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MAXIMUM THE HORMONE - A-L-I-E-N

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Topic Starter
Monstrata

F1r3tar wrote:

technically, this isn't at least 5:00 drain time since you've got over four seconds of silence after the second spinner


https://www.youtube.com/watch?v=GXtHd25RyV4
Nao Tomori

Pachiru wrote:

MrMenda wrote:

Seems this is coming back? (Nao's mod)

P.D.: This thread is pure gold, I loved it from the beginning to the end :D
he is just memeing

haaaaa
UndeadCapulet
pls dont post to reddit
Izzywing
hype, love this map
Yuii-
00:00:838 (1) - would rather not have this as a normal addition, too much volume for what you're mapping to. either go with soft sampleset or run a lower volume. could also not silence the sliderslider, that's quite e
also, both sliderticks and sliderslides being silent at the beginning pogchamp
feedback there pls
01:01:151 (3,4,5,6) - no contrast between 01:01:580 (1,2,3,4,5,6,7,8) - ? hey, this was mapped in 2016!!
01:24:577 (2) - minor but i thought you were aiming for non-repeat vocal sliders with new combos and stuffzzz
01:33:991 - you better lower the volume of the dumbos ticks
01:37:737 (6) - you'd probably say how you're trying to map it consistently with 01:36:022 (5) - but (6) sounds actually very different, both guitar, drums and vocals have a bigger prominence at the white tick. so maybe a 1/2 repeat?
02:13:776 (1,2,3) - too much
03:13:946 - you 5%

you know what to do
Topic Starter
Monstrata

Yuii- wrote:

00:00:838 (1) - would rather not have this as a normal addition, too much volume for what you're mapping to. either go with soft sampleset or run a lower volume. could also not silence the sliderslider, that's quite e
also, both sliderticks and sliderslides being silent at the beginning pogchamp reduced the volume to 20%
feedback there pls
01:01:151 (3,4,5,6) - no contrast between 01:01:580 (1,2,3,4,5,6,7,8) - ? hey, this was mapped in 2016!! I made the jumps smaller here and more rotational to contrast with the vertical/zigzag movement of the later jumps.
01:24:577 (2) - minor but i thought you were aiming for non-repeat vocal sliders with new combos and stuffzzz Nao convinced me otherwise,
cuz basically even tho there's a drum beat, the vocal doesn't kick in until the measure after which is what really counts in terms of rhythmic contrast here.

01:33:991 - you better lower the volume of the dumbos ticks reduced the volume to 35%
01:37:737 (6) - you'd probably say how you're trying to map it consistently with 01:36:022 (5) - but (6) sounds actually very different, both guitar, drums and vocals have a bigger prominence at the white tick. so maybe a 1/2 repeat? I'd prefer the 1/1 slider here just because the vocal is snapped rather weirdly, and I think the current bend helps capture the sound pretty well. Also the 1/1 rhythm is more consistent with the rest of the structure here.
Lastly it creates a buffer for the 1/4 kickslider section afterwards

02:13:776 (1,2,3) - too much Yea, made the jumps smaller
03:13:946 - you 5% Done

you know what to do
Thanks yuii ^^
aesu
good luck nathan2
-Sh1n1-
:o let's go!!
sahuang
wtf
Linada
Finally :D

edit:
01:38:915 (1,2,3,4,5) - imo they don't really fit as kicksliders since they're on clear 1/2 since 01:38:058 (1,2,3,4,5,6,7,8) - are on incomprehensible screamings

yeah 👀
SnowNiNo_

Monstrata wrote:

For Loctav's Love.
Sotarks
Go go go! *Grabbing popcorns*
Alyseka
Can you explain the reasoning for AR 9.7 instead of 10, unless you want this to be a reading challenge.

You've probably mentioned why in the previous 47 pages somewhere, but fuc that
Mini Gaunt

Strykerto wrote:

Can you explain the reasoning for AR 9.7 instead of 10, unless you want this to be a reading challenge.

You've probably mentioned why in the previous 47 pages somewhere, but fuc that
Iirc something about ar 10 being to much for the whinny upload part
SnowNiNo_

Strykerto wrote:

Can you explain the reasoning for AR 9.7 instead of 10, unless you want this to be a reading challenge.

You've probably mentioned why in the previous 47 pages somewhere, but fuc that
if u look through the thread ull find the answer i believe :>
Shmiklak
Oh, you are trying to rank it again. Best of luck owo
Alyseka

SnowNiNo_ wrote:

if u look through the thread ull find the answer i believe :>
I'd rather have a more productive day tbh :>

Mini Gaunt wrote:

Iirc something about ar 10 being to much for the whinny upload part
This is probably the reason why, even though i think its a pretty dumb reason. Ur making 80% of the map difficult to read just so 20% is easier to read, and anyone who can pass that far can read AR 10 anyway. Basically, i find AR 9.7 pretty pointless unless you want it to be challenging to read.

I'm rambling about AR smh

Regardless, GL Monstrata with Rank!
Nao Tomori
welp
Kalibe
rip
hi-mei
thanks god it didnt happen

i was about to jump off the bridge, but god saved me
Ankanogradiel
Good God almost 50 pages of posts
Kaine
Aurele
You can do it!
1597534268
dooooooooooo it :) :) :)
defiance
rank this pls
Kynan
Yeah the shitty reason given for AR9.7 makes the rest really, REALLY annoying to play.
MagicDragon

Strykerto wrote:

SnowNiNo_ wrote:

if u look through the thread ull find the answer i believe :>
I'd rather have a more productive day tbh :>

Mini Gaunt wrote:

Iirc something about ar 10 being to much for the whinny upload part
This is probably the reason why, even though i think its a pretty dumb reason. Ur making 80% of the map difficult to read just so 20% is easier to read, and anyone who can pass that far can read AR 10 anyway. Basically, i find AR 9.7 pretty pointless unless you want it to be challenging to read.

I'm rambling about AR smh

Regardless, GL Monstrata with Rank!
I found this on the second page:

Monstrata wrote:

To make the high bpm part even more messy. The central theme of this map is to create really messy sliders and patterns during the metal section, and then regress to my usual pretty and well-structured mapping style for the moe/anime stop stop winny upload section. So essentially, ugly section, then pretty section. Low AR's allow for more objects on the map, which contributes to more messiness in the metal section, and it makes the later half of the map less forced and more normal/acceptable/natural.

Hope that covers it. I might increase it to AR 10 again if enough people complain about the readability aspect though xD.
Topic Starter
Monstrata
Changing to AR 10. I've received a lot of feedback while this map was loved and indeed, AR was the most popular complaint so I think that trumps my original reasons for using AR 9.7. I'll push the change when I get home, hope that satisfies some people~ I was actually going to change it earlier but I forgot so I guess thanks for reminding me.
Kynan
Aight thanks
Topic Starter
Monstrata

Linada wrote:

Finally :D

edit:
01:38:915 (1,2,3,4,5) - imo they don't really fit as kicksliders since they're on clear 1/2 since 01:38:058 (1,2,3,4,5,6,7,8) - are on incomprehensible screamings

yeah 👀
I realy think the kicksliders fit the music here. Using 1/2 circles is the exact same rhythm, the kicksliders add the emphatic and visual effect that really matches the song here lol.
Izzywing
Hello I've come to save humanity

I actually irc'd with monstrata, but i wrote down all the points I made for clarity since it makes it easier for everyone to see whats changed without digging through a chatlog. ill let monstrata respond to this as usual so you guys can know why he rejected stuff that he did. edit: some stuff here also wasnt in the irc lol

00:23:131 (1,2,3,4,5) - I think you could gradually make these more "ugly", (same with the later ones 00:24:842 (1,2,3,4,5) - etc etc) to ease into the "ugly" concept, instead of shooting it out all at once with 00:27:409 (1) - this mess. The vocals also kinda have that effect over time, so it would fit in that regard too. you do this later too (01:24:577 (2) -section)
00:31:903 (3) - 00:31:475 (1,2,4) - are all quite clear in that the movement is downward, but because is particularly smooshed, i'd make 3 a bit more linear (while still ugly of course xd)
00:36:111 - thought it weird that you skipped this vocal but the next measure maps it (00:37:715 (2,3,4))
00:43:260 (5,1) - could be emphasized better, compared to these other downbeats
00:48:192 (3) - recommend splitting this into two, I like the repeat itself for the scream (+ the guitar is a bit more intense), but like the other guitar sounds, there's two of them on each white tick. so like things on 00:46:484 (3,4), etc, two repeat sliders would fit better here. like -
https://puu.sh/wP0rU/189f2a99b4.jpg
^Regarding this, it might also make sense to do it for the ones at like 00:29:347 (5), 00:31:049 (5), etc, since the guitar sound is the same.
00:52:107 (1) - could be broken into circle+1/2 slider, consistent with...the rest of them in the area lol
00:53:096 (2) - this slider could be curved upward instead, its not a huge change but this would improve the flow from 1-2-3 in terms of allowing for better slider leniency. pretty optional lol
01:40:629 (1,2) - this gonna sound dumb but make 01:40:629 (1) - uglier than 2 because 1 still has the nasty screaming vocal whereas 2 goes back to the other one
01:46:197 (3,1) - move these closer? would be better for playability because of the timing. side note, 01:50:506 (3,1) - has a similar issue but the timing isnt as bad so..up to you on this one. same with 01:52:047 (3,1) -
01:47:749 - shouldnt there be something mapped here? you skipped a sound in the guitar lol. not a lot of time until the offset shift so i can understand not mapping this tho, just wanna make sure its intentional
02:50:117 (2) - too clean, its part of the "ugly" combo and should be ugly
02:55:471 (1,2,1,2,1,2,1,2,1) - I recommend starting this sequence on the top left, (so like 02:55:682 (1,2) - would be the first in the pattern), biggets reason is that the momentum the player has from 02:53:686 (1) - this super fast movement is better transitioned into the jump pattern if the first jumps are parallel to the slider. hope this makes sense lol, as it is now the momentum is kinda lost in the sharp switch in the angle.
Topic Starter
Monstrata

Hobbes2 wrote:

Hello I've come to save humanity

I actually irc'd with monstrata, but i wrote down all the points I made for clarity since it makes it easier for everyone to see whats changed without digging through a chatlog. ill let monstrata respond to this as usual so you guys can know why he rejected stuff that he did.

00:23:131 (1,2,3,4,5) - I think you could gradually make these more "ugly", (same with the later ones 00:24:842 (1,2,3,4,5) - etc etc) to ease into the "ugly" concept, instead of shooting it out all at once with 00:27:409 (1) - this mess. The vocals also kinda have that effect over time, so it would fit in that regard too. you do this later too (01:24:577 (2) -section) I think the current patterns are fine since there does need to be a reasonable baseline "structure" that gets dismantled. That said, I changed up two sliders to create small visual "hints" for the ugly stuff to come.
00:31:903 (3) - 00:31:475 (1,2,4) - are all quite clear in that the movement is downward, but because is particularly smooshed, i'd make 3 a bit more linear (while still ugly of course xd) Hmmm yea true, the movement is shorter compared to the others. Made the slider more straight.
00:36:111 - thought it weird that you skipped this vocal but the next measure maps it (00:37:715 (2,3,4)) The next measure is more intense and i'd like to create a rhythmic build up too. Next measure the pitch is noticeably higher and more stressed.
00:43:260 (5,1) - could be emphasized better, compared to these other downbeats yea
00:48:192 (3) - recommend splitting this into two, I like the repeat itself for the scream (+ the guitar is a bit more intense), but like the other guitar sounds, there's two of them on each white tick. so like things on 00:46:484 (3,4), etc, two repeat sliders would fit better here. like - Mmmm sure I can do that. Was mapping to the guitar whirring sound in the back, but i split it onto two 1/4 repeats in the later section so fixed this.
https://puu.sh/wP0rU/189f2a99b4.jpg
^Regarding this, it might also make sense to do it for the ones at like 00:29:347 (5), 00:31:049 (5), etc, since the guitar sound is the same. I think the sounds are different like, the guitar isn't as pronounced, and the hold is quite reasonable considering the density of instruments here and that buzzing sound at the back.
00:52:107 (1) - could be broken into circle+1/2 slider, consistent with...the rest of them in the area lol Yea i agree. Kept this originally because the vocal wasn't as pronounced.
00:53:096 (2) - this slider could be curved upward instead, its not a huge change but this would improve the flow from 1-2-3 in terms of allowing for better slider leniency. pretty optional lol Oh, yea good point
01:40:629 (1,2) - this gonna sound dumb but make 01:40:629 (1) - uglier than 2 because 1 still has the nasty screaming vocal whereas 2 goes back to the other one LOL okay sure.
01:46:197 (3,1) - move these closer? would be better for playability because of the timing. side note, 01:50:506 (3,1) - has a similar issue but the timing isnt as bad so..up to you on this one. same with 01:52:047 (3,1) - Yea, fixed these, ur right the timing makes the rhythm less predictable so lowering spacing helps players have more breathing room.
01:47:749 - shouldnt there be something mapped here? you skipped a sound in the guitar lol. not a lot of time until the offset shift so i can understand not mapping this tho, just wanna make sure its intentional The problem here is theres really not enough time to put something there and still expect players to click the next note, the rhythm isn't predictable due to the weirt timing. When pishi timed this he also recommended not mapping this and instead putting a larger spacing gap here to counteract the gap so thats basically what I did.
02:50:117 (2) - too clean, its part of the "ugly" combo and should be ugly made it ugly
02:55:471 (1,2,1,2,1,2,1,2,1) - I recommend starting this sequence on the top left, (so like 02:55:682 (1,2) - would be the first in the pattern), biggets reason is that the momentum the player has from 02:53:686 (1) - this super fast movement is better transitioned into the jump pattern if the first jumps are parallel to the slider. hope this makes sense lol, as it is now the momentum is kinda lost in the sharp switch in the angle. I think the current angle is quite reasonable... The player ihas a really fast downward movement built up from the repeat slider so the jump downward should be natural.
Also it sets up a nice angle for the final 3 jumps. Ehh... I can get some testplays if you think its a problem.
thanks for saving humanity from aliens
Izzywing
I think the current angle is quite reasonable... The player ihas a really fast downward movement built up from the repeat slider so the jump downward should be natural.
Also it sets up a nice angle for the final 3 jumps. Ehh... I can get some testplays if you think its a problem.
eh. the repeat slider kinda 'trains' the player with the really fast up down motion so it makes more sense for the first jump to also be up down. sure the movement to the first pair of 1-2 follows this motion, but then the turn after kinda wastes the momentum if that makes any sense.
Topic Starter
Monstrata

Hobbes2 wrote:

I think the current angle is quite reasonable... The player ihas a really fast downward movement built up from the repeat slider so the jump downward should be natural.
Also it sets up a nice angle for the final 3 jumps. Ehh... I can get some testplays if you think its a problem.
eh. the repeat slider kinda 'trains' the player with the really fast up down motion so it makes more sense for the first jump to also be up down. sure the movement to the first pair of 1-2 follows this motion, but then the turn after kinda wastes the momentum if that makes any sense.
Okay got the new jump testplayed by Dunois. He agrees the upward movement feels better so i'll fix it to how you suggested. I guess I can kinda see that since yea those three sliders kinda give people the idea that the next movement should be upward so even tho the jump downward looks like it flows well upward is what the player will be thinking is the next movement. Okay pro analysis
Izzywing
one last thing, I'd appreciate a higher OD (even 9.7, if not 10). not really sure why yours is so low, read the thread and didnt really see a good explanation.

EDIT - and i gotta check your changes lol
EDIT2 - also, could you reply to yuii in full? makes it easier for transparency and stuff
EDIT3 - lol he edited his other reply to yuii instead of making a new one
Topic Starter
Monstrata

Hobbes2 wrote:

one last thing, I'd appreciate a higher OD (even 9.7, if not 10). not really sure why yours is so low, read the thread and didnt really see a good explanation.

EDIT - and i gotta check your changes lol
EDIT2 - also, could you reply to yuii in full? makes it easier for transparency and stuff
OD 9.4 is adequate in terms of dealing with notelock. This map is very largely 1/2 rhythm based so really the only sections that use 1/4 rhythms at this high of a bpm are 02:36:797 - 02:43:239 - . OD 9.4 is enough to counteract the potential notelocking here. A really good thread about notelocking can be found here: t/334458

Basically at 280 bpm the recommended minimum OD is 9.3 to avoid notelocking. I went with 9.4 for safe measure but this basically guarantees there will not be any instance of notelocking considering some parts of the map are indeed over 280 bpm (but only for really short sections). 01:44:564 - Is the highest bpm in the map (300) but it's mapped as sliders so theres really no chance of notelocking realistically.

Also, replied to Yuii's mod in full.
Izzywing
https://emojipedia.org/extraterrestrial-alien/

Rebubbling for safety

I've read through this thread and all of the concerns have been properly addressed, so let's give it a go. If anyone has a concern regarding my ability to judge the map, I'd respond with the fact that this map in itself isn't actually that complex. The difficulty itself comes from the high bpm + jumps more than anything. The play-ability concerns I had were addressed in my mod.

Regarding the aesthetics, I love the concept of this map, using the idea of 'ugly' aesthetics to create contrast. I think it's done well.

So, yeah lol
Nao Tomori
Linada

Naotoshi wrote:

http://itsalmo.st/#alientime
i wont close this
fieryrage
hey it's ar 10 now good job Proud OF you

i still think od should be like 9.7 or something but whatev
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