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Morimori Atsushi - Tits or get the fuck out!!

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Topic Starter
Regou

Bakari wrote:

2b maps are also playable, yet, it does not make them rankable. Care to provide an explanation based on the actual music structure?
refer to the posts above and you maybe able to get your answer \:D/
Zero__wind
just saying
I'm pretty sure that 00:57:898 (1,2,3,4,5,6,7,8) - and 01:06:625 (1,2,3,4,5,6,7,8) - are valid 1/4 beats
Shiirn
This pattern is better, yeah. And that stream is fine as well, I never said that it ~had to be fixed omfg bullshit~ like the Priti Slips.


EDIT: Kudosu awarded for {this post}
ac8129464363
feels kind of odd having OD7 difficult high BPM insane -> OD9 6 star extra.

i think frey's insane could do with OD8; i don't really see the need to be this lenient with accuracy at this level lol
Topic Starter
Regou
Frey agreed and I changed the OD of his diff to 8.
Ciyus Miapah

VINXIS wrote:

did u afraid when u see my ak74
pls change oniichansahfkjashfkahfksahfkaj hitsound to this AK74 Fucking Weaponry
Akiyama Mizuki
hell extra

00:45:216 (1,2,3,4,5,6,7,8,9,10) - how about putting kickslider at 00:45:216 - and start stream at 00:45:353 - fits the music better imo
00:46:443 (5) - https://osu.ppy.sh/ss/5585227 better interpretation imo
00:53:534 (1) - https://osu.ppy.sh/ss/5585241 like this? better flow and currently 00:53:262 (3,1) - is pretty narrow and 00:53:534 (1,2) - is pretty big
01:10:443 (5,6,7,8,9) - readability is kinda weird here, https://osu.ppy.sh/ss/5585280 like this i think
01:43:580 (5,1) - a bit too large i think? 01:43:716 (1) - is not even really intense part
01:52:443 ~ 01:53:398 - only two sliders her when 01:53:534 ~ 01:56:398 - is mapped with 1/2 fillers to the music?
02:05:943 (4,1) - agreeing with shiirn here, it's too much. you said it just represents bass, but it's too gimmicky, gone too far. https://osu.ppy.sh/ss/5604876 simply ctrl+g and it will be more comfortable to play
02:07:716 (1,2,3,4) - very minor though, distance is not even
02:09:284 (1) - NC on 02:09:353 (2) - instead

otherwise it's very great, and as your maps always do it has really clean a e s t h e t i c s
i hope it helped. good luck!
Topic Starter
Regou

bbj0920 wrote:

hell extra

00:45:216 (1,2,3,4,5,6,7,8,9,10) - how about putting kickslider at 00:45:216 - and start stream at 00:45:353 - fits the music better imo ok
00:46:443 (5) - https://osu.ppy.sh/ss/5585227 better interpretation imo A speed up in a slowdown section feels kinda awkward o_o
00:53:534 (1) - https://osu.ppy.sh/ss/5585241 like this? better flow and currently 00:53:262 (3,1) - is pretty narrow and 00:53:534 (1,2) - is pretty big the flow is better right now i think O-O...the gap between (3) and (1) make this a pattern that does not play well :V
01:10:443 (5,6,7,8,9) - readability is kinda weird here, https://osu.ppy.sh/ss/5585280 like this i think The major reason for not using straight slider is mainly because of the flow ;P A curvy slider can prevent awkward back-and-forth flow here
01:43:580 (5,1) - a bit too large i think? 01:43:716 (1) - is not even really intense part Three notes 01:43:307 (3,4,5) - before have same spacing so I don't think it is true xD
01:52:443 ~ 01:53:398 - only two sliders her when 01:53:534 ~ 01:56:398 - is mapped with 1/2 fillers to the music? This is mainly for gameplay reason: after that insane kiai section the player would need a short break to recover their energy for a bit, or otherwise they would easily miss here.
02:05:943 (4,1) - agreeing with shiirn here, it's too much. you said it just represents bass, but it's too gimmicky, gone too far. https://osu.ppy.sh/ss/5604876 simply ctrl+g and it will be more comfortable to play If I did that the angle between (4) and (1) would be very narrow which makes the pattern uncomfortable to play. I further tested this pattern and find it plays well indeed.
02:07:716 (1,2,3,4) - very minor though, distance is not even should be fine now lol
02:09:284 (1) - NC on 02:09:353 (2) - instead ok

otherwise it's very great, and as your maps always do it has really clean a e s t h e t i c s
i hope it helped. good luck!
Thanks for your mod!
Ciyus Miapah
02:05:943 (4,1) - are you sure about this overmapping? because my kickass kungfu carnival and my GD on FIRST got dq'd cuz of this (labeled as misleading patterns) :/

btw nice fullscreen
Topic Starter
Regou

Fort wrote:

02:05:943 (4,1) - are you sure about this overmapping? because my kickass kungfu carnival and my GD on FIRST got dq'd cuz of this (labeled as misleading patterns) :/

btw nice fullscreen
I guess I'd better change it or otherwise this map has 99.999999999999% chance of getting DQ again hahaha
Rizia
rebub
Ciyus Miapah

Rizia wrote:

rebub
what wait man

00:31:170 (1,1) - wait what is this? :o this is the same problem as my map too, the distance is too overrated and it's really misleading with, sorry i didn't mention this too :<<<<.
  1. the problem starts from 00:30:762 (1,1,1) - since you mapped 1/2 jumps, people think that slider will become a normal 1/8 kick sliders with just only 1 arrow
  2. the second problem is 00:31:307 - triggers players to aim down on 00:31:443 (1) -. Coincidence? i think no because in fact there is some "melodical" sound in 00:31:307
  3. i can continue about that melodical thing because you follow melody on 00:30:489 (2) - unconsciously which you automatically follow melodical pattern on 00:30:762 (1,1,1) - and makes 00:31:170 (1) - slider is a nonsense because you skip 00:31:307 emphasize.
solution:
  1. you can change to 1/4 reversal sliders instead put 1/8, the 1/8s snap can be misleading patterns, the 1/4 snap is really okay and still looks so fast (make SV really slow can help visibility too)
  2. keep follow the melody like 00:26:398 (2,1,2,1,2,1,2) - since this jump pattern have some similiarity (yep zigzag pattern)
  3. 00:30:762 (1,1,1) - and 00:31:443 (1,1) - map this to a circles so you can reconsidering 00:31:170 (1) - as a 1/8 hold slider and you can reduce 00:31:443 (1,1) - this jump like this http://puu.sh/q6X1b/5734188e52.jpg or make a jump wider like this http://puu.sh/q6X4i/4465f6db3d.jpg
01:02:262 (1) - and this too, the 1/16 contains 200ms slider with 17ms burst each arrow and players should move their cursor exactly for just 68ms reflect jump
which the normal pro human can take quick reflect about 100ms and i guess people will skip some arrow with this which means the this slider have 98% chance to make players got slider break. For quick fix you can reduce arrows and make slider tail on 01:02:398 -, it has same Hold slider effect and it's more safer

looks you can fix this before this map got qualified again, GL regou :3
Topic Starter
Regou
  • Fort wrote:

    Rizia wrote:

    rebub
    what wait man

    00:31:170 (1,1) - wait what is this? :o this is the same problem as my map too, the distance is too overrated and it's really misleading with, sorry i didn't mention this too :<<<<.
  1. the problem starts from 00:30:762 (1,1,1) - since you mapped 1/2 jumps, people think that slider will become a normal 1/8 kick sliders with just only 1 arrow meh, there's one thing called "approach circle" so people should understand that they shouldn't stop that early as long as the break between each note is identical. At least to me, that's not so misleading...(And I watched several replays before and during qualified period from different players, none of them break at this part.
  2. the second problem is 00:31:307 - triggers players to aim down on 00:31:443 (1) -. Coincidence? i think no because in fact there is some "melodical" sound in 00:31:307 It depends on what are you following during mapping. In this cases I'm following the bass which is extended to 00:31:375 -
  3. i can continue about that melodical thing because you follow melody on 00:30:489 (2) - unconsciously which you automatically follow melodical pattern on 00:30:762 (1,1,1) - and makes 00:31:170 (1) - slider is a nonsense because you skip 00:31:307 emphasize. I skip it because I think the bass is stronger here.
solution:
  1. you can change to 1/4 reversal sliders instead put 1/8, the 1/8s snap can be misleading patterns, the 1/4 snap is really okay and still looks so fast (make SV really slow can help visibility too)
  2. keep follow the melody like 00:26:398 (2,1,2,1,2,1,2) - since this jump pattern have some similiarity (yep zigzag pattern)
  3. 00:30:762 (1,1,1) - and 00:31:443 (1,1) - map this to a circles so you can reconsidering 00:31:170 (1) - as a 1/8 hold slider and you can reduce 00:31:443 (1,1) - this jump like this http://puu.sh/q6X1b/5734188e52.jpg or make a jump wider like this http://puu.sh/q6X4i/4465f6db3d.jpg


01:02:262 (1) - and this too, the 1/16 contains 200ms slider with 17ms burst each arrow and players should move their cursor exactly for just 68ms reflect jump
which the normal pro human can take quick reflect about 100ms and i guess people will skip some arrow with this which means the this slider have 98% chance to make players got slider break. For quick fix you can reduce arrows and make slider tail on 01:02:398 -, it has same Hold slider effect and it's more safer This actually breaks the consistency of the map as long as I always keep a 1/4 distance between short sliders (like 1/4 and 1/8 sliders) in the map :< as long as this makes sense in the map I don't think this should be changed solely for easing the player to FC this map.

looks you can fix this before this map got qualified again, GL regou :3Hope you would understand why I don't want to change this pattern >< and thanks for rechecking!
Ciyus Miapah

Regou wrote:

Hope you would understand why I don't want to change this pattern >< and thanks for rechecking!
oh okay then, im just make sure you keep safer in qualified sections :3

edit: i realize this map is on WIP listing lol
Moeruattack
Wow I love this song 8-)
Axon
have a star~
Mint

appleeaterx wrote:

是人?
things have been discussed so
Spaghetti
01:34:034 (1,1) - I dont agree with this at all its like completely set up to be read as a 3/4 pattern but it isnt like wtf
Mint

Spaghetti wrote:

01:34:034 (1,1) - I dont agree with this at all its like completely set up to be read as a 3/4 pattern but it isnt like wtf
I actually suggested Regou to make this end on 1/4 instead. It used to be on 1/8 actually and therefore suggested that, if he wanted to keep the fast SV (to fit the song), 1/4 would be better for tapping. He decided to keep the same patterning though, which I'm fine with. Since during playing the player won't notice too much anyways due to things being already super fast here + the slider in question not having a slider tick, I think this is the best possible solution while keeping as close to the mappers' original idea.
Spaghetti
1/8 wouldve been much better with this same patterning, people are gonna be hitting 01:34:171 (1) - too early since it looks like 3/4

boogie does a lot of the same 1/8 patterning i dont see why 1/8 would've been an issue, especially since there is actually no hit on the blue tick at 01:34:103 -
Lavender
nice map
Flask

appleeaterx wrote:

是人?
ManP
Gratz again
Narcissu

Flask wrote:

appleeaterx wrote:

是人?
Jean-Michel Jr
Congrats on rank !
Voor
Congrats on the rank! :)
-N a n a k o-
Congratulation!
SenpaiKiseki
I think AR 7 is too low for Hard!! difficulty, please bump it up to 8.5 to make it feel better, you have high a high bom song with lots of jumps
elfangame526YT
xdxdxdxd
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