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FELT - After rain

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Shiirn
god forbid i sound like i'm agreeing with natsu here but


the start isn't necessarily random per se, but it's still completely out of place and does not fit the theme or intention of the map as a whole, and that big slider is still one massive pussy copout.

no amount of bullshitting or whining or ranting will change these two facts. why can't you just man up and make these minor changes, UC?
_handholding
edit: I've modded this map before, can ppl stop pming me
Nao Tomori
I'm not breaking any BNG rules Xexxar, your veto is equivalent to a bubble from Zero__Wind. It resets it to an unbubbled state ofc, and since it's clear that you disagree fundamentally with the map I'm showing my support for the mapper by bubbling the map with bubble #1. I'm not going behind your back because your back is not relevant here to go behind.

Well, I won't rebubble it again until I talk with Natsu, as I rebubbled on the assumption that he wouldn't veto the map and that he was just modding and providing feedback. Thanks for dropping back in to clear things up!


edit: according to Loctav, Xexxar's veto counters both Zero__Wind and my bubbles.

On a side note, it seems like making a spread and doing the normal ranking procedure is the best bet for this now!
neurosis

Shiirn wrote:

that big slider is still one massive pussy copout.

no amount of bullshitting or whining or ranting will change these two facts. why can't you just man up and make these minor changes, UC?
are posts like this really necessary? there's almost nothing constructive here.

not going to speak much on the rhythms or aesthetics as a whole, but i don't see what's wrong with the slider; UC's mapping is quite obviously sentimental, it's definitely mapped from the perspective of somebody who's listened to the song hundreds, if not thousands of times. i find when someone maps like that, there's overall less pattern and rhythm consistency and more focus on how each part feels to them. while i understand that alone isn't enough of a justification for contentious elements, i'd say the music backs it up too; just after a heavy guitar+drum section, it cuts back to sole piano. even compared to the intro, this is the bottom of the song's rhythm intensity, yet (arguably) the emotional peak - while maika's vocals are relatively steadfast throughout the song, here they start wavering out of control; she literally sounds like she's trying not to cry, breathing and sighing much more, before regaining her stoic composure at the end of the section, i feel like it'd be difficult to map this any other way but still manage to capture that "holding on" feeling. every time i get to this part of the song, my heart sinks a little, so i find it a bit weird to call it a copout - the two anchors in it are linked to particularly strong vocals (with the first one even ending a sentence), so it's not just fluff slider art just for the sake of slider art; the way i see it, you could have a traditional rhythm here instead, but it'd still be pretty uneventful and lose most of the emotional impact as well.



not sure what's going on with the map right now but some short suggestions:

SPOILER
00:16:457 (5) - i like this sound here, but have you tried shortening this slider to the red tick? the spacing to the next note would be a little more uniform, but i'm not sure if it'd play better.
00:32:529 (3) - i like how this plays when ctrl+g'd; it flows into the following sliders a little better imo.
02:56:727 (4) - aaa, please add a note here, it's so strong



good luck!
Topic Starter
UndeadCapulet

emmy wrote:

00:16:457 (5) - i like this sound here, but have you tried shortening this slider to the red tick? the spacing to the next note would be a little more uniform, but i'm not sure if it'd play better. prefer to map the ending beat here
00:32:529 (3) - i like how this plays when ctrl+g'd; it flows into the following sliders a little better imo. really want the small spacing at 00:32:314 (2,3) - and the direction change at 00:32:529 (3,4) - to separate the lead into the next measure from the previous vocal line
02:56:727 (4) - aaa, please add a note here, it's so strong there used to be note here but a bunch of people convinced me it'd be better to just stick to the strong drumbeats, tho i am going to revise the note placements here and use a trick to show off the cymbal w/out making it clickable
Thank you for the check!
And thank you for all the support, it means a lot ;w;
Natsu
We did some IRC, added a whistle and changed a pattern that bother me a lot 8-) .

About the intro, UC explained it to me beat by beat and I ended understand their idea, even if is not my taste at mapping we should understand that every mapper map in a different way.
The long slider was explained multiple times and the mapper has strong feelings about it, I understand his point of view now.
About the visuals, not every map needs to be mapped with perfect aesthetics.

Anyways the map has been discussed a lot and the opinions about the map are divided, so I think is more about taste instead of real issues, I think is time to bring it another chance, bubbled~
Topic Starter
UndeadCapulet
Thank you so much Natsu! I really appreciate it <3
Kinshara
wooo!
Voxnola
Ghost
Lasse
I followed the thread for a while but at this point it got bit too huge, so I might mention things that were already discussed

drum-hitwhistle volume is much higher on left, which makes it a bit irritating
http://lasse.s-ul.eu/0hdZ4Zzt.jpg
=> http://puu.sh/vHf7O/030d8abdf3.wav or adjust it yourself

soft-hitfinish3 has lots of silence after the hitsound, making it unnecessarily huge. also has the volume balance issue, although much less noticeable
=> http://puu.sh/vHfcu/c8c451e60d.wav

how about it higher quality bg? just crop http://puu.sh/vHfnh/19a4bf76ec.png however you need it

02:34:441 (1) - even if it transitions into a break, I think having this spaced like you did for similar patterns before would be great as it's so different from 1-2-3 and a very distinct beat
04:23:915 - how about adding some green lines starting from here to make hs volume of the repeats scale with the sound there?

05:25:455 - 5% on this still seemed a bit too audible and sounded a bit off at the end of the map. how about using an actually blank hitnormal for the sliderend?

other stuff has already been discussed or doesn't really matter when looking at the map as a whole

actually found it quite enjoyable to play and the intro seems alright in gameplay too

I want to see how this goes, so let me know when you replied
Topic Starter
UndeadCapulet
Fixed all the hitsound stuff, 05:25:455 - has both a silent hitnormal and is set to 0% vol to hopefully give customsound ignorers the better experience as well. This is rankable .osu editing. Thanks a ton for all those files~

Cropped the bg to 16:9 res and dropped it in, the new sizing looks weird but it's how editor formatted it so it should be rankable as well. Still within the 1200 height limit. Thank you for this file as well~

Didn't change 02:34:441 (1) - because it's a really weakfeeling beat to me, especially compared to the strong 02:17:298 (1) - finishes/kiai resets that I use that snapping arrange for.

Thank you for the check Lasse! This was really unexpected and really helpful <3
Lasse
2
Topic Starter
UndeadCapulet
<3 Really appreciate the help, Lasse! (starting to sound like a broken record with these posts but i really mean it ;; )
Pachiru
soontm qualified once again UC, good job!!!! :3
MokouSmoke
Nice map, almost there. Good luck!
Shiirn
proof that as long as you keep gonig back to the same bns you'll eventually be able to sneak something through...maybe
anna apple

Shiirn wrote:

proof that as long as you keep gonig back to the same bns you'll eventually be able to sneak something through...maybe
even though he is going to different BNs huh, interesting.
Izzywing

Shiirn wrote:

proof that as long as you keep gonig back to the same bns you'll eventually be able to sneak something through...maybe
These are literally two different BNs from the original iconers lol

Not really a fan of the aesthetics, but I respect what you went for and I think it's a cool map. Good luck on rank!
Naxess
Greetings

dw, not here to discuss visuals, even if I do feel they're unnecessarily unaccounted for. Stuff like 00:51:600 (1) - is really cramped, and in reality slider leniency could give the same effect, for example, but that's not what I'll be discussing.

What I am here to discuss and have concerns about is 04:00:183 (1) - this 22 second long slider. This is the reason for the pop. I have read through the previous discussions about it, including your reply, so no need to repeat yourself.

For the problems it poses, in summary:
  1. It is monotonous in gameplay and offers not much more than visuals.
  2. In terms of reflection of the song, it does reflect the background vocals as a whole, but it misses musical distinctions throughout.
For A:
The player literally just holds down a button and patiently waits for the sliderball to move while listening to the vocals in the background. While it may be different and unique, it's not really preferable in a game design perspective. This is a rhythm game at it's core, and relevance to the song is important, so to skip out on clear distinctions in the song would seemingly contradict that, even if the point is to lower the density. I am aware of the mapping philosophy where emphasis is more important than coverage, but in this case not covering things will in turn damage the accentuation, thus posing an issue either way, regardless of these perspectives. This is where B comes in to the picture.

For B:
The said distinctions happen at every other measure, aka 04:07:040 - 04:13:897 - 04:20:754 - . This is generally how songs are structured, as you are also aware of, judging from your thoughts on consistency. From what you've written, you feel that the vocals are rather cohesive and connected within this hypermeasure. In regards to song structure, however, they're all divided into different parts. At 04:06:611 - , a new stanza begins and leads into 04:07:040 - . 04:11:325 - starts a 1/1 pattern, but then adds a 1/2 at 04:13:468 - as transition into the next part, 04:13:897 - . Vocals go idle at 04:20:325 - and piano takes priority 04:20:754 - , all indicating some kind of transition from one part into another. Every transition also lifts the tension; the background vocals go quieter and then gain momentum again for each part. At this point there are one of two ways to improve the accentuation of this, leading us to the solutions.

Possible solutions:
One way to solve B alone, is to have the slider change direction on each distinction. Not something I would suggest, though, as A remains for the most part; it would make it slightly more engaging in a way, but it would still be largely monotonous. To solve both points, I would suggest you split it up. Would recommend a separation on red ticks, both for the sake of reflection as well as for making the lengthened vocals stand out more in accordance with your intentions.

In contrast, 05:18:598 (1) - is much more acceptable since it's all the same sound with only one instrument playing, not divided into parts in the song, etc.

Anyway, your background is beyond the acceptable dimensions and is unrankable as per the Ranking Criteria, thus why I'll have to be popping this either way:
Background images must not exceed a width of 1920 pixels and a height of 1200 pixels. Images with lower vertical or horizontal resolutions than that of the player's will be upscaled to fit the entire screen.

Scaled down to 1920x1200
Topic Starter
UndeadCapulet
Fixed the bg, current should be considered rankable bc why on earth does this 16:9 res game use 16:10 res bgs but whatever

Really don't want to separate that slider into red ticks, it separates the section out too much for me. And I don't want to bounce off of redpoints because that draws too much attention to specific beats when the whole point is for this section to feel connected in one long vocal line w/ the background vocalists. I appreciate your concerns, but if I felt there was any possible alternative that fits my desires for that part I would've done it already after all this discussion.

Thank you for keeping an open mind about the visuals/rhythms/etc., and thank you for trying to find alternatives for that part to your best efforts. I don't know what else to say that hasn't already, but I really want to hold a 22 second slider there. Nothing else will work for me ;w;
Shiirn
If absolutely nothing else will work for you, then it's clearly more important to you than ranking the map.


There's nothing wrong with that. The buzz sliders in cherry blossoms explode was more important to me than ranking, until I was backhanded into changing the sliders anyway and then it was "might as well rank them then".


But don't expect "But I want it my way" to be valid enough for the ranking process. Ranking is a peer review process, not a personal assessment.
Voxnola
I too love to voice my same amazing, underlying opinions over multiple posts to fill threads with my magnificent aura.
zev

Naxess wrote:

This is a rhythm game at it's core
i'm pretty sure osu! is not a rhythm game.
Naxess
Discussed with UC in-game
logs
Naxess: sup
UndeadCapulet: o/
Naxess: Alright so I don't believe the slider to be acceptable in it's current state
Naxess: I do understand that you'd like to keep it, but it just misses out on way too many aspects as is
Naxess: It does work as contrast to other parts, but in this case it's a bit extreme, to the point where the only difference between it and a break is basically that you're holding down a button
Naxess: What do you think?
UndeadCapulet: i can understand where you're coming from, but there are other differences as well
UndeadCapulet: (btw sorry for slow responses, im rly slow typer/trying to word things well is hard)
Naxess: dw lol
UndeadCapulet: during a break hp drain stops, bg brightens, and the player can freely move the cursor how they please, even completely lifting their hand from the mouse/tablet
UndeadCapulet: it's a moment of relaxation
UndeadCapulet: my slider makes the player keep holding down a button and keep their cursor bound to the sliderbody, to try to work like a moment of tension
UndeadCapulet: and i think you read this? but its not my idea alone, i got it from another map that happened to have the same musical requirements
UndeadCapulet: (the long, constant background noise during the least intense part of the song to create tension before the last kiai)
Naxess: I see where you're coming from, but the song isn't just a really long held note going over these sections, it's background vocals, chorals, which in turn have moments of pause. Places where the tension is lifted. That's where the distinctions happen for the most part.
UndeadCapulet: ACTION is listening to [https://osu.ppy.sh/b/722224 Sawai Miku - Colorful. (Asterisk DnB Remix)]
UndeadCapulet: it was this map, when it was first uploaded it had a long slow slider like mine
Naxess: For example, if you listen right before 04:07:040 - , and then listen to that beat, you'll notice the vocals gain in strength
UndeadCapulet: it was removed for hitsounding unrankability issues
UndeadCapulet: and if you check disqus comments people were sad about it
UndeadCapulet: it was placed from 03:33:117 - to 03:42:546 -
UndeadCapulet: or so
UndeadCapulet: i understand that there's other stuff going on in the song at that point, but i think drawing attention to those parts detracts from the map as a whole
Naxess: In what way?
UndeadCapulet: well, gonna try to not repeat myself but
UndeadCapulet: this part is technically quieter and less intense than any other point in the song
UndeadCapulet: but its super emotionally dense, it's the chorus vocals again, mika's about to cry, etc.
UndeadCapulet: and this point in the song is building up a ton of tension that will be released in the kiai
UndeadCapulet: i think breaking up this slider at all won't fit because it removes that feeling of tension
Naxess: Even while crying you need to breathe and release the tension though, if you want to put it that way.
Naxess: I mean even split up it will still build up towards kiai due to the difference in density, right?
UndeadCapulet: mm, i think any change in clicking, even 2 sliders vs 1, draws too much attention to a certain beat, even though this part of the song is so connected-feeling, and the release ruins the building of tension
UndeadCapulet: idk, i doubt i'll be able to convince you differently :x
UndeadCapulet: the best hope i can do is that, this is just a matter of opinion, and there are a bunch of people on both sides
UndeadCapulet: which is why i bring up things like the colorful map
Naxess: So basically you want to build tension, but that isn't possible any other way... that's the reasoning Bonsai mentioned hm hm
UndeadCapulet: mhm
Naxess: Even as I was making the first post, I knew that tension would be the dilemma faced here. The reason why I still made the post, regardless of knowing all this, is because said method of building tension is neither warranted by the song, nor reflective of it in gameplay. The song goes on with multiple distinctions throughout this section and plays an active role, not an idle one which solely holding down a button would suggest. This is where the dilemma happens. It's trading precise accentuation for overall accentuation, basically spreading out one prcinple throughout a large area. It's like undermapping in a way, but to an extreme degree where literally a single click corresponds to a whole section of a song. A time in which the player will solely hold down a button and rest, repositioning their hand properly and waiting for the 20 seconds to pass, rather than feeling strain or tension. So in conclusion, while I see your point, the method used misses more of the song than it reflects, and would ultimately be more determinental to gameplay and relevance to the song as a whole than anything.
UndeadCapulet: http://puu.sh/vK0oF/9dd116dcd6.jpg
UndeadCapulet: :x
Naxess: It probably truncated didn't it
UndeadCapulet: yeah that's what i was trying to show w/ the ss
Naxess: So basically the dilemma we're facing is
Naxess: Overall accentuation vs precise accentuation
UndeadCapulet: yep
UndeadCapulet: both ways are valid to me, but i prefer the one i've used
UndeadCapulet: and i guess you think only one is valid?
Naxess: It's undermapped to such an extreme degree that literally just one button accounts for a whole section
Naxess: And when listening to the song, there's much more going on
Naxess: I mean I sort of get where you're coming from with the tension, but the player will basically just hold down the key while repositioning and restig their hand
Naxess: rather than feeling strain or tension
Naxess: and in the end, it would ultimately be more determinental to the gameplay and the relevance to the song than anything else
Naxess: The importance to note in the dilemma is that it's not just a choice
Naxess: It's not just one or both are right
Naxess: There's a balance to be struck
Naxess: And I think we're edging a bit too far towards one side of that balance, especially when considering what the song has to offer
Naxess: Does this make sense?
UndeadCapulet: sorta, tho i always tend towards the extreme bc thats what i learned from all my fav mappers :P
Naxess: Just make sure not to go too extreme like this lol
UndeadCapulet: no, extremes always :v
UndeadCapulet: well, regardless of outcome, thanks for y'know
UndeadCapulet: actually discussing and stuff
Naxess: ye np np
UndeadCapulet: i appreciate it :3
UndeadCapulet: i do think there's also some weight to the fact that 5 bn's have pushed this forward leans to my favor, but i know that's not a strong argument :P
UndeadCapulet: if you could, a final post in the thread would be great
UndeadCapulet: just so there isn't like a
UndeadCapulet: "uh is this veto'd or not" thing like w/ earlier
Naxess: Ye I'll post and sum up stuff
UndeadCapulet: thanks~
In conclusion, a veto is currently maintained as per the original post, and the corresponding discussion has taken place.
Topic Starter
UndeadCapulet
so it turns out hs volume <5% doesnt actually do anything, so uh changed that...

Shame Naxess and I couldn't work something out, but hopefully this can start getting pushed forward again with the upcoming bn wave.
Yuii-
If you are willing to tank a BN yelling at you for some hours, then I'll gladly help you push this forward. Only if we can have a long discussion, keep that in mind!!
Doormat
irc chatlog; pink text added to provide context since we did most of the discussion on voice chat
01:24 *Doormat is editing [https://osu.ppy.sh/b/934012 FELT - After rain [muffled voice]]
01:24 Doormat: do you prefer irc, voice chat, or forum
01:24 UndeadCapulet: vc would be great
01:24 Doormat: k
01:25 Doormat: 00:04:243 - missed piano note here? we ended up adding in a circle here
01:26 Doormat: 00:14:529 - also appears here not this one though, since there is some variation in phrasing and this one is less strong as the others
01:27 Doormat: 00:17:957 - last one we added this one though
01:28 Doormat: 00:51:600 (1,2) - possible to offset the (2) here so that it's not perfectly stacked? i was worried that the perfect stack would cause a reading hazard; following pictures are ideas of how to position the circles to make it easier to read
01:28 UndeadCapulet: http://puu.sh/wKMda/59bd6bcef4.jpg
01:29 Doormat: https://puu.sh/wKMdM/542fb2251c.png
01:30 UndeadCapulet: http://puu.sh/wKMff/115f436ef2.jpg we ended up going with this one
01:31 UndeadCapulet: http://puu.sh/wKMid/d37c99d877.jpg regarding the piano note at 00:04:243 -
01:32 Doormat: 01:25:029 (3) - why finish on slider end no audible cymbal crash here, but Naitoshi/UC provided the argument that the syncopation created by using additive hitsounding gives a nice emphasis to this section, so i'll leave it as mapper's interpretation of the song
01:34 Doormat: 01:35:529 (6,7,8,1) - this is following the piano so the sudden spacing increase for (8) didn't really feel right
01:36 Doormat: https://puu.sh/wKMqr/d61929db4c.png
01:39 UndeadCapulet: http://puu.sh/wKMwb/6bd039ae25.jpg we ended up going with this resolution
01:40 Doormat: 01:49:441 (1,2,3) -
01:40 Doormat: what is that snapped to
01:40 Doormat: nvm i can hear it self-explanatory
01:42 Doormat: 02:10:013 (1,2,3) - move this closer? might be confused with 1/2 we agreed that based on previous rhythms players should be able to recognize this as 1/3 so this was unchanged
01:42 Doormat: 1/4*
01:44 Doormat: 02:56:727 - cymbal crash i don't think should be ignored but i understand why we ended up putting a circle here
01:49 Doormat: 04:23:754 (1) - increase sv here initially thought it might be a reading hazard; UC explained that buzz sliders are hard coded so that the repeat arrows show over the slider head so we agreed that this shouldn't be a reading issue. testplayed and can confirm that it shouldn't be an issue
01:52 Doormat: 05:12:705 (3) - we agree that there is a drum sound on the red tick prior to this note
01:52 Doormat: move to red tick and make 1/8 slider?
01:56 UndeadCapulet: https://osu.ppy.sh/ss/8602731 we ended up going with a 1/8 double instead of a 1/8 slider

regarding the elephant in the room about the long slider at 04:00:183 (1) - , i think it is actually appropriate given the context of the song. the song has just finished one of the more intense sections, and this slider provides a reprieve during a much calmer section that can't really be emphasized with the rhythms that have been used in similar sections; similarly a break would also break this contrast. i definitely agree with UC and Bonsai's previous explanations of why this slider works.

mapset looks good to me, and since i wasn't involved with the mapset prior to the vetoes, it should be okay for me to bubble. good luck with the ranking process!
Topic Starter
UndeadCapulet
And that makes BN #6. Thanks a ton Doormat, I really appreciate it <333

@Yuii- Thank you for your offer, it was a big surprise o:
I don't have a problem tanking a BN for hours, but I do have others interested atm as well, with more faith in the map's current state.
Nao Tomori
o
RVMathew
:) Let's go!
Izzywing
Ay, glad to see this getting pushed forward :)
Topic Starter
UndeadCapulet
ty hobbs ;;
Izzywing
BN#7 coming in

this was icon'd before the bn split so I'm able to heart this

good luck in qualified section

changes - very slight modificaiton of rhythm at 05:08:741 (1,2,3,4,5,6,7) -
Topic Starter
UndeadCapulet
qualify ride begins again, i really appreciate it hobbes <3

Thanks again to all 7 bn's that have helped push this forward, and to everyone in the thread for discussing or supporting.
Aurele
ouhh, congrats!
Venix
gratz!
Yohanes
grats for loved qual! :D
schoolboy
finally congrats!!
Uberzolik
oooh this is finally coming back! grats on qualify and good luck!!
Natsu
seems u did it 8-)
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