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Falcom Sound Team jdk - The Azure Arbitrator

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Topic Starter
jonathanlfj
This beatmap was submitted using in-game submission on May 28, 2016 at 3:09:02 AM

Artist: Falcom Sound Team jdk
Title: The Azure Arbitrator
Source: 英雄伝説 碧の軌跡 Evolution
Tags: J.D.K. legend of heroes ao no kiseki trails of blue rpg game final boss theme Stained Demiurge Kea kiko Toshiaki Kishi Shun Kobayashi Toshiharu Okajima Atsushi Enomoto Toshinori Hiramatsu Daisuke Miyazaki Masaru Teramae Demetori 寺前 甲 宮崎 大輔 平松 俊紀 榎本 敦 岡島 俊治 岸 俊昭 小林 俊
BPM: 274
Filesize: 14390kb
Play Time: 08:17
Difficulties Available:
  1. Chrono Collapse (7.37 stars, 2283 notes)
Download: Falcom Sound Team jdk - The Azure Arbitrator
Information: Scores/Beatmap Listing
---------------
This is a very special song to me, and a milestone to my mapping career

Fun facts:
1. This is a contrast theme song aganist Aoi Kiseki, which is also my first beatmap
2. I originally intended to map this in 2013 as my first Approval, but I did not know how to handle the bpm then, so I did Eastern Dream instead
3. The lead guitarist for this song is Masaru Teramae, which also happens to be the lead guitarist for Demetori
4. Most OP boss move in RPG history
moya
ily
kisata
THE ARBITRATOR

what a cool song name
nooblet
holy shit 7 star from lfj is this real life
00:38:109 (1) - so troll it probably needs a retry for any first play x]

01:06:795 (1,2,1,2,1,2,1,2,1,2,3,4) - probably needs re-timing, the drums are audibly later than the ticks making it super hard for a difficulty spike section

02:31:101 (3,1) - quite deceiving spacing at such high bpm, maybe a more spread pattern where 02:31:101 (3) - and02:31:320 (1) - aren't so close together, since the next sequence with 02:31:977 (3,1) - are similarly placed but 1/4 beat apart rather than 1/2

the angled transition from 03:28:689 (1,2,3) - to 03:29:127 (4,5,6) - is quite sharp compared to the transition from 03:29:127 (4,5,6) - to 03:29:565 (1,2,3) - , and similarly for the pattern that follows. Is it possible to perhaps reverse that order, making the sharper turn on the vocal note change?

04:03:068 (2,3,4,1,2,3) - change to larger horizontal jumps rather than triangles to follow up on the two sliders 04:02:411 (3,4) - and for intensity

04:27:156 (4,1) - space this out more instead of blanket, it's less than half the distance of the other big jumps around so it feels a little out of place, especially with slider leniency

04:45:331 (7,8,1) - needs huge jumps between, at least 2.5x if not more

05:22:447 (1) - blanket a different note to keep spacing more consistent? Usually the down beat slider after jump patterns are equal if not greater spacing than the jumps preceding them

05:53:542 (7,8,9) - loved this pattern for this sequence idk why it's just great fantastic hits the spot 5/7 good shit

07:00:671 (1,2,3) - a bit too sudden imo, from 1.0 to 1.3 increase with all smooth movements to a 2.0 space sharp turn sort of thing. The music doesn't particularly change that dramatically to back up this change. Maybe keep the previous pattern or start angling the 3 straight notes slightly more after each repeat? Spacing should still be decreased tho that's a huge change xddd

- best 8 minute map never gets boring
- best 7 star map no bullshit hidoi

rank for best map 2016 pls
I just wish I could AR10

Edit: Timing points that are not bookmarked
holy shit timing is hard

01:06:795 (1) - mentioned above

01:08:547 (1) - I think this whole section seems off, the BPM might have to be changed to a decimal? It begins with drums hitting after the tick and ends with drums occurring before the tick

02:47:524 (1) - drums come after the tick but this section fixes itself later. A bit wobbly in the middle because drums start happening before the tick from approximately 02:57:160 (1) - to 02:55:408 (1) - . 02:57:160 (1) - this is right on

First kiai might need a slightly lower BPM, drums audibly later than tick after 03:26:937 (1) -

03:59:346 (1) - drums start hitting after tick again

05:05:039 (1) - drums after tick at start fixes itself later hits before tick at bookmark 05:51:900 (7) - ish

06:15:124 (1) - red tick around 10~15ms too late, fixes itself later so probably just lower bpm and move tick a bit earlier

vocals probably don't need timing right cuz sliders yeah cool ok
XII
Hopefully this gets ranked, another masterpiece great job jonathan.
Topic Starter
jonathanlfj

nooblet wrote:

holy shit 7 star from lfj is this real life
00:38:109 (1) - so troll it probably needs a retry for any first play x] lowered sv

01:06:795 (1,2,1,2,1,2,1,2,1,2,3,4) - probably needs re-timing, the drums are audibly later than the ticks making it super hard for a difficulty spike section will discuss this with timing experts

02:31:101 (3,1) - quite deceiving spacing at such high bpm, maybe a more spread pattern where 02:31:101 (3) - and02:31:320 (1) - aren't so close together, since the next sequence with 02:31:977 (3,1) - are similarly placed but 1/4 beat apart rather than 1/2 i've readjusted the red combos to reflect a change in intensity

the angled transition from 03:28:689 (1,2,3) - to 03:29:127 (4,5,6) - is quite sharp compared to the transition from 03:29:127 (4,5,6) - to 03:29:565 (1,2,3) - , and similarly for the pattern that follows. Is it possible to perhaps reverse that order, making the sharper turn on the vocal note change? remapped this played like trash even on HT lol

04:03:068 (2,3,4,1,2,3) - change to larger horizontal jumps rather than triangles to follow up on the two sliders 04:02:411 (3,4) - and for intensity repositioned one of the circles for smoother jump

04:27:156 (4,1) - space this out more instead of blanket, it's less than half the distance of the other big jumps around so it feels a little out of place, especially with slider leniency ok

04:45:331 (7,8,1) - needs huge jumps between, at least 2.5x if not more enlarged it a bit, 2.5 feels pretty op tho

05:22:447 (1) - blanket a different note to keep spacing more consistent? Usually the down beat slider after jump patterns are equal if not greater spacing than the jumps preceding them i did this intentionally so the pattern is not overly difficult aim wise, i also did the same for 01:53:984 (1)

05:53:542 (7,8,9) - loved this pattern for this sequence idk why it's just great fantastic hits the spot 5/7 good shit nice

07:00:671 (1,2,3) - a bit too sudden imo, from 1.0 to 1.3 increase with all smooth movements to a 2.0 space sharp turn sort of thing. The music doesn't particularly change that dramatically to back up this change. Maybe keep the previous pattern or start angling the 3 straight notes slightly more after each repeat? Spacing should still be decreased tho that's a huge change xddd again, did this intentionally since the end of the kiai needs to receive more hype, it plays like a normal star jump so i dont really see an issue with it

- best 8 minute map never gets boring
- best 7 star map no bullshit hidoi

rank for best map 2016 pls
I just wish I could AR10
Thanks for the mod <3
Adol Christin
waaaaaou! never imagined this song would be mapped, because of the incredible bpm.... jonathan, im not dreaming, right?
this will be the best present for Falcom 35th anniversary(crying)


EDIT: i am back home and able to watch the replay (unable to play this lol...)

06:32:093 (4) - once the hitsound came into my ear, i just feel the 1/1 slider may not fit the general pattern here. but later on in the editor i found this object is likely to follow the long guitar sound..... if i was you i would give this sound up and do this, since it's too long to be perfectly followed.
looped this song several times b4 back home (and found this is a different version...)
Rapthorn
You're fucking amazing you know that right
byfar
<@92655241379446784> http://puu.sh/nUmup.txt
Lily Bread
HP好低..大概是因为后面有长滑条吧
RLC
irc mod
18:41 xlni: http://osu.ppy.sh/ss/4955291 (taken at 01:07:680 - in timeline) is the comboing i would've expected because of the grouping in the music, but idk whether other players find that easier or harder to read lo
18:42 xlni: 06:16:660 (5,6,1) - also this seems really mean :///
18:43 xlni: 06:57:166 - personally i found the slightly bent ones like 03:28:701 (1,2,3,1,2,3) - to be more comfortable to hit, just because your aiming hand feels something at (2)
18:43 jonathanlfj: for the first point i've tried that sort of comboing in the past
18:43 jonathanlfj: but when i asked people to test they were generally more comfortable with the 1-2 combo style
18:43 xlni: ah
18:44 jonathanlfj: 01:34:825 (1,2,3,1,2,3) - this one is in 3s because the patterns are arranged in triangles
18:44 jonathanlfj: so the first one is zig zag 1-2 and this is triangle 1-2-3
18:44 jonathanlfj: 05:03:281 (1,2,1,2) - then we are back to zig-zags
18:45 jonathanlfj: fixed your second point that one is kinda meh
18:47 jonathanlfj: about the 3rd point those are meant to contrast with the first kiai because straight flow feels more bold than curved ones
18:47 jonathanlfj: so to emphasize the second kiai being stronger
18:47 xlni: hm, interesting
18:47 jonathanlfj: also the end of the first kiai was actually a remap
18:48 jonathanlfj: the original one was even more bent but people told me it flowed like trash lol
18:49 xlni: dam
18:50 xlni: yeha i guess i don't really have much to say about playability because these types of maps play differently to me than to single-tappers probably (that, and the map is too hard for me lo)
18:50 jonathanlfj: 02:30:869 (1,2,3,1,2,3) - you think i should remap this?
18:50 xlni: hmm
18:51 jonathanlfj: i can swap the end circles with sliders to rid the 1/1 gamp
18:51 jonathanlfj: gap
18:51 xlni: i honestly couldn't tell if it was a problem with the pattern or just that i couldn't read ar10 well enough
18:51 xlni: but yeah that seems like the safest thing to do
18:51 xlni: 02:31:964 (3,1) -
18:51 xlni: especially considering this
18:51 jonathanlfj: alright
18:51 jonathanlfj: they are colour haxed but i guess thats not obvious enough
18:52 jonathanlfj: plus people play with own skin anyways
18:52 xlni: yeh it's difficult to read cues like that at high speed
18:53 jonathanlfj: tbh AR10 is actually too slow for this
18:53 jonathanlfj: its really obvious if you try to play this on HT
18:53 jonathanlfj: its like AR8.5 on 200bpm
18:54 xlni: well people play 200bpm very differently from ~270 (i doubt people will try to snap the gradually rotating patterns nomod, but they probably would on HT)
18:54 xlni: 10 feels about right with that in mind
18:55 jonathanlfj: true
18:55 xlni: oh one more thing though
18:56 xlni: on an unrelated note, you could try playing around with sliderwhistles for the full meme experience
18:56 xlni: for example: try moving the whistle on 01:39:423 (5) - to the tail instead of the head (keeping the whistle on the body obv)
18:56 xlni: and see if that sounds nice to you, given the thing that the guitar does in the background there
18:56 jonathanlfj: that sounds suprisingly fine
18:57 jonathanlfj: but then i will have to make systematic changes
18:57 jonathanlfj: let me think about this
18:57 xlni: yeha, just something to consider
18:57 xlni: ok gonna head to dinner
18:57 xlni: wil post log
Broccoly
discord m4m

01:24:094 (3) - after hitting 1 and 2, the inertia (?) of the cursor wants to point towards more right due to fast bpm. It wouldn't matter if 3 was farther apart since then the players would be increasing their speed gradually from 1 to 2, 2 to 3, and 3 to the next slider. But right now distance between 2 to 3 is closer than that of 1 to 2, and gets larger again from 3 to the next slider. This makes it harder for players to hit them imo. Try to move around the notes/experiment and ask other testplayers cuz it might just be me. I would do something like this. Also from 01:23:438 (3,4,5,6) - to 01:23:875 (1,2,3) - is trickier since it transitions from a linear flow to an angular flow, which I'm sure you're aware. This is totally fine in lower bpm but gets harder to hit as bpm goes up, so just a little heads up.

01:26:942 (1,2,3,4) - squares get especially harder because of the centripetal force (?), like, it gets harder to snap and make a nice square and becomes more like a circle. This makes it harder to aim. Maybe make it like 01:30:007 (2,3,4,1) - here where you used a diagonal pattern? up to you.

01:35:482 (1,2,1) - 01:35:810 (2,1,2) - Make these two groups of notes separately NC'd? I think the music composer meant to divide the rhythm in threes

03:04:588 (3,4,5,6,1) - I think this was very awkward to hit, especially because of the sudden increase in spacing between 03:04:916 (6,1) -

04:29:127 (1,2,3,4,5) - flow from 3 to 4 to 5 requires unnecessary force imo, maybe moving 04:29:565 (5) - to somewhere like x:261 y:191 would be much better.

05:03:281 (1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4) - cool yolo jump wish i could hit them well

05:21:675 (1,2,3,4) - 05:22:113 (1,2,3) - 05:23:427 (1,2,3,4,1,2,3) - yeah i just didn't like these just pointing them out l ol sory

rest looks fine to me. hope this is helpful.
great job, and good luck on rank! :)
VINXIS

General

  1. countdown is on d
  2. mayb put a bit of som audio leadin lo

diff

  1. 00:54:094 (7,8) - idk y but i broke here twice for some reason i was expecting movement instead of a stak but idk y i did so yea mayb its that im shit but otherwise its compeltely fine
  2. 01:08:118 (1,2) - i feel lik compared 2 everything else in this jump section.. this is visualyl way largr than all the other jumps in the part lo
  3. 01:36:358 (3) - i thought this was gunna b 2 but iut turnd out to be 3 so i was lik wgh for a sec
  4. 01:57:270 (2) - id mvoe this mor down to giv a more horizontal movement 2 3 wicch wud make 3 easier to hit atleast imo lik this or smth
  5. 02:31:854 (2,3) - u cud ctrlg this to possibly emphasize the change in rhythm to straight 1/2s instead of 3 1/2s to 1/1 break and then hchange the rest of the pattrn to flow along with it but yjhea
  6. 03:32:277 - i think deleting the note here altogether and staking the circle ebfore and the slider wud b bettr for emphasis and playability with the sogn idk
  7. 06:42:166 (3,1) - i thiknte movemeont between these 2 circles isa bit awk cuz of how clos they r : /
  8. idk y but the last time u did 07:03:298 (1,2,3,1,2,3,1,2,3) - in the map it playd much better than the time here but idk y it plays worse here imo :X
  9. i didnt tak note of the hitsoudns i jstu assum u did them perfectly anyway Xd
Lily Bread

ByBy13 wrote:

Hello! As requested

  1. Artist: Falcom Sound Team jdk http://music-book.jp/music/Artist/406704/Album/aaa2it63 http://www.falcom.co.jp/cd/cd_sora.html


  2. Romanised Artist: Falcom Sound Team jdk
  3. Title: 銀の意志 https://itunes.apple.com/jp/album/legend-heroes-vi-sora-no-kiseki/id120485173
  4. Romanised Title: Gin no ishi
  5. Source: 英雄伝説VI 空の軌跡

    Remove from tags Falcom since it is in artist field.Also in tags the alternative title is The Legend Of Heroes VI Sora no Kiseki

no kudosu. Good Luck!

另外..artist好像要改一下?不太清楚呢...之前我的图是按她说的,用的Falcom Sound Team jdk
Topic Starter
jonathanlfj

Broccoly wrote:

discord m4m

01:24:094 (3) - after hitting 1 and 2, the inertia (?) of the cursor wants to point towards more right due to fast bpm. It wouldn't matter if 3 was farther apart since then the players would be increasing their speed gradually from 1 to 2, 2 to 3, and 3 to the next slider. But right now distance between 2 to 3 is closer than that of 1 to 2, and gets larger again from 3 to the next slider. This makes it harder for players to hit them imo. Try to move around the notes/experiment and ask other testplayers cuz it might just be me. I would do something like this. Also from 01:23:438 (3,4,5,6) - to 01:23:875 (1,2,3) - is trickier since it transitions from a linear flow to an angular flow, which I'm sure you're aware. This is totally fine in lower bpm but gets harder to hit as bpm goes up, so just a little heads up. rearranged this whole thing, physics ftw

01:26:942 (1,2,3,4) - squares get especially harder because of the centripetal force (?), like, it gets harder to snap and make a nice square and becomes more like a circle. This makes it harder to aim. Maybe make it like 01:30:007 (2,3,4,1) - here where you used a diagonal pattern? up to you.

01:35:482 (1,2,1) - 01:35:810 (2,1,2) - Make these two groups of notes separately NC'd? I think the music composer meant to divide the rhythm in threes

03:04:588 (3,4,5,6,1) - I think this was very awkward to hit, especially because of the sudden increase in spacing between 03:04:916 (6,1) - i find this rather fine since the jump is relatively mild and the pattern itself is in circular motion

04:29:127 (1,2,3,4,5) - flow from 3 to 4 to 5 requires unnecessary force imo, maybe moving 04:29:565 (5) - to somewhere like x:261 y:191 would be much better.

05:03:281 (1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4) - cool yolo jump wish i could hit them well

05:21:675 (1,2,3,4) - 05:22:113 (1,2,3) - 05:23:427 (1,2,3,4,1,2,3) - yeah i just didn't like these just pointing them out l ol sory tried to do what i can here

rest looks fine to me. hope this is helpful.
great job, and good luck on rank! :)

VINXIS wrote:

General

  1. countdown is on d
  2. mayb put a bit of som audio leadin lo

diff

  1. 00:54:094 (7,8) - idk y but i broke here twice for some reason i was expecting movement instead of a stak but idk y i did so yea mayb its that im shit but otherwise its compeltely fine
  2. 01:08:118 (1,2) - i feel lik compared 2 everything else in this jump section.. this is visualyl way largr than all the other jumps in the part lo this one is easier to hit cause its illuminati
  3. 01:36:358 (3) - i thought this was gunna b 2 but iut turnd out to be 3 so i was lik wgh for a sec
  4. 01:57:270 (2) - id mvoe this mor down to giv a more horizontal movement 2 3 wicch wud make 3 easier to hit atleast imo lik this or smth i tried it but it made no difference on my end lo
  5. 02:31:854 (2,3) - u cud ctrlg this to possibly emphasize the change in rhythm to straight 1/2s instead of 3 1/2s to 1/1 break and then hchange the rest of the pattrn to flow along with it but yjhea fixed it in a different way
  6. 03:32:277 - i think deleting the note here altogether and staking the circle ebfore and the slider wud b bettr for emphasis and playability with the sogn idk idk man the time stamp points me to nothing
  7. 06:42:166 (3,1) - i thiknte movemeont between these 2 circles isa bit awk cuz of how clos they r : /
  8. idk y but the last time u did 07:03:298 (1,2,3,1,2,3,1,2,3) - in the map it playd much better than the time here but idk y it plays worse here imo :X
  9. i didnt tak note of the hitsoudns i jstu assum u did them perfectly anyway Xd im actually notRLC
if i didnt comment i fixed it

also fixed title thanks Lily Bread
Topic Starter
jonathanlfj
Charles helped a bit with timing, he refuses to post here for kd for some reason xD

Log provided for transparency

based charles
18:06 Charles445: ok was uh
18:06 Charles445: fluctuating around +2 ish and +6 ish
18:06 Charles445: until about 03:40:896 -
18:07 Charles445: like 03:45:604 - ish is quite early
18:07 Charles445: you might need to work with this drum segment again
18:07 jonathanlfj: so all red points before are too late?
18:07 jonathanlfj: before 03:40:896 -
18:07 Charles445: early
18:07 Charles445: no no
18:07 Charles445: as in
18:07 Charles445: ok so I'm playing the map locally
18:07 Charles445: and changing my offset as it goes to see how far off the itming is at any point
18:08 Charles445: and mostly I am adding +3ish, +5 ish
18:08 Charles445: 2-6 plus, basically, so overall the map is early but that could be just me, yknow
18:08 jonathanlfj: so these are point estimates of certain sections
18:08 Charles445: yes
18:08 Charles445: but right at 03:45:604 -
18:08 Charles445: I'm hitting like +12
18:08 Charles445: well around taht area
18:08 jonathanlfj: so i need to apply like +10 or something
18:09 jonathanlfj: tbh it doesnt sound like +10, maybe +5
18:09 Charles445: by the time I'm at 04:04:162 - it's back to +2
18:09 Charles445: idk it's just that like, drum segment has some serious weirdness in there
18:09 Charles445: and then you go right back to normal as soon as the next segment starts
18:09 Charles445: yeah +4 ish would be the idea
18:09 Charles445: because I'm getting +5 anyway, lol
18:09 jonathanlfj: ok
18:10 jonathanlfj: so is the whole map off by + offsets or are there any - in there?
18:10 jonathanlfj: it will help me when shifting the time lines
18:11 Charles445: lol why is this 7 stars
18:11 Charles445: wtf
18:11 Charles445: no - yet
18:11 jonathanlfj: star rating is broken
18:11 jonathanlfj: also the red combos are what hikes the star rating
18:11 Charles445: ok review 05:38:591 - this segment
18:11 jonathanlfj: if i remove all of them this is like 6.5
18:11 Charles445: and see if it's significantly later than everything else
18:11 Charles445: I mean
18:11 Charles445: earlier
18:11 Charles445: lol
18:12 jonathanlfj: noted
18:12 Charles445: found myself adding 9
18:12 Charles445: this is all by ear btw so
18:12 Charles445: ehh
18:12 Charles445: not very good but
18:12 jonathanlfj: no i can kind of hear it too now that you mention it
18:12 jonathanlfj: the drums in the music arrive slightly later than the hitsounds
18:13 jonathanlfj: good thing its at least not doing +-+- shifts
18:13 jonathanlfj: that just means my timing is trash lol
18:13 Charles445: 06:15:139 - OK REALLY REVIEW THIS PART
18:13 Charles445: this immediately sounded early, huge spike in it
18:14 Charles445: it slowly evens itself out as it goes but I am hitting like +13
18:14 Charles445: +11~
18:14 jonathanlfj: yep i can kinda hear it
18:14 Charles445: red part right after im hitting +11
18:14 Charles445: so like as soon as that part starts it's +11
18:14 Charles445: then like goes down to +4 ish like the rest of the map
18:14 Charles445: then as soon as the kiai hits bam to +11 again
18:15 Charles445: in the second half it gets to about +2 gradually
18:15 Charles445: this is the kiai at 06:55:344 - btw
18:16 jonathanlfj: sht does that mean the kiai is gonna need decimal bpm
18:16 Charles445: ... probably
18:16 Charles445: or a change of some sort
18:16 jonathanlfj: ok i will see what i can do there
18:16 jonathanlfj: so everything is basically early
18:16 Charles445: yeah
18:16 jonathanlfj: some things are more early than others
18:16 Charles445: with varying earliness
18:16 Charles445: but tbh you don't need to worry so much about offset
18:16 Charles445: so much as variance
18:16 Charles445: yes
18:16 jonathanlfj: but if i can get things within +-5ms it should be good
18:17 Charles445: redo the ending hyping bit
18:17 jonathanlfj: alright
18:17 Charles445: because it starts at like +3 and makes it to like +10
18:17 Charles445: +12*
18:17 Charles445: ok so your range is like, +2 to +12 throughout
18:17 jonathanlfj: wait where does it start doing +3 and then where does it end at +12
18:17 Charles445: TBH for this sort of thing that's not bad
18:17 Charles445: o
18:17 Charles445: as soon as the vocalists are +3
18:17 Charles445: 07:10:766 - .like this bit
18:17 Charles445: lemme see where it starts deviating
18:17 jonathanlfj: first time you said start of the kiai is +12 so im confused
18:18 jonathanlfj: oh thats the outro
18:18 jonathanlfj: you said hype part so i got confused
18:18 Charles445: 07:26:947 (1) - I CAN FEEL IT ON THISG UY
18:18 Charles445: o
18:18 Charles445: loil
18:18 jonathanlfj: ok im gonna get to fixing this then
18:18 jonathanlfj: thanks that was really useful
18:18 jonathanlfj: you should post the log
18:18 Charles445: 07:43:151 - by the time it makes it here it's like, +8
18:18 Charles445: eventually reaches ~+12
18:19 Charles445: nahhh just savelog it
Azer
posting for kds because i did a long IRC mod thanks
Topic Starter
jonathanlfj
01:29:573 (1) - Azer commented on stacks of this nature and i was prompted to fix a few of them
Monstrata
Chrono Collapse

00:38:113 (1,1) - Blanket
00:48:131 (5) - The 1/4's here up until 00:52:784 - just feel unnecessary to me. I mean, they exist in the music, but I don't think you need to map them, because the music hasn't really picked up yet. Felt a bit weird transitioning into a faster-paced section but also seeing a rhythm thats less dense.
02:08:113 (1,2) - Can you make this flow better? I don't really see a need for a flowbreak here. Emphasizing 3 with a break might be better anyways since you can draw attention to the guitar.
02:17:853 (2,3,4) - See if you can make this circle pattern a bit more different from the 1/2's before? The drums are stronger here imo, compared to 02:16:869 (1,2,3,4,1,2) -, but the spacing is about the same.
03:15:548 (1,2) - Blanket's off, if it matters for this pattern.
03:19:929 (1,2,3) - This is so weird xP. The flow totally leads you to go rightward after 1, but instead you have to go leftward to 2, and then jump rightward to 3. It's really uncomfortable to play imo. I would avoid misdirecting flow like this xP.
05:07:557 (5,6) - Make the linear segments more evenly spaced?
06:48:412 (1,2,3) - Same thing as earlier ;c
07:14:472 (4) - This sounded really overmapped for me
08:17:811 (1) - Sliderart

[]
Call me back!
Topic Starter
jonathanlfj

Monstrata wrote:

Chrono Collapse

00:38:113 (1,1) - Blanket
00:48:131 (5) - The 1/4's here up until 00:52:784 - just feel unnecessary to me. I mean, they exist in the music, but I don't think you need to map them, because the music hasn't really picked up yet. Felt a bit weird transitioning into a faster-paced section but also seeing a rhythm thats less dense. the intention of these are to build up pressure going into the tougher parts, it also makes 04:49:273 (1) - this section easier to predict
02:08:113 (1,2) - Can you make this flow better? I don't really see a need for a flowbreak here. Emphasizing 3 with a break might be better anyways since you can draw attention to the guitar.
02:17:853 (2,3,4) - See if you can make this circle pattern a bit more different from the 1/2's before? The drums are stronger here imo, compared to 02:16:869 (1,2,3,4,1,2) -, but the spacing is about the same. i think flow is fine, upped the spacing a bit
03:15:548 (1,2) - Blanket's off, if it matters for this pattern.
03:19:929 (1,2,3) - This is so weird xP. The flow totally leads you to go rightward after 1, but instead you have to go leftward to 2, and then jump rightward to 3. It's really uncomfortable to play imo. I would avoid misdirecting flow like this xP. this was done intentionally as a gimmick, i didn't really see people having difficulties playing this due to the simple readibility
05:07:557 (5,6) - Make the linear segments more evenly spaced?
06:48:412 (1,2,3) - Same thing as earlier ;c
07:14:472 (4) - This sounded really overmapped for me the vocals (?) is making a "si" sound here
08:17:811 (1) - Sliderart

[]
Call me back!
No reply = fixed
Thanks xDD
Monstrata
Topic Starter
jonathanlfj
Thank Mr.Monstrata
Nathan
hf at AN
#2
Kibbleru
modded irl at AN

http://puu.sh/p7CvT/a5862021e1.mp3
joke mp3 we made for the luls
Monstrata
Filthy AN circlejerk.
Okoayu
grats
Luna-
yooooooooooooo

Amazing map! Congrats!
Topic Starter
jonathanlfj
Thanks xDD

the power of AN
Xantaria
I read 'milestone to my mapping career' as 'milestone to my mapping cancer' so I was prepared for everything ... but it turned out to be a well made map :')
those
Hey man. Happy Anime North 2016.

  1. 00:07:237 (1,2,3) - All words sung from the beginning are held a specific length, yet these are the only ones represented by sliders. Horizontally spaced screen circles will do much better.
  2. 00:28:697 (2) - Unstack; you haven't been stacking.
  3. 00:35:266 (1,1,1,1) - If you're keen on keeping these as sliders, watch the spacing on 00:37:894 (1) - and keep it the same as the sliders. Also remove NCs.
  4. 00:46:324 - Missing 1/4 triple here like the next three phrases.
  5. 01:06:809 (1) - Combo structure inaccuracte. Try this http://puu.sh/p7AYF.png, with particular consideration to the 1/4 triple bursts.
  6. 01:21:893 (6) - Mapping this fill more accurately, shorten slider by 1/2, then start new combo with four circles starting 01:22:112 - .
  7. 01:22:441 - Missing timing section.
  8. 01:23:880 (1) - Try 382;254, reverse 01:23:989 (2,3) -
  9. 01:25:194 (1) - Should not be mapped like previous section, since this iteration starts on the downbeat whereas the previous does not (01:23:552 (4) - . Try 01:25:194 (1,2) - into slider.
  10. 01:36:362 (1) - Remove new combo, or do what you did with the above suggestion at 01:06:809 - .
  11. 01:49:936 (6) - Like 01:21:893 - .
  12. 01:54:975 (1,2,3,4) - Guitar passage not prominent here; pentagon too regular, structured.
  13. 02:07:128 (6) - Missing a huge part of the melody.
  14. 02:18:072 (4) - Make 1/2 to fill more accurately.
  15. 02:28:574 (6) - Use 1/2 sliders like previous phrases.
  16. 02:31:749 (1) - Combo structure inaccurate. Use two (1,2,3,4) patterns instead of (1,2,3)s.
  17. 02:58:034 (1) - 1/3 slider patterns (either 6 1/3 or 4 1/3 repeaters) might work a bit better here for the objects until red.
  18. 04:16:868 (1) - Stream might be better replaced by mapping drums with circles and 1/4 triple bursts; the guitar passage from 04:15:992 (1) - continues and you've mapped in a 1/2 structure.
  19. 04:23:437 (5) - Change to 1/2 slider, remove (6,7).
  20. 05:03:287 (1) - Like 01:06:809 - .
  21. 05:35:586 (6) - Like 02:07:128 - .
  22. 06:41:406 (1) - Combo structure inaccurate. Just use (1,2)s or (1,2,3,4)s.
Topic Starter
jonathanlfj

those wrote:

Hey man. Happy Anime North 2016.

  1. 00:07:237 (1,2,3) - All words sung from the beginning are held a specific length, yet these are the only ones represented by sliders. Horizontally spaced screen circles will do much better. following vocals here + surrounding the background picture
  2. 00:28:697 (2) - Unstack; you haven't been stacking.
  3. 00:35:266 (1,1,1,1) - If you're keen on keeping these as sliders, watch the spacing on 00:37:894 (1) - and keep it the same as the sliders. Also remove NCs.
  4. 00:46:324 - Missing 1/4 triple here like the next three phrases.
  5. 01:06:809 (1) - Combo structure inaccuracte. Try this http://puu.sh/p7AYF.png, with particular consideration to the 1/4 triple bursts.
  6. 01:21:893 (6) - Mapping this fill more accurately, shorten slider by 1/2, then start new combo with four circles starting 01:22:112 - . lmao there is no sound there
  7. 01:22:441 - Missing timing section.
  8. 01:23:880 (1) - Try 382;254, reverse 01:23:989 (2,3) - I wanted to make a flow break here and a jump to emphasis the change in guitars
  9. 01:25:194 (1) - Should not be mapped like previous section, since this iteration starts on the downbeat whereas the previous does not (01:23:552 (4) - . Try 01:25:194 (1,2) - into slider. fixed it a different way
  10. 01:36:362 (1) - Remove new combo, or do what you did with the above suggestion at 01:06:809 - .
  11. 01:49:936 (6) - Like 01:21:893 - .
  12. 01:54:975 (1,2,3,4) - Guitar passage not prominent here; pentagon too regular, structured.
  13. 02:07:128 (6) - Missing a huge part of the melody. I skipped the down beat intentionally to bring out the guitar more
  14. 02:18:072 (4) - Make 1/2 to fill more accurately.
  15. 02:28:574 (6) - Use 1/2 sliders like previous phrases. this one was intentionally done to give a more rhythm variety, I fixed the one before because that one could use the 1/2 emphasis better
  16. 02:31:749 (1) - Combo structure inaccurate. Use two (1,2,3,4) patterns instead of (1,2,3)s.
  17. 02:58:034 (1) - 1/3 slider patterns (either 6 1/3 or 4 1/3 repeaters) might work a bit better here for the objects until red. the contrast here was the guitar 1/3 vs the drum 1/3, I used a more compact spacing for the guitars so the lead into the spaced streams give more impact
  18. 04:16:868 (1) - Stream might be better replaced by mapping drums with circles and 1/4 triple bursts; the guitar passage from 04:15:992 (1) - continues and you've mapped in a 1/2 structure.
  19. 04:23:437 (5) - Change to 1/2 slider, remove (6,7).
  20. 05:03:287 (1) - Like 01:06:809 - .
  21. 05:35:586 (6) - Like 02:07:128 - .
  22. 06:41:406 (1) - Combo structure inaccurate. Just use (1,2)s or (1,2,3,4)s. this one is actually correct given the drums are in 3/4 in the background
no reply = fixed (or consistent with previous treatment)
great mod done right beside me LOL
Satellite
waaa
Fycho

jonathanlfj wrote:

uhh can someone come and unqualify my map, got some really good suggestions I want to apply

p/5170568
ok
VINXIS
canada
Anxient
europe
Yohanes
asia
Topic Starter
jonathanlfj
fixed up more things should be good to go again

if anyone has suggestions feel free to post it
Monstrata
#1
Topic Starter
jonathanlfj
Thanks again :D
Satellite
sup

i think need add audio leadin 1000 ~ 2000
and check rule this point xd

( No two uninherited or two inherited timing sections should be placed at the same point. )

uh
Stjpa
No need to add lead-in since the game does it already.
Also, a green and a red line shouldn't cause any problems as long as they have the same hitsound thingy and volume. Orange lines are a thing lol.
Kibbleru
i agree, thoseissues arent really problematic.

num 2
Satellite

Stjpa wrote:

No need to add lead-in since the game does it already.
Also, a green and a red line shouldn't cause any problems as long as they have the same hitsound thingy and volume. Orange lines are a thing lol.
Yeah. you are right. but osu! general rule says ... Are these old?https://osu.ppy.sh/wiki/Ranking_Criteria
Fycho
That rule means these two cases: Two red lines at the same point; Two green lines at the same point.

One red line and one green line at the same point is always not a problem, so this should be fine.
Satellite

Fycho wrote:

That rule means these two cases: Two red lines at the same point; Two green lines at the same point.

One red line and one green line at the same point is always not a problem, so this should be fine.

oh thank you :D
Trust
nice, now buy me manaka art pretty please (:
Topic Starter
jonathanlfj
lol we partied all night and then woke up to approval

Thanks kibb and satellite <3

Trust: if I can find any I will get you one
Fycho
re-congratz jonathan o/

have fun on AN guys i hope i could go as well
Luna-

Fycho wrote:

re-congratz jonathan o/

have fun on AN guys i hope i could go as well
[ Shina0Neko ]
Wooo, this one is really nice.
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