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DragonForce - Extraction Zone

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7ambda
  1. 00:18:424 (1) - Having it land on the kick would be more accurate of the rhythm.
  2. 00:22:174 (2,3,4,5,6,1,2,3,4,5,6,7) - I question whether you're actually following the rhythm by mapping this as all 1/4s. The measure on 25% playback doesn't sound like constant 1/4 beat repetition.
  3. 00:27:949 (6) - It seems like you're trying to follow the vocal, but this isn't mapped to a distinct sound of the vocal. Even if you're following the background instruments, placing a note here reduces emphasis on the kick.
  4. 00:45:424 (5,6,7,8,9,10,11,12) - "Zone" should receive more emphasis than "extraction," because it's a more intense part of the vocal. Therefore, I wouldn't agree with equally-large spacing in the gray combo, especially for the buildup into the main part of the kiai. Just do what you did for 01:36:124 (1,2,3,4,5,6,7,8,9,10).
  5. 01:16:774 (5) - This could be spaced closer to (4) since the guitar starts dropping pitch.
  6. 01:33:274 (6) - Off with the pattern's structure; move to x:244 y:320.
  7. 01:34:774 (2) - accidental whistle
  8. 01:46:324 (1,2,3,4,1) - The strength of this doesn't die down after the lavender combo. In fact, I would say that the vocalist is increasing in volume.
  9. 02:36:424 (1,2,3,4,5) - At least follow the same curve as 02:35:824 (1,2,3,4,5) or have it in a straight line. Curving the end toward 02:37:024 (1) looks plain ugly.
  10. 03:16:024 (1) - Fix placement in relation to 03:15:574 (2,1,2).
  11. 03:22:699 (1) - The song sounds like it briefly pauses at 03:27:124 before continuing at the next measure. Perhaps end the spinner at 03:27:124 to indicate that?
  12. 03:39:424 (1,2,3,4) - Pattern placement is poorly executed. Since it looks like you want to form a pentagon, you could just do what Monstrata does when he creates polygons. You should be able to get a cleaner pattern like this (you might consider readjusting the square's placement).
    1. Copy/paste (1,2)
    2. Rotate 72 degrees
    3. Delete (3)
    4. Drag the new (3) on to the white tick
    5. Repeat the copy/paste method, but with (2,3)
  13. 03:40:624 (9) - The shape doesn't look like it fits with the pattern. In addition to that, the angle creates questionable flow due to right-angle movement.
  14. 04:01:024 (1,2,3,1,2,3,1,1,2,3,4,5,1,2,3) - You can place this better using the method I gave above.
  15. 04:18:424 (1) - The pitch doesn't even drop that much to justify a whole 1.0x difference.
zigizigiefe
Random mod I have concerns about hitsounds and felt like I have to share it since I'm big DF fan :v

00:46:099 (2,1) - Having finishes here is really weird, it doesn't fit to the drum and makes irritating sounds. Hitsounds in stream at 00:46:024 - should have followed a hitsound line like "finish, finish, finish-whistle(because of snare), finish, finish, finish, finish-whistle" according to your custom hitsounds. You may reject this suggestion but at least review hitsounds of this part, it goes totally wrong imo.
Topic Starter
09kami

F1r3tar wrote:

  1. 00:18:424 (1) - Having it land on the kick would be more accurate of the rhythm. emmmm...I did this place on purpose
  2. 00:22:174 (2,3,4,5,6,1,2,3,4,5,6,7) - I question whether you're actually following the rhythm by mapping this as all 1/4s. The measure on 25% playback doesn't sound like constant 1/4 beat repetition. ↑ There are times when rhythm is diverse and we just have to make the player feel reasonable
  3. 00:27:949 (6) - It seems like you're trying to follow the vocal, but this isn't mapped to a distinct sound of the vocal. Even if you're following the background instruments, placing a note here reduces emphasis on the kick. no
  4. 00:45:424 (5,6,7,8,9,10,11,12) - "Zone" should receive more emphasis than "extraction," because it's a more intense part of the vocal. Therefore, I wouldn't agree with equally-large spacing in the gray combo, especially for the buildup into the main part of the kiai. Just do what you did for 01:36:124 (1,2,3,4,5,6,7,8,9,10). fix
  5. 01:16:774 (5) - This could be spaced closer to (4) since the guitar starts dropping pitch. fix
  6. 01:33:274 (6) - Off with the pattern's structure; move to x:244 y:320. well...In fact, there is no structure here... Just jump...
  7. 01:34:774 (2) - accidental whistle fix
  8. 01:46:324 (1,2,3,4,1) - The strength of this doesn't die down after the lavender combo. In fact, I would say that the vocalist is increasing in volume. no
  9. 02:36:424 (1,2,3,4,5) - At least follow the same curve as 02:35:824 (1,2,3,4,5) or have it in a straight line. Curving the end toward 02:37:024 (1) looks plain ugly. fix
  10. 03:16:024 (1) - Fix placement in relation to 03:15:574 (2,1,2). no
  11. 03:22:699 (1) - The song sounds like it briefly pauses at 03:27:124 before continuing at the next measure. Perhaps end the spinner at 03:27:124 to indicate that? emmmm.....no
  12. 03:39:424 (1,2,3,4) - Pattern placement is poorly executed. Since it looks like you want to form a pentagon, you could just do what Monstrata does when he creates polygons. You should be able to get a cleaner pattern like this (you might consider readjusting the square's placement). fix
    1. Copy/paste (1,2)
    2. Rotate 72 degrees
    3. Delete (3)
    4. Drag the new (3) on to the white tick
    5. Repeat the copy/paste method, but with (2,3)
  13. 03:40:624 (9) - The shape doesn't look like it fits with the pattern. In addition to that, the angle creates questionable flow due to fixright-angle movement.
  14. 04:01:024 (1,2,3,1,2,3,1,1,2,3,4,5,1,2,3) - You can place this better using the method I gave above. no
  15. 04:18:424 (1) - The pitch doesn't even drop that much to justify a whole 1.0x difference. ....0.75X

thx mod
Topic Starter
09kami

zigizigiefe wrote:

Random mod I have concerns about hitsounds and felt like I have to share it since I'm big DF fan :v

00:46:099 (2,1) - Having finishes here is really weird, it doesn't fit to the drum and makes irritating sounds. Hitsounds in stream at 00:46:024 - should have followed a hitsound line like "finish, finish, finish-whistle(because of snare), finish, finish, finish, finish-whistle" according to your custom hitsounds. You may reject this suggestion but at least review hitsounds of this part, it goes totally wrong imo.
I'll think about it, but I'm not going to change it for the time being .At least I don't think they're wrong at the moment
Kibbleru
03:22:324 (1,2,3,4,1) - increase spacing? that seemed to be your intention
00:10:474 (7,8,9,10,11,12,13,14,15,16) - why the random direction change :/
00:19:624 (1) - why NC :/
00:43:924 (1,2,3,1) - 00:44:524 (1,2,3,1) - maybe u could gradually increase spacing?
Topic Starter
09kami

Kibbleru wrote:

03:22:324 (1,2,3,4,1) - increase spacing? that seemed to be your intention fix
00:10:474 (7,8,9,10,11,12,13,14,15,16) - why the random direction change :/ fix
00:19:624 (1) - why NC :/ fix
00:43:924 (1,2,3,1) - 00:44:524 (1,2,3,1) - maybe u could gradually increase spacing? color=#FF0000]fix[/color]
thx mod .lol
Kencho
meetup with the creator and fix some pattern issues, also hitsounds
02:21:124 (1,2,3) -
02:37:624 (2,3,4,5) -
03:16:024 (1,2,1,2) -
03:52:399 (4,5,6) -
And now looks good, go ahead
Bubbled!
Mun
These are some pretty questionable stream designs, hitsounds, and rhythm choices.
Surono
hel yeh 8-)

#TEAMWEEBSFORCE
Kilabarus
agree with Mun
AncuL
Was the meetup on Guangzhou? Just wondering
Topic Starter
09kami

AncuL wrote:

Was the meetup on Guangzhou? Just wondering
yup
Kibbleru
coffee house modding team
Seijiro
too bad there are no modding coffee houses in Italy

04:19:024 - this stream can be reduced in spacing to make it fit with the decreased volume in hitsounds
not a big problem, but you should try to make your patterns fit with the hitsounding. I saw some parts where strong hitsounds were doing a rhythm which was simply expressed with a stream in the map.
That is surely not the best, since the map is one, yet you seem to have divided your map into 2 distinct layers: hitsounds and patterns

Anyway, I won't ask to redo them, since only some streams seem to do that (04:32:224 - dynamic hitsounds) while some do it better (03:41:824 - static hitsounds)
Dynamic hitsounds: when the base line, aka the strong drum beats of your hitsounding, follows a specific and varied rhythm.
Static hitsound: when your drum hitsounds only support the song, usually following the default 4/4 metric.
Keep it in mind for next maps


What's with "rsi" in tags? I don't like memes, you know... ("rice" and "insane" too seem unrelated to the map imo)

The map's design is not bad at all, but tbh those hitsounds kinda go against my philosophy
Topic Starter
09kami

MrSergio wrote:

too bad there are no modding coffee houses in Italy

04:19:024 - this stream can be reduced in spacing to make it fit with the decreased volume in hitsounds fix
not a big problem, but you should try to make your patterns fit with the hitsounding. I saw some parts where strong hitsounds were doing a rhythm which was simply expressed with a stream in the map.
That is surely not the best, since the map is one, yet you seem to have divided your map into 2 distinct layers: hitsounds and patterns I seem to understand the difference you're trying to say, because the hit and sound effects of this map are done separately from patterns .some to 01:04:024 (1) - 01:16:624 (4) - In this, I try to tune the music to the sound, not the patterns.. If you think these places need to be changed, I'll try it. But I also want to keep those thoughts, because it's an attempt

Anyway, I won't ask to redo them, since only some streams seem to do that (04:32:224 - dynamic hitsounds) while some do it better (03:41:824 - static hitsounds) fix to 04:32:224 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) -
Dynamic hitsounds: when the base line, aka the strong drum beats of your hitsounding, follows a specific and varied rhythm.
Static hitsound: when your drum hitsounds only support the song, usually following the default 4/4 metric.
Keep it in mind for next maps
of course

What's with "rsi" in tags? I don't like memes, you know... ("rice" and "insane" too seem unrelated to the map imo) fix

The map's design is not bad at all, but tbh those hitsounds kinda go against my philosophy
thx mod

edit : About RSI .is Repetitive Strain Injury or Repetitive Motion Syndrome
@MrSergio
Seijiro
If you can explain me the reason why you tried to make this "innovation" by dividing hitsounds and patterns I can probably come to understand it too, but right now it feels like "hey, let's try to do this because sounds like fun" without actually having a real reason behind it. (that's what I understand from :arrow: "In this, I try to tune the music to the sound, not the patterns.. ")

Also, I know what RSI means lol, that's why I considered it a meme x)
Topic Starter
09kami

MrSergio wrote:

If you can explain me the reason why you tried to make this "innovation" by dividing hitsounds and patterns I can probably come to understand it too, but right now it feels like "hey, let's try to do this because sounds like fun" without actually having a real reason behind it. (that's what I understand from :arrow: "In this, I try to tune the music to the sound, not the patterns.. ")

Also, I know what RSI means lol, that's why I considered it a meme x)

well. I would like to explain to him, but my English is not good. So it may not be very clear. Don't mind .
First 00:00:424 (1) - 00:36:124 (5) - This paragraph is normal hitsound. I don't think it's necessary to explain it .
00:36:424 (1) - 00:44:974 (2) - This is an accelerated tempo. It's the acceleration phase before Kiai .
00:45:124 (1) - 00:55:324 (1) - Stream stage .I don't think there's a need for intensive drums .because too noisy. It makes the player feel strange .So I chose to place the drum in each stream acceleration section .
00:55:024 (1) - 01:04:024 (1) - I understand this section as a deceleration zone .not because of pattern. just because of the music part .In fact, when I was doing this, I didn't totally put note in. I just thought, "if I were the drummer, how would I play this piece of music?" That's why I have 01:05:224 (1) - 01:17:524 (1) -
(emmmm....In fact, this paragraph is outstanding, there is another reason .04:49:024 (1) - 04:59:524 (1) - Here, I don't repeat the hitsounds. exactly as in the previous section .I don't think the ending needs passionate hitsounds.If you think it's consistent, I'll add hitsounds to it )
The following patterns. is almost the same as above. If you think I need to explain anything else, please let me know. I'd be happy to answer .maybe there are a lot of strange answers to this question... I'm not sure if Google is very clear about what I mean :o :o

edit : I did not deliberately distinguish between whistle, finsish, clap, three kinds of sound effects .Since this is just the code for three sounds, I think it can be done with the flexibility to use it
squirrelpascals
was looking through this map and i thought i'd bring this up while your bubble is popped

04:19:024 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - you completely skipped hitsounds on this stream. Pretty confusing because the stream before it is very heavily hitsounded.

no kd :)


Nevermind I'm dumb, my map want updated. Ignore this
Topic Starter
09kami

squirrelpascals wrote:

was looking through this map and i thought i'd bring this up while your bubble is popped

04:19:024 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - you completely skipped hitsounds on this stream. Pretty confusing because the stream before it is very heavily hitsounded.

no kd :)


Nevermind I'm dumb, my map want updated. Ignore this
lol.but Thank
Seijiro
hopefully hitsounds are now reasonable during the stream parts.
~
Circle
Not saying this is an issue, but I just felt that the song being so quiet in this section 01:51:424 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) - was weird. It's part of the song but I just wasn't expecting the volume to go down in that section?

The map looks fun to play. If only I could play it. :(
Topic Starter
09kami

Circle wrote:

Not saying this is an issue, but I just felt that the song being so quiet in this section 01:51:424 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) - was weird. It's part of the song but I just wasn't expecting the volume to go down in that section? emmm....I'm not quite sure what you mean. Do you mean the song itself?I didn't reduce this part of the sound volume o.o I just reduced the density

The map looks fun to play. If only I could play it. :(
Aistre
Just coming to say that I think the normal-hitnormal is very overpowering during the stream sections, I had to reduce the effect volume to actually hear the song properly.

Congrats and nice map anyway!
Hpocks
Why are these streams so ugly? Did you even use slider to stream?

Topic Starter
09kami

Hpocks wrote:

Why are these streams so ugly? Did you even use slider to stream?

no.all of the streams is done manually .actually, in test, it's not particularly ugly here .emmm.....at least I think so .I can't guarantee that everyone thinks it looks good
fieryrage
playability > aesthetics

edit: ok there's actually things wrong with this map, wtf is wrong with the hitsounding and ncs and what are the streams even following lol

goes from vocals to guitars to drums and where is the consistency hello
Pachiru
aesthetics is pretty subjective
Turquoise-
it does look kinda weird but it fits the song
zigizigiefe
Congratz for another ranked DF ^^
fieryrage
ok i have to make a separate post for this

  • 1) why are your finish hitsounds overused in the kiais? it makes playing this song without your hitsounds feel like complete ass because all i can hear is just "pop pop pop pop" where there should be vocals and, you know, not finishes

    2) on the topic of hitsounds, WHY are the whistles substitute clap hitsounds? what is even the purpose of doing that, just make them actual whistles or some other sound besides a snare

    3) why do your streams in the kiai follow vocals at some points in terms of spacing changes but then go to drums like 01:01:624 (1) - here during this entire stream?

    4) what's wrong with your nc's like 00:51:724 (1,1) - this literally screams unpolished

    5) 00:55:624 (1,2,3,4,5) - where is the emphasis on literally any of these patterns? because 00:57:124 (1,2,3,4) - you seem 00:58:024 (1,2,3,4,5) - to be 00:59:524 (2,3,4,5,6,7) - changing 01:07:624 (1,2) - emphasis 01:19:024 (1,2,3,4) - quite 01:20:524 (2,3,4,5,6,7,8) - a 01:22:324 (1,2,3,4,5) - lot

    6) 01:19:924 (6,7,8,9) - this is not straight, unpolished, although this is more of a minor thing anyway

    7) 01:22:624 (4) - nc every downbeat but then this isn't? what?

    8) 01:28:624 (1,2,3,4,5,6,7,8) - this blatantly ignores rhythm for no reason, same thing with the next pattern, you could be following vocals or guitar here but it's just 1/4 spam???

    9) 02:15:424 (1) - what the absolute fuck is this

    10) 02:25:024 (1) - hitsounds randomly get 30% louder here??

    11) 02:28:024 (2,3) - 02:29:224 (2,3) - these are the same distance but different gaps in rhythm, why?

    12) 02:41:824 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8) - don't you think this is a TINY bit overmapped considering the part before it?

    12) 02:45:274 (4,1) - why? no, like, genuinely, why? how do you imagine this as a playable pattern? you're introducing a concept like this 3 minutes into the map, you are LITERALLY asking for people to break here

    13) 02:51:424 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - i've legitimately seen more structured stream patterns from unranked mappers, like 02:51:724 (5) - why isn't the direction change on the white ticks? it shouldn't be on the blue ticks, that ignores rhythm entirely

    14) 02:55:624 (1,2,3) - yeah, no, please actually stop doing this, your map is unplayable at this point
not to mention the fact that the 100 bpm sections aren't even warranted considering the only things mapped in those sections are spinners, it should be a consistent 200 bpm throughout the entire song

i seriously can't be bothered to look at this map more, it's not ready for ranking at all. the fact this even was considered as anything near a rankable map basically just proves the existence of a double-standard in the mapping community, as if it weren't proven already by monstrata being able to rank literally fucking anything

why did this get through with like 10 mods it so very clearly needs a LOT more than that?
idke
at this point, its not about aesthetics, its about playability.

half of the map's streams are so inconsistent with itself, turning on note 16 or the downbeat on 1, with no patterns with switching or anything, purely random.

not to mention, this map is actually very unbalanced in many parts with sections that dont deserve 7 star space streams, and parts that do deserve those spikes in difficulty. if you wanted to try so hard to keep the tradition of dragonforce songs, you shouldve known that harder streams are supposed to be the highlight of every single solo section, which it isnt. it doesnt help that the song is completely mappable to streams, but also cannot be justified because there is very little difference in difficulty with the solo and the entire song

i believe this can be ranked someday, but not now especially with many questionable flaws included in the map. i feel like many things are overlooked and this map was only bubbled due to certain conditions of friendship and own personal tastes, rather than the actual quality of the map considered.
Topic Starter
09kami

fieryrage wrote:

playability > aesthetics

edit: ok there's actually things wrong with this map, wtf is wrong with the hitsounding and ncs and what are the streams even following lol

goes from vocals to guitars to drums and where is the consistency hello

this is a very general question. if u point out the specific object, i can answer u . and about sound effects. I talked with MrSergio about a very long text. I don't think there's a problem now
Topic Starter
09kami

idke wrote:

i believe this can be ranked someday, but not now especially with many questionable flaws included in the map.
You can put forward detailed suggestions. But I can also refute you. This map has been prepared for a year, each mapper's style is not the same. I have my own understanding and explanation for the map, I can't guarantee that you will agree with me, but I can promise to tell you what I think.
I Must Decrease
01:55:474 (7,8,1) - isnt this just emphasizing 8 because u simply ran out of room in the editor due to poor stream placement management

02:51:649 (4,8,12,16) - vs 02:53:524 (13) - what is the reason for this difference is stream design?

03:42:274 (7) - red tick vs 03:42:949 (16) - blue tick in the same combo ??

i dont rly care how you want to prioritize rhythms, whether that be forcing direction change after the blue tick to emphasize a change in movement before the white tick / red, or if you want highlight it by making the red / white tick be the corner of the stream, but you need to be consistent with it and especially shouldnt be doing these changes in the same combo.

04:58:324 (7,8,1) - this flow makes me a sad boy
Topic Starter
09kami

Xexxar wrote:

01:55:474 (7,8,1) - isnt this just emphasizing 8 because u simply ran out of room in the editor due to poor stream placement management
01:55:024 (1,2,3,4,5,6,7,8) - 01:55:624 (1,2,3,4,5,6,7,8) - In fact, this is a set of accelerated sounds .about this sharp angle. I don't think there is any problem. because 01:54:949 (16,1,8,1) - Here, as the beginning of the acceleration, it is also an acute angle . but this looks, is not very molimen

02:51:649 (4,8,12,16) - vs 02:53:524 (13) - what is the reason for this difference is stream design? lol..I think this should be a classic part, not a mistake. This paragraph follows the guitar.Toy's Mod mentioned it here .and I like it

03:42:274 (7) - red tick vs 03:42:949 (16) - blue tick in the same combo ?? 03:42:274 (7) - watch the difference in guitar 03:42:949 (16,1) -The definition of the turning point of the tail and head is very vague .Because they're turning at the point of stress, In fact, I can explain that since 03:43:024 (1) is stress, it is connected to the acute part .and 03:42:274 (7) - I can explain that it's stressed, so I'm just pausing for a shot, and then connecting the acute angle. It doesn't make sense because they're all in the spinning part

i dont rly care how you want to prioritize rhythms, whether that be forcing direction change after the blue tick to emphasize a change in movement before the white tick / red, or if you want highlight it by making the red / white tick be the corner of the stream, but you need to be consistent with it and especially shouldnt be doing these changes in the same combo. But about turning, I'm not thinking about defining the stress as the center, or the head at the next sharp angle .In my opinion, they just need to do something about the turning point

04:58:324 (7,8,1) - this flow makes me a sad boy :o emmm.....If you want, i can really drop 04:58:474 (8) - a little .But now I don't feel necessary
emmmm....
Lasse
didn't expect it to get qualified so fast after bubble, even less so as it is right now..

hitsounding
why are you using edm kick samples as hitnormal, that sounds so unfitting with this song
using some non-electronic kick samples would make much more sense

04:22:624 - using hihat hitnormals in parts like this also makes no sense with the song, there are drum and guitar 1/4 but basically adding a 1/4 hihat layer with hitsounds sounds horrible

similar for the intro/part until first kiai
and parts like 01:17:824 - etc.

not using cymbal samples (like default soft finish) in a song that uses them quite frequently also seems really lacking

streams
your stream emphasis is all over the place in many spots
just from looking at parts like 03:41:824 - 03:49:024 -
things like 03:42:274 (7,8) - are emphasized a lot for whatever reason but then 03:42:424 (9) - isn't all, even though it stands out much more in the song and your hitsounding
then 03:42:949 (16,1) - 03:43:549 (8,9) - 03:44:149 (16,1) - actually make sense, but for some reason you do nothing on 03:44:824 (9) - 03:45:349 (16,1) - etc
03:46:024 (9,11) - are hitsounded to somehow stand out, but your patterning doesn't make them stand out in any way
I mean these things could work if you actually were consistent with them, but emphasizing like half of the stronger beats and ignoring the other half makes no sense

00:08:749 (16,1) - this is suddenly using such an outstanding angle when you didn't do that on all the strong beats before is ??

these issues are mainly relating to when you use such inconsistent concept of (not)emphasizing stuff during the same stream, and how you decide to do it.
changing things up a bit for different parts etc. is alright though, especially for a long song with so many streams



more things
00:47:824 (6) - is putting lots of emphasis on the 1/2 ticks with hitsounding but mapped tapping rhythm doesn't fit, this would be much better as two 1/4 sliders

03:55:024 (1) - should probably be 1/4, the guitar is not that clear, but sounds better on 1/4 as the important guitar beats seem pretty close to 03:55:174 - and 03:55:249 - , together with clear drums on 03:55:174 -
04:19:924 (13,14,15,16) - this doesn't give enough hitsound feedback, 10% is way too low, fadeout you put here should just se smaller steps as the ones before are really hard to hear


the map uses some nice ideas, but it seems to really lack in how they were executed
Topic Starter
09kami

Lasse wrote:

didn't expect it to get qualified so fast after bubble, even less so as it is right now..
I called for you, but you didn't pay attention to me

hitsounding
why are you using edm kick samples as hitnormal, that sounds so unfitting with this song
using some non-electronic kick samples would make much more sense

04:22:624 - using hihat hitnormals in parts like this also makes no sense with the song, there are drum and guitar 1/4 but basically adding a 1/4 hihat layer with hitsounds sounds horrible

similar for the intro/part until first kiai
and parts like 01:17:824 - etc.

not using cymbal samples (like default soft finish) in a song that uses them quite frequently also seems really lacking

I don't quite follow you . Is this denying all sound effects...? I can't guarantee that everyone sounds good .at least these sound effects are regular .Hummm... I've changed my hitnormal once. At least it's not bad now. If you have a better hitnormal.please send it to me


streams
your stream emphasis is all over the place in many spots
just from looking at parts like 03:41:824 - 03:49:024 -
things like 03:42:274 (7,8) - are emphasized a lot for whatever reason but then 03:42:424 (9) - isn't all, even though it stands out much more in the song and your hitsounding
then 03:42:949 (16,1) - 03:43:549 (8,9) - 03:44:149 (16,1) - actually make sense, but for some reason you do nothing on 03:44:824 (9) - 03:45:349 (16,1) - etc
03:46:024 (9,11) - are hitsounded to somehow stand out, but your patterning doesn't make them stand out in any way
u overlooked an important piece of information .03:46:174 (11) - this .It's the last repetition 03:46:024 (9,11,13) - 03:44:824 (9,13) - 03:43:624 (9,13) - 03:42:424 (9,13) - In the next paragraph. a change has taken place 03:46:624 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) -
So it's changed at the end of the paragraph


I mean these things could work if you actually were consistent with them, but emphasizing like half of the stronger beats and ignoring the other half makes no sense
That's a very good suggestion, but about this. I just cut the same paragraph very thin. So that it looks very random. maybe it makes you feel a little confused... Emmm... I'll try to get someone to understand my audio model .mrsergio and I discussed the problem

00:08:749 (16,1) - this is suddenly using such an outstanding angle when you didn't do that on all the strong beats before is ?? 00:08:749 (16,1) - 00:09:874 (15,1) - 00:11:149 (16,1) - 00:12:349 (16,1) - If I say it's a twist, I don't know if you can accept it .yes, I can start with an acute angle from the front, but I didn't do that. Is consistency necessary here? 00:06:124 (13,14,15,16,1,2,3,4,5) - 00:07:324 (13,14,15,16,1,2,3,4,5) - If you need, I can even explain these two as buffering because their angles are getting sharper and sharper .but it doesn't make sense, you know. If I keep the consistency here, it will become very single. streams lost his mind

these issues are mainly relating to when you use such inconsistent concept of (not)emphasizing stuff during the same stream, and how you decide to do it.
changing things up a bit for different parts etc. is alright though, especially for a long song with so many streams

perhaps the consistency for many people is a must. But this is not blindly believe the reason. Most of the time, what we see is quite different .

more things
00:47:824 (6) - is putting lots of emphasis on the 1/2 ticks with hitsounding but mapped tapping rhythm doesn't fit, this would be much better as two 1/4 sliders I don't deny your point of view, but I don't think it's bad right now .00:47:824 (6) - This can be seen as a pause .00:48:124 (1,2) - give the player a better response to this place .

03:55:024 (1) - should probably be 1/4, the guitar is not that clear, but sounds better on 1/4 as the important guitar beats seem pretty close to 03:55:174 - and 03:55:249 - , together with clear drums on 03:55:174 -
hummmm... This place is very blurry, because I really follow the guitar .I think if I use a 1/2 slider. Plus a note. here will become very strange. But if 1/3, it will not be so molimen .03:55:324 (1) - because the two sounds coincide here But I still have a choice, if you think so https://puu.sh/x8aMM/47defe6647.png

04:19:924 (13,14,15,16) - this doesn't give enough hitsound feedback, 10% is way too low, fadeout you put here should just se smaller steps as the ones before are really hard to hear
but this is a diminishing process.a gradual process of decline .04:19:924 (13,14,15,16) - they all added finish.and there's a rising sound in

the map uses some nice ideas, but it seems to really lack in how they were executed
thx.But I chose to keep my point of view .
Raiden
I would also like to point out that the switch to 200 should be at 02:41:824 - . Currently there are double the necessary downbeats

Reset back to 100 at 03:22:624 -

And back to 200 at 03:37:024 -

Current timing playwise is fine but musical accuracy is ignored :(

(also for extra accuracy 01:17:824 - red line with 200 for "NC friendliness" or "metronome reset";

similarly 02:44:224 - here)

gratz tho, more DragonForce is always welcome 👀
Topic Starter
09kami

fieryrage wrote:

ok i have to make a separate post for this

  • 1) why are your finish hitsounds overused in the kiais? it makes playing this song without your hitsounds feel like complete ass because all i can hear is just "pop pop pop pop" where there should be vocals and, you know, not finishes
    no

    2) on the topic of hitsounds, WHY are the whistles substitute clap hitsounds? what is even the purpose of doing that, just make them actual whistles or some other sound besides a snare
    no

    3) why do your streams in the kiai follow vocals at some points in terms of spacing changes but then go to drums like 01:01:624 (1) - here during this entire stream?
    no

    4) what's wrong with your nc's like 00:51:724 (1,1) - this literally screams unpolished 00:51:874 (1) - This NC is consistent for the number of streams .00:51:874 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 00:53:224 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) -

    5) 00:55:624 (1,2,3,4,5) - where is the emphasis on literally any of these patterns? because 00:57:124 (1,2,3,4) - you seem 00:58:024 (1,2,3,4,5) - to be 00:59:524 (2,3,4,5,6,7) - changing 01:07:624 (1,2) - emphasis 01:19:024 (1,2,3,4) - quite 01:20:524 (2,3,4,5,6,7,8) - a 01:22:324 (1,2,3,4,5) - lot
    no

    6) 01:19:924 (6,7,8,9) - this is not straight, unpolished, although this is more of a minor thing anyway
    no

    7) 01:22:624 (4) - nc every downbeat but then this isn't? what? I can't understand why I need Nc here

    8) 01:28:624 (1,2,3,4,5,6,7,8) - this blatantly ignores rhythm for no reason, same thing with the next pattern, you could be following vocals or guitar here but it's just 1/4 spam??? 01:27:424 (1,2,3,1,2,3,1,2,3,4,5,6,7,8) - 01:29:824 (1,2,3,1,2,3,1,2,3,4,5,6,7,8) - Really?

    9) 02:15:424 (1) - what the absolute fuck is this no

    10) 02:25:024 (1) - hitsounds randomly get 30% louder here?? no

    11) 02:28:024 (2,3) - 02:29:224 (2,3) - these are the same distance but different gaps in rhythm, why? no

    12) 02:41:824 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8) - don't you think this is a TINY bit overmapped considering the part before it?
    Is this really overmapped? There is enough intense guitar sound to support this paragraph

    12) 02:45:274 (4,1) - why? no, like, genuinely, why? how do you imagine this as a playable pattern? you're introducing a concept like this 3 minutes into the map, you are LITERALLY asking for people to break here no

    13) 02:51:424 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - i've legitimately seen more structured stream patterns from unranked mappers, like 02:51:724 (5) - why isn't the direction change on the white ticks? it shouldn't be on the blue ticks, that ignores rhythm entirely no

    14) 02:55:624 (1,2,3) - yeah, no, please actually stop doing this, your map is unplayable at this point no


not to mention the fact that the 100 bpm sections aren't even warranted considering the only things mapped in those sections are spinners, it should be a consistent 200 bpm throughout the entire song no

i seriously can't be bothered to look at this map more, it's not ready for ranking at all. the fact this even was considered as anything near a rankable map basically just proves the existence of a double-standard in the mapping community, as if it weren't proven already by monstrata being able to rank literally fucking anything

Yes, you're too lazy to look at this map. So what are you writing so much for? Do you promote your sense of being? Or just because your high ranking can do this? This is not an mod.


why did this get through with like 10 mods it so very clearly needs a LOT more than that?

I don't think it's a mod. first. All the arguments are based on very subjective. I don't know why you're so angry .I know that even if I answer you, you won't agree with me. So I'll deny all your questions. If only for this very radical speech, the map would be DQ. so now the RANK system is not a joke? I'm not in your "mod". Look for respect .I have at least the least respect for other people's replies, but you don't have any .

If you correct your speech, I will reply to you in details
Topic Starter
09kami
When I respect you, please respect me as well.
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