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Morimori Atsushi - Tits or get the fuck out!!

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Nelly
Call for Loctav!
[Mahua]
起飞啦
谁敢强行降落就打死谁
Edit:
i think EDM source is diversify.
and i think https://osu.ppy.sh/s/5875 this map maybe a bit noisy but fun.
ManP
lol gratz
Buttercup
nice map :p
congrats
Akali
Hula
So. Another shining example of shitmaps being ranked.

This is made for meme and difficulty, good job m8.
Okoayu
Hello Regou,

I think the things which Shiirn and Kyubey pointed out should be discussed more thoroughly, so I'll take this down for the time being.
Specifically, as a player and mapper I agree that the following things should need a bit more discussion before passing on to ranked:

[Hell Extra!!]
00:56:807 (1,2,1,2,1,2,1) - This is a one of a kind pattern, I don't see that much of a reason to space it this drastically once in the entire diff and then to stop doing it. I also don't hear anything special in comparison to the rest of the section, so having a more clear explanation on what you were trying to do with this pattern would be cool.
00:31:170 (1) - these and the other spaced 1/8 sliders are really easy to break on at this bpm, because of overlapping hitwindows. I think you should use them more carefully.
01:25:716 (1) - Adding a female saying "onii-chan" seems random and out of place here (same applies to the random cat hitsound, too).
01:31:716 (1,2,3,4) - I've asked around and no one I asked heard the 1/3 here. I don't hear it either so you should really consider changing it.
Spork Lover
Just as a quick side note, 01:38:262 (1) - the slider end on this slider is more than halfway over the grid :p
Topic Starter
Regou

Okorin wrote:

Hello Regou,

I think the things which Shiirn and Kyubey pointed out should be discussed more thoroughly, so I'll take this down for the time being.
Specifically, as a player and mapper I agree that the following things should need a bit more discussion before passing on to ranked:
As expected lol
[Hell Extra!!]
00:56:807 (1,2,1,2,1,2,1) - This is a one of a kind pattern, I don't see that much of a reason to space it this drastically once in the entire diff and then to stop doing it. I also don't hear anything special in comparison to the rest of the section, so having a more clear explanation on what you were trying to do with this pattern would be cool.
The original idea is something like that: during mapping i heard a bass which is extended for approx. 1/2 long, followed by a weaker 1/4 sound so I attempted to use this pattern. At the same time with the identical key of the bass, i used identical slider+note pattern here to represent it. Turn out I found it was good as it allows the player to feel the bass other than the melody, making the map more interesting so I keep it. Wouldn't mind to change it to something else to push the map further forward, but if possible I'd like to keep it.
00:31:170 (1) - these and the other spaced 1/8 sliders are really easy to break on at this bpm, because of overlapping hitwindows. I think you should use them more carefully.
That's why the map is challenging :P. Well, during the last 2 days, I have glanced through some of the replays and I found that most of the players are able to play that kind of slider, showing that breaking at that point should be the problem of lack of skill rather than the problem of the map. On the other hand such kind of pattern also provide challenge other than fullscreen jump. Should be an interesting thing isn't it?
01:25:716 (1) - Adding a female saying "onii-chan" seems random and out of place here (same applies to the random cat hitsound, too).
Let me rephrase what is said by Mahua by a little bit (He is bad in English, attempted to say something similar but failed lol) :
" Element in EDM music diversifies and those "onii-chan" hitsound and cat hitsound should be considered as one of them but not as meme hitsound."
That's exactly what I think too, and this kind of hitsounding technique is already being used long time ago in the nuts diff in https://osu.ppy.sh/s/5875, which tons of random hitsound that fits the song was used. From my perspective they don't really feel so awkward and some of the players do like it, too (hi Kyubey), so I'd try to keep it.

01:31:716 (1,2,3,4) - I've asked around and no one I asked heard the 1/3 here. I don't hear it either so you should really consider changing it.
Alright, if no one heard that then that should be a mistake. I changed it to 1/4 here(which should works now)
and for 01:38:262 (1) - , according to apple they should still be considered as rankable(?) tell me if I'm wrong so that I can fix it.
Okoayu
This is all my personal opinion on things, regard it as such.

I believe the slider which is mentioned is on-screen on both 4:3 resolutions and 16:9 so I wouldn't have any problems with them being like this (doublecheck that yourself ingame using a 4:3 resolution).

00:56:807 (1,2,1,2,1,2,1) - the reasoning you provided for this is something among the lines of >I want this to be unique<, but then my next question would be why do you only do it once? It's not really expectable since you don't do anything like it before or after the pattern that would hint at its existence (so i'd be either for do it more often or get rid of it, as both will make the map more coherent).
01:10:443 (5) - http://puu.sh/pXo3b/354f9ed194.jpg I think playing a quint for this one plays better by the way, a semi random quad just leaves you hanging after 4 clicks
02:07:716 (1,2,3,4) - i think playing spaced 220 bpm quads in the end is a bit overkill. I would have gone for an 1/2 slider for this one instead because that seems more fair.

Not really happy with your onii-chan hitsound explanation as it's basically "someone else did something like this so i would like to as well", i think it drags the level of seriousness in the set down by being so out of place, the opinions of others would be appreciated
Topic Starter
Regou

Okorin wrote:

This is all my personal opinion on things, regard it as such.

I believe the slider which is mentioned is on-screen on both 4:3 resolutions and 16:9 so I wouldn't have any problems with them being like this (doublecheck that yourself ingame using a 4:3 resolution).

00:56:807 (1,2,1,2,1,2,1) - the reasoning you provided for this is something among the lines of >I want this to be unique<, but then my next question would be why do you only do it once? It's not really expectable since you don't do anything like it before or after the pattern that would hint at its existence (so i'd be either for do it more often or get rid of it, as both will make the map more coherent).
The reason of doing it once only is I want to show the melody as well so I did it in the next section 01:05:534 (1,2,1,2,1,2) - and for the reason why I didn't do that before, it is because I want to show that the first section starting from 00:20:807 (1) - and the second section starting from 00:55:716 (1) - are quite different and I used this pattern to tell the player.
01:10:443 (5) - http://puu.sh/pXo3b/354f9ed194.jpg I think playing a quint for this one plays better by the way, a semi random quad just leaves you hanging after 4 clicks
of course it would be easier to play, but in the music that "ha" sound does extended by exactly 1/1 beat so it might not be a good idea.
02:07:716 (1,2,3,4) - i think playing spaced 220 bpm quads in the end is a bit overkill. I would have gone for an 1/2 slider for this one instead because that seems more fair.
If I removed the stream then this 02:08:807 (1,2,3) - would look kinda odd. Anyway if you guys think it is way too difficult to play, here's a good news: i reduced the spacing(by a bit)

Not really happy with your onii-chan hitsound explanation as it's basically "someone else did something like this so i would like to as well", i think it drags the level of seriousness in the set down by being so out of place, the opinions of others would be appreciated
yup. Let's see what do other people say and go back to a conclusion later. by the way I didn't do that because someone else did that so I try it too, but want to make my hitsound unique. Don't get me wrong :( I'm saying that someone did that too because I want to show you that was allowed before and properly, should be allowed in this time too.
Updating the map again.
pw384
Subjectively speaking, "oniichan" hitsound feels good while the "meow" is just out of place. The "oniichan" hitsound is well-timed as "chan" is on 01:26:262, and thus, as I comprehend, it can indicate the change in music vividly, suggest the increased intensity in kiai, arouse players' attention to the hard part, and add fun to the map. But on the other hand, the "meow", to some extent, is awkward here, since it has been used only once and it fails to make this part more enjoyable from my perspective. Had the meow been used more frequently, it would have probably added eye-catching elements to the map. But now, I just feel it a bit strange.
[Mahua]

Okorin wrote:

Hello Regou,

I think the things which Shiirn and Kyubey pointed out should be discussed more thoroughly, so I'll take this down for the time being.
Specifically, as a player and mapper I agree that the following things should need a bit more discussion before passing on to ranked:

[Hell Extra!!]
00:56:807 (1,2,1,2,1,2,1) - This is a one of a kind pattern, I don't see that much of a reason to space it this drastically once in the entire diff and then to stop doing it. I also don't hear anything special in comparison to the rest of the section, so having a more clear explanation on what you were trying to do with this pattern would be cool.
playable
00:31:170 (1) - these and the other spaced 1/8 sliders are really easy to break on at this bpm, because of overlapping hitwindows. I think you should use them more carefully.
playable and easy to combo
01:25:716 (1) - Adding a female saying "onii-chan" seems random and out of place here (same applies to the random cat hitsound, too).
https://osu.ppy.sh/s/437683 https://osu.ppy.sh/s/5875
01:31:716 (1,2,3,4) - I've asked around and no one I asked heard the 1/3 here. I don't hear it either so you should really consider changing it.playable and fun

Hollow Wings wrote:

one can play a map well, but you can't. then you're just too weak.
Shiirn
I have a hard time believing that there are people who seriously believe that having the absolute hardest part of the map be at a random part near the beginning rather than a musically significant portion later on, near the start or end of the chorus, is okay and makes sense.


It's like having an obstacle course that is perfectly normal except that a crazed hobo comes and beats the shit out of you out of nowhere during the easiest challenge.

You can call it "emphasis" or whatever the fuck you want, the fact of the matter is that that portion is completely the same as most of the rest of the section but features the absolute hardest pattern in the entire map. It's not about whether the pattern is playable, but whether it makes sense. And it doesn't make sense.

No rational person can defend it for any reason other than spite. You want to use that pattern, use it near the end of the chorus or something. But otherwise, quit spending days or possibly weeks making up bullshit for a problem you can fix in ten minutes.


[Mahua] wrote:

Hollow Wings wrote:

one can play a map well, but you can't. then you're just too weak.
ak74

384059043 wrote:

The "oniichan" hitsound is well-timed as "chan" is on 01:26:262, and thus, as I comprehend, it can indicate the change in music vividly, suggest the increased intensity in kiai, arouse players' attention to the hard part, and add fun to the map.
I appreciate of 384059043's opinion.The "oniichan" hitsound placed on 01:26:262 is reasonable,for it's a symbol of transition in the map.The hitsounds in patterns between 01:26:262 (1) - and 01:25:716 (1) - is weak,but latter patterns(start from 01:26:262 (1) - ) have strong rhythms on account of hitsounds like drums.Deserved to be mentioned,the "yamete oo~" hitsound in this map (on 03:50:213 (1) - ) has the same effect.

As for the"meow" hitsound,well,I just simply won't consider it to be a obstacle in playing.It's just funny imo.
VINXIS
did u afraid when u see my ak74
byfar
yea.
ak74

VINXIS wrote:

did u afraid when u see my ak74
[Mahua]

VINXIS wrote:

did u afraid when u see my ak74
Shoga

VINXIS wrote:

did u afraid when u see my ak74
Topic Starter
Regou

VINXIS wrote:

did u afraid when u see my ak74

byfar wrote:

yea.
--------------------------------------
Going back to serious matter

Shiirn wrote:

I have a hard time believing that there are people who seriously believe that having the absolute hardest part of the map be at a random part near the beginning rather than a musically significant portion later on, near the start or end of the chorus, is okay and makes sense.


It's like having an obstacle course that is perfectly normal except that a crazed hobo comes and beats the shit out of you out of nowhere during the easiest challenge.

You can call it "emphasis" or whatever the fuck you want, the fact of the matter is that that portion is completely the same as most of the rest of the section but features the absolute hardest pattern in the entire map. It's not about whether the pattern is playable, but whether it makes sense. And it doesn't make sense.

No rational person can defend it for any reason other than spite. You want to use that pattern, use it near the end of the chorus or something. But otherwise, quit spending days or possibly weeks making up bullshit for a problem you can fix in ten minutes.
so here comes an easier pattern which should make more sense to you now.
i don't want to waste the time of any of us and hope it would be fine this time
riffy

[Mahua] wrote:

Okorin wrote:

Hello Regou,

I think the things which Shiirn and Kyubey pointed out should be discussed more thoroughly, so I'll take this down for the time being.
Specifically, as a player and mapper I agree that the following things should need a bit more discussion before passing on to ranked:

[Hell Extra!!]
00:56:807 (1,2,1,2,1,2,1) - This is a one of a kind pattern, I don't see that much of a reason to space it this drastically once in the entire diff and then to stop doing it. I also don't hear anything special in comparison to the rest of the section, so having a more clear explanation on what you were trying to do with this pattern would be cool.
playable
00:31:170 (1) - these and the other spaced 1/8 sliders are really easy to break on at this bpm, because of overlapping hitwindows. I think you should use them more carefully.
playable and easy to combo
01:25:716 (1) - Adding a female saying "onii-chan" seems random and out of place here (same applies to the random cat hitsound, too).
https://osu.ppy.sh/s/437683 https://osu.ppy.sh/s/5875
01:31:716 (1,2,3,4) - I've asked around and no one I asked heard the 1/3 here. I don't hear it either so you should really consider changing it.
2b maps are also playable, yet, it does not make them rankable. Care to provide an explanation based on the actual music structure?
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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