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RIN - Pluto -Tenderness [OsuMania]

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Topic Starter
MEGAtive

Dellvangel wrote:

Ok, normal mod as requested.

1|2|3|4
[General]
  1. Soft-hitwhistle punya terlalu banyak blank sound di bagian akhirnya http://puu.sh/sEnYo/248829a4dd.png. Mungkin ganti jadi ini, masih HS yg sama tapi di cut jadi sekitar 100ms.
Sip. W kelupaan sama ini.

[Hades Wrath]
  1. 01:25:245 - Add sample import hitsound di sini? atau kalo engga beberapa dari 4 LN nya dipendekin 1/4 terus di add note buat emphasis beat di sini. Mau import hitsound apa? Lagian kalo dipikir2 lagi mending gini aja. Gak semua instrumen harus kena not kan?
  2. 01:38:745 (98745|3,98895|3) - dan 01:43:545 (103545|3,103695|3) - sengaja cuma 1 doang yg di jack? soalnya 01:36:345 - , 01:41:145 - , atau dari awal mulai yg di 01:26:745 - , 01:29:145 - dll ada 2 kolom yang di jack. Mungkin kurang ngeh, tapi di sini pattern gua mainannya 2 section. 01:36:045 - 01:40:845 - sama 01:38:445 - 01:43:245 - . Itu dua part gitu mainannya
  3. 01:32:595 (92595|1,92745|1) - juga bukannya harus 2 kolom yg di jack? kayak 01:27:795 - , 01:30:195 - , 01:34:995 - . Terus sekalian buat variasi biar pattern yg di 01:32:895 - sampai 01:33:345 - ga mirip sama 01:28:095 - biarpun agak jauh jaraknya emang tapi lebih bagus divariasiin gitu. Sip
  4. 01:38:745 (98745|3,98895|3) - sama 01:43:545 (103545|3,103695|3) - juga cuma satu kolom yg di jack, kayaknya sengaja ya. [/color]
  5. 01:46:995 (106995|1,107145|2,107145|3,107145|0) - harusnya ada 1 kolom yg di jack, cuma ini yg ga dijack di part yg 'layer' nya mirip ini, kayak 01:49:395 - , 01:51:795 - , 01:54:195 - . Fixed
  6. 01:53:595 - ini juga, harusnya kayak 01:46:395 - , 01:48:795 - , 01:51:195 - dll 2 kolom yg di jack. Fixed
  7. 02:14:895 (134895|0) - imo kalo mau mulai shiled LN mestinya di 02:14:745 - karena 'feel' nya masih sama kayak LN pertama itu, atau kalo engga mulai di 02:15:045 - jadi feel yg sama itu ga di LN dua-dua nya. [/color]
  8. 02:40:395 (160395|3,160470|0) - ctrl+h? varisiin sama 02:35:595 - soalnya part ini deket sama burst 1/8 jadi gampang dinotice kalo patternnya sama (pattern sebelum timestamp ini mulai dari 02:33:945 - dengan 02:38:745 - juga sama sih), atau emang sengaja disamain? Emang sengaja biar nyamain arusnya gitu
  9. 02:46:095 - buat jadi gini? biar note yg di 02:46:395 - jack nya cuma satu kolom dengan yg selanjutnya kayak 02:48:795 - , 02:51:195 - , sama biar patternnya ga mirip dengan 02:46:695 (166695|2,166770|1,166845|3,166845|0) - buat variasi. Fixed
  10. 03:00:195 (180195|2) - pindah ke kolom 2? buat hand balance ngereduce jack di kolom 3, kalopun niatnya mau ngebalance sama 02:59:445 (179445|1,179595|1,179745|1) - tapi kan udah ada 02:59:520 (179520|3,179670|0) - sebagai penyeimbangnya. Fair point. Appled.
  11. 03:09:371 (189371|3,189504|0) - ctrl+h? karena pitch di 03:09:504 - lebih tinggi dari 03:09:371 - buat better flow sekalian ngehindari kolom yg sama dengan minijack 03:09:175 (189175|3,189238|3) - . Rearanged
  12. 03:12:015 (192015|2) - pindah ke kolom 4? buat hand balance. Applied
  13. 03:34:619 - sama 03:39:043 - ga di double aja? suaranya lebih keras dari single note yg lain, ada suara kayak snare atau apalah namanya kayak di 03:33:513 - , 03:35:725 - , dll. Woops, gak kedengeran. Fixed.
  14. 03:40:564 - hmm, mungkin burst nya diubah jadi gini lebih mudah dimain, kalo diapply note sesudahnya di re-arrange dikit biar agak balance lagi. Yakin 121 1/8 BPM217 lebih gampang? Gua sih di sini lebih prefer ke playability over readability
  15. 03:45:264 (225264|2) - imo ini harusnya LN kayak 03:46:370 (226370|0) - , biarpun sound nya rada beda tapi punya feel main yg sama imo, bahkan ini SVnya mulai dari red line itu aja sama. Sip
  16. 04:18:167 - imo suara desis di sini lebih cocok dibuat jadi 2 LN ketimbang 1 LN, loud enough buat diemphasis pake 2 LN. Mungkin ubah jadi gini. Nope. 1 LN still make sense. Dan gua kurang suka ngasih HS ke not yang gak sesuai lmao
  17. 04:53:573 (293573|1) - pindah ke kolom 3, biar jacknya ada di 2 kolom kayak 04:51:190 - , 04:55:676 - , 04:57:919 - . Fixed
  18. 05:00:092 - sama 05:04:578 - sengaja dibuat 1 note doang buat ngehindari mini jack? Idk karena sebelum-sebelum ini udah banyak banget ngeliat mini jack. Nice catch. Fixed
  19. 05:03:947 - di sini harusnya double, soundnya mirip kayak 05:03:246 - , 05:02:825 - , kalo di add sekalian sama hitsound clapnya. Fixed.
Semoga ini membantu, good luck!
Thanks for mod Dell
njoy
Heya

While the map is a bit out of my league, I figured I could still add some spice to it with a mini-mod.

00:48:495 (48495|0,48945|2,49395|1,50445|0,50895|3,51345|1,51795|2,52845|1,53295|2,53745|0,54195|3,55245|3,55695|1,56145|2,56595|0) -
Add these to give the last repeat section that little bit of flavour, sense of build up and a sign that something is about to change in the song.

No need for kudosus since I barely scratched the surface and good luck!
Topic Starter
MEGAtive

od3x wrote:

00:48:495 (48495|0,48945|2,49395|1,50445|0,50895|3,51345|1,51795|2,52845|1,53295|2,53745|0,54195|3,55245|3,55695|1,56145|2,56595|0) -
Add these to give the last repeat section that little bit of flavour, sense of build up and a sign that something is about to change in the song. No need to give a sign for something is about to change. The consistency of rhythm here is still important to help players maintaining their Accuracy

No need for kudosuses and good luck!
Rivals_7
some changes confirmed
rebub #1
drogonaix
GOOD LUCK :)
[ A v a l o n ]
Quick check


  • [Hades Wrath]
  1. 00:59:895 (59895|0) - you've forgot clap here
  2. 00:59:895 (59895|0) - why don't you try something like https://puu.sh/ttOSF/c28023eba1.png ? to avoid anchor at 2nd column
  3. 01:13:095 (73095|3) - I believe this is not necessary since there's no snare sound
  4. 01:15:720 (75720|2) - delete this for more balanced pattern
  5. 01:28:245 - 01:30:645 - 01:33:045 - 01:35:445 - maybe you don't need clap here, since there's no drum sound
  6. 01:35:745 - you've forgot whistle here
  7. 01:47:295 - this timing aren't supposed to be double since there is no extra instrument in here
  8. 01:52:020 (112020|1) - 01:53:220 (113220|2) - 01:54:420 (114420|1) - ghost note ?
  9. 02:33:045 - maybe you should make this triple like what you did at the intro
  10. 02:35:895 (155895|0) - 02:35:895 (155895|0) - just feel weird, I thought previous bursts don't have this.
  11. 03:13:593 - 03:13:725 - I think you can add note here for the weak snare so the transition got more natural.
  12. 04:13:190 - 04:17:614 - make double? I thought you used double for the snare here.
  13. 04:19:688 - SV owo
  14. 04:33:246 - finish here
  15. 04:33:386 - 04:40:956 - delete clap
  16. 04:34:227 - Add whistle
  17. 04:59:040 - I think make a trill on here is better
  18. 04:59:881 - 05:04:367 - there is no whistle here ?
  19. 05:03:666 - add clap
  20. 05:06:330 - maybe that clap or finish on here is more appropriate than whistle
  21. 05:07:451 - roll sound here should be clap, right?
  22. 05:09:195 (309195|2,309766|1,310605|0) - Add finish for more emphasis on the end ?
Topic Starter
MEGAtive

[ A v a l o n ] wrote:

Quick check


  • [Hades Wrath]
  1. 01:15:720 (75720|2) - delete this for more balanced pattern Rearranged
  2. 04:19:688 - SV owo H3h3
Other's applied.
Thanks Balon~ H3h3
[ A v a l o n ]
Re-bubbled #2
Maxus
Am i the last? well..

  • [General]
  1. For the metadata, are you really sure there isn't any source for the metadata? This is a remix of song called Blackhole-Pluto which have the source of "DanceDanceRevolution SuperNOVA2" , so yeah, you probably have to add that as the source. Remix song still need to add the source of the original song it came from.
  • [Hades Wrath]
  1. 00:58:695 - you can probably add another note for that beat sound there.
  2. 01:16:845 (76845|3) - no need for this note since the emphasis really weak to begin with.
  3. 01:30:720 (90720|1,90795|2) - tbh this would flow better if you simply Ctrl+H this instead of smooth chordstream here, since it will mimic the flow at 01:33:045 - , similar to how you mimic 02:47:445 - and 02:49:845 -
  4. 01:35:520 (95520|0,95595|1) - personally, Ctrl+H this makes this play and flow better.
  5. 01:44:445 - don't see why this is quad. don't see it anywhere in this map.
  6. 01:46:170 (106170|2,106320|1) - Switch column here will make this more balance to play.
  7. 02:33:045 (153045|0) - move this to col.2 makes the jack easier to execute due to 02:32:670 (152670|0,152820|0) - makes it tough to hit the chordjack at col.1 properly.
  8. 02:53:145 - quite underwhelming tbh since the finish and drum quite hectic here.. make this triple? quite sure the finish sound is the same as 02:53:295 - , maybe it's also the reason you intentionally single at 02:53:070 - .
  9. 02:57:945 - same as above.
  10. 03:13:857 - Tbh quite underwhelming since the strong Rising sound here only get mapped single by single LN here, and the part where you started makes a bit "complicated LN" , it literally ignores all the kick which you makes the jumptrill later, i would make something like this instead : http://puu.sh/twnyq/c7e29a9456.png
  11. 03:32:276 (212276|3,212554|3,212828|3,213101|3) - personally since this is a change of instrument pace compared with other single you mapped before, i would change this to 1/2 LN.
  12. 03:36:416 - ehh this one makes unnecessary spike and overall need absurd control to actually not miss it due to all that stack while all the notes lean on the left side like that, not to mention it's already have unbalanced start to hit the burst and triple chords at 03:35:863 (215863|0,215863|1,216001|0,216001|1,216174|1,216209|0,216278|0,216278|1) - . Ctrl+H 03:36:554 (216554|1,216693|1,216831|1,216969|2,217038|1,217107|2,217246|2,217384|1) - will solve it as you neutralize the dominancy at 03:35:725 (215725|0,215863|1,215863|0,216001|1,216001|0,216174|1,216209|0,216278|1,216278|0) -
  13. 03:39:250 - quite odd that this one got ignored when it's really audible.
  14. 03:49:412 - since this burst is stand out its own compared to the 3 burst before because of the PR (and being the last burst here), try switch column between 03:49:412 (229412|3,229446|2) - to accent the differences.
  15. 04:56:821 (296821|2,296844|3,296867|2) - Frankly speaking, these three are almost unhearable, and it's awkward while you are ignoring more audible burst at 04:56:751 - 04:56:774 - 04:57:031 - 04:57:054 - when you are supposed to continued it. it would be more intuitively to mapped the more audible one while ignore the inaudible burst that occurs in the middle, like this: http://puu.sh/twjbf/b323e1526b.png (starting at 04:56:657 - )
  16. 05:01:844 - add another note since this is still the same sound with 05:01:564 (301564|0,301564|3,301634|2,301634|1,301704|0,301704|3,301774|1,301774|2) -
[Separate the 230-235 BPM SV thingy since i try to explain it]
04:19:688 - all those SV at 230-235 BPM section though.. even if you try to mimic the gimmick from the other game, you can't deny that this is practically unpassable for audience player that you try to cater-in here unless they really seriously memorize all the SV in editor which is really absurd to begin with, added to the other facts that the SV occurs in unstabilaze state where it is really hard to predict the moment it appears with all those dense chord pattern, I'm really sure the current SVs will be "Forced" by other players to be changed if I let this one pass through..
My Personal recommendation would be to change all 0,26 SV in 230BPM to 0,65 Which equals to 149,5 BPM rounded to 150 BPM, and change 0,25 SV in 235 BPM to 0,64 SV which equals to 150,4 BPM , rounded to 150 BPM too. it's more reasonable to play compared with current SV. I might forget some stuffs, you can try to re-arrange it though.

The map is really great tbh.. but i still want you to at least really consider my very last point of mod about the sv though..
Topic Starter
MEGAtive

Maxus wrote:

Am i the last? well..

  • [General]
  1. For the metadata, are you really sure there isn't any source for the metadata? This is a remix of song called Blackhole-Pluto which have the source of "DanceDanceRevolution SuperNOVA2" , so yeah, you probably have to add that as the source. Remix song still need to add the source of the original song it came from. This is a remix of a song that appeared in a game, yes. But this song itself isn't. So Source should be empty. Instead they should be added to Tags, Yea
  • [Hades Wrath]
  1. 00:58:695 - you can probably add another note for that beat sound there. That bass right? Well the rhythm for that bass sound in this part is rather random so I'd avoid doing that in the Intro.
  2. 01:16:845 (76845|3) - no need for this note since the emphasis really weak to begin with. The emphasis yea but the Instruments quantity nop
  3. 01:30:720 (90720|1,90795|2) - tbh this would flow better if you simply Ctrl+H this instead of smooth chordstream here, since it will mimic the flow at 01:33:045 - , similar to how you mimic 02:47:445 - and 02:49:845 - Applied
  4. 01:35:520 (95520|0,95595|1) - personally, Ctrl+H this makes this play and flow better. Applied.
  5. 01:44:445 - don't see why this is quad. don't see it anywhere in this map. Oops, overemphasized
  6. 01:46:170 (106170|2,106320|1) - Switch column here will make this more balance to play. Ok
  7. 02:33:045 (153045|0) - move this to col.2 makes the jack easier to execute due to 02:32:670 (152670|0,152820|0) - makes it tough to hit the chordjack at col.1 properly. Rearranged
  8. 02:53:145 - quite underwhelming tbh since the finish and drum quite hectic here.. make this triple? quite sure the finish sound is the same as 02:53:295 - , maybe it's also the reason you intentionally single at 02:53:070 - . Added. Also the reason for that particular part is Single is to render this one and the one at the end of the map is different.
  9. 02:57:945 - same as above. Yea pmuch same reason too.
  10. 03:13:857 - Tbh quite underwhelming since the strong Rising sound here only get mapped single by single LN here, and the part where you started makes a bit "complicated LN" , it literally ignores all the kick which you makes the jumptrill later, i would make something like this instead : http://puu.sh/twnyq/c7e29a9456.png Rearranged. TBH the reason why I put the LN there and ignored the kicks there is because I want to create a transitionable pattern that can adapt with the atmosphere of the song.
  11. 03:32:276 (212276|3,212554|3,212828|3,213101|3) - personally since this is a change of instrument pace compared with other single you mapped before, i would change this to 1/2 LN. U mean 1/4? Fixed.
  12. 03:36:416 - ehh this one makes unnecessary spike and overall need absurd control to actually not miss it due to all that stack while all the notes lean on the left side like that, not to mention it's already have unbalanced start to hit the burst and triple chords at 03:35:863 (215863|0,215863|1,216001|0,216001|1,216174|1,216209|0,216278|0,216278|1) - . Ctrl+H 03:36:554 (216554|1,216693|1,216831|1,216969|2,217038|1,217107|2,217246|2,217384|1) - will solve it as you neutralize the dominancy at 03:35:725 (215725|0,215863|1,215863|0,216001|1,216001|0,216174|1,216209|0,216278|1,216278|0) - Nice one there
  13. 03:39:250 - quite odd that this one got ignored when it's really audible. Lmao added. IDK why didn't I catch it.
  14. 03:49:412 - since this burst is stand out its own compared to the 3 burst before because of the PR (and being the last burst here), try switch column between 03:49:412 (229412|3,229446|2) - to accent the differences. Nice one
  15. 04:56:821 (296821|2,296844|3,296867|2) - Frankly speaking, these three are almost unhearable, and it's awkward while you are ignoring more audible burst at 04:56:751 - 04:56:774 - 04:57:031 - 04:57:054 - when you are supposed to continued it. it would be more intuitively to mapped the more audible one while ignore the inaudible burst that occurs in the middle, like this: http://puu.sh/twjbf/b323e1526b.png (starting at 04:56:657 - ) Try to play it in 100% playrate instead of 25%. If you're using 100% to listen on that particular part, you can hear that my way of patterning is accurate while in 25% it kinds of awkward. While your kind of patterning is accurate in 25%, and kinda awkward in 100%. Note that we're playing on 100% rate. Human's ear aren't really designed to listen on something supersonic instead they recreated the impulses on which they deemed correct. And in this section, the burst sound at 04:56:797 - are being kicked again by the sound of the drum which render those burst to become more audible than 04:56:727 - 04:57:008 . (Sorry bringing something scientific here lol)
  16. 05:01:844 - add another note since this is still the same sound with 05:01:564 (301564|0,301564|3,301634|2,301634|1,301704|0,301704|3,301774|1,301774|2) - Added
[Separate the 230-235 BPM SV thingy since i try to explain it]
04:19:688 - all those SV at 230-235 BPM section though.. even if you try to mimic the gimmick from the other game, you can't deny that this is practically unpassable for audience player that you try to cater-in here unless they really seriously memorize all the SV in editor which is really absurd to begin with, added to the other facts that the SV occurs in unstabilaze state where it is really hard to predict the moment it appears with all those dense chord pattern, I'm really sure the current SVs will be "Forced" by other players to be changed if I let this one pass through..
My Personal recommendation would be to change all 0,26 SV in 230BPM to 0,65 Which equals to 149,5 BPM rounded to 150 BPM, and change 0,25 SV in 235 BPM to 0,64 SV which equals to 150,4 BPM , rounded to 150 BPM too. it's more reasonable to play compared with current SV. I might forget some stuffs, you can try to re-arrange it though. First thing first, this isn't that "unpassable". I can pass this particular part instead of the other chordy and bursty thing. Second, Players aren't needed to memorize SVs here. Instead they should pay more attention on which note's density is weird (A.K.A. it looks like a 1/4 Triple Chordjack but it isn't). Three, Changing those SV to the 0,75 counterpart of that section is rather bringing the awkward level high enough for players. Or just me IDK. They're expecting something slow but 0.75x aren't doing it correctly. Putting it at 0.5x counterpart of it are kinda messed up since it's not slow enough for people to expect and it'll just render the players surprised by the appearance of the SV. I get to use the 0.25x because it's slow enough to mimic Stop gimmick and it actually giving you some sign on when'll the SV starts. That's why I said the Density is the key on conquering this SV. If your sole complain in this part is because the map renders you failed and that only section, I can just nerf the HP there and buff the OD or just leave it as it's.

TL;DR: I already playtest that SV with your suggestion back then and it's way harder than now. If your only complain is "I can't pass this particular map because of its god forsaken SV" I can just nerf the HP.

The map is really great tbh.. but i still want you to at least really consider my very last point of mod about the sv though..
Okay thanks for checking, Dixon
-SoraGami-
hi mega, cool map here owo

testplayed it a while ago but idk, i have some concerns about the sv (which maxus also did pointed out)
so before this map gets push forward... i think i'll give my personal opinion about it... :)
i just want to help so pls be easy on me ;w;

from this point 04:19:688 onwards... the SV here for example: 04:21:219 - is not readable, it is hard to predict when you will hit the note... as you can see in the editor, it has a 1/1 interval... but when you play it, it looks like almost 1/4, by this, players will get confused, they will suspect that it is a 1/4 interval and will play it that way, and with that, they will surely miss... unless they memorize it ;w;
even though you planned to make something that was the same feeling like the one in the IIDX, i think it is better to make it more something better ones to be more enjoyable to play

i suggest, instead going for a slowjam, you can try this:
04:21:219 - 0.61
04:21:414 - 1.653
04:21:479 - 0.87

so... for example we used 1/4 snap divisor, so we have 4 lines (dont know what to call it xD) then we have:
(0.7*3)+(1.9*1)/4=1.00
but since the bpm change, so the normalized sv is 0.87, so if you multiply it to 0.7 and 1.3 you can get 0.61 and 1.653
with that, players can visualize how long the interval between those notes, it will be much more easier to predict...
what do you think?
Ibrahim

-SoraGami- wrote:

hi mega, cool map here owo

testplayed it a while ago but idk, i have some concerns about the sv (which maxus also did pointed out)
so before this map gets push forward... i think i'll give my personal opinion about it... :)
i just want to help so pls be easy on me ;w;

from this point 04:19:688 onwards... the SV here for example: 04:21:219 - is not readable, it is hard to predict when you will hit the note... as you can see in the editor, it has a 1/1 interval... but when you play it, it looks like almost 1/4, by this, players will get confused, they will suspect that it is a 1/4 interval and will play it that way, and with that, they will surely miss... unless they memorize it ;w;
even though you planned to make something that was the same feeling like the one in the IIDX, i think it is better to make it more something better ones to be more enjoyable to play

i suggest, instead going for a slowjam, you can try this:
04:21:219 - 0.61
04:21:414 - 1.653
04:21:479 - 0.87

so... for example we used 1/4 snap divisor, so we have 4 lines (dont know what to call it xD) then we have:
(0.7*3)+(1.9*1)/4=1.00
but since the bpm change, so the normalized sv is 0.87, so if you multiply it to 0.7 and 1.3 you can get 0.61 and 1.653
with that, players can visualize how long the interval between those notes, it will be much more easier to predict...
what do you think?

good map and im agree with sora opinion , cant wait for this map ranked 8-)
Topic Starter
MEGAtive
Rearranged my SVs here so that it'll have visually correct note intervals. Although I still preserve the Stop gimmick here so let's see how it'll work out.

As a precaution on this version sucks more, I mirrored my previous SV chart here.
Maxus
Btw I got Metadata Confirmation from KwaN.



Please move "DanceDanceRevolution SuperNOVA2" from tags to the source, the romanization can be found correct from this: http://puu.sh/tygHi/8507a7d679.png
Topic Starter
MEGAtive
That's pretty misleading.... It would really make players recognize this song is from DDRSN2 even though the fact says it's from Diverse System's cancelled album

Anyway, changed that
Maxus

MEGAtive wrote:

That's pretty misleading.... It would really make players recognize this song is from DDRSN2 even though the fact says it's from Diverse System's cancelled album

Anyway, changed that
Album never got into the source though.. it usually goes into the tags.

btw, that soft-hitwhistle seems like it still using the old one with really long delays, use the one that dell gave.

About the SVs, although it's still really aggresive so to be say, the reading space is wider for players and much better compared with the former ver. i will just let community judge the svs whether they find it tolerable/not.

Anyway, just a little bit mod to go

[Hades Wrath]
04:24:445 (264445|1,264510|3,264575|1) - make this 4-2-4 instead, although i know u want have same movement as 04:23:932 - and it has anchor on col 4, however straining player's hand with all the col 1 and col 2 anchor at 04:23:805 (263805|1,263932|1,264060|1,264060|0,264188|0,264315|1,264315|0,264445|1,264575|1) - is much much harder with 1-2-1 anchor compared if you alternate the anchor instead , it will be much better in terms of playability with these new svs.
04:22:490 - 04:22:523 - 04:24:673 - 04:24:706 - 04:25:456 - 04:26:518 - 04:26:550 - 04:27:284 - 04:27:316 - 04:28:291 - 04:28:324 - 04:28:682 - 04:28:715 - all of these svs are unsnapped by 1ms, better fix it although it's small.

that's all i guess
Topic Starter
MEGAtive
Updated. Hope everything is fine now since my Internet quota is dying
Maxus
Topic Starter
MEGAtive
Lol I thought I changed that. Updated the hitwhistle.
Maxus
ok
Topic Starter
MEGAtive
Yay

Feel the wrath
Seiryuu

MEGAtive wrote:

Maxus wrote:

Am i the last? well..


04:19:688 - all those SV at 230-235 BPM section though.. even if you try to mimic the gimmick from the other game, you can't deny that this is practically unpassable for audience player that you try to cater-in here unless they really seriously memorize all the SV in editor which is really absurd to begin with, added to the other facts that the SV occurs in unstabilaze state where it is really hard to predict the moment it appears with all those dense chord pattern, I'm really sure the current SVs will be "Forced" by other players to be changed if I let this one pass through..
My Personal recommendation would be to change all 0,26 SV in 230BPM to 0,65 Which equals to 149,5 BPM rounded to 150 BPM, and change 0,25 SV in 235 BPM to 0,64 SV which equals to 150,4 BPM , rounded to 150 BPM too. it's more reasonable to play compared with current SV. I might forget some stuffs, you can try to re-arrange it though. First thing first, this isn't that "unpassable". I can pass this particular part instead of the other chordy and bursty thing. Second, Players aren't needed to memorize SVs here. Instead they should pay more attention on which note's density is weird (A.K.A. it looks like a 1/4 Triple Chordjack but it isn't). Three, Changing those SV to the 0,75 counterpart of that section is rather bringing the awkward level high enough for players. Or just me IDK. They're expecting something slow but 0.75x aren't doing it correctly. Putting it at 0.5x counterpart of it are kinda messed up since it's not slow enough for people to expect and it'll just render the players surprised by the appearance of the SV. I get to use the 0.25x because it's slow enough to mimic Stop gimmick and it actually giving you some sign on when'll the SV starts. That's why I said the Density is the key on conquering this SV. If your sole complain in this part is because the map renders you failed and that only section, I can just nerf the HP there and buff the OD or just leave it as it's.

TL;DR: I already playtest that SV with your suggestion back then and it's way harder than now. If your only complain is "I can't pass this particular map because of its god forsaken SV" I can just nerf the HP.
[/notice]

The map is really great tbh.. but i still want you to at least really consider my very last point of mod about the sv though..
Okay thanks for checking, Dixon
This part isn't unpassable by any means, it's just really fucking ass to play.

Don't add SVs just because you want to add them, think about the people that play the chart for fucks sake.

The SVs here are really unexpected. People that play this chart for the first time/ first few times will definitely be unable to nail it because they don't expect the fucking notes to speed up and slow down at such a fast pace.

This is also attributed to how the chart plays out normally for the first 4 minutes or so and then it suddenly has a huge difficulty spike that ruins everything.

paralit - Today at 1:19 PM
wow
just because you can add SVs doesn't mean you have to you know


Also adding on, 04:49:998 (289998|0,290068|0) - minijacks like this are also really uncomfortable to play, I suggest DQing the chart and looking at it again because at it's current state, it isn't ready for ranked imo.
Topic Starter
MEGAtive
SVs are intended that way to mimic the intensity of that part. I took the concept of the original's gimmicks from DDR and IIDX. Yeah, it's "it was". Not anymore. Since complaints came regarding the SVs for being arse to play. And yet I still get complaints smh. Not that I didn't expect it, tho.

Back then I put something like https://puu.sh/tC5wL/f777aa15da.png to actually mark the SVs timing. You'd notice that in that sequence of patterns it just looks like it's going to be a 1/4 triplejack. It sounds atrocious but guess what it's the mark of the SV change. It actually slows the scrollspeed there so it looks like 1/4 triplejack. That way people are aware for the SVs. But it kinda rejected by people so I went with my new SV instead which still spawns some hate hahahahahahsaha *slapped*

Ahem... Okay back to the topic.

The first 4m is a normal play and then it got absurdly hard. Yea I got your point here. But it's the way I want this chart to be. It's incrementally harder each time passed. First this chart introduces the easy pattern. And then it introduces a faster pattern with runs and minijacks. Then at some point I put something intense to play for me yea. Don't judge me I'm still not that adept in playing at the first kiai. It marks as the first climax of the song. Then it gave you a rest time h3h3 how convenient it is. And then the intensity keep increasing and increasing until the end, it plays casually as before.

Also for Bursts with anchoring minijacks, I don't a see reason to throw those kind of patterns out. I mean, it's more comfy compared with |1||2|3||4||123| Bursts right?

Also I'm open for your criticism so feel free to drop some words here :) .
Seiryuu
*facepalm*

Too lazy to slowly quote so here i go.

"The first 4m is a normal play and then it got absurdly hard. Yea I got your point here. But it's the way I want this chart to be. It's incrementally harder each time passed. First this chart introduces the easy pattern. And then it introduces a faster pattern with runs and minijacks. Then at some point I put something intense to play for me yea. Don't judge me I'm still not that adept in playing at the first kiai. It marks as the first climax of the song. Then it gave you a rest time h3h3 how convenient it is. And then the intensity keep increasing and increasing until the end, it plays casually as before."

I can see that you want it to slowly increase in difficulty, I do that kind of charting sometimes too, but this spike in difficulty is so much to the point where it's annoying/retarded to play.

Using excuses like "it's the way i want this chart to be" doesn't cut it because you're charting for the community here, not yourself.

I'm not saying all of this just because I dislike SVs, I use SVs sometimes when I'm charting too, so I would say i know my stuff.

I'm fine with you using minijacks but patterns like 3214[123] aren't fun to play. Why do i know that? Because I'm actually capable of playing them, rather than just spouting out complaints just because i can't play them. I would suggest just changing the patterns to end with a jump(2 notes)

You also said "Also for Bursts with anchoring minijacks, I don't a see reason to throw those kind of patterns out. I mean, it's more comfy compared with |1||2|3||4||123| Bursts right?", but then you used the same pattern 04:54:414 (294414|3,294449|2,294484|1,294519|0,294554|2,294554|3,294554|1) - , so that pretty much contradicts what you just said.
Abraxos

MEGAtive wrote:

The first 4m is a normal play and then it got absurdly hard. Yea I got your point here. But it's the way I want this chart to be. It's incrementally harder each time passed. First this chart introduces the easy pattern. And then it introduces a faster pattern with runs and minijacks. Then at some point I put something intense to play for me yea. Don't judge me I'm still not that adept in playing at the first kiai. It marks as the first climax of the song. Then it gave you a rest time h3h3 how convenient it is. And then the intensity keep increasing and increasing until the end, it plays casually as before.
theres a question on whether or not you actually think the difficulty goes up linearly OR it fucking explodes like an exponential function on steroids past a certain defined point



im not sure if you are able to see this but the spike in the number of fails is extremely worrying - i dont understand why a mapper would want players to fail after 4 minutes of so-and-so "increasingly difficult" charting

maybe this is what you want - then sure, but dont expect many players to be patient enough to go through with the process of learning and memorising a chart like theyre preparing for an examination and play through 4 minutes of so-and-so "increasingly difficult" charting to just nail that part down
Topic Starter
MEGAtive
"but this spike in difficulty is so much to the point where it's annoying/retarded to play. "

Well I don't see it as broken since it's actually transitioning pretty smooth from one to another. While at some point the density become harsh but I think it reflects the intensity good.

"Using excuses like "it's the way i want this chart to be" doesn't cut it because you're charting for the community here, not yourself."

Community aren't batting an eye to this map initially. And by qualifying it, it would attract the community to this map. Then the community will speak out. Isn't that what Qualification phase should be? To get criticism? ...No?

"I'm fine with you using minijacks but patterns like 3214[123] aren't fun to play. Why do i know that? Because I'm actually capable of playing them, rather than just spouting out complaints just because i can't play them. I would suggest just changing the patterns to end with a jump(2 notes)"

Well, maybe I can change it....

"but then you used the same pattern 04:54:414 (294414|3,294449|2,294484|1,294519|0,294554|2,294554|3,294554|1) - , so that pretty much contradicts what you just said."

...Variation isn't bad, right? Or maybe I'm just bad at executing things

"im not sure if you are able to see this but the spike in the number of fails is extremely worrying - i dont understand why a mapper would want players to fail after 4 minutes of so-and-so "increasingly difficult" charting

maybe this is what you want - then sure, but dont expect many players to be patient enough to go through with the process of learning and memorising a chart like theyre preparing for an examination and play through 4 minutes of so-and-so "increasingly difficult" charting to just nail that part down"

Hmm, fair point. Maybe I'd do some nerf at some part later.
Seiryuu
"Well I don't see it as broken since it's actually transitioning pretty smooth from one to another. While at some point the density become harsh but I think it reflects the intensity good."

Trust me, it's nowhere near smooth transitioning unless you actually spend time memorising them. (In case you were mistaken, the statement was talking about the SVs.) And it definitely does not reflect the intensity well.

"Community aren't batting an eye to this map initially. And by qualifying it, it would attract the community to this map. Then the community will speak out. Isn't that what Qualification phase should be? To get criticism? ...No?"

There is more than one way to bring attention to your chart, and the first method definitely isn't qualifying the chart so that you'll get criticism, it's something known as playtesting. By asking for playtests from different players, you can pretty much get a feel of what they like and dislike so that you can change your chart accordingly.

The reason why the qualification phase isn't that good now is because most players don't want to speak their minds about a bad chart being qualified (not too sure why). There are many charts having the Ranked status and yet they don't play out well and people actually dislike them. Even the Singaporean o!m community which I'm a part of dislikes a lot of the currently ranked charts but they prefer not to write their complaints out in the beatmap forums and would rather just complain in the Discord chatrooms.
Topic Starter
MEGAtive
"In case you were mistaken, the statement was talking about the SVs."

So we're actually talking about the SV. Not the map as a whole. Well, maybe my SV is just too harsh...

As for playtesting, I did ask players for a playtest. Playtesters rarely gave me opinions. Or maybe I asked the wrong side of the track IDK

As for qualification isn't a good place for asking opinions, I think I got your point there. Yea sometimes I just felt that ranked maps nowadays are bland. Okay now I know the situation of our ranking process now.
IamKwaN
as requested
Seiryuu
Just delete your timing points and copy paste this into it. Might want to save your timing points in another notepad first before pasting this inside in case this doesn't really work out. These SVs can definitely still be worked on but I've ran out of steam to continue testing.

Some things to tidy up.
Columns:1/2/3/4
04:59:601 (299601|1) - Move this to 3
04:59:881 (299881|0,299881|2,299951|1,299951|3,300022|0,300022|2,300092|3,300092|1,300162|3,300162|0,300162|2) - And make this pattern [12][34][12][34][124]

Surprisingly, the minijacks 04:56:797 (296797|0,296867|0) - and 05:06:540 (306540|0,306610|0) - feel fine to play, but keep an eye out if others mention it in their mods.

GL on requalify dude.


Special thanks to FelipeLink, stupud kid231, Abraxos and ZeroCalamity for playtesting.
Topic Starter
MEGAtive
Thanks Seiryuu for the SV and the mod. SVs are reworked a bit.
Rivals_7
re #1
[ A v a l o n ]
#2
Maxus
Sv much better here, approved.
Verniy_Chan
Gratz Mega for qualified

but.. i think this map could be a little more improvement
Here my mod
sorry~ you're not lucky
Try Again
/me run
Topic Starter
MEGAtive

Verniy_Chan wrote:

Gratz Mega for qualified

but.. i think this map could have a little more improvement
Here{'s} my mod
sorry~ you're not lucky
Try Again
/me run
Modded kudos pls kthxbye

Anyway thanks
Seiryuu

Verniy_Chan wrote:

Gratz Mega for qualified

but.. i think this map could be a little more improvement
Here my mod
sorry~ you're not lucky
Try Again
/me run
I know this is a joke, but this chart can definitely still be improved.

Nothing unrankable right now though.
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