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ESTi - HELIX (Edit ver.)

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wantuol
:roll: 最后难度还没in摆的吊 你行不行
Ascendance
highest diff

00:13:546 (15,16) - 1/6
01:47:660 (3) - should be 1/3, not 1/4.
01:57:603 (3,4) - should be a 1/3 repeat slider
Topic Starter
[Mahua]

wantuol wrote:

:roll: 最后难度还没in摆的吊 你行不行
你先把破烂8挖出来再说我不行
Kaine
Random question; what does BE mean
Hula
[BE]

00:53:488 (1,2,3,4) - This was really underwhelming and underspaced, it should be higher spacing, it doesn't make sense to go from jumps to less than jumps.
Topic Starter
[Mahua]

Ascendance wrote:

highest diff

00:13:546 (15,16) - 1/6 play hard
01:47:660 (3) - should be 1/3, not 1/4. 1/4 listen more better
01:57:603 (3,4) - should be a 1/3 repeat slider synth
Topic Starter
[Mahua]

Ovoui wrote:

hey congratz dude, the map is pretty cool but some stuff bothers while playing the BE" diff

the BG resolution is too low, the background is ugly, you should take the BG of this set https://osu.ppy.sh/b/462700 if you have high resolution bg same is bg i will change
02:10:631 (1,2,1,2) - maybe those jump are a too much large, especially this one 02:10:974 (1,2) -
01:28 Zero__wind: 02:10:288 (1,2,1,2,1,2) - 这个梗实在是……好嗨远
01:28 Zero__wind: 刚才打的时候感觉自己他妈飞了起来
01:31 [Mahua]: 最后这几个nc是回血用的(
i idk is ok

00:19:203 (1) - this slider should finish here 00:19:374 - because the sound here 00:19:460 - is insignificant compared to the sound here 00:19:374 -
i dont think so..
00:05:317 - i think it's overmapped ?
000:04:688 - you forgot a sound here! ?
01:56:917 (2,1) - this overlap looks a bit messy can you give me a better place to take it?
btw nice hitsounds!
Topic Starter
[Mahua]

Hula wrote:

[BE]

00:53:488 (1,2,3,4) - This was really underwhelming and underspaced, it should be higher spacing, it doesn't make sense to go from jumps to less than jumps.
why must jump? its heavy and deep
Topic Starter
[Mahua]

Kaine wrote:

Random question; what does BE mean
look creator's word
Lasse

[Mahua] wrote:

if you have high resolution bg same is bg i will change
either of those have better quality if you actually want to change:
http://puu.sh/qLiZu/897babf0f2.jpg (16:9, would recommend this one, but I had to cut a little from top and bottom)
http://puu.sh/qLj0X/9ce5dd0ab4.jpg (wouldn't recommend because it gets stretched for most people, but it's the original image in better quality)
don't know if the difference is worth it to you though
or maybe someone can provide an even better quality version

BE" diff is nice, liked the hitsounding, but I don't really think that cheering crowd hitsound fits the song at all...

also as already pointed out 00:13:631 - is definitely not 1/4, how about mapping 00:13:546 (15) - as a 1/3 slider http://i.imgur.com/57Tk0kx.jpg
would fit with that held sound and 00:13:660 - would be correctly snapped
Ovoui
it's not exactly the same but it's pretty similar and it has a better resolution http://puu.sh/qLjEB.jpg

can you translate it please i don't speak chinese sorry ><

01:28 Zero__wind: 02:10:288 (1,2,1,2,1,2) - 这个梗实在是……好嗨远
01:28 Zero__wind: 刚才打的时候感觉自己他妈飞了起来
01:31 [Mahua]: 最后这几个nc是回血用的(

about 01:57:260 (1) - something like this should be ok https://osu.ppy.sh/ss/5915134 then you just have to fix the following pattern
Topic Starter
[Mahua]

Ovoui wrote:

it's not exactly the same but it's pretty similar and it has a better resolution http://puu.sh/qLjEB.jpg no

can you translate it please i don't speak chinese sorry ><

01:28 Zero__wind: 02:10:288 (1,2,1,2,1,2) - 这个梗实在是……好嗨远
01:28 Zero__wind: 刚才打的时候感觉自己他妈飞了起来
01:31 [Mahua]: 最后这几个nc是回血用的(
it can get hp when you play to the end so i dont think it hard
about 01:57:260 (1) - something like this should be ok https://osu.ppy.sh/ss/5915134 then you just have to fix the following pattern no
Topic Starter
[Mahua]

Lasse wrote:

[Mahua] wrote:

if you have high resolution bg same is bg i will change
either of those have better quality if you actually want to change:
http://puu.sh/qLiZu/897babf0f2.jpg (16:9, would recommend this one, but I had to cut a little from top and bottom)
http://puu.sh/qLj0X/9ce5dd0ab4.jpg (wouldn't recommend because it gets stretched for most people, but it's the original image in better quality)
don't know if the difference is worth it to you though
or maybe someone can provide an even better quality version
thx and i will find IamKwaN to dq and change
BE" diff is nice, liked the hitsounding, but I don't really think that cheering crowd hitsound fits the song at all... maybe you need to see the SIN movie..

also as already pointed out 00:13:631 - is definitely not 1/4, how about mapping 00:13:546 (15) - as a 1/3 slider http://i.imgur.com/57Tk0kx.jpg
would fit with that held sound and 00:13:660 - would be correctly snapped dont think it good...
IamKwaN
As your request.
Rizia
re
hehe
wow
pkk
Regarding Ascendance's concerns in the highest diff:

00:13:546 (15,16) - yes this is 1/6 (kind of hard to tell with the weird offset on this stream), but given the 1/4 stream before it, it would be confusing to have 1/6 here unless you use a repeat slider. I think it's fine to ignore the 1/6 here in this case

01:47:660 (3) - this is definitely 1/3, you can hear the three sounds at 01:47:660 - , 01:47:774 - , 01:47:888 - , so I suggest you snap the slider end to 1/3 instead of 1/4

01:57:603 (3,4) - the bell/synth sound is 1/3 but you can faintly hear some 1/4 sound in the background so idk, it goes both ways.

yehaj
Ascendance
popped until the incorrect snap is fixed

also had some complaints that offset is wrong, so maybe you can have someone look at it.

edit: some of the hitsounds seem out of place and just not fitting for this song, but that's subjective and would like to hear more opinions about it before you push this forward. Good luck!
hehe
ktgster
I don't think this is quite ready.

[BE'']

Wrong snapped notes:
00:13:546 (15,16) - this is 1/6
01:36:688 (1,1,1,1,1,1) - this is all 1/4
01:40:460 (2,3,4) - this is 1/6
01:45:946 (1,1,1,1) - there is no 1/3 here. Just 1/4 and an ambiguous synth that isn't 1/3
01:49:717 - a lot of sliders in this section end in 1/3 for some reason; there is nothing supporting them and so they just feel flat out random overall
01:52:117 (1,1,1,1) - this is 1/4
01:57:603 (3,4) - this is 1/3. The synth you mentioned only lasted up to 01:57:600 - and even then, these shouldn't even be mapped on 1/4 sliders

Unnecessary Hitsounds:

There are some hitsounds that seem to detract the song overall and it seems like it tries to go being more of a meme than something serious.

00:32:231 (1,1) - Both sliderends have drum-hitwhistle3 which seems unnecessary tacked on and does not contribute to the song.
01:38:746 (1) - Exactly why do you have soft-hitfinish7. It's basically just a girl screaming from what it sounds like and seems to seriously detract from the song overall.
02:00:174 (2) - Why is there a siren effect? It seems unnecessary tacked on and is flat out random.

Other things:
00:48:688 (1,2) - 00:51:431 (1,2) - Why are both of these sets different to each other in both slider speed and rhythm choices.
00:57:946 (2,3) - Object 2 doesn't end on anything creating a really weird rhythm that doesn't really fit to the song overall especially with the previous section being much more dense than this. It is just out of place
01:03:431 (2,3) - ^
01:45:088 (9,10) - overmapped. You didn't do this before so adding these notes in seem out of place
01:48:346 (1,1) - this plays awful overall. The speed changes changing from the 1/3 to the slider and back to the 1/3 is not something that players like to do. It's best to not use a slider here instead.
02:03:946 (3,4) - why the low spacing?
02:09:946 (1,2) - why is this different from the rest. It is out of place and seems to be tacked on overall. The players also would get 100 on this slider simply because its something that never appeared in the previous verses

There's a lot of inconsistency overall with the set and it seems like it tries too hard to be different everytime. It would be much more suitable if the map played more into the melody instead of mostly synth instead.
Hula
As for the hitsuonds, i'd like to add that there was missed opportunity for basic hitsounding to emphasise

00:44:403 (3,4,5,6,1,2,1,2) - here for instance, hitsounding was not used to emphasise that this pattern follows that bep ebep ebepepebepbebp thing.
01:27:774 (1) - this too.

Hitsounding has effort where it isn't required =]

I don't want to get too involved in this set, soz.

and my comment on page 5 about the spacing thing, would like an answer on that, since it was pretty bad to play :)
IamKwaN
Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.

First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.

At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.

At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.

I may have a look at the snapping issues pointed out by you guys later too.
Faust

IamKwaN wrote:

Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.

First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.

At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.

At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.

I may have a look at the snapping issues pointed out by you guys later too.
Haha, cute.
Kyouren
This is a really original of HELIX song? I guess yes because i'm sad when you guys mapping with LKs remix <_< (since LKs remix is better)
Grim Rapper

IamKwaN wrote:

Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.

First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.

At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.

At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.

I may have a look at the snapping issues pointed out by you guys later too.
I immediately imagine a storyboard about this
Topic Starter
[Mahua]
i change mp3 so plz dont said unsnap
im so sad because original of HELIX has more trouble when you end map
so now i used lks remix ver
Topic Starter
[Mahua]

IamKwaN wrote:

Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.

First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.

At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.

At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.

I may have a look at the snapping issues pointed out by you guys later too.
thx for kwan helping
Topic Starter
[Mahua]

Hula wrote:

As for the hitsuonds, i'd like to add that there was missed opportunity for basic hitsounding to emphasise

00:44:403 (3,4,5,6,1,2,1,2) - here for instance, hitsounding was not used to emphasise that this pattern follows that bep ebep ebepepebepbebp thing. so?
01:27:774 (1) - this too. this too.

Hitsounding has effort where it isn't required =]

I don't want to get too involved in this set, soz.

and my comment on page 5 about the spacing thing, would like an answer on that, since it was pretty bad to play :)It's intentionally made to be an antijump here. I've asked several other players and it seems fine to them. I'll think it over if anyone else points this out again.
Koiyuki
have to be fixed
01:47:660 (3) - 1/3

others are fine after lks remix, lks god.
Topic Starter
[Mahua]

Koiyuki wrote:

have to be fixed
01:47:660 (3) - 1/3 ok

others are fine after lks remix, lks god.
Koiyuki
rebubbled
Rizia
requalified
Saileach
The hitsounds are... unique...
Cellina

o.o
Fushimi Rio
老哥 你看看你
Lavender
uccu
raririn
跪拜麻花藤姥爷


btw
Cellina is right, the tags of IN'' differ from those in other diffs.
Tags:O2JAM U Lks Zweib IamKwaN Flower SIN Official Productions DUB and bloody BASS
The difference is as above. However I dunno if dq is needed.
Topic Starter
[Mahua]
又要坠机
IamKwaN
哎改了吧
Topic Starter
[Mahua]

IamKwaN wrote:

哎改了吧
改了
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