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Nardis - Cosmo Memory

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MikasaSerket
breathes in
I like spacing
breathes out
Topic Starter
Shiirn
Disclaimer: This response is meant to be a humorous over-reaction and I am just entertaining myself and hopefully others by being as hammy as possible about things that annoy me to a moderate extent, but are obsessed over really weirdly religiously by a decent chunk of people. I have nothing but respect for Stjpa and his persistence as a BN, and this is not meant to be taken as belittling his opinions or functions as a modder, simply to poke fun at what I find to be a silly obsession over inane details that is for some fucking weird reason an actual legitimate concern amongst the modding community.

That said, enjoy Shiirn.







I'd probably be able to shank a guy in Time's Square, tell everyone he DQ'd a map over a 0.5pixel object overlap, and receive applause for it rather than outcries. Fuck that. Combined with that, I literally don't give a shit about any sort of distance snap error that's not going to fuck over a player. At that point the only purpose to fixing it is to satisfy some cunt's self-diagnosed OCD that is actually going to be diagnosed as being a chronic control freak
ok im done

anxient's diff: NC's fixed, the other one not, because focusing on the white tick beats is far more natural for a beginner-level player.




shit fixed on mikasa's normal except for

  1. 01:52:815 (1,2) - Tiny spacing discrepancy to avoid 0.5 pixel overlap on the slidertrack. The police can fucking deal with it.
  2. 01:57:615 (6,1) - i gotta cry about this because honestly what the fuck it doesnt change anything to rotate 6 by 15 degrees so the ending is a bit closer, sliders are fucking lenient as hell and i could probably make a case for the fact that this is the very end of the chorus, it's actuall an oppotune place for a tiny spacing change for subtle emphasis that won't confuse any player who isn't actively having a god damn stroke but I know the self-diagnosed-OCD-cunts-that-is-actually-going-to-be-diagnosed-as-being-a-chronic-control-freaks will bitch about it anyway
  3. 02:13:729 (3) - literally fuck the police they can deal with it. there isn't any good place to put it where both DS's are 1.6 except for above the damn slider and that ruins the entire point of it.

logic is a big boy and can respond t-


no.
Logic Agent
i was gonna write a whiny response but then i realized like.. let's just fix the fucking problem

so here's my irc with stjpa to clear up most of if not (hopefully) all issues he had with my diff

irc w/ stjpa
2016-11-05 23:32 Logic Agent: you busy
2016-11-05 23:32 Logic Agent: ?
2016-11-05 23:32 Stjpa: no
2016-11-05 23:32 Logic Agent: can you take a look at my diff on cosmo memory then cause i wanted to ask you
2016-11-05 23:32 Logic Agent: a few things
2016-11-05 23:33 Stjpa: sure
2016-11-05 23:33 Logic Agent: ACTION is editing [https://osu.ppy.sh/b/1099942 Nardis - Cosmo Memory [Logic's Hard]]
2016-11-05 23:33 Logic Agent: i'm basically just changing a bunch of things because i'm tired of dancing around this set
2016-11-05 23:33 Logic Agent: no offense to you
2016-11-05 23:33 Logic Agent: so this is just so that next time we just
2016-11-05 23:33 Logic Agent: cut the bs yknow
2016-11-05 23:34 Logic Agent: 00:41:158 (1,2) - killed the altered stack here
2016-11-05 23:34 Logic Agent: 00:12:357 (1) - remapped this combo for emphasis
2016-11-05 23:34 Logic Agent: cause you were right
2016-11-05 23:34 Logic Agent: 01:07:215 (1) - you have any ideas for here?
2016-11-05 23:34 Logic Agent: cause you're right it's sorta bland but i don't really know what i can do
2016-11-05 23:34 Logic Agent: without being weird with spacing
2016-11-05 23:34 Logic Agent: dont wanna add any "big" jumps for no reason
2016-11-05 23:35 Stjpa: http://hanatan.s-ul.eu/yp4sW0aL
2016-11-05 23:35 Stjpa: 2 is on the same position as before
2016-11-05 23:35 Stjpa: fyi
2016-11-05 23:36 Logic Agent: sur
2016-11-05 23:36 Logic Agent: can you give me x y of 2
2016-11-05 23:36 Logic Agent: cause i deleted
2016-11-05 23:36 Stjpa: im also killing the flow on purpose with the slider because of 1/4's
2016-11-05 23:36 Stjpa: x:52 y:92
2016-11-05 23:36 Logic Agent: well i changed
2016-11-05 23:36 Logic Agent: https://imgur-archive.ppy.sh/UiM01Wi.png
2016-11-05 23:36 Logic Agent: 01:06:872 (3,1) -
2016-11-05 23:36 Logic Agent: you still think that's ok?
2016-11-05 23:36 Stjpa: yes
2016-11-05 23:36 Logic Agent: alright
2016-11-05 23:36 Logic Agent: sec
2016-11-05 23:37 Stjpa: u could even do [http://hanatan.s-ul.eu/GthXJyfh this]
2016-11-05 23:37 Logic Agent: https://imgur-archive.ppy.sh/7CGDHl4.png uh thats kinda big
2016-11-05 23:37 Stjpa: less ridiculous spacing and looks cool
2016-11-05 23:37 Logic Agent: ya ill do that one
2016-11-05 23:39 Logic Agent: 01:16:986 (2,3) - ok so
2016-11-05 23:39 Logic Agent: you said here it seems like the head of 3
2016-11-05 23:39 Logic Agent: should instead be tail of 2 right?
2016-11-05 23:39 Logic Agent: just so we're clear
2016-11-05 23:39 Logic Agent: or am i mis understanding
2016-11-05 23:40 Stjpa: yes
2016-11-05 23:41 Logic Agent: my problem with that
2016-11-05 23:41 Logic Agent: is that if i try to make a repeater that covers the end
2016-11-05 23:41 Logic Agent: the middle tick of the repeater is off
2016-11-05 23:41 Logic Agent: so the only fix i can think of is to remove repeat and just let it pause
2016-11-05 23:41 Logic Agent: unless you have another idea/
2016-11-05 23:41 Stjpa: if u really wanna keep it at least nerf the spacing
2016-11-05 23:42 Stjpa: because its too big considering the tail of 3 doesnt have a strong beat
2016-11-05 23:49 Logic Agent: ok
2016-11-05 23:49 Logic Agent: that took forever but
2016-11-05 23:49 Logic Agent: i changed it around to make the spacing way smaller
2016-11-05 23:49 Logic Agent: ok
2016-11-05 23:49 Logic Agent: 01:29:157 (1,2,1,2,1,2,1,2) -
2016-11-05 23:49 Logic Agent: the elephant in the room
2016-11-05 23:49 Logic Agent: is there a way in your mind
2016-11-05 23:49 Logic Agent: that i can change just this
2016-11-05 23:50 Logic Agent: and the other part is ok
2016-11-05 23:50 Logic Agent: like do i need to just make this all sliders or what
2016-11-05 23:50 Logic Agent: cause we're clearly on two different pages here so i just wanna make sure this gets cleared up
2016-11-05 23:51 Stjpa: the problem i have with that section is that the difficulty spike there isnt increasing linearly
2016-11-05 23:51 Stjpa: and thus doesnt even suit the music imo
2016-11-05 23:51 Stjpa: it would be cool if u could do something similar there as 00:35:672 - here
2016-11-05 23:51 Stjpa: because that worked out really well
2016-11-05 23:52 Stjpa: or 00:13:729 -
2016-11-05 23:52 Stjpa: wait wrong stamp
2016-11-05 23:52 Stjpa: but u get it i suppose
2016-11-05 23:52 Logic Agent: sorta
2016-11-05 23:52 Logic Agent: are you saying that
2016-11-05 23:52 Logic Agent: it doesn't increase linearly relative to only that section
2016-11-05 23:52 Logic Agent: so like disregarding the next part with the sliders
2016-11-05 23:52 Logic Agent: or that it should scale into the next section
2016-11-05 23:52 Logic Agent: cause if it's the first one
2016-11-05 23:52 Logic Agent: i'll just make some pattern with sliders increasing in spacing
2016-11-05 23:53 Logic Agent: if you think that fits
2016-11-05 23:53 Stjpa: im confused but let me explain what i had in mind
2016-11-05 23:53 Logic Agent: sure
2016-11-05 23:53 Stjpa: 01:25:043 - this whole section with normal sliders like u already have
2016-11-05 23:54 Stjpa: 01:29:157 - same but with increasing spacing because of background
2016-11-05 23:54 Stjpa: like 00:20:586 -
2016-11-05 23:54 Stjpa: 01:30:529 - and here u start using more dense patterns
2016-11-05 23:55 Stjpa: or like
2016-11-05 23:55 Stjpa: keep some jumps here and then start using circlespam 01:33:272 - here
2016-11-05 23:56 Stjpa: that way you have normal sliders - sliders with increased spacing to each other - sliders with jumps - circlespam
2016-11-05 23:56 Stjpa: so its definitely a linear diffspike
2016-11-06 00:00 Logic Agent: 01:30:529 -
2016-11-06 00:00 Logic Agent: so around here you mean just like
2016-11-06 00:00 Logic Agent: add circles instead of just all sliders
2016-11-06 00:00 Logic Agent: right?
2016-11-06 00:00 Logic Agent: then lead into circle spam
2016-11-06 00:01 Stjpa: sliderjumps maybe
2016-11-06 00:01 Stjpa: if u can mix sliders with circles pretty well then go for it
2016-11-06 00:07 Logic Agent: 01:33:272 -
2016-11-06 00:07 Logic Agent: starting here
2016-11-06 00:07 Logic Agent: do you think it's okay if i switch to
2016-11-06 00:07 Logic Agent: circle circle slider rhythm
2016-11-06 00:08 Stjpa: should be fine
2016-11-06 00:08 Logic Agent: alright
2016-11-06 00:11 Logic Agent: mk uh
2016-11-06 00:11 Logic Agent: https://imgur-archive.ppy.sh/mh0sUg9.png
2016-11-06 00:11 Logic Agent: what do you think of this
2016-11-06 00:12 Logic Agent: cause i like the up and down motion in the final part of the jump spam but i wann aget it right the first time
2016-11-06 00:12 Logic Agent: and then obviously that would repeat https://imgur-archive.ppy.sh/zZRXCY0.png
2016-11-06 00:13 Stjpa: looks fine imo
2016-11-06 00:13 Logic Agent: aight cool
2016-11-06 00:15 Logic Agent: does this look better to you
2016-11-06 00:15 Logic Agent: https://imgur-archive.ppy.sh/RHi3Skr.jpg
2016-11-06 00:15 Logic Agent: 01:40:472 (3) -
2016-11-06 00:15 Logic Agent: if not tell me what you dont like
2016-11-06 00:16 Stjpa: cant judge it with a single picture now
2016-11-06 00:16 Logic Agent: ok well
2016-11-06 00:16 Logic Agent: i think it's a bit better but you'll se
2016-11-06 00:16 Logic Agent: see*
2016-11-06 00:16 Logic Agent: in any case the flow is less harsh
2016-11-06 00:16 Logic Agent: and the jump is smaller
2016-11-06 00:16 Logic Agent: so it's a step in the right direction
2016-11-06 00:17 Logic Agent: https://imgur-archive.ppy.sh/AnPBD3x.jpg
2016-11-06 00:17 Logic Agent: 01:46:643 (5) -
2016-11-06 00:18 Logic Agent: this is smaller and i changed it to a 1/2 cause that was a mistake
2016-11-06 00:19 Stjpa: good thing i usually re-check
2016-11-06 00:19 Stjpa: kek
2016-11-06 00:19 Logic Agent: usually >>
2016-11-06 00:20 Logic Agent: also in your last point i went back and fixed all ds (i think) in kiais
2016-11-06 00:20 Logic Agent: usually i would fist fight you for nitpicking decimals of ds but i realized there was a lot of decimal variation on like.. two opposite numbers
2016-11-06 00:20 Stjpa: did u deactivate grid snap and then fixed everything
2016-11-06 00:20 Logic Agent: so it made it very unclear
2016-11-06 00:20 Logic Agent: in the first kiai
2016-11-06 00:20 Logic Agent: i did
2016-11-06 00:20 Logic Agent: also i dont map w/ gridsnap
2016-11-06 00:20 Logic Agent: ew
2016-11-06 00:20 Logic Agent: and in second kiai everything should be good now too
2016-11-06 00:20 Stjpa: and u still managed to have such inconsistent spacing? xD
2016-11-06 00:21 Logic Agent: lmao pls
2016-11-06 00:21 Logic Agent: i freehand everything and hold down alt if i want near ds
2016-11-06 00:21 Logic Agent: which means its always a tiny bit off
2016-11-06 00:21 Logic Agent: usually no more than .05
2016-11-06 00:21 Logic Agent: OK
2016-11-06 00:21 Logic Agent: so this map
2016-11-06 00:21 Logic Agent: shoudl be better now
2016-11-06 00:21 Logic Agent: let's hope
2016-11-06 00:21 Stjpa: :D
2016-11-06 00:21 Logic Agent: im gonna just put this irc as my reply

diff
osu file format v14

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[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Logic's Hard
Source:
Tags:BMS of fighters ultimate bofu 2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Ongaku Anxient
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34,137,90186,2,0,P|47:172|48:195,1,59.9999981689454
118,274,90529,6,0,P|157:268|197:266,1,59.9999981689454
245,334,90872,2,0,P|281:330|316:324,1,59.9999981689454
374,260,91215,1,0,0:0:0:0:
457,306,91386,1,0,0:0:0:0:
506,224,91557,2,0,P|509:184|509:144,1,59.9999981689454
351,113,91900,6,0,P|371:142|394:157,1,59.9999981689454
436,70,92243,2,0,P|416:41|393:26,1,59.9999981689454
300,39,92586,1,0,0:0:0:0:
225,99,92757,1,0,0:0:0:0:
154,32,92929,2,0,L|74:39,1,59.9999981689454
39,147,93272,5,0,0:0:0:0:
84,241,93443,1,0,0:0:0:0:
183,206,93615,2,0,P|212:250|215:274,1,69.9999978637696
178,364,93957,1,0,0:0:0:0:
279,336,94129,1,0,0:0:0:0:
375,377,94300,2,0,P|416:366|455:330,1,69.9999978637696
409,175,94643,5,0,0:0:0:0:
369,275,94815,1,0,0:0:0:0:
316,160,94986,5,0,0:0:0:0:
276,260,95158,1,0,0:0:0:0:
223,145,95328,5,0,0:0:0:0:
183,245,95500,1,0,0:0:0:0:
87,193,95672,2,0,P|77:172|76:125,1,59.9999981689454
223,145,96015,5,0,0:0:0:0:
456,141,96357,6,0,P|444:75|365:47,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
303,102,96871,1,2,0:0:0:0:
223,47,97043,2,0,P|179:44|145:47,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
116,137,97386,5,2,0:0:0:0:
41,73,97558,1,2,0:0:0:0:
7,164,97729,2,0,L|17:236,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
114,229,98072,1,2,0:0:0:0:
184,297,98243,1,2,0:0:0:0:
226,208,98415,2,0,P|273:196|324:196,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
282,292,98758,5,2,0:0:0:0:
366,243,98929,1,2,0:0:0:0:
422,316,99100,6,0,P|415:241|414:166,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
452,85,99615,1,2,0:0:0:0:
363,43,99786,2,0,P|329:32|295:34,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
217,94,100129,5,0,0:0:0:0:
285,163,100300,1,2,0:0:0:0:
220,232,100472,2,0,L|138:246,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
132,340,100815,1,2,0:0:0:0:
282,315,100986,5,0,0:0:0:0:
370,358,101158,1,14,0:0:0:0:
454,309,101329,1,0,0:0:0:0:
406,223,101500,6,0,P|375:207|356:178,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
243,179,101843,6,0,P|179:173|90:188,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
43,261,102358,1,2,0:0:0:0:
104,337,102529,2,0,P|154:334|182:336,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
262,371,102872,5,2,0:0:0:0:
319,292,103043,1,2,0:0:0:0:
403,348,103215,2,0,P|451:335|483:337,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
464,237,103558,1,2,0:0:0:0:
383,181,103729,1,2,0:0:0:0:
292,217,103900,2,0,P|227:222|210:226,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
174,347,104243,6,0,B|140:362|140:362|23:361,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
115,265,105100,1,2,0:0:0:0:
20,294,105272,2,0,P|25:323|37:361,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
114,264,105615,6,0,P|103:231|97:197,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
220,143,105957,2,0,P|214:178|203:211,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
139,91,106300,1,10,0:0:0:0:
229,36,106472,1,2,0:0:0:0:
307,105,106643,2,0,P|341:100|375:91,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
383,213,106986,6,0,L|369:288,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
180,351,107329,6,0,P|117:327|100:255,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
146,175,107843,1,2,0:0:0:0:
238,206,108015,2,0,P|275:193|314:193,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
295,289,108358,5,2,0:0:0:0:
385,251,108529,1,2,0:0:0:0:
435,334,108700,2,0,P|485:323|512:295,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
508,214,109043,1,0,0:0:0:0:
421,166,109215,1,2,0:0:0:0:
467,80,109386,1,14,0:0:0:0:
381,32,109557,1,2,0:0:0:0:
332,143,109729,6,0,P|304:140|260:144,2,69.9999978637696,2|2|14,0:0|0:0|0:0,0:0:0:0:
326,242,110243,2,0,P|270:241|184:257,1,139.999995727539,0|2,0:0|0:0,0:0:0:0:
128,331,110758,2,0,P|103:298|93:258,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
133,181,111100,5,0,0:0:0:0:
35,171,111272,1,2,0:0:0:0:
82,85,111443,2,0,P|71:55|76:13,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
170,39,111786,1,2,0:0:0:0:
222,121,111958,1,2,0:0:0:0:
298,60,112129,2,0,P|334:61|375:50,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
471,132,112472,6,0,P|436:130|402:138,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
328,194,112815,6,0,P|338:250|348:337,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
255,297,113329,1,2,0:0:0:0:
176,344,113500,2,0,L|98:347,1,69.9999978637696,14|2,0:0|0:0,0:0:0:0:
32,284,113843,5,2,0:0:0:0:
85,201,114015,1,2,0:0:0:0:
182,206,114186,2,0,L|180:124,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
269,176,114529,1,0,0:0:0:0:
355,222,114700,1,2,0:0:0:0:
423,150,114872,2,0,P|474:145|502:154,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
457,242,115215,6,0,P|443:307|427:385,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
365,205,116072,1,2,0:0:0:0:
298,133,116243,2,0,L|279:55,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
191,24,116586,5,14,0:0:0:0:
182,121,116757,1,2,0:0:0:0:
103,62,116929,5,14,0:0:0:0:
94,159,117100,1,2,0:0:0:0:
15,99,117272,5,14,0:0:0:0:
6,196,117443,1,2,0:0:0:0:
55,281,117615,2,0,P|108:280|140:296,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
186,372,117957,6,0,P|265:386|344:369,1,150,14|10,0:0|0:0,0:0:0:0:
394,294,118643,1,10,0:0:0:0:
394,294,118986,1,10,0:0:0:0:
317,173,119329,6,0,L|313:275,1,100,2|0,0:0|0:0,0:0:0:0:
205,219,120015,2,0,L|209:321,1,100,2|10,0:0|0:0,0:0:0:0:
388,245,120700,6,0,P|412:207|394:101,2,150,10|12|0,0:0|0:0|0:0,0:0:0:0:
292,171,122072,2,0,L|184:178,1,100,2|0,0:0|0:0,0:0:0:0:
120,274,122758,2,0,L|228:281,1,100,0|2,0:0|0:0,0:0:0:0:
304,365,123443,6,0,P|377:322|452:352,2,150,14|8|0,0:0|0:0|0:0,0:0:0:0:
452,239,124815,2,0,L|434:345,1,100,2|0,0:0|0:0,0:0:0:0:
358,162,125500,2,0,L|342:261,1,100,2|0,0:0|0:0,0:0:0:0:
108,283,126186,6,0,P|156:229|242:233,1,150,14|0,0:0|0:0,0:0:0:0:
198,323,126872,1,14,0:0:0:0:
369,113,127386,6,0,L|353:181,1,50,8|2,0:0|0:0,0:0:0:0:
278,112,127729,1,8,0:0:0:0:
212,273,128072,2,0,P|160:268|103:288,1,100,8|8,0:0|0:0,0:0:0:0:
185,352,128586,2,0,L|250:346,1,50,10|0,0:0|0:0,0:0:0:0:
334,337,128929,6,0,P|398:302|481:334,2,150,6|2|2,0:0|0:0|0:0,0:0:0:0:
288,226,130300,1,2,0:0:0:0:
103,233,131329,2,0,L|118:293,1,50,0|0,0:0|0:0,0:0:0:0:
40,283,131672,6,0,L|27:234,2,50,8|0|0,0:0|0:0|0:0,0:0:0:0:
84,366,132186,2,0,P|127:353|186:358,1,100,8|0,0:0|0:0,0:0:0:0:
253,378,132700,2,0,P|289:381|325:371,1,50,0|0,0:0|0:0,0:0:0:0:
362,333,133043,5,0,0:0:0:0:
377,345,133729,1,0,0:0:0:0:
475,243,134415,6,0,B|440:244|411:235|411:235|370:267|370:267|345:255|318:263,1,164.9999949646,4|0,0:0|0:0,0:0:0:0:
244,250,136472,1,2,0:0:0:0:
479,242,137158,6,0,B|444:243|415:234|415:234|374:266|374:266|349:254|314:264,1,176.000005371094,2|4,0:0|0:0,0:0:0:0:
Stjpa
Everything seems to be fine now
MikasaSerket
bubbled finally
Osatia
sorry if someone else already mentioned this but I was just wondering why logic agent didn't map 00:27:443 - when it is such a strong beat and everyone else mapped it. i don't think it should be ignored
Stjpa
Because different mappers = different interpretations. If he feels like there shouldn't be an object for a proper break he can just leave it blank, no matter if the other diffs mapped it or not.
Topic Starter
Shiirn
also someone helpfully pointed out that one of the kiais is unsnapped by 1 millisecond. This isn't even apparent in-game or even in-editor, so i'm going to wait on fixing it.

EDIT: because it's not even an unrankable issue. It won't necessitate a bubble pop or anything.
Kyubey
Fix that unsnapped kiai in last diff.

[Mika's Advanced]
What the point of hp2.6 instead of hp3, when there's absolutely no noticeable difference in such a kind of difficulty?
01:46:986 - 01:49:900 - i don't understand why you mapped sliders in this part so those very loud beats land on their tails, when you mapped it differently in other parts. be consistent here please, sliders with those beats on tails sound and play totally weird, because you want to click those loud sounds
[Ongaku's Another]
00:04:129 (1,3) - totally unpleasant overlap that doesn't really fit this part considering you haven't done overlaps like this in other places. also this part is calm and therefore doesn't need hard to read patterns so its difficulty will follow the current tension
[Etnajkter]
00:09:272 (4,1) - why such a low spacing? shouldn't you emphasize it more just as you did with previous moments like this?
01:56:586 (1,2,3,4,1) - this movement to last (1) feels really awkward, not only 3→4→1 becomes very linear but the spacing 4→1 is decreased sharply, when all the beats here sound kinda same. movement like https://qb.s-ul.eu/YhDMsdnA.jpg would feel much better, and it will also follow the kind of build up that is going here toward the last slider. also current movement not only extremely awkward but it also confused me while playing so i almost failed on the stream later because i didn't expect this


Call me back.
Topic Starter
Shiirn

Kyubey wrote:

Fix that unsnapped kiai in last diff.

[Mika's Advanced]
What the point of hp2.6 instead of hp3, when there's absolutely no noticeable difference in such a kind of difficulty? memes as far as i know, if it's really significant ill change it but otherwise *shrug*
01:46:986 - 01:49:900 - i don't understand why you mapped sliders in this part so those very loud beats land on their tails, when you mapped it differently in other parts. be consistent here please, sliders with those beats on tails sound and play totally weird, because you want to click those loud sounds This is likely simply due to confusion with the overarching melody being on opposite beats from the major beats, either way plays naturally so I didn't really care, but yeah it's inconsistent so I'll fix it. I talked with mikasa before on it briefly, but didn't really care either way. If you suggest a change, I'll change it to what we discussed.
[Ongaku's Another]
00:04:129 (1,3) - totally unpleasant overlap that doesn't really fit this part considering you haven't done overlaps like this in other places. also this part is calm and therefore doesn't need hard to read patterns so its difficulty will follow the current tension I've seen ongaku do this a lot so i never noticed this was the only time it was used. However, this movement and slider location is very in tune with the rest of the section. It follows the proper spacing emphasis the other patterns do, and while the overlap itself is only ever used once, the same argument can be made that all the other times this slider is used, that particular pattern is used only that one time. The fact that this one is an overlap shouldn't make it unusable simply because it can be "potentially confusing" (when it really isn't).
[Etnajkter]
00:09:272 (4,1) - why such a low spacing? shouldn't you emphasize it more just as you did with previous moments like this? The patterns just kind of worked out like that, I don't see any real problem with the spacing being "less emphasized". It's a very calm section and the movements aren't all that impactful to begin with.
01:56:586 (1,2,3,4,1) - this movement to last (1) feels really awkward, not only 3→4→1 becomes very linear but the spacing 4→1 is decreased sharply, when all the beats here sound kinda same. movement like https://qb.s-ul.eu/YhDMsdnA.jpg would feel much better, and it will also follow the kind of build up that is going here toward the last slider. also current movement not only extremely awkward but it also confused me while playing so i almost failed on the stream later because i didn't expect this uhhh thats a lot of words. I did the thing, it "plays more naturally therefore makes a better map" although i felt the initial way was perfectly fine as a back-and-forth representation reflecting the same back-and-forths the start of the map used. This way is more "curvy" and thus "plays better" so oh well e_e


Call me back.

Also applied minor hitsound fixes to Logic's diff.


EDIT: will wait for ongaku to get home to discuss that quirky overlap.
Topic Starter
Shiirn
updated with fix
xXRosalineXx
hey uhh have you gotten anyone to sb this yet? if you haven't, ive got some ideas for this :) aka i want to sb, itll probably take a few weeks but lemme know
Topic Starter
Shiirn
hahahahahahahaha no
Ongaku
You waited too long, rosaline lol
Kyubey
Hearted.
tejjy
Grats Shiirn!
B1rd
Don't like the highest difficulty much. The overuse of slow sliders just makes it an awkward map with no flow and it doesn't emphasize the music properly. The map up until the second kiai time is good, it feels like the map is building up to something. But the second kiai time is a real let down, it's the most intense part of the song yet it's mapped to the background beat with more slow sliders and occasional difficulty spikes. I think it needs more to be mapped more intensely (even if it's overmapped a bit) with more objects, a high spacing with less spacing variance and a better flow. Maybe some fast sliders could be nice here to contrast with the slow sliders at the start.

Just my opinion.
Topic Starter
Shiirn
You're entitled to that opinion, I agree that the map doesn't quite capture the power of the music, but given the limitations of this game (we're given a board and two buttons to click with, as opposed to other rhythm games with 4+ keys or other layers of capability) it's not going to be possible to pull out the power without either absolutely redonkulous spacing, or heavy overmaps that ignore what makes the music feel powerful to begin with.

Bear in mind Cosmo Memory was literally composed for a different rhythm game; one with 7 keys to play with. If you look up the gameplay videos of it (or play them yourself!), it very accurately captures the power of the hits by using three keys at once, and still being able to simultaneously follow the 1/2 melody with 2-3 other keys.


I can't do that here, so I used slow sliders and massive spacing. It's not going to be as effective, but I decided it was the most suitable way to follow the music without butchering it by simply making the sections formless 1/2 clicking sections.
Jakomo73
I personally love the hardest diff, I think it captures the music a lot with the emphasis. finally qualified tho WOOOOO
IamKwaN
Why isn't BMS in the Source?
Topic Starter
Shiirn
I honestly forgot to check whether it was necessary for BMS of fighters stuff ¯\_(ツ)_/¯

I don't ever remember to actually put it in, I always assume I put it in at some point. Metadata is always a pisser.


DQ at will.
Kyouren
Where is hard icon diff?
Kyubey
Ugh... That's a fail I didn't expect to allow myself to do. However, since we shouldn't judge the difficulty by stars, this shouldn't really matter, I think?
IamKwaN
You can call me back.

KittyAdventure: Please always judge difficulty level by gameplay elements. If the spread is reasonable without consecutive icon, the concern does not exist. But if you find the spread really problematic, feel free to point it out with justification.
Kyouren
I mean Advanced diff is really far with hard diff (2.23 with 3.76) (Actually, I don't know about it ;__;)
Stjpa
Spread still fits because the only difference is spacing as Advanced has lots of 1/2 already.
Topic Starter
Shiirn
Updated with BMS as source.

KittyAdventure wrote:

I mean Advanced diff is really far with hard diff (2.23 with 3.76) (Actually, I don't know about it ;__;)
Star rating is a shit metric.
Izzz
In the top diff, the first timing point has 50% volume. Seems like it should have 5% considering the volume fade-in also done in ongaku's another.
Topic Starter
Shiirn
that would be an oversight with hitsound copying bugging over all over the place (Ongaku did his diff, copied to mine, we modified the hitsounds on mine, then copied it down, shit got confusing and buggy) and apparently the first line got overwtitten with the 50% the other diffs had at some point even though i swear to god i changed it to 5% at some point

KwaN is letting me change it to 5%.
IamKwaN
we are back
Weber
im dead on the inside
Lunicia
gj qualified
still shitmap bc of that diff mika's advanced LOL (just a joke pls don hurt me)
B1rd

Shiirn wrote:

You're entitled to that opinion, I agree that the map doesn't quite capture the power of the music, but given the limitations of this game (we're given a board and two buttons to click with, as opposed to other rhythm games with 4+ keys or other layers of capability) it's not going to be possible to pull out the power without either absolutely redonkulous spacing, or heavy overmaps that ignore what makes the music feel powerful to begin with.

Bear in mind Cosmo Memory was literally composed for a different rhythm game; one with 7 keys to play with. If you look up the gameplay videos of it (or play them yourself!), it very accurately captures the power of the hits by using three keys at once, and still being able to simultaneously follow the 1/2 melody with 2-3 other keys.


I can't do that here, so I used slow sliders and massive spacing. It's not going to be as effective, but I decided it was the most suitable way to follow the music without butchering it by simply making the sections formless 1/2 clicking sections.
The game is limited if you limit yourself to using the two keys to follow the music. You're forgetting that the thing that makes osu! unique is the aiming aspect. You can represent the music using a variety of different hit objects and spacings. You don't have to strictly map hit objects to different beats. You can map streams to emphasize a continuous sounds, you can map 1/2 jumps to the same, you can create your own mini sub rhythms, you can map hit objects to one sound while using flow and spacing to emphasize another sound, and you can switch between representing one sound of the song to another, et cetera. You can do all this while making a map that goes with the map very well.

I think with your current mapping you're actually ignoring what makes the music feel powerful. The long continuous sounds call for it objects that put the cursor in constant flowy motion, but with the spacing you've got you're emphasizing the background beat with the slow sliders and big transition jumps in between. You're also ignoring a lot of other background sounds that are great opportunities to map.
I had a go at mapping the song and I was able to fill the section with lots of fast 1/2 sliders, 1/4 sliders, spaced streams and jumps that are mapped to different parts of the music and follow the song well (sorry I don't know much music terminology). So I think a mapper like you should be able to do better.

btw, there is nothing really wrong with your newer creative style maps but I liked your old style better.
Kyouren
Gratzz >w</

EDIT: Why you adding BMS again in tags? xD (It's should be delete because already add to source lol)
Kyubey
Because it's a part of "bms of fighters". People will more likely find info about this event if they see it in the tags instead of just "of fighters".
erlinadewi-
can you give me source of Background?
Topic Starter
Shiirn

B1rd wrote:

The game is limited if you limit yourself to using the two keys to follow the music. You're forgetting that the thing that makes osu! unique is the aiming aspect. You can represent the music using a variety of different hit objects and spacings. You don't have to strictly map hit objects to different beats. You can map streams to emphasize a continuous sounds, you can map 1/2 jumps to the same, you can create your own mini sub rhythms, you can map hit objects to one sound while using flow and spacing to emphasize another sound, and you can switch between representing one sound of the song to another, et cetera. You can do all this while making a map that goes with the map very well.

I think with your current mapping you're actually ignoring what makes the music feel powerful. The long continuous sounds call for it objects that put the cursor in constant flowy motion, but with the spacing you've got you're emphasizing the background beat with the slow sliders and big transition jumps in between. You're also ignoring a lot of other background sounds that are great opportunities to map.
I had a go at mapping the song and I was able to fill the section with lots of fast 1/2 sliders, 1/4 sliders, spaced streams and jumps that are mapped to different parts of the music and follow the song well (sorry I don't know much music terminology). So I think a mapper like you should be able to do better.

btw, there is nothing really wrong with your newer creative style maps but I liked your old style better.
The issue with using the style that maps streams over continuous sounds and alternative interpretations to beats is that while I absolutely agree with you on this, and actually really want to map like this again, combining my old interpretive mapping style with my more modern structure and aesthetics, it's nearly impossible for me to rank something that doesn't adhere heavily to some form of modern standard.

Do you realize how incredibly difficult it would be for me to rank a map that has a stream over a continuous sound? Do you realize how incredibly frustrating it is to have even a slightly generous change in a musical pattern be ranked?

The current mapping community demands that maps be direct interpretations of the beat points in the music's rhythm. Doing anything other than that requires either sneaking your map into qualified/ranking with little to no fanfare until it's too late (Extremely subversive and slimy), or having such a strong 'political' pull on BNs and QAT to just push it anyway, which I don't have because I don't bother kissing ass or praising people to gain political points.

Overmapping beats is basically heresy. Utilizing constant flowbreaks is also basically heresy.

Cosmo Memory utilizes a specific style that lets me adhere to these modern rules while still pushing at least some creativity. It's not as much as it could have been, but it's hard enough for me to convince BNs to check my maps given my, and my map's, reputations.

One of the few things I feel that I do right as a mapper is that even people who are fans of some of my maps will dislike other maps, while people who are not fans of me will admit they like some of my other maps. This is because I try to vary my maps to fit the music, and when you map a large variety of music, you get a large variety of styles as a result. Nobody is going to like all my maps, and I'm quite proud of that. Every map of mine has a niche. You're just not in this one. That doesn't make me wrong, that just makes you not the target audience. Sorry, you're out of luck this time. Try my next map.
B1rd
I am not intimately familiar with the ranking system myself but I've always disliked it and the heavy regulations and restrictions it puts on mappers, and how it forces maps to conform to an the arbitrary standard of quality defined by the ranking community. I've spoken to a couple mappers who are frustrated about the difficulty of ranking good quality but unconventional maps. Well, it can be done, as Hollow Wings has shown, if you're willing to do a bit of pushing.
I think it's important for people to push the boundaries of the ranking criteria and I think mappers should do so if they have a good map that deserves to be ranked, rather than doing the equivalent of self-censoring their maps to conform.
Topic Starter
Shiirn
The fact of the matter is I'm willing to self-censor to rank my maps. If you don't like that, well, tough. I still bring fairly off-the-wall concepts and ideas, I'm just trying to make them palatable.
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