hoyl firetruck coconut milk intensifies
since i can't read japanese, i got it from google translate which displays it as unmei-ronFresh Chicken wrote:
Wonder where you get this romanised title.
It should be Unmeiron in right Japanese -> English translation.
And as you said to me before, let me just check your map, seems you will be really hard to get qualify BN. (Became more harder due to new rule)whoops i already asked juankristal but he's busy right now and seems that you're not so i'll see what happens
Please reply on this post~
none of those are ghost notesDDMythical wrote:
Conductor
01:14:430 (74430|2) - ghost note
01:17:959 (77959|2) - ghost note
01:20:077 (80077|3) - ghost note
02:05:017 (125017|0) - ghost note
i don't think it matters but i'll have to ask anywayDDMythical wrote:
02:15:106 (135106|2) - should be a jump, every other sound like this is mapped that way
daiuchuu stageSanadaYukimura wrote:
What can you expect from a overnote map
continuous 1/4 kick soundProtastic101 wrote:
00:20:224 (20224|2,20577|2,20930|3,21283|0,21636|2,21989|2,22342|3,22694|3) - I've listened to this entire burst a couple times now but I can't really hear any sound for these notes. What I assume you begin following is the hihat + background synths (or whatever the sound is, the stuff like at 00:21:459 - for example), but it still follows a simple 1/4 triplet structure, with that synth sound lasting 1/2 at places like 00:20:842 - 00:21:194 - . The music isn't a continuous 1/4 burst here is basically what I'm saying, and so I think the notes that I've highlighted are ghosts.
this was a mistake and there's another minor layering mistake in the kiai but feerum said it was fineProtastic101 wrote:
00:20:136 (20136|0,20136|3,20136|1) - This hand doesn't make that much sense to me either. Is there any special emphasis on the upbeat here? The music stays the same intensity/speed throughout this entire introduction section, so shouldn't this only be a jump? It's a closed hat sound like 00:19:430 (19430|2,19430|3) - or 00:19:783 (19783|0,19783|3) - is, so to use a hand all of a sudden is pretty confusing in my opinion.
it's too difficult for me to explain everything that's going on here sorryProtastic101 wrote:
00:24:194 - Starting here is when I just don't understand the chord structure at all. For example, here you have a quad at 00:24:547 (24547|2,24547|0,24547|3,24547|1) - for the snare, which, while I'd have personally favored a triple because the sound isn't as loud and accented compared to the music, is still ok. But then at 00:25:606 (25606|0,25606|1,25606|3,25606|2) - , you use a quad for a kick? So I might think that you're using quads for both, which is also probably ok, but then there's 00:25:077 (25077|3,25077|2) - which you used a jump to represent the kick here. It's pretty inconsistent how you sized your chords for certain sounds. Another example is how you mapped closed hats like at 00:24:371 (24371|1,24371|0) - with jumps too. Basically, you vary the chord sizes kind of randomly for the kicks in my opinion. The snares are all quads which is fine I guess. Examples of inconsistent kicks00:24:900 (24900|0,24900|2,24900|3) - 00:26:312 (26312|1,26312|3,26312|0) - 00:27:724 (27724|0,27724|2,27724|1) - 00:29:136 (29136|0,29136|1,29136|3) - and etc. I'm not getting why these are hands when they're just part of that same 1/4 synth. If anything, the hats at places like 00:28:606 (28606|0,28606|2) - or 00:28:959 (28959|1,28959|0) - are louder, yet they're only jumps, which is understandable if you want to maintain consistency, so then why are there hands for a single synth? I know it stands out a bit more from the lower pitched synth, but compared to the other sounds, is a hand really appropriate for something like this? Also, if you map only a single part of the synth as a triple, shouldn't the 1/4 beat before, and especially the 1/2 beat after like 00:24:812 - 00:25:077 - for example, be triples? Maybe not the 1/4 before since that'd be really difficult, but at least the 1/2 after like at 00:26:489 - 00:27:900 - to be consistent with how you chord certain sounds.
- 00:25:077 (25077|2,25077|3) - jump
- 00:25:606 (25606|0,25606|1,25606|3,25606|2) - quad
- 00:26:489 (26489|0,26489|3) - jump
- 00:27:018 (27018|2,27018|1,27018|3,27018|0) - quad
- 00:27:900 (27900|0,27900|2) - jump
- 00:28:430 (28430|3,28430|1,28430|0,28430|2) - quad
- 00:34:783 (34783|2,34783|0,34783|3) - hand
- 00:34:959 (34959|3,34959|2) - jump
00:46:253 (46253|1,46253|0,46430|0) - This is more just a comfort thing than anything, but I think it might be better to put the LN in 1 and the short notes on the other hand since it's kind of difficult right now because the middle finger relies on the index finger for strength, and tethering the index down with an LN makes it considerably harder to hit notes on the same hand and weaker fingers. Maybe this would be better? https://osu.ppy.sh/ss/6898532
00:46:783 - Beginning here, you just start using only jumps for the kicks, but that's not really a big deal since this section is now a full on 1/4 quadstream, so the overall density makes up for it.
the first vibrato sounds much more computerized and sounds like 1/8 to me but the 2nd one doesn't sound like it had any special effects put into it at all, there's a reason it's mapped like thatProtastic101 wrote:
00:54:459 - to 00:54:900 - This is what really confuses me the most tbh. Are you trying to map the vocalist's vibrato? Cause if so, the pitch alters in intervals of 1/4, not 1/8, so basically notes like 00:54:503 (54503|2,54592|3,54680|0,54768|2,54856|1) - are ghosts. What you could do instead to try and represent the vibrato is by using a more trill based pattern like this https://osu.ppy.sh/ss/6898552
00:57:283 - to 00:57:636 - The same kind of vocal vibrato happens here, so why didn't you map this using 1/8 similar to the above to make it consistent? Or, if you take my above suggestion, you can again go for a trill based kind of thing.
01:02:665 - to 01:03:018 - Again, vocal vibrato. If you choose to keep the 1/8, please make it consistent with the other times that the vocalist vibros in their singing, like at 01:04:430 - or 01:05:753 -
it sounds like a minor kick so it fitsProtastic101 wrote:
01:09:371 (69371|0,69371|1) - Is a jump necessary for a sound that is pretty close to silent? I think that's too much for a measure that's pretty low in chord density since the sound is kind of broken and sliced up.
mehProtastic101 wrote:
01:32:842 - Not really that important, but shouldn't there be a 1/2 LN here since there's a reverse cymbal or whatever it is here? The sound is pretty much the same as 00:46:253 (46253|0) -
i don't think any person at that level would read it like thatProtastic101 wrote:
01:45:106 (105106|2,105283|2,105430|2) - Little bit of a nitpick here, but I think some players might read this as a simple 1/2 spaced stack, so maybe using a more roll like pattern such as this may be better
synth + hat = jumpProtastic101 wrote:
01:58:165 (118165|2,118165|1) - 01:58:517 (118517|0,118517|1) - Could you please explain to me why these are jumps when 01:59:223 (119223|0) - is the exact same synth+hat combination, but is mapped as a single note? 01:56:753 (116753|1) - Is also mapped as a single but is the exact same sound as 01:57:106 (117106|1,117106|2) - . I think what you were trying to get at was using jumps for the synths which might be a little too much imo, but if that's the case, you should make those single notes I highlighted into jumps to be consistent with the rest of the section.
there's also a very high pitched sound that is exactly the same and BMS does the same 4 note jack anywayProtastic101 wrote:
02:41:664 (161664|2,161664|0) - Not as significant, but this is a different pitch from 02:41:488 (161488|2,161488|0,161576|0,161576|2,161753|0,161753|2) - , so it might be better to make this chord [24] instead.
overmapping doesn't exist, nothing in this map is over-emphasizedProtastic101 wrote:
I hope what I wrote made sense. Overall, I think the patterns play well, and those snaps are really accurate so props to that. I just think that this might be a little overdone though, in terms of the quadstreams and how some sounds are way over emphasized. Anyways, hope this helps, I look forward to seeing your reasoning behind some of the things I said~
snoverpk wrote:
it's too difficult for me to explain everything that's going on here sorry
Hey snover!snoverpk wrote:
does this mean i can ignore you now
i grew up around toxic people and i'm surrounded by them which consequently makes me a toxic person as well, and it's hard not to be in a shitty mood when everyone complains about "overmapping" which i consider a completely fucking stupid and invalid idea, + most of the points in the mods aren't even valid to me in general since when i was mapping it it made perfect sense to me (which is also why i can't explain the quadstream part in the intro well)Sakura Kyoko wrote:
snoverpk wrote:
it's too difficult for me to explain everything that's going on here sorryHey snover!snoverpk wrote:
does this mean i can ignore you now
First of all I'd like to say that I greatly respect you as a mapper and as an individual of our community.
That being said, I've followed the way this thread is going for a while now and in all honesty, I think that some statements might come off the wrong way.
As someone who hasn't modded your map but modded a fair bit myself, even I feel some kind of arrogant and passive-aggressive vibe behind some of your mod replies. I understand your attitude, since some people here are clearly trying to DQ this map or just hating around with no reasoning behind their opinions, it's not up to me to judge whether or not their claims are justified.
However; if you're not going to explain "everything that's going on here", how are people supposed to give actual constructive criticism? How is the QATeam supposed to know whether or not something should be DQ'd or not? If you won't explain it, who will? This passive-aggressive stance makes it hard for both modders and mappers to find a solution that both sides are happy with and will inevitably lead to a DQ, a shitstorm or both.
Also, as mentioned, those comments might come off as the typical cliche "elitish" SM mapper that makes people hate the SM community (and its maps, for that matter) without even knowing it/them, which I find to be kinda sad, since I see myself as a SM player rather than an Osu!player and since I think most of the hate for SM is unfounded at best.
I hope my comment didn't come over as offensive, because it definitely wasn't meant this way.
Good luck with this map!
Edit: text stuff
it's too difficult for me to explain everything that's going on here sorryDoesn't help you, doesn't help us and any kind of modder here.
We all know that mods are meant to help...[_Chichinya_] wrote:
Kuo Kyoka SO SALTY DUDE
ANYWAYS... SNOVERPK if you have given up please reconsider, this map and all people that have loved this map depend on you.Kuo Kyoka wrote:
[Hyper]
From normal to hyper was quite a gap, don't you think?
I'm not talking about the star rating, I'm talking about the pattern itself
It was quite unfair, meanwhile the distance from Hyper to Another is close enough
01:15:136 (75136|3,75253|2,75371|0,75489|1,75606|2,75724|3,75842|1,75959|2,76077|1,76194|3,76312|2,76430|1,76547|0,76665|2) - while following piano, it's really really annoying to continue it with harp sound, 01:16:547 (76547|0,76665|2,76783|0,76959|2) - like people could tell the different of harp and piano only
If you follow piano, the piano only
If you follow harp sound then harp sound only
If you follow both (polyrhythm) then it should be both
Solution:
1. remove all the harp notes
2. remove 01:16:547 (76547|0,76665|2) -
Remaining till 01:33:371 -
01:55:253 - Hyper -> Normal
It's too hard to be a hyper difficult ever again
Please reconsider, the gap from normal to hyper is unreasonable
I think an adition of a difficulty named Hard between normal and hyper would be better than nerfing hyper.
Upper diffs are out of my judgement because it's out of ability
Actually, I can mod it, but it's pointless to me because I know you will rejected all as always, heh
So I will point this map's snap (because just look at it)
I used BMS chart to compare with it, it's the most accurate snaps and it's official chart so I believe it can works perfectly
Well snap is snap...
Well, That's all! Don't bite me, okay?
Most snaps are from BMS so I'm trust it's snap
Some snaps are physical check from me
Most of the mods are suggestion so it's your choice to keep or change
With all of that sum up, good luck!
Tofu1222 wrote:
yes. plz revive it