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posted

AyanokoRin wrote:

all i wanted was to trigger gowo i did not ask for any of this
b̶͢͠u͢͝҉t̶̴͜͡ ̵̵̢̢͡i̧͞t̶̀͜͠ ̡̢h̸͟͞҉̴a̢̛͢p̕͘p̵̡ȩ̷̸̛҉n̢̕e̸̛d̶́͠
posted
:joy:
posted
few concerns with gowos diff that i feel need to be addressed
this map is qualified
posted
pls no more concerns thank
posted

Alheak wrote:

pls no more concerns thank
Greetings,

I have some concerns about gowo's diff. Along with a few other things I believe are to be mistakes. I highly advise to re-check on many of the inconsistent hitsounds on the Extra difficulties.


[General (All difficulties)] It would be an improvement if the Ending Spinner can either gradually decrease in volume or ended with a ~5% mute. The music fades out and keeping the spinner-end to hit at 70% volume is unsettling.

01:49:420 (1) - Missing Clap if the intent was to clap every 1s and 3s for this kiai. The music does provide a clap for the first beat of both phrases that's why.
01:53:784 (1) - ^

I listed some other hitsounds on the INFINITE difficulty, so if you changed any of those, then it'd apply to the rest of the difficulties.

[Goldenwolf]00:09:770 (11) - This slider should still be on 1/2 to match the rest of the previous sliders. The music doesn't change and there's a drum on red-tick and a clickable blue beat.

00:10:157 (1,2,3,4) - The music raises in pitch but with how you treat this spacing assumes the music is going "low-high-low" when in fact, it can gradually get higher in spacing altogether. The placement of the objects is also a bit dubious because there's no correlation between any of the circles - It's possible to make a square or parallelogram using (1,2) as the first side as a means to compile the sounds into one grouping, or space (4) to be higher than (3) because of how the music is being treated here.

00:11:318 (4,7,10) - While it may seem this was intentional, I'd reconsider NC'ing every 3rd beat. My reasoning is that every group of 3 circles has their own DS but when it goes down to (4) and later (7) and (10), they too have their own grouping of specific and lowered DS.

00:13:157 (1) - This NC is completely unnecessary and only adds complications to reading. The DS's are all equal between these three objects 00:13:060 (1,1,1) - so it doesn't give enough of a reason to NC each circle other than something artificial. It would also be wise to give 00:13:060 (1) - a whistle hitsound since it does belong to the grouping of NC's you had. In my recommendation, due to how the music is presenting itself, I would instead focus on trying to gradually space 00:12:770 (2,3,4,1,1,1) - these out because the music moves up the scale and in volume progressively than how you expressed it so suddenly.

00:14:028 (1) - Would it be possible to reposition this circle elsewhere? Currently there are two former weaker beats stacked on top of this same location and with the Finish sound provided, I think there would be enough reason to give this emphasis in a way that involves the player to engage at this moment. By stacking over the two previous objects, it diminishes any emphasis provided in the music and it falls flat very quickly.

00:14:996 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1) - Here is where I have some of my bigger concerns - the hitsounds. I want to believe that with all the piano involved, there are a plethora of ways to go about whistling any of this entire section but the way you hitsounded this part is incredibly inconsistent. Firstly, when you hitsound this circle 00:14:802 (5) - and this slider 00:15:576 (6) - it implies that every 1's and 3's would be a whistle but you didn't use a whistle on the first circle 00:14:028 (1) -
Then I have to ask myself, why is only the blue-tick circle having a whistle here 00:15:480 (5) - ? How come the red-tick circle can't have a whistle as well? They are part of the same grouping (4,5,6) but only two of them get the whistle sounds. You show it over here as well 00:16:931 (3,4,5) - it being part of the same grouping.
It might be possible to NC 00:15:576 (6) - because of how you paired (6,7) to be part of the same whistle group. A better solution in my opinion is to NC (6) and remove the whistle from (7) but keep the same whistle pattern as the first measure being 1's and 3's. So essentially 00:16:351 (5) - will have a whistle.
00:17:415 (6,7,8,9) - How come only two circles have whistles but not the rest? The music descends beat-by-beat naturally so I find it strange that only half of the beats get attention. The same can be said about 00:17:802 (1,2,3,4,5,6,1,2,3,4) - where (6) is another strong beat, but is the start of the pianos lowering in volume. You separated (6,1) when they actually belong in the same grouping.
00:19:157 (7,8,9,1) - This is a bit off because you group (8,9,1) being the strong whistles but (7) is just hanging around as part of the stream there when it has no attention like the rest.

00:19:447 (1,2,3,4) - How come there are only whistles on 1 and 4 when all four objects are the same strength in piano? If you don't want to hit whistles on all four, then rhythmically, you can whistle on 1 and 3 and that would make more sense than whistling 1 and 4. Also, because there are still beats on reds, I believe these would fit better as sliders (perhaps low SV) just so it can still hit the rhythms. Low SV sliders might help bring good spacing emphasis since they'll be treated more or less as held circles.

00:20:609 (7,8,9,10,11,12,13) - Missing whistles on this half? I get that the volume is decreasing but you can add green lines to change the volumes with the whistles (every circle after 7 can go down in 5% for example). That would be a much stronger approach than ignoring half of the piano hitsounds.

00:23:609 (4,5,6,7,8,9) - I don't really know how to explain this but this looks like a reading problem. Either there's a lack of NC'ing somewhere to help distinguish the multiple rhythm snaps, or the stacking itself is placed in a way that is not intuitive to read at all. You do this well in other sections, probably because unlike the one I highlighted, they don't overlap as much on different snaps as part of the same combo.

00:35:705 (1) - Not a too big of a deal, but the rest of the diffs had this hitsounded as a whistle but you were the only one to use finish so... maybe whistle instead?

00:43:447 (1,2,3,4) - I never understood this and why there's so many snaps and rhythms being ignored here. The music is reaching a climax but you let go too early with these 1/8 drums that aren't actually snapped to 1/8 beats, it seems this was placed purely to add some sort of convoluted sense of contrast that is incredibly unfitting to what's happening in the song. It would be far more beneficial to the song to use the snaps the music provided (either 1/3s for piano or 1/4s for drums) and use some sliders or streams to help build the climax with the music instead of falling short with these incorrectly snapped 1/8 sliders.

00:54:875 (1,2,3,1,2,3) - Not the worst thing here but it's the only inconsistent pattern in this section. It'll be more consistent to have the latter (1,2,3) imitate or copy/flip the former (1,2,3) as being a triangle.

01:01:420 (1) - Missing Finish hitsound on an obvious crash
01:03:602 (3) - ^

01:18:876 (1) - Your pattern/design suggests this circle would follow the previous combo as (7) but the NC makes it awkward to look at. From a rhythmic point of view, (1) doesn't really belong here because you'd be combining two separate measures together when (1) is unique apart from the rest, there's an obvious emphasis to it that it should begin elsewhere or have an increased spacing to accommodate.

01:21:466 (3) - Spacing is extremely low compared to everything else that's happened in this difficulty thus far and it's unnatural and awkward to play this especially when the song is having it's huge build-up moment before the kiai. I'd suggest placing this elsewhere, maybe overlapping on top of 01:20:511 (6) - to keep your structure.

01:26:102 (3) - Hitsound error

01:26:239 (1,2,3,4,5,6,7,1,2) - Clap spamming isn't suggested by the music here... I can understand the pattern as a means to show rising intensity but the music still holds claps on 2s and 4s. I don't know, this seems like a poor decision because it doesn't help follow what the song is suggesting. Continuing on, it might be wise to whistle 01:27:193 (1,2,3) - since there are strong pianos attached to them. You even have them grouped under their own combo so it makes sense to apply whistles here.

01:27:602 (1,2,3,4,5,6,7) - Clap spamming might be suggested here, since the music is more pronounced and so are the instruments, but Finish spamming is a bit over the top lol (since this just suggests clap spamming as part of the music)

01:32:511 (3,4) - Should be repeat slider for consistency with 01:31:966 (1,2) - or it could be three 1/3 circles for the intonation in the song.

01:53:784 (1) - Obvious Finish is missed


[Pono]00:04:931 (1,2,3,4) - All of these should be whistles for the piano. Currently only (2) is whistle'd and it's an off-beat so... That's really strange.

00:48:330 (1,2,3,4,5,1,2) - One issue that I'm finding is that the strong sliders don't get the proper emphasis, but the weaker circles do. As in, the current structure is backwards with what is being properly emphasized. If the spacing would be something similar to
or like
then it would make a lot more sense with differentiating between the strong beats and the weak beats. Currently, the emphasis is really backwards and feels a bit awkward because of it.

00:52:420 (5,6,7) - Overmapped blue-tick circle and unnecessary kickslider. The music doesn't change from it's 1/2 stuff so, I don't understand why this is here.
01:44:783 (5,6,7) - ^

00:54:330 (4,5) - Kickslider is not needed, (5) is implied that it has more emphasis than (4) when it's actually weaker. The problem is that (4) is stacked over (3) and because of that, they are treated equally when (4) could be stronger - such as spaced further. Even if not spaced elsewhere, it's just that (5) is played much more strongly than (4) but (5) is a weaker beat.
01:46:693 (4) - ^

01:17:648 (3) - There's no blue-piano for the kickslider to be used here, seems slightly overmapped.

01:28:966 (3) - Missed emphasis. The stack makes the slider play too easy and flat, this can be positioned in a much better spot to capture the strength in the music here.

01:54:193 (1) - Not a good whistle (music goes 1,2,3 but you go 1,2,3,1 with the whistles). Probably a hitsounding error, could be easily fixed.
01:55:011 (1) - ^

[INFINITE]00:07:834 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Whistle spam is not very good here because there are different volumes of pianos and messing with too many whistles makes everything feel the same strength when musically they're not. Just whistling the strong white beats would be sufficient.

00:19:447 (1,2) - Should be a kick slider for consistency with 00:19:641 (3,4,5) -. It doesn't make sense to have it extend by two extra circles. (compare to Pono)

00:41:899 (1) - Space higher for the finish could be nice.

00:43:447 (1,2,3,4) - Refer to what I mentioned to Goldenwolf on this same exact part. (At least these aren't 1/8 drums but the main idea still stands).

00:54:330 (8) - I don't think using 1/1 is wise here because there's a strong white tick at the slider-end that could be clicked. It becomes inconsistent with how you treated this 00:52:148 (8,9) -

01:02:648 (4) - It seems like you wanted to keep this repeat slider consistent with 01:01:830 (4) - but the main issue with the former slider is that the Finish hitsound (which is really strong btw) get's completely undermined because you can't click it. Maybe there's a better way to rework the rhythm so that you can click for the Finish. I would suggest changing 01:01:830 (4) - as a circle and 1/2 slider on white so that when you can repeat later, the white-tick slider can be emphasized properly for the finish sound.

01:18:057 (8) - NC for different snap. Also because the combo gets a bit too long for this.

01:22:148 (6,7,8,9) - All of these are finishes and it's strong in the music but the spacing is so incredibly low?? This should all be e m p h a s i z e d. It needs to be strong not weak, the music reached it's climax here.[/b]

01:26:784 (2) - Hitsound error with Finish, music suggests there's no finish here. I want to say these finishes were stylistic but it's a bit inaccurate to the music. I want to say they're just claps with a hi-hat but it's kind of hard to hear with all the instruments being drained together.
01:28:966 (2) - ^

01:36:330 (1) - Missing clap to be consistent with 01:37:420 (1) -

01:38:511 (1,2,3,4) - Lots of rhythms missed, it's so sudden too. It almost looks like something was forgotten to be placed while mapping.

01:50:648 (2) - Reverse slider misses the whistle sound which should be clickable. This section is also quite intense so it would make more sense to have things be more dense along with it too.

01:57:193 (1,2,3,4,5,6,7) - Could have drum hitsounds to them. This feels really empty hitsounding-wise.

01:58:648 (3,4) - 1/6 double.. this might be problematic. I think it's okay in Pono's diff because it's much harder but for an easier Extra diff, deleting (3) and it should be okay to match the rhythm, or use a slider to hit both. The double will be hard to hit properly, it's almost as if you have to double tap to get both 300s.

Please take into consideration these problems before continuing to rank status, as this could potentially harm the mapset altogether.
posted

Alheak wrote:

pls no more concerns thank
posted
few concerns with gowo's diff:

i dont have any i just want to be in the memes
posted

fdsfd wrote:

[General (All difficulties)] It would be an improvement if the Ending Spinner can either gradually decrease in volume or ended with a ~5% mute. The music fades out and keeping the spinner-end to hit at 70% volume is unsettling. spinnerspin sound is irrelevant to gameplay and does not add anything meaningful

01:49:420 (1) - Missing Clap if the intent was to clap every 1s and 3s for this kiai. The music does provide a clap for the first beat of both phrases that's why. I think you need to listen more carefully as there is no snare sound there and generally you'll rarely find a snare sound that starts a section in a song

[Goldenwolf]00:09:770 (11) - This slider should still be on 1/2 to match the rest of the previous sliders. The music doesn't change and there's a drum on red-tick and a clickable blue beat. Because this pattern is about progression, and making the blue tick clickable would take away the emphasis from the next pattern

00:10:157 (1,2,3,4) - The music raises in pitch but with how you treat this spacing assumes the music is going "low-high-low" when in fact, it can gradually get higher in spacing altogether. The placement of the objects is also a bit dubious because there's no correlation between any of the circles - It's possible to make a square or parallelogram using (1,2) as the first side as a means to compile the sounds into one grouping, or space (4) to be higher than (3) because of how the music is being treated here. But I don't need to make everything a perfect geometrical shape, also if I wanted to make the pattern feel like low high low high I wouldn't have increased the spacing on the second part so your assumption is incorrect

00:11:318 (4,7,10) - While it may seem this was intentional, I'd reconsider NC'ing every 3rd beat. My reasoning is that every group of 3 circles has their own DS but when it goes down to (4) and later (7) and (10), they too have their own grouping of specific and lowered DS. But I've said numerous times I don't like NC spamming especially when it isn't necessary

00:13:157 (1) - This NC is completely unnecessary and only adds complications to reading. The DS's are all equal between these three objects 00:13:060 (1,1,1) - so it doesn't give enough of a reason to NC each circle other than something artificial. It would also be wise to give 00:13:060 (1) - a whistle hitsound since it does belong to the grouping of NC's you had. In my recommendation, due to how the music is presenting itself, I would instead focus on trying to gradually space 00:12:770 (2,3,4,1,1,1) - these out because the music moves up the scale and in volume progressively than how you expressed it so suddenly. so while I don't like NC spamming, if I do find a reason I like enough I don't really have a problem with it, here it's about how loud that note compared to the ones around, the last one is a chord so it gets its own nc too, spacing reflect all of that too (the first nc is to avoid an awkward lone blue tick nc)

00:14:028 (1) - Would it be possible to reposition this circle elsewhere? Currently there are two former weaker beats stacked on top of this same location and with the Finish sound provided, I think there would be enough reason to give this emphasis in a way that involves the player to engage at this moment. By stacking over the two previous objects, it diminishes any emphasis provided in the music and it falls flat very quickly. no because I find spacing away 1/1 gaps while the previous was a stack to be obnoxious and uncomfortable

00:14:996 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1) - Here is where I have some of my bigger concerns - the hitsounds. I want to believe that with all the piano involved, there are a plethora of ways to go about whistling any of this entire section but the way you hitsounded this part is incredibly inconsistent. Firstly, when you hitsound this circle 00:14:802 (5) - and this slider 00:15:576 (6) - it implies that every 1's and 3's would be a whistle but you didn't use a whistle on the first circle 00:14:028 (1) -
Then I have to ask myself, why is only the blue-tick circle having a whistle here 00:15:480 (5) - ? How come the red-tick circle can't have a whistle as well? They are part of the same grouping (4,5,6) but only two of them get the whistle sounds. You show it over here as well 00:16:931 (3,4,5) - it being part of the same grouping.
It might be possible to NC 00:15:576 (6) - because of how you paired (6,7) to be part of the same whistle group. A better solution in my opinion is to NC (6) and remove the whistle from (7) but keep the same whistle pattern as the first measure being 1's and 3's. So essentially 00:16:351 (5) - will have a whistle.
00:17:415 (6,7,8,9) - How come only two circles have whistles but not the rest? The music descends beat-by-beat naturally so I find it strange that only half of the beats get attention. The same can be said about 00:17:802 (1,2,3,4,5,6,1,2,3,4) - where (6) is another strong beat, but is the start of the pianos lowering in volume. You separated (6,1) when they actually belong in the same grouping.
00:19:157 (7,8,9,1) - This is a bit off because you group (8,9,1) being the strong whistles but (7) is just hanging around as part of the stream there when it has no attention like the rest. I feel like you're trying to make it way more complex than it is, really the whistle logic here is much simpler than that; emphasizing the high notes in each of the 3 groups, first one starting here 00:14:996 (1) - second starting here 00:16:738 (1) - and third starting here 00:19:447 (1) - , really the only one I'd understand arguing about would be 00:19:447 (1) - this one because in the third group it's quite a lower ptiches one,
but that's because rhythmically hitsounding as high low low high has a nice feedback, and since those are 1/2s it's preferable, while in the streams it has less importance so the emphasizing prime


00:19:447 (1,2,3,4) - How come there are only whistles on 1 and 4 when all four objects are the same strength in piano? If you don't want to hit whistles on all four, then rhythmically, you can whistle on 1 and 3 and that would make more sense than whistling 1 and 4. Also, because there are still beats on reds, I believe these would fit better as sliders (perhaps low SV) just so it can still hit the rhythms. Low SV sliders might help bring good spacing emphasis since they'll be treated more or less as held circles. ^see just above

00:20:609 (7,8,9,10,11,12,13) - Missing whistles on this half? I get that the volume is decreasing but you can add green lines to change the volumes with the whistles (every circle after 7 can go down in 5% for example). That would be a much stronger approach than ignoring half of the piano hitsounds. Not missing any nope, also reducing the volume to reduce hitsounds additions is really obnoxious while playing especially when feedback is needed like here

00:23:609 (4,5,6,7,8,9) - I don't really know how to explain this but this looks like a reading problem. Either there's a lack of NC'ing somewhere to help distinguish the multiple rhythm snaps, or the stacking itself is placed in a way that is not intuitive to read at all. You do this well in other sections, probably because unlike the one I highlighted, they don't overlap as much on different snaps as part of the same combo. The whole thing is intentionnal as you probably noticed, this part is meant to be hard to read

00:35:705 (1) - Not a too big of a deal, but the rest of the diffs had this hitsounded as a whistle but you were the only one to use finish so... maybe whistle instead? Nein sir, this feels like a finish to me

00:43:447 (1,2,3,4) - I never understood this and why there's so many snaps and rhythms being ignored here. The music is reaching a climax but you let go too early with these 1/8 drums that aren't actually snapped to 1/8 beats, it seems this was placed purely to add some sort of convoluted sense of contrast that is incredibly unfitting to what's happening in the song. It would be far more beneficial to the song to use the snaps the music provided (either 1/3s for piano or 1/4s for drums) and use some sliders or streams to help build the climax with the music instead of falling short with these incorrectly snapped 1/8 sliders. Because it's already hard enough to read/interpret as it is, I don't need to map every single sound you can hear to make sense of what is happening. If you want to call it some fancy words I guess we can go for Selective Emphasis, as it matters more to map what represents that section rather than mapping everything you hear, there is a fine line to not be crossed here in fear of falling into the realm of absurdity.

00:54:875 (1,2,3,1,2,3) - Not the worst thing here but it's the only inconsistent pattern in this section. It'll be more consistent to have the latter (1,2,3) imitate or copy/flip the former (1,2,3) as being a triangle. Yes it is a variation that breaks the consistency, it isn't random either as it happens on the last bit of that section, also when the song breask its pattern too

01:01:420 (1) - Missing Finish hitsound on an obvious crash it is a cymbal but they both feel too weak to warrant a finish especially when the patterning doesn't support it (and it doesn't bcs it's following the melody, not the drums)
01:03:602 (3) - ^

01:18:876 (1) - Your pattern/design suggests this circle would follow the previous combo as (7) but the NC makes it awkward to look at. From a rhythmic point of view, (1) doesn't really belong here because you'd be combining two separate measures together when (1) is unique apart from the rest, there's an obvious emphasis to it that it should begin elsewhere or have an increased spacing to accommodate. To me it makes perfect sense as it is well separated from the previous grouping, also it shouldn't be expected to go back on itself as the notes aren't repeating (which was the reason it did previously)

01:21:466 (3) - Spacing is extremely low compared to everything else that's happened in this difficulty thus far and it's unnatural and awkward to play this especially when the song is having it's huge build-up moment before the kiai. I'd suggest placing this elsewhere, maybe overlapping on top of 01:20:511 (6) - to keep your structure. dropoff + half stop, then builds back up is the logic here, which I find to be fitting

01:26:102 (3) - Hitsound error Additive hitsounding

01:26:239 (1,2,3,4,5,6,7,1,2) - Clap spamming isn't suggested by the music here... I can understand the pattern as a means to show rising intensity but the music still holds claps on 2s and 4s. I don't know, this seems like a poor decision because it doesn't help follow what the song is suggesting. Continuing on, it might be wise to whistle 01:27:193 (1,2,3) - since there are strong pianos attached to them. You even have them grouped under their own combo so it makes sense to apply whistles here. I think I've discussed this part more than enough already, if you haven't read about it yet I'd encourage you to do so. Tl;dr though; additive hitsounding

01:27:602 (1,2,3,4,5,6,7) - Clap spamming might be suggested here, since the music is more pronounced and so are the instruments, but Finish spamming is a bit over the top lol (since this just suggests clap spamming as part of the music) see above ^

01:32:511 (3,4) - Should be repeat slider for consistency with 01:31:966 (1,2) - or it could be three 1/3 circles for the intonation in the song. Neither, it should be a slider leading into a circle then another repeat according to the song here, as the first 2 notes don't warrant circles, plus it helps spacing out and emphasizing the next repeat too

01:53:784 (1) - Obvious Finish is missed same reason as before, not following the drums but the melody and patterning (which follows the melody) doesn't support a finish here
overall I feel like you're both looking into things too hard and pressure your own interpretation too much, or missing the point and the intent behind it, not a bad mod per-se, but either missing the point and/or going against/not going towards the direction I want to go to

hope this cleared your concerns!
posted

GoldenWolf wrote:

[Goldenwolf]
00:19:447 (1,2,3,4) - How come there are only whistles on 1 and 4 when all four objects are the same strength in piano? If you don't want to hit whistles on all four, then rhythmically, you can whistle on 1 and 3 and that would make more sense than whistling 1 and 4. Also, because there are still beats on reds, I believe these would fit better as sliders (perhaps low SV) just so it can still hit the rhythms. Low SV sliders might help bring good spacing emphasis since they'll be treated more or less as held circles. ^see just above Except those arent high low low high, these are all high pitch sounds that should be complimented with a whistle. While I see where you're coming from, a pattern like that doesn't work in this case because having whistles emphasizing the strong beats leading into a buildup should be necessary imo

00:20:609 (7,8,9,10,11,12,13) - Missing whistles on this half? I get that the volume is decreasing but you can add green lines to change the volumes with the whistles (every circle after 7 can go down in 5% for example). That would be a much stronger approach than ignoring half of the piano hitsounds. Not missing any nope, also reducing the volume to reduce hitsounds additions is really obnoxious while playing especially when feedback is needed like here Don't see how reducing the volume of this stream would be obnoxious at all when the sounds its being mapped to decrease in volume too. There's still going to be feedback, but now you can include all the proper whistles while complimenting the music with the decrease in volume rather than simply ignoring half of them.


00:43:447 (1,2,3,4) - I never understood this and why there's so many snaps and rhythms being ignored here. The music is reaching a climax but you let go too early with these 1/8 drums that aren't actually snapped to 1/8 beats, it seems this was placed purely to add some sort of convoluted sense of contrast that is incredibly unfitting to what's happening in the song. It would be far more beneficial to the song to use the snaps the music provided (either 1/3s for piano or 1/4s for drums) and use some sliders or streams to help build the climax with the music instead of falling short with these incorrectly snapped 1/8 sliders. Because it's already hard enough to read/interpret as it is, I don't need to map every single sound you can hear to make sense of what is happening. If you want to call it some fancy words I guess we can go for Selective Emphasis, as it matters more to map what represents that section rather than mapping everything you hear, there is a fine line to not be crossed here in fear of falling into the realm of absurdity. Players at this level would be able to interpret this "complex" rhythm (if you could even call it that) easily. This is a lame excuse and the 1/8's aren't fitting to the song in any sense, if you're not going to change the rhythm in this section atleast silence the sliderends... They're completely unfitting and take away from the drums in the background you do want to emphasize

01:01:420 (1) - Missing Finish hitsound on an obvious crash it is a cymbal but they both feel too weak to warrant a finish especially when the patterning doesn't support it (and it doesn't bcs it's following the melody, not the drums)This is one of the highest points in the entire song??? Not having a finish here is just absurd, and having an entire section that spams finishes like 01:27:602 - where it barley comes close to matching the intensity is just absurd.
01:03:602 (3) - ^


01:26:102 (3) - Hitsound error Additive hitsounding Lol as if, you use the excuse that there isnt a strong enough sound for a finish on 01:01:420 (1) - but you throw in a random drum finish here?

01:26:239 (1,2,3,4,5,6,7,1,2) - Clap spamming isn't suggested by the music here... I can understand the pattern as a means to show rising intensity but the music still holds claps on 2s and 4s. I don't know, this seems like a poor decision because it doesn't help follow what the song is suggesting. Continuing on, it might be wise to whistle 01:27:193 (1,2,3) - since there are strong pianos attached to them. You even have them grouped under their own combo so it makes sense to apply whistles here. I think I've discussed this part more than enough already, if you haven't read about it yet I'd encourage you to do so. Tl;dr though; additive hitsounding While i agree that 01:26:784 (5,7) - sound fine with added claps, 01:26:511 (3) - does not. If you take away the clap sound on 3 it would give a better build up feel to the jump section that follows this instead of how it is now, which makes it feel like random snare drum spam.

01:27:602 (1,2,3,4,5,6,7) - Clap spamming might be suggested here, since the music is more pronounced and so are the instruments, but Finish spamming is a bit over the top lol (since this just suggests clap spamming as part of the music) see above ^ Except in this case the additive hitsounding is just annoying and unneeded, finishes are generally used for emphasizing strong individual moments in the music and as it is now its incredibly annoying to have 80% volume finishes being spammed for a section.


01:53:784 (1) - Obvious Finish is missed same reason as before, not following the drums but the melody and patterning (which follows the melody) doesn't support a finish here Same counter point as above for this part, literally the largest climax in the song and you're just using inconsistent excuses at this point.
Hello

I have some concerns about the whistle placement in the very start as well



  • Your whistle placement from 00:02:028 - to 00:07:834 - feels entirely random, half of the time you're missing very important sounds and putting whistle on the off beats

  1. 00:02:028 (2,3,4,5,6) - What logic is behind the whistle being on an offbeat blue tick and not on any of the white tick sounds, it makes no sense and just sounds bad. Especially because you don't have a whistle sound on literally the first important piano sound but have one on an off tick rhythm
  2. 00:03:770 (1,2) - Same point as above with off tick whistle sounds
  3. 00:05:222 (3,4) - Swap whistle placements here, the important sound is on 00:05:318 - and not the blue tick before it
  4. 00:06:092 (1) - I see no reason for there to be a missing whistle here at all


I hope you take my points into actual consideration instead of brushing them off to avoid another dq.
posted
it's getting ridiculous
posted
So, at this point I'm turning into a parrot, and I don't like this.

Instead of replying to bullet points, I'll be more direct and general; I have checked the hitsounding on my diff many, many times now. Pointing out the same things with the same arguments everytime gets a little bit old, especially when I made it clear that I do know and undertsand why people don't necessarily agree with these points, but also that I am aware and can confirm that the hitsounding is intentionnal. I don't feel like my reasoning is inconsistent nor weak. It isn't like I don't understand why people have concerns either, but those are the choices I made while making the map and reading/applying/replying to mods.

I am still surprised the hitsounding is getting *that* much attention, even more so when it doesn't really differ from how I usually hitsound logic-wise. I have explained myself on these points quite a few times already. The main thing to retain I guess would be that I didn't copycat the song 1:1 for the hitsounding, but rather emphasized the elements I felt stand out with selective/additive hitsounding. Wether you agree or not is fine by me, it's not like I expect everyone to just accept it, but I made it clear already that I do no want nor intent to change everything to please other people if it doesn't please me first. In the end, it is how I perceive the song, and how I felt like representing it. There are 2 other diffs doing what people seem to want already, I didn't feel like doing a 3rd, but rather went for something a bit different that felt closer to my own perception of it.

It really feels like being forced others' opinions and views on my map at this point which I dislike quite a bit. As far as I know, there isn't anything unrankable, and what gets mentionned now feels subjective enough I don't want to change these points if they don't please me aswell.

I also want to stress that I don't mind receiving mods, I don't mind the map to be DQ'd either, nor does Alheak seem to care much either, I never really cared and I do know and understand the Qualified buffer is there to improve a map which I happily agree to do if it does actually feel like I'd be improving the map doing so, and/or if they bring something new. The mods I got so far were constructive, and I do appreciate that, but also were the same repeated points, which at this point gets a bit old to be told and repeated again and again as to why I did or did not want to change things.

I think that will be about that for my rant. I hope I made my point clear by now! If I have to repeat any more of this, I'll make you step on lego barefoot.
posted
Hello, I'll take this map down for now. The concerns brought forth by fdsfd and FoxyGrandpa seem relevant based on how long the mods are, and therefore should be considered. Reading the thread, it seems the mappers involved have a good justification for their decisions too, but it's best that we discuss these things without the pressure of time.

Additionally, here are some extra things I'd like to point out:
  1. (Insert random issue here).



[]

Made it easier for the QATs involved. Juts copy/paste that and change the last part, you're welcome ^^.
posted
zzzzzzzzzz

this is getting stupid
posted
The concerns with the other difficulties still stand
posted
I looked through fdsfd's mod and I literally agree with nothing he mentioned, stop overmodding difficulties because that's how you ruin actual good stuff
posted
I have a concern.
posted
GW and i talked a bit, and after discussing stuff more things are fine as is, and which made me realize that almost all of the things i wrote are straight up retarded

I want to apologize to alheak for trying to start completely unneeded issues with the map, and ranking this even further, was completely unneeded and in the end i was retarded

hopefully there won't be more drama :ablobmaracas:
posted

Stjpa wrote:

I looked through fdsfd's mod and I literally agree with nothing he mentioned, stop overmodding difficulties because that's how you ruin actual good stuff
HMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

analysis: you're dumb
posted
posted
Chewy stop plz its getting lame
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