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David Wise - Fear Factory

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laport
Playing this was an incredible experience, and brought back good SNES memories!
Topic Starter
Soaprman
In case anyone does swing by this thread, I should probably note that I'm more in the "can this be approved" phase still. I don't want to actually get this approved until widescreen storyboarding is supported if I can help it.

Also, I changed the 0% volume parts to 10% volume on AR3's TAG1 to give a bit of feedback. However, after some plays, I think the hard-to-read parts are more fun now than they would be if they were mapped in a more sane way, so I'm going to leave them as they are. The volume boost on the black sections should be enough compromise (since remembering the hitsounds can help you get farther in later attempts).
Topic Starter
Soaprman
Update: removed spinner skinning (new default looks better as you can see the background during the spinner) and made the followpoints invisible. Guess that's another rule broken? :D
Card N'FoRcE

Soaprman wrote:

Update: removed spinner skinning (new default looks better as you can see the background during the spinner) and made the followpoints invisible. Guess that's another rule broken? :D
I have an opinion about that.
Why don't you just make them black as well, instead?

That would be more fitting than just flat-out removing them.
Topic Starter
Soaprman
They are completely blacked out now. This is better than replacing them! They wouldn't be noticeable at all like this if it wasn't for the animation of them appearing. :P

By the way, I also tried using this one: which is also black but with a lightened border. This renders it visible at all times and looks neat but doesn't disappear when the screen goes black. Let me know if you have any opinions on using that one.
Ishmon
Don't give up hope This is a GREAT beatmap <3
Card N'FoRcE

Soaprman wrote:

They are completely blacked out now. This is better than replacing them! They wouldn't be noticeable at all like this if it wasn't for the animation of them appearing. :P

By the way, I also tried using this one: which is also black but with a lightened border. This renders it visible at all times and looks neat but doesn't disappear when the screen goes black. Let me know if you have any opinions on using that one.
Having the followpoints completely black makes them almost always invisible because the background itself is quite dark, so i agree that it's better to have them with a glow.
I'd make that glow more "subtle", though.
quaternary
<3

Really love Tag1. Took me a while to figure out the additional gimmick though - 2 gimmicks was too much for my puny brain :P
I like Jacob's comparison - Disturbia 2.0 :D

Best map ever

Oh - you might want to add the default numbers to the beatmap skin - my personal skin doesn't have any and it was, um, a unique challenge :P
failed101
This is a pretty unique map, I hope this gets ranked soon ^_^!
Topic Starter
Soaprman
Man, I had no idea people posted in here. I think the email notifications are broken...

I'm still not sure it can be ranked... BATs say it's possible but they never come by the thread and they never update the rules to make an allowance for maps like this so who knows?

I'll start bothering people with it some more though. :)

edit: updated map with no changes to get it to pending (as resurrecting a map moves it to WIP).
Topic Starter
Soaprman
Now that widescreen storyboarding is a thing, I'm working on getting this updated. Mainly figuring out how to cleanly update AR3's diff!
Topic Starter
Soaprman
Updating AR3's diff is on hold until the bugs get sorted out.

t/146664/start=0
Topic Starter
Soaprman
Now with working widescreen storyboard in all difficulties! #hip #groovy #keen
Kodora
That was IRCmod for Soapman's and ignore's diffs

SPOILER
19:52 Kodora: O_O
19:52 Kodora: oh my god Soapman
19:52 Soaprman: sup
19:54 Kodora: lol really didn't expec to meet such old names XD
19:55 Soaprman: it does seem like most of the people who were active when i joined aren't around anymore, lol
19:57 *Kodora is playing [http://osu.ppy.sh/b/136833 David Wise - Fear Factory [Insane]]
19:58 Soaprman: let me know what you think! it's not for everybody, but opinions on it are largely favorable (at least that i'm aware of)
19:58 Kodora: i feel timing a bit off in the end :<
19:59 Kodora: dont know why but notes feels later
19:59 Soaprman: hm, i'll double-check
19:59 Kodora: good old style :3
19:59 Soaprman: hell yeah. i'm no 2013 mapper
19:59 Kodora: also you can improve some slider-snape with new slider calculation
20:01 Kodora: for example
20:01 Kodora: 00:50:876 (6) -
20:02 Soaprman: i'll give that a shot, thanks
20:03 Kodora: 00:45:487 (3,4) -
20:03 Kodora: http://osu.ppy.sh/ss/1022663 maybe try this?
20:03 Kodora: www
20:04 Kodora: 00:52:672 (8,9) - also not symmetrial
20:05 Kodora: 01:06:145 (1,2) - i guess this blanket can be improved a bit
20:06 Kodora: most important - recheck timing pls :<
20:06 Kodora: also there are some problems with guest diffs
20:07 Kodora: of course i'm not a BAT, but anyway
20:08 Soaprman: not a problem at all. i'm fine with having things pointed out by anyone. though you're probably aware that anything unrankable is that way on purpose :p
20:08 Kodora: AR3's diff is brilliant XD
20:08 Kodora: yeah, there are some unrankable stuff in ignore's diff :(
20:08 Kodora: will you listen?
20:09 Soaprman: anything besides the volume?
20:09 Soaprman: the volume i'm aware of
20:09 Kodora: yea
20:09 Kodora: tickrate 0.5 not allowed anymore :(
20:10 Soaprman: alright, i'll see how tickrate 1 sounds on it and maybe try 5% volume instead of 0%
20:10 Soaprman: AR3's used to also do 0% but i moved that up because it really impacted playability
20:10 Kodora: volume never goes to 0% anymore
20:10 Kodora: even if you use this sections
20:10 Kodora: it will sounds as 5% anyway
20:10 Kodora: >_>
20:13 Kodora: also it's submitted for approval, yes?
20:13 Soaprman: yep
20:14 Kodora: there are actually some problems with storyboard :(
20:14 Kodora: uh i think you need some mods before get it approved
20:14 Soaprman: oh?
20:14 Soaprman: is it the way i did the blinking?
20:14 *Kodora is watching [http://osu.ppy.sh/b/136478 David Wise - Fear Factory [AR3'S TAG1]] |Autoplay|
20:15 Kodora: AR233's storyboard
20:15 Soaprman: are the circles misplaced on it?
20:15 Soaprman: i'm still applying your suggestions for insane lol
20:16 Kodora: not only this, they stacks perfectly while stack leniency is 0.2 (so "real" circles don't stacks while storyboarded ones stacks perfectly)
20:16 Soaprman: that might have been intentional on his part, but i will take a look at it anyway
20:17 Kodora: you probably can talk to AR233
20:17 Kodora: he is active now and guess can fix it
20:18 Soaprman: yeah, if it needs fixed i'll hit him up. he knows storyboarding way better than i do
20:18 *Kodora is playing [http://osu.ppy.sh/b/136818 David Wise - Fear Factory [Hard]]
20:19 Kodora: Nothing really wrong, but there are some problems
20:19 Kodora: HP +1
20:19 Kodora: 00:04:394 (1,2) - yes, you probably can improve slider snape on this part too
20:21 Kodora: I'm not really fan of 2-reverse sliders but i guess that's intentional and not hurts a lot
20:21 Soaprman: how? i don't really want those circular (the endpoints do appear to mismatch by like 1px but that's imperceptible in gameplay)
20:22 Kodora: Ahh, then ok
20:22 Kodora: 00:50:876 (6) - but sliders like this must be fixed :(
20:22 Kodora: Estetical point, but
20:22 Kodora: :\
20:23 Soaprman: nah, i totally agre with fixing that one.
20:23 Soaprman: i'll fix it
20:23 Kodora: You can hide end of 00:52:672 (8) - under slidertrack of (6) (it's not perfectly hided for now)
20:24 Kodora: 00:52:672 (8,9) - and i actually suggest you use x1.20 spacing between those sliders
20:24 Kodora: it's just plays better
20:25 Soaprman: yep, fine with me
20:25 Soaprman: i'll move it right some too to flow better from the end of 8
20:25 Soaprman: and reshape it accordingluy
20:25 Kodora: 00:58:847 - 01:08:728 -
20:26 Kodora: you can try x1.20 spacing here too
20:26 Kodora: even if it is slowdown part it really plays better with more huge spacing
20:27 Kodora: there are actually some tiny grid issues - it's minor, but feels weird with x1.00 spacing :(
20:29 Kodora: also, why you choose black followpoints? They are invisible on black part of storyboard x.x
20:29 Soaprman: i think you just answered your own question :p
20:29 Kodora: 00:26:960 (6) - unsnapped sliderend o3o
20:30 Kodora: is this allowed :x
20:30 Soaprman: no idea
20:31 Soaprman: if things i do end up unrankable, i'm fine with that. i really just wish a BAT would give me a nice firm yes/no instead of leaving me hanging
20:31 *Kodora is editing [http://osu.ppy.sh/b/136819 David Wise - Fear Factory [Normal]]
20:31 Soaprman: i always get a dancing-around "that's what approval is for" answer
20:31 Kodora: sadly i must say new approval criteria not allowes to break rules
20:32 Kodora: also new approval criteria based only on drain time :<
20:32 Kodora: but since this map was submitted in 2011 you can approve it instead of ranking
20:32 Soaprman: and i kind of suspect when i finally DO get an answer it'll be that. but i have to at least try
20:33 Kodora: up to you, but i must say that just ranking would be easier since finding 2 BATs is less pain
20:33 Soaprman: well, the map was both unrankable and unapproveable when i first submitted it
20:34 Soaprman: either way is fine with me, the only categories as far as i'm concerned are ranked+approved and everything else
20:34 Kodora: All what i can consider as unrankable now is timing what feels extremely weird, tickrate 0.5 and 0% sections
20:34 Soaprman: one is visible to everyone, the other you have to dig for
20:34 Kodora: Not sure about followpoints
20:34 Kodora: at least for now people can just disable skin
20:35 Soaprman: yeah, visual settings can be used to render this a regular beatmap
20:35 Kodora: Normal have a bit too cruel settings for a normal
20:35 Kodora: I'd suggest AR -1 and OD -2
20:36 Soaprman: those are inflated intentionally
20:36 Soaprman: since the map is fudging with its own readbility, i chose settings that make accuracy matter more
20:36 Soaprman: that's also why insane has AR 9
20:36 Kodora: AR 9 is good
20:36 Kodora: but AR 6 in normal feels a bit too much
20:36 Soaprman: i prefer 8 on it as a normal map :p
20:36 Kodora: and OD is way too cruel
20:37 Kodora: i prefer higher AR for better readability
20:37 Soaprman: i'll go with AR - 1 and OD - 2 as you said
20:37 Kodora: x3 reverse sliders are annoying, but it's fine for approval (?)
20:38 Kodora: 00:45:038 (2,3) - i guess this blanket can be a bit better
20:38 Soaprman: imo whether AR 8 or 9 is more appropriate for insane depends on the mapping style. this map isn't as frantic as most insanes are nowadays
20:39 Soaprman: lol that wasn't meant to be a blanket, but i can see how it looks like it was
20:39 Soaprman: i'll fix the angle between 3's ends and 2
20:39 Kodora: i prefer higher AR just because it reads better :3
20:39 Kodora: 00:50:876 (6,7) - oops, hided reverse :(
20:39 Kodora: this is unrankable
20:39 Kodora: :(
20:40 Soaprman: that's subjective though. i find 8 to be every bit as readable as 9 :p
20:40 Kodora: you can make it overlap a bit if you want, but 100% hided is not allowed :(
20:40 Soaprman: what skin do you use? are your hitbursts transparent/translucent?
20:41 Kodora: yes
20:41 Kodora: 300 are transparent
20:41 Kodora: other are just to small
20:41 Soaprman: i'll check it with the default skin. that reverse arrow is not hidden to me
20:41 Soaprman: http://osu.ppy.sh/ss/1022737
20:42 Soaprman: is what i see
20:42 Soaprman: i know the default ones now are small and translucent, too
20:42 Kodora: that's hidden by hitbust :(
20:42 Kodora: rules wasn't changed according to new default skin
20:43 Kodora: just make it overlap a bit
20:43 Soaprman: hold on, restarting osu!
20:43 Soaprman: it's also not hidden anymore by the time you're halfway through the slider (which doesn't move terribly quickly)
20:44 Soaprman: i really, truly think it's fine. i'll keep it in the back of my head though. thanks for mentioning it anyway
20:46 Kodora: probably all from me for you'r diff o.o
20:46 Kodora: i'll post about guests in thread, they needs some fixing but all this minor
20:47 Soaprman: cool. post this chat too if you want to
20:47 Kodora: sure
20:47 Soaprman: ignore's given me permission to make changes on his behalf btw
20:48 Kodora: oh then i probably can say directly here
20:49 Soaprman: go for it
20:49 Kodora: i understand why ign used silent notes here, but.. this is not only not allowed anymore, this is even not works anymore
20:49 Kodora: notes still sounds
20:49 Soaprman: yeah, i'll change them to 5%
20:50 Kodora: raise all 30% sections to 50-60%
20:50 Kodora: silent notes probably should be raised at least to 15%
20:50 Kodora: or VATs will eat you
20:50 Kodora: *BAts
20:51 Soaprman: i'm not going to go above 5% unless a BAT tells me it's the difference between approved and graved :p
20:51 Kodora: 00:11:355 (1,2,3,4,5,6) - i don't like spacing like this :(
20:51 Kodora: stack with (5) please?
20:52 Kodora: 00:13:151 (1,2,3,4,5,6) - same here, this is just plays bad
20:53 Kodora: 01:03:451 - add note for rhythm?
20:54 Kodora: 01:16:026 (1,2,3,4,5) - same as above
20:54 Kodora: 01:17:822 (1,2,3,4,5) -
20:54 Soaprman: on those first two, i think having the (5) separate from (1,2,3,4) makes it more readable. i'll play with it some though
20:54 Kodora: nothing really wrong, only this
20:54 Kodora: also maybe HP -1?
20:54 Kodora: 8 feels too drastic at slowdowns
20:55 Kodora: and you must change tickrate
20:55 Soaprman: <Kodora> 01:03:451 - add note for rhythm?
20:55 Soaprman: done
20:55 Soaprman: and yeah, tickrate is 1 now
20:56 *Kodora is editing [http://osu.ppy.sh/b/136478 David Wise - Fear Factory [AR3'S TAG1]]
20:56 Kodora: did you got permissin to fix AR233's diff?
20:57 Soaprman: smaller things, though i'd prefer to leave it to him
20:57 Kodora: then i'll post in thread about it
20:57 Soaprman: alright
20:59 Kodora: oh yes add audio lead-in 2000 in all diffs
20:59 Kodora: 1500 too short
20:59 Kodora: and some diffs missing even this
21:00 Soaprman: alright
21:00 Kodora: also you need to recompress blackoutbasement.jpg to .png - it's all just to reduse filesize blame rules
21:01 Kodora: and... if you going to use your black followpoint you need to complete your skin
21:01 Kodora: single followpoint usage is not allowed

[AR233]

*There are some issues in storyboard: fake notes stacks perfectly as if they using stack 0 while real notes stacks as usual
*Tickrate 0.5 is not allowed anymore, you must change it
*Also how about make storyboarded hitsounds for fake notes? XD

  1. 00:22:582 (4,5) - Would be better if you perfectly hide it under sliderend
  2. 00:31:565 (1,2,3,4,5) - Storyboarded part looks a bit off. Actually, you can add NC on storyboarded notes and to 00:32:014 (3) - , or else fake notes looks weird
  3. 00:32:912 (1,2,3,4,5,6,1) - same here ^
  4. 00:42:343 (1) - I believe this slider should starts earlier, but this is most likely timing issue, Also, you can add slowdown on it.
  5. 00:50:876 (5,1,2,3) - Storyboard issue again :(
  6. 00:54:918 (1) - This note looks a bit off from stream
  7. 00:57:612 (1) - hide fake note perfectly under slidertrack?
  8. 01:13:331 (1,2) - Please remove finishes
  9. 01:19:057 (5) - Add finish to the end of slider?
Good luck. Awesome map!
[CSGA]Ar3sgice
fixed -> http://puu.sh/4Jwj4.osu

The storyboard issues is because the editor has an offset, the position will be correct in play mode 0,0
Kodora

[CSGA]Ar3sgice wrote:

The storyboard issues is because the editor has an offset, the position will be correct in play mode 0,0
I'm talking not about this


Not sure if it easy to fix, but fake notes seems not lined up with stream, which looks really weird (not only on this part actually).

Actually still stacking problem on fake notes :(
[CSGA]Ar3sgice
o.o storyboard is in a lower layer than the hitobjects, i think it's not possible to fix .-.
Kodora
what if just line up hitobjects to storyboard by disabled grid snap, that's seems more possible & easier to do nvm, you probably should change placement for this case :V
quaternary
A rather silly suggestion for Tag1:
Maybe some fake notes could be it with fake 100s or fake misses.
I think seeing a fake miss would make it even more confusing, but I'm not sure that would be a good idea :P
Rad-
Hello!

I like the idea of the black objects and all fitting with the mood of the song/map personally, but it is a bit unpratical, its even easier if you play the map with hidden than without it :\ . Most of the time its actually pretty easy to click to soon because you cant see the approach circle and click too late because you couldn't see it either.

Normal
- This difficulty has slider velocity too high, looks like a hard to me with its sometimes abusing spacing (jumps on a normal) and speed of sliders is too fast.
- 00:04:394 (1) - Make this Slider start at 00:04:169 so it doesnt start so weird and matches the rest of the sliders.
- 00:50:876 (6) - NC
- 00:54:469 (2) - NC
- 00:58:847 (1,2,3,4,5) - To follow better with the rhythm of the song, make these objects start at 00:58:735 - just like you did on the next pattern similar to this, makes the clicking make more sense. and at 01:01:542 (5) - make the slider longer to end at a white tick.
- 01:02:777 (6) - NC
- 01:03:451 (4) - Remove NC
- 01:15:127 (3) - Delete this circle and make 01:15:240 (4) - start where it was, it wouldnt look like a Normal if it had a double like that, Don't forget to remove that clap at the start.

Hard
- Copy paste map deserves copy paste mod :p, really the map has alot of copied patterns, and just flipped horizontally, the map feels uninspired by alot.
- This difficulty has slider velocity too high, even for a hard!
- 00:04:394 (1) - Make this Slider start at 00:04:169 so it doesnt start so weird and matches the rest of the sliders.
- 00:11:355 (5) - NC
- 00:12:590 (4) - Replace the slider for 2 circles
- 00:16:744 (5) - NC
- 00:40:996 (3) - NC
- 00:50:876 (6) - NC, and make the slider end at a white tick to fit better to the song.
- 00:52:448 (2) - Move this circle inbetween the 2 objects near it
- 00:58:847 (1,2,3,4,5) - To follow better with the rhythm of the song, make these objects start at 00:58:735 - just like you did on the next pattern similar to this, makes the clicking make more sense. and at 01:01:542 (5) - make the slider longer to end at a white tick.
- 01:02:777 (6) - NC
- 01:03:451 (1) - Remove NC
- 01:04:349 (1) - NC (even though i really hated this pattern)
- 01:15:689 - I really dont see the point for the sliders being THAT fast, please reduce it a bit.

Insane
- Great, this is just Hard with CS5 and some minor streams and jumps, saves me quite some time in modding this.
- Too much repeated stuff, sorry but even if this map was from 2010 or around that it would be boring to play, still being a song this short.
- All the problems i have encountered are the same as in Hard difficulty, so either copy from the other box or just do another difficulty

AR3's TAG1
I like it as well as a nice original idea, but its still not something that would see the ''light'' of getting ranked. See what i did there? HAHAHHAhahha... kill me.
Add this diff to the description and take it out of the mapset. It would be useless do be there since most people would already by now ignore combo colors of your map, and remove the storyboard.

ignore's Bonus
- Imo, this would be better to replace your insane and just leave it as it is, even if it has alot of repetitive patterns, at least it doesnt look the same as your Hard and so it feels different.
- 01:02:553 (5) - NC
- 01:03:675 (1) - Remove NC
- 01:05:247 - 01:05:696 - This space could be filled with like 3 circles or something to not be so silent.
Topic Starter
Soaprman
Thanks for dropping by and modding. I'll get to your map right after I post this. :P

All of my responses are in blue.

Rad- wrote:

Hello!

I like the idea of the black objects and all fitting with the mood of the song/map personally, but it is a bit unpratical, its even easier if you play the map with hidden than without it :\ . Most of the time its actually pretty easy to click to soon because you cant see the approach circle and click too late because you couldn't see it either.
The approach circles are hard to see by design. I'm totally fine with people turning the SB or skin off or whatever to make it easier on themselves though. :P

Normal
- This difficulty has slider velocity too high, looks like a hard to me with its sometimes abusing spacing (jumps on a normal) and speed of sliders is too fast.
Which jumps? The map's almost entirely distance-snapped.

- 00:04:394 (1) - Make this Slider start at 00:04:169 so it doesnt start so weird and matches the rest of the sliders.
Done. Feels a little weird like this but it's totally because I'm used to how it was. :P

- 00:50:876 (6) - NC
- 00:54:469 (2) - NC
Done.

- 00:58:847 (1,2,3,4,5) - To follow better with the rhythm of the song, make these objects start at 00:58:735 - just like you did on the next pattern similar to this, makes the clicking make more sense. and at 01:01:542 (5) - make the slider longer to end at a white tick.
I didn't do exactly as you said, but I did change 1 and rearrange this part a bit. 5 already ends on a white tick.

- 01:02:777 (6) - NC
- 01:03:451 (4) - Remove NC
Gonna leave these as they are. 6 is on a red tick and doesn't sound like the beginning of anything musically, and the change to 4 would only make sense if I changed 6.

- 01:15:127 (3) - Delete this circle and make 01:15:240 (4) - start where it was, it wouldnt look like a Normal if it had a double like that, Don't forget to remove that clap at the start.
Done. I changed the spacing up a little bit too.

Hard
- Copy paste map deserves copy paste mod :p, really the map has alot of copied patterns, and just flipped horizontally, the map feels uninspired by alot.
I think it's all tastefully used. When I make a mapset, I want the difficulties to feel like they're all actually the same map. The pattern copying goes well with the song. If it feels uninspired to you, though, so be it!

- This difficulty has slider velocity too high, even for a hard!
Nah. Fast sliders rule, and these aren't really that tough.

- 00:04:394 (1) - Make this Slider start at 00:04:169 so it doesnt start so weird and matches the rest of the sliders.
This sounds familiar... oh, right!

- 00:11:355 (5) - NC
Done.

- 00:12:590 (4) - Replace the slider for 2 circles
Nah.

- 00:16:744 (5) - NC
Done.

- 00:40:996 (3) - NC
Nah. As it is now, the (barely visible black) followpoints are the tiniest bit helpful.

- 00:50:876 (6) - NC, and make the slider end at a white tick to fit better to the song.
That's actually a flat-out mistake. Fixed.

- 00:52:448 (2) - Move this circle inbetween the 2 objects near it
Not sure what you mean now since I've moved it a bit after making the previous fix, but I now have it equidistant from both the tail of 6 and the head of 8.

- 00:58:847 (1,2,3,4,5) - To follow better with the rhythm of the song, make these objects start at 00:58:735 - just like you did on the next pattern similar to this, makes the clicking make more sense. and at 01:01:542 (5) - make the slider longer to end at a white tick.
Yep.

- 01:02:777 (6) - NC
- 01:03:451 (1) - Remove NC
Yep.

- 01:04:349 (1) - NC (even though i really hated this pattern)
Not sure why you suggest putting a new combo here but not on the tall white line four circles after it. I'll new combo both of them to make everything 1-2-3-4.

- 01:15:689 - I really dont see the point for the sliders being THAT fast, please reduce it a bit.
Keeping them like this. 8)

Insane
- Great, this is just Hard with CS5 and some minor streams and jumps, saves me quite some time in modding this.
- Too much repeated stuff, sorry but even if this map was from 2010 or around that it would be boring to play, still being a song this short.
Your skill level must be high enough that these all look the same to you. This is already a substantial jump in difficulty from Hard, and I've actually considered making it easier. It's far from boring to someone on my level.

- All the problems i have encountered are the same as in Hard difficulty, so either copy from the other box or just do another difficulty
Yep, and I've made roughly the same changes in response. Where possible, that is... it's more different from Hard than you realize. :P

One change I didn't make this time is the change to the combo colors at the point starting with 01:03:451 (1). They help a bit with reading the goofy pattern I've opted to keep.

AR3's TAG1
I like it as well as a nice original idea, but its still not something that would see the ''light'' of getting ranked. See what i did there? HAHAHHAhahha... kill me.
Add this diff to the description and take it out of the mapset. It would be useless do be there since most people would already by now ignore combo colors of your map, and remove the storyboard.
It's staying, and if it's the difference between getting this ranked and not getting this ranked, I'll keep the set unranked. Adding difficulties to the description is a good way to make them invisible to the people who download maps via osu!direct, and a concession to a system that doesn't need to be.

ignore's Bonus
- Imo, this would be better to replace your insane and just leave it as it is, even if it has alot of repetitive patterns, at least it doesnt look the same as your Hard and so it feels different.
Again, this represents a difference in our visions of what a mapset should be. I have a separate insane because I regard this one as an "extra" difficulty (not the "extra" difficulty tier, but "extra" in that it's an additional difficulty done in a very different style).

- 01:02:553 (5) - NC
- 01:03:675 (1) - Remove NC
Done.

- 01:05:247 - 01:05:696 - This space could be filled with like 3 circles or something to not be so silent.
Gonna leave this as it is... if it were a map in my style, I might go through with the change, but it seems to me like a conscious decision on ignorethis's part so I'm going to leave it.
eldnl
is this rankable?
Topic Starter
Soaprman
I'm hoping it can sneak into the approved section while the approved section still exists! The BATs aren't too eager to give me a "final opinion" on it though.
eldnl
Modding this.

[General]

There are a lot of unsnapped inherited sections, it doesn't affect the game play so it's up to you if you want to change it.

[Normal]

00:23:037 (5) - This slider doesn't fit with the song, I suggest to do something like this: http://osu.ppy.sh/ss/1556513 - http://osu.ppy.sh/ss/1556514
00:25:731 - You can do the same here or use variation of the pattern.
00:33:590 (1,2) - Maybe you can change this pattern a bit, it's exactly the same as before, try doing a different slider.
00:58:740 - The slider must end at the red tick, it is off-timed, considering this the next slider should start at the white tick. http://osu.ppy.sh/ss/1556520

[Hard]

00:31:794 - I think doing this will be more interesting here: http://osu.ppy.sh/ss/1556523 if you don't understand how to do it catch me in-game.
00:58:852 - Same as normal difficulty.

[Insane]

00:14:953 - Mayber you can do a better curve to this stream?
00:16:749 - Same as above.
00:31:120 - I suggest to add a note here, and here too 00:31:570 - follow the same pattern for the next part.
00:58:852 - Same as hard and normal difficulty.

[Bonus]

01:05:252 - This part feels so empty!
01:19:623 - Maybe you can add a note with a finish here.

[TAG1]

I have a problem with this difficulty, it is so annoying!

I'll try to get a BAT to check this. Good luck!
Topic Starter
Soaprman
My responses are in blue.

eldnl wrote:

Modding this.

[General]

There are a lot of unsnapped inherited sections, it doesn't affect the game play so it's up to you if you want to change it.

[Normal]

00:23:037 (5) - This slider doesn't fit with the song, I suggest to do something like this: http://osu.ppy.sh/ss/1556513 - http://osu.ppy.sh/ss/1556514
00:25:731 - You can do the same here or use variation of the pattern.
Someone suggested a while back that I make this same change, actually. While it does go with the music as it is now, I can see that it's a little awkward. I decided to ditch the repeats on these sliders and make them twice as long. I also changed the curved sliders to angled ones to make them stand out less.

00:33:590 (1,2) - Maybe you can change this pattern a bit, it's exactly the same as before, try doing a different slider.
Changed this up slightly. Also did some borderline-imperceptible tidying up of the curves.

00:58:740 - The slider must end at the red tick, it is off-timed, considering this the next slider should start at the white tick. http://osu.ppy.sh/ss/1556520
I'm not sure what you're getting at with this one. It aligns just right with the part of the music it's mapped to.

[Hard]

00:31:794 - I think doing this will be more interesting here: http://osu.ppy.sh/ss/1556523 if you don't understand how to do it catch me in-game.
Excellent idea. Done!

00:58:852 - Same as normal difficulty.
Same as normal difficulty.

[Insane]

00:14:953 - Mayber you can do a better curve to this stream?
00:16:749 - Same as above.
Alright, I did some slider circles and slider-to-streamed them. That feature didn't even exist when I first mapped this!

00:31:120 - I suggest to add a note here, and here too 00:31:570 - follow the same pattern for the next part.
Done.

00:58:852 - Same as hard and normal difficulty.
Same as hard and normal difficulty.

[Bonus]

01:05:252 - This part feels so empty!
Alright, I've heard this one enough now. I went ahead and filled the space. :P

01:19:623 - Maybe you can add a note with a finish here.
Done. I also put whistles on the heads of 6 and 7. They sounded a little naked with just the finish.

[TAG1]

I have a problem with this difficulty, it is so annoying!
It's an odd one for sure. It has its fans, though! Otherwise I might not insist on keeping it in the mapset.

I'll try to get a BAT to check this. Good luck!
Thanks for the help!
eldnl
Seems better, but you're misundertanding some point, in the bonus difficulty, you should add a note at the end in the white tick, not add a finish on the slider, it sounds bad. I'm not sure about the timing either, ignorethis has this part 00:58:852 - mapped on the red and white ticks, I think you should use only one. Ask for a timing expert for this!

Otherwise, I have an idea, you can add black fruits for ctb!
Topic Starter
Soaprman
Alright, I think I understand this time. Check out the end of ignore's Bonus and tell me if that's more what you had in mind. (I reverted the hitsound changes I made there)

As for the timing of the part at 00:58:852, I never noticed that ignore's and mine were different by 1/4. And thinking about it, I think both are actually correct in their own ways. It's just that I'm using the slider heads/tails to represent the sounds and he's using the slider tracks to represent them.

To illustrate this, open ignore's diff, turn the playback speed to 25%, and listen to the sliders in this section. While the sound is the loudest at 1/4 beat after the sliders start (where I mapped them), there does seem to be about 1/4 beat of quiet "leadup" sound. In ignore's case, the louder sound is mapped to the early part of the slider track.

So for now, I'm going to opt to keep this section as it is in both of our difficulties. Nobody's ever noticed it before that I can remember, so it should be fine.

As for the fruits, I'll play around with it when I get home from work tonight. I don't know how playable it would be, though, since in standard mode I'm only hiding the approach circles, while always showing the circles. In CTB, there's no skin element that corresponds to the approach circle, so I'd have to make the objects themselves invisible. Still worth a try though!
Stefan

Soaprman wrote:

As for the fruits, I'll play around with it when I get home from work tonight. I don't know how playable it would be, though, since in standard mode I'm only hiding the approach circles, while always showing the circles. In CTB, there's no skin element that corresponds to the approach circle, so I'd have to make the objects themselves invisible. Still worth a try though!
that's the same case as with osuka, I think this difficulty is made for the Standard Mode and nothing else. However what would happen with Taiko/o!m then?
eldnl

Stefan wrote:

Soaprman wrote:

As for the fruits, I'll play around with it when I get home from work tonight. I don't know how playable it would be, though, since in standard mode I'm only hiding the approach circles, while always showing the circles. In CTB, there's no skin element that corresponds to the approach circle, so I'd have to make the objects themselves invisible. Still worth a try though!
that's the same case as with osuka, I think this difficulty is made for the Standard Mode and nothing else. However what would happen with Taiko/o!m then?
I don't think it is possible to do it in taiko or mania :(
Topic Starter
Soaprman
Alright, I gave pitch-black fruits a try. Normal is almost playable. Anything above that is just silly. I won't be adding these to the main package. :P

Here's a zip of the images for anyone who wants to try it out: http://puu.sh/8sWML.7z
quaternary
Can you set SliderTrackOverride in the files? My skin forces the slider track to white, and it's too easy :)
Topic Starter
Soaprman
Thanks, never knew that option existed. I made the change.
Topic Starter
Soaprman
Unless a BAT in silver armor swoops in soon, I'll be officially pulling the plug on this map (don't worry, the lights will still work half the time). I don't know if I said something wrong or looked at someone the wrong way but BATs just don't want to give me the light of day. And frankly, I'm starting to feel too old for this shit. Got better things to do with my life, ya know?

I don't expect I'll be winning any lotteries anytime soon so I'll go ahead and write this up. Thank you, everyone who supported me. While I never got everything I wanted, I gave some people something to enjoy and even made a few friends in the process. I guess I can't really ask for more... maybe it was greedy of me to do so.

I've opened a feature request to refund kudosu stars to the people who spent them. Maybe it'll work, maybe it won't. You can find it here if you want to support it. If you really want your stars back even if the feature doesn't go through, let me know and I'll revive another map and let you post for some free kudosu or something.

If you ever wanna play games or chat or whatever, feel free to add me on Skype (name: soaprman); I'm on... somewhere between "once in a while" and "pretty often".
D33d
I played the insane and while it's fun, yes it's intrinsically not rankable. Very nice as a feature map, but not rankable. It's not personal that no BATs weren't helping you with it, but there was literally nothing that they could do for it.
Topic Starter
Soaprman
Yeah, I don't really believe anyone has anything against me (as fun as it is to make it sound like they do). I just wish they weren't so wishy-washy every time I asked them whether this could be ranked. Like, they never were willing to just flat-out say "no" to me. It was always something like "maybe this can be approved", along with the occasional mention in the ranking criteria board that gimmick maps might be legal. BlythE got approved, too, so I thought maybe there was a chance. Oh well.

Thanks for playing, and I'm glad you enjoyed the map!
quaternary
Ok, I don't know what happened, but the flicker SB doesn't seem to be working anymore. It's just black. Hmm.
Topic Starter
Soaprman
I haven't changed anything... must have been a change in osu! that broke it. I'll see if I can fix it sometime this weekend.
Chizuru94
Hi, I discovered this map a while ago and just wondered why it isn't ranked yet. I read the first page of this thread, but couldn't make out 'any' problems on this map. I luv it and would love if it could get ranked. I know it's been a while since someone wrote in this thread, but I really want to know why this isn't ranked yet :3
Topic Starter
Soaprman
Using storyboarding to create "invisible" approach circles is unrankable. Or at least that's the message I got when asking. The BATs were always kind of dodgy whenever I approached them, saying stuff like "it might be rankable" but never wanting to actually say anything beyond that. Even the BAT manager at the time wouldn't come to a decision. So I abandoned the map because I have better things to do.

It's been a few years and I'm not really willing to be proactive about getting this map ranked again. I haven't kept up with the game lately, much less the ranking process, so I don't know who decides to rank maps these days (BATs, QATs, whatever they are). But if one of them approaches me and says we can rank this without changing the circle color or dropping AR3's diff, then maybe we'll talk.

I never did get around to checking to see if a later osu! update fixed the map, though. Maybe I'll do that next time I open the game.
Starrodkirby86

Soaprman wrote:

I never did get around to checking to see if a later osu! update fixed the map, though. Maybe I'll do that next time I open the game.
Heeeeey, Soaprman ;)

The storyboard still isn't working. It's not because the code is faulty or anything, because it does flicker at the very beginning. I'm not sure if it's a problem due to the object sharing both the background file and the layer object you're creating. I think an equivalent you can do instead would be to have a 1x1 pixel image stretched to the playscreen dimensions, then have fade-cuts looped throughout the map instead.

... It's still funny that I was able to get through sightreading with the error on though, lmao ...

I've always admired this map from afar, because this is the perfect gimmick for this song. It's a shame that it's not really for ranking or anything, but I think it's a charming little gem in the sea of osu! maps.
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