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BABYMETAL - THE ONE

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SnowNiNo_

ill just gives suggestin that u might want to consider :>

  • [Yoyo kagirinaku]
  1. 00:05:717 (1,2,1) - spacing shuldnt be the same here, since one is 3/4 gap and others are 1/2, use a different spacing to separate them would make player easily to read
  2. 00:02:948 - i suggest to make the part the same as 00:08:486 - , since the sliderend idnt express anything rn
  3. 00:30:948 (2,3) - slider shape is not rly good here
  4. 01:15:794 - end the slider at here to have more impact at 01:15:871 (1) - since is a strong sound
  5. 02:50:255 - make the spacing bigger, the spacing rn cant express the sound well
  6. 03:13:717 (5) - inconsistent structure
  7. 03:51:413 - this is rly too complex fr a calm part, using reverse slider or low spacing stream is just enough
  8. 04:10:806 - lo mute the sliderend
  9. 05:03:750 (1,3,1) - overlap look pretty bad here
  10. 05:41:134 (4,7) - NC for emphasis
  11. 06:04:673 - u should make the structure less and less complex to express the fading music, like start from 06:12:057 - u can just use a spinner to 06:19:442 -
gl
Topic Starter
Hysteria

SnowNiNo_ wrote:


ill just gives suggestin that u might want to consider :>

  • [Yoyo kagirinaku]
  1. 00:05:717 (1,2,1) - spacing shuldnt be the same here, since one is 3/4 gap and others are 1/2, use a different spacing to separate them would make player easily to read The 3/4 gap is bigger than the 1/2 gaps but NC'd for increased readability.
  2. 00:02:948 - i suggest to make the part the same as 00:08:486 - , since the sliderend idnt express anything rn There's flams right there which is the most prominent sounds as of that place. They also prepare the player for what's to come since the map uses a lot of single 1/4 & 1/6 kicksliders. And to top it all of the intro of the song is an honor/tribute to GoldenWolf's style of mapping.
  3. 00:30:948 (2,3) - slider shape is not rly good here Fixed by making the red anchors curve more
  4. 01:15:794 - end the slider at here to have more impact at 01:15:871 (1) - since is a strong sound fixed
  5. 02:50:255 - make the spacing bigger, the spacing rn cant express the sound well Don't think an increase in spacing will fix that due to the song not being that intense to being with at that moment. The pattern is revolved around the double and the triple with them being the focus of everything there. It's not by any means too easy to play due to the finger control required.
  6. 03:13:717 (5) - inconsistent structure The change from a straight slider to a curved one is firstly to finish the rotational pattern, there is one spot left in it which the slider end of the straight slider fills. Secondly since the curved slider is starting on 03:14:025 - which is a downbeat, i wanted to break the flow and change the slider shape to emphasise that.
  7. 03:51:413 - this is rly too complex fr a calm part, using reverse slider or low spacing stream is just enough Dissagree due to the complexity of the drumroll itself in the song, it stands out a lot. A big part of the map is also structured around rotational patterns, and I made this with that in mind.
  8. 04:10:806 - lo mute the sliderend fixed
  9. 05:03:750 (1,3,1) - overlap look pretty bad here fixed
  10. 05:41:134 (4,7) - NC for emphasis fixed
  11. 06:04:673 - u should make the structure less and less complex to express the fading music, like start from 06:12:057 - u can just use a spinner to 06:19:442 - I agree to some degree and that's why the kicksliders are stacked in the final moments of the song and the angles are easier and more repetetive. However I don't personally think that dumbing down the mapping due to the volume getting lower is a 100% good option. If i get more people pointing out that the outro could be done better then i'll change it to what you suggested
gl Thanks!
Shiirn
stuff
18:29 Shiirn: 00:14:486 (1,1) - for what it's worth you can never make a clean or perfect blanket using only 1 node in the center
18:29 Shiirn: have to use at least 2
18:29 Shiirn: 00:16:794 (1,3) - overlaps trigger people
18:31 Hysteria: so is it more important to remove the consistency of the pattern, and have no overlaps orrr
18:31 Hysteria: and about blanket 1 node thing, TIL
18:32 Shiirn: just make it not overlap by any means necessary
18:32 Shiirn: by force!
18:33 Hysteria: aight
18:34 Shiirn: also im juggling like 3 things right now so my irc mod may be slow
18:34 Shiirn: and no im not so busy i'll put u off to later
18:34 Shiirn: all three are of equal priority
18:34 Hysteria: dw man
18:34 Hysteria: I appreaciate whatever help i can get
18:34 Hysteria: doesnt matter how fast it is
18:34 Hysteria: as long as I can improve the map everything works
18:37 Shiirn: 00:21:409 (1,2,3) - i feel like having 2 between 1's end and 3 more accurately ties the entire 1,2,3 point together
18:38 Shiirn: when you have a slider and then stacked 2 notes off the end, it kind of implies that there is a beat on the blue tick "seperate" from the noise that the slider is doing
18:38 Shiirn: so having the blue-tick note touch both objects ties them together
18:39 Hysteria: hmmm
18:41 Hysteria: the reasoning behind it now is that since the beat on the slider end of 1 is so quiet, i wanted to emphasise the stronger beats in the triplet.
18:41 Hysteria: therefor the spacing into double stack
18:41 Shiirn: see the slider ending has drums and the 2,3 are mapped to the drums
18:41 Shiirn: but the 1 is a slider specifically because of the dying guitar
18:41 Shiirn: i like how you tied the two together, but the drumsdon't start on 2,3, but on 1's ending
18:42 Hysteria: Yea i know, but the beat is so quiet compared to the other two that's what the reasoning is kinda built on
18:42 Hysteria: but i completely get what you mean
18:43 Shiirn: that's fine, as long as you understand, then your choice is valid
18:43 Shiirn: either way really works, i'm just seeing how you think
18:43 Hysteria: but if i were to put the 2 between 1 and 3 the spacing would be too large imo
18:43 Shiirn: (which is why most people come to me for advice rather than BNs
18:43 Shiirn: yeah
18:43 Shiirn: it'd make the structure a tad weird
18:43 Hysteria: yea
18:45 Hysteria: and then to continue on the same pattern but later on in the song 00:36:179 (1,2,3) - on this one the beat on the sldier end is bery noticeable, however I value consitency more than differing patterns, esp since a large chunk of the map is structured around roational patterns such as this
18:45 Hysteria: holy shit i cant type at all rn
18:46 Shiirn: nah man
18:46 Shiirn: i get u
18:49 Shiirn: 00:49:216 - in this area
18:49 Shiirn: u mgiht wanna invest in a silent slidertick
18:50 Hysteria: hmm good idea lol
18:51 Shiirn: 01:28:794 (1,2,3) - very clever
18:51 Hysteria: should probably change the soundset to soft as well, so there wont a be a bass beat every hit
18:52 Shiirn: 02:00:179 (1,3) - overlap
18:52 Hysteria: haha thanks
18:53 Hysteria: fixed
18:53 Shiirn: this song has a lot of buildup
18:53 Shiirn: lol
18:53 Shiirn: all this buildup better not be fuckin wasted
18:54 Hysteria: haha
18:54 Hysteria: every new song ever with the standard hype buildup and then the most dissapointing continuation ever
18:55 Shiirn: fuckin blue balls listening to some tracks
18:55 Shiirn: i swear
18:56 Shiirn: yeah
18:56 Shiirn: silent sliderticks
18:56 Shiirn: u need some
Kencho
Sorry for delay.
[General]
  1. "BABYMETAL THE ONE" in tags is not necessary because Artist and Title have it already. So you can removed them.
  2. Do you have any provided for metadata?

[Yoyo kagirinaku]
  1. Timing lines with the inconsistent setting (custom set number):
    00:00:187
    03:21:417
    03:25:574
    03:27:431
    03:31:561
    03:33:424
    03:37:585
    04:08:959
    04:10:814
    04:11:459
    04:12:087
    04:13:912

  2. 00:08:494 (1,2,3,1) - Avoid using too hugh spacing on 1/4 empty beat. Especially in the lower SV part. It would cause player miss their slider tail and hit a 100 on sliders. In other part like 00:17:725 (1,2,3) - 00:38:033 (1,2,3) - is fine. But 00:33:110 (3,1) - 00:39:879 (1,2,3,1) - is too far away. I suggest you make it closer and it would be better for playability.
  3. 01:47:879 (4,5) - This jumps seems too far away, so make it closer?
  4. 02:11:571 (2,3,4,5,1) - This pattern not really well in flow. You may try to ctrl+G 02:11:725 (3,4) - or change another pattern.
  5. 02:57:263 (5) - I recommend you to stack this one on 02:57:110 (4) - because the previous pattern also stacked(02:56:187 (4,5) - ). Also 02:57:263 (5,1) - seems too far away, so stack 4,5 to make it consistent.
  6. 03:22:804 (1,2,3,4) - This pattern seems not necessary. So, I suggest you delete these circles and extend the slider to 2/3 beat. Also move them closer.
  7. 03:28:812 (1,2,3,4) - ^
  8. 05:17:604 (1) - Ctrl+G this may better for flow.
  9. 05:24:988 (1) - ^
  10. 05:24:527 (3,4) - The spacing seems not really fit the song.
  11. 05:32:065 (4,5,1) - 05:39:296 (3,4,5,1) - ^
  12. 06:12:065 - 06:19:758 - Just a suggestion, these objects can be deleted since the volume of the song was decreased at 06:12:065 - . So on you may start a spinner at 06:12:065 -
Looks clean structural map. Call me back when you are ready.
Topic Starter
Hysteria

Kencho wrote:

Sorry for delay.
[General]
  1. "BABYMETAL THE ONE" in tags is not necessary because Artist and Title have it already. So you can removed them. Fixed
  2. Do you have any provided for metadata? Added "Meta data box in description.

[Yoyo kagirinaku]
  1. Timing lines with the inconsistent setting (custom set number):
    00:00:187
    03:21:417
    03:25:574
    03:27:431
    03:31:561
    03:33:424
    03:37:585
    04:08:959
    04:10:814
    04:11:459
    04:12:087
    04:13:912 All fixed

  2. 00:08:494 (1,2,3,1) - Avoid using too hugh spacing on 1/4 empty beat. Especially in the lower SV part. It would cause player miss their slider tail and hit a 100 on sliders. In other part like 00:17:725 (1,2,3) - 00:38:033 (1,2,3) - is fine. But 00:33:110 (3,1) - 00:39:879 (1,2,3,1) - is too far away. I suggest you make it closer and it would be better for playability. The reasoning behind the overly big spacing on 3/4 sliders in a section that is argueably pretty calm is that I want the player to know what will come later in the song. I don't want the extreme 3/4 slider spacing to be a punch to the face, so that's why they are there early. So that if they aren't satisfied with getting 100's or missing, they can restart without having to play for 4 minutes before getting back to the same spot.
  3. 01:47:879 (4,5) - This jumps seems too far away, so make it closer? Fixed by moving around the order of the combo.
  4. 02:11:571 (2,3,4,5,1) - This pattern not really well in flow. You may try to ctrl+G 02:11:725 (3,4) - or change another pattern. Fixed by ctrl+g
  5. 02:57:263 (5) - I recommend you to stack this one on 02:57:110 (4) - because the previous pattern also stacked(02:56:187 (4,5) - ). Also 02:57:263 (5,1) - seems too far away, so stack 4,5 to make it consistent. The stacks are there to put emphasis on the two bass kicks that are on a 1/2 snap. Like 02:56:187 (4,5) - and 02:58:033 (3,4) - For the one you suggested there are only 1 bass kick 02:56:956 (3) - therefore I didn't stack.
  6. 03:22:804 (1,2,3,4) - This pattern seems not necessary. So, I suggest you delete these circles and extend the slider to 2/3 beat. Also move them closer. It's there to overly emphasise the guitar and how complex the section is rythm-wise. However I did reduce the spacing.
  7. 03:28:812 (1,2,3,4) - ^ ^
  8. 05:17:604 (1) - Ctrl+G this may better for flow. Fixed
  9. 05:24:988 (1) - ^ ^
  10. 05:24:527 (3,4) - The spacing seems not really fit the song. Fixed
  11. 05:32:065 (4,5,1) - 05:39:296 (3,4,5,1) - ^ Fixed
  12. 06:12:065 - 06:19:758 - Just a suggestion, these objects can be deleted since the volume of the song was decreased at 06:12:065 - . So on you may start a spinner at 06:12:065 - I've got this suggestion before but I still personally think that continuing on at that point is perfectly fine. The song is still going on, so why not continue mapping it until the volume is so low it's barely hearable? All the hitsounds are also lowered according to the song, so it should be fine.
Looks clean structural map. Call me back when you are ready. Alright!
Alheak
Hello, from our modding queue

irc mod
17:28 Alheak: actually
17:28 Alheak: i won't bother posting on the forums i think
17:28 Alheak: just with irc
17:28 Alheak: if that's okay
17:29 Hysteria: Yea sure that's fine
17:29 Hysteria: Did you update the map? Since I applied Kencho's mods like 2min ago
17:29 Alheak: good point
17:34 Alheak: 02:00:187 (1,4) - small overlap
17:34 Alheak: would be sad to let this one escape
17:34 Alheak: and (3) might be a little too close for comfort
17:35 Hysteria: ooh good catch
17:35 Hysteria: fixing it
17:39 Alheak: 02:49:571 (1,1,2,3) - im a bit concerned about this rhythm since the polarity isn't respected, while playing i'd read this as https://imgur-archive.ppy.sh/BaMk5rp.png
17:39 Alheak: if testplayers didn't have any problem with this it's fine otherwise
17:40 Hysteria: Uh, no one have pointed it out so far
17:40 Hysteria: if that helps
17:40 Hysteria: I could overmap the double to a triple
17:40 Hysteria: there's a piano note at 02:50:187 - so it could be justified
17:40 Alheak: it wouldn't really be overmapping but yeah it might spoil the focus on drums
17:41 Hysteria: yea
17:41 Hysteria: the whole pattern is focused on the double and then triple
17:41 Hysteria: so idk how else i'd fix it without re-mapping it entirely
17:41 Hysteria: and since I personally feel that it plays fine I kinda don't want to hehe
17:42 Alheak: yeah it's not that bad anyway
17:45 Alheak: 03:27:431 (1) - i find it weird it's the only slider for those guitar notes
17:47 Hysteria: It's to make it easier to get into the 1/3 rythm
17:47 Hysteria: same concept as 03:21:417 (1) -
17:47 Hysteria: but the first one needed to be a repeat since its a more sudden change
17:48 Hysteria: and i deemed the next one to only need a normal slider
17:48 Alheak: mhh yea guess it's fine thezn
17:49 Hysteria: If you think there's no need for the slider then I can change
17:49 Hysteria: I just wanted to be on the safe side
17:49 Alheak: i think it doesn't fit the part as well as the first one
17:49 Alheak: that's probably why the first one didn't even phase me
17:51 Alheak: i usually don't see plain 2/3 slider like that
17:51 Alheak: they're either repeat or there's a bunch of them like kicksliders
17:51 Hysteria: true
17:51 Hysteria: https://osu.ppy.sh/ss/7457282
17:51 Hysteria: Did like that instead
17:51 Alheak: seems good yes
17:51 Hysteria: to keep up with the triangular structure of the 1/3's
17:51 Alheak: yes
17:55 Alheak: more personnal but 05:19:450 (1,2,3,4,5,6) - feel a bit awkward to play since it's basically a linear flow from 05:19:142 (4) - to 05:19:911 (4) -
17:56 Alheak: ctrl+g the pattern breaks the flow at the beginning of it with allows for a better snapping
17:56 Alheak: which allows*
17:57 Alheak: plus it fits the general flow of the part with the opposing sliders 05:18:527 (1,2,3,4) -
17:57 Hysteria: so basically just ctrl+g the entire oval pattern
17:57 Hysteria: ?
17:57 Alheak: yes
17:57 Hysteria: hmm
17:58 Hysteria: I can get behind that
17:58 Alheak: don't forget to ctrl+ the sliders individually afterwards+hitsounds
17:58 Hysteria: gonna have to change the sliders tho
17:58 Hysteria: since the idea is 05:19:142 (4,2) -
17:58 Hysteria: that these are ctrl+h
17:58 Hysteria: so have to switch the kicks around
17:58 Alheak: oh yeah
17:59 Alheak: it's actually more like ctrl+h the pattern lol
18:00 Alheak: or not
18:00 Alheak: lmao
18:00 Alheak: do as you want
18:01 Alheak: 05:33:296 (1,2,3,4,5,6) - any reason why the circles' orders are different?
18:01 Alheak: 05:33:450 (2,3) - could use being ctrl+g'd
18:03 Hysteria: I tried it but I didnt really like it, it kinda breaks the structure on how I usually place a circle after a 1/2 slider
18:03 Hysteria: so I just kep it
18:04 Alheak: alright then
18:04 Alheak: that's all from me
18:04 Alheak: good job with the map
18:04 Alheak: and good luck
GoldenWolf
Hello this is the duo modding
ircircirc
17:56 GoldenWolf: anyway
17:56 GoldenWolf: http://puu.sh/upsnp/a9423ecdcb.jpg too close from the slider
17:57 GoldenWolf: http://puu.sh/upsph/8ad296f71c.jpg are YOU gonna let that pass
17:57 GoldenWolf: o yeah timestamps
17:57 GoldenWolf: 00:36:187 (1,2) - for the slider
17:57 GoldenWolf: 00:38:648 (3) - second one
17:57 GoldenWolf: 00:40:802 (1,3) - http://puu.sh/upssE/99be7705c3.jpg too close
18:00 GoldenWolf: 01:51:879 (1,2) - sliderend + circle should be snares
18:04 GoldenWolf: 04:15:758 (1) - ctrl+g?
18:05 GoldenWolf: 04:39:450 (3) - http://puu.sh/upsRG/2ec890353c.jpg
18:06 GoldenWolf: 05:08:988 (4,1) - http://puu.sh/upsUN/b2f690fdd5.jpg too close from each other
18:08 GoldenWolf: 06:12:065 (1) - I'd suggest using your greys combo colors for this section onward
Not much shown here, but I did mod this map multiple times over the past months xd didn't keep a log for everything tho
Kencho
Looks good, go ahead
#1
Bubbled!
Topic Starter
Hysteria
Updated (rip bubble) due to some major bpm inconcistencies at 05:55:450 - to 05:57:296 - timing was off by 20~ms.
Kencho
Confirmed the inconsistencies offset part, let's rebub
#1
Rebubbled!
Kagetsu
[General]
  1. 05:56:350 - there are two different lines at the same point with different samplesets, which is unrankable
  2. tickrate 2 doesn't make any sense for the 1/3 section, it would be better to go with tickrate 1 (althought i know you won't change this because the whole map is based on ticksounds which is also something i disagree with)
  3. there are a lot of places where you abuse the slider leniency concept, stuff like 00:08:494 (1,2,3) - isn't acceptable, because it looks exactly like an 1/2 pattern (due to reduced sv). they're all around the map tho so i won't be pointing them all because it's tiring for you to read. i'll just mention the most noteworthy ones
    stuff
    04:22:219 (2,3,4) -
    01:53:725 (1,2,3) -
    04:38:835 (1,2,3) -
    04:13:912 (1,1) -
    04:15:758 (1,1) -
    05:21:296 (1,2,3) -
  4. there are a lot of sliders that pass through important sounds. extending sliders is fine as long as they don't ignore significant sounds, which is the case for a large portion of the map
  5. related to the point above, there are also tons of slidertails that lands on important sounds, (like this 01:03:725 (3) -) you should aim to make these beats clickable instead of relegating them to slidertails
[Yoyo kagirinaku]
  1. 00:05:956 - it would work better as two circles instead, the slider starting on a blue tick isn't really expectable and also ignores the strong sound on 00:06:033 -
  2. 00:08:494 (1,2,3) - i don't think this is acceptable, the low sv combined with such high spacing makes it really difficult to play, i get your idea of extending sliders because of guitar but the spacing is just exaggerated
  3. 00:17:110 (2,3,4,5) - the spacing is so inconsistent compared to stuff like 00:24:494 (2,3,4,5) - despite they representing the same stuff in the music
  4. 00:32:494 (1,2,3) - 00:39:879 (1,2,3) - apart from the fact that they're overspaced, i don't really get why is it so inconsistent compared with 00:25:110 (1,2,3) - . the 1/4 spacing concept isn't really clear here, sometimes you even double the distance despite the music being the same as previous]
  5. 01:16:802 (1,2,3) - this is extremely inconsistent compared with 01:20:494 (1,2,3) - 01:24:187 (1,2,3) - 01:31:571 (1,2,3) - 01:35:263 (1,2,3) - in terms of feeling, i don't really get why
  6. 01:46:340 (1,2,3) - compared to 01:53:725 (1,2,3) - "we are the one" they're exactly the same musically speaking, yet the way it feels and how the second one is super spaced for no reason doesn't really convince me
  7. 02:14:956 (1) - this is kinda weird, i wouldn't recommend to use such a simple shape for this type of slider, it looks like stuff like 02:00:187 (1) - so people will probably break the combo here because of unexpected sv change
  8. 02:22:340 - well this section is kinda the same as previous one, a lot of sliders ignoring important sounds and also the slider tick providing false feedback
  9. 03:21:417 (1) - this kinda bugs me, why is (1) part of the same pattern, music has clearly changed so why don't do something visually similar?
  10. 03:30:886 (1,2,1,2,1,2) - probably the hardest part in the whole map. it doesn't feel quite right, these beats aren't the same intensity, they all being clickable makes the rhythm very unintuitive. try to use some sliders on stronger beats and ending them on less intense beats
  11. from 04:28:681 - there's nothing much more to explain, there are the same issues as before, inconsistencies between similar instances in the music, (04:33:296 (1,2,3) - compared to 04:48:065 (1,2,3) - the first one doesn't emphasize anything while the second one does) and lack of emphasis in many instances (this one 05:01:450 (3,4) - for example)
  12. also the ending is kinda odd to play due to the fade out, but i guess there's nothing much to do about it xd
i don't think this is ready yet, the map might look cool, it uses a lot of cool patterns and the hitsounding is cool, yet it lacks of consistency and spacing emphasis concepts.

Kencho can rebubble this once you fix the bold thing if he feels like doing it.

gl
Topic Starter
Hysteria

Kagetsu wrote:

[General]
  1. 05:56:350 - there are two different lines at the same point with different samplesets, which is unrankableFixed
  2. tickrate 2 doesn't make any sense for the 1/3 section, it would be better to go with tickrate 1 (althought i know you won't change this because the whole map is based on ticksounds which is also something i disagree with) Yea it's either scrapping a big concept of the map or keep it as it is. I don't find the tickrate to be that big of a problem tho so I'd rather keep it.
  3. there are a lot of places where you abuse the slider leniency concept, stuff like 00:08:494 (1,2,3) - isn't acceptable, because it looks exactly like an 1/2 pattern (due to reduced sv). As stated earlier in the thread, this exact example is higher spacing just for the sole reasong of preparing the player for what's to come. I'd rather have them break here (8 seconds into the map), than 4 minutes into the map. However I can NC all of them to make it easier to spot.
    they're all around the map tho so i won't be pointing them all because it's tiring for you to read. i'll just mention the most noteworthy ones
    stuff
    04:22:219 (2,3,4) - NC'd for visibility
    01:53:725 (1,2,3) - Don't find it to be a problem becausethe a big theme of the map is rotational patterns, the spacing may vary even thought the music may be the same. But that's due to the limitation of patterns that could work with the theme and structure of the map.
    04:38:835 (1,2,3) - ^
    04:13:912 (1,1) - ^
    04:15:758 (1,1) - ^
    05:21:296 (1,2,3) -^
  4. there are a lot of sliders that pass through important sounds. extending sliders is fine as long as they don't ignore significant sounds, which is the case for a large portion of the map
  5. related to the point above, there are also tons of slidertails that lands on important sounds, (like this 01:03:725 (3) -) you should aim to make these beats clickable instead of relegating them to slidertailsIt's following the structure of the section by using smooth shaped sliders for vocals and straight/red anchors for piano. It's also starting on a strong beat of the piano.
[Yoyo kagirinaku]
  1. 00:05:956 - it would work better as two circles instead, the slider starting on a blue tick isn't really expectable and also ignores the strong sound on 00:06:033 - Same reasoning as above, this type of slider is used a lot within the map, I want the player to know early what's about to come and how it's played, and also tbf a slider at the blue tick is easier to hit than a double starting at a blue tick.
  2. 00:08:494 (1,2,3) - i don't think this is acceptable, the low sv combined with such high spacing makes it really difficult to play, i get your idea of extending sliders because of guitar but the spacing is just exaggerated Answered this earlier in the post, NC'd for visibility.
  3. 00:17:110 (2,3,4,5) - the spacing is so inconsistent compared to stuff like 00:24:494 (2,3,4,5) - despite they representing the same stuff in the music Agreed, toned down the spacing on beat 3 and 5.
  4. 00:32:494 (1,2,3) - 00:39:879 (1,2,3) - apart from the fact that they're overspaced, i don't really get why is it so inconsistent compared with 00:25:110 (1,2,3) - . the 1/4 spacing concept isn't really clear here, sometimes you even double the distance despite the music being the same as previous] Because 00:25:110 is in a section that is arguably much calmer even though the guitar is the same. Just listen to how the drums switch in intensity at 00:29:725 (1) - Did put the spacing of 00:39:879 (1,2,3) more in line with the previous one.
  5. 01:16:802 (1,2,3) - this is extremely inconsistent compared with 01:20:494 (1,2,3) - 01:24:187 (1,2,3) - 01:31:571 (1,2,3) - 01:35:263 (1,2,3) - in terms of feeling, i don't really get why It's not tho? The first of the few strictly follows the difference in the vocals. The 3rd beat the vocalist lowers the pitch a lot. The others kinda "flow" together since the pitch is either steadily rising, or steadily decreasing. It's the same for the same section that comes later on in the map too. So it's consistent, since it happens twice in the map, and that's what I meant it to do.
  6. 01:46:340 (1,2,3) - compared to 01:53:725 (1,2,3) - "we are the one" they're exactly the same musically speaking, yet the way it feels and how the second one is super spaced for no reason doesn't really convince me First one you pointed has lower spacing due to how much more "uncomfortable" it is to play. It requires more snapping between the slider end to slider head, while the others steadily flow into eachother, and to still emhpasize the lyrics I hightened the spacing.
  7. 02:14:956 (1) - this is kinda weird, i wouldn't recommend to use such a simple shape for this type of slider, it looks like stuff like 02:00:187 (1) - so people will probably break the combo here because of unexpected sv change[color=#FF0000In my honest opinion I find this to be quite ridiculous. The song and the way the section is mapped is screaming for a lower spacing and lower SV. It's not sudden since it's been getting calmer and calmer, the spacing is getting lower and lower. I honestly don't see the problem with the SV at all. And the slider you gave as an example of being similar is just only that, similar. One is half a circle, the other one a full circle.[/color]
  8. 02:22:340 - well this section is kinda the same as previous one, a lot of sliders ignoring important sounds and also the slider tick providing false feedback Same as last section, following vocals to 100%. So that's more thatn enough to justify sliders ending on a strong piano beat. And the hitsounding is basically adding my own "spice" to the section, if it's annoying I can just remove it lol.
  9. 03:21:417 (1) - this kinda bugs me, why is (1) part of the same pattern, music has clearly changed so why don't do something visually similar?Because I didn't want the spacing to be too big due to the extreme rythm change. It used to be singles there instead, that were more spaced and differed fromt he previous pattern, but from player feedback it was too hard to quickly switch rythm. Therefore I decided to do something simple, by just keeping the same spacing, and same way of patterning from the previous pattern and then start from after that with something new. It's all for a playable point of view.
  10. 03:30:886 (1,2,1,2,1,2) - probably the hardest part in the whole map. it doesn't feel quite right, these beats aren't the same intensity, they all being clickable makes the rhythm very unintuitive. try to use some sliders on stronger beats and ending them on less intense beatsThat would firstly break the concistency of the section, and secondly make no sense due to how the crashes are being used by the drummer. The spacing is emphasising the crashes. And since there were no crashes in the previous same same but differentn sounding places like 03:23:501 (1,2,3,4,5,6) - and 03:29:503 (1,2,3,4,5,6) - the spacing is different. And this whole section is indeed the hardest part of the map SOLELY because of the rythm.
  11. from 04:28:681 - there's nothing much more to explain, there are the same issues as before, inconsistencies between similar instances in the music, (04:33:296 (1,2,3) - compared to 04:48:065 (1,2,3) - the first one doesn't emphasize anything while the second one does) and lack of emphasis in many instances (this one 05:01:450 (3,4) - for example) Fixed 04:48:065 (1,2,3) - by ctrl+g beat 2 05:01:450 (3,4) Follows the structure of that section with stacked beats. It's also alot calmer than the chorus, so there's that too.
  12. also the ending is kinda odd to play due to the fade out, but i guess there's nothing much to do about it xdI can shorten the map, but I genuinely don't see the point of that. Like why not map what's possible to map instead of half-assing it and ending earlier.
i don't think this is ready yet, the map might look cool, it uses a lot of cool patterns and the hitsounding is cool, yet it lacks of consistency and spacing emphasis concepts.Thanks I guess, I appreciate the mod, but I do think you went a bit too much into subjective things. The map got a set structure it follows for the sections, with different emphasis on different things. The way sliders are used and what shape and how it flows is all consistent throughout the map. Spacing was more or less what got hurt due to how it's mapped and I tink that's perfectly fine due to how everything else is cohesive and neat.

Kencho can rebubble this once you fix the bold thing if he feels like doing it. We'll see if i'll continue to push this forward.

glThanks
Kencho

Kencho wrote:

#1
Rebubbled!
Strategas
tldr; extreme slider leniency abuse - at some places it even has half screen jumps, skipping important sound for the sake of patterns, some places spacing is more than it should be

hi, we talked a bit irc before but here's some things that are worth mentioning

00:08:494 (1,1,1,1) – this was mentioned before and we talked a bit about it and you said you adjusted it, but since I can't really see how much you adjusted this is still a problem. Your reasoning for this was to introduce the player about these patterns happening later in the song but those all have higher sv so they aren't that bad, but since this one is pretty slow it kinda breaks your logic as it's different

00:34:340 (1) - strange that you have so little spacing as this note is strong and you spaced all the time b4 and later

01:05:725 (1,2,1,2,1,2,3,1,2,3,1) - 01:11:417 (4,1) - why do you use so much spacing in a slow section like this

01:48:187 (1,2,3) - 01:55:571 (1,2,3) - I still don't agree with these, because the red ticks are being ignored for the sake of keeping the patterns you want and not following the music, you said something about simplifying rhythm, but there are better ways to handle it without ignoring the song

01:58:187 (5) - I notice the map has a lot of these things where the spacing goes pretty extreme where the sounds are barely audible, so should be more careful with that

02:22:802 - this whole section has these cymbal crashes ignored, I get that you're following piano here, but mapping much more audible sounds would make a more interesting rhythm. For example just making things like 02:22:648 (2) - into two circles would be good enough

02:28:340 - to add up to previous point this is one of the worse examples as it's not even on a slider end but hitsounded through slider ticks, and it just feels awkward when you get such feedback from just following the slider

02:50:033 (1,2) - very unintuitive rhythm, it's very easy to misread as 1/2 gap instead, would suggest using sliders to make it easier to comprehend like you do later on

03:04:802 (1,2,3,4,5,6,7,8,9,1,2,3) - hard to understand what you're doing here, as the way you handle rhythm you're neither following guitar nor the snares with those kick sliders

03:11:879 (2) - weird rhythm wise to end slider on much stronger beat than it starts

04:10:814 (1,1,1) - pretty extreme abuse of slider leniency
04:13:912 (1,1,1) - to a point where it's almost unplayable

05:56:811 - your green and red line has different hitsound samples set here, and osu prioritizes green lines so in case you wanted D1 you should change it, otherwise can just leave it

lots of stuff repeats here so not mentioning same things to save my and your time

map itself is cool, but you should work on the issues me and kagetsu mentioned before going for ranked
Topic Starter
Hysteria

Strategas wrote:

tldr; extreme slider leniency abuse - at some places it even has half screen jumps, skipping important sound for the sake of patterns, some places spacing is more than it should be

hi, we talked a bit irc before but here's some things that are worth mentioning

00:08:494 (1,1,1,1) – this was mentioned before and we talked a bit about it and you said you adjusted it, but since I can't really see how much you adjusted this is still a problem. Your reasoning for this was to introduce the player about these patterns happening later in the song but those all have higher sv so they aren't that bad, but since this one is pretty slow it kinda breaks your logic as it's different Nerfed quite a bit

00:34:340 (1) - strange that you have so little spacing as this note is strong and you spaced all the time b4 and later Spaced it out

01:05:725 (1,2,1,2,1,2,3,1,2,3,1) - 01:11:417 (4,1) - why do you use so much spacing in a slow section like this Nerfed

01:48:187 (1,2,3) - 01:55:571 (1,2,3) - I still don't agree with these, because the red ticks are being ignored for the sake of keeping the patterns you want and not following the music, you said something about simplifying rhythm, but there are better ways to handle it without ignoring the song Both for playability and to follow the low djent'y sounding guitar that holds the notes throughout the entirety of the sliders.

01:58:187 (5) - I notice the map has a lot of these things where the spacing goes pretty extreme where the sounds are barely audible, so should be more careful with thatNerfed this and all similar patterns that suffered from the same thing.

02:22:802 - this whole section has these cymbal crashes ignored, I get that you're following piano here, but mapping much more audible sounds would make a more interesting rhythm. For example just making things like 02:22:648 (2) - into two circles would be good enough I'll just remove the cymbal hitsounds since there are actually no cymbals in the song itself :p

02:28:340 - to add up to previous point this is one of the worse examples as it's not even on a slider end but hitsounded through slider ticks, and it just feels awkward when you get such feedback from just following the slider Same as above

02:50:033 (1,2) - very unintuitive rhythm, it's very easy to misread as 1/2 gap instead, would suggest using sliders to make it easier to comprehend like you do later on Added another note to make the double into a triple to make it more intuitive

03:04:802 (1,2,3,4,5,6,7,8,9,1,2,3) - hard to understand what you're doing here, as the way you handle rhythm you're neither following guitar nor the snares with those kick sliders I played around with that section for a while before settling down on what's there right now. The reasoning is behind it is more focused on repetition of the guitar and drums, and I wanted to reflect that through a pattern that was symmetrical and repeating.

03:11:879 (2) - weird rhythm wise to end slider on much stronger beat than it starts Follows the rest of the structure of the section, by putting emphasis on the guitar and making the section way slower than what was before and what's to come.

04:10:814 (1,1,1) - pretty extreme abuse of slider leniency I personally find this one to be fine due to the intensity of the hits.
04:13:912 (1,1,1) - to a point where it's almost unplayable CTRL+G'd the C shaped slider, reverting it to it's original state.

05:56:811 - your green and red line has different hitsound samples set here, and osu prioritizes green lines so in case you wanted D1 you should change it, otherwise can just leave it Fixed

lots of stuff repeats here so not mentioning same things to save my and your time I'll go through the map and change similar things as to what you and Kagetsu has suggested.

map itself is cool, but you should work on the issues me and kagetsu mentioned before going for ranked Thanks and yea I'll see what I'll be able to do

EDIT: Went through the whole map, nerfing a lot of leniency abuse and over-sized jumps.
Strategas
regarding rhythm
still disagreeing with some of your rhythm choices

01:00:956 (3) - overmapped, not sure why just not extend 01:00:187 (2) - instead

01:14:802 (2,1) - not only unintuivive but again stronger beats ignored for weaker ones, I can see you try following vocals here and it's usually fine, but I'm quite sure the vocalist is slighly off, it would make much more sense to have something like http://i.imgur.com/k9HHmre.png because the vocal rn is on blue tick anyway and you decided to put it on nonexistant red tick beat instead of white tick which is much stronger in this case

01:31:110 (2) - more overmap

Hysteria wrote:

01:48:187 (1,2,3) - 01:55:571 (1,2,3) - I still don't agree with these, because the red ticks are being ignored for the sake of keeping the patterns you want and not following the music, you said something about simplifying rhythm, but there are better ways to handle it without ignoring the song Both for playability and to follow the low djent'y sounding guitar that holds the notes throughout the entirety of the sliders.
I don't see how it's different from 01:50:033 (1,2,3) - zzz
02:25:110 (1,2,3) - music prioritizes red ticks but you prioritize white ticks

02:30:187 - priotizing weaker over stronger sounds again

02:35:263 (1,2) - I don't get it, you decided to skip 02:35:725 - for the sake of vocals but decided to map 02:36:033 (2) - anyway

02:36:187 (1,2) - I think I mentioned this before

02:39:571 (4,5,6,1) - suddenly you start doing it correctly

that stuff that I talked above also applies to 00:49:110 (1,2,3) - section

Hysteria wrote:

03:04:802 (1,2,3,4,5,6,7,8,9,1,2,3) - hard to understand what you're doing here, as the way you handle rhythm you're neither following guitar nor the snares with those kick sliders I played around with that section for a while before settling down on what's there right now. The reasoning is behind it is more focused on repetition of the guitar and drums, and I wanted to reflect that through a pattern that was symmetrical and repeating.
03:04:802 (1,2,3,4,5,6,7,8,9,1,2,3) - if you wanted repetition here, it repeats every 3/2 beats not every 1/1 like you have now, the way you did at 03:19:571 (1,2,3,4,5,1,2,3,4,5) - fits your idea

03:11:879 (2) - weird rhythm wise to end slider on much stronger beat than it starts Follows the rest of the structure of the section, by putting emphasis on the guitar and making the section way slower than what was before and what's to come.
03:11:879 (2) - even if you followed some kind of paterning, ignoring music where it stands out is pretty lame, you should focus on mapping things that are most apparent and are giving the most impact, and having impactful notes end on sliderends just wrongly represents what's important and not. If you looked at 03:08:187 (2) - you'll notice it's really different, and even if I don't agree with that rhythm choice either, it's still borderline acceptable
03:43:113 (1) - could just reduce it's length to red tick and add note at downbeat to fit better

03:54:651 (2) - man stop it, you could avoid it by using slider ends on these beats at worst case

slider leniency
00:08:494 (1,1,1) - if you make it slighly smaller it doesn't make it better lol, my point was it just doesn't work with such small sv unless it's some kind of map's concept, in this case it's not as you use normal to high sv for these

04:10:814 (1,1,1) - 04:13:912 (1,1) - these are still too much aswell, either you could reduce the sliders to red ticks or just fix spacing

04:22:835 (1,1) - hard not to get a 100 here because it goes in reverse direction

spacing
looks better now
Topic Starter
Hysteria

Strategas wrote:

regarding rhythm
still disagreeing with some of your rhythm choices

01:00:956 (3) - overmapped, not sure why just not extend 01:00:187 (2) - instead Fixed

01:14:802 (2,1) - not only unintuivive but again stronger beats ignored for weaker ones, I can see you try following vocals here and it's usually fine, but I'm quite sure the vocalist is slighly off, it would make much more sense to have something like http://i.imgur.com/k9HHmre.png because the vocal rn is on blue tick anyway and you decided to put it on nonexistant red tick beat instead of white tick which is much stronger in this case Dissagree,
I think your suggestion would throw off the player more than what is there right now. Simply because of the added single in place of the 1/2 slider.


01:31:110 (2) - more overmap This one isn't really overmapping though due to there being a piano hit or something similar in the background, so using it as a filler note should be perfectly fine.

Hysteria wrote:

01:48:187 (1,2,3) - 01:55:571 (1,2,3) - I still don't agree with these, because the red ticks are being ignored for the sake of keeping the patterns you want and not following the music, you said something about simplifying rhythm, but there are better ways to handle it without ignoring the song Both for playability and to follow the low djent'y sounding guitar that holds the notes throughout the entirety of the sliders.
I don't see how it's different from 01:50:033 (1,2,3) - zzz The djent'y sound isn't there at all on 01:50:033 (1,2,3) - and that djent'y sound for me is the guitar imitating how the vocals were going, therefore they are mapped practically the same with the 3/4 sliders. I still personally believe that the way I did this is completely fine, since it follows what is in the song and is what I believe to be the best way to visualize that certain section.
02:25:110 (1,2,3) - music prioritizes red ticks but you prioritize white ticks But it doesn't really prioritize the red ticks? As shown/heard by the low piano notes on the white ticks? They are the ones standing out the most out of anything right there and that's the reasoning behind the rythm.

02:30:187 - priotizing weaker over stronger sounds again That's due to how the section is musically, we discussed this in iirc before (offset reset and whatnot) The section is almost identical to the one before, except for the downbeat being on reds instead of whites. And to not make the section way too inconsistent with the last I decided to ignore that and map it the same way as the previous one to keep up with consistency.

02:35:263 (1,2) - I don't get it, you decided to skip 02:35:725 - for the sake of vocals but decided to map 02:36:033 (2) - anyway Fixed

02:36:187 (1,2) - I think I mentioned this before You didn't and I can't really see a problem about it more than the the first slider purposely ignoring the piano note at 02:35:725 -

02:39:571 (4,5,6,1) - suddenly you start doing it correctly Section is a bit faster paced now compared to the other ones, and the lowert notes are not as hearable, therefore it's different. If the other ones you pointed out had the same volume on the lower pitch notes as here, they would be like this too, but that is not the case as of now.

that stuff that I talked above also applies to 00:49:110 (1,2,3) - section And this is the same reasoning as 02:25:110 (1,2,3) -

Hysteria wrote:

03:04:802 (1,2,3,4,5,6,7,8,9,1,2,3) - hard to understand what you're doing here, as the way you handle rhythm you're neither following guitar nor the snares with those kick sliders I played around with that section for a while before settling down on what's there right now. The reasoning is behind it is more focused on repetition of the guitar and drums, and I wanted to reflect that through a pattern that was symmetrical and repeating.
03:04:802 (1,2,3,4,5,6,7,8,9,1,2,3) - if you wanted repetition here, it repeats every 3/2 beats not every 1/1 like you have now, the way you did at 03:19:571 (1,2,3,4,5,1,2,3,4,5) - fits your idea Fair enough, can't really say anything against that argument. Fixed.

03:11:879 (2) - weird rhythm wise to end slider on much stronger beat than it starts Follows the rest of the structure of the section, by putting emphasis on the guitar and making the section way slower than what was before and what's to come.
03:11:879 (2) - even if you followed some kind of paterning, ignoring music where it stands out is pretty lame, you should focus on mapping things that are most apparent and are giving the most impact, and having impactful notes end on sliderends just wrongly represents what's important and not. If you looked at 03:08:187 (2) - you'll notice it's really different, and even if I don't agree with that rhythm choice either, it's still borderline acceptable Fine, I agree, fixed.
03:43:113 (1) - could just reduce it's length to red tick and add note at downbeat to fit better Fixed

03:54:651 (2) - man stop it, you could avoid it by using slider ends on these beats at worst case Same reasoning as 01:31:110 (2) -

slider leniency
00:08:494 (1,1,1) - if you make it slighly smaller it doesn't make it better lol, my point was it just doesn't work with such small sv unless it's some kind of map's concept, in this case it's not as you use normal to high sv for these Re-designed the pattern.

04:10:814 (1,1,1) - 04:13:912 (1,1) - these are still too much aswell, either you could reduce the sliders to red ticks or just fix spacing Fixed by ending them on reds

04:22:835 (1,1) - hard not to get a 100 here because it goes in reverse direction Fixed spacing

spacing
looks better now Thanks
Thanks again for the re-check I appreciate it a lot tbf
Strategas

Hysteria wrote:

regarding rhythm

01:14:802 (2,1) - not only unintuivive but again stronger beats ignored for weaker ones, I can see you try following vocals here and it's usually fine, but I'm quite sure the vocalist is slighly off, it would make much more sense to have something like http://i.imgur.com/k9HHmre.png because the vocal rn is on blue tick anyway and you decided to put it on nonexistant red tick beat instead of white tick which is much stronger in this case Dissagree,
I think your suggestion would throw off the player more than what is there right now. Simply because of the added single in place of the 1/2 slider.
could always adjust spacing lol, anyway I still think my suggestion works better but you can keep it, as it's not that important

01:31:110 (2) - more overmap This one isn't really overmapping though due to there being a piano hit or something similar in the background, so using it as a filler note should be perfectly fine. I don't see the point of using filler rhythm if you can just be fine without it, for example if you use this: http://i.imgur.com/5YFDSDx.png or http://i.imgur.com/ridGZkq.png or even http://i.imgur.com/5YFDSDx.png my point is not really worth to give something a circle when there's nothing there, I don't really hear it, unless I would boost the sound 400x up to hear some minor sound which isn't worth mapping anyway. The point of filler rhythm itself is to simplify shitty or too complex rhythms, but here it's simple enough to handle without it

01:48:187 (1,2,3) - 01:55:571 (1,2,3) - I still don't agree with these, because the red ticks are being ignored for the sake of keeping the patterns you want and not following the music, you said something about simplifying rhythm, but there are better ways to handle it without ignoring the song Both for playability and to follow the low djent'y sounding guitar that holds the notes throughout the entirety of the sliders.
I don't see how it's different from 01:50:033 (1,2,3) - zzz The djent'y sound isn't there at all on 01:50:033 (1,2,3) - and that djent'y sound for me is the guitar imitating how the vocals were going, therefore they are mapped practically the same with the 3/4 sliders. I still personally believe that the way I did this is completely fine, since it follows what is in the song and is what I believe to be the best way to visualize that certain section. Fine

02:25:110 (1,2,3) - music prioritizes red ticks but you prioritize white ticks But it doesn't really prioritize the red ticks? As shown/heard by the low piano notes on the white ticks? They are the ones standing out the most out of anything right there and that's the reasoning behind the rythm. well the section mostly priotizes what you currently follow yes, but if you compare 02:22:340 (1,2,1,2) - to 02:24:802 (2,1,2,3) - you'll notice the music is doing something different here, and if you would show that with actually emphasizing the red ticks, it will just be much cooler and feel better with the song

02:30:187 - priotizing weaker over stronger sounds again That's due to how the section is musically, we discussed this in iirc before (offset reset and whatnot) The section is almost identical to the one before, except for the downbeat being on reds instead of whites. And to not make the section way too inconsistent with the last I decided to ignore that and map it the same way as the previous one to keep up with consistency. similar thing that I mentioned before with 03:11:879 - where music highlights certain sounds. You don't have to use the same patterns all the time when song is doing something else

02:36:187 (1,2) - I think I mentioned this before You didn't and I can't really see a problem about it more than the the first slider purposely ignoring the piano note at 02:35:725 - uh it was something else, seems like you fixed it

02:39:571 (4,5,6,1) - suddenly you start doing it correctly Section is a bit faster paced now compared to the other ones, and the lowert notes are not as hearable, therefore it's different. If the other ones you pointed out had the same volume on the lower pitch notes as here, they would be like this too, but that is not the case as of now. fair enough

that stuff that I talked above also applies to 00:49:110 (1,2,3) - section And this is the same reasoning as 02:25:110 (1,2,3) -

03:54:651 (2) - man stop it, you could avoid it by using slider ends on these beats at worst case Same reasoning as 01:31:110 (2) - same

Thanks again for the re-check I appreciate it a lot tbf
no kd this time lol
Topic Starter
Hysteria

Strategas wrote:

Hysteria wrote:

regarding rhythm

01:14:802 (2,1) - not only unintuivive but again stronger beats ignored for weaker ones, I can see you try following vocals here and it's usually fine, but I'm quite sure the vocalist is slighly off, it would make much more sense to have something like http://i.imgur.com/k9HHmre.png because the vocal rn is on blue tick anyway and you decided to put it on nonexistant red tick beat instead of white tick which is much stronger in this case Dissagree,
I think your suggestion would throw off the player more than what is there right now. Simply because of the added single in place of the 1/2 slider.
could always adjust spacing lol, anyway I still think my suggestion works better but you can keep it, as it's not that important Nerfed it a bit

01:31:110 (2) - more overmap This one isn't really overmapping though due to there being a piano hit or something similar in the background, so using it as a filler note should be perfectly fine. I don't see the point of using filler rhythm if you can just be fine without it, for example if you use this: http://i.imgur.com/5YFDSDx.png or http://i.imgur.com/ridGZkq.png or even http://i.imgur.com/5YFDSDx.png my point is not really worth to give something a circle when there's nothing there, I don't really hear it, unless I would boost the sound 400x up to hear some minor sound which isn't worth mapping anyway. The point of filler rhythm itself is to simplify shitty or too complex rhythms, but here it's simple enough to handle without it Yea you're right, removed the single completely.
01:48:187 (1,2,3) - 01:55:571 (1,2,3) - I still don't agree with these, because the red ticks are being ignored for the sake of keeping the patterns you want and not following the music, you said something about simplifying rhythm, but there are better ways to handle it without ignoring the song Both for playability and to follow the low djent'y sounding guitar that holds the notes throughout the entirety of the sliders.
I don't see how it's different from 01:50:033 (1,2,3) - zzz The djent'y sound isn't there at all on 01:50:033 (1,2,3) - and that djent'y sound for me is the guitar imitating how the vocals were going, therefore they are mapped practically the same with the 3/4 sliders. I still personally believe that the way I did this is completely fine, since it follows what is in the song and is what I believe to be the best way to visualize that certain section. Fine

02:25:110 (1,2,3) - music prioritizes red ticks but you prioritize white ticks But it doesn't really prioritize the red ticks? As shown/heard by the low piano notes on the white ticks? They are the ones standing out the most out of anything right there and that's the reasoning behind the rythm. well the section mostly priotizes what you currently follow yes, but if you compare 02:22:340 (1,2,1,2) - to 02:24:802 (2,1,2,3) - you'll notice the music is doing something different here, and if you would show that with actually emphasizing the red ticks, it will just be much cooler and feel better with the song Changed up 02:22:340 (1,2,1,2) and 02:30:187 (1,2,1,2)

02:30:187 - priotizing weaker over stronger sounds again That's due to how the section is musically, we discussed this in iirc before (offset reset and whatnot) The section is almost identical to the one before, except for the downbeat being on reds instead of whites. And to not make the section way too inconsistent with the last I decided to ignore that and map it the same way as the previous one to keep up with consistency. similar thing that I mentioned before with 03:11:879 - where music highlights certain sounds. You don't have to use the same patterns all the time when song is doing something else ^

02:36:187 (1,2) - I think I mentioned this before You didn't and I can't really see a problem about it more than the the first slider purposely ignoring the piano note at 02:35:725 - uh it was something else, seems like you fixed it Alright

02:39:571 (4,5,6,1) - suddenly you start doing it correctly Section is a bit faster paced now compared to the other ones, and the lowert notes are not as hearable, therefore it's different. If the other ones you pointed out had the same volume on the lower pitch notes as here, they would be like this too, but that is not the case as of now. fair enough

that stuff that I talked above also applies to 00:49:110 (1,2,3) - section And this is the same reasoning as 02:25:110 (1,2,3) - Switched up some patterns.

03:54:651 (2) - man stop it, you could avoid it by using slider ends on these beats at worst case Same reasoning as 01:31:110 (2) - same Fixed

Thanks again for the re-check I appreciate it a lot tbf Times three now
no kd this time lol
Strategas
alright some last things before I stop torturing you

00:05:725 (1,1,1) - it's pretty hard to tell the rhythm just from visuals, you should either work on making it obvious it's not 1/2 gaps or just simplify the rhythm with something like this http://i.imgur.com/YSBufWa.png

05:10:835 (3,1) - slighly too much here

05:27:758 (1,2,3,4) - spacing is weird, 2.3.4 having same strenght but spaced so differently, 2 feels way too close while 4 feels way too far

05:35:142 (1,2,3,4) - same, can ctrl g 2,3

still don't get how come you follow the low piano instead of obvious high pitched piano things like 00:49:263 - 00:49:571 - 00:49:879 - uhh just so weird, but I won't really force you to change it
Topic Starter
Hysteria

Strategas wrote:

alright some last things before I stop torturing you It's fine honestly, I get a lot of feedback from this and it's making the map better in the end, even though a lot of the concepts of the map is a bit "multi-cultural" now compared to before. Since a lot of different opinions has changed the core of the map itself. If that's a bad thing idk, but I'm happy as long as I can push this for ranked.

00:05:725 (1,1,1) - it's pretty hard to tell the rhythm just from visuals, you should either work on making it obvious it's not 1/2 gaps or just simplify the rhythm with something like this http://i.imgur.com/YSBufWa.png I think they are fine as they are, the 1/2 gaps are back and forths while the not 1/2 gaps are a bent curve with all of them being NC'd. I've got some playtests and this place hasn't been an issue so far. The section has been so slow so far that the rythm change isn't too much of a big deal, especially for more experienced players that this map is aimed towards.

05:10:835 (3,1) - slighly too much here Curved 3 so it leads the player a lot more fluently to the next note.

05:27:758 (1,2,3,4) - spacing is weird, 2.3.4 having same strenght but spaced so differently, 2 feels way too close while 4 feels way too far Remapped a bit

05:35:142 (1,2,3,4) - same, can ctrl g 2,3 ctlr g'd

still don't get how come you follow the low piano instead of obvious high pitched piano things like 00:49:263 - 00:49:571 - 00:49:879 - uhh just so weird, but I won't really force you to change it Idk how to explain it without some kind of visual aid or something, but I'll try my best. Those three white ticks all have a 3 note melody that is repeated throughout the section. Like a "Dah, Dah, Duh" sound. The hitsounding and mapping is trying to reflect that.
On other places you've pointed out that I had correctly followed the rythm, those places didnt have that melody, and therefore I mapped it in the 2nd most natural way, which is what you seemingly want me to map all sections with. But this place and around 4-6 other places all share that melody, that for me stands out way more than the rest of the instruments at that point.
Strategas
delete:
drum-sliderslide15.wav
drum-slidertick15.wav

since they are unused
Topic Starter
Hysteria

Strategas wrote:

delete:
drum-sliderslide15.wav
drum-slidertick15.wav
All removed
since they are unused
Strategas
here ya go

#1
Kencho
#2
Bubbled!
Cryptic
here at my own and your request somehow

[Yoyo kagirinaku]
  1. Why HP 6.9? I think the maps HP seems fairly forgiving but that actual number seems a little meme-ish.
  2. *00:46:494 (1,2) - The perfect stack here is pretty deceiving. If you think about it, up until now, the only 1/2 stack was 00:04:494 (2,3) - which is offset. From here on out you start using perfect stacks, but whats the difference between these two points?
  3. *01:49:110 (1,2) - Why this perfect stack here? It's the first time you've had a circle stacked under a slider end 1/2 beat apart, and you don't do it much through the map. (This also happens here 04:47:142 (1,2) - 05:05:604 (1,2) - 05:16:681 (1,2) -) It seems like you just run out of room in these spots, but it's not the most intuitive. I'm not really sure what to recommend but I don't think you have a justification since these spots seem so absolutely random. Please change all four cases.
  4. 02:14:956 (1) - Why not CTRL+G this to not be a flow-break? It's a continuation of the previous vocal pattern, and by extension, the drum pattern (in a way).
  5. *03:54:190 (1,2) - Was there originally a filler rhythm between these? It seem so empty and weirdly mapped as it is now.
  6. 04:22:835 (1,1) - Aesthetically, these are grossly close. Try to convey a similar spacing/feel as 04:22:219 (1,1,1) - gave so that you don't break the aesthetic patterning. (I see why this slider is where it is, in the editor. But in game, players won't see how the slider tail forms a line with the 2 and the previous long slider, so try something else that works with your more-recent sliders.)
  7. 05:52:065 (2,3,4,5) - Don't you think that 2 and 5 are too close aesthetically, and the flow between 3 and 4 is a bit awkward? Try moving 4,5 down and to the right a bit.
I put an asterisk at the beginning of the points that I strongly want you to change or have an in-depth justification for not changing.
Topic Starter
Hysteria

Cryptic wrote:

here at my own and your request somehow

[Yoyo kagirinaku]
  1. Why HP 6.9? I think the maps HP seems fairly forgiving but that actual number seems a little meme-ish. It's pretty much an inside joke between me and some friends. Where as one of my earlier maps ended up being AR:9,6 HP:7 Stars: 6 and one of them had the brilliant idea to switch the hp to 6,9 to continue the number trend of 6 and 9's. Since then it has just stuck with me, so no particular reason for it more than that it's what I put all my maps as when I start mapping them. Can change to w/e number if neccessary.
  2. *00:46:494 (1,2) - The perfect stack here is pretty deceiving. If you think about it, up until now, the only 1/2 stack was 00:04:494 (2,3) - which is offset. From here on out you start using perfect stacks, but whats the difference between these two points? Changed the one at 00:04:494 (2,3) - to be perfect stack, should fix the issue.
  3. *01:49:110 (1,2) - Why this perfect stack here? It's the first time you've had a circle stacked under a slider end 1/2 beat apart, and you don't do it much through the map. (This also happens here 04:47:142 (1,2) - 05:05:604 (1,2) - 05:16:681 (1,2) -) It seems like you just run out of room in these spots, but it's not the most intuitive. I'm not really sure what to recommend but I don't think you have a justification since these spots seem so absolutely random. Please change all four cases. All of them are changed.
  4. 02:14:956 (1) - Why not CTRL+G this to not be a flow-break? It's a continuation of the previous vocal pattern, and by extension, the drum pattern (in a way). As you said yourself, it's a continuation of the vocals, and therefore the slider is rotating in the same way as the triangles right before it, clockwise.
  5. *03:54:190 (1,2) - Was there originally a filler rhythm between these? It seem so empty and weirdly mapped as it is now. Re-added the filler rythm since that's what I still think is the best option.
  6. 04:22:835 (1,1) - Aesthetically, these are grossly close. Try to convey a similar spacing/feel as 04:22:219 (1,1,1) - gave so that you don't break the aesthetic patterning. (I see why this slider is where it is, in the editor. But in game, players won't see how the slider tail forms a line with the 2 and the previous long slider, so try something else that works with your more-recent sliders.) Tried to change it, looks pretty good and goes well with the next section too due to how the jumps are laid out.
  7. 05:52:065 (2,3,4,5) - Don't you think that 2 and 5 are too close aesthetically, and the flow between 3 and 4 is a bit awkward? Try moving 4,5 down and to the right a bit.Fixed by spacing out the jumps a bit (holy shit first spacing buff of the entire modding process so far what is this madness.)
I put an asterisk at the beginning of the points that I strongly want you to change or have an in-depth justification for not changing. Changed all of them to something objectively better.
Cryptic
Good job. I hope to see more from you soon!
dqs01733
woo ow gz 8-)
Zer0-
Amazing
_Yiiiii
Well, it's much better than before, congratulation!
Shiirn
Congratulations!

Well deserved.
Topic Starter
Hysteria
Thanks everyone!
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