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USAO - Showdown [Osu|OsuMania|Taiko]

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puxtu
Fuken hyep
Cerulean Veyron
:v / Just polishing stuffs

N/A's Extra, CS5.5 plz

[- - Normal - -]
  1. 00:40:769 (1) - Adjust the curve on the opposite side alike :U
  2. 01:21:893 (2,3,4,5) - I assume this was the thing that made a big spike, increasing note density in order to balance star rating and difficulty spread ;p GJ lol
  3. 01:37:398 (1) - You forgot some finish hitsound on slider head here.

[- - Hard - -]
  1. 00:31:836 (1) - Could you explain the overdone new combo here? It looks unnecessary imo, because you haven't done sth like SV change or super-complex sliders until 00:32:342 (1) - . Consider removing it.
  2. 00:56:612 (4,1) - Since you've did some small jumps on each similar track like on 00:55:432 (5,1) - or 00:58:128 (5,1) - , which is above ^1.3x, why not doing the same here for spacing consistency? Should've not kept that for blankets k
  3. 01:06:387 (1) - Speaking about rhythm compositions, you haven't done a reversed flowing alike on 01:09:084 (1,2) - or 01:11:780 (1,2) - . So perhaps a little change on this one should consist with the rest of it.
  4. 01:27:117 (3,1) - Not sure, but are you intending an overlap here? Looks really visible even in gameplay... at least to me.

Yumps is godd, poke me for rebubble/qualify
/lenny face
Topic Starter
Side

Cerulean Veyron wrote:

:v / Just polishing stuffs

N/A's Extra, CS5.5 plz

[- - Normal - -]
  1. 00:40:769 (1) - Adjust the curve on the opposite side alike :U did that also rotated slightly
  2. 01:21:893 (2,3,4,5) - I assume this was the thing that made a big spike, increasing note density in order to balance star rating and difficulty spread ;p GJ lol :^) but nah the diff spikes up by like .1 at most iirc xd
  3. 01:37:398 (1) - You forgot some finish hitsound on slider head here. Woops!

[- - Hard - -]
  1. 00:31:836 (1) - Could you explain the overdone new combo here? It looks unnecessary imo, because you haven't done sth like SV change or super-complex sliders until 00:32:342 (1) - . Consider removing it. Well at first I planned on doing the NC here like I did in Yumps but since I didn't change SV there was no need and I forgot I wasn't gonna do it anymore xd. NC normalized. I'll keep 00:32:342 (1) - though b/c here I do change SVs
  2. 00:56:612 (4,1) - Since you've did some small jumps on each similar track like on 00:55:432 (5,1) - or 00:58:128 (5,1) - , which is above ^1.3x, why not doing the same here for spacing consistency? Should've not kept that for blankets k Probably could have done something different but not all is above 1.3x or has small jumps mostly due to aesthetics or patterns in this case. 00:58:971 (3,4,1) - 01:02:005 (4,1) - for example are both normal distance snap. I could make the jump a bit larger at least to match 1.5x but I think this plays well enough as it is.
  3. 01:06:387 (1) - Speaking about rhythm compositions, you haven't done a reversed flowing alike on 01:09:084 (1,2) - or 01:11:780 (1,2) - . So perhaps a little change on this one should consist with the rest of it. Well that wasn't intended here xd. Actually 01:05:713 (3,4,1) - this pattern better suits the music for example because the woob sound is the same pitch throughout and these three sliders are all going down in the same position (rotated to look nicer) while the other two don't exactly do that but do have copied sliders to look nice. so basically I think there it better represents the song but the other patterns are more about variety and one thing I've learned when mapping more and more is the more you try to overdo a visual pattern for the sake of consistency or to represent the music, the more boring the map becomes. Variety is good for keeping the map engaging as long as its not just random.
  4. 01:27:117 (3,1) - Not sure, but are you intending an overlap here? Looks really visible even in gameplay... at least to me. Yeah its slightly visible in gameplay. Not the most noticeable overlap though xd

Yumps is godd, poke me for rebubble/qualify thanks :v
/lenny face
Nice finds! Thanks CV!! :)
Kencho
Just a little things to say.
  • Black is Personal comments.
    Bold Black is Highly recommended to fix.
    Red is Unrankable that you should fix.

[ProBox's Easy]
  1. 00:36:724 (2) - DS 1.05x

[Normal]
  1. 01:03:016 (2) - DS 1.15x

[Yumps]
  1. 01:11:106 (3,4,5) - Since it is a big obtuse angle, which is a bit difficult to play. So can you move 01:11:443 (5,6) - to other place? For example, see my screenshot.
Topic Starter
Side
Fixed the spacing concerns. Regarding Yumps I like that idea but I really like this diamond shape and while it's a little bit harder to play I think it should be fine.

Thanks! :D
Kencho
Looks good!
Qualified!
Cerulean Veyron
whoa Side, take it ez u have two qualified maps ayy :VVVVVV

congrazt btw~ C:
Topic Starter
Side
Yuuuuuumps!!!!

Thanks rizia and kencho I really appreciate your help :D
OnosakiHito
Finally, Taikos ranked. Congratulations!
Battle
what exactly is a yump lmao
Shiirn
stop making fun of side's accent
Eedow
XD
Sandalphon
Wait what? So this is how the BN system work, no need mania icon for a mania GD?
Nerova Riuz GX
side i told you there must be someone to explain the process lol
Kencho

SanadaYukimura wrote:

Wait what? So this is how the BN system work, no need mania icon for a mania GD?
It is because of the creator has been talked with mania bn and mania qat about the mania GDs and both have a enough quality. So I trust him to qualify the map. If someone has some feedback about mania GDs, please talk about it.
Topic Starter
Side
For anyone curious regarding my communication with the Mania BNs/QATs please refer to this post.

For the record, the parts that most BNs pointed out have been addressed already as their suggestions were all for the same section so if anyone has additional feedback please feel free to contribute.
Mint
Congrats!
Akasha-
Hi there, congratulations for being in qualification anyway but I still want to confirms something

First of all, I think offset is a little early than it should be
Would recomended this: 328 (+8)

(fix it before you apply any mods then, because my mod used new offset, I believe it's more accurate and easier to check snaps)

[Eedow's HD]
00:52:912 - so there are some snap conflict (or unsnapped notes on here I believe) http://puu.sh/r9FMr/96a2ef02bd.jpg
1. Follow puxtu's snap
2. If you remain follow that rrr voice, there is another snap would fit it
Snap (1/16) patterns depend on you
00:52:912 -
00:53:059 -
00:53:122 -
00:53:249 -
00:53:333 -
00:53:460 -

00:55:608 (55608|2) - thinking about this hmm, kinda not fit the rhythm well enough, for that, move it to something like this http://puu.sh/r9G9B/3f745c6d15.jpg would be very neat, it would fit the rhythm better than this fade hold (dubstep drr)
00:56:957 (56957|2) - same as this part, I don't know both parts are conflicted
00:58:305 (58305|2) -
00:59:653 (59653|2,59653|3) -
01:01:002 (61002|1,61002|3) -
01:02:350 (62350|3,62350|2) -
01:06:395 (66395|1,66395|3) -
(and the rest of them) (*)
00:59:148 (59148|1,59148|0,59316|0,59316|1) - would recomended to move one of them, suggestion: move 00:59:316 (59316|1) - to 3rd to present snare sound, 2 notes jacky here kinda weird in my opinion, also if you also argeed with it, move 00:59:485 (59485|2,59527|1) - to 21 for more balance
01:14:485 (74485|0,74990|2,74990|1,75496|3) - this one is very interested pattern but kinda not fit with this part, because the bass underground combined with instrument almost the same for 3 of them, but long notes usage are different, might to reconsider about this)
01:17:856 (77856|3,77856|2,78024|2,78024|3,78361|2,78361|3,78530|3,78530|2) - kinda weird to keep them like this, pitch is different on 01:18:530 -
01:28:979 (88979|1,89148|2,89190|1) - same as before
01:31:676 (91676|3,91676|0,91676|2,91844|1,91886|2,92013|3,92013|1) - might to reconsider this as well
01:32:013 (92013|1,92350|2,92350|1) - fix this along with that (*) I've mentioned
01:35:384 (95384|0) - wrong place. this instrument should be on 01:35:215 - and ends on 01:35:552 - along with that, add a note on 01:35:721 - for snare sound
01:42:799 (102799|3,102799|1,103136|2,103136|0,103136|1) - (*)
While the end is just fading away, you don't have to continue it, end the map on 01:58:979 - would be better

[puxtu's MX]
00:00:328 - to 00:21:901 - if this intro could follow pitch like Eedow's diff then it would be better
00:53:754 (53754|1,53797|0,53839|3,53881|2,53923|1,53965|0,54007|3,54049|2,54092|1) - kinda overdone, 1/8 on 00:53:754 - to 00:53:923 - would already enough, because the rest is unclear, the rest is 1/1 you can add a mini hold begins on 00:53:923 - to 00:54:260 - or just let it be blank
01:02:055 (62055|2) - this sound unclear, almost no sound at all
01:03:698 - add a note for cymbal sound, 2 notes like other are not enough
00:54:260 - 01:05:047 -
01:12:842 (72842|2) - same with this one too
01:12:842 (72842|2) - add a note on here for cymbal, if you argeed
01:26:620 - add one more note
01:32:392 (92392|3) - ghost note on here, no sound
01:36:058 - add a note for cymbal
01:37:406 - same
01:41:535 (101535|1) - ghost note, no sound here
01:45:622 (105622|2) - echo, never see you add this note on part have same sound like this
example: 01:45:622 (105622|2) -
01:46:297 (106297|3) - why clap sound is on here? remove
For that I would recomended to map the outro till 01:58:979 - just like HD's diff, keep it blank is such a waste

Critical_Star wrote:

as requested from Side

puxtu's MX
00:54:294 (54294|1,54336|0,54378|3) - i think these are ghost note or is just an echo sound, the clearer 1/8 sound start at 00:54:421 -
00:55:643 (55643|0,55685|2,55727|1) - and so on for all these similiar part^
01:14:814 (74814|3,74814|0,75319|2,75319|0) - can't really hear a clear sound here, i think remove this double note better
01:46:162 (106162|0,106204|1,106246|2,106289|3,106331|0,106373|1,106415|2,106457|3) - these actually are not 1/8 sound, is just having a short long sound here only, i don't think this would fit to the sound here, use 1/4 to empyhsize the kick sound better here

rest look fine, maybe only these concern ;)
Take another looks at this please

puxtu wrote:

it's a dump map, ofcourse there will be a lot of ghost notes. That's the main idea
;D
dump or not, ghost notes never be allowed (some is fine but not a lot of them)
Please only add notes on where it had music, If not, better remain pending or graveyard, added a lot of ghost notes are just make it more weird

For me, dump maps would not really recomended, as they remain 50% of this map, something like HD's diff is good enough
Just personal, good luck then.
Topic Starter
Side

Side wrote:

Finally, @puxtu please do not completely disregard some of the feedback given to you. The replies you gave to ajee and CS are unnecessary and do not address the concerns they raised (valid or not), I'm not asking you to apply the changes but at least provide reasoning because those replies do not help me push the set forward any faster.
I've already addressed this with puxtu. While he was mostly memeing he ended up applying the mod.

Regarding the offset I haven't seen others say anything about it before. I'm not near my computer atm (will be in a few hours) so I'll check that out as soon as I can and edit this post

Edit: I checked the suggested offset but do not feel it's accurate. At most +2 seemed a bit closer while listening to it at 50% playback but beyond that it was much later. I'm not too sure if changing it would be so beneficial since I use -2 universal offset so uh....I think that cancels it out? lol not sure but even so being off by 1-2 ms isn't too noticeable in gameplay when the highest OD is 8.7 and the diff consists of mostly 1/2 single tapping.
Sandalphon

Kencho wrote:

It is because of the creator has been talked with mania bn and mania qat about the mania GDs and both have a enough quality. So I trust him to qualify the map. If someone has some feedback about mania GDs, please talk about it.
If the BN(s) think the mania diffs are ready, why they don't just drop a mania icon here.

Any way, some feedback after i test-played this map. I didn't check KK's mod, so I'm sorry if I point out some thing that has been mention in KK's mod

[Eedow's HD]
00:32:342 (32342|1) - Is there any reason behind this LN which end at 1/4 line, or just random LN\
00:53:072 (53072|1,53157|0,53241|2,53325|1,53409|0) - random LN out of nowhere, they are so wrong if the short LNs are used for the unclear vocal (or its the offset's fault). Anyway the current ending/starting timing are wrong imo. Compare to puxtu's diff we can see the different timing of each note
00:53:915 (53915|0) - if this LN is for the fade in sound (i dont think there is any other sound u can follow), then should be start at 00:53:746 -
00:54:758 - this map (https://osu.ppy.sh/s/466552) just got dq-ed for the 1/8 Wubbing sounds and now we have another one, and I not gonna mention the ghost note which i believe had been point out quite a few in KK's mod and previous modders
01:00:994 (60994|1) - hmm... suddenly reduce the LN length, isnt the same sound as your previous pattern?
01:04:870 (64870|0,64912|1,64954|2,64996|3) - 100% ghost notes
01:06:387 (66387|1) -01:11:780 (71780|2) - as i mention above
01:14:477 (74477|0) - should end 01:14:814 - , and those 01:14:982 (74982|1,74982|2) - should end 01:15:319 - , 01:15:488 (75488|3) - here 01:15:825 - . if you listen carefully you will notice
01:24:505 - isnt same with 01:24:252 (84252|1,84294|0,84336|2,84378|3,84421|1,84463|0) -
01:35:081 (95081|3,95165|0,95249|3) - ghost note again

goodluck
Shiirn

SanadaYukimura wrote:

If the BN(s) think the mania diffs are ready, why they don't just drop a mania icon here.
mania icons have largely fallen out of favor because mania BNs are generally uncaring of hybrid sets unless a major mania mapper made the std diffs - they'll comment on things but won't seriously mod it except to disagree with it post-qualification. An icon means they actually have to back the map up and nobody wants to actually do that to a set that's standard-focused.


Also confirming with side that the offset is fine. Changes to offset under 10ms should be left to the player as a rule, anyway.
puxtu

Kuo Kyoka wrote:

[puxtu's MX]
00:00:328 - to 00:21:901 - if this intro could follow pitch like Eedow's diff then it would be better and also it's fine as it is. I dont see anything wrong about them
00:53:754 (53754|1,53797|0,53839|3,53881|2,53923|1,53965|0,54007|3,54049|2,54092|1) - kinda overdone, 1/8 on 00:53:754 - to 00:53:923 - would already enough, because the rest is unclear, the rest is 1/1 you can add a mini hold begins on 00:53:923 - to 00:54:260 - or just let it be blank I dont really think that's a good idea. The growl is much longer from 00:53:915 - and it's stopped arround here 00:54:084 -
01:02:055 (62055|2) - this sound unclear, almost no sound at all not entirely true bcs there's a wub sound but it's fading in from right there
01:03:698 - add a note for cymbal sound, 2 notes like other are not enough I didn't add triplet because I wanna give more space to react for the upcoming 1/8s
00:54:260 - 01:05:047 - ^
01:12:842 (72842|2) - same with this one too ^
01:12:842 (72842|2) - add a note on here for cymbal, if you argeed same timestamp as before
01:26:620 - add one more note it doesnt really necessary as a triplet, it works with the music as a double notes too
01:32:392 (92392|3) - ghost note on here, no sound imo the wub here is kinda different from the others, it's lil bit longer by 1/2 beat
01:36:058 - add a note for cymbal pretty sure I never add a triplet for cymbals in the entire kiai, so I'll keep the doubles for consistency here
01:37:406 - same ^
01:41:535 (101535|1) - ghost note, no sound here nope, that's a filler note to keep the pattern more lively and not bland to play
01:45:622 (105622|2) - echo, never see you add this note on part have same sound like this not really sure what you mean but to be quite honest i dont see anything wrong here
example: 01:45:622 (105622|2) - same timestamp as before
01:46:297 (106297|3) - why clap sound is on here? remove barely noticable and doesnt affect the playability so it's ok to stay
For that I would recomended to map the outro till 01:58:979 - just like HD's diff, keep it blank is such a waste nah, not mapping the outro is not a waste at all. It just feels weird for me to map the outro. Besides, it's totally fine to end the map right there

Critical_Star wrote:

as requested from Side

puxtu's MX
00:54:294 (54294|1,54336|0,54378|3) - i think these are ghost note or is just an echo sound, the clearer 1/8 sound start at 00:54:421 -
00:55:643 (55643|0,55685|2,55727|1) - and so on for all these similiar part^
01:14:814 (74814|3,74814|0,75319|2,75319|0) - can't really hear a clear sound here, i think remove this double note better
01:46:162 (106162|0,106204|1,106246|2,106289|3,106331|0,106373|1,106415|2,106457|3) - these actually are not 1/8 sound, is just having a short long sound here only, i don't think this would fit to the sound here, use 1/4 to empyhsize the kick sound better here

rest look fine, maybe only these concern ;)
Take another looks at this please i did

puxtu wrote:

it's a dump map, ofcourse there will be a lot of ghost notes. That's the main idea
;D
dump or not, ghost notes never be allowed (some is fine but not a lot of them)
Please only add notes on where it had music, If not, better remain pending or graveyard, added a lot of ghost notes are just make it more weird

For me, dump maps would not really recomended, as they remain 50% of this map, something like HD's diff is good enough
Just personal, good luck then.
Leader
I'm seriously concerned about future ranked maps if stuff like this gets the approval of beatmap nominators. Let me say something:

[Yumps]
  1. 00:12:117 (3,4) - / 00:17:511 (4,5) - / etc. - Seriously? First of all, I can't hear barely anything on (3), which might be just me being deaf at only 19. But what triggers me the most is the sound on the blue tick being completely ignored, even if you mapped stuff on it in other similar points throughout the map. It is completely wrong to ignore a significant sound such as the ones I pointed out and "for variety's sake" is not a proper excuse here.
  2. 00:15:657 (3,5) - / 00:18:353 (2) - / 00:23:747 (3,5) - / etc. Again, I can't hear anything that should be relevant to map. The only thing that could stand on these ticks is a slider's end.
  3. 00:21:893 (1) - Okay, this might be mapped correctly (even if it is not, as I stated above), but ignoring these really loud claps left me quite upset. I don't think it's the biggest issue on this map, but that's really awkward to hear and play.
  4. 00:54:252 (1) - / 00:55:601 (1) - / 01:02:342 (1) - / 01:05:039 (1) - / 01:07:735 (1) - / and so on - I can't believe sliders like these can be rated positively by people who have a little experience on mapping. They are messy, placed randomly and shaped like this just because "weird" sliders are trending nowadays. Honestly, it looks like there's little work on the design of the whole map, which might not be the most important part, but that should be at least considered and fixed if this is ever going to be ranked.
  5. 01:58:297 (1,2,3,4,1,2,3,4,1) - I don't really understand why people emphasize streams like this even when there's no significant changes in the song, you seem to do it quite often, is it just for making the diff more challenging?

    I didn't get down to details (just gave a quick look), but it seems like the whole map has little structure, kiai is not really following the real patterns of the song, rhythm is often weird or simplified (which lead to the issue I stated before), sliders' shapes are often random and rarely neat, as if an unexperienced player has just discovered mapping. I think osu! has much higher standard than what we are seeing qualified nowadays (your map is not the only one, unfortunately), and I just wish we could solve this instead of ranking basically everything that BNs rate as "okay-ish".

Sorry if I may appear rude, I tried to be polite.
OnosakiHito
Disqualifying this set as there is clearly the need of discussing certain things for the modes osu! and osu!mania, despite mania having already discussions before. As always, please keep it civil and try to understand eachother. If possible, try to find middleways. Good luck everyone!

(damn you, nice taikos got disqualified, it is all a plot from the other modes)
Okoratu

OnosakiHito wrote:

(damn you, nice taikos got disqualified, it is all a plot from the other modes)
(yea sure of course we're totally plotting to take down taiko)
along with banning anime ok


in this section on yumps 01:05:039 - to 01:14:477 - :
i feel like 01:05:544 - these sounds should have passive objects representing them as the main thing you map to starts on the next white (or at least clearly different spacing)
01:07:061 (5) - on the other hand these sounds would be better to justify as circles?

01:13:803 (4,5,1) - that these are stacked does the sounds no justice imo it's so very intense what's happening and your map is basically chilling lol
01:54:926 (1) - not sure what exactly to or why exactly this thing in particular is extended, the sound on 1/2 is dominant enough?
Akali
Agreed with everything Leader wrote.

00:54:252 (1,1,1,1) - etc - 1/1 on extra map's drumstep drop is really underwhelming, at least some 3/4s? applies to almost whole diff tbh

01:02:342 (1,2,3,4,5) - you do 3/4 here but when bass goes up in pitch and it's finale of the section there are 1/2 stacks not that far from each other compared to big jumps before (makes sense on some level but eh)

01:13:128 (1,2,3,4,5) - ^

01:20:881 (1,2,1) - this doesn't make any sense, ignoring 1/8 or whatever is fine, but compensating it with random 1/4 jump? doesn't feel right for interpreting drums alone this way, no synth or anything else here

01:25:263 (1) - use more sliders like before, super long repeats are anticlimactic on extras especially when it has more clickable objects before

01:28:803 (4) - no reason to start on red tick and leave clap not clickable, synth focus can go either way so 2 circles or start slider on white tick

01:52:988 (5) - like in intro, 99% sure this is overmapped for no reason, when left clear triple here 01:54:589 (4,5) - 01:49:196 (4,5) - too

01:55:769 (3) - move this slider to previous white tick and map clap with a circle

tuck faiko
Topic Starter
Side
Woo!! Let's get started! incoming wall of text (business as usual)

Líder

Leader wrote:

I'm seriously concerned about future ranked maps if stuff like this gets the approval of beatmap nominators. Let me say something: Let me start you off by saying that, for future references, starting a mod like this will not help you get your point across and will more than likely insult or offend mappers thus making your mod virtually irrelevant to them as no one wants help from a "douche". Lucky for you I'm not that kinda person ;^)

[Yumps]
  1. 00:12:117 (3,4) - / 00:17:511 (4,5) - / etc. - Seriously? First of all, I can't hear barely anything on (3), which might be just me being deaf at only 19. But what triggers me the most is the sound on the blue tick being completely ignored, even if you mapped stuff on it in other similar points throughout the map. It is completely wrong to ignore a significant sound such as the ones I pointed out and "for variety's sake" is not a proper excuse here. I'm good friends with a 16 year old that's going deaf in one ear (and there's also pereira) so that's a possibility. Jokes aside, no this is not random and follows a very clear instrument. The reason I started mapping at 00:11:106 - and not at 00:01:503 - is because unlike all those first 10 seconds, here is where you are first introduced to another instrument, that wind/whistling which you can (I hope) clearly hear playing throughout 00:11:106 (1,2,3,4) - Of course the whistling holds at 00:12:286 - so it'd be more obvious what I was mapping to then. Instead I decided to switch focus to the technically stronger rhythm at that moment which is that electronic piano or whatever you wanna call that at 00:12:454 - until 00:16:499 (1,2,3,4,5) - again for the same reason that I wanna emphasize this now stronger instrument because, as opposed to the repetitive piano, this only happens a few times in the music yet is very strong and I simply can't ignore it for the same of following the repetitive piano rhythm. This is pretty common in many maps, switching focus from one instrument to another when it makes sense and personally I feel it absolutely makes sense.
  2. 00:15:657 (3,5) - / 00:18:353 (2) - / 00:23:747 (3,5) - / etc. Again, I can't hear anything that should be relevant to map. The only thing that could stand on these ticks is a slider's end. Now I can kind of give you this one because technically you're right. There is no CLEAR doubles rhythm here. It's there, but very hard to hear because of how quiet this section is. The reason I'm still mapping them is to introduce the doubles rhythm as a way to prepare players for the clearer doubles that will happen later in the map. This also is not uncommon in many maps even as far back as 2010 (wouldn't be surprised if there were some before that). 3/4 rhythm isn't very intuitive so many mappers started throwing in doubles which are more intuitive both visually and rhythmically. You don't necessarily have to hear the instruments playing a doubles rhythm to know how to play it because it's a very natural rhythm.

    Now before you tell me I shouldn't do this, I say that I really should. The reason is because as you can probably tell and kind of touched on, this entire section from 00:11:106 - 00:21:893 - the music is getting progressively louder and the instruments become progressively clearer (might be why you couldn't quite hear the whistle sound) and if you listen closely, 00:18:353 (2,3) - 00:21:050 (2,3) - you CAN hear the doubles rhythm here. You can even hear it in some sections I didn't map such as 00:20:291 - 00:20:376 - and 00:17:595 - 00:17:679 - because I was mapping the whistling tune btw.

    Anyway the point is I needed to map 00:15:657 (3,4,5,6) - these as doubles because it's the introduction to the rhythm, and as hard as it is to hear, they are most definitely there or at worst they are implied. Skystar's dreamless wanderer is a great example. 00:35:708 (1,2,3,4) - Used to be mapped like 00:38:121 (1,2,1,2,3) - but he changed it (you have no idea how much this triggered me back then and I wasn't even a mapper at the time) because a player is not stupid they can hear the rhythm that's supposed to play and while it's not so clear in the music, it just feels weird not mapping it. That's why I'm glad Charles got more involved with SW's version because he basically told him NOT to do what Skystar did there (check the thread and I told him too xd)

    Going back to the original point, I don't mind changing this if I truly have to but it will leave me with a sour taste in my mouth for the same reason Skystar's pattern change above did.
  3. 00:21:893 (1) - Okay, this might be mapped correctly (even if it is not, as I stated above), but ignoring these really loud claps left me quite upset. I don't think it's the biggest issue on this map, but that's really awkward to hear and play. Yeah I know what you mean. Kind of a trade off tbh but due to how this section plays with the stacks and pauses I'm okay with it.
  4. 00:54:252 (1) - / 00:55:601 (1) - / 01:02:342 (1) - / 01:05:039 (1) - / 01:07:735 (1) - / and so on - I can't believe sliders like these can be rated positively by people who have a little experience on mapping. They are messy, placed randomly and shaped like this just because "weird" sliders are trending nowadays. Honestly, it looks like there's little work on the design of the whole map, which might not be the most important part, but that should be at least considered and fixed if this is ever going to be ranked. Yeah I admit it's a pretty meme-y trend so many ppl are guilty of this xd. Still I at least tried to give them some meaning. The shapes have some sort of back and forth movement as a lame way of trying to emphasize the wub pitch fluctuating or whatever that word is. Maybe the "weird" shape is unnecessary but pay close attention to the wub sound at 00:55:601 (1) - which is a different sound. Here the sliders are "weirder" than the others (imo) and should be consistent with the rest of the song when applicable (some aren't cuz I had to use 1/2 for example) but anyway uh....Shapes yeah...I can't really do anything about that. I mean I guess I could make them "normal" sliders to appease you and maybe a few other ppl in all of osu but then you get ppl complaining for the opposite reason saying the sliders are lifeless and unoriginal so y'know, where do you draw the line? Can't please everyone unfortunately :/
  5. 01:58:297 (1,2,3,4,1,2,3,4,1) - I don't really understand why people emphasize streams like this even when there's no significant changes in the song, you seem to do it quite often, is it just for making the diff more challenging? I'm actually surprised you couldn't catch this. Starting 01:57:623 - Not only does the pitch rise, but the volume also rises and whats more the drums kick in at 01:58:466 - giving it even more emphasis right at the climax of the map. And I do also do this in the other streams before this because of that same reason. Most people just don't like playing spaced streams I guess since they usually break combo or die (I'm looking at your sakura mirage >:V jokes aside I love that map!)

    I didn't get down to details (just gave a quick look), but it seems like the whole map has little structure, kiai is not really following the real patterns of the song, rhythm is often weird or simplified (which lead to the issue I stated before), sliders' shapes are often random and rarely neat, as if an unexperienced player has just discovered mapping. I think osu! has much higher standard than what we are seeing qualified nowadays (your map is not the only one, unfortunately), and I just wish we could solve this instead of ranking basically everything that BNs rate as "okay-ish". Now while it seems a lot of the suggestions are more fueled by your personal ideals of how mapping should be, I do respect your points and I hope you don't think badly of me as a mapper. Now, from your opening sentence and last paragraph I can't help but feel a bit insulted that you want to group this map with all the "generic" maps of 2016. At the same time, however, I do agree with you. This map isn't actually how I'd normally map a song to be completely honest. It's more of an experiment like a lot of my graveyard maps that people seemed to like and then I got offered some GDs and went off from there so really I'm doing this more from them than I am for Yumps (I also really love how I mapped my hard!!!!!!)

    While this isn't the place to discuss mapping ideals and whether or not "maps like this" should be the meta and what gets ranked nowadays, I did want to share a point with you which is that as far as I've seen, the closest people like us get to complaining about this, is in other people's qualified threads. Maybe someone in reddit from time to time and it gains little to no traction there for obvious reasons. Trust me when I say I'm with you and I don't like the way most maps nowadays are being made in a "cookie-cutter" flowchart style where it's just a mix of RLC and Skystar patterns with no purpose "but they look pretty so its k!" kind of deal but that's NOT the problem imo.

    The problem is a mix of most players really liking playing "these" types of maps because they're straight forward to play and usually very rewarding, and also the fact that mappers are realizing this and are catering to them by giving them exactly what they want: Easy but very rewarding maps.

    There will come a time when players will get bored of the same maps to a different song and that's more than likely when the meta will change and more people will see the beauty in maps like gowww's avalon or the genius in pomuta's and the gd's in lindwurm. Maybe not but I really hope so because those are the maps that I feel have a meaning and a very clear design. Unfortunately that won't be anytime soon but I sure hope it happens!

    I could go on to other points but, again this isn't the place for this kind of discussion. I'd very much like to talk to you on this topic via PM however (if you don't mind) :D

Sorry if I may appear rude, I tried to be polite. Not at all (minus the first sentence). Thanks for your input I really appreciate it! :)

OkosakiHito

OnosakiHito wrote:

Disqualifying this set as there is clearly the need of discussing certain things for the modes osu! and osu!mania, despite mania having already discussions before. As always, please keep it civil and try to understand eachother. If possible, try to find middleways. Good luck everyone!

(damn you, nice taikos got disqualified, it is all a plot from the other modes)9/13 was an inside job 11!#!!!uno!!

pishifat

Okorin wrote:

OnosakiHito wrote:

(damn you, nice taikos got disqualified, it is all a plot from the other modes)
(yea sure of course we're totally plotting to take down taiko) hai desu desu
along with banning anime ok


in this section on yumps 01:05:039 - to 01:14:477 - :
i feel like 01:05:544 - these sounds should have passive objects representing them as the main thing you map to starts on the next white (or at least clearly different spacing) I actually misread this altogether and somehow thought you wanted me to make 01:05:039 (1) - these into 3/4 sliders with an active object at 01:05:544 - LOL (don't ask me how) but after agreeing with your not-suggestion I actually like that change LOL. Also as we briefly discussed via PM I tried the 3/4 into 1/2 slider approach but ehhhhhhhhh it looked so forced it didn't feel right tbh so I'm gonna end up having three more active objects instead xd (though if you don't like this I saved a backup and I can just change it back to how it was both are fine to me tbh)

01:07:061 (5) - on the other hand these sounds would be better to justify as circles? On the contrary the wub sound (which is also emphasized by the custom whistle) is 1/1 so having two 1/2 sliders adds a small click pause to simulate the wub gap so the sliders make more sense when you consider that.

01:13:803 (4,5,1) - that these are stacked does the sounds no justice imo it's so very intense what's happening and your map is basically chilling lol
01:54:926 (1) - not sure what exactly to or why exactly this thing in particular is extended, the sound on 1/2 is dominant enough? Yes. The ideal pattern ( and the pattern I used to have) was a clickable note at 01:55:516 - and 01:55:263 (2) - as a 1/2 slider but as it turned out, that made that rhythm awkward to play. I am aware there are alternatives such as making 01:55:516 - this the slider head and the slider ending at 01:55:769 - with a clickable object at 01:55:937 - for example. Maybe it's just me but I can't seem to make a pattern that looks nice with this rhythm without remapping a lot of parts after and I like how those look ;-;

Note I am open to suggestions for this one if you have a few ideas in mind :v


Slightly better Diana

Akali wrote:

Agreed with everything Leader wrote. I'm Leader irl tbh

00:54:252 (1,1,1,1) - etc - 1/1 on extra map's drumstep drop is really underwhelming, at least some 3/4s? applies to almost whole diff tbh Now I'm glad you mentioned this because I somehow managed to confuse what oko said with this exact suggestion LOL. The thing is I didn't do it here I did it at the second kiai. Seemed more fitting there with the introduction of the woob sound imo.

01:02:342 (1,2,3,4,5) - you do 3/4 here but when bass goes up in pitch and it's finale of the section there are 1/2 stacks not that far from each other compared to big jumps before (makes sense on some level but eh) Yeah the stacks are based on the pitch where 01:02:679 (2,3) - is higher and the same pitch so stack and 01:03:016 (4,5) - is lower but the same pitch so also stacked. Like I could make this all jumps but I don't like that idea at least not here.

01:13:128 (1,2,3,4,5) - ^

01:20:881 (1,2,1) - this doesn't make any sense, ignoring 1/8 or whatever is fine, but compensating it with random 1/4 jump? doesn't feel right for interpreting drums alone this way, no synth or anything else here Ah yes the dreaded ignored 1/8 thing!!! I'm not disagreeing with you I do like the idea of a 1/8 kick slider into 01:21:218 (1) - but for one it doesn't fit the theme of the map (which is jumps) and it just doesn't look so nice. Trust me you're like the...fifth or something person that's suggested something else here but every "example" screenshot just doesn't look nice. As to be expected most ppl don't really take the time to make it look super awesome because 9 times out of 10 the mapper will say nah my pattern's better (and in some cases its true) maybe not in this one but as I said I've tried many times and if I truly wanted to do this I'd have to remap this entire stanza and I'm not about to do that tbh.

01:25:263 (1) - use more sliders like before, super long repeats are anticlimactic on extras especially when it has more clickable objects before The biggest difference between 01:25:263 (1) - vs literally every other transition with three sliders is that there's a kick sound that plays each 1/1 or whatever the snap is. Here in the music it's just the 3/2 synth sound and every other sample in the music is pretty quiet hence this slider and repeat. It used to be a slider and instead of a repeat I had a note that made a triangle with 01:25:179 (4,1) - or something like that but meh it's basically the same thing might as well do the repeat xd

01:28:803 (4) - no reason to start on red tick and leave clap not clickable, synth focus can go either way so 2 circles or start slider on white tick Actually the reason is that 01:28:803 (4) - starts with the synthy sound like 01:26:612 (1) - and 01:27:117 (3) - 01:27:960 (1) - etc. Now before you mention 01:34:196 (4,5) - and emg konziztenxhy I didn't consider that when making this second pattern. Does that make those two inconsistent? technically yes. Am I gonna justify a remap with that? no because the first makes sense in that context but the second still makes sense even if it doesn't do exactly what the first did. Frankly I really dislike mods that say "omg this part is not exactly consistent with THIS part even though its the same in the music" like who cares? Strategas did that to ripples and oh man I would have had to remap so much if I didn't rip my hair out trying to explain each and every pattern's logic which tbh is not what any map should be about to begin with. It's a map to represent the song not its own musical composition. Maps would get stale repeating patterns because it's the same segment in the music and I'm sure many players will tell you that (can't think of an example right off the top of my head)

01:52:988 (5) - like in intro, 99% sure this is overmapped for no reason, when left clear triple here 01:54:589 (4,5) - 01:49:196 (4,5) - too I gave a pretty lengthy explanation in Leader's reply although you DID point something else out which WAS changing 01:49:196 (4) - to a 1/4 slider to get that triple sound. I did that there and 01:54:589 (4) - here

01:55:769 (3) - move this slider to previous white tick and map clap with a circle As I kind of explained in oko's mod I don't mind doing that if you can give me a good suggestion that doesn't require changing every pattern right after this ;(

tuck faiko YOU STOLE MY KDS FOR MY KERFAWY TACO MOD >:V

So not much changed (I hope my explanations were clear enough, if not I'll try my best to give more detail) but I do appreciate everyone's input. Still open to suggestions if anyone has some (within reason).


Thanks!! :)
Eedow

Kuo Kyoka wrote:

[Eedow's HD]
00:52:912 - so there are some snap conflict (or unsnapped notes on here I believe) http://puu.sh/r9FMr/96a2ef02bd.jpg
1. Follow puxtu's snap
2. If you remain follow that rrr voice, there is another snap would fit it
Snap (1/16) patterns depend on you
00:52:912 -
00:53:059 -
00:53:122 -
00:53:249 -
00:53:333 -
00:53:460 -
I actully know how this snap is,but for me it's not a big problem
00:55:608 (55608|2) - thinking about this hmm, kinda not fit the rhythm well enough, for that, move it to something like this http://puu.sh/r9G9B/3f745c6d15.jpg would be very neat, it would fit the rhythm better than this fade hold (dubstep drr)
00:56:957 (56957|2) - same as this part, I don't know both parts are conflicted
00:58:305 (58305|2) -
00:59:653 (59653|2,59653|3) -
01:01:002 (61002|1,61002|3) -
01:02:350 (62350|3,62350|2) -
01:06:395 (66395|1,66395|3) -
(and the rest of them) (*)
I prefer fade holds
00:59:148 (59148|1,59148|0,59316|0,59316|1) - would recomended to move one of them, suggestion: move 00:59:316 (59316|1) - to 3rd to present snare sound, 2 notes jacky here kinda weird in my opinion, also if you also argeed with it, move 00:59:485 (59485|2,59527|1) - to 21 for more balance
01:14:485 (74485|0,74990|2,74990|1,75496|3) - this one is very interested pattern but kinda not fit with this part, because the bass underground combined with instrument almost the same for 3 of them, but long notes usage are different, might to reconsider about this)
01:17:856 (77856|3,77856|2,78024|2,78024|3,78361|2,78361|3,78530|3,78530|2) - kinda weird to keep them like this, pitch is different on 01:18:530 -
01:28:979 (88979|1,89148|2,89190|1) - same as before
01:31:676 (91676|3,91676|0,91676|2,91844|1,91886|2,92013|3,92013|1) - might to reconsider this as well
01:32:013 (92013|1,92350|2,92350|1) - fix this along with that (*) I've mentioned
01:35:384 (95384|0) - wrong place. this instrument should be on 01:35:215 - and ends on 01:35:552 - along with that, add a note on 01:35:721 - for snare sound//this LN sound is the same as 01:24:589
01:42:799 (102799|3,102799|1,103136|2,103136|0,103136|1) - (*)
While the end is just fading away, you don't have to continue it, end the map on 01:58:979 - would be better
Eedow
Topic Starter
Side
Mania diffs updated. The snap concern has been resolved now.
puxtu
b0bas
hard diff <3 would play again
Rizia
lets give it a try again
Sonnyc
Yumps.
00:36:471 - Eh it's pretty weird to ignore this one, and express 00:36:640 as a slider end while one has a beat and one does not.
00:44:561 - 00:45:909 - 00:47:258 - This beat getting ignored felt weird for me. It was pretty noticable. Leaving that empty didn't felt expressing this music properly imo.

00:34:533 (2,4) - 00:39:926 (2,4) - Things like these are overmaps as you would already be awared of. It makes playing tasteful in some aspects, but I wouldn't like to nominate such elements personally.
Topic Starter
Side
I do agree with the first two points so I'll be sure to change those :v

That last one however I do not. I explained it in the leader mod in general that double rhythm is prominent in most of the intro so to skip a few and use 3/4 rhythm feels weird to play because it feels empty and since the spacing is also a bit different in places may not be as intuitive as 3/4. Basically imo doubles play better based on how it was mapped. Also tbh there IS a sound in each of those 3/4 in the first one but not the second for some xd

I'll apply the first changes before the 2nd BN check since I don't think you wanna nominate and I don't wanna pop the bubble just yet ;(


Still appreciate the help. Thanks!! :)


Edit: Popped and updated with changes to the intro. Mostly cuz it would grave otherwise xd
Kujinn

puxtu wrote:

Eedow
http://puu.sh/sgQJS/f3c64eb252.osu
Oh,I just want to make it better and really want this map to be ranked...
b0bas
JUST DO IT
Topic Starter
Side
Soon tm
puxtu
inb4 2017
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