normal-hitfinish6 really doesn't fit this song tbh lmao
Oh, so you're here just to tell the mapper that he is incorrect in his interpretation of the music? Despite saying, and this is a direct quote from your OP, that "if they fit the music or not is subjective"?Natsu wrote:
Explaining something doesn't make it correct, that's why there are discussions about the issues or questionable things in a map.
so you failed to read that I'm worry about the difference of difficulty with the rest of the map and also the playability ? I'm not complaining about his interpretation, I'm complaining about the sudden spike and that the map don't have any target audience, did someone passed it without no fail?, reducing the difficulty at that part may open the map for someone to play it properly (maybe).LefafeI wrote:
Oh, so you're here just to tell the mapper that he is incorrect in his interpretation of the music? Despite saying, and this is a direct quote from your OP, that "if they fit the music or not is subjective"?Natsu wrote:
Explaining something doesn't make it correct, that's why there are discussions about the issues or questionable things in a map.
I'm sorry, but what exactly is the point you're trying to make?
Yeah there's a stark spike in the map's star rating, not so stark in the actual difficulty play-wise. It has been explained several times in the thread already.Natsu wrote:
so you failed to read that I'm worry about the difference of difficulty with the rest of the map and also the playability ? I'm not complaining about his interpretation, I'm complaining about the sudden spike and that the map don't have any target audience, did someone passed it without no fail?, reducing the difficulty at that part may open the map for someone to play it properly (maybe).
Why you keep talking about star rating?LefafeI wrote:
Yeah there's a stark spike in the map's star rating, not so stark in the actual difficulty play-wise. It has been explained several times in the thread already.
The map has been extensively playested by a number of experienced players, and has recieved praise from them, so there clearly is an audience for it as well. It might be true that the players that can pass the map without difficulty-decreasing mods can be counted with one hand right now, but how does that devalue the map in any way? For many of us, enjoying a map doesn't require a final score that the game labels as a "pass". Are players not allowed to enjoy and compete on maps just because they can't perform well enough to meet the game's somewhat arbitary standards of what counts as a "passable score" (Or, as you put it, can't "play it properly")? Who even are you to tell what is or isn't "playing properly"?
If the map was HP1, would it suddenly be more worthy of ranking because people could now pass it without no-fail or half time?
Only nerfing the star rating spike would just compromise the map's consistency, since the current map represents the music just about as well as can be expected. (This is subjective, of course, but plenty of people agree with this, including many very experienced mappers and players and of course Mazzerin himself)
All of these issues are so fundamentally subjective, that even bringing them up after them being discussed so many times already just seems very disruptive rather than constructive.
That apply to any map where a discussion is going on, don't take it wrong, just because a map is qualified doesn't mean is ranked, qualified section is to discuss things related to the map, ranked section is the final product of it, don't merge them, and yes, that's why we used this thread: p/5518455 the QAT check if the issues worth a DQ or not.LefafeI wrote:
ohhhh now I understand, you think that the opinnions of the nominators that qualified the map are wrong, since they considered the difficulty spike a non-issue and you don't. That would indeed mean that QAT, being the higher administrative party, is the only souce of any relevancy at this point and further discussion before their input about this is pointless.
In the thread I've talked about the transition, and all I said about it is that I want it to consist out of clicks for every guitar 1/2 at 03:14:907 (1,2,1,2,1,2,1,2) - and that's nowhere close to 'unplayable', please leave judging playability to players and me. I asked some people about the transition like Azerite and he said it's really nothing special especially if you know it's there after playing it once or just looking at the map.Xexxar wrote:
Xendogenesis wrote:
i ducking love this map
i like watching centipede too :^)
In all seriousness, I like the map but i feel like it's just excessive how much the solo increases the difficulty of this map.
I would like for people to seriously atleast consider the transition between 03:00:073 (1) - and 03:15:830 (1) - .
It's obvious that the later has a bit more uniqueness and intensity to it, but is this unbelievably impossible mapping really necessary? It's not enjoyable for anyone to play this map and then be hit with arguably a wall of unplayability. (sure its possible to play this but I'm just being realistic).
It honestly just feels like its trying to be AS HARD AS PHYSICALLY possible for the sake of being it. Almost no one can play it, no one can enjoy it, so why do it?
Instances of overmapping
03:23:271 (2) -
03:23:387 (4) -
03:23:503 (2) -
03:25:579 (2) -
03:25:926 (4) -
03:26:387 (3) -
ETC.
feels like forced difficulty to me
thanks for your opinion! our opinions clash, it seems.Shian-aaa wrote:
This is the first Mazzerin map that is pointless enough to be in qualify state as of now.
Overall maps from first time mappers appeal more then what has been shown here.
Couple of obvious wrong things:
-Map up to 1200 combo is outragously boring (till 2 min 20 gametime) basicly 30 % of the begin on the map.
Not even the short part at 800 combo was sufficent enough to call it mapped
-Most mapped parts are a copy pasta fest he must have googled symetry or something but didnt take a test in it yet the result is clearly visible.
-At some point in the map he decided he wants it to be Mazzerin TV size pp jumps adding sliders wich are pointless to begin with, your not going to miss at that level from it being a slider , and the sliders itself dont add anything to begin with
-The ending was a combination of Sentimental Scyscrapper jumps and a potato version of the 2010 mapped Basara , heres a link for people not knowing it https://osu.ppy.sh/s/13019
In its current state the map is not worth peoples time to even consinder them modding , as over 85 % of the map is needing to be restructured.
1. What do you mean 'no one can play'? Who do you think tested them then? What do you consider playable and unplayable? Does playable always equal to fcable in your mind? And lastly: what's wrong with having something unplayable if it's not too out of reach of what people can do now? What wrong will it do? (not even speaking of this map)Natsu wrote:
03:28:753 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - just to up it to 9 stars I suppose, on a serious note, I don't think this huge difficulty spikes should be allowed, you can argue that you feel the music is stronger than other parts, but I don't that justify 12,0 10,0 jumps.
also can you explain me what's the point of making maps that no one can play? I mean, anyone can take songs like this and make 9 stars maps, but I think people don't because no one can enjoy them (without NF or HT), there is a point when maps become physically impossible and they shouldn't be ranked IMO.
About the big difficulty spike what's the point of have it? make your map 9 stars? make it super hard?, if they fit the music or not is subjective, since alot of people would argue they do (personally I don't think they do), but we should take in consideration the playability of the map, having them make the map less enjoyable, I believe you are a decent mapper who can represent the song without the need of those jumps.
There are alot of linear movements 03:25:060 (1,2,3,1) - that don't play good at normal bpms and I guess they are worst at this high bpm, alot of overmapped objects as Xexxar pointed.
Anyways if this get ranked with that difficulty spike, we shouldn't complain at any other as well, since this one is beyond to any other difficulty spike.
Well, after all "improvements" this map will be moved to ranked section. Exactly for three and a half people, who can play it and other 300-500 people, who will give it one try with NoFail and forget about it. What do you think, does this map deserves to be ranked? Does the whole community need maps like this? Is there any other reason, despite mapper's will, to move it to ranked section? The answer is no.Bearizm wrote:
This qualified section is made to improve maps that lacks quality, not rant about how a 9* map gets qualified and "nobody" can play it.
funny thing is that, its totally playable.. the stream before the kickslider jumps is the hardest part about the map, and thats only because the meta focuses on anything but streams, so of course very few people are able to play it. in any way that doesnt mean its impossible though, it just doesnt fit the skill set of all these anime map playersBearizm wrote:
This qualified section is made to improve maps that lacks quality, not rant about how a 9* map gets qualified and "nobody" can play it.
If you had a slow song that had a 1/8th stream out of nowhere is it okay to map it because the song warrants it? A map should cater consistency in its design and not be excessive for what its trying to be.Bearizm wrote:
I know i sound like a jackass for saying this (because well, I'm me) but I believe that as long as difficulty spikes are justified by the song, it's fine. In this case, it really is justified simply by the guitar. It may seem like the DS is way too high, but it really isn't when you compare it with all those high bpm spaced streams and stream jumps. The intensity and the lack of density in the 1/2 jumps are compensated with very high DS. Also, consider that the base DS of the jumps are fairly high. There has to be a way to make the most intense part of the song noticeably much more difficult.
This qualified section is made to improve maps that lacks quality, not rant about how a 9* map gets qualified and "nobody" can play it.
o3o
A map should cater consistency in its design and not be excessive for what its trying to be.Hmm... If that's the case I must warn you that pretty much all recent mapping should be DQ then, since most of what we see in recent mapping is maps consistently made as 4* hitting 5* by the abuse of jumps on kiais (this also happened a lot in the past maps by abusing streams).
Xexxar wrote:
Mazzerin you point out maps like timefreeze and airman as examples of controversial high difficulty maps that are "ok now because C has fc'd them." Do you even think bringing those maps up is relevant? They are consistently difficulty and only have slight to moderate noticeable increases in difficulty in them. The problem is not the difficulty, the problem is how the difficulty is unnatural in the presence of the rest of the map. It's excessive and doesn't fit what else you've mapped.
Xexxar wrote:
It honestly just feels like its trying to be AS HARD AS PHYSICALLY possible for the sake of being it. Almost no one can play it, no one can enjoy it, so why do it?
Impeccable logic! Bravo! It's been over a year of how your miserable comment on Apparition's thread rots, while the map doesn't, yet to this day you remain completely oblivious to what such behavior will lead to. This kind of input doesn't provide anything to me nor the community, it will change nothing, it affects the quality of the map in no way. Neither the map or you will ever be forgotten though - I can assure you of that - it is already inevitable.kkk wrote:
Well, after all "improvements" this map will be moved to ranked section. Exactly for three and a half people, who can play it and other 300-500 people, who will give it one try with NoFail and forget about it. What do you think, does this map deserves to be ranked? Does the whole community need maps like this? Is there any other reason, despite mapper's will, to move it to ranked section? The answer is no.Bearizm wrote:
This qualified section is made to improve maps that lacks quality, not rant about how a 9* map gets qualified and "nobody" can play it.
This map will be forgotten in a month anyway, no matter ranked it or graveyarded. Enjoy your hype, kids.
holy shit 1/8 streams on slow maps aren't even close to how different these jumps are in difficulty, by the way they are used sometimes and they don't come out of nowhere, but rather on intense parts of the song. This comparison would imply that putting 1/16 streams (since the song is 'fast' (I think you were implying it's mostly 1/2 by 'slow'?)) in this map would be just as intense as the 1/2 jumps.. which isn't even close, frankly.Xexxar wrote:
If you had a slow song that had a 1/8th stream out of nowhere is it okay to map it because the song warrants it?
what the... what are you talking about? That part literally never repeats again, the song is extremely unrepetitive and every part has unique spacing that is directly related to each part to make it properly emphasize the hard parts. Don't you see that there are other parts even in the 260 bpm part that are just as spaced as the very spike? 03:37:753 (1,2,1) - 03:44:445 (1,2,1,2,1,2,1,2) - 03:52:522 (1,2) - 03:48:830 (1,2) -Xexxar wrote:
A map should cater consistency in its design and not be excessive for what its trying to be.
Man do you actually think airman/everything will freeze are consistently difficult? Maybe airman is consistently spaced, but let's face it, the non-spaced parts with back and forths 2 times are the only hard parts in the map. Time freeze difficulty spikes up at the end, which is why people who can play it get 1k+ combo very consistently, while failing to pass most of the time. It's not about those maps, though, so I'll say it again - blame the song for becoming 260 bpm if you want, because I have even larger jumps in the 178 bpm sections, not to mention the technical stream patterns which actually ARE difficult, talala even said he might fail just because of the second solo after passing the first one because the second one isn't exactly THAT easy and the first one isn't THAT difficult.Xexxar wrote:
Mazzerin you point out maps like timefreeze and airman as examples of controversial high difficulty maps that are "ok now because C has fc'd them." Do you even think bringing those maps up is relevant? They are consistently difficulty and only have slight to moderate noticeable increases in difficulty in them. The problem is not the difficulty, the problem is how the difficulty is unnatural in the presence of the rest of the map. It's excessive and doesn't fit what else you've mapped.
Fine, but just for fun - keep these in mind: https://osu.ppy.sh/s/336414 https://osu.ppy.sh/b/1049018Xexxar wrote:
as for overmapping, I'll ask pishifat to listen to those since you seem to believe he is almighty. (which he is)
https://osu.ppy.sh/b/1012279Xexxar wrote:
If you had a slow song that had a 1/8th stream out of nowhere is it okay to map it because the song warrants it? A map should cater consistency in its design and not be excessive for what its trying to be.
why not just use a 1/8th slider to avoid an unnecessary spike in difficulty when it might not warrant it, or any other form of sliders to make it reasonable.-[Koinuri] wrote:
https://osu.ppy.sh/b/1012279Xexxar wrote:
If you had a slow song that had a 1/8th stream out of nowhere is it okay to map it because the song warrants it? A map should cater consistency in its design and not be excessive for what its trying to be.
I think it's perfectly fine to map a 1/8 stream on a slow song if it called for it. I also don't think ignoring a certain aspect of a song for the sake of being consistent is a good idea either. If a song suddenly became intense on a single part, you should map it.
Took a look at Autoplay yesterday, looks fine IIRC.N00dle wrote:
03:30:022 (2) - is that offscreen or still ok? https://puu.sh/rwRfp/094608aaa4.png
Having bunch of 1/8 repeat sliders (essentially making it a long 1/1 or 1/2 section) is just as inconsistent because it'd make the section way too easy, considering it's one of the peak in the song, but oh well, offtopic. My point is having a spike isn't necessarily a bad thing if the song calls for it.Xexxar wrote:
why not just use a 1/8th slider to avoid an unnecessary spike in difficulty when it might not warrant it, or any other form of sliders to make it reasonable.
If a song calls for it (like really), why not? It's not always good to sacrifice emphasis for consistency. Actually, I don't think there is ever a case where consistency is prioritized over emphasis. If you think of consistency as the higher prior than emphasis then you're playing a target practice. If vice versa; you're playing a circle clicking rhythm game; which is what this game is. xdXexxar wrote:
If you had a slow song that had a 1/8th stream out of nowhere is it okay to map it because the song warrants it? A map should cater consistency in its design and not be excessive for what its trying to be.
looked through the map with auto at 800x600, nothing should be offscreen (some stuff goes pretty close but it's not close enough for it to be a problem)N00dle wrote:
03:30:022 (2) - is that offscreen or still ok? https://puu.sh/rwRfp/094608aaa4.png