forum

3L - Macrophylla Parasol

posted
Total Posts
173
show more
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
Xinnoh
i share their opinion here :/
Topic Starter
pimp
it's probably time to search for BN's

i might get some mods in the meantime, but i'm confident on this project : )
_handholding
maybe you could try explaining why tickrate 4 is superior to 2 or 1 and what it provides that other tickrates dont. And how the map objectively is improved in quality this way
Topic Starter
pimp
will edit this post
MBomb
owo what's this
Topic Starter
pimp

Kisses wrote:

maybe you could try explaining why tickrate 4 is superior to 2 or 1
no slider tick rate is superior to the other, it just depends on the song and the way it was mapped for one of them to be the best option.


Kisses wrote:

what it provides that other tickrates don't.
tick rate 4 provides me enough options to custom hitsounds the way i want.


Kisses wrote:

how the map objectively is improved in quality this way
my map is objectively improved in hitsounding when i have slider tick rate 4 allowing me to represent more sounds in the music with curstom hitsounds.

other possible questions i may be asked again, by anyone:

can't you create the same experience with storyboarded hitsounds?

very similar experience, but i don't think storyboarded sounds are a better option than custom slider ticks

why aren't storyboarded sounds a better option than custom slider ticks?

1)storyboarded hitsounds can't be disabled, even if the player uses the "ignore beatmap's hitsounds" option. so it would sound weird for people using custom skin hitsounds. this does not happens if i hitsound them as slider ticks.

2)taiko mode has different default hitsounds, so even if they don't use "ignore beatmap's hitsounds" the storyboarded sounds will sound weird. this does not happens if i hitsound them as slider ticks. my map will be played in taiko mode, that's a fact.

3)storyboarded hitsounds are descouraged in general, for all gamemodes because:


4)players are already used to custom slider tick sounds, it's an osu! mode specific guideline that people are barely encouraged to follow.

don't use custom hitsounds there then?

1)you are basically telling me to not be creative.

2)while some of them are representing unique sounds from the song, others are helping to keep consistency with hitsounds used in a fixed pattern, not having those would obviously make the overall hitsounding quality/consistency decrease.

why don't you remap to make the spots with custom slider ticks as circles,slider starts/ends/repeats?

1)all the spots would basically become streams/triplets. does not looks very creative to me.

2)this would ruin the unique gameplay i created.

3)those parts are well mapped already and i legitimately think they have the best pattern possible.

can you show an exemple of the "unique gameplay" you were talking about?

01:16:953 (1,2,3) - mapped to that instrument here besides the "kick" in the white tick.


if i mapped the same spots with 1/4 slider and a circle it would be something like

but it would take away the "long slider hold" that my current pattern has, and my current pattern follows the instrument's timing perfectly.

what would have similar gameplay would be:

but this would give the sounds at the white and red ticks the same level of importance as the blue ticks.

the blue ticks are obviously the more important sounds there, and the red tick sound is barely noticeable, so it would feel overdone, i'd rather not have that red tick mapped.
same applies to 01:30:022 (8) - 01:39:113 (2) -

do you know that the max combo is increased by using slider tick rate 4?

i know, but i don't see how having slightly bigger combo than i would have with smaller tick rates is a problem because:
1)my current max combo is reasonable for a 6 min long marathon.

2)someone else could map the song and have a bigger combo without even using slider tick 4.

3)i never seen anyone being legitimately bothered by how big a max combo was on a song with that length, people drop combos because playing long songs makes them tired, not the max combo itself.

4)score ranking still exists but it's not a big deal anymore, now people should only care about Performance points, the increased max combo does not increases max PP.

5)bigger combo doesn't significantly affects the gameplay, especially on a beatmap with slow slider velocity/low bpm/friendly mapping overall.

6)"1,000 Combo" achievement would still be achieveable if i was using slider tick 1 or 2.

7)"2,000 Combo" achievement won't be achieved with slider tick 4.

how can we confirm that what you did is rankeable?

1) custom slider tick hitsounds are rankeable, i don't think i need to show exemples for this.

2) muted slider tick is fine as long as you don't use muted slideslide at the same time.


3) i didn't find anything in ranking citeria/osu! mode specific Ranking Criteria mentioning that the slider tick rate must to match the song perfectly and constantly. slider tick 4 definitely fits my song, but not constantly, but i silenced the parts where i didn't needed them. if fitting perfectly and constantly was necessary, then slider tick rate 4 would not be rankeable even on songs like freedom dive (if anyone will actually check, this part of freedom dive i'm talking about: 01:30:693 - until 01:37:983 - no sounds on the blue ticks at all. so for exemple, if someone wants to map a beginner difficulty but having slider tick rate 4 representing the long streams, slider tick rate 4 would not be allowed because the part i mentioned does not fits tick rate 4)

4) i didn't find anything in ranking citeria/osu! mode specific Ranking Criteria defining how big the max combo can be depending on the song length bpm and difficulty level mapped.

5) the only things that osu! mode specific Ranking Criteria mentions about slider tick rate usage are

but this is about 1/3 and 1/2 "conflicting", this "conflict" does not happens using slider tick 4 because the song mostly have sounds on white red and blue ticks, also this is just a guideline.
it also has

but my SV is not that low, my slider ticks are all visible and this is just a guideline.

6) what i did has been done before and the ranking criteria was not changed in a way that prevents beatmaps from getting ranked with similar ideas.

can you provide an exemple of this practice "being done before"?

the only exemple i remember right now, is this one from this ancient mapping god: https://osu.ppy.sh/s/14624
the fun thing is that he uses different tick rates between the difficulties. so we can assume that the tick rate was adjusted according to the mapper's needs in each difficulty, just like i did.
he used slider ticks the same way i did, even silenced them where he felt that he didn't need them.

this map is too old, why do you think this is a reasonable exemple?

as i said before: "what i did has been done before and the ranking criteria was not changed in a way that prevents beatmaps from getting ranked with similar ideas."
let's compare to some other things used in the past that later were not accepted on ranked beatmaps:

1)beatmaps got ranked with ninja spinners (iirc, while some of them seemed to be possible to complete and get at least a 100 hit, you could only do it if you already knew where they would appear) ( https://osu.ppy.sh/s/132 ) this mapping technique later became prohibited. eventually the RC was changed to force ranked beatmaps to only have spinners that can be completed with at least 2000 bonus points with auto mod, then eventually changed to 1000 with auto mod.

2)beatmaps got ranked with red timelines manipulating slider speed and conflicting between difficulties ( https://osu.ppy.sh/s/16349 ) this was later prohibited.

3)beatmaps got ranked with "shaking sliders" (idk if the name is correct) that plays in a way that the slider velocity felt reduced significantly as if it was actually lowered (the only exemple i can remember now is this collab, during the part mapped by the best mapper of all times 01:53:979 (4) - 02:40:133 (1) -)
this was later prohibited, then i believe that this technique was eventually accepted if done reasonably, like the spinner thing i mentioned.

4)beatmaps got ranked with silenced slider ticks using inherited timelines with volume set to 0% (the ancient mapping god's map i used as an exemple has them)
this was later prohibited, i believe that it was prohibited because it provides no audio feedback during taiko play?

are you okay with ignoring guidelines?

i am, you are, probably all mappers are fine with ignoring guidelines and we all did it at some point while working on our beatmaps for ranking/approval.
my mapping style just requires me to ignore guidelines that most people don't need to ignore, because they don't try to do what i do and/or their songs don't requires them to try it.
"it's fine to ignore guidelines if the mapper knows what he is doing" i bet all of you said something like that or was told something like that at some point during your beatmapping experience.
i clearly know what i'm doing, i would not have beatmaps already ranked, or a star icon on this map if i didn't know what i was doing.
Nyxa
did you just actually write a faq for ppl who want to criticise your map?
i'm impressed

also i guess i should chip in; no matter your argument, a significant number of people who are responsible for checking maps on a case by case basis have determined that your map doesn't hold up to the standards of ranking. i'm sure you feel like your argument is sound but i don't think it provides any adequate form of justification personally (and apparently neither do they)

so maybe it's time to reconsider what makes sense to you, it just sounds to me like you got too attached to your "creative" idea of using tickrate 4 and putting active hitsounds on passive hitobjects (sliderticks) and now are being overly stubborn due to that attachment.

also the sheer fact that it's only used for 3 instances makes it extremely redundant. just fix ur shit kds pls thx
_handholding

pimpG wrote:

Kisses wrote:

maybe you could try explaining why tickrate 4 is superior to 2 or 1
no slider tick rate is superior to the other, it just depends on the song and the way it was mapped for one of them to be the best option.


Kisses wrote:

what it provides that other tickrates don't.
tick rate 4 provides me enough options to custom hitsounds the way i want.
To clarify I mean what it does for your map that would be better than all the other tickrates. I don't care about the second part with the RC and all that.

So I've played the map in editor with 0% music (parts of it, admittedly I was too lazy to listen to the whole thing, start to finish) and couldn't spot an instance where it wouldn't perform the exact same if the tickrate were 2.

Also I'm really against having sliderticks as strong hitsounds. You end up give feedback to notes that you didn't map in your rhythm; to me this is just wrong. If you didn't map the snares, claps etc in your rhythm then there is no need to have it mapped in via custom sliderticks. It can be detrimental to playing experience by give people false feedback
Topic Starter
pimp

Kisses wrote:

To clarify I mean what it does for your map that would be better than all the other tickrates.

So I've played the map in editor with 0% music (parts of it, admittedly I was too lazy to listen to the whole thing, start to finish) and couldn't spot an instance where it wouldn't perform the exact same if the tickrate were 2.
slider tick rate 4 provides me more slider ticks that i can custom hitsound, those parts wouldn't have enough ticks if i was using slider tick rate 2:

01:17:294 (2) - 01:30:022 (8) - 01:39:113 (2) - 01:45:135 (3) - 01:48:772 (1) - 05:03:658 (3) - 05:10:931 (3) - 05:15:476 (5) - 05:23:658 (2) - 05:30:022 (5) - 05:49:794 (2) -

Kisses wrote:

I don't care about the second part with the RC and all that.
while i obviously didn't write it specifically to you, you make it look like you are not taking my opinion seriously?
well, at least you didn't ruin your whole statement with a mocking comment in the end, like the other guy did, so i will take your opinion seriously.

Kisses wrote:

Also I'm really against having sliderticks as strong hitsounds. You end up give feedback to notes that you didn't map in your rhythm; to me this is just wrong. If you didn't map the snares, claps etc in your rhythm then there is no need to have it mapped in via custom sliderticks. It can be detrimental to playing experience by give people false feedback
you might not like them but players are already used to custom slider tick sounds, it's an osu! mode specific guideline that people are barely encouraged to follow. there is countless exemples of ranked beatmaps with slidertick as strong hitsounds.

there is no "false feedback" on custom slider ticks, if you reach/hit them you will hear them and keep your combo, if you don't reach/hit them you won't hear them and drop your combo, basically works the same way as slider ends or slider repeats.

i mapped the drums, snares, and anything else that is a clap based sound, just didn't do it 100% as clickable notes because it would result on my map becoming a long 1/2 stream with eventual 1/4 streams and triplets and very few 1/1 sliders. this would drastically limit creativity, would not provide the gameplay i intended and would make my map feel like a generic PP farming beatmap (except that it wouldn't give as much PP).
Nyxa
the last bit wasn't mocking though, it was just a random joke to lighten the mood since ppl tend to freak out when i'm too serious
now you're freaking out cause i'm not serious enough
awawa

Myxo
Just because something's rankable doesn't mean it's good. Rankability won't help you if none of the BNs is willing to nominate the map. And even if you'll find them, other BNs can still veto the nomination if they think it's reasonable to do so.

The fact that you're not really able to convince anyone of your decision even with much effort spent shows that your argument is pretty unreasonable. Slider ticks are meant to represent (usually weaker) beats in the song. Sometimes it's not necessary to ensure that each one has an audible sound attached to it (for example if one section of the song has very few beats so that slider ticks land on nothing) which usually isn't problematic, but in your map almost every second slider tick is not landing on any audible sound so it's quite obviously a bad decision.
Topic Starter
pimp

Desperate-kun wrote:

Just because something's rankable doesn't mean it's good.
every single person has it's own opinion on what's good and what's not.
if it's rankeable then it can be considered good enough, otherwise it wouldn't be rankeable.

Desperate-kun wrote:

Rankability won't help you if none of the BNs is willing to nominate the map.
it's too early to assume that none of the BNs is willing to nominate the map.

Desperate-kun wrote:

And even if you'll find them, other BNs can still veto the nomination if they think it's reasonable to do so.
this is the 1st time a veto was ever mentioned in this thread. even people who disagreed with me wished me good luck, i appreciate their effort and i respect their decision.
whatever happens after i get a bubble, i will handle the situation the same way i'm handling so far.

Desperate-kun wrote:

The fact that you're not really able to convince anyone of your decision even with much effort spent shows that your argument is pretty unreasonable.
I'm still the only one stating facts, the sources i used are official, the people against are basically complaining because it's unusual/ they don't like my style of custom hitsounding.

Desperate-kun wrote:

Slider ticks are meant to represent (usually weaker) beats in the song.
what you think that they are meant to represent is still your personal opinion/taste.

Desperate-kun wrote:

Sometimes it's not necessary to ensure that each one has an audible sound attached to it (for example if one section of the song has very few beats so that slider ticks land on nothing) which usually isn't problematic, but in your map almost every second slider tick is not landing on any audible sound so it's quite obviously a bad decision.
most of them actually lands on audible sounds, it's just that most don't seem interesting enough to custom hitsoud.
i don't even know why you guys are so bothered by this

is it the max combo? i already explained why it's not something that should be taken into consideration

people think they sound weird? not really because they are muted in the parts that i don't need them. if they don't like the parts i used custom then there is nothing i can do about it.

people think they look weird? anyone who is skilled enough to play an easy difficulty and get a decent combo, already saw them enough to decide if they are okay with how the slider tick looks or if they are going to quit the game because they don't like them, then i don't think so, and i'm okay with using a skin element to replace the slider tick if necessary.

people think they play weird?if the player is not fast enough to reach the slider tick, then he is not fast enough to reach the slider end, so he should be playing easier difficulties.
______________________________________________________________________________________________________________________

players might notice the difference but they don't really care about slider tick rate.
the relevant settings and statistics for them are:


so far i explained the best i could why the usage of tick 4 in this song is not a bad thing, why i need it this way and why the optional ways are not going to improve the quality of my map or at least keep the same quality (they would actually reduce it).

from my perspective, it looks like i'm dealing with people who don't hesitate to force me to limit my creativity in order to prevent me from using a setting that is not used often nowadays. i already proved with facts that what i'm doing is not going to negatively affect my beatmap at all.

i'm basically ignoring a few guidelines at most, but you guys are almost reacting like this was a song containing offensive lyrics, variable bpm poorly timed, with a lot of unsnapped objects and with more difficulties by a guest mapper than the actual map creator.
MagicDragon
never mind
Monstrata
Slider-tick's are a passive hitsound. They play exactly on time, unlike slider/circle heads which are based off when you actually "hit" them.

Why not use storyboarded hitsounds instead of slider-tick hitsounds then? It's the same effect. You get a sound to play at a specific point in time without having to do slidertick hitsounding.
_handholding
so far i explained the best i could why the usage of tick 4 in this song is not a bad thing, why i need it this way and why the optional ways are not going to improve the quality of my map or at least keep the same quality (they would actually reduce it).
I can't see it decreasing the map's quality, objectively speaking

from my perspective, it looks like i'm dealing with people who don't hesitate to force me to limit my creativity in order to prevent me from using a setting that is not used often nowadays. i already proved with facts that what i'm doing is not going to negatively affect my beatmap at all.
You haven't stated them as facts really, just what you were trying to do. Basically they only here the hitsounds if they hit the ticks you could legit just add them in the mp3 via audacity if you were so bothered; but then you'd realise how stupid it actually is.

Also why do you keep bringing up creativity? This isn't an attempt at being creative just adding sounds in places that aren't part of your rhythms.

Also also, you talk about bring up the topic of creativity and how placing active hitsounds on passive objects adds to that yet the rhythm you've limited your ownself with the rhythms you've used. Eg 01:47:635 (1,2,3) - and 01:48:317 (5,6,7) - are triplets despite the song having a double at 01:47:635 (1) - and there being absolutely no sound at 01:48:431 (6) . Oh and a triplet at 01:48:772 (1) though this is mapped as a 1/2 for reasons im not too sure . You mapped these for a generic style rhythm when you could have had a much more interesting one but fallback to your hitsounding for creativity???
[]There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. A lot of people think it's stupid so yeah, I think that says a lot
[]This is the first (and probs) the last time I'll reply to someone quoting them this way. I hope you feel special ~
Topic Starter
pimp

Monstrata wrote:

Slider-tick's are a passive hitsound.
they work the same way as repeats and slider ends, repeats and slider ends are treated with the same importance as circles and slider heads on hitsounding, so the slider ticks are fine having the same treatment (they already have, beatmaps get ranked with slider tick with strong sounds)

Monstrata wrote:

They play exactly on time, unlike slider/circle heads which are based off when you actually "hit" them.
you can still hit the slider ticks if you miss the slider head/tail. you can also hit them as they were circles, the gap between the slider ticks doesn't needs to be hold/hit, but it doesn't makes sense because it's easier to just hold.
a good comparission would be playing a shooter game with a gun that shoots automatically but can also be adjusted to shoot manually.

Monstrata wrote:

Why not use storyboarded hitsounds instead of slider-tick hitsounds then? It's the same effect.
because it has bad side effects that slider ticks don't.

Monstrata wrote:

You get a sound to play at a specific point in time without having to do slidertick hitsounding.
the ranking criteria sugests mappers to avoid using storyboarded hitsounds.

this guideline in particular seems to be treated like "only use it if you really don't have another option" it's definitely one of the guidelines that are most encouraged to be followed.
unlike the custom slider tick guideline that is more like "use it if you at least know what you are doing" and it's one of the most ignored guidelines already.

i have a lot of custom slider ticks, so it's not good to replace them for storyboarded sounds because we are told to avoid using them.

(bad)side effects of using sb'ed sounds:

1)the sound will be played even if the player misses the note (unlike slider ticks).
2)can't be disabled, "ignore beatmap hitsounds" and "disable storyboard" doesn't work for sb'ed hitsounds.
so players with custom skin hitsounds will still hear them (unlike slider ticks).
3)even if the player don't disable anything and play with default skin, the sound will be confusing during taiko play,
because the default sounds for taiko mode are different (unlike slider ticks). (my map will be played in taiko mode)

side effects of using custom slider ticks:
1)none?



Kisses wrote:

I can't see it decreasing the map's quality, objectively speaking
remapping in a way that it would fit the hitsouds, would result on a lot of extra streams/triplets, and they wouldn't provide the gameplay i wanted...already explained before.

Kisses wrote:

You haven't stated them as facts really, just what you were trying to do.
i did what i wanted to do and proved that everything i did is rankeable mentioning what's written in the ranking criteria, doesn't gets more clear than that.
anyone can check by themselves.

https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!
https://osu.ppy.sh/help/wiki/Ranking_Criteria/

Kisses wrote:

Basically they only here the hitsounds if they hit the ticks you could legit just add them in the mp3 via audacity if you were so bothered; but then you'd realise how stupid it actually is.
no need to create fairy tales, i'm not trying to mock anyone's preference, i just want my preferences to be taken more seriously.

Kisses wrote:

Also why do you keep bringing up creativity? This isn't an attempt at being creative just adding sounds in places that aren't part of your rhythms.
no need to change the topic
most mappers don't put as much effort on hitsounds as i did, most of them only do the basic.
it's okay if you think my hitsounds are not creative anyway.

Kisses wrote:

Also also, you talk about bring up the topic of creativity and how placing active hitsounds on passive objects adds to that yet the rhythm you've limited your ownself with the rhythms you've used. Eg 01:47:635 (1,2,3) - and 01:48:317 (5,6,7) - are triplets despite the song having a double at 01:47:635 (1) - and there being absolutely no sound at 01:48:431 (6) . Oh and a triplet at 01:48:772 (1) though this is mapped as a 1/2 for reasons im not too sure . You mapped these for a generic style rhythm when you could have had a much more interesting one but fallback to your hitsounding for creativity???
it's probably hopeless to get you or anyone else to teach me how to map at this point (7 years of osu!) but my map would be bubbled already if i agreed to change the tick rate earlier, so there is not much to say about my notes, actually.

Kisses wrote:

There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. A lot of people think it's stupid so yeah, I think that says a lot
i modded a map a few weeks ago, the mapper was not using custom slider ticks, i suggested custom slider ticks, he didn't seem bothered and agreed imediately, none of the modders complained, the map got ranked already, didn't see anyone complaining about them later.

https://osu.ppy.sh/s/647217 qualified by mosntrata (not that it makes any difference, actually)

Kisses wrote:

This is the first (and probs) the last time I'll reply to someone quoting them this way. I hope you feel special ~
thank you for your feedback
Nyxa
do you realize that guidelines are there to be evaluated on a case-by-casis basis
and that there is a handful of case-by-case-basis-evaluators posting on your map about your case and what they feel should happen with it
if RC was a strict guideline as you are trying to make it out to be it would be an automated process, but it's not
that's for a reason, there is a reason so many people are telling you to fix this, it's not because it's "creative", it's because they don't feel it belongs in the ranked category of maps

either way it's not looking like you'll convince anyone, why don't you just try to understand where the others are coming from?
Topic Starter
pimp
since you are not a nominator i'll assume you are here because you like my map and want it ranked asap.
please be a bit patient, i also wanted this ranked asap but not at the cost of ruining things that i am proud of doing in my mapset.

what you mentioned i already know, but thanks for showing interest and i appreciate your support.
Mun
i think what Tess wants here is for you to stop deliberately ignoring the point of all this discussion

rankable != good, and if you keep on driving away nominators because you're unwilling to look at this map from any other point of view, it won't matter how rankable the map is since nobody will want to icon it
Topic Starter
pimp
i'm just defending my creation being as much polite as i should, and the discussion is not over.
Nyxa
of course i want your map to be ranked, that's why i'm telling you to listen to the advice you've been given
tho, i'm mostly here cause nominators are tearing their hair out at your stubbornness and i felt the urge to drop my 2 cents
Topic Starter
pimp
i'm glad i was right about you.

i'm the one to be stressed in this situation because i have to deal with everyone, but i'm actually not.

the discussion is not over, we will see.
Behon
Here's a long overdue return favor for your M4M 2 months back

00:00:818 It would be more interesting to place these circles in different spots rather than stacking.
00:06:272 Same here.
00:12:409 Maybe add more circles or change this one to a slider or spinner to fill the empty spot after it?
00:17:863 (4) Suddenly stacking these two after the previous two circles feels unnatural.
01:11:953 (2) I'd raise this vertically a little more to make the progression from circles 1 to 3 more visually appealing.
03:13:090 (2) It also looks visually unappealing to have the sliders overlap like this. I'd try and make them blanket each other instead.
03:17:408 (4) Same here.
05:03:090 (1) I'd get rid of the new combo here and apply it to the slider right afterward.
Topic Starter
pimp
Thank you, will check asap



And seems like i will need to use a different approach to make you guys understand my point of view.

I'm pretty sure it will work better.

Stay tuned


Behonkiss wrote:

Here's a long overdue return favor for your M4M 2 months back
(i have to admit that i was really mad at you because didn't look like you were going to honor our deal lol.
i wanted some feedback from veteran mappers before finding bn's. unfortunately there are not many of them available for now but at least i got you and another veteran to check this map :)
)

00:00:818 It would be more interesting to place these circles in different spots rather than stacking. (i mapped the intro using a "boring" style intentionally, i wanted it to feel outdated)
00:06:272 Same here. (^)
00:12:409 Maybe add more circles or change this one to a slider or spinner to fill the empty spot after it? (the piano is no longer present and thre is no other instrument to follow starting here, the long background sound started way earlier so i can't follow it)
00:17:863 (4) Suddenly stacking these two after the previous two circles feels unnatural. (i disagree, they are the same sounds so it makes sense to stack, i didn't do the same on other similar parts because i wanted some variation)
01:11:953 (2) I'd raise this vertically a little more to make the progression from circles 1 to 3 more visually appealing. (i will move the previous note by a few pixels so the curve on 123 will be more compatible with the curve on 234)
03:13:090 (2) It also looks visually unappealing to have the sliders overlap like this. I'd try and make them blanket each other instead. (i like them :( )
03:17:408 (4) Same here. (^)
05:03:090 (1) I'd get rid of the new combo here and apply it to the slider right afterward. (the flute starts here so i can't do this)
thank you for your help :)
Monstrata
Well, I tried to be helpful. The storyboarded hitsound guideline is largely ignored. THe only important thing is setting the volume to be lower than the regular clap/whistle/etc... volume if you are putting the storyboarded hitsound in a location where there is no object (A gap in between two objects). Other than that there is no drawback that I'm aware of, as someone who has used storyboarded hitsounds for pretty much the same reason you're currently using slider-tick hitsounding. You can refer to the Normal and Hard on https://osu.ppy.sh/s/608723 where it's not possible to keysound every piano note on the map without causing the note density to be too high for the difficulty. (Song is full 1/2 piano rhythms, but obviously you can't map them all on Normal or Hard).
Topic Starter
pimp

Monstrata wrote:

Well, I tried to be helpful.
and I am very thankful for you and everyone trying to help me.

Monstrata wrote:

The storyboarded hitsound guideline is largely ignored.
It's okay if it's ignored if the map was made in a way that there is no better option (slider ticks, in the case of my map), it's a guideline after all.

Monstrata wrote:

THe only important thing is setting the volume to be lower than the regular clap/whistle/etc... volume if you are putting the storyboarded hitsound in a location where there is no object (A gap in between two objects). Other than that there is no drawback that I'm aware of, as someone who has used storyboarded hitsounds for pretty much the same reason you're currently using slider-tick hitsounding. You can refer to the Normal and Hard on https://osu.ppy.sh/s/608723 where it's not possible to keysound every piano note on the map without causing the note density to be too high for the difficulty. (Song is full 1/2 piano rhythms, but obviously you can't map them all on Normal or Hard).
yes i understand that you didn't had the options that i have in my map, i would never tell you to remap and to make them as slider ticks if i modded that map because the way you mapped is fine.

i'm just expecting the same treatment for my map, because i have better options than storyboard hitsounding, and i already explained why slider ticks are a better option than storyboarded hitsounds. (p/6349361 and p/6350854 for anyone who didn't see it yet)
Ataraxia
Minha Nossa O.O
igorsprite
pq q aparece tanto BN pra falar da mesma coisa? :?
Net0
Slider tickrate at 4 used in order to allow the mapper to custom hitsound ticks that are on 1/4 snap...
I can't see why people are having so much trouble to understand something as simple as this. People did the same idea with high bpm maps and tick set on 2 to map consecutive 1/2 snare/kicks on 3/2 sliders. (in maps with simplified density rhythm ofc) .In this case it's the same concept applied to 1/4 sounds passivelly mapped with his rhythm, but instead of current percussion passive mapping (which would basically mean mapping reverses everywhere) he's doing an old melody rhythm map that uses custom tick hitsounding to add more to the experience.

Kisses wrote:

There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. So basically val0108 is a bad mapper,right... Please if you are not aware of something, at least do some research. Mapping slidertick. with custom was done A LOT, it's not a case of two maps that were overlooked.

Kisses wrote:

A lot of people think it's stupid so yeah, I think that says a lot A lot of people say that spacing 1/2 circles spaced everywhere in a song, mapping sliders that cover the entire screen with big sv, etc, are a bad idea, and yet, people still rank maps that do so. It's just the matter of making a mapping decision and check if that decision can be ranked or not.
Stefan
Did anyone provide a solid reason what are the disadvantages about TR4? Yeah, saying "it doesn't fit" and "it doesn't make sense" and "just use storyboard hitsounds" may be called but the mapper didn't randomly choose it.

Using storyboarded hitsounds would be hella stupid to people who prefer to play with their own hitsounds or disable the storyboard - causing something is missing/being off. I mean it'd also be silly to the taiko convert but this is less relevant. As well I see no reason how TR4 is bad compared to TR2/1. Yes, TR2 would have the same effect like TR4 except of these certain parts that are in question but because TR4 wouldn't be much different than TR2 I don't see how you guys try to convince the mapper that TR4 is a bad choice. Especially since I haven't heard anything valueable that is a solid reason to refrain from TR4.
_handholding
It's not about the tickrate specifically it's about the hitsounding, for me anyways
Topic Starter
pimp
i don't need to "convince anyone", people who can think for themselves are not seeing any problem in the way i made hitsounds.
i'm pretty sure there is a lot more people who agree with me but they will not join the discussion to defend me for obvious reasons.

Net0 wrote:

Slider tickrate at 4 used in order to allow the mapper to custom hitsound ticks that are on 1/4 snap...
I can't see why people are having so much trouble to understand something as simple as this. People did the same idea with high bpm maps and tick set on 2 to map consecutive 1/2 snare/kicks on 3/2 sliders. (in maps with simplified density rhythm ofc) .In this case it's the same concept applied to 1/4 sounds passivelly mapped with his rhythm, but instead of current percussion passive mapping (which would basically mean mapping reverses everywhere) he's doing an old melody rhythm map that uses custom tick hitsounding to add more to the experience.

Kisses wrote:

There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. So basically val0108 is a bad mapper,right... Please if you are not aware of something, at least do some research. Mapping slidertick. with custom was done A LOT, it's not a case of two maps that were overlooked.

Kisses wrote:

A lot of people think it's stupid so yeah, I think that says a lot A lot of people say that spacing 1/2 circles spaced everywhere in a song, mapping sliders that cover the entire screen with big sv, etc, are a bad idea, and yet, people still rank maps that do so. It's just the matter of making a mapping decision and check if that decision can be ranked or not.

Stefan wrote:

Did anyone provide a solid reason what are the disadvantages about TR4? Yeah, saying "it doesn't fit" and "it doesn't make sense" and "just use storyboard hitsounds" may be called but the mapper didn't randomly choose it.

Using storyboarded hitsounds would be hella stupid to people who prefer to play with their own hitsounds or disable the storyboard - causing something is missing/being off. I mean it'd also be silly to the taiko convert but this is less relevant. As well I see no reason how TR4 is bad compared to TR2/1. Yes, TR2 would have the same effect like TR4 except of these certain parts that are in question but because TR4 wouldn't be much different than TR2 I don't see how you guys try to convince the mapper that TR4 is a bad choice. Especially since I haven't heard anything valueable that is a solid reason to refrain from TR4.
thank you guys, appreciate your support :)

Kisses wrote:

It's not about the tickrate specifically it's about the hitsounding, for me anyways
i'm not happy to hear that my hitsounds didn't sound good enough for you, but i can't make everyone happy.

as far as i remember, i didn't add any custom hitsound to "overmap" any part of the song, all my hitsounds are following something in the music, but if you suggest me different custom hitsound files or even new ideas maybe we can get to an agreement.
_______________________________________________________________________________________________________________________

i know i'm taking too long to post an "update" about this map, but i will have something done eventually

stay tuned
Net0
If you still need mods pimpG I can mod this later on. Best of luck o/
polka
Two cents here.

As long as it has a purpose it's fine. He's not using it to purposely make the combo higher, he's using it to help make his mapping fit the song better.

There's a slight tick noise in the back of the chorus anyway if you listen, so it actually works.

It's just a guideline, and as we see time and time again, they can be broken if done right. And this is clearly done right, and well at that.
Ataraxia
If you want a re-chek (with a special live modding xD) just call me

In my stream, i listened carefully all hitsound about the map, and the reason of tick 4 is just for the best way to follow the music through hitsounds

tick rate 4 is like (all beats will have a sample, all beat will have a purpose)

its simple to understand(if i can, anyone can)

idk why people don't understand something that's so explicit.

--

boa sorte pimpg, sinceramente eu fico triste em ver voce passando por todo esse bocado desnecessario só porque algumas pessoas não querem procurar algo a fundo e só querem o obvio...
DJPop
You don't need slider tick 4. If you want sound on non-tick position, use delayed hitsounds technique.

For example, a sound on 1/4 beat after a note, use wav file with 114ms delay added to the beginning. However, it will sounds off if player doesn't hit a note at the correct timing. You can instead put sound on the end of previous slider's end or repeater, add enough delay to make it sounds at the position you want. Ex 01:16:044 (4) - wav file will need 2/1 (909ms) delay. It will not sound off, but the file size will be bigger (up to the length of delay).

You can use Audacity to edit wav files. Add delay by go to Generate > Silence.
show more
Please sign in to reply.

New reply