on the clickable object, it will not feel comfy when dealing with same movement on different distance

00:39:786 (6) - I disagree with changing the shape here, if you keep it like 00:38:186 (3) - 00:38:986 (3) - it will be much cooler imo Feels forced for me :P

00:39:386 (4) - also nc

00:40:498 - slider end unsnapped

00:58:986 (2,3) - looks sloppy, I'm sure you can polish

01:03:186 (7) - nc?

01:11:186 (7) - nc instead of 01:11:586 (1) - ? seems more reasonable to me if you compare note intensity, also I dunno if it's good here to keep that slider on downbeat even if you follow that vocal, the instrument is also strong here

01:13:186 (8) - missing clap on sliderhead

01:12:786 (7) - I'd suggest nc here, remove nc at 01:13:986 (1) - and add nc 01:14:586 (3) - or 01:14:186 (2) - ,the slider end would be ideal place for nc but you have it on slider end which I don't agree either xd, then nc 01:14:986 (5) - because of sv change at 01:15:386 (9) - and just fits the music, then removing nc on 01:15:786 (1) - and adding on 01:15:986 (2) - would make more sense to the music atleast

01:16:988 - slider end unsnapped

ai mod pointing the stack leniency thing, dunno up to you to change it or not

oh and 00:16:786 (5,1) - 00:24:086 (1,2,3) - 00:17:486 (3,4,5,6) - not sure if you intended to keep the antiflow movements here, but they are only for challenge if anything since they don't really play that well, unless you're beyong this level


didn't expect to write much here, overall the aesthetics were the main thing for me, but that's subjective I guess. I liked the kiai tho xd

hope it helps somehow, good luck requalifying

Lasse wrote:

even though this was remapped I'd feel bad to get kd for modding the same thing twice lol
map: https://osu.ppy.sh/s/455756 just pick one of the two extras or something, it doesnt have enough mods to go for ranking yet anyways :v

general stuff was already checked well enough here in the past so I'll skip that

[ex ex]
00:05:586 (4) - having this spaced like 00:03:986 (4) - (or even more) would fit the vocal+pitch wy better than a stack
00:09:786 (3,1) - not stacking this would make 00:12:986 (5,1) - easier to get since right now it'S easy to expect the second one to also be a stacked 1/1 (at least is messed me up on my sightread and I'd consider my ar9.3 reading fine enough)
00:17:286 (2) - would work wel las a kickslider to cover the weaker sound on the white tick, probably sth like http://i.imgur.com/uKrdTOy.jpg
00:24:286 (3) - slider starting on blue tick doesnt work that well here cause cause what? .-, blame the song
00:29:786 (1,2) - i hate pointing out minor visual things, but http://i.imgur.com/02NX78U.jpgwould look so much nicer than the sligh overlap on the slidertail
00:40:386 (2) - is unsnapped, you probably wanted 0.9x sv here?
00:46:586 (2,3) - if you go with the "muted 1/4 sliders to emphasize vocals" thing then shoudnt those also be such sliders?
or maybe at least 00:45:786 (5,2) - cause they even have weak sounds on the blue ticks
01:03:186 (7) - missed nc? fits your 4/1 pattern in the chorus
01:16:786 (4) - unsnapped again, should use 2x sv or change the length slightly, but the first option fits the pattern better
01:17:786 (1) - could be spaced more to emphasize the finish, with how high the spacing before is it's unlikely to be misread as 1/2, sth like http://i.imgur.com/xOLAn9S.jpg
01:18:386 (4,6) - would work well with a bit higher sv cause they are pretty strong and high pitched
Unnoted = Fixed / changed / whatever.

@gloria I didn't ask for mods on the other diffs ._. I'll check it later.
Left
M4M place holder use!
http://osu.ppy.sh/s/452412

00:17:786 (6) - NC? for consistency?
00:21:086 (1) - ^
00:22:786 (5) - NC
00:26:886 (2,3) - better blanket
00:40:186 (1,1) - I think it's really uncomfortable to use this DS while 00:37:786 (1,2) - -> 00:38:586 (1,2) - -> 00:39:386 (1,2) - -> increasing DS
00:41:786 (4) - NC
00:43:986 (3,4,5) - how about using same pattern with 00:43:586 (1,2) - . now I think it's not suitable for downbeat.
00:56:386 (2,4) - blanket
00:52:186 (1) - How about using NC every 2 downbeat? it's kiai part.
01:06:786 (7) - NC
01:17:386 (1) - I think using more fast slider would be better..but it's your interpretation
00:58:986 (2,3,4) - DS between 2,3 is too low, considering other same patterns and song's difficulty. And one more, it's too linear pattern (2->3->4) I felt a bit hard to hit 4. How about at least use different flow like here 01:11:986 (4,5,6) - ?

Good luck! I like this map.
Topic Starter
Avishay

Left wrote:

M4M place holder use!
http://osu.ppy.sh/s/452412

00:17:786 (6) - NC? for consistency?
00:21:086 (1) - ^
00:22:786 (5) - NC
00:26:886 (2,3) - better blanket
00:40:186 (1,1) - I think it's really uncomfortable to use this DS while 00:37:786 (1,2) - -> 00:38:586 (1,2) - -> 00:39:386 (1,2) - -> increasing DS Yeah but those are 1/4 sliders that put more pressure in the current context.
00:41:786 (4) - NC
00:43:986 (3,4,5) - how about using same pattern with 00:43:586 (1,2) - . now I think it's not suitable for downbeat. It's fine because of the vocals.
00:56:386 (2,4) - blanket
00:52:186 (1) - How about using NC every 2 downbeat? it's kiai part.
01:06:786 (7) - NC
01:17:386 (1) - I think using more fast slider would be better..but it's your interpretation It is.
00:58:986 (2,3,4) - DS between 2,3 is too low, considering other same patterns and song's difficulty. And one more, it's too linear pattern (2->3->4) I felt a bit hard to hit 4. How about at least use different flow like here 01:11:986 (4,5,6) - ? It's not completely linear, I agree it's a bit tough to play, but it is planned in a way that allows you to quickly move to 3 without actually following 2, I think it's cool.

Good luck! I like this map.
Cellina

Diff... what was the diff's name xD

  1. 00:05:786 (1,2,3) - what about this?
  2. 00:32:386 (5,6,7) - why did you used 1/2 slider even you used 1/4 for other parts? i strongly recommend change into the 1/4.
  3. 00:44:186 (5) - NC?
  4. 00:52:486 - place a note here with stacking on 00:52:586 (2) - ?

nice beatmap, gl!
Topic Starter
Avishay

Cellina wrote:

Diff... what was the diff's name xD

  1. 00:05:786 (1,2,3) - what about this?
  2. 00:32:386 (5,6,7) - why did you used 1/2 slider even you used 1/4 for other parts? i strongly recommend change into the 1/4. It doesn't work well at all, unfortunately.
  3. 00:44:186 (5) - NC?
  4. 00:52:486 - place a note here with stacking on 00:52:586 (2) - ? It's overmapped :< I'd love to do this but I decided to avoid overmapping as much as I can here.

nice beatmap, gl!
made some changes of my own too

@gloria guard, as most (if not all) of your suggestions were towards hitsounds weren't really relevant as I didn't really find them to my liking while I asked for mods on the highest diff only, I am not really going to respond on that, sorry. I'll return the favor anyway, but only for one diff.
Chocolat

wonders wrote:

i strong recommend you keep the original one and find a new bat, THIS IS NOT TOO DIFFICULT, (40000+rank)even i can play it
The problem with the map wasn't because it was difficult, It was the mapping. It was too all over the place.
Xayler
Isn't the CS now too high compared to Insane? It goes from 3,5 to 4,8 , where is normal 4? I think that 4,8 is too high, maybe 4,2 or something would be better to aim.
Also the 0,3x slider velocity, it's remembering me pensamento beatmap now, lol.
I also think that the previous one was better, maybe mix the new and previous one together? Or just maybe this mapset doesn't need an Extra, that would also be an option, well making insane a bit harder then.
Looking forward to this map evolution!

I would do a proper mod, but my experience isn't that high so idk.
Topic Starter
Avishay

Xayler wrote:

Isn't the CS now too high compared to Insane? It goes from 3,5 to 4,8 , where is normal 4? I think that 4,8 is too high, maybe 4,2 or something would be better to aim.
Also the 0,3x slider velocity, it's remembering me pensamento beatmap now, lol.
I also think that the previous one was better, maybe mix the new and previous one together? Or just maybe this mapset doesn't need an Extra, that would also be an option, well making insane a bit harder then.
Looking forward to this map evolution!

I would do a proper mod, but my experience isn't that high so idk.
That's the gimmick, otherwise it just feels 'weak' and boring :\
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