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9mm Parabellum Bullet - Inferno

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Topic Starter
Monstrata

FailureAtOsu wrote:

might as well add my 2 cents before this goes back to qualified o/
Traumatized Hard
00:25:613 (1,3) - Blanket here could be a bit better (or blanket it if that wasn't intentional :P) Fixed
00:59:766 (1) - Considering the fact that on all the higher difficulties this is a long-ish jump, maybe the hard could get a bit of a bump in spacing and intensity here? Idk, just an opinion (Or at least have a consistent 1/2 rhythm, aka changing 01:01:613 (1) - )I'd prefer to keep the spacing more consistent here. I don't really do a lot of spacing changes on Hard because it's a Hard, so I don't wanna do anything here honestly.
Excruciating Extra
00:48:690 (1,2,3,4,5,6) - I honestly preferred the rhythm you used for the Insane instead of the one you used here, as I feel it's a bit more fun to play, just me tho :P I really like how this plays actually. It's quite unique imo.
Also, the jump from OD8.5 to 9.3 is a bit extreme, in my opinion (since OD9.3 is miles harder than OD8.5, at least for me) so I'd tone it down at least a tiny bit to 9.0 or 9.1, once again personal thing. I think it's fine. Actually, 0.8 change is really small compared to most mapsets lol. This one just has so many Extra's that the change appears large when compared to the other extra's. OD and AR should reflect the difficulty of the song more than they reflect an even diff setting spread imo.
Tragic Death Extra
01:09:305 (1,2,1,2) - Something about the transition between 1/2 sliders and just 1/1 circles felt a bit awkward to me while playing this. Personal stuff tho, just like pretty much all points of this mod :P Well, someone else pointed that out too when I looked for testplays, so I made the transition easier by making the 1/2 slider jumps smaller in order to create more emphasis onto the 1/1 circles.
I can't really say much about the other 2 because I'm not able to play them very well.
However, the diffs I can play are quite fun, and I wish you the best with ranking. :)
Thanks for the mod!
Myxo
Alright since the discussion seems to be solved, partially via ingame chat, I am confirming this can be requalified.
chainpullz
(not a mod or anything pertaining to actual rankability of map but useful information nonetheless)

@Monstrata, as a clarification to the statement you made to bonsai like 2 weeks ago, it's correct to think of movements in terms of vectors but you are discussing the wrong basis in this circumstance. The arm moves according to forward kinematics with each translation matrix being fixed (for obvious reasons your arm doesn't increase in length though I guess depending on your grip the translation matrix for your pen might change during gameplay).

Each joint has it's own 3rd degree basis that describes it's range of motion. Thus the vector space for the entire arm could be considered to be 3*n dimensional where n is the number of joints in the arm. You might be thinking at this point that dealing with a vector space of such large dimensionality sounds complicated (hint: because it is). Thus notions such as "left/right and up/down" are actually a bit less intuitive than you would think (in fact, it's a tribute to the processing power of the human brain that we are able to so effortlessly rotate our joints in the correct way to produce somewhat smooth motions in a fixed euclidean direction).

Essentially you have a map from this 3*n dimensional space into a 3d space according to forward kinematics, follow by a further map (projection) from 3d space unto 2d space. Thus you really shouldn't read too much into any conclusions you come to when thinking about movements according to the euclidean basis. I'm not saying they're wrong (by the explosion principle your argument is trivially valid) but they are less trivial to prove than you'd think.

For additional reference, the problem of determining the joint angle vector required to produce a desired euclidean translation is referred to as inverse kinematics and usually involves a basic learning algorithm (ie. gradient descent applied to the kinematics equation).

Hopefully you find this helpful as you appeared to have some interest in knowing this sort of thing based on your previous comment.
Topic Starter
Monstrata
Well, that would assume you use your arm to move, which might be true for some people.

When holding your mouse, generally you use your fingers to move up and down, and your wrists to move left and right. I play with a mouse, so this is the input i'm more familiar with.
chainpullz
Regardless, your fingers are still moving based on joints. I wouldn't read too much into "movement along one axis" as an explanation for why such patterns are difficult. It's very easy to approximate straight line movement when the movement is small but for large movements unless playing on high sensitivity/small area you should notice a large amount of arcing across most play styles. Mouse is notorious for a very snappy straightline motion but I'm sure if you watched replays for difficult enough maps you'd see some minor arcing on cross screen jumps even from mouse players. This is also a reason why you shouldn't always assume the same patterns/flow plays the same across for all spacing variations but I'm sure you understand this much at least.

As a side note I'm pretty sure a lot of the annoyance of straightline patterns (be they perfectly horizontal/vertical) comes from the tapping as opposed to the aiming. The most common way to aim such patterns would be to just use a constant velocity with 0 acceleration which often trips players up as they tend to rely heavily on the point at which their aim velocity hits 0 as a signal to tap. Thus patterns such as triangles/back and forths are much easier for players who are deficient in the reading department.
Kibbleru
alright, since the discussion is over and fixed now, we can get this back on track!~
Topic Starter
Monstrata

chainpullz wrote:

Regardless, your fingers are still moving based on joints. I wouldn't read too much into "movement along one axis" as an explanation for why such patterns are difficult. It's very easy to approximate straight line movement when the movement is small but for large movements unless playing on high sensitivity/small area you should notice a large amount of arcing across most play styles. Mouse is notorious for a very snappy straightline motion but I'm sure if you watched replays for difficult enough maps you'd see some minor arcing on cross screen jumps even from mouse players. This is also a reason why you shouldn't always assume the same patterns/flow plays the same across for all spacing variations but I'm sure you understand this much at least.

As a side note I'm pretty sure a lot of the annoyance of straightline patterns (be they perfectly horizontal/vertical) comes from the tapping as opposed to the aiming. The most common way to aim such patterns would be to just use a constant velocity with 0 acceleration which often trips players up as they tend to rely heavily on the point at which their aim velocity hits 0 as a signal to tap. Thus patterns such as triangles/back and forths are much easier for players who are deficient in the reading department.
Interesting points, but I think straightline patterns are difficult because of how they force you to stop all movement on one vector while continuing it on another. Naturally, you play with both finger and wrist movements in tandem. When you're forced to stop one, while continuing the other, it feels unnatural because for 99% of the map you're using both in combination. You lose some control of your mouse because you aren't able to use your fingers to fine-tune your trajectory (when making horizontal movements). Arcing is a byproduct of this lack of finetuning. You end up moving upward and downward slightly on really large jumps sometimes, ad the reason is just so you can utilize finger movements for better control.

Perfectly horizontally aligned squares are horrible to play, but I think most people can agree that tilting the squares slightly, like 15 degrees, makes them easier. I started asking myself why tilting patterns made things easier to aim, and this whole x-y vector finger/wrist control idea was the conclusion I came to.


[]

Anyways, thanks Kibb!
Yuii-
We went through some IRC modding. Questioned some patterns and fixed an NC.

Qualified.
Ankanogradiel
recongrats
Bursthammy

Monstrata wrote:

I guess quaver is going to happen first, then.
:cry:

griffith still did nothing wrong
W A R I
First mod post

Painfully Easy
SPOILER
00:35:766 (1) - This slider strikes me as off. I don't think the bend is really emphasizing anything, and it feels off when it comes back. I think it could look and sound better as a slider with no repeat followed by a single note where the current slider ends.

Blistering Normal
SPOILER
00:14:536 (3) - I think this slider and note after it should be a repeat slider. To me, it seems more similar to the repeat slider at 00:12:690 (3) than the overlapped ones at 00:15:459 (1,2) - in what it's representing in the music.

01:21:613 (4) - I feel this slider could work better as just a single note. There's a similar slider before it at 01:17:920 (3) that feels justified for the drums leading into the next slider, but the drum sound isn't as prominent at 01:21:613 (4) to me to justify also having a slider.

Traumatized Hard
SPOILER
00:11:459 (3) - Maybe delete this note and extend the slider to it? The slider end doesn't sound like it's emphasizing anything, and I think would be better used where the note is.

00:15:459 (1,2) - These types double notes in this section feel really awkward, and I'd feel they'd work better as a slider similar to how they're interpreted later in this section 01:18:228 (1) - .

00:26:536 (1) - The drum roll ends halfway through this slider, leaving the rest of the slider feeling empty. Maybe shorten the slider to cover the drum roll and put two single notes after it to fill in the gap?

00:27:459 (1) - Just a small pet peeve that this second drum roll isn't mapped in the same way as the first one with a repeat slider (the one in the above comment)

01:26:536 (1) - Another pet peeve:This slider end really bugs me how it seems to introduce a new beat into the rhythm. Maybe replace the slider itself with a single note?

Agonizing Insane
SPOILER
00:54:228 (1,2,1,2) - Maybe space these farther away from the previous pattern to even better indicate that they're of different time-spacing(?) relationship. Also maybe reverse 00:54:690 (1,2) - . I feel it flows better when the first note of all the doubles are lined up.

01:26:536 (1) - I get that this repeat slider is following the guitar, but that just puts the hitsounds for the slider completely off from the actual drumbeat. Maybe change the samples here or remap the slider to follow the drum?

Excruciating Extra
SPOILER
Change this pattern 00:00:690 (1) and 00:02:536 (1) to the same style used for this one 00:04:382 (1). The sliders don't feel right at all, and the later interpretation of the same sound works much better. I think it should be applied to the earlier two patterns.

01:26:536 (1) - Same problem as the slider in the Insane diff at the same time.

Tragic Death Extra
SPOILER
I'd like to see this pattern 00:46:843 (1,2,3,4,5,6,7) replaced with some variant of this pattern 00:44:997 (1,2,3,4). I feel like repeating the same rhythmic pattern feels nicer to play than having it changed up with a burst and such.

01:18:228 (1) - The start of this stream feels awkward since the guitar sound isn't emphasized as it is everywhere in between the stream with the two slider notes (see: 01:18:843 (9,10) - ). Maybe just put another two quick sliders there to make it feel consistent? And maybe do the same at the start of this other stream 01:21:920 (1)

Tortured Soul Extra
SPOILER
00:00:690 (1,2,3,4,5,6,7) - Replace these with the same rhythmic type of pattern as 00:02:536 (1,2,3,4). It just seems out of place compared to how the rest of the intro is mapped. Changing it could make it feel more consistent.

The Eclipse
SPOILER
00:00:690 (1,2,3,4,5,6,7,8) - Same gripe as for the previous diff. It just feels weird having a section that sounds similar to the sections after it being mapped differently

I get that it's the hardest diff in the set, but 00:12:690 (1,2,3,4,5,6) and 01:00:690 (1,2,3,4,5,6,1,2,3,4,5,6) still feel really overspaced, as I feel there's no real buildup in intensity from the previous pattern. I'd like to see it shrunk down just a bit to how the spacing is in the Tragic Death Extra diff at this part 01:00:690 (1,2,3,4,5,6,1,2,3,4,5,6). I feel it still fits the same level of difficulty you're looking for with jumps, without being too over the top. I have no problem with the end section of jumps though, considering it's the end.

Sorry I haven't read any of the thread before, so I don't know if any of these are addressed. I know it's a bit late considering the map is qualified rn, but I think these are some fair points that I found when looking through it when I saw that it was qualified. I don't know what the etiquette is with these types of things. Love the map though!
Topic Starter
Monstrata

W A R I wrote:

First mod post

Painfully Easy
SPOILER
00:35:766 (1) - This slider strikes me as off. I don't think the bend is really emphasizing anything, and it feels off when it comes back. I think it could look and sound better as a slider with no repeat followed by a single note where the current slider ends. It's just stylistics... and no, the repeat here fits a lot better with the song's rhythm.

Blistering Normal
SPOILER
00:14:536 (3) - I think this slider and note after it should be a repeat slider. To me, it seems more similar to the repeat slider at 00:12:690 (3) than the overlapped ones at 00:15:459 (1,2) - in what it's representing in the music. I want more emphasis here, so theres a denser rhythm.

01:21:613 (4) - I feel this slider could work better as just a single note. There's a similar slider before it at 01:17:920 (3) that feels justified for the drums leading into the next slider, but the drum sound isn't as prominent at 01:21:613 (4) to me to justify also having a slider. I prefer it this way. It's more consistent with what I have. Your suggestion works too, but so can mine, and I think mine is better since the 1/2 slider captures the guitar sound, and is more consistent with the whole section.

Traumatized Hard
SPOILER
00:11:459 (3) - Maybe delete this note and extend the slider to it? The slider end doesn't sound like it's emphasizing anything, and I think would be better used where the note is. No... I want there to be a release before a click... extending the slider also makes that circle passive since players won't be clicking there.

00:15:459 (1,2) - These types double notes in this section feel really awkward, and I'd feel they'd work better as a slider similar to how they're interpreted later in this section 01:18:228 (1) - . Huh, the play so well though...

00:26:536 (1) - The drum roll ends halfway through this slider, leaving the rest of the slider feeling empty. Maybe shorten the slider to cover the drum roll and put two single notes after it to fill in the gap? No, I want different rhythm structures here. What you're suggesting is just an alternative approach. Which is fine, but the rhythm I used is perfectly fine too, and thats how I wanted to express this section. Two different rhythms to emphasize the second iteration by means of a denser rhythm choice.

00:27:459 (1) - Just a small pet peeve that this second drum roll isn't mapped in the same way as the first one with a repeat slider (the one in the above comment) ^ accounts for this as well.

01:26:536 (1) - Another pet peeve:This slider end really bugs me how it seems to introduce a new beat into the rhythm. Maybe replace the slider itself with a single note? No... this is perfectly fine...

Agonizing Insane
SPOILER
00:54:228 (1,2,1,2) - Maybe space these farther away from the previous pattern to even better indicate that they're of different time-spacing(?) relationship. Also maybe reverse 00:54:690 (1,2) - . I feel it flows better when the first note of all the doubles are lined up. That would ruin the structure i've set up here. The time-spacing relationship is skewed here, but its still very obviously readable because of how close the 1/1 gaps are, and the fact that they are NC'ed for better visual identification.

01:26:536 (1) - I get that this repeat slider is following the guitar, but that just puts the hitsounds for the slider completely off from the actual drumbeat. Maybe change the samples here or remap the slider to follow the drum? It's following the drum though...

Excruciating Extra
SPOILER
Change this pattern 00:00:690 (1) and 00:02:536 (1) to the same style used for this one 00:04:382 (1). The sliders don't feel right at all, and the later interpretation of the same sound works much better. I think it should be applied to the earlier two patterns. No, I want to use different rhythms. If you listen carefully, the first measure is slightly different from the other three. On this difficulty I tried to bridge the gap a bit by having rhythms be slightly more similar, but on upper difficulties, you begin to see these different rhythms prop out. This is a tv-size so I want to use rhythmic variety whenever possible, and doing so when the music already suggests different rhythms is never a bad idea from my standpoint. The rhythm repeats 4 times in the song soo, so expressing it slightly differently is nice. The rhythms still all relate to each other with minor variations to the first and second beats.

01:26:536 (1) - Same problem as the slider in the Insane diff at the same time. No... See Insane

Tragic Death Extra
SPOILER
I'd like to see this pattern 00:46:843 (1,2,3,4,5,6,7) replaced with some variant of this pattern 00:44:997 (1,2,3,4). I feel like repeating the same rhythmic pattern feels nicer to play than having it changed up with a burst and such. No, for the same reasons as Excruciating Extra.

01:18:228 (1) - The start of this stream feels awkward since the guitar sound isn't emphasized as it is everywhere in between the stream with the two slider notes (see: 01:18:843 (9,10) - ). Maybe just put another two quick sliders there to make it feel consistent? And maybe do the same at the start of this other stream 01:21:920 (1) I actually can't understand your concern here... What do you mean by every other stream is emphasized? They're all the same? its the same spacing concept and the same rhythm choice...

Tortured Soul Extra
SPOILER
00:00:690 (1,2,3,4,5,6,7) - Replace these with the same rhythmic type of pattern as 00:02:536 (1,2,3,4). It just seems out of place compared to how the rest of the intro is mapped. Changing it could make it feel more consistent. No, for the same reasons as Extra.

The Eclipse
SPOILER
00:00:690 (1,2,3,4,5,6,7,8) - Same gripe as for the previous diff. It just feels weird having a section that sounds similar to the sections after it being mapped differently No, for the same reasons as Extra.

I get that it's the hardest diff in the set, but 00:12:690 (1,2,3,4,5,6) and 01:00:690 (1,2,3,4,5,6,1,2,3,4,5,6) still feel really overspaced, as I feel there's no real buildup in intensity from the previous pattern. I'd like to see it shrunk down just a bit to how the spacing is in the Tragic Death Extra diff at this part 01:00:690 (1,2,3,4,5,6,1,2,3,4,5,6). I feel it still fits the same level of difficulty you're looking for with jumps, without being too over the top. I have no problem with the end section of jumps though, considering it's the end. This has been extensively covered, feel free to read a few posts back :D.

Sorry I haven't read any of the thread before, so I don't know if any of these are addressed. I know it's a bit late considering the map is qualified rn, but I think these are some fair points that I found when looking through it when I saw that it was qualified. I don't know what the etiquette is with these types of things. Love the map though!
I appreciate your concerns, but I just can't accept anything honestly... Many times, you are just giving me alternatives, many of which aren't even better alternatives from my point of view, and the rest being just alternatives... It's your first mod, so I don't blame you, but yea, I'm sorry, I can't accept anything :P. Hopefully you can understand my logic a bit more and maybe apply it to future mods you do.

Anyone saying im rejecting everything to keep this qualified, pls, I requested a dq just to change a 45% volume section that should be 90% (and it only affects 0.5 seconds of one diff on the map), on the 6th day of qualification. I am just giving an honest response.
Haganenno
[General]
01:18:228 - 01:25:536 - kiai would be good here. You have no kiai in the entire song. The song is powerful, it should contain kiai somewhere.
[Painfully Easy]

00:34:536 - add a hitcircle
00:35:459 - add a hitcircle // how did this not get picked up by BNs?
Overall I would like you to make the ending a bit more challenging. New players also want to have fun. This map provides none of it.

[Blistering Normal]
00:16:228 - add a hitcircle
00:17:151 - same // listen to the song with effect volume 0%. Even simple beats that a beginning player could handle are undermapped.
00:19:920 - same
00:18:074 - same
00:19:920 - same
00:20:843 - same
the same part which repeats at the end should also contain these hitcircles

[Traumatized Hard]
all good here, ending could be a bit harder though. As I said, easy/normal/hard players need something challenging too.

[Agonizing Insane]
01:13:613 (1,2,3) - I'd suggest lowering the hitsound volume here, as the drum line is barely audible.

[Excruciating Extra]
01:25:613 (1,2,3,4) - ctrl+g is the correct rhythm. Leave the spacing for ctrl+g too, it makes it feel stronger it plays better.

[Tortured Soul]
00:13:459 (6,1) - why is this jump as big as 00:13:613 (1,2) - this one? It's rhythmically incorrect, the only reason I see for this is for you too try to maintain this climb pattern, which really doesn't fit here and is just a tool to boost map's pp value.

Overmapped to infinity+k^n:
00:59:766 (1) - why is this entire jump pattern so overspaced to this 00:59:766 (1) - slider part? It went from a 7-8* pattern to a pattern that could probably be found in a 5* map (For example: Nevereverland)
01:21:613 (9,10,11,12) - in every map of this set you space this guitar hold for 12 ticks, yet it's pretty much ticks. 01:20:843 (11) - this beat is as strong as this one 01:21:766 (11) - there is no reason to overspace it. This goes for all your difficulties, it's that the spacing actually matterns in this one. The song actually asks for spacing to be reduced for 01:21:613 (9,10,11,12) - as it feels like the drive of the song slows down and it starts again like an engine on 01:21:920 (1) - making a flow break here by making the stream go into the opposite direction is also a good idea here.

[The Eclipse]
CS5? This has to be a fucking joke. I feel like you're pretty much taunting the community and/or making fun of it by looking what can you map. There is no reason for this not to be CS4, CS4,2 or CS4,5. You have already completed the "300pp for one hard pattern" challenge, are you trying to make a map where you have two hard patterns and they award you 700pp?
00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - the spacing is hard and the angular momentum is maintained. It sucks. The spacing should be lowered while the angular momentum shouldn't be as simple. The jumps should have much sharper angles. This isn't Tengaku.
00:18:843 (9,10,11,12) - Read what I said about the ending of Torturing Soul
01:03:459 (1) - 01:14:459 (12) - the part in between these objects is 5 stars again. Out of nowhere. Lower the spacing of the jumps before or make this more difficult. The star rating inconsistency is at an all time high right now.
01:21:613 (9,10,11,12) - What I said in Torturing Soul
01:25:843 (4,5) - overmapped, there are no sounds asking for a stream
01:26:382 (9,10) - same
01:28:228 (6,7) - honest question - would you actually space it larger if editor didn't get in your way? Placing this hitcircle 01:28:382 (7) - somewhere in the first square (where x and y are positive) would be much better. Literally no reason to place it so far and horizontal (unless you just wanted to make a tv size 800pp map of course, but who would want that)

Anyways, I really hope the last difficulty doesn't make it into ranked, most difficulties are okay, it just feels like a map designed to break the system. Well, I guess you can't blame the mapper, you have to blame the pp formula.
Yuii-
That vocabulary seems to be a bit harsh, don't you think? :(
Battle
connotations of words go a long way
Haganenno

Yuii- wrote:

That vocabulary seems to be a bit harsh, don't you think? :(
I'm sorry if my mod strikes as aggressive, I didn't mean it that way.
Topic Starter
Monstrata

Haganenno wrote:

[General]
01:18:228 - 01:25:536 - kiai would be good here. You have no kiai in the entire song. The song is powerful, it should contain kiai somewhere. I don't want to use kiai. Kiai is an optional tool, and flashy strobes and colors, and stars flying around just feel so weird on this song, especially within the context of the Berserk anime. No Kiai.
[Painfully Easy]

00:34:536 - add a hitcircle No.
00:35:459 - add a hitcircle // how did this not get picked up by BNs?BN's didn't pick this up because it's not an issue. I am following the drums. Just because theres a gap doesn't mean I need to fill in the gap, especially when i'm trying to follow a specific instrument.
Overall I would like you to make the ending a bit more challenging. New players also want to have fun. This map provides none of it.

[Blistering Normal]
00:16:228 - add a hitcircleNo... This adds way too much object density. My rhythm works perfectly fine. You have to realize that with lower diffs, undermapping needs to be made in order to cater to lower players. Do consider that this map is 195 bpm, which is already very high compared to most maps, especially for beginners.
00:17:151 - same // listen to the song with effect volume 0%. Even simple beats that a beginning player could handle are undermapped.
00:19:920 - same
00:18:074 - same
00:19:920 - same
00:20:843 - same No for all. A gap in the music doesn't need to be filled, especially if it causes this entire section to become full 1/2 rhythm which is inappropriate for a Normal.
the same part which repeats at the end should also contain these hitcircles No for the same reason.

[Traumatized Hard]
all good here, ending could be a bit harder though. As I said, easy/normal/hard players need something challenging too.

[Agonizing Insane]
01:13:613 (1,2,3) - I'd suggest lowering the hitsound volume here, as the drum line is barely audible. No... the volume is fine as it is.

[Excruciating Extra]
01:25:613 (1,2,3,4) - ctrl+g is the correct rhythm. Leave the spacing for ctrl+g too, it makes it feel stronger it plays better. There is no correct rhythm, just a rhythm you think fits better. I like this rhythm more, but I won't say this is the correct rhythm either, because there are multiple ways to follow rhythm while still catering to the song. I could interchange two circles for a slider, 3 triplets for a 1/4 repeat or two kick sliders etc... there are lots of variations. The rhythm I chose here follows the song well.

[Tortured Soul]
00:13:459 (6,1) - why is this jump as big as 00:13:613 (1,2) - this one? It's rhythmically incorrect, the only reason I see for this is for you too try to maintain this climb pattern, which really doesn't fit here and is just a tool to boost map's pp value. It's exactly to maintain the idea of increasing spacing and intensity. It completely fits here.

Overmapped to infinity+k^n:
00:59:766 (1) - why is this entire jump pattern so overspaced to this 00:59:766 (1) - slider part? It went from a 7-8* pattern to a pattern that could probably be found in a 5* map (For example: Nevereverland) Please check my more detailed write up on spacing earlier in the map. Also if you are mentioning the slider part, please listen to how the drum rhythm halves. It's intense yes, but you can clearly hear a shift in the drum rhythm. It obviously drops from a 7* difficulty down to 5* because drum frequency drops from every 1/2 beat to every beat.
01:21:613 (9,10,11,12) - in every map of this set you space this guitar hold for 12 ticks, yet it's pretty much ticks. 01:20:843 (11) - this beat is as strong as this one 01:21:766 (11) - there is no reason to overspace it. This goes for all your difficulties, it's that the spacing actually matterns in this one. The song actually asks for spacing to be reduced for 01:21:613 (9,10,11,12) - as it feels like the drive of the song slows down and it starts again like an engine on 01:21:920 (1) - making a flow break here by making the stream go into the opposite direction is also a good idea here. 13* ticks because musically thats one entire measure in 3/4 time signature. I want to emphasize that guitar because it is the high point in the stream section, and the pitching also suggests this. Your suggestion creates rhythmic inconsistency in terms of spacing. I want the spacing to be rhythmic, snapping to measures or important changes in the music. Mapping to gradual changes which is what you are suggesting is something i disagree with, though you do see it on some maps. It's up to the mapper, but for me I would never do this, so nope.

[The Eclipse]
CS5? This has to be a fucking joke. I feel like you're pretty much taunting the community and/or making fun of it by looking what can you map. There is no reason for this not to be CS4, CS4,2 or CS4,5. You have already completed the "300pp for one hard pattern" challenge, are you trying to make a map where you have two hard patterns and they award you 700pp? I want CS 5. Is there a reason a map needs to be CS 4? I want to focus on aim, specifically in the highlight of the song: the streams, so the CS is 5.
00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - the spacing is hard and the angular momentum is maintained. It sucks. The spacing should be lowered while the angular momentum shouldn't be as simple. The jumps should have much sharper angles. This isn't Tengaku. Spacing is fine. It's not even trying to be challenging yet. THe angular momentum is simple because these are just triangular-based jumps. I don't want to use cross-screen jumps yet. The problem with really big jumps is that you end up not having a lot of space in the editor for different placements, so I took the opportunity here as this was a prelude to the second set of jumps (and streams).
00:18:843 (9,10,11,12) - Read what I said about the ending of Torturing Soul Same
01:03:459 (1) - 01:14:459 (12) - the part in between these objects is 5 stars again. Out of nowhere. Lower the spacing of the jumps before or make this more difficult. The star rating inconsistency is at an all time high right now. Drum rhythm goes from 1/2 to 1/1... Its literally half as frequent... obviously the difficulty will drop.
01:21:613 (9,10,11,12) - What I said in Torturing Soul Same. No.
01:25:843 (4,5) - overmapped, there are no sounds asking for a stream It's not overmapped. listen closer.
01:26:382 (9,10) - same ^
01:28:228 (6,7) - honest question - would you actually space it larger if editor didn't get in your way? Placing this hitcircle 01:28:382 (7) - somewhere in the first square (where x and y are positive) would be much better. Literally no reason to place it so far and horizontal (unless you just wanted to make a tv size 800pp map of course, but who would want that) I want to end big.

Anyways, I really hope the last difficulty doesn't make it into ranked, most difficulties are okay, it just feels like a map designed to break the system. Well, I guess you can't blame the mapper, you have to blame the pp formula.
I appreciate the effort, but I can't agree with anything in the slightest... Your concerns for the lower difficulties don't even have any logic to them besides placing them for the sake of filling a gap. You don't consider the instruments I follow, or why i pick certain rhythms. Hopefully this reply will give you a better sense of my reasons, but I encourage you to consider the mapper's intentions more when you do future mods.
Doj
01:27:459 (1,2,3,4,5,6,7) - At least put these jumps in some kind of noticeable shape. aesthetics pls
Haganenno
So wait, song has no beats that suggest some of the stuff you have mapped and that's okay just because "you want to end big?"
Topic Starter
Monstrata
But the song contains beats there, that suggest the stuff I've mapped... Also yes, I do want to end big because thats the theme of the whole mapset.
Topic Starter
Monstrata

Doj wrote:

01:27:459 (1,2,3,4,5,6,7) - At least put these jumps in some kind of noticeable shape. aesthetics pls
They are fine as they are. And all but the 5th circle are arranged in a two-turn symmetrical pattern. It doesn't have to be a shape to be aesthetically pleasing.
pkhg
last diff
00:33:920 (1,2,3) - 00:34:843 (1,2,3,4,5) - what is consistency pls don skip 1/4 im crying rn

also this stream 00:36:074 - mapping it differently for every extra is just dumb. what u did on the eclipse works better

01:26:536 (1) - this is 1/16 http://puu.sh/qFp5I/19b90c504e.jpg but i guess it would be dumb to change it lo

the map is fine stop complaining (besides that ^)
Topic Starter
Monstrata

pkhg wrote:

last diff
00:33:920 (1,2,3) - 00:34:843 (1,2,3,4,5) - what is consistency pls don skip 1/4 im crying rn I wanted to do two different rhythms here lol. First one emphasizes vocals more with the jump, second one emphasizes instruments more. They're both similar rhythms so the minor tweak is just to make different layers in the song more prominent.

also this stream 00:36:074 - mapping it differently for every extra is just dumb. what u did on the eclipse works better Yea, but i'd lose my sanity if I mapped every difficulty the same tbh xD. The variety is there to try different rhythms and ways of interpreting the song.

01:26:536 (1) - this is 1/16 http://puu.sh/qFp5I/19b90c504e.jpg but i guess it would be dumb to change it lo Yea thats not practical t___t so i opted for the most reasonable snapping here.

the map is fine stop complaining (besides that ^)
pkhg
i was expecting the vocal thing reply on the first thing i said but i dont really hear vocals here like what are u mapping
i dont agree with the "interperting the song" thing but i guess thats me ppl kinda likes it or idk
Topic Starter
Monstrata
Oh, I misread your first point lol.

Uh, the drums are just different there. First one, you can hear the drum beats distinctively on the white/red ticks. Second instance its more muffled and it less distinct. Also the blue tick notes become stronger. I map it differently on other diffs so I don't have a good excuse not to map it. But at the same time I don't feel a need to map it either because of above reason.

Regarding "interpreting the song", i really just mean picking different rhythms that also represent the song tastefully. There are many ways you can work rhythms around, like replacing two circles with a slider, using kicksliders instead of streams etc... Generally you think of rhythm simplification, but this can also be just picking different rhythms. I still want a level of diversity in my difficulties because yea, I wouldn't be able to map 8 difficulties following the exact same rhythm structure xP. That'd be too boring lol. Also, some rhythm structures prevent you from doing certain things, like including streams prevents you from mapping a jump at a certain section of a song. Multiple difficulties allow me to map what I couldn't have otherwise mapped. You can only pick one technique to use at any given point, after all.
pkhg
sounds fine
good luck xd
Topic Starter
Monstrata
Sry, was just adding more lol. Thanks!
Osuology
00:12:690 (1,2,3,4,5,6) - I don't approve of how this instantly changes spacing but really that's probably just subjective.
00:22:536 (1,2,3,4,1) - You don't need to change spacing just to lead into the next section. Just leave the spacing how it was.
00:31:459 (2,3,4,5,1,2,3,4) - Way to change flow for no reason on the sliders.
00:57:920 (3,1) - Way to break flow.
01:28:074 (5,6,7) - Ugly pattern and also, WAY UNFITTING.

Major concerns:

00:16:382 (1,2,3,4,5,6,7,8) - Stream is spaced like this, but 00:19:151 (1,2,3,4,5,6,7,8) - this is more spaced.
00:23:766 (1,1,1,1) - Way to ignore good rhythms and leave the player feeling awkward and like he's playing a empty map for a second.
00:41:305 (1,2) - Way to ignore the previous hi hats from the drum and then map these drum beats.
00:48:690 (1,2,3,4,5) - These random changes to lead into the next section are starting to annoy me, and once again, I don't see any reason. "oh it leads into next section" It might, but to sacrifice structure and consistency and flow, all for "leading into the next section" is the dumbest thing I've ever heard.
00:52:382 (1,2,3,1,2,3,1,2,3,1,2,3) - Wow, I love your creativity here! Oh wait it's at 0. Seriously, make this a fun map.
00:55:151 (1,2,3) - You were increasing distance between a 1/2 jump before, and you increase it by the same amount but now its 1/1.
01:03:459 (1,2,3) - Change of spacing for no reason from the previous sliders, and also inconsistent flow.
Topic Starter
Monstrata

Osuology wrote:

00:12:690 (1,2,3,4,5,6) - I don't approve of how this instantly changes spacing but really that's probably just subjective. It's no where near instant.
00:22:536 (1,2,3,4,1) - You don't need to change spacing just to lead into the next section. Just leave the spacing how it was. No... the spacing is necessary for the diminuendo and transition to the verse section.
00:31:459 (2,3,4,5,1,2,3,4) - Way to change flow for no reason on the sliders. This plays so well though. It doesn't flowbreak at all unless you aren't playing this as a kickslider, in which case you're playing it wrong...
00:57:920 (3,1) - Way to break flow. Doesn't break flow.. what...
01:28:074 (5,6,7) - Ugly pattern and also, WAY UNFITTING. It fits very well for me. I want the ending to be impactful. Ugly pattern is subjective, this is a symmetrical based pattern that utilizes a lot of vertical to horizontal movement change.

Major concerns:

00:16:382 (1,2,3,4,5,6,7,8) - Stream is spaced like this, but 00:19:151 (1,2,3,4,5,6,7,8) - this is more spaced. Yes, I want an increase in spacing.
00:23:766 (1,1,1,1) - Way to ignore good rhythms and leave the player feeling awkward and like he's playing a empty map for a second. What? This fits the quietness of the section.
00:41:305 (1,2) - Way to ignore the previous hi hats from the drum and then map these drum beats. This rhythm is perfectly fine...
00:48:690 (1,2,3,4,5) - These random changes to lead into the next section are starting to annoy me, and once again, I don't see any reason. "oh it leads into next section" It might, but to sacrifice structure and consistency and flow, all for "leading into the next section" is the dumbest thing I've ever heard. What? This plays really well. It's a nice angle change and slight spacing reduction coming out of the triangle streams.
00:52:382 (1,2,3,1,2,3,1,2,3,1,2,3) - Wow, I love your creativity here! Oh wait it's at 0. Seriously, make this a fun map. No.
00:55:151 (1,2,3) - You were increasing distance between a 1/2 jump before, and you increase it by the same amount but now its 1/1. Yes.
01:03:459 (1,2,3) - Change of spacing for no reason from the previous sliders, and also inconsistent flow. No reason? Listen to the hitsounding, and listen to the song... it goes form 1/2 to 1/1, and the bass drum from the first three sliders is gone...
Sorry, no change. This is a difficult map, so I do welcome the opportunity to better explain my intentions and reasons, but at least consider my intentions before making your mods. If you can't see what I'm doing its fine to clarify. But stop being so angry...
-Visceral-

Osuology wrote:

00:12:690 (1,2,3,4,5,6) - I don't approve of how this instantly changes spacing but really that's probably just subjective.
00:22:536 (1,2,3,4,1) - You don't need to change spacing just to lead into the next section. Just leave the spacing how it was.
00:31:459 (2,3,4,5,1,2,3,4) - Way to change flow for no reason on the sliders.
00:57:920 (3,1) - Way to break flow.
01:28:074 (5,6,7) - Ugly pattern and also, WAY UNFITTING.

Major concerns:

00:16:382 (1,2,3,4,5,6,7,8) - Stream is spaced like this, but 00:19:151 (1,2,3,4,5,6,7,8) - this is more spaced.
00:23:766 (1,1,1,1) - Way to ignore good rhythms and leave the player feeling awkward and like he's playing a empty map for a second.
00:41:305 (1,2) - Way to ignore the previous hi hats from the drum and then map these drum beats.
00:48:690 (1,2,3,4,5) - These random changes to lead into the next section are starting to annoy me, and once again, I don't see any reason. "oh it leads into next section" It might, but to sacrifice structure and consistency and flow, all for "leading into the next section" is the dumbest thing I've ever heard.
00:52:382 (1,2,3,1,2,3,1,2,3,1,2,3) - Wow, I love your creativity here! Oh wait it's at 0. Seriously, make this a fun map.
00:55:151 (1,2,3) - You were increasing distance between a 1/2 jump before, and you increase it by the same amount but now its 1/1.
01:03:459 (1,2,3) - Change of spacing for no reason from the previous sliders, and also inconsistent flow.
Jesus dude don't mod if you're gonna be such a cock
Osuology
I may seem mad, but that's because:
1. Some of the map seems to change for no reason
2. And that the replies to my mod (well some of them, not all) were just stated "I want it this way" without giving any particular reason behind it.

I'm passionate towards quality of maps and my standards might be a little too high on some things, but I feel like there's a little too much unexplained things behind this map. As long as each point is explained such that it all makes sense, then I'm fine but right now that hasn't happened yet.
Topic Starter
Monstrata
What do you want to see clarified? It's hard to give a proper response when you're so rude... And i'm not in the mood to give a meme reply today.
Osuology
Ok, well first of all I do want to apologize. I was very tired and went too hastily. That doesn't mean I've changed my opinion that there are some things that need to be changed, but it doesn't deserve being rude and also being mad. Sorry. Please forgive me.

I want to see these things clarified:
00:16:382 (1,2,3,4,5,6,7,8) - Stream is spaced like this, but 00:19:151 (1,2,3,4,5,6,7,8) - this is more spaced. "Yes, I want an increase in spacing."

Why do you want an increase in spacing?

00:22:536 (1,2,3,4,1) - You don't need to change spacing just to lead into the next section. Just leave the spacing how it was. "No... the spacing is necessary for the diminuendo and transition to the verse section."

As I said for the next example of this, it does sacrifice some of the consistency and structure of the map because it's not consistent for the same rhythms, and thus it also sacrifices structure because the player, unconsciously, would naturally expect something else. Of course, this also carries on into the other place this happens.
If you want some buildup, make the whole section build up, not like one second of buildup.

As for rhythm choices, I decided I wouldn't talk about them, since I could be pointed out to be quite hypocritical, so let's drop those.

As for 00:52:382 (1,2,3,1,2,3,1,2,3,1,2,3) -, I honestly think the map could be funner if you changed this up a little bit. If you do have reasons for mapping it this way, then please state that reason.

00:55:151 (1,2,3) - You were increasing distance between a 1/2 jump before, and you increase it by the same amount but now its 1/1. "Yes."
Your answer is simply yes, I would appreciate a more in-depth answer than just yes.

I'm dropping everything else I think, so please just clarify these things with in-depth reasoning please. I'm just trying to make this a higher quality map if I can. I don't hate the map, or you. As a matter of fact, this map is really great otherwise. No hard feelings?
Topic Starter
Monstrata

Osuology wrote:

Ok, well first of all I do want to apologize. I was very tired and went too hastily. That doesn't mean I've changed my opinion that there are some things that need to be changed, but it doesn't deserve being rude and also being mad. Sorry. Please forgive me.

I want to see these things clarified:
00:16:382 (1,2,3,4,5,6,7,8) - Stream is spaced like this, but 00:19:151 (1,2,3,4,5,6,7,8) - this is more spaced. "Yes, I want an increase in spacing." It's part of the whole increased spacing and intensity concept. I did a more detailed response and explanation on p/5401779. The spacing increases because I want the map to get progressively harder. The first stream section is noticeably smaller because I first want players to be accustomed to the rhythm. You don't expect death streams so early on, especially after a jump section, so I felt a lower spacing transitioning to a slightly higher spacing would create a better transition. It's all part of establishing a crescendo effect.

Why do you want an increase in spacing?

00:22:536 (1,2,3,4,1) - You don't need to change spacing just to lead into the next section. Just leave the spacing how it was. "No... the spacing is necessary for the diminuendo and transition to the verse section." Uh, this is necessary. Don't you hear the drums and the lack of guitar there? It's a transitioning point between the intense stream section into the verse section. The transition keeps the rhythm consistent while lowering spacing to signal a departure from the original death stream rhythm, which makes sense here.

As I said for the next example of this, it does sacrifice some of the consistency and structure of the map because it's not consistent for the same rhythms, and thus it also sacrifices structure because the player, unconsciously, would naturally expect something else. Of course, this also carries on into the other place this happens. Consistency doesn't necessarily entail structure. Here, if I kept a consistent spacing, I would harm the structure of the map because the map is structured around building intensity and winding up. As well, (in the point above) it wouldn't create a transitioning structure between the 1/4 death streams into the verse section.
If you want some buildup, make the whole section build up, not like one second of buildup. A whole section being a build up... thats not a build up... Do you know what a build up entails? It's precisely because one section is harder than the other that there is a build up. If the whole section is the same consistency there is no build up...

As for rhythm choices, I decided I wouldn't talk about them, since I could be pointed out to be quite hypocritical, so let's drop those.

As for 00:52:382 (1,2,3,1,2,3,1,2,3,1,2,3) -, I honestly think the map could be funner if you changed this up a little bit. If you do have reasons for mapping it this way, then please state that reason. It's fun! The rhythm is completely the same in terms of the guitar's strumming, so there is no rhythmic variance on your left hand. I chose these triangle patterns to create jumps every 3 notes. Why? Because ordering like this creates a rhythmic jump on your right hand instead. I want to convey an interesting rhythm here through right-hand motion rather than left-hand tapping. The song is in 3/4 time signature too, so this arrangement makes a lot more sense musically.

00:55:151 (1,2,3) - You were increasing distance between a 1/2 jump before, and you increase it by the same amount but now its 1/1. "Yes."
Your answer is simply yes, I would appreciate a more in-depth answer than just yes. I'm really not sure what to say here. This is just a mapping choice lol. It follows the song's rhythm and gives a structured placement. What confuses you about it? That its 1/1 instead of 1/2? Because its clearly readable. At AR 10 its really easy to differentiate between 1/2 jumps and 1/1 jumps. You can see this as an anti-jump because the transition from 2>1 is a transition from 1/2 rhythm to 1/1 rhythm, but don't you think this fits considering the tempo shift that comes after it? The anti-jump slows down the player in preparation for the next section.

I'm dropping everything else I think, so please just clarify these things with in-depth reasoning please. I'm just trying to make this a higher quality map if I can. I don't hate the map, or you. As a matter of fact, this map is really great otherwise. No hard feelings?
Osuology
Ok, thank you.

Just two more things left to say. What I meant by building up to a section by the entire previous section, is to slowly make that section become more spaced or whatever until it's the same as the next section, and then they would meet.

And at 00:55:151 (1,2,3) - I did misread this the first time I played it. But seeing it as an anti-jump, I can see why it would be ok.
Topic Starter
Monstrata

Osuology wrote:

Ok, thank you.

Just two more things left to say. What I meant by building up to a section by the entire previous section, is to slowly make that section become more spaced or whatever until it's the same as the next section, and then they would meet. In terms of jumps, thats already true. For streams, I prefer using sections rather than individual pattern spacings. Increased spacing on stream is more difficult to catch so I'd rather have sections where the spacing increases, rather than individual circles. Think of the map holistically, instead of every individual circle because the intensity build up technique relies on looking across sections of music to fully appreciate.

And at 00:55:151 (1,2,3) - I did misread this the first time I played it. But seeing it as an anti-jump, I can see why it would be ok. I guess that settles it then.
Osuology
Yup! I hope you aren't mad, I certainly didn't intend it, although looking back, I could understand if you are mad.

Well, we'll see if this map goes through then! I hope so <3 :)
_DT3
Oh, it actually got ranked :D
Gratz I guess, don't let the community get you down ^^
meii18
Congratulations Monstrata!
BeatofIke
omedetou Monstrata ^-^
Spaghetti
Haruto

Spaghetti wrote:

lol

Congrats on the Rank Monstra and Grats Spaghetti for BN :d
7ambda
thank rankstrata
Scarlet Evans
Grats on ranking!

Mp3 fixed by pishifat
When did this happen? Should people delete the mapset and re-download it?
Topic Starter
Monstrata
It happened like the day after I uploaded, so I doubt many people will have to change anything. What's even better is pishi kept the original offset so the very few people who did download on the first day probably won't even feel any major differences in playing.
-Latias-
Reminds me of CS... hahaha ;D
Dash95
Thank's for the map, there's any way to add the video to the song?
Topic Starter
Monstrata
I wanted to add video, but its too nsfw to be allowed imo lol.
Underforest
oh i see xd
strickluke
why this
Furry
teribl
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