forum

Sota Fujimori - polygon

posted
Total Posts
164
show more
lcfc
@loli 00:37:910 (1,2,3,4,5,1,2,3,4,5) - u screwed this stream up lol, why is there emphasis on the blue tick? either emphasize it 00:38:255 (5) - here or even 00:38:168 (4) - here if u want to follow the sound but the current way doesn't really follow anything

edit: also here 00:43:427 (1,2,3,4,5,1,2,3,4,5) -
revurii

Irreversible wrote:

Hi! hello owo

[Lolirii's Collab Expert]
01:00:237 (4,5) - That stack seems unnecessarily mean.. don't you think you'd want to keep the flow you have so far and somehow get rid off it? I wanted the stack because of the stopping effect, and because 01:00:410 (5) - is a slider players shouldn't make a mess if they overstream.
01:01:186 (1,2,1,2,1,2) - omg lol, very creative Thanks uwu
01:05:755 (4,5) - Same. I do know why you did it, but I think it's not a very good solution to this. People will probably spam over it and will be left with "why did i 100 or miss here" Same reason as 01:00:237 (4,5) -
01:10:324 (2) - NC Fixed
01:19:634 (1,2,1) - While I adored the part before, I think this pattern in general doesn't fit. 01:19:806 (2) - is so different to 01:19:634 (1) - , and thus imo shouldn't be copied. I'm sure you can come up with something more creative, considering what you've pulled off so far. wobble impact
01:32:048 (1,2,3,4,5,6,7,8) - the ds here looks somehow weird.. intentional? I think I wanted to decrease the spacing before but apparently ignored it later on. Fixed lol

woww i loved it lol, but i don't even know the mappers :D <3 from mentorship program
hehe
i live for this
Shiirn
k
Topic Starter
Kaifin

Shiirn wrote:

One of the biggest things you need to look out for when taking liberties with the rhythm is staying consistent within your own theme; even moreso when you have a song like polygon, that's inherently unpredictable and has many changes in rhythm.

That said:
[unhinged]
  1. 00:27:910 (1,2,3) - This is fine, but it just makes 00:29:289 (1,2) - play awkwardly. I really suggest making the 1/4 sliders into full 1/2s to maintain a more consistent rhythm, especially since you're ignoring the strong beats for the weaker ones (which are admittedly more interesting). If there's a problem with skipping over 00:29:634 - , remember that you skipped over 00:28:255 - just fine. okay so to explain: 00:29:289 - this is emphasizing the high pitched double rhythm that is also supported by the synth and later the drums (hence the change from sliders to doubles halfway through) as seen in here ---> 00:29:289 (1,2,1,2,1,2,1,2) - now with that in mind, 00:27:910 (1,2,3) - is following the low pitched synth here which is most prominent: these two patterns have nothing to do with each other and do not make each other 'awkward' as much as a normal 1/4 slider makes a 1/2 slider near it uncomfortable, its technical and reading based but certainly not uncomfortable, this part was changed from making 00:29:289 (1,2) - clickable previously, and playtesters have all agreed this new rhythm + patterning is quite comfortable
  2. 00:31:358 (1,2,3) - Cool, you enhance that triple in the backgrou- 00:32:048 (1,2) - there's literally nothing here. I can understand filling in the song to make your rhythms more consistent but if the song itself does nothing at all to even hint that you should fill it in, you probably shouldn't because then you'd be mapping it wrong. The same actually goes for 00:32:565 (2,1,2,3) - the hitsounding makes this seem like something it isn't. you're adding a rhythm with hitsounding that you're not actually emphasizing because it doesn't actually exist.. If that isn't deceptive to the player, I don't know what is. there are drums there you should try and give it a listen on 50% and see if you can hear it better lol... i don't know what else to say other than they are a slightly lower pitch than last time so i can understand if you have trouble hearing them but they not only exist but deserved to be clickable for both rhythm consistency and proper emphasis of the sound
  3. 00:45:496 (1,2) - I wonder if you've had this playtested. Due to how you space out the patterns, 90% of players capable of playing this map will always read this as one of the insane 1/4 jumps. Can't you move it around like 00:46:703 (1,2) - ? Change the angles and the spacing to make it clear that this isn't a crazy 1/4 jump. Part of it comes from the fact that there feels like there should be a click 00:45:582 - here due to how you've usually mapped the song, but there isn't. (same with 00:42:824 - but that's a different problem) i can see how this might appear to be 'unreadable' or unreasonable but it really isn't, literally no one has ever misread this as 1/4 because it's very very very very clear due to 00:44:806 (1,2,1,2) - that is isn't: the 1/4 sliders reset the reading of the player and allow them to read this easily as 1/2 + the flow is very cool as it and changing it or buffing the spacing would make it feel off,
    you'll also note the spaced 1/4 directly after this is spaced less in order to be readable
  4. 00:50:151 (2,3,1) - 00:50:668 (1,2,3) - yeah uh some how, some way, these should have the same numbering in combo patterning because hahahaha yeah.... for readability! note the no nc between 00:49:979 (1,2) - which is consistent: just because it isn't NC'd to accommodate the way you're thinking of the patterns doesn't mean it's inconsistent
  5. 01:00:582 (1,2,3) - There's literally nothing here to justify such high spacing. It's inconsistent with your own patterning, there's nothing in the song, and there's no noticeable or feasible reason for it to be this large. the emphasis on these notes is much more in the music than the other's around it?? the triplet click is much stronger and more emphasized in the song than anything else here
  6. 01:07:048 (3) - Should have some form of snare or clap hitsound. added! it was missing a whistle though
  7. 01:45:928 (2,3) - Don't you think these should be made more separate from the 1 due to how the 2,3, are on different instruments from the 1? i hear it more as there are 3 notes there of the instrument that you hear at 2/3 but the drum hit just covers it, since you can hear the beginning of the sound at 1 before the drum beat covers it
  8. 01:48:686 (2,3) - ^idk it's consistent i guess
  9. 01:52:910 (2,3,4,5) - Yeah i can see the purpose of "Final buzz of the map, it's 1/6 instead of 1/4 to be harder" and i can tell you that's bullshit just make it 1/8 sliders or something please. This isn't "a final challenge" it's just a slap in the face. ok i will make 1/8 buzz slider but i think you're kind of looking at this wrong, but it had been suggested before so i think its a good idea to make it a buzz: this isn't difficult at all for the player to play and feels quite cathartic lol it's not unfair or anything it just felt fitting to me, but since there was so many complaint about it i will change
The kiai was better than I expected but it still screams out "This is a map made for watching high-level players play it, not to be played itself" and that always churns my guts. Sure, you reach a broader audience by making it more fun for the 99% to watch, but if you're spurning your target audience for their audience, that doesn't bode well. something to understand that may be a somewhat foreign concept in mapping: i actually made this map for myself, as an expression of how i felt the music should be represented, which i know is kind of a crazy idea in 2017

this map isn't going to be pp for anyone, i didn't map it for a crazy cookiezi play, i mapped it because i love this song: if i really wanted to map this just for attention why would i spend 3 months making like 9 diffs all with different concepts when i could have just made a 6 diff set with all gds

the playability of this map has been more than proven, not only by over 50 playtesters (seeing as for a while i had a hard time finding a time where people WEREN'T playing the map a month ago), but by the fact that i can play it myself and fundamentally understand the kind of flow that is comfortable to a high level tech player simply by being a high level tech player



edit: why kancolle tag bg
thank you for the mod
Shiirn
ok
uzzi

Shiirn wrote:

That said, now people can call me an autist for writing an essay about why I think a mapper should change two notes in a circle clicking game and how I'm an elitist asshole for trying to explain my view.
is that really necessary for you to say lol
xLolicore-
im still gay Lol!!!!!

placeholder
Topic Starter
Kaifin

Shiirn wrote:

stuff
okay but it's like that for playability as explained: i could make it circles again but it would be bad for playability so this is a compromise, this is just your perspective, it's not objectively correct

your perspective happens to be the exact opposite of literally everyone else's: it doesn't really make you wrong, it just means that since i disagree with you and no one shares your point of view, there's no real reason for me to consider your perspective as correct

i would be down to make it clickable again because i like that option best! but in the interest of playability i will keep it as a slider for now, it feels and flows better this way

as for tags i can remove the tag if necessary, i didn't know BG wasn't relevant to tags as i wanted people to be able to find the map if all they remembered was the background, to say it's clickbait is pretty absurd when it's obvious i didn't mean for it to be LOL

i'm not really interested in turning my thread into what threads usually turn into when you post in them so if you have any more concerns about my map that you'd like to discuss with me, PM me instead thanks
I Must Decrease
.
Irreversible
Monstrata : You've asked me to reply to your mod and I've tried, and it just doesn't make sense XD I'm just trying to guess what the mapper thought here because I think the issues adressed are fine, is this either because I hear a sound where you said it's overmapped, or because of a flow which irks you.

Could you please post the points again which I need to take a look at, and I'll give you a more detailed reason why I think something is fine (or maybe not)? This would help.
Bonzi

Irreversible wrote:

[Bonzi's Extreme]

00:00:324 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3) - Sorry, but this is heavily overmapped. I don't disagree with certain accentuating objects, but this seems to much considering even further that this is only the intro. I don't hear anything on 00:01:617 (6) - etc. yeah i agree, let's try something else i guess
00:02:392 (1,2,1,2) - Check what I've wrote about that in the other diffs, please. As i see it, there's not much of a clear difference between vocals/non-vocals (at least until you go to the editor and listen at 50%), so there's no real need to lower intensity just for that, imo.
01:31:358 (1) - Let's talk about these for a second. The first part of the kiai apperaed fine for me, because you are really speeded up, it shouldn't be too much of a hassle to do those streams ( I mean it's really difficult but if you accelereate enough, it should feel fine to play). However, these slow you down completely and the distance between 01:31:617 (4,1) - is insane. I am actually not really supporting those, because I feel like this feels terribly off to play, considering how fluent your map was so far. I suggest that you add a 1/4 slider instead of 01:31:530 (3,4) - , so that the player can go to the next patterns fluently. 01:34:117 (1) - Same in this and somehow 01:36:875 (1) - ,although here you have acceleration again in some part. 01:39:633 (1) - Here its somehow ok again.. I'd consider it for the first two, even tho it breaks the patterns a bit, but for the playabilitys sake I think it's needed. about that, lets just say... uhh... The 2nd kiai half is the result of a little something.
anyway, about the distance between 01:31:617 (4,1) - and similiars: i don't know man, i feel like doing what you said would pretty much take away a big chunk of the sense of difficulty this section has, since then, compared to 1st half it would become basically a cakewalk.
Anyway, i agree about the distance beign a little too insane, so i've moved around some objects a bit to tone it down.

01:53:168 - Add a circle? It seems not finished without it. Feels off however you place it, it's just very easy to misread that way. It's ok with either a slider or just nothing, a circle just doesn't do it imo

I really like the concept of this map - it shows the variety of this song greatly. Please do me a favor and remap the first part and think about the second part in the insane again tho. I don't really think the second half of the kiai is really a problem as a whole,even if it's basically the result of me trying not to get my diff higher than kaifin's.The intro was a part that i mostly overlooked, i payed little attention to it and failed to notice that it's mostly random clicking and trying not to get a 100, the idea seemed cool but meh, too bad. Thanks for the mod!
also fixed some stuff from shiirn's post (or what's left of it) (basically remapped the 00:47:220 - section) along with something minor that i can't remember. Thanks!
Einja
this is fucking amazing

axion v2 lol
Topic Starter
Kaifin

Einja wrote:

this is fucking amazing

axion v2 lol
thank you!

lolicore asked me to reply to his mods for him

Irreversible wrote:

[Lolirii's Collab Expert]

00:20:324 (1,2,1,2,3,1,2,1,2) - I don't quite understand the rhythm, I mean I like 00:20:324 (1,2,1,2) - , but why is 00:21:013 (1,2,1,2) - so fundamentally different? i made 00:21:013 (1) - a 1/4 slider to make the rhythm consistent and slightly adjusted 00:21:186 (2) - to compensate for the new pattern

LowComboFC wrote:

@loli 00:37:910 (1,2,3,4,5,1,2,3,4,5) - u screwed this stream up lol, why is there emphasis on the blue tick? either emphasize it 00:38:255 (5) - here or even 00:38:168 (4) - here if u want to follow the sound but the current way doesn't really follow anything fixed it

edit: also here 00:43:427 (1,2,3,4,5,1,2,3,4,5) - fixed it

also touched up hitsounds, pretty sure we're g2g
Some1
im gay
7ambda
spread would sound more cool if you renamed Bonzi's diff to "Bonzi's Ultra"
byfar



oo
byfar
btw get gud folks! Haha
Topic Starter
Kaifin

F1r3tar wrote:

spread would sound more cool if you renamed Bonzi's diff to "Bonzi's Ultra"


ultra'd

byfar wrote:

btw get gud folks! Haha
agreed, congrats on pass

please enter hyperbolic time chamber until july thx
Topic Starter
Kaifin

Kaifin wrote:

this map will only ever die if it hits the loved section
dunois
good luck!!
kbd
Wooo you can do this :!: :!:

Never let this die, it's too sexy (just like the mappers)
LowAccuracySS
hype
Einja

btw get good folks! haha
Kujinn
LEGGO
Genjuro
Extra diff:

00:55:755 (1,3) - These 2 circles are not snapped to the beat. I don't know if this was intended but felt really uncomfortable while playing the map
Topic Starter
Kaifin

Genjuro wrote:

Extra diff:

00:55:755 (1,3) - These 2 circles are not snapped to the beat. I don't know if this was intended but felt really uncomfortable while playing the map
they're snapped to the spacey sound for all of 00:55:497 (2,1,2,3,4) -
Topic Starter
Kaifin

Kaifin wrote:

this map will only ever die if it hits the loved section
if you're a bn who was gonna mod: feel free to do so if you have interest in nominating
squirrelpascals
polygon

unhinged
ill do my best to judge but im bad at playing the game x)

• 00:15:841 (1,2,1,2) - Why do you all the sudden choose to ignore what you were mapping to at 00:14:806 (1,2,1,2,1,2) - ? The blue ticks here arent strong and you choose to use sliders at 00:18:599 (1,2) -

• 00:16:617 (2,3) - feels very overexaggerated for such a small wound

• 00:22:220 (1) - inconsistent nc from 00:16:703 (3) -

• 00:24:375 - Ignored a pretty strong vocal sound here, important because all of the stream before it at 00:23:944 (1,2,3,4) - followed these voices

• 00:26:358 (1) - remvoe nc here, break s your pattern of having an nc every beat for this section and nothing about this note musically stands out. You seem to do this sometimes consistently at other places like 00:31:703 (1) - but I cant see why its necessary

• 00:29:289 (1,2,1,2,1,2,1,2) - This rhythm choise feels very random, 00:29:720 - is ignored based on the hissy sounds that stand out here, 00:29:892 (2) - doesn't feel like it applies, and the kick at 00:29:979 - is ignored also. Also don't agree to the growing spacing in this pattern, how does that apply itself to the music?

• 00:38:599 - Seems to be the strongest note out of 00:38:427 (1,2,1,2) -, dont know why you chose to ignore. You can say that your not mapping to drums but that doesn't change the fact that this note is very obvious to the play. Same for 00:44:117 -

• 00:38:686 (1,2) - 00:39:979 (1,2) - Comparing spacing like this makes me unsure of how a player would determine a 1/4 jump from a 1/2 jump

• 00:54:289 (2,3) - Seeems overspaced compared to when you use a lot of the closer streams here. Don't hear anything strong on 00:54:375 (3) - for this

• 00:55:496 (1) - Again, don't understand your singlie note combos. Also, with 00:55:496 (1,2,1,2) - you seem to all the sudden ignore all the sounds you mapped the streams to at 00:54:634 (2,3,4,5,6,1,2) - (the pew noises)

• 00:59:806 (1) - I feel like the blue tick that this slider ends on deserves more of a clicking rhythm than the current slider head, based on the sound you follow right before it at 00:59:634 (1,2) -

• 01:05:324 (1,1) - 01:05:668 (3,1) - I know im modding a map full of long 1/4 jumps, but these spacings are much higher than what you choose to use at the first half of this bookmarked part (from 00:58:255 - ) and might be seen as unexpected

• 01:27:910 (1,1) - Since you don't use a lot ov overlapping shapes like this in the kiai this might confuse the player

i seem to understand the kiai better for some reason

Bonzi
• 00:29:979 - Ignored a pretty strong kick note here

• 00:30:151 (2,1) - Why is this stacked like this? Seems to be kind of a random choice

• 00:36:530 (1,2) - I think smaller spacing here would help the players read when the sliders turn to slow sliders at 00:36:875 (1,2) -

• 00:44:720 (2,1) - Might be hard to hit since its unexpected that you diverge from your usual close spacing (like 00:41:875 (2,3) - )

• 00:55:841 - You skipped one of the weird sounds that you were previously mapping to here

• 01:00:151 (1,2) - The undermap you start to use here is understandable, but you should still stay true to the sound your mapping and accknowledge the notes at 01:00:324 - and 01:00:410 - . Everything after is fine concerning the remap. Same for 01:05:668 (1,2) -

• 01:08:513 (2,1) - your only giving the player 43 ms to jump in between there, sounds like a lot of sliderbreaks will happen here

• 01:16:617 - Ignroed, and its a stronger note of what you chose to map to at 01:16:358 (2,3,4) -

• 01:18:944 (1,2,3,4,1,2,3,4) - I think these types of streams are harder to read in general with such a heavy overlap on the sliderheads.This makes things like the spacing change at 01:19:117 (3,4,1,2,3) - almost undetectable. 01:19:634 (1,2,3,4,5) - actually looks better

The constant streaming and the jumps just feel overexaggerated here imo

• 01:35:151 (5) - left out an nc you would usually put on this note ( 01:29:806 (1) - )

• 01:37:220 (1,2,3,4) - ctrl+g on 01:37:306 (2,3,4) - would give a more comfortable flow coming from 01:36:875 (1,2,3,4) - and going into the pattern at 01:37:565 (1,2) -

• 01:42:651 (2,3) - looks like a 1/4 jump because of the kind of spacing you use in this diff in general. Move 3 up maybe to indicate its a longer jump. Also, you use this same spacing at 01:43:255 (5,6) -

Incrementally Hi-Speed Extreme
• Why "Incrementally?" tbh it would only make sense to say this if you had two High Speed Extremes, since "Incrementally" Hgih Speed implies harder difficulty compared to another "High Speed Extreme. WOuld be better to just call this high speed

• 00:06:961 (3,4,1,1) - The flow here feels jerky and uncomfortable to hit accurately

• 00:09:979 (1,2,3) - like the previous diff, dont find this same rhythm that applicable here

• 00:44:117 (1,2,1) - Might be difficult to sightread because you didn't introduce a spacing concept like this earlier in the map, would just shock the player

• 00:44:461 (2) - nc for downbeat

• 00:45:841 (1,2) - Looks like it reads as a 1/2 jump with this bigger spacing, same for 00:51:702 (5,6) - 00:52:651 (2,1) -

• 00:47:220 (1) - Don't like how you undermapped with this slider but then continued to map the following part more in depth

• 00:54:461 -00:55:841 - Ignored? Your'e skipping over a lot of strong beats in favor of a seemingly random rhythm

• 01:04:979 (3,1,2) - Flow here looks like it would be uncomfortable because of your spacing decrease at 1,2 and the wide jump angle.

• 01:26:789 (2) - Sounds like a stream or some 1/4 rhythm should go under this slider, the notes under this slider are stronger than some that you chose to map streams to. same on 01:32:306 (2) - 01:37:824 (2) -

• 01:29:979 (4) - nc on bownbeat

• 01:40:668 (1) - sliderbreak centeral

• 01:48:599 (4) - nc, because you start ncing every 2 beats at 01:49:289 - so follow this pattern

Expert
• 00:43:944 (1,2) - 00:38:427 (1,2) - These large 1/4 jumps feel kind of spontaneous, the notes that underlie these jumps aren't really strong compared to at something like 00:40:668 (1,2) -

• 00:46:358 (1,2) - More likely to be read as a 1/4 gap. (00:45:841 (1,2) - )

• 00:53:082 - Don't like how you left this stronger note on a sliderend, also this 00:52:737 (1,2) - feels pretty underspaced compared to a lot of the 1/2 jumps you use here (00:53:599 (5,1) - 00:53:858 (2,1) - )

• 00:54:375 - The note on this slidertail feels stronger, considering that you're mapping to the pew noises (like at 00:54:375 - ). Same for 00:56:013 (4) - , skipping over notes like 00:55:841 - makes the entire rhythm at 00:55:841 - feel randomly done

• 00:53:082 - Again, don't see why this should be left as a single-note combo

• 00:58:513 (4,1) - When being introduced to this part of the map, this looks like a 1/2 jump when you compare it to all the small 1/4 spacing at 00:58:255 (1,2,3,4) -

• 01:01:272 - Not a big fan of how you ignored this after mapping to this with such spacing at 01:00:668 (1,2) -

• 01:24:030 (4,1,2) - The big jump at 01:24:030 (4,1) - and then the stop in flow to hit 01:24:289 (2) - doesn't look like it plays fluently

• 01:26:703 (1) - inconsistent nc from 01:21:013 (1,2,3,4) -

• 01:36:186 (1,2,3,4,1,2,1,2) - organizes chaos, it looks like someone would just flail their cursor in a circle to hit this accurately. some sort of offset stack with 01:36:530 (1,2,1,2) - would make this easier to understand, like this. (Hope that is an understandable screenshot lol)

• 01:39:117 (1) - moving this nc to 01:39:289 (2) - will follow more of your 1-2 1-2 nc patterns. Also, why is 01:39:117 (1,2) - spaced so closely compared to 01:38:944 (1,1) - 01:39:289 (2,3) - ?

loliriiiiiiiiii
• 00:11:358 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Feels strange to put a stream here that covers the entire instruments you were mapping to beforehand at 00:08:599 (1,2,3,1,2,1,2,1,2,3,4) -

• 00:33:772 (3,1) - Looks like a 1/4 gap compared to something else like 00:32:565 (2,1) -

• 00:59:461 (6,1) - Don't like the way this reads, simply because you mainly stack your streams at 00:58:772 (1,2,3) - so there might be some confusion there. Same for 01:04:978 (6,1) - and etc

• 01:00:237 (4,5) - I would prefer just spacing these, since its hard to discern a perfect overlap from the low spaced stream at 00:59:979 (1,2,3,4) - to read this properly. Same for 01:05:755 (4,5) -

• 01:07:910 (1,2,1,2,1,2,1,2,1) - I don't see much structure behind this pattern tbh, just looks like a bunch of sporadically placed circles

• 01:41:789 (2) - Looks like it would be read as a 1/4 long slider tbh, compared to the length of 01:39:462 (2) -

As much as I wanted to mod every diff in this set, I just don't think that I have the stamina to do it, given that I'm not that motivated to bubble this set either. I'm hoping that my input for the higher diffs was useful though. (You don't have to mod anything back, since I didn't completely finish my mod)

Loved might actually be a good place for this, even though a lot of people like to refer to loved as "trash," but hear me out. I think these are the types of creative maps that loved was meant for in the first place (not all maps in the loved category are bad). I probably would have put a star icon on this too, but Irre beat me to it, so if you do decide to love this and get some exposure on the set before doing anything else (you have plenty of kd and favs to do so) it looks like you still have some support for the set if you want to unlove it later and keep pushing. I kind of hope you do too, this set is hella fun.

Good luck :)
Topic Starter
Kaifin

squirrelpascals wrote:

polygon

unhinged
ill do my best to judge but im bad at playing the game x) me too

• 00:15:841 (1,2,1,2) - Why do you all the sudden choose to ignore what you were mapping to at 00:14:806 (1,2,1,2,1,2) - ? The blue ticks here arent strong and you choose to use sliders at 00:18:599 (1,2) - [color=#8000FF]the bass does a little riff hence the use of circles, i'm not ignoring what i was mapping previously, i'm transitioning to the 00:16:186 (1,2) - by using circles and mapping to both the bass and the previous rhythm by having the strong points of the pattern be spaced they way they are 00:15:927 (2,1) - [/color]

• 00:16:617 (2,3) - feels very overexaggerated for such a small wound i dont think thats a small sound, its pretty impactful and the big movement fits the pitch/tone

• 00:22:220 (1) - inconsistent nc from 00:16:703 (3) - fixed

• 00:24:375 - Ignored a pretty strong vocal sound here, important because all of the stream before it at 00:23:944 (1,2,3,4) - followed these voices i understand but it gives the rhythm that follows more impact if i ignore it and map it as 1/2

• 00:26:358 (1) - remvoe nc here, break s your pattern of having an nc every beat for this section and nothing about this note musically stands out. You seem to do this sometimes consistently at other places like 00:31:703 (1) - but I cant see why its necessary necessary for reading, its for the player: with this level of density/overlapping rhythm it just makes things clear to the player

• 00:29:289 (1,2,1,2,1,2,1,2) - This rhythm choise feels very random, 00:29:720 - is ignored based on the hissy sounds that stand out here, 00:29:892 (2) - doesn't feel like it applies, and the kick at 00:29:979 - is ignored also. Also don't agree to the growing spacing in this pattern, how does that apply itself to the music? i explained how this fits to the music earlier in the thread, but can explain again in tldr: its following the song lol... 00:29:289 - the rhythm comes in here, then becomes louder and more echoy at 00:29:806 - which is why the spacing increases

• 00:38:599 - Seems to be the strongest note out of 00:38:427 (1,2,1,2) -, dont know why you chose to ignore. You can say that your not mapping to drums but that doesn't change the fact that this note is very obvious to the play. Same for 00:44:117 - following the song vs following the drums:
the player does NOT hear this note, and the casual listener does NOT hear this note, only the mapper hears this note. leaving out the white tick gives the SONG's rhythm more emphasis, mapping it would seem like overmapping to the player and isn't fitting to the rhythm of the song at all


• 00:38:686 (1,2) - 00:39:979 (1,2) - Comparing spacing like this makes me unsure of how a player would determine a 1/4 jump from a 1/2 jump the first is consistent with the others which makes it readable, the second is right after a 1/2 jump so it kind of "resets" the reading for the player: you can ask players about this and they'll tell you it's fine, no one has ever misread this as 1/4 and it is definitely not an issue

• 00:54:289 (2,3) - Seeems overspaced compared to when you use a lot of the closer streams here. Don't hear anything strong on 00:54:375 (3) - for this you don't hear the really loud whirring sound in the background?????????? its the same sound at 00:52:737 - if that helps

• 00:55:496 (1) - Again, don't understand your singlie note combos. Also, with 00:55:496 (1,2,1,2) - you seem to all the sudden ignore all the sounds you mapped the streams to at 00:54:634 (2,3,4,5,6,1,2) - (the pew noises) i'm following the sounds in the song so i'm not really sure what to say to that, the single note combo is for aesthetic and readability, as the slider velocity decreases

• 00:59:806 (1) - I feel like the blue tick that this slider ends on deserves more of a clicking rhythm than the current slider head, based on the sound you follow right before it at 00:59:634 (1,2) - i can see what you mean, but the hold actually gives it more emphasis than a click would here:
if i made it a click, it'd just be a stream and that'd be a complete shitshow for emphasis, so doing it this way gives more emphasis and fits the song better


• 01:05:324 (1,1) - 01:05:668 (3,1) - I know im modding a map full of long 1/4 jumps, but these spacings are much higher than what you choose to use at the first half of this bookmarked part (from 00:58:255 - ) and might be seen as unexpected unexpected?????? i dont really think that's true,
xilver suggested i changed this pattern and i agreed, the spacing is larger because it is a sudden shift in the note that plays at 01:05:755 (1) - 01:05:324 (1,1) - this spacing is effectively 1/2 so i dont think thats a good comparison btw


• 01:27:910 (1,1) - Since you don't use a lot ov overlapping shapes like this in the kiai this might confuse the player lol no it wont, never seen anyone who can read this have any trouble with a small overlap

i seem to understand the kiai better for some reason

Incrementally Hi-Speed Extreme
• Why "Incrementally?" tbh it would only make sense to say this if you had two High Speed Extremes, since "Incrementally" Hgih Speed implies harder difficulty compared to another "High Speed Extreme. WOuld be better to just call this high speed i changed it cause it more accurately fits the map: incremental means "slowly increasing" which is what the map does, it slowly increases in speed, it was called Hi Speed before but xilver pointed out that it wasnt fitting so i changed it to this

• 00:06:961 (3,4,1,1) - The flow here feels jerky and uncomfortable to hit accurately why? feels fine to me and others its just a wiggle,
not a standard pattern but is fine


• 00:09:979 (1,2,3) - like the previous diff, dont find this same rhythm that applicable here following da song >:/

• 00:44:117 (1,2,1) - Might be difficult to sightread because you didn't introduce a spacing concept like this earlier in the map, would just shock the player i understand why you might think that, but its not the case: since it's stacked it allows the pattern to be perfectly readable on sightread,
if it wasnt stacked it'd be fucked tho


• 00:44:461 (2) - nc for downbeat done, changed the nc on 00:44:289 (3) - too so it was consistent

• 00:45:841 (1,2) - Looks like it reads as a 1/2 jump with this bigger spacing, same for 00:51:702 (5,6) - 00:52:651 (2,1) - it doesnt, since it comes directly after two 1/4 sliders and the NCing is consistent it is fine for readability

• 00:47:220 (1) - Don't like how you undermapped with this slider but then continued to map the following part more in depth mini break to give the player a rest/introduce the slower SV

• 00:54:461 -00:55:841 - Ignored? Your'e skipping over a lot of strong beats in favor of a seemingly random rhythm skipping the beat to follow the song's rhythm rather than the drum's rhythm, there is a very clear rhythm to the instruments here

• 01:04:979 (3,1,2) - Flow here looks like it would be uncomfortable because of your spacing decrease at 1,2 and the wide jump angle. the shift in flow works really really well with the sound, it's not really uncomfortable to play (at least at this skill level that the target audience for the map is at)
and instead offers a nice emphasis


• 01:26:789 (2) - Sounds like a stream or some 1/4 rhythm should go under this slider, the notes under this slider are stronger than some that you chose to map streams to. same on 01:32:306 (2) - 01:37:824 (2) - [/color]

• 01:29:979 (4) - nc on bownbeat fixed

• 01:40:668 (1) - sliderbreak centeral getting good central, its not unfcable or fast to the point that it's random, just a different kind of difficulty

• 01:48:599 (4) - nc, because you start ncing every 2 beats at 01:49:289 - so follow this pattern did it

Expert
• 00:43:944 (1,2) - 00:38:427 (1,2) - These large 1/4 jumps feel kind of spontaneous, the notes that underlie these jumps aren't really strong compared to at something like 00:40:668 (1,2) - i disagree, sounds are just as strong and they're well set up

• 00:46:358 (1,2) - More likely to be read as a 1/4 gap. (00:45:841 (1,2) - ) stacked

• 00:53:082 - Don't like how you left this stronger note on a sliderend, also this 00:52:737 (1,2) - feels pretty underspaced compared to a lot of the 1/2 jumps you use here (00:53:599 (5,1) - 00:53:858 (2,1) - ) spacing chills out to emphasis the dramatic shift in the density of rhythm, making the drum beat clickable here would be shitty rhythm and wouldnt emphasize the held nature of 00:52:737 (1) -

• 00:54:375 - The note on this slidertail feels stronger, considering that you're mapping to the pew noises (like at 00:54:375 - ). Same for 00:56:013 (4) - , skipping over notes like 00:55:841 - makes the entire rhythm at 00:55:841 - feel randomly done it isn't random... i'm mapping to the song you should delete the notes and listen or listen beyond just the drums

• 00:53:082 - Again, don't see why this should be left as a single-note combo well 00:52:565 (1) - is combo'd for reading then 00:52:737 (1) - needs to be combo'd cause its the start of the next phrase

• 00:58:513 (4,1) - When being introduced to this part of the map, this looks like a 1/2 jump when you compare it to all the small 1/4 spacing at 00:58:255 (1,2,3,4) - no it doesnt? you're suggesting the player would play 4 1/4 jumps, ending on a blue tick, and then instinctively read this as a blue tick to blue tick 1/2 rhythm? hell no they read it as 1/4 because they KNOW that the drum beat is coming on the white tick and it just makes sense for the player

• 01:01:272 - Not a big fan of how you ignored this after mapping to this with such spacing at 01:00:668 (1,2) - yeah cause the first time it's incredibly prominent then i completely switch what i'm mapping to.. it's literally an echo it's barely even hearable to the player or even registers as a note in the song, mapping it would be both incredibly awkward and unfitting

• 01:24:030 (4,1,2) - The big jump at 01:24:030 (4,1) - and then the stop in flow to hit 01:24:289 (2) - doesn't look like it plays fluently and yet it does, you don't really stop as much as you just circularly flow from the end of 01:24:117 (1) - to the head of 01:24:289 (2) - it is really flowy

• 01:26:703 (1) - inconsistent nc from 01:21:013 (1,2,3,4) - fixed

• 01:36:186 (1,2,3,4,1,2,1,2) - organizes chaos, it looks like someone would just flail their cursor in a circle to hit this accurately. some sort of offset stack with 01:36:530 (1,2,1,2) - would make this easier to understand, like this. (Hope that is an understandable screenshot lol) i liked the idea you suggested but it'd be unplayable, at least for this difficulty level, decided on changing it to something less confusing

• 01:39:117 (1) - moving this nc to 01:39:289 (2) - will follow more of your 1-2 1-2 nc patterns. Also, why is 01:39:117 (1,2) - spaced so closely compared to 01:38:944 (1,1) - 01:39:289 (2,3) - ? emphasis on the sound + the rhythm is the reason for the spacing, it fits the song, as for the NCing its the same reason, it just fits the emphasis of the sound better to have it nc'd this way to me, and it's consistent with the other time i do this


As much as I wanted to mod every diff in this set, I just don't think that I have the stamina to do it, given that I'm not that motivated to bubble this set either. I'm hoping that my input for the higher diffs was useful though. (You don't have to mod anything back, since I didn't completely finish my mod) i hope you understand my replies and consider this in the future: listen more to the song than the drums, white tick random drum beats that aren't a part of any synth rhythms don't mean shit to the player: if i had mapped every single white tick the map would be overmapped as hell and would feel awful to play despite technically having every note in the song be placed on a beat

sometimes it gives more emphasis to everything else to leave something out, not mapping a note can mean everything else feels and plays so so so much better than if everything single note was just mapped


Loved might actually be a good place for this, even though a lot of people like to refer to loved as "trash," but hear me out. I think these are the types of creative maps that loved was meant for in the first place (not all maps in the loved category are bad). I probably would have put a star icon on this too, but Irre beat me to it, so if you do decide to love this and get some exposure on the set before doing anything else (you have plenty of kd and favs to do so) it looks like you still have some support for the set if you want to unlove it later and keep pushing. I kind of hope you do too, this set is hella fun. the stigma with loved makes me not want to have it there, people who mapped for loved are stupid imo

i need you to push owo set has lots of exposure and a billion playtests just need BNs with the balls to push it, i doubt there would be any community backlash to my map trying to be ranked like alien, no player seems to hate my map, only stuck up mappers who think anything that isn't normal is bad and overmapped

on a side note i dont understand why modders are questioning my rhythm choices in some diffs, but then not bringing it up again in others,
such as at 00:29:289 - where there is a very clear rhythm in the song which i follow in literally every diff


Good luck :) thanks for the mod its much appreciated even after i basically quit the map
Icekalt
I'm already hyped for the qualify!!!!!
squirrelpascals

Kaifin wrote:

squirrelpascals wrote:

As much as I wanted to mod every diff in this set, I just don't think that I have the stamina to do it, given that I'm not that motivated to bubble this set either. I'm hoping that my input for the higher diffs was useful though. (You don't have to mod anything back, since I didn't completely finish my mod) i hope you understand my replies and consider this in the future: listen more to the song than the drums, white tick random drum beats that aren't a part of any synth rhythms don't mean shit to the player: if i had mapped every single white tick the map would be overmapped as hell and would feel awful to play despite technically having every note in the song be placed on a beat

sometimes it gives more emphasis to everything else to leave something out, not mapping a note can mean everything else feels and plays so so so much better than if everything single note was just mapped
A different interpretation of the song is totally understandable. I hadn't listened to the song as much so I was more inclined to just point out what rhythm choices stood out to me more. My inability to actually test the top diffs and actually experience the map itself might (?) have been a factor.

Loved might actually be a good place for this, even though a lot of people like to refer to loved as "trash," but hear me out. I think these are the types of creative maps that loved was meant for in the first place (not all maps in the loved category are bad). I probably would have put a star icon on this too, but Irre beat me to it, so if you do decide to love this and get some exposure on the set before doing anything else (you have plenty of kd and favs to do so) it looks like you still have some support for the set if you want to unlove it later and keep pushing. I kind of hope you do too, this set is hella fun. the stigma with loved makes me not want to have it there, people who mapped for loved are stupid imo Well, this wasn't mapped for loved, and it doesn't even have to stay in loved. Just saying it might be worth seeing what this map might look like with more player competition because the set itself is pretty interesting. It's an option but you don't have to of course

i need you to push owo set has lots of exposure and a billion playtests just need BNs with the balls to push it, i doubt there would be any community backlash to my map trying to be ranked like alien, no player seems to hate my map, only stuck up mappers who think anything that isn't normal is bad and overmapped I don't think that this map is bad and overmapped lol, to me the issue is that the top diff is too technical and difficult for me to be sure that it makes sense from a ranking standpoint. (and its hard to guarentee "no community backlash" xd)

on a side note i dont understand why modders are questioning my rhythm choices in some diffs, but then not bringing it up again in others,
such as at 00:29:289 - where there is a very clear rhythm in the song which i follow in literally every diff
The reason why I only mentioned this sometimes was because I started to feel redundant mentioning that rhythm choice over and over again for each diff, I probably could have said "same for most diffs" or something, sorry

Good luck :) thanks for the mod its much appreciated even after i basically quit the map

star
Monstrata
unhinged

00:14:806 (1,2,1,2) - Is now unrankable. You have to make then not perfetly stacked, so like manually stack them. Applies to all patterns where the slider end and the slider head are separated by 3/4's of a beat or less. (here its blue tick to white tick, or red tick to blue tick).
00:29:289 (1,2,1,2,1,2,1,2,1,2) - This is still the wrong rhythm considering location of doublets.
00:36:186 (1,2,3,1) - I can't support this either. The angle is too wide to give that snappy movement onto 00:36:530 (1) -
01:40:668 (1,2,1,2,1) - I don't see how this pattern is necessary, especially after those three streams from earlier. Having the stream moving downward makes the most sense flow wise. Also your spacing has been suggesting that the next patter would be easier.
01:49:289 - Should be mapped since it's the same sound as the others. It's not one of those gaps where you can skip it :P.
Seems the rhythm at 01:42:392 - has finally been fixed or something, only the thing i mentioned above remains.

In any case, the original points I made about overmapping, and about unnecessary difficulty spikes / over the top 1/4 movements all still stand. I'm too busy now to invest time into mapping discussions. I'm not here to convince you of what I consider high quality. And I don't have the time to listen to your discussion about why you think these patterns fit. I'd rather just mod simpler maps where the mapper can give me simple reasons to accept/deny and I can push it forward.

Your best bet is to find another BN. I don't have time to work with large sets in any case, and I'm fairly certain I'm going to run into trouble with the other extra's too just from going through them quickly. Good luck.
Topic Starter
Kaifin
thank you for the reply
7ambda
01:47:910 - also this sound here, which Monstrata didn't point out
Topic Starter
Kaifin
deaf boiz
nyathil
Hype for Bubble! :)
gco
only map worthy of my kudosu stars
Karen
The map is pretty nice in my opinion but i doubt the playablity of the top diffs.

If Azer is able to fc Bonzi extra and the top diff i would like to give a bubble here.

.
Garden
General:
  1. seriously, since u already add kancolle in tags, might as well add 雪風 yukikaze too lol. or just remove it
  2. it seems to me that there are some missing whistles(or drumsamples?), but im not familiar with ur hitsounding style so you'd better go through it yourself
Easy:
  1. 01:08:255 (2) - rhythm here is totally predictable for beginners, but it doesn't make sense with music if you listen carefully, I would suggest https://puu.sh/x6sLd/00afc39570.png
  2. 01:41:013 (3,4) - ^ for similar reason I think replacing them with a 2/1 slider follows music better
  3. 01:23:082 (1,2) - i know u wanna keep the polygon mapping but visual spacing could be larger for a better aesthetic (if you check 01:23:082 (1,2,3) - together, 2 3 spacing seems to be much larger)

Normal:
  1. 01:08:255 (4) - same as easy, rhythm can be improved imo

Hard:
  1. 01:36:789 - theres some sound here, different from 01:30:668 (2,3,4,5) - 01:25:151 (2,3,4,5) - . maybe turn into two reversed sliders or even add a note?
Insane:
  1. 00:15:841 (7,8) - what about ctrl-g? like 00:18:600 (7,8) - 00:21:013 (1,2,3,4) - u have different movement design for such variation in music
  2. 00:26:789 (1) - and etc. the rhythm usage is quite unintuitive imo, a 1/2 slider starting from blue tick without any backup is really weird to play, or at least to me, I don't think skipping 00:26:875 - is a good idea here. suggestion: https://puu.sh/x6Arx/ba59bfd697.png or sth similar, that's way more typical blue tick rhythm i guess, would be more natural to play
  3. 00:29:806 (1,2,3,4) - https://puu.sh/x6BXw/ca5c73a6ef.png seems more correct to me, your rhythm makes sense but it would cause some confusion cuz it never appears somewhere else and i think it's not an appropriate pattern for the lowest insane in this set. edit: it may also have sth to do with ur approach to this rhythm.. like i have no problem with same rhythm patterns in extras, maybe it's just me, so take this as a subjective comment i guess
  4. 00:38:427 (3,4,5,6) - similar point, the doublets rhythm isn't supported by music, should be like https://osu.ppy.sh/ss/8810396 imo. if you insist ur self-created rhythms, i guess try some additive hitsounding woudl help, like drum sample to 00:38:513 (4) -
  5. 00:34:634 (6,7,1) - I would suggest redo nc here like your other triplets so this stack pattern can be much more intuitive to read
  6. 00:59:979 (3) - 01:05:496 (3) - rhythm design is already complex for an insane difficulty, i personally would like to see the pattern itself easier to read, what about https://puu.sh/x6DvI/757e0180f0.png?

fanzhen's Another
  1. gj

Extra
  1. 01:00:582 (1,2,3,4,5) - 01:06:099 (3,4,1,2,3) - u might wanna try same nc pattern
  2. 01:19:375 (2,3) - use different spacing from 1->2 cuz they are different time gaps, might help player a bit to catch what you are trying to follow
  3. 01:24:461 (1) - not sure what others think but for me it's quite forced to suddenly follow a different slider direction from the stream, also it's against ur movement concept applied to similar rhythm patterns 01:26:875 (1,2,3,4,1) - 01:35:151 (1,2,3,4,1) -
  4. 01:35:410 (4) - try same hitsounding as 01:27:134 (4) - ? would be nice to have some feedback for the hidden note
  5. 01:40:582 (4,1) - I don't like how they are separated cuz 01:40:927 (4,1) - might be less emphasized. also check your other streams, 01:40:324 (1,2,3,4,1) - are always in line
  6. 01:49:203 (1,1,2,3,1) - i expect there's less spacing than 01:47:824 (1,1,2,3,1) - cuz pitch is going down
  7. 01:50:582 (1,2,1,2,1,2,1) - better add nc to the music rather than the pattern, check 01:46:444 (3,1,2,1,2) - , they should be consistent imo

Lolirii's Collab Expert
  1. 00:27:565 (1) - 00:33:082 (1) - i guess nc is not necessary here, there's no change in spacing or sth
  2. 00:56:703 (1,2) - movement to the triplet is a bit forced, why not just map it in a smoother flow like your other patterns
  3. 01:00:410 (5) - 01:05:927 (5) - try nc for better readability, the approaching circles kinda screw me up
  4. 01:01:186 (1,2) - broke combo here on my first try lol, kinda unexpected movement but it makes enough sense
  5. 01:41:703 (1,2,3,1,2,3) - is it possible to nerf the pattern a bit? 01:41:703 (1,2,3) - this part requires quite some attention to read properly, which makes 01:42:048 (1,2,3) - even much harder to hit

    highest diff that i can potentially fc as a noob pp farmer :D

Expert
  1. 00:21:357 (1,2) - similar to what has been mentioned in insane, consider different movement from 00:20:668 (1,2) -
  2. 00:26:789 (3) - 00:28:168 (1) - 00:32:306 (1) - at first i thought you were trying to map most intuitive rhythm in this difficulty but i seem to be wrong, these sliders totally mess up my rhythm sense while im testing the diff, dunno what's others' opinions but i find it really weird to play, so I wanna know ur thoughts for this
  3. 00:27:048 (1,2,3) - please reconsider rhythm or rework your hitsounding here, it is providing confusing feedback
  4. 00:43:944 (1,2,1,2) - 00:38:427 (1,2,1,2) - idk if different hitsounding is intentional
  5. 00:58:255 (1,2,3,4) - i hate how my intuition tells me it's circular movement.. and why is this pattern harder than 01:21:013 (1,2,3,4) - ?
  6. 01:00:841 (1,1) - nc abuse imo, it's really hard to tell it's 1/2 or 1/4, 01:01:186 (1,2,3) - rhythm is also confusing to play
  7. 01:07:910 (1,2,3,4,1,2,1,2) - in this case, change the nc into 3-3-2 fits music better
  8. 01:21:961 (2) - I think it should be ctrl-g'ed, judging from how other patterns are played
  9. 01:32:306 (4,1) - compared with all similar 1/4 bursts the spacing is really huge, maybe change the position of 01:32:392 (1,2) - ?
No comments on the top 3 diffs because i personally cant enjoy them at all, to me they are more a visualization rather than a map.

I found this set is bit out of my modding and playing skills, sorry if many things are against your mapping concepts. I can't support this due to the existence of the top diffs (not saying they are bad, they look cool, but they are just out of my judging level).
show more
Please sign in to reply.

New reply