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Ayase Rie - Yuima-ru*World TVver.

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KaedekaShizuru
[General]
MP3的问题还是我的幻觉?感觉副歌里伴奏里有个声部弦乐音量很大把主旋律和鼓都要盖过去

[Extra]
00:19:392 (1) - 放点读图坑吧 将其跟00:18:225 (2,2,2) 放在同一直线上
00:19:725 (1,1,1) - ↑随之向上移
00:22:392 (2,2,3) - 不相互stack一下吗
00:32:725 (1) - 相对于00:31:725 (1,1,1) 歪了不太好看
00:36:892 (2,2) - 没叠好
跳太大了……没必要

[Insane]
00:03:059 - 加一个circle叠00:03:392 (1,2) 上面

美丽
这个幼女控
Topic Starter
Fycho
thank you for star, alacat!!
fixed metadata thank you meg o/
Metadata discussed with KwaN
The image that official provides uses all lowercase are most likely for the logo or some designs, it even conflic the artist's official blog(Uppercase the first letter), so we use uppercase the first letter for title, as they are not the reference at first
09kami

09kami wrote:

M4M

[Extra]

00:10:725 (1,2) - 这个地方人声是个拉长音 鼓音第二个红线的也没有白线部分的明显 可以考虑换成一个滑条?

00:20:892 (1,2,1,2) - 这里的跳和前面的跳比起来 突如转换角度 感觉有点不妥

00:24:225 (3,4) - 这个地方最好归类成一组节奏来处理

00:37:392 (5) - 这里也应该是两个1/4滑条才对吧 其实觉得00:37:392 (5,1,2,1) - 这里应该换成一组连打会更好



[Insane]

00:09:892 (6) - 这里换个位置貌似会顺手点 比如这里
http://puu.sh/p6IZx/8306f59405.png

00:10:725 (3,4) - 这里换成两个1/4滑条流畅点 也比较和人声匹配

[Hard]

00:00:726 (1,1,1,2) - 只有中上这个位置 感觉这里显得很单调

00:20:392 (4,1) - 这里叠起来的话会不会好读一点 对于hard来说
Pata-Mon
摸不出啥,强行说点送sp

宽屏要关吗?
视频……tv size最好是要的吧

[Insane]
  1. 00:09:725 (5,6) - 太远,这里的音乐没给我需要放远的感觉
[Ex]
  1. 00:34:892 (3,4) - 有点近
  2. 00:37:225 (4,5) - 合成一个滑条,突出一下人声
Crystal
[Extra]
00:34:892 (3,4) - 间距是不是略小

[Insane]
00:19:392 (1,2,3,4,1,2,3,4) - 这种四边形跳有点卡 既然送pp就改成锐角跳吧
00:34:225 (2) - 170|232? 你之前那个也没stack嘛
00:36:892 (2,3) - ^

[Normal]
00:33:392 (2,3) - 72|155 209|236? 有的没的随便说说

好像没了
Nathan

alacat wrote:

Lolicon Fycho 8-)
Little
UU :o
Topic Starter
Fycho
@Kaedekashizuru, 读图坑就不放了为了送,叠也不叠了 不好看 别的都改了
@09kami,那个地方突出鼓,所以是俩circle,00:37:392 (5) - 不可能是俩1/4啊不过这里换了别的, hard里00:20:392 (4,1) 这个再说吧 容我考虑下
@Pata-Mon,没video,别的all fix
@Crystal,ex改了,insane想不到好跳 不过四角也不难啊我觉得,再简单就没的玩了

thanks for modding
Nakano Itsuki
[1k pp?!?!?!]
00:35:725 (2,1) - 只差這個不知能否dt

待會送個模為sp

摸不動了,射個星 gl
Lanturn
Hi Fy!
^ can't unhear now. Forever Hi Fy.

the beginning of this song kinda reminds me of the beginning of Omakase Guardian from Shugo Chara.

Now for the mod.

[General]
Metadata: Going off of this, You may want to use lowercase for yuima-ru world as it's the only romanization I could find. The artist field shouldn't matter as she capitalizes everywhere else, or if you wanted to swap given / family, you can. websites and such: http://riemelo.itigo.jp/profile

Maybe add Ending ED or Theme Song to the tags? It does play at the end of the episode.

Video: http://puu.sh/pHv43.avi Offset should be about -141 to match the beat and the video I downloaded, or 425 to match the online episode I was going off of. (I prefer -141)

Maybe raise the settings of Easy/Normal a little so the gap isn't so big from Normal -> Hard. Easy also feels like it should be AR3 because of the 180 bpm 1/1s in the Kiai.


[Easy]
00:31:725 - There's a pointless SVM change in the middle of this slider. I highly suggest deleting it! You can also delete 00:32:725 - and 00:11:059 - if want. (Check Normal and Hard as well)
  1. 00:00:726 (1) - Try rotating this twice and then place it at x382 y161. It gets the slider off the left wall and sort of creates a blanket for the upcoming 00:03:392 (3) - | Move 00:02:725 (2) - to x220 y90 afterwards to fix DS.
  2. 00:30:059 (1) - Consider reducing this by 1/2 to end at 00:30:725 - to match the downbeat and capture the strong vocal here. It gives more emphasis on the hit at 00:31:225 (2) - as well since it makes a nice 3/2 gap.
  3. 00:33:392 (2) - If you'd like, you can rotate this about -10 so it blankets over the long 00:31:225 (2) - slider. You may have to move 00:32:725 (1) - slightly to the left.
[Normal]
  1. Consider changing a few of your 3/2 sliders like 00:23:892 (6) - and 00:34:559 (5) - to 1/1 and then add a circle after it. It'll add a bit more variety.
  2. 00:15:392 (1) - You can remove this NC.
  3. 00:31:725 (3) - Is the speedup here intentional? It seems like a leftover from Insane that you forgot to change for Easy/Normal/Hard.
  4. 00:34:059 (3) - x197 y231 for DS.
[Hard]
  1. 00:14:392 - It's pretty hard to purposely ignore this beat. There's both vocals and a powerful clap playing here. Consider adding a circle?
  2. 00:34:059 (1,2) - The majority of the kiai follows the vocals, but these make a dominant vocal play on the tail of (2) and you're clicking on a non-vocal. Maybe swap? If you do so here, maybe 00:23:392 (1,2) - as well.
[Extra]
  1. 00:13:392 (3) - In insane, you emphasis this with a bigger jump. You should definitely consider doing it here as well!
  2. 00:19:392 (1,2,1,2,1,2,1,2,1,2,1,2) - Consider reducing these down to around 4.0. The rest of this diff only goes up to 3.75DS so this is a huge difficulty spike. a 0.9 scale from the selection center works nicely.
  3. 00:42:225 (1,2,3,4,5) - A bit underwhelming to be honest. Try moving the triplet to at least x274 y170 (stacks with 00:40:392 (5) - )
[Ultra Ultimate]
  1. 00:32:725 (1,2) - Make these mirror rotates? (preferably using the (2))
That's about it. Hopefully something helps! Good luck
Topic Starter
Fycho

StarrStyx wrote:

[1k pp?!?!?!]
00:35:725 (2,1) - 只差這個不知能否dt 这里很简单啊

待會送個模為sp

摸不動了,射個星 gl

Lanturn wrote:

Hi Fy!
^ can't unhear now. Forever Hi Fy.

the beginning of this song kinda reminds me of the beginning of Omakase Guardian from Shugo Chara.

Now for the mod.

[General]
Metadata: Going off of this, You may want to use lowercase for yuima-ru world as it's the only romanization I could find. The artist field shouldn't matter as she capitalizes everywhere else, or if you wanted to swap given / family, you can. websites and such: http://riemelo.itigo.jp/profile

Maybe add Ending ED or Theme Song to the tags? It does play at the end of the episode. Metadata discussed with other QAT member, so..

Video: http://puu.sh/pHv43.avi Offset should be about -141 to match the beat and the video I downloaded, or 425 to match the online episode I was going off of. (I prefer -141) added

Maybe raise the settings of Easy/Normal a little so the gap isn't so big from Normal -> Hard. Easy also feels like it should be AR3 because of the 180 bpm 1/1s in the Kiai.
Easy's 1/1 are very few, AR2 fits better. and the hard OD/HP are 5, Normal are 3, Easy are 1, gap is fine imo

[Easy]
00:31:725 - There's a pointless SVM change in the middle of this slider. I highly suggest deleting it! You can also delete 00:32:725 - and 00:11:059 - if want. (Check Normal and Hard as well)
  1. 00:00:726 (1) - Try rotating this twice and then place it at x382 y161. It gets the slider off the left wall and sort of creates a blanket for the upcoming 00:03:392 (3) - | Move 00:02:725 (2) - to x220 y90 afterwards to fix DS.
  2. 00:30:059 (1) - Consider reducing this by 1/2 to end at 00:30:725 - to match the downbeat and capture the strong vocal here. It gives more emphasis on the hit at 00:31:225 (2) - as well since it makes a nice 3/2 gap.uh, vocal sounds more natural for me
  3. 00:33:392 (2) - If you'd like, you can rotate this about -10 so it blankets over the long 00:31:225 (2) - slider. You may have to move 00:32:725 (1) - slightly to the left.
[Normal]
  1. Consider changing a few of your 3/2 sliders like 00:23:892 (6) - and 00:34:559 (5) - to 1/1 and then add a circle after it. It'll add a bit more variety.i dont want to make nm too hard as the hard diff is a simple hard
  2. 00:15:392 (1) - You can remove this NC.
  3. 00:31:725 (3) - Is the speedup here intentional? It seems like a leftover from Insane that you forgot to change for Easy/Normal/Hard.
  4. 00:34:059 (3) - x197 y231 for DS.
[Hard]
  1. 00:14:392 - It's pretty hard to purposely ignore this beat. There's both vocals and a powerful clap playing here. Consider adding a circle?hmm i followed the drums on the former rhythms, it's for consistent
  2. 00:34:059 (1,2) - The majority of the kiai follows the vocals, but these make a dominant vocal play on the tail of (2) and you're clicking on a non-vocal. Maybe swap? If you do so here, maybe 00:23:392 (1,2) - as well. I can hear vocals at these red beats, for example "a" is here
[Extra]
  1. 00:13:392 (3) - In insane, you emphasis this with a bigger jump. You should definitely consider doing it here as well!
  2. 00:19:392 (1,2,1,2,1,2,1,2,1,2,1,2) - Consider reducing these down to around 4.0. The rest of this diff only goes up to 3.75DS so this is a huge difficulty spike. a 0.9 scale from the selection center works nicely. hm but it's pretty not hard to play from test players, its flow naturally
  3. 00:42:225 (1,2,3,4,5) - A bit underwhelming to be honest. Try moving the triplet to at least x274 y170 (stacks with 00:40:392 (5) - )
[Ultra Ultimate]
  1. 00:32:725 (1,2) - Make these mirror rotates? (preferably using the (2))
That's about it. Hopefully something helps! Good luck
no comment = fix, thanks!
Sonnyc
~Hard~
  1. 00:37:725 (4,5,6) - Similar opinion for higher diffs too: the clap spam felt too loud compared to the music.
~Extra~
  1. 00:16:392 (1) - Consider removing NC as you've done at Insane.
  2. 00:17:725 (3) - Consider adding new combo, and making the path parallel with the flow of 00:17:392 (1,2). That would give a consistent feeling of a zigzag pattern along 00:18:059 (1,2,1,2,1,2,1).
Topic Starter
Fycho
all fixed thanks.
Seems like we need more inputs about playability of UL diff from higher ranking players, I will have test players given their opinion here.
Hicool
The ul diff plays quite fine,the flow and jumps are well designed and natural to play,i didn't see any playability issues
Kencho
Ultimate

A little suggestion
00:10:725 (1,2) - Maybe ctrl+G will be more smooth
00:20:892 (1,4,1) - Stack it better

All in all I think this diff is fine, pattern and flow is well. Even I'm 6K rank player, I can also play it.
Topic Starter
Fycho

Kencho wrote:

Ultimate

A little suggestion
00:10:725 (1,2) - Maybe ctrl+G will be more smooth 00:10:725 - is lower pitch than00:10:392 (2) - , so I wanna put it lower than that
00:20:892 (1,4,1) - Stack it better k

All in all I think this diff is fine, pattern and flow is well. Even I'm 6K rank player, I can also play it.
thanks!
Monstrata
Express mod~

Ultimate

00:01:892 (1) - Feels a bit odd not making that downbeat clickable since you're following the vocals. 00:02:059 - Marks the beginning of a new vocal phrase, so I think making it clickable is better. Maybe 00:01:892 (1,2,3) - Ctrl+G this rhythm.
00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.
00:20:559 (2) - You could make this a 1/2 slider if you want, It would make the movement to the next circle less flow-breaky since you won't be travelling at like half the speed going back the left.

Extra

00:06:392 (3) - Ctrl+G flows better imo.
00:08:559 (4) - Blanket with slider 2? And maybe try a rhombus structure here, it'll look better imo. Circles are closer together so irregular polygons are more obvious.
00:14:059 (1,2,3,4) - This just looks poorly constructed. Can you make it more even?
00:19:059 (1) - 1/2 slider instead? You can still hear a bass on 00:19:225 - even tho its faint. and like Ultimate, better movement.
00:29:892 (6,1) - Try and put a jump here if you can. Since you emphasized 00:27:892 - 00:29:225 - 00:31:225 - in such close proximity.
00:34:725 (2,3,4) - The angle from 3>4 kinda sucks imo xP. Try stacking the slider on 00:34:059 (1) - .
00:37:725 (1,2) - Kinda odd to only use kicksliders here and not on other places where this sound occurs like 00:32:225 - . I would just go with circles, or maybe circle and triplet, since theres definitely a note on 00:37:975 - .

Insane

00:16:059 (3,4) - You stack them, but 3 and 4 sound really different when considering the drums. I would put a jump here instead since stacks generally suggest a similar note/sound being repeated.
00:19:059 (6) - Try positioning this more left and up on the screen so you have a larger jump from 5>6. It'll fit the pitch increase better. Also, it'll give a larger emphasis onto 00:19:392 (1) - .
00:37:809 (6) - I think, since this is an Insane already (and it's not trying to be a difficult Insane) you should remove this note, cuz it's an overmap. It's fine on higher diffs, since it makes sense with the music, but you can simplify to circle > triplet here.

Hard

00:14:059 (1) - I would make this a 1/1 slider instead to map 00:14:392 - on a slider-end. The gap here is a bit odd imo. I think undermapping is fine, but let the player hold on a slider instead of just pausing. Like, 00:11:392 (1) - long sliders are still really good here imo.
00:15:559 (2) - 1/2 slider please. This kind of rhythm is quite confusing because theres a clear note on 00:15:725 - that you're skipping. You're mapping to drum, and you want players to follow that, but you can still maintain the clicking rhythm with drums, while letting players play through other instruments to passive objects like slider-ends. It'll eliminate the questionable gap.
00:37:809 (5) - The triplet is on 00:37:975 - .

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2.
Topic Starter
Fycho

Monstrata wrote:

Express mod~

Ultimate

00:01:892 (1) - Feels a bit odd not making that downbeat clickable since you're following the vocals. 00:02:059 - Marks the beginning of a new vocal phrase, so I think making it clickable is better. Maybe 00:01:892 (1,2,3) - Ctrl+G this rhythm. Hm I'd like to follow drums in higher diffs, which makes rhythm more interesting and various to play imo
00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.so I made 00:18:059 - to 00:19:392 - easier to play, they are almost manually stacked, people is easy to read because the "read memory" during playing, not like the jumps that are in different place, that's why back and forth easie. Also the pitch from 00:18:059 - is starting being higher than 00:17:392 - , so I don't think that make them larger space are not fit
00:20:559 (2) - You could make this a 1/2 slider if you want, It would make the movement to the next circle less flow-breaky since you won't be travelling at like half the speed going back the left.hm prefer a break here to let players not that heavy to play, same to Extra diff.

Extra

00:06:392 (3) - Ctrl+G flows better imo. 00:06:059 (1,2,3,1,2,3) - is a whole as clockwise flow, if ctrl+g, the flow would be break, and 00:06:225 (2,3) - the space would be random too
00:08:559 (4) - Blanket with slider 2? And maybe try a rhombus structure here, it'll look better imo. Circles are closer together so irregular polygons are more obvious.ok
00:14:059 (1,2,3,4) - This just looks poorly constructed. Can you make it more even?ok
00:19:059 (1) - 1/2 slider instead? You can still hear a bass on 00:19:225 - even tho its faint. and like Ultimate, better movement.
00:29:892 (6,1) - Try and put a jump here if you can. Since you emphasized 00:27:892 - 00:29:225 - 00:31:225 - in such close proximity.ok
00:34:725 (2,3,4) - The angle from 3>4 kinda sucks imo xP. Try stacking the slider on 00:34:059 (1) - . moved to another place
00:37:725 (1,2) - Kinda odd to only use kicksliders here and not on other places where this sound occurs like 00:32:225 - . I would just go with circles, or maybe circle and triplet, since theres definitely a note on 00:37:975 - . I followed the background melody music here not drums, make rhythm consistent but various with 00:27:059 (5,6,7,8) - , and it's good to play, so wanna keep it

Insane

00:16:059 (3,4) - You stack them, but 3 and 4 sound really different when considering the drums. I would put a jump here instead since stacks generally suggest a similar note/sound being repeated. probably I just wanted to make some stacks in this part to not make the difficulty too hard, 00:14:392 (2,3) - is a different beat stack too
00:19:059 (6) - Try positioning this more left and up on the screen so you have a larger jump from 5>6. It'll fit the pitch increase better. Also, it'll give a larger emphasis onto 00:19:392 (1) - .ok
00:37:809 (6) - I think, since this is an Insane already (and it's not trying to be a difficult Insane) you should remove this note, cuz it's an overmap. It's fine on higher diffs, since it makes sense with the music, but you can simplify to circle > triplet here. try 25% you will hear the background melody here, it's not to follow drums, and a 5 cirlces stream is definely not hard for insane diff :D

Hard

00:14:059 (1) - I would make this a 1/1 slider instead to map 00:14:392 - on a slider-end. The gap here is a bit odd imo. I think undermapping is fine, but let the player hold on a slider instead of just pausing. Like, 00:11:392 (1) - long sliders are still really good here imo. 00:14:059 (1,2) - rhythm is same as 00:11:392 (1,2) - ‘s, and I generally use the equal space(1.3x) for this part, it wouldn't be hard to read
00:15:559 (2) - 1/2 slider please. This kind of rhythm is quite confusing because theres a clear note on 00:15:725 - that you're skipping. You're mapping to drum, and you want players to follow that, but you can still maintain the clicking rhythm with drums, while letting players play through other instruments to passive objects like slider-ends. It'll eliminate the questionable gap.since the part is quite quiet, so more blank rhythm will fit more imo, constant 1/2 rhythm would be more boring imo
00:37:809 (5) - The triplet is on 00:37:975 - . 00:37:809 - there is a beat as I mentioned in other diff, they sound same natural as red-tick triplets from my experience, since we usually use red-tick triplets, I'd like to make a white-tick triplet to make the map not too similar as others, and it's fine to play, also not overmapped, so I kept it.

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2. If I do that, the rhythm of 00:14:059 - 00:15:059 -would be same as 00:15:392 - 00:16:392 - , they felt quite boring to play. Like this 00:11:392 (1,2,3,4,5) - , they are just different rhythm, but they fit music well, and decent for normal difficuilty. I usually make various rhythm in my maps lmao.
Thanks for modding!
Monstrata

Fycho wrote:

Monstrata wrote:

Express mod~

Ultimate

00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.so I made 00:18:059 - to 00:19:392 - easier to play, they are almost manually stacked, people is easy to read because the "read memory" during playing, not like the jumps that are in different place, that's why back and forth easie. Also the pitch from 00:18:059 - is starting being higher than 00:17:392 - , so I don't think that make them larger space are not fit I still don't think the song supports such a drastic increase in spacing just yet :P. People notice spacing a lot more than "read memory" even though they are easy to play, because the player won't have to concentrate much on aim, the movement they demand is still a really big step up from the previous jumps. Can you at least do an in between? The spacing here is very similar to the spacing in the next section, with the exception of angle changes in the next section. If you want to capture the pitch increase, a better way is to gradually increase spacing imo.

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2. If I do that, the rhythm of 00:14:059 - 00:15:059 -would be same as 00:15:392 - 00:16:392 - , they felt quite boring to play. Like this 00:11:392 (1,2,3,4,5) - , they are just different rhythm, but they fit music well, and decent for normal difficuilty. I usually make various rhythm in my maps lmao. I think rhythm variance is fine. my concern here though is that you're using 1/2 clicking rhythm, as in theres a circle, and another slider that are only 1/2 apart so the player has to click twice, half a beat apart. The density here is quite different from other 1/2 patterns where you just have to release, and click within 1/2 a beat. I think you should still simplify the rhythm because right now its too dense for a section that's not supposed to be that difficult.
Thanks for modding!
Topic Starter
Fycho

Monstrata wrote:

Express mod~

Ultimate

00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.so I made 00:18:059 - to 00:19:392 - easier to play, they are almost manually stacked, people is easy to read because the "read memory" during playing, not like the jumps that are in different place, that's why back and forth easie. Also the pitch from 00:18:059 - is starting being higher than 00:17:392 - , so I don't think that make them larger space are not fit I still don't think the song supports such a drastic increase in spacing just yet :P. People notice spacing a lot more than "read memory" even though they are easy to play, because the player won't have to concentrate much on aim, the movement they demand is still a really big step up from the previous jumps. Can you at least do an in between? The spacing here is very similar to the spacing in the next section, with the exception of angle changes in the next section. If you want to capture the pitch increase, a better way is to gradually increase spacing imo.well I do think there are some unfitty, do you have any good examples? I feel much poor to come about a better pattern

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2. If I do that, the rhythm of 00:14:059 - 00:15:059 -would be same as 00:15:392 - 00:16:392 - , they felt quite boring to play. Like this 00:11:392 (1,2,3,4,5) - , they are just different rhythm, but they fit music well, and decent for normal difficuilty. I usually make various rhythm in my maps lmao. I think rhythm variance is fine. my concern here though is that you're using 1/2 clicking rhythm, as in theres a circle, and another slider that are only 1/2 apart so the player has to click twice, half a beat apart. The density here is quite different from other 1/2 patterns where you just have to release, and click within 1/2 a beat. I think you should still simplify the rhythm because right now its too dense for a section that's not supposed to be that difficult.okay I will consider another rhythm here

Thanks for modding!
Monstrata
I lowered the AR so it's easier to see:

00:18:225 (2) - My concern is just that these jumps are too big compared to 00:17:392 (1,2,1,2) -00:18:225 (2,2,2,2) - More to the right of the screen. The result is a small from to 6.56 stars. You can make some of the other jumps slightly bigger if you want that 6.66 star rating xD. Basically, the change would just make the spacing not feel so forced.

00:18:225 (2) - is on 151||239 if you want the coordinates. I moved all 4 circles together.


Anyways, let me know how things go, and when I can recheck to see your changes~
Topic Starter
Fycho

Monstrata wrote:

I lowered the AR so it's easier to see:

00:18:225 (2) - My concern is just that these jumps are too big compared to 00:17:392 (1,2,1,2) -00:18:225 (2,2,2,2) - More to the right of the screen. The result is a small from to 6.56 stars. You can make some of the other jumps slightly bigger if you want that 6.66 star rating xD. Basically, the change would just make the spacing not feel so forced.

00:18:225 (2) - is on 151||239 if you want the coordinates. I moved all 4 circles together.


Anyways, let me know how things go, and when I can recheck to see your changes~

changed a bit to a increase space pattern for more match to the show.
Monstrata
00:00:726 -

On all diffs, red line and green line volumes are conflicting.

That's all~ Bubbling when its fixed! (sorry so many rechecks lol)
Monstrata
Bubbled!
Sonnyc
Nominated.
Underforest

I excepted something nice, I like this map even it's short and difficult (not sarcasm)
haters gonna hate :p
fieryrage
are you serious lol

why is the ar 9.3? it's 6.66 stars, make it 9.6 at the VERY LEAST

00:03:392 (1,2,3,4,1,2,3,4) - for a relatively calm part in the song these are pretty spaced, don't really understand why
00:08:059 (1,2,3,4) - literally nothing in the song is intense here, the intensity is the exact same as 00:06:059 (1,2,3,4,1,2,3,4) - and yet you have these kind of jumps? what is this supposed to be following?
00:17:392 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - please tell me how these are in ANY WAY, SHAPE OR FORM fitting towards a 180 bpm fairly-mellow-in-terms-of-rhythmic-intensity song. the jumps should intensity, that part i agree with, but are you serious LOOK AT THIS WHY ARE YOU DOING ACROSS THE SCREEN JUMPS AND WHY ARE YOU INCREASING THE INTENSITY OF 00:19:392 (1,2,1,2,1,2,1,2) - THESE WHEN THERE IS ABSOLUTELY NOTHING CHANGING IN THE RHYTHM
00:20:892 (1,2,3,4) - and then THESE are consistent even when the rhythm changes?????
00:31:725 (1,2,1,2,1,2) - i would go in-depth about how much these across-the-screen jump patterns don't follow the music at all but i'd be writing an entire essay and quite frankly i'm too amazed that this even got qualified to do so

actually i'll just do it anyway
the fact that you blatantly overspace jumps like these (with CONSISTENT SPACING) is actually disgusting. in no way, shape or form does this song call for across-the-screen jumps. this is a 47 second 180 bpm tv size map for an anime. the song itself isn't as intense as, for say, my hero even during the buildup at the end of the kiai. so why is there literal across-the-screen jumps. please, for the love of christ, do not think you're able to get away with this just because you mapped Best FriendS tv size amongst other tv size farm maps. i can attribute the previous maps giving more pp than it should to your mapping style and the pp system, which is fine, but what is this?

00:36:392 (3,4,1,2) - this overlap is pretty misleading and ugly since you never did it before in the song
00:38:559 (1,1) - why not just make this 1 slider instead of a slider that ends on a blue tick + circle? also why is the slider nc'd here?
00:39:892 (1,1) - ^
00:40:725 (1,2,1,2,1,2,1,2) - again completely unnecessary and quite frankly overmapped back and forth across-the-screen jumps, why are these here? granted this is the most intense part of the song so i can understand high spacing, and i can MAYBE understand across-the-screen jumps here if it were intense enough to warrant it. and no, the song doesn't. nothing in this song calls for across-the-screen jumps, nothing in the song calls for it to be mapped to 6.66 stars, NOTHING IN THE SONG WARRANTS A DIFFICULTY SPIKE LIKE THIS.

you take out all the back-and-forths in the beginning, drops to 6.28 stars. further in the chorus, 5.99 stars. the ending jumps, 5.46 stars. you have, quite literally, boosted the star rating of this map by 1.2 stars simply by adding unnecessary back-and-forths that serve no purpose other than "hey let's map pp maps so i can get the most plays and be famous".

this is actually appalling.

this should've just ended at extra.
jodmangel
Regardless of the map itself, the audio sounds like shit.
Looking at the frequencies ( http://a.pomf.cat/aoyxgr.png ), the cutoff is around 12k Hz. To my knowledge, actual 192kbps files most often have a cutoff at around 19k Hz and 128kpbs files around 16k Hz. This seems like a <100kbps transcode.
Nyanaro
lol who would've thought that the first 800pp score would be done by a touchscreen
Girl

Nyanaro wrote:

lol who would've thought that the first 800pp score would be done by a touchscreen
nah there's NO WAY this is getting past qualification
captin1
i think you memed a little too hard here fycho my man
Girl
这只是个玩笑而已
Bonsai
Hey there, I have a few questions I'd like to ask regarding most of the pp-jump-sections in Ultimate (do I need timestamps?)
  1. 00:17:392 (1,2,1,2,1,2,1,2,1,2,1,2) - From the first combo to the last combo, the spacing literally doubled - Why? I see zero justification for any increase of spacing at all in the song as every aspect of the song is as intense at the last combo as it is in the first one.
    Also, I'd like to know what the jumps of basically all of the (2)s plus 00:19:559 (2,2,2) are mapped to - Whether the bass has beats seemed to be completely irrelevant to the map so far as you never differentiated whether combos have many bass-beats or not, and you didn't even map it at 00:16:892 -, so why suddenly here? Neverminding that 00:17:892 (2) doesn't have any bass at all.
    Same goes for 00:19:392 (1,2,1,2,1,2,1,2) which is way more extreme, not only does the spacing increase a lot again, it also switches from vertical jumps to horizontal jumps, which is much harder to play for most players afaik.
  2. 00:31:725 (1,2,1,2,1,2) - Why are those mapped with cross-screen-circle-jumps here when they were mapped with sliders and half the spacing at 00:22:725 (1,2) and 00:25:392 (1,2) -? That doesn't seem logical to me at all.
  3. 00:40:725 (1,2,1,2,1,2,1,2) - Can you please tell me what part of the song these spacings are supposed to represent? The music seems to be the exact same as at 00:30:059 (1,2,1,2,3,4) with the only difference being that the vocals have more notes, which would logically be expressed by a higher amount of jumps, which is already the case as you mapped circles instead of sliders, but the spacing is almost doubled again, why?
I don't think detailed explanation for any of these points was actually needed for you to understand why they seem unfitting, but since BNs seemingly don't mind any of these aspects anymore and most of the community is probably too frustrated and hopeless to post anything serious I felt the need to do that.

I remember way back when people were actually saying "Don't call Fycho a pp-mapper, it's not their fault that their maps tend to give a lot of pp." I haven't heard anyone saying that for a long time now. I wonder why.
Topic Starter
Fycho

Underforest wrote:

I excepted something nice, I like this map even it's short and difficult (not sarcasm)
haters gonna hate :p
no matter if there will be a bettle between someones, but please no, it's not for that.
I've also gethered many opinions from high ranking test players before the bubble.

I will reply/explain to concerns above soon, let's calm a bit anyway :P
sahuang
Calm down guys... It's not that bad, at least playable
I believe the extra diff has too many meaningless cross screen jumps and is memed too much
(I don't think it's the quality that a mapper like fycho should be making.. :o
6.66 is real
Rizia

rising hope v2
EEEEEEEEEEEEEEE
you should just have the extra be the highest diff or nerf the crosscreen jumps in the hardest diff lol
DaxMasterix
IMO Some songs doesn't deserve hard stuff
Extra looks fine, The hardest one looks like "Hello I'm hard, play me, I'm a challenge''
joolomasta
If we rank this, we may as well rank every graveyarded jump training map... because most of those have actually more interesting patterns than this does.
Kinomi

joolomasta wrote:

If we rank this, we may as well rank every graveyarded jump training map... because most of those have actually more interesting patterns than this does.
You should know no one prevent them from Ranking jump training.
The biggest factor of ranking a map is mapper's will.
Topic Starter
Fycho
After some more considering and discussion with some players and modders, I decide to nerf the jumps of highest difficulty a bit.

So I'm dragging this back for now.
[-obee58-]
just remove Ultimate from ranked set and put in desc

drama solved tbh
Stoof

Fycho wrote:

a bit.
semaphore
There must not be any obscene imagery in the background/storyboard/video content. This includes nudity, near-nudity, sexual references, violence, drug abuse, etc. Keep things PG, suitable for ages 12+.
we might as well just remove this from the wiki
this is the millionth map that has blatantly broken this rule
DiscoTheBudgie
i think that the song needs better quality
Sotarks
i just lol'd
CodeS
With enough circlejerk power, you can rank pretty much anything.

Good luck with your map
Underforest
why everyone can't be happy now? :p

good luck on requalify
Girl
change the 5 note stream into kick sliders pls
EEEEEEEEEEEEEEE

Girl wrote:

change the 5 note stream into kick sliders pls
touchscreen pp incoming if that is done
Topic Starter
Fycho

fieryrage wrote:

are you serious lol

why is the ar 9.3? it's 6.66 stars, make it 9.6 at the VERY LEAST ar9.3 is pretty playable and readable from many testers before, why do we need higher ARs?

00:03:392 (1,2,3,4,1,2,3,4) - for a relatively calm part in the song these are pretty spaced, don't really understand why
00:08:059 (1,2,3,4) - literally nothing in the song is intense here, the intensity is the exact same as 00:06:059 (1,2,3,4,1,2,3,4) - and yet you have these kind of jumps? what is this supposed to be following?It's not the calm part, it's a pretty beatable part that vocals are very a good track to follow, the calm part is 00:11:392 - where drums are half-beated in music. Also it's pretty easy for such a high difficulty, I mean, the difficulty matches this SR for the part. About 00:08:059 (1,2,3,4) -,try listen closely, and did you hear the drums in music? if you can't hear anything different then use a headphone I am sure you will find the difference. Drums are much important to follow in highjer diffs from my past mapping experiences, which is more intense than those part only have vocal
00:17:392 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - please tell me how these are in ANY WAY, SHAPE OR FORM fitting towards a 180 bpm fairly-mellow-in-terms-of-rhythmic-intensity song. the jumps should intensity, that part i agree with, but are you serious LOOK AT THIS WHY ARE YOU DOING ACROSS THE SCREEN JUMPS AND WHY ARE YOU INCREASING THE INTENSITY OF 00:19:392 (1,2,1,2,1,2,1,2) - THESE WHEN THERE IS ABSOLUTELY NOTHING CHANGING IN THE RHYTHM Nerf'd the part but let's say the pitch is gradually higher and higher, so I made space larger and larger, any problem with it, I think there is nothing that the part doesn't follow music
00:20:892 (1,2,3,4) - and then THESE are consistent even when the rhythm changes????? Rhythm is changed? I hope you can understand this song is a generally 1/2 rhythm song, which doesn't have much changable rhythms, it's still 1/2 rhythm. The music is stronger and stronger in 00:16:725 - 00:20:559 , so 00:20:892 (1,2,3,4) - is definely a clikable part same with kiais, large space fits very much
00:31:725 (1,2,1,2,1,2) - i would go in-depth about how much these across-the-screen jump patterns don't follow the music at all but i'd be writing an entire essay and quite frankly i'm too amazed that this even got qualified to do so just a clickmax part so. why don't they fit?

actually i'll just do it anyway
the fact that you blatantly overspace jumps like these (with CONSISTENT SPACING) is actually disgusting. in no way, shape or form does this song call for across-the-screen jumps. this is a 47 second 180 bpm tv size map for an anime. the song itself isn't as intense as, for say, my hero even during the buildup at the end of the kiai. so why is there literal across-the-screen jumps. please, for the love of christ, do not think you're able to get away with this just because you mapped Best FriendS tv size amongst other tv size farm maps. i can attribute the previous maps giving more pp than it should to your mapping style and the pp system, which is fine, but what is this?

00:36:392 (3,4,1,2) - this overlap is pretty misleading and ugly since you never did it before in the song A nc for this is for not misreading, I think such pattern is very easy for those people who can play the difficulty to read imo
00:38:559 (1,1) - why not just make this 1 slider instead of a slider that ends on a blue tick + circle? also why is the slider nc'd here? Here is a five notes streams rhythm , one slider doesn't fit musich at all. Two tick slider fits very much. Try use a headphone to listen the music very closely please. About nc, because it's a different pattern away with previous part, nc is also consistent with 00:16:392 (1) -
00:39:892 (1,1) - ^ same goes for 00:38:559 (1) - , these NCs are mostly for readable, if you don't agree, tell me why I can't add a NC here? not consistence? abuse that affect the playing?
00:40:725 (1,2,1,2,1,2,1,2) - again completely unnecessary and quite frankly overmapped back and forth across-the-screen jumps, why are these here? granted this is the most intense part of the song so i can understand high spacing, and i can MAYBE understand across-the-screen jumps here if it were intense enough to warrant it. and no, the song doesn't. nothing in this song calls for across-the-screen jumps, nothing in the song calls for it to be mapped to 6.66 stars, NOTHING IN THE SONG WARRANTS A DIFFICULTY SPIKE LIKE THIS.Jumps fits very much at the end of this song, and this kind of jumps are not hard to play. If you looked at my past maps, you would know that I like to put jumps at the end of KIAIs, maybe it's my style? since diamond map.

you take out all the back-and-forths in the beginning, drops to 6.28 stars. further in the chorus, 5.99 stars. the ending jumps, 5.46 stars. you have, quite literally, boosted the star rating of this map by 1.2 stars simply by adding unnecessary back-and-forths that serve no purpose other than "hey let's map pp maps so i can get the most plays and be famous".

this is actually appalling.

this should've just ended at extra. extra mapped in an Insane way, the only thing is to nerf the ul diff, which is I am current doing.

jodmangel wrote:

Regardless of the map itself, the audio sounds like shit.
Looking at the frequencies ( http://a.pomf.cat/aoyxgr.png ), the cutoff is around 12k Hz. To my knowledge, actual 192kbps files most often have a cutoff at around 19k Hz and 128kpbs files around 16k Hz. This seems like a <100kbps transcode.
Since the song is very unpopular, only I can find is this one. If you can find better, I am very glad to use it.
Plus, this audio is pretty fine to play, it doesn't affect playing at all. It makes almost no difference with high quality audios. Most time we do not refer to any software's bitrate when looking into mp3 quality, use common sense instead.

Bonsai wrote:

Hey there, I have a few questions I'd like to ask regarding most of the pp-jump-sections in Ultimate (do I need timestamps?)
  1. 00:17:392 (1,2,1,2,1,2,1,2,1,2,1,2) - From the first combo to the last combo, the spacing literally doubled - Why? I see zero justification for any increase of spacing at all in the song as every aspect of the song is as intense at the last combo as it is in the first one.Like I answered in a mod reply that before bubble, the pitch is higher and higerm, larger and larger space fits it very much.
    Also, I'd like to know what the jumps of basically all of the (2)s plus 00:19:559 (2,2,2) are mapped to - Mapping is not focus exactly every beats on music, but focus partly. Like above the jumps are mapped as a whole to show that the music's pitch is higher, and the strength of music is more and more.If insisit on each note should find any relative on music, most of current maps can't pass imo.Whether the bass has beats seemed to be completely irrelevant to the map so far as you never differentiated whether combos have many bass-beats or not, and you didn't even map it at 00:16:892 -, so why suddenly here? Neverminding that 00:17:892 (2) doesn't have any bass at all. 00:16:725 (1) - long slider here is for transition, for not suddenly too hard to beat the jumps, so people would have a time to adapt to the large space after that. But I removed 00:17:892
    Same goes for 00:19:392 (1,2,1,2,1,2,1,2) which is way more extreme, not only does the spacing increase a lot again, it also switches from vertical jumps to horizontal jumps, which is much harder to play for most players afaik. Nerf'd the jump by myself.
  2. 00:31:725 (1,2,1,2,1,2) - Why are those mapped with cross-screen-circle-jumps here when they were mapped with sliders and half the spacing at 00:22:725 (1,2) and 00:25:392 (1,2) -? That doesn't seem logical to me at all.00:22:725 (1,2) - is hai-tai, while 00:31:725 (1,2,1,2,1,2) - is hai hai hai, which is a clickmax of the song, of cousrse I mapped larger space than former ones. The middle of two parts KIAIs is the most special part of the song usually, and we emphasize it at most time.
  3. 00:40:725 (1,2,1,2,1,2,1,2) - Can you please tell me what part of the song these spacings are supposed to represent? The music seems to be the exact same as at 00:30:059 (1,2,1,2,3,4) with the only difference being that the vocals have more notes, which would logically be expressed by a higher amount of jumps, which is already the case as you mapped circles instead of sliders, but the spacing is almost doubled again, why?answered above
I don't think detailed explanation for any of these points was actually needed for you to understand why they seem unfitting, but since BNs seemingly don't mind any of these aspects anymore and most of the community is probably too frustrated and hopeless to post anything serious I felt the need to do that.

I remember way back when people were actually saying "Don't call Fycho a pp-mapper, it's not their fault that their maps tend to give a lot of pp." I haven't heard anyone saying that for a long time now. I wonder why.

Fser wrote:

There must not be any obscene imagery in the background/storyboard/video content. This includes nudity, near-nudity, sexual references, violence, drug abuse, etc. Keep things PG, suitable for ages 12+.
we might as well just remove this from the wiki
this is the millionth map that has blatantly broken this rule osu! is PG-13 actually, swimming suit or school swimming suit is fine if they are not suggestive
Hmm I think I've explained enough for this( some got explained even when former mods lol ), if you guys don't understand or have more concerns, feel free to let me know. Thanks guys!
Bursthammy
rip my 7 star fc achievement with HR dreams
semaphore
if they are not suggestive
yea drawing a huge ass is pretty innocent if you ask me

remind me again why i hate japan?
Kibbleru
00:19:559 - wait why is this note removed? if anything it would make sense to have the break 00:19:225 - because 00:19:392 - here is when the big buildup begins.
Topic Starter
Fycho

Kibbleru wrote:

00:19:559 - wait why is this note removed? if anything it would make sense to have the break 00:19:225 - because 00:19:392 - here is when the big buildup begins.
00:18:059 (1,2,1,2,1,2,1,2,1) - and 00:19:725 (1,2,1,2,1,2) - are different pattern, they are not constant.
Also 00:19:392 - is stronger than 00:19:059 - , making something large space jump and then suddenly stopped is the always way when I am mapping. Jump + sudden stopping makes a great sense and clickability of playing.
-Atri-
If mapping those buildup jumps, then 00:19:559 - should be mapped as well, If ignoring the beat at the red tick is for emphasizing 00:19:392 (1) - , Then it can changed into a slider, if it's for separating the patterns, you could remap 00:19:725 (1,2,1,2,1,2) - into a different pattern, since this kind of 1,2,1,2 jumps is similar to previous part


Also, is there a reason for the sudden distance decrease at 00:20:059 (1,2) - ? It's kinda weird for a buildup jump part
Topic Starter
Fycho
I think I've replied such questions above, try to go and read my old posts please.
-Atri-
Ok, i look though the entire thread, but what you replied is the reason of space increasing behind 00:18:059 (1,2,1,2,1,2,1,2,1,1,2,1,2,1,2) - , Which i kinda accept since the pitch is aggressively higher

However, i looked it down and i don't see any explanation behind the space decrease on 00:20:059 (1,2) - , despite it's stronger then 00:19:725 (1,2) - , making the buildup doesn't very smooth there

I do see that you split both patterns by ignoring 00:19:559 - , however, i think it can achieve the same objective by remapping the pattern on 00:19:725 (1,2,1,2,1,2) - without ignoring an obvious drum sound 00:19:559 - , with a sound that is so obvious it shouldn't be ignored, the drum sound still plays as a important beat

P.S. i can play those buildup jumps easily

https://osu.ppy.sh/ss/5876125


Whatever, i don't wanna make the drama too long
Vyshus
If this gets ranked, we have the proof that something is wrong with mapping...
Topic Starter
Fycho
@KuranteMelodii, not sure why you consider this as drama, it's just community's question about the map. since it's your personal opinion and I've replied to these above, for the case that you can't understand it, I will make a chinese post to you and seems you know it.


我已经说过了,00:19:559 - 这个空拍是给大跳后预留的停顿感,作图只考虑适合曲子不考虑打图感觉是十分不对的,我作图会去考虑打图感觉,你不会,你也不能强求别人的作图想法去刻意迎合你自己的观点,我四五十张图做过去了,你要的话我可以从我过去的图里一处处给你挑我以前类似的做法,只要你不嫌麻烦阅读的话,我可以给你个十分大段来解释。00:19:725 (1,2,1,2,1,2) - 这一段曲子已经从低到高,他本身就在高位,这00:20:059 (1,2) - 个间距不算降低,因为他们在general上是相似间距,所以并没有什么不好,而且这种十字跳打起来更难一点,从难度上,难,对应着更高昂的曲子 并没有什么不合理。
Easy
Just rank this map...
:?
lLinutionHD
even when they are updating the map?
- Ed -
Rip, I really liked the song too :cry:
A r M i N
Touchscreen players are gonna have fun
Mafumafu
[Easy]
00:16:892 (1) - This plays a bit weird. The drums and vocals are clearly audible so it may not be a nice choice to place spinner here. If you are worrying about if it would be too short if make the spinner like the Normal then maybe just do not use spinners.

[Hard]
00:42:392 (2) - Use triplet here

[Insane]
00:20:059 (1,2,3,4) - Maybe slightly reduce the spacings for those square notes? Really hard.
00:27:892 (3) - It would be nicer flow if 3 were placed on the left of 2

[Extra]
00:19:392 (1,2,1,2,1,2,1,2) - Slightly reduce the spacings?
00:37:225 (4,2) - avoid this overlap?

Call me back >w<
Topic Starter
Fycho

Regraz wrote:

[Easy]
00:16:892 (1) - This plays a bit weird. The drums and vocals are clearly audible so it may not be a nice choice to place spinner here. If you are worrying about if it would be too short if make the spinner like the Normal then maybe just do not use spinners. keep a spinner, consider it's the easiest diff, so I'd simplify the rhythm

[Hard]
00:42:392 (2) - Use triplet here the hard is pretty easy, so I am not planning to use triplets

[Insane]
00:20:059 (1,2,3,4) - Maybe slightly reduce the spacings for those square notes? Really hard. this is extra diff lol, slight reduced a bit
00:27:892 (3) - It would be nicer flow if 3 were placed on the left of 2imo current one play well and natural

[Extra]
00:19:392 (1,2,1,2,1,2,1,2) - Slightly reduce the spacings?k
00:37:225 (4,2) - avoid this overlap?k

Call me back >w<
Thanks!
Underforest
nice to see this back
Mafumafu
Seems good to me!
Monstrata
Checked this over again, and discussed some jumps further with Fycho. I'm going to rebubble this and let Regraz qualify. We made a few changes to jumps too, so it might be better to rebubble anyways.

~
18:22 Monstrata: 00:24:559 (2,1) - Can use more emphasis. Compare it to 00:32:559 (2,1) - 00:35:225 (2,1) -
18:25 Fycho: slightly increased the space
18:25 Fycho: but not to make it too hard, i want the second part of kiai harder than first one
18:31 Monstrata: 00:03:392 (1,2) - Not relaly getting what layer this is following.. vocals? or drums? because all the other notes in this combo are vocal
18:31 Monstrata: 00:03:559 (2) - But theres no vocal here. it's like what you did with 00:04:892 -
18:32 Fycho: follow both drum + vocal
18:33 Fycho: I feel like there is a vocal there too, yu u u chi
18:33 Fycho: the four pronunciation
18:35 Monstrata: mmm doesn't sound like it xPP. i mean, theres definitely a drum there tho, but its like you switch from drum > piano mid combo so it becomes unclear whether you wanted to focus on vocals or drums there. mapping both is uh idk... i think sometimes its fine, but when there are different rhythms, it becomes confusing
18:35 Monstrata: anyways also 00:32:725 (1,2) - jump is really big tbh xP
18:36 Monstrata: mmm its hard to set up ain increased spacing concept for the second half of the kiai tho
18:36 Monstrata: with such a short song xD
18:36 Fycho: hmm considering they are slider jump and SV speeded
18:36 Fycho: they are not that hard imo
18:37 Fycho: so I split a KIAI to two parts:P
18:38 Fycho: two KIAI uses similar space would be boring D:\
18:38 Monstrata: yea. i agree tbh, cuz i like to do that with my maps too. I did that with Inferno haha. but it does feel a bit forced when you only have like 45 seconds to work with ;c. anyways hmm
18:39 Monstrata: 00:32:725 (1) - Try Ctrl+G, then rotate 180 degrees from selection centre
18:39 Monstrata: http://puu.sh/rbCzD.jpg
18:39 Monstrata: I think what i dislike most about is is that its a jump + really sharp angle from 00:32:559 (2,1) -
18:40 Monstrata: if you do above, the spacing and flowbreak will be more similar to 00:35:225 (2,1) - imo
18:40 Monstrata: cuz right now it feels like the spacing gets smaller
18:42 Fycho: yes
18:42 Fycho: ctrl+g 00:32:725 (1,2) - , tho I think the emphasis of 00:32:725 - will be a loss
18:43 Fycho: anyway I ctrl'd, that plays more natural
18:46 Monstrata: okay
18:46 Monstrata: I guess thats all for Ultimate
18:46 Monstrata: Extra - 00:19:392 (1,2,1,2,1,2,1,2,1,2,1,2) - these are so big xPPP like even compared to Ultimate
18:46 Monstrata: Ultimate isn't as big
18:47 Fycho: hmm at least it's extra, without that the diff is not like extra
18:47 Monstrata: you can still make it smaller imo...
18:47 Monstrata: it'll still be an extra if spacing isn't that big
18:48 Fycho: so I made UL space larger, okay?
18:51 Monstrata: no
18:51 Monstrata: pls
18:51 Monstrata: xd
18:51 Monstrata: Extra's spacing atm is too big, because comparing 00:19:392 (1,2,1,2,1,2,1,2,1,2,1,2) - to 00:40:725 (1,2,1,2,1,2,1,2) -
18:52 Monstrata: its clear the first one is more difficult, but you wanted a concept where Kiai was more difficult no?
18:54 Fycho: well decreased
18:54 Fycho: and added a circle to UL diff at 00:19:559 -
18:55 Monstrata: ehh
18:56 Monstrata: did you have to add circle? UL was fine without it tbh
18:56 Fycho: a ok
18:57 Fycho: after second thinking I decided not add
18:57 Monstrata: okay lol
18:57 Monstrata: u know ppl are still gonna complain about the jumps etc... lol
18:57 Monstrata: but meh
18:57 Fycho: let them complain
18:57 Monstrata: i think it should be fine now
18:58 Fycho: we cant satisfied everyone
18:58 Fycho: satisfy*
18:58 Monstrata: yep. but still have to satisfy some
18:58 Fycho: you know, there are people like it
18:58 Fycho: and people hate it
18:58 Monstrata: anyways lemme just go through lower diffs really quick.
18:58 Fycho: like the superstar
18:58 Monstrata: mmhmm
18:59 Monstrata: i know xD i ranked relaly controversial maps too haha
18:59 Fycho: there isn't anything changed in lower diff tho, but please
19:00 Fycho: the community is fulled with fucktard, so we could only map for ourselves and most people or people that dont like to complain
19:00 Monstrata: yep xP
19:00 Monstrata: mmm okay seems fine
19:00 *Monstrata is editing [https://osu.ppy.sh/b/983692 Ayase Rie - Yuima-ru*World TVver. [Insane]]
19:01 Monstrata: im going to delete and refl
19:01 Monstrata: redl*
19:01 Monstrata: you can update now
19:01 Fycho: $this->update()
19:03 Fycho: echo finished
19:03 Fycho: you can redl now
19:04 Monstrata: 00:21:225 (1) - NC is intentional? On Extra
19:04 Monstrata: other diffs don't NC. just doublechecking
19:05 Fycho: ok, removed NC
19:05 Monstrata: lemme check aibat for dum stnapping stuff
19:06 Monstrata: okay looks good
Mafumafu
OK!
Topic Starter
Fycho
Thank you both!
lLinutionHD
Astar
Are you serious with this BG?
moya
nice bg, i too love toddlers in bikinis
- Ed -
Yay!!! It's back :3
moya

edgerrdz wrote:

Yay!!! It's back :3
yo man do you like toddlers in bikinis too? that map bg is a masterpiece!!!!
pocket-Gao
some male chauvinists

可爱BG 支持
moya

pocket-Gao wrote:

some male chauvinists

可爱BG 支持
yo do you like toddlers in bikinis too
-NanoRIPE-
Grats!! ~
fieryrage
while i'm glad the absolutely atrocious back and forths in the kiai were nerfed i still dont think this map should have a six star diff to begin with

but im trying to rank cory in the house with one so ya i dont really have a say there

gz
Spaghetti
nothing new
- Ed -

Fyre wrote:

edgerrdz wrote:

Yay!!! It's back :3
yo man do you like toddlers in bikinis too? that map bg is a masterpiece!!!!
Yes.

fieryrage wrote:

while i'm glad the absolutely atrocious back and forths in the kiai were nerfed i still dont think this map should have a six star diff to begin with

but im trying to rank cory in the house with one so ya i dont really have a say there

gz
Hope that gets ranked too :3
Mismagius
this mp3 quality is pretty bad. was there really no other mp3 available?

no other comments on the mapping, i believe the community is saying it better than me.
Topic Starter
Fycho
about mp3 quality, i've explained in this post: p/5382002
Illyasviel
I'm a bit late, but I guess next time you could always ask me for mp3 sources.

http://puu.sh/rn7nD/8df7da6d1f.MP3
those
Lol it's like people don't understand the purpose of the qualification system.
_DT3
Damn, wtf is that play count
CSLM
It is normal that i downloaded with video but the video is not in any of the diffs? :/
Lasse

CSLM wrote:

It is normal that i downloaded with video but the video is not in any of the diffs? :/

video thing is not normal

but I just tried and it happens for me too??
https://streamable.com/040k

Stable (Latest)
same happens when I download it from the website

always looks like this on every diff:
[Events]
//Background and Video events
0,0,"haitainanafa.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

seems like the video file was actually included but never added to the diffs?

well, guess it's too late now anyways
if you really need the video to play this (lol) you can just download this osb and put it in the map folder:
Ayase Rie - Yuima-ruWorld TVver. (Fycho).osb
(offset is probably wrong since I just set it to 0, but you can change that in the file)
pkhg
ppl like loctav and peppy can update ranked maps. adding a .osb file with the video stuff might fix it without affecting scores
-Makishima S-
Adding to discussion - personaly i find background as disturbing and an unrankable issue:



4 underaged girls together in a pool.
Two of them in very questionable position.

I would like to mention that in the past maps was DQ/Nuked for similar background pictures.
In some countries, this one qualify into law enforcment as pedophile issue.

Sorry but i find this as very unrankable issue which should be solved BEFORE this got ranked, yet nobody reacted.
If ppy/Loctav can update map files, i would suggest to remove this background for good sake of this game and players.
Stefan
Don't make me lock the threads because you haven't reported these "issues" how you want to call them, before it has been moved to ranked.

pkhg wrote:

ppl like loctav and peppy can update ranked maps. adding a .osb file with the video stuff might fix it without affecting scores
I think it won't affect the scores, it just requires an update, like if the map was in pending.
Loctav
Seems like the video was never added to the difficulties, so I will look into removing the video file from the .osz (preferred solution)

The BG is absolutely fine by the way. Four children playing in a pool wearing bathing suits that are having a modest design and clothing the children modestly is fine. I also see no intend of sexual arousal in this image, rather seeing four children having fun (the innocent kind)

Now calm your nuggets.
hehe
grats flyball
Shiirn
The easiest way to see if an image is sexualized is to see whether there are any clearly defined sexual characteristics in the image. This includes, but is not limited to, nipple buds, cameltoes, overly bulging breasts or buttocks, and provocative poses. To an extent, this includes males as well, but by its nature is far rarer.

This BG image contains none of that, it's just some children. If you think it's dirty, it's because you're a hypocrite who spends too much time guiltily browsing "nothing" on google. It's a bit of an incredible stretch to claim that any of them are in provocative poses, as well.


The map itself is boring, with no interesting content whatsoever, but that doesn't make it unrankable.
Seni

Loctav wrote:

I also see no intend of sexual arousal in this image.

how is that even possible




Shiirn wrote:

If you think it's dirty, it's because you're a hypocrite who spends too much time guiltily browsing "nothing" on google.

>guiltily

fucking implying
MJGHD

Loctav wrote:

I also see no intend of sexual arousal in this image
The girl on the right hand side is really questionable. With shit like this, it's better safe than sorry.
Shiirn
are people seriously equating a kid kneeling over the edge of a kiddie pool as a sexual offering pose?



the fuck is wrong with you people
Pachiru

Loctav wrote:

The BG is absolutely fine by the way. Four children playing in a pool wearing bathing suits that are having a modest design and clothing the children modestly is fine. I also see no intend of sexual arousal in this image, rather seeing four children having fun (the innocent kind)

Now calm your nuggets.
Teh God has spoken
Irreversible
Losing faith in humanity for good in 3 2 1
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