forum

3L - Macrophylla Parasol

posted
Total Posts
173
show more
Zaliant
hey dude thanks for the timing help

I'm not very good at these, or mapping in general, but you did me a big favor so ill have to at least try to return it


00:56:159 (1) - personally i would give this more buffer, like a 1/2

i think the rest are find cause they are like, increased in difficulty

(like i said i'm not very good at all these things so, my response could or could not be bad). That's all i could see. i think it's fine how it is, personally.
Topic Starter
pimp
considered. thanks for pointing this out :)
udon337
Marathon
00:02:636 (1,2,3,4) - Could make these all symmetrical (I hope you get what I mean cuz i don't know how to say it right
00:48:772 (2,4) - Could raise to improve blanket
00:52:409 (4,5) - Could lower 5 to stop weird overlap
01:03:772 (3,4) - Maybe you could but 3 where 1 is so that you keep the theme of your level and don't make the difficulty spike to hard
01:08:318 (4) - Could blanket 2 better
01:26:045 (1,2,3,4) - I get the expanding snap distance idea, but you could organize it better
01:40:590 (1,2,3,4,5,6,7,8) - Gap between 4 and 5 is too big for "insane" difficulty
01:41:386 (8,1) - Suggest moving these apart
01:55:136 (1,2,3,4,5,6,7,8) - Might want to make this straight or more curved because the zig zag looks weird imo
Wait what why is tick rate so high?
03:23:318 (1,2) - Big spike, no reason defined
04:50:590 (1) - Curve the other way so that the circle that moves into the next slider can flow better?
Rest looks good imo
Topic Starter
pimp

[Miko] wrote:

Wait what why is tick rate so high? (bacause i wanted to have consistent hitsounding replacing the default tick sounds with custom ones (exemples: 01:17:295 (2) - 01:30:022 (8) - ). my original plan was to use custom slider slide sounds but they are unrakeable for this type of hitsounding.)

[Miko] wrote:

Marathon
00:02:636 (1,2,3,4) - Could make these all symmetrical (I hope you get what I mean cuz i don't know how to say it right) (12345 makes a "W" shape. select all of them in the editor and you will see)
00:48:772 (2,4) - Could raise to improve blanket (someone complained before. can you tell me what's wrong with this notes because i honestly don't know)
00:52:409 (4,5) - Could lower 5 to stop weird overlap (the overlap was kinda intentional. but now you are the 2nd complaining. i will decide about it eventually)
01:03:772 (3,4) - Maybe you could but 3 where 1 is so that you keep the theme of your level and don't make the difficulty spike to hard (this jump is for the high pitched piano. it should be noticeable)
01:08:318 (4) - Could blanket 2 better (this is not supposed to be a blanket)
01:26:045 (1,2,3,4) - I get the expanding snap distance idea, but you could organize it better (they are organized. if you select all of them in the editor you will see a "V" or "<" shape slightly flipped)
01:40:590 (1,2,3,4,5,6,7,8) - Gap between 4 and 5 is too big for "insane" difficulty (will get opinions on that. but as a bad player i am still able to hit them normally)
01:41:386 (8,1) - Suggest moving these apart (i think it makes sense to stack because the pitch lowered suddenly but i will consider/wait for more opinions)
01:55:136 (1,2,3,4,5,6,7,8) - Might want to make this straight or more curved because the zig zag looks weird imo (tried to make this simple. i guess i will have to get some opinions on that and maybe some ideas to replace it)
03:23:318 (1,2) - Big spike, no reason defined (vocal pitch huge change. it's very fitting imo)
04:50:590 (1) - Curve the other way so that the circle that moves into the next slider can flow better? (would make little difference in flow because the spacing is very casual there.)
Rest looks good imo
didn't fix anything but some things might be changed in the future
you mentioned some interesting stuff. old style mapping might be difficult for newer players to mod but it was a good mod!

thank you :)
Alisia
General
If you want to be ran Ranked music, try not to make monotonous work by matching DS to songs.

Marathon
You should put a Break after  00:12:409 (1)
01:17:863 (3) There is no need to be here.

Patterns near 01:00:000 are not good, so it is a good idea to unify them.

good luck!
Enkrypton
From my mod queue,

Marathon
00:09:454 (5,4) - would re position so the circles edges are perfectly in place with the slider's edges. looks more neat and can be created consistently https://puu.sh/xLf2n/b297b742a9.jpg
00:10:363 (2,6) - ^
00:52:409 (4,5) - space these 2 out a bit so u dont get that tiny overlap
00:59:454 (5,3) - possibly apply the first mod to these as well
01:08:318 (4) - this isnt snapped.
01:26:500 (3) - move this slightly to the right to form a better triangle shape, you have this right now: https://puu.sh/xLf3v/69a203fad7.jpg
02:17:863 (1,2,3,4) - try to form a square shape with the 3 circles and slider head, current polygon shape looks weird
02:49:454 (5,6,4) - stack these
02:54:227 (4,1) - the curves here look visually different, it would be cool if they looked more similar imo
03:00:136 (2,2) - i would either stack or make it clear that circle 2 isnt on slider 2's slider tail
03:11:045 (4,6,7) - probably angle this so it looks like an equilateral triangle with 03:11:272 (5) -
03:12:409 (1,2) - avoid overlap or overlap like in first mod
03:16:954 (3,4) - this overlapping is very inconsistent compared to your others, just stack completely or find a different way to place these
04:16:954 - important sound missing here
04:37:863 (1) - shift slightly to the right so u get overlap like in first mod
04:58:318 (1) - stack this with slider or remove overlap completely and remove NC then NC here: 04:58:545 (2) -
04:58:772 (3) - slider shape looks inconsistent compared with the other sliders
05:20:590 (1,2) - i would try to avoid this overlapping
05:24:000 (3) - suggestion here: i would add something different to this slider since theres an obvious and dramatic change in music here.
05:29:000 (2,5) - overlap head and tail
05:30:022 (5,2) - avoid the tiny overlap
05:46:613 (3,4) - i feel the DS is a little to big here

Some of the hitsounding is a little random and can confuse some players, i would reccomend getting someone more experienced in hitsounding to hitsound for you.

Good Luck! :)
Topic Starter
pimp

sers zgk wrote:

General
If you want to be ran Ranked music, try not to make monotonous work by matching DS to songs. (it's old style mapping. totally rankeable and imo it's much better than 2017 mapping)

Marathon
You should put a Break after  00:12:409 (1) - (it's fine to not have a break there. a lot of maps uses empty parts like this.)
01:17:863 (3) There is no need to be here. (it's a main beat and there is a sound. no problem having a note.)

Patterns near 01:00:000 are not good, so it is a good idea to unify them. (what do you mean by unify them?)

good luck! (thank you!)

Enkrypton wrote:

From my mod queue,

Marathon
00:09:454 (5,4) - would re position so the circles edges are perfectly in place with the slider's edges. looks more neat and can be created consistently https://puu.sh/xLf2n/b297b742a9.jpg (fixed)
00:10:363 (2,6) - ^ (fixed)
00:52:409 (4,5) - space these 2 out a bit so u dont get that tiny overlap (now you are the 3rd complaining about them, it's time to fix)
00:59:454 (5,3) - possibly apply the first mod to these as well (they are not part of the same design like the 1st mod. also they are too far in the timeline to be noticed ingame i think)
01:08:318 (4) - this isnt snapped. (it is snapped. it's fine to use 1/6 here as the music does that too.)
01:26:500 (3) - move this slightly to the right to form a better triangle shape. (12345 are making a "V" or "<" shape)
02:17:863 (1,2,3,4) - try to form a square shape with the 3 circles and slider head, current polygon shape looks weird (i'm using increasing spacing that's why it might look weird, should not be a problem ingame)
02:49:454 (5,6,4) - stack these (too far in the timeline to be relevant imo)
02:54:227 (4,1) - the curves here look visually different, it would be cool if they looked more similar imo (interesting suggestion. i get your point but i guess i can't do much about it because the sliders have different lengths. i might try different things if more people complain)
03:00:136 (2,2) - i would either stack or make it clear that circle 2 isnt on slider 2's slider tail (too far in the timeline to be relevant imo)
03:11:045 (4,6,7) - probably angle this so it looks like an equilateral triangle with 03:11:272 (5) - (considered)
03:12:409 (1,2) - avoid overlap or overlap like in first mod (i thought this kind of overlap was still popular nowadays. don't really want to stack or not overlap because the mapping style changes alot the whole diff and i want to keep like that)
03:16:954 (3,4) - this overlapping is very inconsistent compared to your others, just stack completely or find a different way to place these (as i said before, the mapping style is supposed to keep changing)
04:16:954 - important sound missing here (following vocals mostly here. but i have a storyboarded hitsound at that spot for the beat)
04:37:863 (1) - shift slightly to the right so u get overlap like in first mod (i will decide about this one eventually)
04:58:318 (1) - stack this with slider or remove overlap completely and remove NC then NC here: 04:58:545 (2) - (this type of overlap was popular not too long ago : ( this would only make it more difficult to notice the circle)
04:58:772 (3) - slider shape looks inconsistent compared with the other sliders (should not be a problem)
05:20:590 (1,2) - i would try to avoid this overlapping (this type of overlap was popular not too long ago : ( )
05:24:000 (3) - suggestion here: i would add something different to this slider since theres an obvious and dramatic change in music here. (i'm happy with the way it works right now but if someone post images of a new idea i might change if i like it)
05:29:000 (2,5) - overlap head and tail (fixed)
05:30:022 (5,2) - avoid the tiny overlap (i made the overlap worse by fixing your previous suggestion lol. but i like how it is right now.)
05:46:613 (3,4) - i feel the DS is a little to big here (it's the same as 05:46:045 (1,2) - and still smaller than a lot of my jumps)

Some of the hitsounding is a little random and can confuse some players, i would reccomend getting someone more experienced in hitsounding to hitsound for you. (i would rather make my hitsounds simple than ask someone to hitsound my map for me. i don't think my hitsounds are random and the most competitive players won't even notice my hitsounds because of their custom skin's hitsounds)

Good Luck! :)
wow does the new kids actually ask other people to hitsound their stuff? that's so lame :o
anyway, a really great mod. if this was a 2017 based mapping it would definely have more fixings but so far you got the most fixes.

thank you very much :)
neonat
Why is the slider tick rate 4? Furthermore you silence them. Rather than the ticks, silencing the slide would make more sense, especially the starting of the song, it is really loud

Marathon

Generally I feel the NC pattern due to the fact that sometimes you try to phrase them by certain parts of the music and not based on starting it regularly after x beats, there is a lot of inconsistencies. There is multiple switches back and forth from starting at the white ticks and at irregular times at other parts of the song.

00:57:863 - the volume before this could be reduced, 70% is pretty loud, some variation in the volume would help define each part more
00:00:823 (1,2,3) - 00:06:272 (4,5,6) - the stacking doesn't really match with the song though, the progression in the tone especially at 00:06:272 (4,5,6) - but it's stationary and feels held back
00:04:454 (6) - doesn't feel like a continuity of the previous pattern 00:02:636 (1,2,3,4,5) - don't think it should be the same combo. Hence 00:06:272 (4,5,6) - is somewhat different as well
00:23:318 (2) - 00:25:136 (3) - kinda lacklustre to have consistent spacing when these beats are quite strong as they lead phrases in. Those 3 1/2 beats before those parts, which occurs throughout the whole beginning of the song, those are lead-ins, but they aren't exactly the main starting portion of the phrases itself, hence they are just lead-ins. They lead towards the strong beat which starts off the parts, which is why it would be better to place more emphasis on them
00:45:136 - strong beat, but it is on a sliderend. Would be better with something starting there instead
01:08:318 (4) - why is the repeat at 01:08:469 - ? there is no 1/3 rhythm here
01:11:727 - 01:39:681 - you attempt to try so many different rhythms here, which makes it really inconsistent. One moment you are following a certain part of the music, and the next you are following something else. You then go back to what it was before after trying it once, and the next time you deviate from that rhythm, it's not the same kind, which is just not gelling together. 01:13:318 (5,6,7,1) - 01:14:909 (5,6,7,8,1) - 01:16:954 (1,2,3) - 01:20:590 (6,1,2,3,4) - 01:24:681 (1,2,3,4) - 01:27:863 (1,2,3,4,5) - 01:29:454 (7,8,1) - 01:31:500 (5,6) - 01:35:136 (2,1,2,3,4) - 01:36:727 (6,1,2) - 01:38:772 (1,2) -
01:45:136 (3) - 01:48:772 (1) - if this is the reason why you have sliderticks for 1/4s then I suggest use actual objects, this should not be the reasoning, and it just misleads, if those beats are important enough to be hitsounded, map to them

I stopped after the first kiai but the general thing is there is so much sprinkling around with the rhythm is here and there, I feel it's just a tad too much. Aside from some generally stiff shapes or patterns, the spacing does generally align with the music, aside from the big white ticks I mentioned a bit above as well.

Good Luck with this map!
TheKingHenry
Hello mod from my queue~
I know you asked for irc mod, but sadly after a week of trying to get online when you are there and failing (due the timezone differences you are mostly online during late night hours or early morning when I go to work FeelsBadMan), I need to do this before I open my queue again for this weekend. Hopefully you don't mind
Marathon
  1. From AiMod: unsnapped objects at 00:00:823 (1) - 00:01:050 (2) - 00:01:277 (3) -
  2. Also from AiMod: there's bunch of conflicting things between the 2 diffs (which I guess isn't really a problem since it doesn't look like the old version is getting worked forward anyways but probably removed later or smth)
  3. You could use some more tags, I'm sure there's more to be found.
  4. 00:00:823 (1,2,3,4,5) - okay so this is probably repeated like couple hundred times during this map, so apply for all if so. As in, I think it'd be better if the 1st white ticks were NCd (like 00:01:500 (4) - 00:03:318 (4) - and so on) and the upbeat wouldn't be NCd, leading to a clear indicator of the actual musical structure. So for example, the first combos would be 00:00:823 (1,2,3) - then 00:01:500 (4,5,1,2,3) - then 00:03:318 (4,5,6,1) - and so on
  5. 00:04:909 (1,2) - maybe space them out always when 00:05:136 (2) - has stuff like that stronger sound?
  6. 01:08:318 (4,1) - there isn't 1/3 anywhere, maybe do that triple beginning at the red tick instead?
  7. 01:15:704 (7) - current one is kinda fine too, but I think it'd be more understandable for the player if this was kickslider instead, catching that sound on the red tick as well
  8. 01:36:045 (4) - now that we have a part where the vocal following doesn't really point that much toward the NC at 01:35:363 (1) - either (since the vocals are somewhat "constant" here) just reminder that these are the same as that point I said in the beginning
  9. 01:41:500 (1) - space this out in someway, you just did jumpstream with the last ones, and this one is stronger sound than those
  10. 01:45:136 (3,1) - don't hitsound like this, it's basically making the player think the rhythms are different than what they are. So basically, have the sliderends and -tails clearly more dominant sounds than the sliderticks. If you want rhythm like this with only one click like this, just use kickslider for it instead
  11. 03:33:318 (1,2,3) - not like it's wrong, but I don't see the reason for using less intense and more forgiving version of the pattern the 2nd time around, shouldn't it normally be the other way?
  12. 03:38:545 (4,5,6,2) - would look better if the stack was between 03:39:227 (6,2) - instead of 03:38:545 (4,2) - (since 03:39:227 (6) - is the one of those that is last visible. Automatic stack kinda fucks up positioning these but tuning is still possible manually)
  13. 03:50:590 (6,1,2) - I think this was in the last kiai too, NC 03:50:590 (6) - instead? That's the emphasised point with both vocals and instruments (and NC on blue tick 1/4 that is after a slider is in most cases just no-go) Yeah the last one was 02:16:045 (6,1,2) -
  14. 04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way?
  15. 04:36:045 (7,1,2) - what I said just above there ^
  16. 04:37:409 (8) - It'd be good to NC for the changes in the stream, also the combo is getting quite long for what you've used in the map so far.
  17. 04:58:318 (1,2) - it'd flow better if 04:58:545 (2) - was atleast somewhat downwards in some way from 04:58:318 (1) - due how 04:57:863 (1,2) - goes
  18. For that last flute solo section, a lot of NCs that were kinda meh in terms of how they were structuring it. You can check yourself what you want to do with them, but most of the time when the NC wasn't on white tick it felt like it was at the wrong place.
Good luck!

pimpG wrote:

wow does the new kids actually ask other people to hitsound their stuff?
The rude sounding "new kids" aside, do ppl nowadays really ask other people to hitsound their maps? TIL
Topic Starter
pimp

neonat wrote:

Why is the slider tick rate 4? Furthermore you silence them. Rather than the ticks, silencing the slide would make more sense, especially the starting of the song, it is really loud (yup, sliderslides are annoying but i had to make choices/sacrifices. using tick 4 because i need faster ticks than 1 or 2 to keep my hitsound patterns. in the past i had tick 1 and custom hitsounds as sliderslides, it was a mess because they work different than tick sounds, so it was not sounding the way i wanted and later i found out sliderslides are unrankeable if used as "solid" sounds. also silenced sliderslide at the same time as silenced slider tick is unrankeable. i will try to use a sliderslide with lower volume than usual later)

Marathon

Generally I feel the NC pattern due to the fact that sometimes you try to phrase them by certain parts of the music and not based on starting it regularly after x beats, there is a lot of inconsistencies. There is multiple switches back and forth from starting at the white ticks and at irregular times at other parts of the song. (yeah i was planning to change some new combos but didn't do it because i asked a lot of people for mods so i thought i should wait before updating and stuff..)

00:57:863 - the volume before this could be reduced, 70% is pretty loud, some variation in the volume would help define each part more (sure. 50%)
00:00:823 (1,2,3) - 00:06:272 (4,5,6) - the stacking doesn't really match with the song though, the progression in the tone especially at 00:06:272 (4,5,6) - but it's stationary and feels held back (very subjective imo, so i will keep it the way it is for now. i wanted the beat placement in this intro to be very "linear" and stuff)
00:04:454 (6) - doesn't feel like a continuity of the previous pattern 00:02:636 (1,2,3,4,5) - don't think it should be the same combo. Hence 00:06:272 (4,5,6) - is somewhat different as well (it definely don't belong in the next combo and new combo for a single note won't work here too)
00:23:318 (2) - 00:25:136 (3) - kinda lackluster to have consistent spacing when these beats are quite strong as they lead phrases in. Those 3 1/2 beats before those parts, which occurs throughout the whole beginning of the song, those are lead-ins, but they aren't exactly the main starting portion of the phrases itself, hence they are just lead-ins. They lead towards the strong beat which starts off the parts, which is why it would be better to place more emphasis on them (consistent spacing works on any song and any part of it. it's an intro, i don't want people to miss notes so early)
00:45:136 - strong beat, but it is on a sliderend. Would be better with something starting there instead (i actually care about this main beat stuff but this is a very specific case. 00:44:454 (1,2,3,4,5) - 2slider 3circle while 00:51:727 (1,2,3,4,5) - 3circle 2slider. let's say it's intentional inconsistency)
01:08:318 (4) - why is the repeat at 01:08:469 - ? there is no 1/3 rhythm here (you might not have a good headset. there is 1/3 in this part, its the same instrument as the previous note but it's much lower.)
01:11:727 - 01:39:681 - you attempt to try so many different rhythms here, which makes it really inconsistent. One moment you are following a certain part of the music, and the next you are following something else. You then go back to what it was before after trying it once, and the next time you deviate from that rhythm, it's not the same kind, which is just not gelling together. 01:13:318 (5,6,7,1) - 01:14:909 (5,6,7,8,1) - 01:16:954 (1,2,3) - 01:20:590 (6,1,2,3,4) - 01:24:681 (1,2,3,4) - 01:27:863 (1,2,3,4,5) - 01:29:454 (7,8,1) - 01:31:500 (5,6) - 01:35:136 (2,1,2,3,4) - 01:36:727 (6,1,2) - 01:38:772 (1,2) - (you can tell i follow vocal for the most part of the song. those examples are basically spots that the vocal is not the most outstanding rhythm or simply not very present in the ticks to be mapped. not mapping in the most obvious way is part of beatmapping. check those maps with a lot of guest diffs for example, they usually offer different experiences and features that includes rhythm variation among them...)
01:45:136 (3) - 01:48:772 (1) - if this is the reason why you have sliderticks for 1/4s then I suggest use actual objects, this should not be the reasoning, and it just misleads, if those beats are important enough to be hitsounded, map to them (yeah i expected this to have mixed reception. but storyboarded hitsounds should be rankeable when used correctly and when it's not possible to do with normal hitsounding. in this part i mostly map vocals but this part with sb hitsound has no vocal, but, not having that sound there would ruin my current hitsound logic for this part. we will see.)

I stopped after the first kiai but the general thing is there is so much sprinkling around with the rhythm is here and there, I feel it's just a tad too much. Aside from some generally stiff shapes or patterns, the spacing does generally align with the music, aside from the big white ticks I mentioned a bit above as well.

Good Luck with this map! (thank you for modding!)

TheKingHenry wrote:

pimpG wrote:

wow does the new kids actually ask other people to hitsound their stuff?
The rude sounding "new kids" aside, do ppl nowadays really ask other people to hitsound their maps? TIL
(to be fair, i was a kid when i joined this game too, so it was not supposed to be an insult. i apologize if anyone reading this feels offended.)

(even in the past, i felt like most mappers didn't put much effort on their hitsounds, but asking other people to hitsound stuff for you rather than modding or giving a few tips is beyond acceptable, i feel sorry for the kids if the laziness/lack of interest got to this point. <<<and for this i wouldn't apologize :) )

Hello mod from my queue~
I know you asked for irc mod, but sadly after a week of trying to get online when you are there and failing (due the timezone differences you are mostly online during late night hours or early morning when I go to work FeelsBadMan), I need to do this before I open my queue again for this weekend. Hopefully you don't mind (i don't mind, sorry for the inconvenience)
Marathon
  1. From AiMod: unsnapped objects at 00:00:823 (1) - 00:01:050 (2) - 00:01:277 (3) - (woops, fixed)
  2. Also from AiMod: there's bunch of conflicting things between the 2 diffs (which I guess isn't really a problem since it doesn't look like the old version is getting worked forward anyways but probably removed later or smth) (yeah i'm just keeping it there because i need two diffs to keep this on pending section, also i want people, especially modders, to look at my map as an old styled map and give suggestions targeted for old styled map, but it's not working so far :()
  3. You could use some more tags, I'm sure there's more to be found. (going to use the same tags as xxheroxx's mapset)
  4. 00:00:823 (1,2,3,4,5) - okay so this is probably repeated like couple hundred times during this map, so apply for all if so. As in, I think it'd be better if the 1st white ticks were NCd (like 00:01:500 (4) - 00:03:318 (4) - and so on) and the upbeat wouldn't be NCd, leading to a clear indicator of the actual musical structure. So for example, the first combos would be 00:00:823 (1,2,3) - then 00:01:500 (4,5,1,2,3) - then 00:03:318 (4,5,6,1) - and so on (the nc on main beat logic don't work very well on all parts, i also don't want unnecessary short combos)
  5. 00:04:909 (1,2) - maybe space them out always when 00:05:136 (2) - has stuff like that stronger sound? (the red tick and main beat are basically the same type of sound, that's why they are stacked)
  6. 01:08:318 (4,1) - there isn't 1/3 anywhere, maybe do that triple beginning at the red tick instead? (you might not have a good headset. there is 1/3 in this part, its the same instrument as the previous note but it's much lower.)
  7. 01:15:704 (7) - current one is kinda fine too, but I think it'd be more understandable for the player if this was kickslider instead, catching that sound on the red tick as well (i don't think this is compatible with the mapping style)
  8. 01:36:045 (4) - now that we have a part where the vocal following doesn't really point that much toward the NC at 01:35:363 (1) - either (since the vocals are somewhat "constant" here) just reminder that these are the same as that point I said in the beginning (it looks very fitting the way it is,
    not very constant because the rhythm of her vocal in the previous combo is very different
    )
  9. 01:41:500 (1) - space this out in someway, you just did jumpstream with the last ones, and this one is stronger sound than those (the sound is indeed louder, but the pitch of both vocal and instrument are lower, so i think it's okay the way it is.)
  10. 01:45:136 (3,1) - don't hitsound like this, it's basically making the player think the rhythms are different than what they are. So basically, have the sliderends and -tails clearly more dominant sounds than the sliderticks. If you want rhythm like this with only one click like this, just use kickslider for it instead (has been done before, https://osu.ppy.sh/s/14624 this guy is considered by many, the best of all time, he did that on the difficulty targeted for inexperienced players. also, in my map, the player can easily understand that this slider has the same rhythm as the others around because of it's shape/length, and by the time he notices the hitsound he will have a hit300 already because it's just a small slider)
  11. 03:33:318 (1,2,3) - not like it's wrong, but I don't see the reason for using less intense and more forgiving version of the pattern the 2nd time around, shouldn't it normally be the other way? (good point. i agree about the "difficulty increasing as we progress in the song" thing, but i actually suck at remapping. still considered so i might change in the future)
  12. 03:38:545 (4,5,6,2) - would look better if the stack was between 03:39:227 (6,2) - instead of 03:38:545 (4,2) - (since 03:39:227 (6) - is the one of those that is last visible. Automatic stack kinda fucks up positioning these but tuning is still possible manually)
  13. 03:50:590 (6,1,2) - I think this was in the last kiai too, NC 03:50:590 (6) - instead? That's the emphasised point with both vocals and instruments (and NC on blue tick 1/4 that is after a slider is in most cases just no-go) Yeah the last one was 02:16:045 (6,1,2) - (she keeps singing until the main beat, so i think it's more fitting to have the new combos on the parts after it since the next rhythm starts around there too)
  14. 04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way? (can't disagree but i suck at remapping, very considered so i might change it in the future. why do you think it's the wrong way? please answer)
  15. 04:36:045 (7,1,2) - what I said just above there ^ (same as before)
  16. 04:37:409 (8) - It'd be good to NC for the changes in the stream, also the combo is getting quite long for what you've used in the map so far. (still the same length as 02:01:727 (1,2,3,4,5,6,7,8,9,10,11,12) - and 03:36:272 (1,2,3,4,5,6,7,8,9) - so it's consistent to what it needs to be)
  17. 04:58:318 (1,2) - it'd flow better if 04:58:545 (2) - was atleast somewhat downwards in some way from 04:58:318 (1) - due how 04:57:863 (1,2) - goes (very subjective so i keep it for now. also 04:58:318 (1,2) - are basically symmetry)
  18. For that last flute solo section, a lot of NCs that were kinda meh in terms of how they were structuring it. You can check yourself what you want to do with them, but most of the time when the NC wasn't on white tick it felt like it was at the wrong place. (they are okay already i also have white combo exclusively for this ending, but only on the parts with focus only on vocal)
Good luck! (thank you very much!)
TheKingHenry

TheKingHenry wrote:

pimpG wrote:

[*]04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way? (can't disagree but i suck at remapping, very considered so i might change it in the future. why do you think it's the wrong way? please answer)
Okay so basically, the way these doubles patterns are going, first is 01:58:772 (1,2,3,4,5) - which is all circles, requiring the most accuracy in tapping (since there are no sliders which are more lenient on the accuracy of the tapping). Next we have 03:33:318 (1,2,3) - which utilizes one slider 03:33:431 (2) - resulting in more lenient pattern since now not only does the head not demand as much tapping accuracy as with circle, the tail is not clicked unlike with the last one, resulting in overall less clicks too. Then finally 04:33:318 (1,2) - there's only sliders. It not only leads to situation where there isn't even any doubles clicked anywhere, the overall amount of clicks is lessened to 2 too. And rhythmical accuracy-wise, it's the easiest one. Only the other slider is on place that could pose rhythmical challenges, and since they are sliders they allow for more mistake in the timing. So with these explanations you see what I meant with how the patterns evolve. The wrong way means that they are basically progressively getting easier during the song. Hope that made things little clearer ^^
Topic Starter
pimp

TheKingHenry wrote:

Okay so basically, the way these doubles patterns are going, first is 01:58:772 (1,2,3,4,5) - which is all circles, requiring the most accuracy in tapping (since there are no sliders which are more lenient on the accuracy of the tapping). Next we have 03:33:318 (1,2,3) - which utilizes one slider 03:33:431 (2) - resulting in more lenient pattern since now not only does the head not demand as much tapping accuracy as with circle, the tail is not clicked unlike with the last one, resulting in overall less clicks too. Then finally 04:33:318 (1,2) - there's only sliders. It not only leads to situation where there isn't even any doubles clicked anywhere, the overall amount of clicks is lessened to 2 too. And rhythmical accuracy-wise, it's the easiest one. Only the other slider is on place that could pose rhythmical challenges, and since they are sliders they allow for more mistake in the timing. So with these explanations you see what I meant with how the patterns evolve. The wrong way means that they are basically progressively getting easier during the song. Hope that made things little clearer ^^
oh i thought that you were complaining about the slider directions being different or something like that because of the wording of your question. what you said is legit, it's definely something i will try to change. but historically i have struggled with remaps, especially at that level of relevance, but we will see.
Chewin
Hello pimpG! Your map has been chosen from my Queue!
Let's go, I love this.

~General~

  1. (Just a personal taste) I really dislike the last combo colour because it doesn't fit with others (and I know you are using it because of the tree in the BG) so I would suggest you to use a soft magenta (the same intensity of the leaves color) so that you will have two couple of the same color but with a different intensity: two blues and two soft red combo
~Marathon~

  1. 00:03:545 (5) - I feel this slider a bit unflowing because I would have expected it was straight on the top and not directed on the right just like you did for 00:01:500 (4) -. So, I would make it in this other way to make it much more smoother: 00:01:500 (4) - http://osu.ppy.sh/ss/9218119 This should be applied for the next 00:18:090 (5) - as well;
  2. 00:47:636 (3,4) - I would switch whistles here because the higher pitch is on the (3) actually and not on the (4). The missing whistle on the (3) makes it look too empty imo and this setting would fill this part in the best way;
  3. 00:48:772 (2,3) - Same here. The whistle should be removed from (2)'s tail and added on (3) head instead to emphasize the piano melody better. Moreover, the whistle should be removed on (3)'s tail so you can add it properly on (4)'s head instead so that you will emphasize all the piano sounds in the music;
  4. 00:52:863 (5) - This slider is too attached to the previous slider's body and it looks unflowing: you could move it some grid down to make its slider's tail parallel with the 00:51:954 (2) - giving it the same x:100 = https://osu.ppy.sh/ss/9218224
  5. 01:01:500 (1,2,3) - I would make this pattern smoother with this other placement instead because actually the (3) shape ruins the flow you created imo: https://osu.ppy.sh/ss/9218252
    01:12:181 (3,4) - What about making a little jump here to emphasize the new vocal section that it's gonna to start? You could use NC on it too;
  6. 01:15:477 (1,2,3,4) - I would use a simpler rhythm here, the same of 01:22:181 (6,1,2,3) - (with the same melody) where you didn't use the 1/4 snapping. If you really want to keep it I would use sliders like you did for 01:30:022 (8) - , it would be better imo (but it's just a personal taste I guess);
  7. 01:41:045 (5) - Being a low AR a NC here would fill nice to warn about the sudden change of spacing;
  8. 01:43:545 (9) - I would avoid this long combo. Use NC here to emphasize the vocal better and remove it from here 01:44:681 (1) - and add it on 01:45:136 (3) - where the slider pattern is gonna to start. Better decision tbh;
  9. 01:50:590 (1) - Shouldn't the slider tick here have the same sound of 01:48:886 (2) - like it was a triple? Being the pattern symmetrical I would make the hitsounding the same as well;
  10. 02:14:909 (3,4,5) - How come did you use here a different rhythm of 02:00:363 (3,4,5) - ? It should be the same being the rhythm in the music still the same;
  11. 02:46:159 (4) - (Just a personal taste) To make it smoother and easier to read/play I would set it in this other way: https://osu.ppy.sh/ss/9218383 like if it's body would be full blanketed with 02:46:500 (1,2,3,4) - shape;
  12. 03:06:954 (7) - I would have expected this circle was placed on the left or below instead than right, to have a natural movement while gameplaying. I would suggest you to stack it with 03:05:818 (4) - (on the left) or, if you like a bigger spacing, with 03:05:136 (3) - 's head. Placing it on the right makes the flow look too weird honestly xD;
  13. 03:30:818 (2,3,4,5,6,7) - Mh, still here I would have expected something different, I mean, the whole pattern should be symmetrical imo. I would make the 03:32:181 (5) - symmetric with 03:31:727 (4) - and would change the placement of the next two elements so that you could avoid this antijump 03:32:863 (7,1) - that should be emphasized like you did for the next same part. What about this? It's just an idea: http://osu.ppy.sh/ss/9218457 it's much better imo!
  14. 04:44:000 (2,3,4) - Compared to all jumping patterns this look too pushed imo and very uncomfortable to play. What about this? https://osu.ppy.sh/ss/9218475 I really like it because it connect in a very smooth way the previous pattern 04:43:772 (1,2) - with the upcoming 04:44:681 (5,6,7,8) - due to the natural cursor movement while playing it;
  15. 04:45:363 (2,1,2,3,4,1) - Mh.. How come this NC and placement setting? Is there any reason to make this sudden change? I don't know, this just looks very awkward for some reason;
  16. 04:55:818 (3) - Place this circle to x:256 y:348? The jump would be amazing to play and the movement up-down while playing the 04:55:590 (2,3) - pattern makes the part much more fun to play: https://osu.ppy.sh/ss/9218497
  17. 04:59:454 - I really think that a circle should be mapped here because the missed sound there makes the 1/1 rhythm look longer than how it actually is. You can hear a strong sound on that red tick too so adding a circle would connect this part with the upcoming next one in the best way imo;
  18. 05:07:409 (1,2) - Switch NC? The flute sound is starting on the (2) actually and it's even inconsistent with 05:08:545 (1) - where you didn't set the NC on 05:08:318 (4) - like you did here xD Also, why this unnecessary NC 05:09:227 (1) - ? Remove it and add it on 05:09:568 (4) - so you can make this consistent with the NC setting I suggested you. Btw, comparing this section with next one, I think you used too much unnecessary NCs. I would just make it consistent with next section that are using the same flute melody, actually :c
I'm very glad you decided to map it in this way. I really appreciated it while modding.
I hope this mod will help you on improving it for the rank, good luck pimpG!
Topic Starter
pimp
Chewin
Hello pimpG! Your map has been chosen from my Queue! (hi Chewin, i was surpised that my map was the winner on that little mapping contest you made, because my map was competing against pokemon stuff, linkin park stuff, maps with 100+ favorites, and maps from popular people. You are an accomplished mapper, player and former BAT, so that little win means a lot to me.)
Let's go, I love this.

~General~

  1. (Just a personal taste) I really dislike the last combo colour because it doesn't fit with others (and I know you are using it because of the tree in the BG) so I would suggest you to use a soft magenta (the same intensity of the leaves color) so that you will have two couple of the same color but with a different intensity: two blues and two soft red combo (this will require some testing because i also have an extra combo colour for specific parts at the end, so i will have 5 colours if i change this)
~Marathon~

  1. 00:03:545 (5) - I feel this slider a bit unflowing because I would have expected it was straight on the top and not directed on the right just like you did for 00:01:500 (4) -. So, I would make it in this other way to make it much more smoother: 00:01:500 (4) - http://osu.ppy.sh/ss/9218119 This should be applied for the next 00:18:090 (5) - as well; (both fixed)
  2. 00:47:636 (3,4) - I would switch whistles here because the higher pitch is on the (3) actually and not on the (4). The missing whistle on the (3) makes it look too empty imo and this setting would fill this part in the best way; (i'm hitsounding the lower pitched pianos that are only on that ticks rather. they are not very noticeable but i wanted simpler hitsounding in that intro so i think they work well for that)
  3. 00:48:772 (2,3) - Same here. The whistle should be removed from (2)'s tail and added on (3) head instead to emphasize the piano melody better. Moreover, the whistle should be removed on (3)'s tail so you can add it properly on (4)'s head instead so that you will emphasize all the piano sounds in the music; (^)
  4. 00:52:863 (5) - This slider is too attached to the previous slider's body and it looks unflowing: you could move it some grid down to make its slider's tail parallel with the 00:51:954 (2) - giving it the same x:100 = https://osu.ppy.sh/ss/9218224 (fixed)
  5. 01:01:500 (1,2,3) - I would make this pattern smoother with this other placement instead because actually the (3) shape ruins the flow you created imo: https://osu.ppy.sh/ss/9218252
    01:12:181 (3,4) - What about making a little jump here to emphasize the new vocal section that it's gonna to start? You could use NC on it too; (definely i could make something nicer in this part but i couldn't think of anything for his twin at 01:19:454 (3,4) - so i keep this way for now. the new combos are not gonna be applied because the "nc on main beat" logic don't work very well in this section because of the way i placed notes, i think.)
  6. 01:15:477 (1,2,3,4) - I would use a simpler rhythm here, the same of 01:22:181 (6,1,2,3) - (with the same melody) where you didn't use the 1/4 snapping. If you really want to keep it I would use sliders like you did for 01:30:022 (8) - , it would be better imo (but it's just a personal taste I guess); (the correct way to map the vocal, that's the main rhythm mapped, would be adding a repeat to the long slider, or adding a circle to the red tick and leaving everything between the slider and circle empty, having a circle on both ticks or only having a 1/2 slider does not sounds that great and creative. i also like the idea of not just mapping white and red ticks,and i have to deny using the slider because i prefer variation in this case.)
  7. 01:41:045 (5) - Being a low AR a NC here would fill nice to warn about the sudden change of spacing; (fixed)
  8. 01:43:545 (9) - I would avoid this long combo. Use NC here to emphasize the vocal better and remove it from here 01:44:681 (1) - and add it on 01:45:136 (3) - where the slider pattern is gonna to start. Better decision tbh; (fixed)
  9. 01:50:590 (1) - Shouldn't the slider tick here have the same sound of 01:48:886 (2) - like it was a triple? Being the pattern symmetrical I would make the hitsounding the same as well; (i would like to do that too, but it doesn't have that sound in the music in that blue tick. same applies to 01:45:136 (3,6) - )
  10. 02:14:909 (3,4,5) - How come did you use here a different rhythm of 02:00:363 (3,4,5) - ? It should be the same being the rhythm in the music still the same; (i agree that they are very similar, but my perception for them is that one part the singer is almost screaming, and the other part the singer is almost whispering, so i have the easier pattern for the whispering, and the harder pattern for the screaming)
  11. 02:46:159 (4) - (Just a personal taste) To make it smoother and easier to read/play I would set it in this other way: https://osu.ppy.sh/ss/9218383 like if it's body would be full blanketed with 02:46:500 (1,2,3,4) - shape; (it would be inconsistent to my previous combos as they mostly go one direction, then the exact oposite direction)
  12. 03:06:954 (7) - I would have expected this circle was placed on the left or below instead than right, to have a natural movement while gameplaying. I would suggest you to stack it with 03:05:818 (4) - (on the left) or, if you like a bigger spacing, with 03:05:136 (3) - 's head. Placing it on the right makes the flow look too weird honestly xD; (i think it's fixed. now it's on the right, between 3's tail and 5's head)
  13. 03:30:818 (2,3,4,5,6,7) - Mh, still here I would have expected something different, I mean, the whole pattern should be symmetrical imo. I would make the 03:32:181 (5) - symmetric with 03:31:727 (4) - and would change the placement of the next two elements so that you could avoid this antijump 03:32:863 (7,1) - that should be emphasized like you did for the next same part. What about this? It's just an idea: http://osu.ppy.sh/ss/9218457 it's much better imo! (i swear i wanted something more symmetric but i didn't like the results i was getting, your suggestion doesn't looks nice enough so i will have to keep this way for now.)
  14. 04:44:000 (2,3,4) - Compared to all jumping patterns this look too pushed imo and very uncomfortable to play. What about this? https://osu.ppy.sh/ss/9218475 I really like it because it connect in a very smooth way the previous pattern 04:43:772 (1,2) - with the upcoming 04:44:681 (5,6,7,8) - due to the natural cursor movement while playing it; (fixed)
  15. 04:45:363 (2,1,2,3,4,1) - Mh.. How come this NC and placement setting? Is there any reason to make this sudden change? I don't know, this just looks very awkward for some reason; (this is the 1st part that i followed the back vocal, also the 1st time i used the special combo colour. you might not have noticed because you made changes to the new combos so the manual new combos i created are probably destroyed in your end)
  16. 04:55:818 (3) - Place this circle to x:256 y:348? The jump would be amazing to play and the movement up-down while playing the 04:55:590 (2,3) - pattern makes the part much more fun to play: https://osu.ppy.sh/ss/9218497
  17. 04:59:454 - I really think that a circle should be mapped here because the missed sound there makes the 1/1 rhythm look longer than how it actually is. You can hear a strong sound on that red tick too so adding a circle would connect this part with the upcoming next one in the best way imo;
  18. 05:07:409 (1,2) - Switch NC? The flute sound is starting on the (2) actually and it's even inconsistent with 05:08:545 (1) - where you didn't set the NC on 05:08:318 (4) - like you did here xD Also, why this unnecessary NC 05:09:227 (1) - ? Remove it and add it on 05:09:568 (4) - so you can make this consistent with the NC setting I suggested you. Btw, comparing this section with next one, I think you used too much unnecessary NCs. I would just make it consistent with next section that are using the same flute melody, actually :c (it would make the combo too short, unusual nc's are the back vocals)
I'm very glad you decided to map it in this way. I really appreciated it while modding. (i don't even know if i will be able to map like this again, i'm the type of "situation" mapper rather than "own style" mapper, and i felt unusually confortable mapping this song, i'm glad that it resulted on a decent map)
I hope this mod will help you on improving it for the rank, good luck pimpG!(it certanly helped a lot, i appreciate your help, and winning the
little mapping contest actually put a smile on my face, it's something that didn't happen in ages in this game :)
)

now Chewin is the modder who got the most fixes!
jas
hello. i owe you a m4m

00:17:635 (3,4) - this stack doesnt make sense imo, i feel like the bass on (4) should be a jump instead of a stack. it repeats a few times, so i see its intended, but what about 00:24:909 (2,3) - 00:03:090 (3,4) - and 00:10:590 (3,4) - ?

01:41:045 (5) - nc to hint players of 1/4 jump and also to give a little extra health

02:10:136 (3,4) - maybe decrease the spacing to give 02:10:590 (1) - more emphasis?

04:33:318 (1,2) - maybe just make these 2 circles, i feel like people would mistake these as 1/4 jumps

04:48:772 (1,2) - make this a jump?

05:54:227 (1,2,3,1,2,3) - this is really confusing and akward to play, i would make 05:54:227 (1,2) - circles in previous patterns, keep 05:54:909 (3) - a slider, and repeat for 05:55:136 (1,2,3) -

i really disagree with tick rate 4, it doesnt make sense imo, there's no place in this map where i see tick rate 4 being used to an advantage, at least decrease it to tick rate 2, i see that better fitting the song

i also would suggest to change to bg to something 1920x1080. itll be higher quality and a resolution to what most people on osu play

thats all! gl :)
Topic Starter
pimp

CraEZy wrote:

hello. i owe you a m4m (thank you for honoring the m4m, i was about to leave some salty comments in your beatmap discussion thread before you edited your reply :D)

00:17:635 (3,4) - this stack doesnt make sense imo, i feel like the bass on (4) should be a jump instead of a stack. it repeats a few times, so i see its intended, but what about 00:24:909 (2,3) - 00:03:090 (3,4) - and 00:10:590 (3,4) - ? (the lead sound is the same on all of this parts, it would actually make more sense to make all of them stacks but full consistency don't always results on a better beatmap)

01:41:045 (5) - nc to hint players of 1/4 jump and also to give a little extra health (i will get some opinions on this one because i would need to add a new combo at 01:40:136 (2) - too for consistency)

02:10:136 (3,4) - maybe decrease the spacing to give 02:10:590 (1) - more emphasis? (i'm mapping vocal for the most part of the song,
the pitch of the vocal is much lower in this part so it makes sense to have smaller distance snap
)

04:33:318 (1,2) - maybe just make these 2 circles, i feel like people would mistake these as 1/4 jumps (if more people complain maybe i fix)

04:48:772 (1,2) - make this a jump? (very similar sound, makes sense to stack imo)

05:54:227 (1,2,3,1,2,3) - this is really confusing and akward to play, i would make 05:54:227 (1,2) - circles in previous patterns, keep 05:54:909 (3) - a slider, and repeat for 05:55:136 (1,2,3) - (i will wait to see if more people struggle with this part too)

i really disagree with tick rate 4, it doesnt make sense imo, there's no place in this map where i see tick rate 4 being used to an advantage, at least decrease it to tick rate 2, i see that better fitting the song (custom hitsounding purposes)

i also would suggest to change to bg to something 1920x1080. itll be higher quality and a resolution to what most people on osu play(seems like 1920x1080 is rankeable now.. it was not, a few years ago. i will see if i can get the same image with that resolution but mu current bg is still fine for the ranking criteria anyway)

thats all! gl :)
thanks for modding :)
- titan
hi, m4m from my queue
SPOILER
a few general things before i start pointing out individual stuff:
-bg is pretty low quality and the borders are kinda weird
-hp drain is a bit high, not really ideal for a marathon
-why is letterbox during breaks on? not really an issue but it looks weird with the borders on the bg
ok let's go

Marathon
00:01:500 (4,5) - slider starts on a white tick 00:03:318 (4,5) - slider starts on a red tick. they give very different emphasis so you might wanna make it more consistent ? (you also kinda switch between what you emphasize throughout parts that sound like this)
00:30:590 - not really sure why there's already a break here
01:41:045 (5) - i feel like there should be an nc here to signal this is still 1/4 (realized after i said this the previous modder said the same thing.)
02:45:818 (3,4) - i don't really like how this is directly overlapping. on skins with slider end circles it's really hard to read
03:06:954 (7) - not really sure what the different hitsounds here are emphasizing
03:27:636 (3,5) - pretty sure these shouldn't be 1/4
03:46:727 (5,1,2,3) - flow feels really different here (you could do ctrl+g on 03:47:409 (1) maybe ??)
05:23:318 (1,2,3) - idk why this part is so much more difficult than the rest of the map. seems kinda overdone imo.
ok that's all take a star bc this map is cool and my mod is kinda short
cool map. love the old style. gl!
Topic Starter
pimp

- titan wrote:

hi, m4m from my queue
SPOILER
a few general things before i start pointing out individual stuff:
-bg is pretty low quality and the borders are kinda weird (the quality is okay, it's the same bg as the xxheroxx mapset, but i actually plan to replace it for a slightly better version, i want to get rid of the small line on the right between the border and the artwork. i made a mistake editing it probably)
-hp drain is a bit high, not really ideal for a marathon (will decrease a bit)
-why is letterbox during breaks on? not really an issue but it looks weird with the borders on the bg (gonna fix)
ok let's go

Marathon
00:01:500 (4,5) - slider starts on a white tick 00:03:318 (4,5) - slider starts on a red tick. they give very different emphasis so you might wanna make it more consistent ? (you also kinda switch between what you emphasize throughout parts that sound like this)
00:30:590 - not really sure why there's already a break here (it has the same sounds as the ones i mapped since the beggining, but now i also have that repetitive loud beats in the white ticks, not very creative to map so it's okay to have a break here)
01:41:045 (5) - i feel like there should be an nc here to signal this is still 1/4 (realized after i said this the previous modder said the same thing.) (will decide what to do there soon)
02:45:818 (3,4) - i don't really like how this is directly overlapping. on skins with slider end circles it's really hard to read (it's not hard to read in the default skin so that's good enough for me)
03:06:954 (7) - not really sure what the different hitsounds here are emphasizing (loud hitsound for outstanding sound in the music)
03:27:636 (3,5) - pretty sure these shouldn't be 1/4 (not a problem)
03:46:727 (5,1,2,3) - flow feels really different here (you could do ctrl+g on 03:47:409 (1) maybe ??) (definely not my favorite part of the map but a ctrl g may not be enough to make it better. i might change this part in the near future)
05:23:318 (1,2,3) - idk why this part is so much more difficult than the rest of the map. seems kinda overdone imo. (will get opinions on that)
ok that's all take a star bc this map is cool and my mod is kinda short (it's still a good mod :) )
cool map. love the old style. gl! (old style is best style, thank you :) )
thank you for mod, and finally i got another star, thanks for that too! :)

edit: currently waiting for some pending m4m and other stuff.
i might try to get a bn mod in the meantime
igorsprite
Cadê a diff de taiko
Topic Starter
pimp

Igor Sprite wrote:

Cadê a diff de taiko
https://osu.ppy.sh/s/53793
Bokkie
Hi!

M4M from my queue

[Marathon]
  1. Change source to 東方Project
  2. Add 東方風神録 to the tags
  3. Change the Stack Leniency to 4 (in Song Setup>Advanced) so 1/2 notes get stacked
  4. Consider change of the BG as current one doesn't look nice with low resolution and black rectangles on the sides (my suggestion)
  5. 00:03:318 (4) - make a slightly bigger jump here for an emphasis
  6. 01:01:045 (4,2) - move (4) up so they don't overlap
  7. 01:35:136 (2,1) - don't make a jump here; there's nothing to emphasize; you can make something like this
  8. 01:35:363 (1) - take NC off
  9. 01:40:135 (1) - no need for NC here either
  10. 04:37:409 (8) - NC since you change the DS here
  11. 04:58:318 (1) - don't overlap it with previous slider; move it to the side
  12. 05:15:363 (4,5) - since you stack the other double, I suggest you stack this as well
  13. 05:23:318 (1,2,3) - since there's a rhythm change here, I'd use NC on each slider so it's easier for a player to catch it out
  14. 05:46:500 (2,3) - why don't you stack them like the other? same here 05:46:840 (4,5) -
  15. 05:52:181 (1) - , 05:53:772 (1) - take NC off
[Afterword]
Wow, fallback to oldstyle mapping, huh? I'm more of a "modern" mapper so I couldn't really point out many issues. Good luck!
Topic Starter
pimp

Catshy wrote:

Hi!

M4M from my queue

[Marathon]
  1. Change source to 東方Project (i believe that the mapper is allowed to use source in romaji. for now i will use "Touhou Project")
  2. Add 東方風神録 to the tags (sure)
  3. Change the Stack Leniency to 4 (in Song Setup>Advanced) so 1/2 notes get stacked (i will do some research about this)
  4. Consider change of the BG as current one doesn't look nice with low resolution and black rectangles on the sides (my suggestion) (this one looks like a trap, i don't really plan to use a different artwork than the current because i'm mapping this song because i love the mapset that xxheroxx made of the same song, he used the same artwork https://osu.ppy.sh/s/53793)
  5. 00:03:318 (4) - make a slightly bigger jump here for an emphasis (this is a symmetry based pattern, can't move it a single pixel)
  6. 01:01:045 (4,2) - move (4) up so they don't overlap (interesting suggestion i never really noticed the overlap, i will decide about it eventually)
  7. 01:35:136 (2,1) - don't make a jump here; there's nothing to emphasize; (it's basically emphasizing the transition between the verses/vocal changes)
  8. 01:35:363 (1) - take NC off (^)
  9. 01:40:135 (1) - no need for NC here either (a lot of people suggested me to split this 01:40:590 (1,2,3,4,1,2,3,4) - with new combo but doing this required a new combo on that slider for consistency)
  10. 04:37:409 (8) - NC since you change the DS here (none of my similar streams have been split so i don't think it's right to do it here,
    i also don't think it's hard to read
    )
  11. 04:58:318 (1) - don't overlap it with previous slider; move it to the side (this works about the same way as a normal stack)
  12. 05:15:363 (4,5) - since you stack the other double, I suggest you stack this as well (i like it unstacked here)
  13. 05:23:318 (1,2,3) - since there's a rhythm change here, I'd use NC on each slider so it's easier for a player to catch it out (i will get opinions about that)
  14. 05:46:500 (2,3) - why don't you stack them like the other? same here 05:46:840 (4,5) - (i don't want them to be similar)
  15. 05:52:181 (1) - , 05:53:772 (1) - take NC off (unusual new combos are following vocals)
[Afterword]
Wow, fallback to oldstyle mapping, huh? I'm more of a "modern" mapper so I couldn't really point out many issues (that's okay). Good luck!
thanks for modding :)
Ataraxia
nosso esqueminha la xd

[General]
  1. Eu não li a thread mas so queria levantar a questão em relação a essa BG que tem essas borda preta, não sei se é permitido tanto que o osu! tem a propia widescreen support, só deixando apontado mesmo essa questão.
  2. O Nome literário da Source seria 東方Project, tanto que o nome sem a escrita japonesa não é mais usada. se você considerar:
    Nome em code
    東方Project
    (fonte tirado do Touhou Wiki)
  3. Mp3 Fine
  4. aimod fine

[Marathon]
  1. 00:01:500 (1) - Faltou um NC aqui
  2. Talvez seja proposital, mas aqui era para faltar o break point 00:12:702 - ? de HR pode ser prejudicial (por mais que seja o começo)
  3. 01:50:135 (4) - esse 1/2 stackado é muito repentino... você fez todo seguimento de forma "normal" para o jeito "antigo" e chega num stack muito repentino, alem do player poder ser confundir , fico até "confuso" na hora de ver no editor, deu a impressao que o (4) e o (5) estavam "invertidos" .

    eu recomendo fazer exatamente o que eu tinha falado que achei quando eu vi, pega o 01:50:135 (4,5) - e dar aquele Control G, se você percever, vai ver que fica muito melhor a distancia do (5) invertido para o 01:50:590 (1) - também xD

Mapa muito bom ! realmente gostei de ver todos os aspectos antigos que voce usou e alem disso tudo ficou muito divertido de jogar igual os mapas antigos em sua maioria são.

Fiz rapido mas fiz de coração.

Boa sorte com o processo !
Topic Starter
pimp

Ataraxia wrote:

nosso esqueminha la xd

[General]
  1. Eu não li a thread mas so queria levantar a questão em relação a essa BG que tem essas borda preta, não sei se é permitido tanto que o osu! tem a propia widescreen support, só deixando apontado mesmo essa questão. (essa imagem não existia em resolução 16:9 eu coloquei as bordas pretas porque o widescreen support não parece afetar a forma que backgrounds se comportam tanto no gameplay quanto no editor ou na seleção de map. acredito que só faz alguma coisa quando se usa storyboard)
  2. O Nome literário da Source seria 東方Project, tanto que o nome sem a escrita japonesa não é mais usada. se você considerar:
    Nome em code
    東方Project
    (fonte tirado do Touhou Wiki) (eu não gosto da ideia de usar a source em japonês porque se o player não for japonês ou não conhecer touhou, ele não vai conseguir ler o texto na source. mas em ultimo caso eu mudaria sim)
  3. Mp3 Fine
  4. aimod fine

[Marathon]
  1. 00:01:500 (1) - Faltou um NC aqui (new combo em toda main beat não é regra absoluta. não faz sentido para a forma que eu mapeei a intro)
  2. Talvez seja proposital, mas aqui era para faltar o break point 00:12:702 - ? de HR pode ser prejudicial (por mais que seja o começo) (é intencional, eu não teria problemas em reduzir o OD mais um pouco, caso mais pessoas reclamem)
  3. 01:50:135 (4) - esse 1/2 stackado é muito repentino... você fez todo seguimento de forma "normal" para o jeito "antigo" e chega num stack muito repentino, alem do player poder ser confundir , fico até "confuso" na hora de ver no editor, deu a impressao que o (4) e o (5) estavam "invertidos". (acredito que você seja a primeira pessoa a mencionar isso, pode ser que seja difícil para você em particular por causa dos maps que você está acostumado a jogar)

    eu recomendo fazer exatamente o que eu tinha falado que achei quando eu vi, pega o 01:50:135 (4,5) - e dar aquele Control G, se você percever, vai ver que fica muito melhor a distancia do (5) invertido para o 01:50:590 (1) - também xD(fica ok mas eu gosto da forma que está atualmente,
    a sua sugestão deixa essa parte com um ar de mapping 2015 ~ 2017 eu não quero descaracterizar meu map
    )

Mapa muito bom ! realmente gostei de ver todos os aspectos antigos que voce usou e alem disso tudo ficou muito divertido de jogar igual os mapas antigos em sua maioria são.

Fiz rapido mas fiz de coração.

Boa sorte com o processo !
muito obrigado pelo mod. o stream foi muito divertido, adorei a ideia :)

edit:

added storyboard by xxheroxx!
moved up the lyrics a bit so they wont overlap the chat/score metter (at least at 1x)
added muted sectionpass.wav, muted sectionfail.wav, invisible sectionpass.png, invisible sectionfail.png
Xinnoh
This is just a normal mod. I like this set but old fashioned maps are way outside my comfort zone for modding.
I'd suggest asking an older BN for a check when you think it's ready. If my account was created when I actually started playing osu, it would say I'm still only 1 year old. I have very little experience with older styles.

General
It's very possible to avoid using slider tick 4 by using storyboarded hitsounds instead. I think its the better compromise here, as slider ticks are very passive rhythm, so it's not going to make as much of a difference if they're storyboarded. Doing this on the few times instead of compromising the whole map is better.
I think it would be cool if you were to use bezier curves on the majority of your sliders, as old maps could only use those. You can make beziers easily by making the final slider point a red one. This would take a while to do though
00:57:863 (1) - I don't think red timing point is needed here, merge the offsets (pimpg did a timing wrong is this real life)

Marathon
Lower first volume point from 50% to 45 or 40, sounds a bit loud imo
00:17:636 (3,4) - Wouldn't stack this, since this is the only time this sound is emphasised with a stack.
00:44:454 (1,2,3,4,5) - Make rhythm consistent with 00:51:727 (1,2,3,4,5) - ? Would emphasise the downbeat better
00:56:159 (1) - Silence spinner end
01:04:681 (5) - There's a 1/6 here which could be mapped with a 3x repeat slider, but could feel a bit forced
03:47:408 (1) - 05:03:658 (3) - Visuals are a bit inconsistent since corners are almost never used on slider bodies, curves would fit rest of the visual style
04:52:408 (1) - 04:54:226 (3) - Vocals were followed here on previous two kiais, would make consistent
05:47:863 (1) - Make a triple for the melody?

yeah i got no idea how anything works on this kind of map :? ask someone else
Topic Starter
pimp
Sinnoh
This is just a normal mod. I like this set but old fashioned maps are way outside my comfort zone for modding.
I'd suggest asking an older BN for a check when you think it's ready. If my account was created when I actually started playing osu, it would say I'm still only 1 year old. I have very little experience with older styles. (you might not be that experienced, but a Beatmap Nominator who makes Normal Mods/Voluntary Mods, definitely got my respect. I would chose you any day instead of some experienced BN's that obviously only care about their own maps)

General
It's very possible to avoid using slider tick 4 by using storyboarded hitsounds instead. I think its the better compromise here, as slider ticks are very passive rhythm, so it's not going to make as much of a difference if they're storyboarded. Doing this on the few times instead of compromising the whole map is better.

(from Ranking Criteria



aditionally, those hitsounds will still show up in all gamemodes, not just osu!. considering that taiko players have different default hitsounds, just imagine the taiko players hearing random hitsounds every 3 seconds. very unpleasing if you ask me.

So yeah, SB'ed hitsounds are discouraged
)



I think it would be cool if you were to use bezier curves on the majority of your sliders, as old maps could only use those. You can make beziers easily by making the final slider point a red one. This would take a while to do though (i didn't have to do that red dot thing in the past to use bezier sliders, i also don't like the idea of adding red dot's to all my curved sliders. honestly i tried this a few months ago with another map and i would say that even with the red dots, it will not behave exactly like bezier sliders did, i would end up using similar shapes as the ones i have now, i'm just too used to the new slider algorithm just like everyone else.. I plan to start mapping using an old client, so the bezier sliders will be the default algorithm,
but not with this map
)

00:57:863 (1) - I don't think red timing point is needed here, merge the offsets (pimpG did a timing wrong is this real life) (it's not wrong at all. it's not necessary for normal gameplay, but if you add nightcore mod, then this timeline will fix the cymbal/finish sounds that the nightcore mod adds to the song, making them appear in the correct places. most people don't really know about that, not even the people who made the ranking criteria as there is nothing related to that written in there.)

Marathon
Lower first volume point from 50% to 45 or 40, sounds a bit loud imo (sure)
00:17:636 (3,4) - Wouldn't stack this, since this is the only time this sound is emphasised with a stack. (the mapping itself is as safe as it gets, consistent 1.0 spacing and all... that's just a different way to map the same thing, i could just copy and paste similar parts if i wanted, but that wouldn't really be better choice than trying to be creative.)
00:44:454 (1,2,3,4,5) - Make rhythm consistent with 00:51:727 (1,2,3,4,5) - ? Would emphasise the downbeat better (^)
00:56:159 (1) - Silence spinner end (definitely)
01:04:681 (5) - There's a 1/6 here which could be mapped with a 3x repeat slider, but could feel a bit forced (definitely would feel forced)
03:47:408 (1) - 05:03:658 (3) - Visuals are a bit inconsistent since corners are almost never used on slider bodies, curves would fit rest of the visual style (not a big deal and very subjective, i also have this slider shape that i didn't use anywhere else but 04:58:772 (3) - and i definitely won't change this shape just because i don't use it often enough)
04:52:408 (1) - 04:54:226 (3) - Vocals were followed here on previous two kiais, would make consistent (i made a lot of parts in the 3rd kiai with different rhythm intentionally. the 3rd kiai starts/ends differently than the other two, so i decided to follow stuff that i didn't followed in the previous kiais)
05:47:863 (1) - Make a triple for the melody? (i'm mapping vocal in this combo and vocal doesn't requires a triple here)

yeah i got no idea how anything works on this kind of map :? ask someone else

thanks for your mod :)
Bariton
hmm desculpa por esse mod horrível! sério eu sou péssimo moddando mapas com um estilo mais "antigo" mas no geral o mapa me parece ótimo e o spacing tá 10/10, vc conseguiu expressar a intensidade da música perfeitamente

general

-OD 7.5? é birra minha mas eu não gosto de OD baixo
-recomendaria vc trocar o preto por outra cor já que geralmente escurecem o fundo quando vão jogar e isso pode atrapalhar o jogador

maradona

00:03:318 (4,5) - ctrl + g? pra ficar consistente com 00:01:500 (4,5) -
00:17:863 (4,5) - ^
01:15:476 (1,2,3,4) - aqui vc não ignora nenhum daqueles sons "tecnológicos de fundo" mas aqui 01:18:999 (1,2,3,4) - e aqui 01:20:817 (1,2,3,4) - vc ignora completamente, uma opção seria vc deixar a timeline assim https://i.gyazo.com/f8913f5f896350a4589 ... a39a94.png no lugar de 01:15:476 (1,2,3,4) - pra fazer mais sentido com o resto da música
03:56:044 (1) - vc ignorou um monte de "sons" com esse slider xd
04:45:363 (2,1,2) - pq vc parou de stackar do nada?
05:52:181 (1) - 05:53:772 (1,2) - achei esses NCs meio desnecessários!

BOA SORTE!!!!!!!!!!!!!
Topic Starter
pimp

Bariton wrote:

hmm desculpa por esse mod horrível! sério eu sou péssimo moddando mapas com um estilo mais "antigo" mas no geral o mapa me parece ótimo e o spacing tá 10/10, vc conseguiu expressar a intensidade da música perfeitamente (fico feliz por você tentar me ajudar apesar de maps antigos não estarem na sua zona de conforto :D )

general

-OD 7.5? é birra minha mas eu não gosto de OD baixo (vou decidir sobre isso eventualmente)
-recomendaria vc trocar o preto por outra cor já que geralmente escurecem o fundo quando vão jogar e isso pode atrapalhar o jogador (foi por isso que eu fiz essa cor ficar tão próxima de cinza. acho que está visivel o suficiente, e a cor é bem visivel se o jogador não escurecer o BG, qualquer coisa o player pode fazer ignore beatmap skin)

maradona

00:03:318 (4,5) - ctrl + g? pra ficar consistente com 00:01:500 (4,5) - (eu prefiro deixar diferente, é intencional)
00:17:863 (4,5) - ^
01:15:476 (1,2,3,4) - aqui vc não ignora nenhum daqueles sons "tecnológicos de fundo" mas aqui 01:18:999 (1,2,3,4) - e aqui 01:20:817 (1,2,3,4) - vc ignora completamente, uma opção seria vc deixar a timeline assim https://i.gyazo.com/f8913f5f896350a4589 ... a39a94.png no lugar de 01:15:476 (1,2,3,4) - pra fazer mais sentido com o resto da música (eu priorizo vocal na maior parte do tempo, nessas partes que eu mapeei os sons diferentes, o vocal estava em pausa.)
03:56:044 (1) - vc ignorou um monte de "sons" com esse slider xd (a maior parte do meu map é baseado em vocal, esse slider segue o vocal perfeitamente)
04:45:363 (2,1,2) - pq vc parou de stackar do nada? (não entendi, qual o problema?)
05:52:181 (1) - 05:53:772 (1,2) - achei esses NCs meio desnecessários! (são new combos de vocal, fiz em varias partes onde o vocal trabalhava praticamente sozinho a partir do final do terceiro kiai)

BOA SORTE!!!!!!!!!!!!!
muito obrigado pelo mod :)
Alexsander
:3
Irc mod
20:07 TheBenderGamer: 01:08:317 (4) -
20:08 TheBenderGamer: aki n deveria ser reverse
20:08 TheBenderGamer: a batida vem daki 01:08:317 -
20:08 TheBenderGamer: até 01:08:317 - 01:08:772 -
20:09 pimpG: eu consigo ouvir claramente o som em 1/3
20:09 pimpG: que é onde esta a repeat
20:10 pimpG: e no 1/3 logo em seguida
20:10 pimpG: está baixo, mas está la
20:12 TheBenderGamer: lol n estou escutando de jeito mas já q vc tem ctz
20:12 pimpG: se vc tirar o slider talvez consiga ouvir melhor
20:12 pimpG: nao reconheço o instrumento, mas está lá sim
20:13 TheBenderGamer: eu tirei e recoloquei
20:13 pimpG: ouça em 25%
20:17 pimpG: 01:07:863 (3) - é o mesmo instrumento que tocou nesse slider
20:17 pimpG: mas está bem mais baixo
20:20 TheBenderGamer: uma pergunta
20:20 pimpG: s
20:21 TheBenderGamer: esse negocio branco nos sliders tbm pode colocar pra fazer som?
20:21 TheBenderGamer: hitsound
20:21 pimpG: hmmm?
20:21 pimpG: slider ticks?
20:21 TheBenderGamer: acho q é isso
20:22 pimpG: 00:58:772 - isso?
20:22 TheBenderGamer: s
20:22 pimpG: pode
20:22 TheBenderGamer: n sabia disso n
20:23 pimpG: pq o mapping de hoje em dia prioriza mapear batidas, na maioria dos casos
20:23 pimpG: então vc raramente viu mapper fazer isso q eu fiz
20:23 pimpG: e se viu não percebeu
20:24 TheBenderGamer: ainda rankea mapa assim desse estilo?
20:25 pimpG: não vejo porque meu map não poderia ser ranqueado
20:25 pimpG: ele segue todas as regras do ranking criteria
20:25 pimpG: é só um estilo que não é mais tão usado
20:26 TheBenderGamer: entendi q daora esses mapas assim
20:27 pimpG: a maioria dos players não vão gostar do meu map
20:33 TheBenderGamer: mas tem uns q sentem nostalgia só disso deve valer a pena
20:35 pimpG: estou mapeando pra mim mesmo, e pra talvez animar alguns veteranos tb
20:35 pimpG: mas não gosto de ver meus maps sem leaderboard
20:36 pimpG: os que chegarem a ter potencial para ranking eu com certeza vou tentar
20:43 TheBenderGamer: tbm acho
21:17 pimpG: não achou mais nada no meu map?
21:19 TheBenderGamer: 04:58:317 (1) - n precisa desse overlap
21:19 TheBenderGamer: fico nervoso quando vejo um
21:20 pimpG: pq
21:22 TheBenderGamer: n tem nenhum overlap parecido com esse no mapa e me faz parecer q vc fez de proposito mas n ficou mt legal
21:22 pimpG: é uma das coisas que não eram muito usadas antigamente. mas hoje em dia muita gente usa
21:23 pimpG: me de uma sugestão de como ficaria mais legal
21:23 pimpG: se eu gostar eu mudo
21:24 TheBenderGamer: sobrepõe no slider 1
21:24 TheBenderGamer: verde
21:25 pimpG: verde oq?
21:25 TheBenderGamer: coloque o circle aki 04:57:863 (1) -
21:25 TheBenderGamer: nesse local
21:26 TheBenderGamer: https://osu.ppy.sh/ss/9427734
21:27 pimpG: estranho vc estar vendo essas cores
21:27 pimpG: aqui só tem vermelho branco preto e azul
21:27 pimpG: seu editor bugou
21:27 pimpG: vc queria q eu fizesse stack com o slider?
21:27 TheBenderGamer: s
21:28 TheBenderGamer: era pra eu ter falado isso
21:28 TheBenderGamer: desde do começo
21:28 pimpG: mas vc notou que o circle 1 e 2 são simetria?
21:28 pimpG: horizontal
21:28 TheBenderGamer: notei
21:29 pimpG: o stack ia deixar mais dificil de ver a nota, no fim das contas
21:29 TheBenderGamer: leve os até o circle 1 staca q com slider 1
21:29 pimpG: e eu seria forçado a abrir mão da simetria
21:31 TheBenderGamer: depende pq ai seria o ''ultimo kiai'' e vc mudou em relação aos outros 2
21:32 TheBenderGamer: 03:56:953 -
21:32 TheBenderGamer: 02:22:408 -
21:33 pimpG: o terceiro kiai tem sons diferentes do que os anteriores
21:33 pimpG: tanto no começo quanto no fim
21:33 TheBenderGamer: então esquece tudo
21:34 pimpG: vc manja de simetria?
21:35 pimpG: eu queria melhorar isso, mas de forma logica e simetrica
21:35 TheBenderGamer: n
21:35 pimpG: 03:30:817 (2,3,4,5,6,7) -
21:35 pimpG: certo
21:36 TheBenderGamer: 03:31:272 (3) -
21:37 TheBenderGamer: está com mesnos 1 no y em relação ao 03:30:817 (2) -
21:37 pimpG: realmente
21:37 TheBenderGamer: 03:32:181 (5) -
21:38 pimpG: vou arrumar
21:38 TheBenderGamer: está com mais 1 x
21:38 TheBenderGamer: em relação a esse 03:31:272 (3) -
21:39 pimpG: eu não entendi a parte dos x e y mas eu notei que não está perfeitamente simétrico
21:39 pimpG: vou arrumar com certeza
21:39 TheBenderGamer: é simples
21:39 pimpG: na verdade eu deveria é ficar umas duas horas tentado remapear essa parte
21:40 TheBenderGamer: é isso oq está fazendo n ter a simetria perfeira
21:40 pimpG: eu sei
21:40 pimpG: eu vou arrumar
21:40 TheBenderGamer: ^^
21:46 pimpG: se quiser faz /savelog e posta a conversa como irc mod
21:46 pimpG: pra ganhar kudosu!
Boa sorte :)
OSUjanaiKATSURAda
Hi              

General suggestions
  1. Increase AR by 0.5 ( it seems i could read the jumpy patterns better when its 8.5 )
  2. What about changing BG to something higher quality i think its not necessary to have same BG as xhero's map ( anyway i like this one fitting music style and somehow similiar to the BG u are using now image

    I Would add these words in Tags to give more reachability to map (it seems that xhero instead of adding some of these in tags he put them only in map description )
  3. "C80" why because of the song was performed in the event which is called comic Market 80 and its known as Comiket80 or C80 ( lately the comiket version/number its used in tags in all touhou related works performed in comikets)
  4. "フォールオブフォール" its just the title of the original theme of stage 4 in japanese (katakana)
  5. "pztr-0002" the catalogue number (reference: this and this )
  6. "安保さゆり" real name of 3L (reference: this )


Marathon
  1. 00:02:636 (1,2,3,4,5) - why to not maintain the same alignment in this pattern i mean like this and 02:53:544 (1,2,3,4) -
  2. 00:12:636 - insert a break here since it makes more sense when playing and limits the confusion, as when it wasnt a break added i was like when and where the next object will appear but when i added the break it informed me that there will be no note and then "get ready arrows" helps me to focus at the exact time
  3. 00:27:181 - here its fine since there will be a break anyway
  4. 00:58:317 (2) - and 01:00:135 (2) - they seem to represent the melody better if they stacked in next slider's heads imo ( i mean the sound this sound 00:58:317 - could be represented more efficiently when the flow stops then it flows again at 00:58:544 -
  5. 01:02:863 (4) - what about to make this symmetrical with previous slider feels better imo
  6. 01:08:317 (4,1) - what about to rotate (4) anti-clockwise and stack it with 01:07:635 (2) - something like this
    01:13:544 (7,1) - i think u need to increase the distance here because the blank here 01:13:658 - would be illusory or trap that the stream mapped to that sound so increasing a little bit distance may help (after i tested it)
  7. 01:16:953 (1,2,3) - 01:38:772 (1,2) - in general the distance snap used in most 1/4 consecutive patterns (not streams or when circle followed by circle/slider)
    only when a slider followed by an object ) is way cramped for the used SV thus when playing it feels like you force the cursor to slow down to hit the next circle/slider so i suggest to increase it to something like 01:30:022 (8) - (1.1x) ( common snapping through the diff ) ( 04:50:590 (1,2,3) - exception this one plays good because its followed by another slider)
  8. 01:27:408 (6) - unstack i dont see reason for stack here its just similiar to rest of unstacked 1/4 patterns
  9. 01:30:590 (1) - this one is suitable for stack
  10. 01:41:499 (1) - full stack ?
  11. 01:59:113 (3,4) - Ctrl+G since here 02:13:658 (3,4) - u followed the same angle and direction of the slider 02:12:863 (6) - so i thought of that or another suggestion like this and somehow same as 02:13:317 (1,2,3,4) -
  12. 01:59:681 (1) - make it symmetrical to 02:00:363 (3) - looks better
  13. 02:46:158 (4) - unstack (i would Ctrl+g and unstack)
  14. 03:16:953 (3,4) - the way is overlapped isnt good but as i suggested about distance snap (when i apply it to this it looked better)
  15. 03:32:863 (7) - hmm i just dont feel comfortable with this it doesnt play as complement to the rest of pattern maybe something like this could look better
  16. 03:55:817 (3) - move it a little bit to right so 03:55:363 (1,2,3) - form that square shape
  17. 04:19:226 (4) - it plays better when its stacked to 04:17:863 (3) - 's head
  18. 04:56:044 (1,2,3,4) - to this maybe ?
  19. 05:07:635 (2) - would sound better if replaced with circles 1 on the head and the other on the tail (red and blue ticks)
  20. 05:13:090 (3,5) - move them above where they are linear with 05:12:863 (2) -
  21. 05:17:863 (2) - move it below to form an equilateral shape between 05:16:044 (1,1,2) -
  22. 05:46:840 (4) - stack with (5)
  23. 05:55:135 (1,2,3) - Ctrl+G individually to characterize the second set of flute differently
  24. 06:17:067 - why this is a blank fill it pls or remap

I think i just posted/suggested all what it seemed to me could improve in my point of view/consideration

Goodluck Mr PG 8-)
Topic Starter
pimp
replied to the mod above ingame


thank you for your support my friend
Lasse
from m4m
metadata?
also source should be 東方Project or the specific game the arranged song is from

tick4 is really weird with the song, should be 2 at highest

color 4 should be brighter it's really annoying with bg dim, also looks weird with your bright colors
why storyboarded hitsounds ...

soft-hitnormal8 has 10ms delay https://i.imgur.com/XMcevTr.jpg
same for 9 and slidertick26

also apparently these are unused?
hs
soft-hitclap19.wav
soft-hitfinish10.wav
soft-hitnormal3.wav
soft-slidertick18.wav
soft-slidertick5.wav

storyboard:
https://i.imgur.com/ATM6ndt.jpg


00:17:863 (4) - would make more sense with melody and things before to stack 00:17:863 (4,5) - instead I think

01:07:863 (3,4,1) - just increase overall spacing a bit here since 01:07:863 (3,4,1) - looks pretty bad with the minor overlap

01:08:317 (4) - why 1/3? melody is on 01:08:544 - + sound on 01:08:658 - so idk what 1/3 follows

02:56:044 (3,4,5) - feels really overspaced for such a filler part

04:45:363 (2,1,2,3) - don't get this rhythm choice at all, what you did in chorus 1+2 made much more sense active/passive rhythm wise

04:56:499 (2,3) - just space them slightly more, the overlap looks so out of place with your other visuals :c

05:11:499 (1,2,3,4) - could snap the tails to 1/8 instead, think that fits such short sounds better

05:31:726 - weird to ignore the flute thing starting again, would remove one repeat and add something here

05:55:135 - normal sliderslide intentional here?


I'm interested in nominating this if things get addressed properly
Topic Starter
pimp
Lasse
reply color meanings:
(fixed/changed)
(denied+explanation)
(denied+explanation+hardly going to change my mind)
(other stuff)

from m4m
metadata? ( http://pizuya.com/pztr-0002/ the album artist is Pizuya's Cell but they don't seem to have a singer, the other ranked beatmaps from pizuya's cell are instrumental songs https://osu.ppy.sh/p/beatmaplist?q=pizu ... 0&la=0&ra= , the person singing is 3L, she is like 10x more popular than pizuya's cell https://osu.ppy.sh/p/beatmaplist?q=3L , at least in this game, according to ranking criteria i can use 3L as the artist https://puu.sh/yh6fb/7b184be8c3.png . there is also a ranked version of this song using 3L as artist https://osu.ppy.sh/s/53793 . i think it's the same as Justin Bieber not doing the instruments but still recognized as the artist. 3L is an actual person, not like a vocaloid.)

also source should be 東方Project or the specific game the arranged song is from (i read the ranking criteria and there is nothing there saying that i'm forced to use the source with japanese stuff. that applies only for artist and title. i like to keep it the way it is because anyone will be able to read the source and not only japanese players or the true fans around the world. i'm pretty sure the japanese are also able to read this romanised source too. and this has been done recently as you can see here for fairy tail https://osu.ppy.sh/s/491346 he used the japanese source in tags, i suppose it was for the same reasons as i explained)

tick4 is really weird with the song, should be 2 at highest (i need tick4 to keep my hitsounds consistent. in the past i tried storyboarded sounds and sliderslide sounds but sliderslide as a solid sound is unrankeable and it didn't sound the way i wanted. storyboarded sounds replacing the tick4 would be weird to play in the other game modes, also it's just doesn't looks like the right way to do it because it can be done with tick4. i don't think that it's weird because they are all silenced except for the parts that i have a custom hitsound ofc. so this is my reason, it's was not a random choice and it was not made just to increase the combo or anything like that)

color 4 should be brighter it's really annoying with bg dim, also looks weird with your bright colors (made it less like black and more like grey)

why storyboarded hitsounds ... (i put a lot of effort on hitsounds but unfortunately spinners don't have spots to add custom hitsounds, i can get rid of them if i really have to, but is this REALLY looking like a bad idea to you? i have two more sb hitsound that are not on spinners, it's something i have to do because delayed hitsounds are unrankeable and would basically do the same thing, except if the player gets a 100, then it would sound really off. this one might need further discussion with you i think)

soft-hitnormal8 has 10ms delay https://i.imgur.com/XMcevTr.jpg (all fixed)
same for 9 and slidertick26

also apparently these are unused? (yup. all removed)
soft-hitclap19.wav
soft-hitfinish10.wav
soft-hitnormal3.wav
soft-slidertick18.wav
soft-slidertick5.wav

storyboard:
https://i.imgur.com/ATM6ndt.jpg (what tool are you using to check this thing? i returned to mapping recently so i only know aimod and aibat, they don't show me this error)


00:17:863 (4) - would make more sense with melody and things before to stack 00:17:863 (4,5) - instead I think (i actually think this one is the most fitting way to map this part because they 3 and 4 are the exact same sound, a stack is perfect, works the same way as 00:04:909 (1,2) -. didn't stacked similar parts like 00:03:090 (3,4) - and 00:10:363 (2,3) - because variation is welcome/the mapping was based on shape rather than flow)

01:07:863 (3,4,1) - just increase overall spacing a bit here since 01:07:863 (3,4,1) - looks pretty bad with the minor overlap (not a big deal but moved a few pixels so they no longer touch)

01:08:317 (4) - why 1/3? melody is on 01:08:544 - + sound on 01:08:658 - so idk what 1/3 follows (it's the same instruments as 01:07:863 (3) - but the volume decreased a lot, it's also difficult to notice them because of the percussion sounds at the red and blue tick you mentioned are much easier to notice, believe me i have a lot of experience timing all type of songs, including very complex timing, this song is child's play for me to identify sounds on ticks and stuff.)

02:56:044 (3,4,5) - feels really overspaced for such a filler part (i'm very outdated mapper and was inactive for a long time so that's probably why i didn't understand what you mean by "filler part". i'm assuming you don't consider this part as important as others? like less important sounds? if that's the case then i disagree, there is vocal on every tick mapped and the flute's pitch keeps increasing, not all my notes have spacing based on flow,
some of them, like this part, have spacing based on the pattern's shape, even if the shape is not a clear symmetry. 02:55:817 (2) - has smaller distance than the other notes but it's only because i wanted it to be placed perfectly aligned between previous and next slider's heads and tails. 02:56:499 (4) - this is just a normal stack to a relevant spot, i think the increasing spacing makes sense because the flute's pitch is increasing too and the whole pattern have reasonable spacing, even 02:55:363 (1) - have a similar jump from previous note
)

04:45:363 (2,1,2,3) - don't get this rhythm choice at all, what you did in chorus 1+2 made much more sense active/passive rhythm wise (the other chorus are significantly different from the 3rd one. 1st and 2nd chorus have the exact same instruments and stuff, they only have different lyrics. 3rd chorus have different kiai start because the intensity increases a bit later than the other chorus, have a few more instruments, ends differently because of the extra sounds the other chorus don't have.

i don't think it's bad to follow the back vocal the way i did, especially because it still have the lead vocal spots mapped. i did something similar at 04:52:408 (1) - , 04:53:999 (1,2,3) - and 04:58:772 (3) -
)

04:56:499 (2,3) - just space them slightly more, the overlap looks so out of place with your other visuals :c (not big deal imo. but now they are not touching anymore)

05:11:499 (1,2,3,4) - could snap the tails to 1/8 instead, think that fits such short sounds better (not something that was used on older maps, 1/8's are something new mappers would do, i personally find this stuff very unpleasing. there are solid sounds in the 1/4's so i think they are the best place for the slider ends)

05:31:726 - weird to ignore the flute thing starting again, would remove one repeat and add something here (i would prefer to just add a custom slider tick for it than to do what you said, might need further discussion)

05:55:135 - normal sliderslide intentional here? (hats off to you for finding it. no it was not intentional, i'm working on this map since 2013 so at some point i made this mistake, probably my mouse doing double clicks or something like that. really thanks, i would hate to have this qualified with hitsound issues)


I'm interested in nominating this if things get addressed properly (did my best to explain stuff. it's not on my plans to miss that opportunity so let's discuss anything that needs to be discussed via pm later)

bookmarked the spots where i used storyboarded hitsounds and where slider tick rate 4 was necessary to keep my hitsounds consistent with custom sliderticks.
Lasse
tick rate 4 still doesn't make any sense with the song, if you need it for hitsounding then your hitsounding is the problem
skipping a few hs in order to have an actually reasonable tick rate (2 or less), or changing rhythm to actually map what you're hitsounding would make more sense

maybe I wasn't clear enough, but source has to be
東方風神録 ~ Mountain of Faith.
or
東方Project
no way around that
Okoratu
if you need to go through such lenths for the sake of hitsounds, maybe you should reconsider the rhythm you're using instead if you want to put so many distinct inpacts inside of sliders
01:17:294 (2) - 01:30:022 (8) - 01:39:113 (2) - are the only things that would sound actually broken without the tickrate at its current setting

so maybe reconsider the rhythm choice in these 3 spots instead of making everything more lol

04:45:363 (2,1,2) - these look like they're 1/4 based on your previous patterning, i think it's better to space these out a bit more
05:23:317 (1,2,3) - spacing is in no way predictable unless you know the song by heart it's rather offputting at this point in time

05:30:363 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2) - colorhax uses same color twice and idk if intentional
05:52:181 (1) - why 1 object combo
Topic Starter
pimp
Lasse
tick rate 4 still doesn't make any sense with the song, if you need it for hitsounding then your hitsounding is the problem
skipping a few hs in order to have an actually reasonable tick rate (2 or less), or changing rhythm to actually map what you're hitsounding would make more sense

(already explained in my mod reply my reasons to use tick4 and also why this is the only reasonable way to keep my hitsounds. you should't really consider it a problem because it's rankeable.

i asked okorin to confirm the rankeability and this is a "summary" of what he said
:



yes, he tried, but i'm not mapping this song specifically for him or for you, or for anyone in particular, i just mapped/hitsounded the way i liked more while still not doing anything that was not allowed in the ranking criteria. no matter how much mods i get, no matter how much i try to adapt my mapping style to newer audience, my map will never make everyone happy.)

source has to be

東方Project
( done )


Okorin
if you need to go through such lenths for the sake of hitsounds, maybe you should reconsider the rhythm you're using instead if you want to put so many distinct inpacts inside of sliders
01:17:294 (2) - 01:30:022 (8) - 01:39:113 (2) - are the only things that would sound actually broken without the tickrate at its current setting

so maybe reconsider the rhythm choice in these 3 spots instead of making everything more lol


(bolded the parts from your suggestion above that i want people to pay a bit more attention so nobody will think this is an actual issue.

my original plan was to just get your confirmation that if it is rankeable or not so it would help Lasse to decide what to do about my map.
if it's rankeable, then i'm allowed to use it, then leaving the rankeability part aside, your suggestion becomes a simple hitsound mod, and i just denied.
i used tick4 so it would give me enough possibilities to include hitsounds the way i wanted, how often i used them is irrelevant, a song can be mapped by a different mapper and have a bigger combo without tick4 so the max combo is irrelevant, someone could make simpler hitsounding or even make it like keysounding, so how complex and different my hitsounds are is also irrelevant.

remapping is not an option i'm considering, my stuff plays decently and tick4 is rankeable so i simply don't have legit reason to remap.

i don't know if you were talking about the tick4, but later you said

)

04:45:363 (2,1,2) - these look like they're 1/4 based on your previous patterning, i think it's better to space these out a bit more (i wanted this to feel like a stack, i will see what i can do, but not guaranteed that i will really change)
05:23:317 (1,2,3) - spacing is in no way predictable unless you know the song by heart it's rather offputting at this point in time (the approach circle should be enough for players to notice that those are jumps, otherwise jumps and anti-jumps would not be allowed because they break the distance snap. i will reduce the spacing a big at least.)

05:30:363 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2) - colorhax uses same color twice and idk if intentional (yes it's intentional, using specific color to follow specific rhythm in the end of the map)
05:52:181 (1) - why 1 object combo (this is the only vocal in this part so i think it's fitting to make it to have it's own combo)

if at any moment i sounded harsh to you guys or anything like that, just know that it was not intentional. i'm not mad or anything like that, just a bit disappointed that people that are almost as old mappers as i am would be so nitpicky about that little detail that don't even affect gameplay. i don't consider it an issue so i would like to keep.

okorin please understand that i don't dislike extra feedback, but you need to consider how things can easily go wrong for me as a non BN/unpopular mapper.
i won't have BNs begging to m4m with me and i need at least 3 to get my map ranked, so in the best scenario i may be able to rank this map by feb 2018.

what i did does not seems ideal for you two because you are modders, i'm doing something unusual, some people complained before but others noticed and still didn't seem to bother them (even veteran mappers/modders). this is something very specific for this beatmap/the way i mapped it, i might not even need to do this again ever, and i don't rank maps every month like the new popular kids do.

so what do we do now?
Xinnoh
Not unankable =/= rankable
Usage of slider tick 4 is very much an intersubjective issue here, which means that it should still be fixed if there are enough opinions. There is no rule that says you can't use tick 4 can't be used, but we provided three different solutions that are all more acceptable than this.

1. Don't hitsound those parts
Removing hitsounds on the four sections, each one second long. Not having hitsounds on these small sections is better than tick rate 4 on the whole map.
2. Change the rhythm
You could still keep your hitsounds while having slider tick 2 if some of the changes oko suggested were applied.
3. Storyboarded hitsounds.
Storyboard hitsounds are put in the guideline section of the ranking criteria. It's not unrankable, but highly suggested to be followed unless there are reasonable circumstances (this is one of them). Slider ticks are also suggested not to be used in the ranking criteria, it's just the lesser of two evils here. (i also have a bubbled set with sb hs, still fine.)

Considering there are three solutions to the issue here, there's more than enough reasoning that it should be changed from slider tick 4. To be perfectly frank, it's just going to go to the graveyard unless this is changed.

some answers to questions you asked
Only 2 BNs are needed to nominate marathons after a rule change, and besides you already have 3 here that liked the set.
Lasse used modding assistant t/533593
Almost all bubble pops and DQs these days are unrelated to gameplay, which is why we're pointing out these issues.
Topic Starter
pimp
Sinnoh
Not unankable =/= rankable
Usage of slider tick 4 is very much an intersubjective issue here, which means that it should still be fixed if there are enough opinions. There is no rule that says you can't use tick 4 can't be used, but we provided three different solutions that are all more acceptable than this.
(you forgot to mention the most important parts of this RC quote, which is:
"if the mapper can exhaustively explain why they feel it is acceptable"
that's exactly what i'm doing so far
)

1. Don't hitsound those parts ( basically, i'm being descouraged to be creative)
Removing hitsounds on the four sections, each one second long. Not having hitsounds on these small sections is better than tick rate 4 on the whole map. (you think sb'ed sounds are better, i think slider tick sounds are better. both are rankeable so we are cool)

2. Change the rhythm (my rhythms are fine, they play well and fit the music, no legit reason to remap)
You could still keep your hitsounds while having slider tick 2 if some of the changes oko suggested were applied. (most people don't even try to adjust the tick rate to see if they like the result, i also see a lot of maps that get ranked with long sliders that the slider tick is placed on a spot where a clap based hitsound could be used to keep hitsounds consistent, i just assume they simply don't care about hitsounds, standard mappers who actually care about hitsounding are rare)

3. Storyboarded hitsounds. (this is not better than using tick 4 by any means and you are the only one who suggested this. i already explained before why in the reply to your mod.)
Storyboard hitsounds are put in the guideline section of the ranking criteria. It's not unrankable, but highly suggested to be followed unless there are reasonable circumstances (this is one of them). Slider ticks are also suggested not to be used in the ranking criteria, it's just the lesser of two evils here. (i also have a bubbled set with sb hs, still fine.)

(your song has a lot of 1/6 rhythm being played around the same spots you wanted that drum-hitnormal. so you had to choose one of them
to map, because mapping both at the same time would be a total mess. they also can't be hitsounded with slider ticks like i did so you simply didn't had another option other than not having the sb sounds
)


Considering there are three solutions to the issue here, there's more than enough reasoning that it should be changed from slider tick 4. To be perfectly frank, it's just going to go to the graveyard unless this is changed.

(again, there is no solution because there is no issue. some people might not like them or even care about them, but other people will.)

some answers to questions you asked
Only 2 BNs are needed to nominate marathons after a rule change, and besides you already have 3 here that liked the set. (good)
Lasse used modding assistant t/533593 (useful stuff)
Almost all bubble pops and DQs these days are unrelated to gameplay, which is why we're pointing out these issues. (your map didn't get bubble popped because of sb'ed hitsounds so it's very unlikely that my map will be)

Hats off to you guys for trying to encourage me to "follow the guidelines" a bit more, i understand that it's your "job", but unfortunately, what you guys are suggesting me is not really going to improve the quality of my beatmap. What you guys are trying to convince me that it's an issue is just something that you don't see many people doing because most people don't focus on these things like i did.
What i did has been done before, in even more unusual ways, on difficulties targetted for unexperienced players, and probably much more ways that i can't imagine.

since then, the ranking criteria didn't seem to be adapted in order to prevent more people from getting their maps ranked with those things.
just get over the fact that it's not an issue and let's move on.

still waiting for Lasse's
Lasse
I think I made my position on this clear enough already, gl
Okoratu
same, good luck
btw explaining your intention =/= providing a justification

something can be intentional placed in a way, but still be lacking
thank you for omitting all the context of the statement i'll know that i shouldnt waste an hour of my time trying to convince you of something in the future
show more
Please sign in to reply.

New reply