kamome sano - </emotional> [CatchTheBeat|Osu]

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Sinnoh
can i just ask a couple questions about sb?
00:00:871 (1) - Why is there four BGs being loaded? The SB load is well above what it needs to be
only the black image is visible
Is it not possible to fade out BGs when they're not being used so that the load isn't always over 5x during the calmest part of the song?
Also, pretty much all elements have tonnes of background transparency that could be removed. I get that they're being made to be the same size as the bg, but is it hard to set the sprite's location?
I'm not as experienced with sb so I won't push that further

Catharsis
00:35:008 (3,1) - There really shouldn't be hypers here. It's by far the quietest part of the song and really shouldn't have anything but walks, especially compared to the fact that no hypers were used in the louder section before-hand. Yes it's a collab but that still means you should follow the ideas of the section before.
02:01:560 (1) - why is there even a finish on 3, the piano is on a different snap, a different hitsound would be better, it's not even the dominant instrument, it's not the same volume as the rest of the music, the mapping doesn't follow it, it's inconsistent with the players expectations, tldr bad idea
03:51:215 (1,2,3,4,5,6,7,8) - This pattern does not remotely follow the music, do something like 04:57:422 (1) -
04:14:664 (1) - there is literally no emphasis given to the start of the kiai section because the jump pattern is identical to the previous one. Increase distance.
05:09:491 (3) - Many combos will break here because circular flow was broken
05:20:181 (1,2,3,4,1) - pp jumps is probably the most unfitting ending possible tbh
only pointing out major issues since you prefer to rank stuff with as little effort as possible
Storyboarder

Sinnoh wrote:

00:00:871 (1) - Why is there four BGs being loaded? The SB load is well above what it needs to be

Sinnoh wrote:

Also, pretty much all elements have tonnes of background transparency that could be removed. I get that they're being made to be the same size as the bg, but is it hard to set the sprite's location?
Fixed once Girl updates the mapset. Thanks!
Ascendance

Sinnoh wrote:

Catharsis
00:35:008 (3,1) - There really shouldn't be hypers here. It's by far the quietest part of the song and really shouldn't have anything but walks, especially compared to the fact that no hypers were used in the louder section before-hand. Yes it's a collab but that still means you should follow the ideas of the section before. I have to disagree here. One of the beauties of a collab difficulty is the fact that you can see two different styles or representations of a song shine through in one difficulty, really calling on the contrast between the ideas of two mappers. While I don't necessarily disagree with you, I think it would be wrong to say that she or I must adhere to what the other does. It's simply a clash of two different styles, and I believe the hypers accentuate the vocal downbeats quite nicely.
02:01:560 (1) - why is there even a finish on 3, the piano is on a different snap, a different hitsound would be better, it's not even the dominant instrument, it's not the same volume as the rest of the music, the mapping doesn't follow it, it's inconsistent with the players expectations, tldr bad idea Fine idea, the pattern is 1,2,3,4 where 1 and 3 are strong beats that are brought out while 2 and 4 are supportive beats that transition into 02:02:250 (1) -
03:51:215 (1,2,3,4,5,6,7,8) - This pattern does not remotely follow the music, do something like 04:57:422 (1) - There's drum hits here though, with the pattern repeating twice (second downbeat is on 03:51:560 - with that pixely noise). Plus, the two parts are mapped by different people, so it's just a different representation
04:14:664 (1) - there is literally no emphasis given to the start of the kiai section because the jump pattern is identical to the previous one. Increase distance. lol ok
05:09:491 (3) - Many combos will break here because circular flow was broken It's 3 notes with 1/1 gaps, if you break here you either don't have eyes or you can't play cups
05:20:181 (1,2,3,4,1) - pp jumps is probably the most unfitting ending possible tbh They aren't even pp, they reflect the song quite nicely as well. The song isn't calling for anything intense here so why should I make something that would be off-putting or awkward for the player?
only pointing out major issues since you prefer to rank stuff with as little effort as possible Kinda rude tbh, if I ranked things with such little effort, I wouldn't be one of the best mappers at the moment, no? But maybe that's subjective B)
Thanks for your time~

Sent the new coordinates to Girl over discord.
KittyAdventure
Wait, Girl mapping full diff but you only mapping 1/2 part of this song, that should be unrankable because the guest mapper made full diff than the uploader? t/358506/start=30
Topic Starter
Girl

KittyAdventure wrote:

Wait, Girl mapping full diff but you only mapping 1/2 part of this song, that should be unrankable because the guest mapper made full diff than the uploader? t/358506/start=30
I'm not the guest mapper wtf
Storyboarder
im the guest mapper
- Frontier -

KittyAdventure wrote:

Wait, Girl mapping full diff but you only mapping 1/2 part of this song, that should be unrankable because the guest mapper made full diff than the uploader? t/358506/start=30
Doormat
had an irc mod with Girl regarding the standard diff; we changed the pattern at 00:06:043 - since it sounds more like a 1/3 snap than a 1/8 snap. other than that, the standard diff looks fine to me.

regarding the storyboard, i took a look at what ZiRoX pointed out and can confirm that changes have been made so that the circle during the last kiai no longer shows up for the ctb diff, and therefore should no longer be distracting to players. the rest of the storyboard is also fine in my opinion.

however, since ZiRoX's veto on the ctb diff still stands, i don't think it would be wise for me to go ahead and bubble the set as is. i'll get into contact with some ctb bns and see what they think before i go any further, so starring for now.
Topic Starter
Girl
=-]
KittyAdventure
Oh my god, i don't see it! Sorry xD
blizzardice
bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-sb
semaphore
u go dude holy shit
Topic Starter
Girl
so uhhhhhhhh whats happening with ctb
Sc4v4ng3r
afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am

[Catharsis]
  1. 01:22:077 (7,1) - 01:27:595 (5,1) - I really don't hear anything significant changing in the song here, the only thing which is implicitly shown is the build-up to the next bass drop, which if these are trying to emphasize, is doing it wrong. For how repetitive the sound gets in this section I would rather make them just walks but if you want to add some hypers you could add some towards the end of the section (like at 01:26:301 (8,1) - , not at 01:23:457 (5,1) - ) for build-up.
  2. 03:00:008 (3,1) - Being the calm part of the song, this hyper somehow still has higher than average distance on it. It's not even the chorus yet, so this really doesn't make the mood feel right. Would highly recommend to reduce the distance, same goes for 03:02:767 (3,1) - (did you copypasta)
  3. 04:47:767 (1,2,3,4) - Only double 1/4 hyper that's in this section(including the previous chorus), it's an odd one out compared to 03:58:112 (1,2) - and similar others. It's not too uncomfortable to play, sure, but it being not consistent can throw players off. Would make a hyper only to (3) instead for simplicity.


Honestly I don't see any critical flaws in the map. Movement matches the song well imo and other issues are very minor that it will just be overshadowed during play, so the ctb diffs should be fine.
Ascendance
I'll fix it sunday don't touch don't touch
Fii
Seeing as how these are all mods for my sections, I'll be applying the mods.

Sc4v4ng3r wrote:

afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am

[Catharsis]
  1. 01:22:077 (7,1) - 01:27:595 (5,1) - I really don't hear anything significant changing in the song here, the only thing which is implicitly shown is the build-up to the next bass drop, which if these are trying to emphasize, is doing it wrong. For how repetitive the sound gets in this section I would rather make them just walks but if you want to add some hypers you could add some towards the end of the section (like at 01:26:301 (8,1) - , not at 01:23:457 (5,1) - ) for build-up. I agree with this. I've made everything walkable.
  2. 03:00:008 (3,1) - Being the calm part of the song, this hyper somehow still has higher than average distance on it. It's not even the chorus yet, so this really doesn't make the mood feel right. Would highly recommend to reduce the distance, same goes for 03:02:767 (3,1) - (did you copypasta) Reduced distance for both jumps
  3. 04:47:767 (1,2,3,4) - Only double 1/4 hyper that's in this section(including the previous chorus), it's an odd one out compared to 03:58:112 (1,2) - and similar others. It's not too uncomfortable to play, sure, but it being not consistent can throw players off. Would make a hyper only to (3) instead for simplicity. Done!


Honestly I don't see any critical flaws in the map. Movement matches the song well imo and other issues are very minor that it will just be overshadowed during play, so the ctb diffs should be fine.
Thanks for the mod!
updated diff sent to Girl via pm
Ascendance
I knew they taught english in Canada, but what's the issue with basic reading comprehension lol
Fii

Ascendance wrote:

I knew they taught english in Canada, but what's the issue with basic reading comprehension lol
Common sense would suggest mods directed to me should be applied by me. Whether or not I have given you permission in the past to apply mods for me should have zero impact on my right to revoke that request and apply mods myself at any given time.

That being said, take note that from this point forward I will be applying mods for my sections on my own.
Ascendance
bold italic underline

edit: I don't really want to work with someone who feels entitled to just come back and pick up credit after I've done most of the hard work. The mapset was left to me so I intend to keep it as such. Like, when you give away an item to charity, you can't just say "well oh it was mine originally so it's still mine". If you don't like that, you can suggest for me to remove all your parts and I'll map them myself, to avoid conflict.
Ascendance

Sc4v4ng3r wrote:

afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am

[Catharsis]
  1. 01:22:077 (7,1) - 01:27:595 (5,1) - I really don't hear anything significant changing in the song here, the only thing which is implicitly shown is the build-up to the next bass drop, which if these are trying to emphasize, is doing it wrong. For how repetitive the sound gets in this section I would rather make them just walks but if you want to add some hypers you could add some towards the end of the section (like at 01:26:301 (8,1) - , not at 01:23:457 (5,1) - ) for build-up. I've adjusted them appropriately as you suggested~
  2. 03:00:008 (3,1) - Being the calm part of the song, this hyper somehow still has higher than average distance on it. It's not even the chorus yet, so this really doesn't make the mood feel right. Would highly recommend to reduce the distance, same goes for 03:02:767 (3,1) - (did you copypasta) Seems like the person in question did indeed copypaste it, so I've fixed it accordingly~
  3. 04:47:767 (1,2,3,4) - Only double 1/4 hyper that's in this section(including the previous chorus), it's an odd one out compared to 03:58:112 (1,2) - and similar others. It's not too uncomfortable to play, sure, but it being not consistent can throw players off. Would make a hyper only to (3) instead for simplicity. Fixed it!


Honestly I don't see any critical flaws in the map. Movement matches the song well imo and other issues are very minor that it will just be overshadowed during play, so the ctb diffs should be fine.
Thank you kindly~

https://puu.sh/wXvmB/cac13b3420.rar
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