Call for Loctav!
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.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 . 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)
Updating the map again.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.
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.
[Mahua] wrote:
Hollow Wings wrote:
one can play a map well, but you can't. then you're just too weak.
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.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.
VINXIS wrote:
did u afraid when u see my ak74
--------------------------------------byfar wrote:
yea.
so here comes an easier pattern which should make more sense to you now.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.
2b maps are also playable, yet, it does not make them rankable. Care to provide an explanation based on the actual music structure?[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.
refer to the posts above and you maybe able to get your answer \:D/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?
pls change oniichansahfkjashfkahfksahfkaj hitsound to thisVINXIS wrote:
did u afraid when u see my ak74
Thanks for your mod!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 playIf 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!
I guess I'd better change it or otherwise this map has 99.999999999999% chance of getting DQ again hahahaFort 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
what wait manRizia wrote:
rebub
Fort wrote:
what wait manRizia wrote:
rebub
00:31:170 (1,1) - wait what is this? 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 :<<<<.
oh okay then, im just make sure you keep safer in qualified sections :3Regou wrote:
Hope you would understand why I don't want to change this pattern >< and thanks for rechecking!
things have been discussed soappleeaterx wrote:
是人?
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 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
appleeaterx wrote:
是人?
Flask wrote:
appleeaterx wrote:
是人?