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Plini - Paper Moon

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Topic Starter
Zhuriel
This beatmap was submitted using in-game submission on Wednesday, October 25, 2017 at 12:12:40 AM

Artist: Plini
Title: Paper Moon
Tags: Progressive Prog Metal Marco Minnemann Simon Grove Jakub Zytecki Strandberg
BPM: 110
Filesize: 14875kb
Play Time: 07:59
Difficulties Available:
  1. The End of Everything (5.62 stars, 1576 notes)
Download: Plini - Paper Moon
Information: Scores/Beatmap Listing
---------------

banner made by dsco go play his maps

Best played with map colors, background and custom samples enabled.

re-DL 2017-08-05 new samples because default skin samples are suck

Mods
isopaharuntikka
dsco (+ timing help)
squirrelpascals (twice) (+★)(+💭)
hi-mei
Bergy
TheKingHenry
Deramok
Wishkey
Metronome (+★)
JeirYagtama (+★)
Kroytz (short on-stream mod)
TheArchist
celerih

Thanks
All the modders who helped improve this map
Everyone at r/osumapping discord, swiss community discord and black vultures for putting up with me and encouraging me that this map is actually good, especially TheLamaHD
You, the player, for playing this
And, last but not least, Plini for creating this masterpiece of a song that I can not possibly fully do justice
Booze
hello it's me your friendly neighbourhood memer

- First thing that put me off was the second break, it seemed a bit too long for me but it does fit with the music so there shouldn't be anything wrong with it.

- The third break felt really out of place, since there was so little gameplay between the two breaks, I think you could map something to the thirds break but again it does fit with the music.

- 00:12:486 (1,2,3,1,2,3) - The blue 1 slider and the red 3 circle makes this pattern a bit harder to read. I don't think making objects overlap like this is good for the gameplay, so I would make them not atleast stack perfectly. Same for other patterns like this during the map.

- 00:26:397 (2,3,1,2,3,1,2,3) - I think it could be fitting to have the streams/patterns a bit more spaced out from each other, since it feels intense to me. Same for other patterns like this during the map.

- 00:48:079 (2) - I think this slider could be spaced out from the other objects more, to make it stand out more since it's different than the other kicksliders. Same for other patterns like this during the map.

- 01:01:579 (1,2,3,4,5,6) - I don't think this should go under the slider, because that makes it harder to read. It should have a more clear path since it's a new concept and players can adapt to new concepts better if they can read it better. The second pattern like this is fine though imo.

- 03:53:602 (1) - I think this object could be more spaced out compared to the other circles because it's pretty intense being the last note before the break, making it more spaced out could add to that intensity.

- 04:23:977 (5,6) - It's triggering me how straight this is. pls more tilt.

- 04:46:352 (6) - I think a new combo would fit here better than the next kickslider, this note being the start of this new pattern.

- 05:17:100 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The spacing here feels pretty weird/random or something like that. I think it would be better if you did the same thing but the spacing just went from smaller to bigger. I think that would look better and be more simple.

Nothing else to say really, good map, fun to play!
dsco
fk it lets do this

00:05:056 (1,2) - i think these look nicer if ~half spacing but not stacks (incl. everywhere else)
00:11:123 (1,2) - triggers me that 2 doesn't come straight out of the line from 1. you could keep it slightly offset but if you do make it consistent with the spacing offset used for 00:09:486 (1,2,3) - and likewise
00:12:486 (1,2,3,1,2,3) - these look ugly to me. http://i.imgur.com/aKrYc8N.png looks much better to me. the slight angle difference makes them look less like triangles and more messy (incl. everywhere else)
00:20:397 (2) - maybe 1/2 jumps? kinda anticlimactic pattern (02:13:578 (2) - )
00:27:215 (2,3) - these feel like they should be a jump, there is a 'jumpstream' every time the bass drum hits, would fit well with 00:32:397 (2,3,1,2,3,1,2,1) - as well.
00:48:079 (2,3) - very awkward pattern, hard to read and feels poor to play, since its back and forths with the top as the offbeat until it switches here. maybe change 2 to be a triple into kickslider?
00:59:057 (1,2) - i think it might be best to make these stacks everywhere in your map, because right here they pose a reading problem when contrasted with 00:57:761 (2,3,4,5) - and similar mini overlaps
01:01:579 (1,2,3,4,5,6,1) - still recommend reducing this spacing but would be a little cancer to do everywhere. i guess there are probably harder things in the map but relative to other parts before the first break its quite excessive. i think you could do with a lot more jumps / spacing for a 5.67* map, it kicks up quite a bit later.
01:07:307 (1,1,2,3,4,5,6,1) - consider spacing this differently since its dangerous that the player reads the slow SV as a 1/2 slider into a 4 note stream starting on the off
01:21:488 i think theres a lot more you can do with the rhythms in this section, it feels pretty bare bones compared to how much busier it is than the 'choruses' of the first half
01:39:215 (3) - maybe split this into 2 kicksliders, its really awkward to play 2 different rhythms across 3 buzz sliders. (01:39:215 (3,1,2) - )
01:49:306 (2,1) - i would actually avoid making the player play sliders with a 1/8 gap since its hard to tell if its the SV and really easy to get 100s on
03:26:110 (1,1) - maybe stack these so that theres no chance of the player reading 03:26:360 (1,2,3,4) - as a stream
03:40:860 (1) - what the fuck is this sliders points
03:53:664 - why no map here D:
04:21:852 (3) - straight slider? would keep consistency of reusing sliders better
04:21:852 (3) - i think this slider end should be a circle
04:51:227 (4,5,6,1) - i think this should be circle slider slider circle
04:56:852 (3) - NC?
05:22:285 (1,2,3,4,5,6,7,8,9,10,11,12) - maybe NC spam? hard to read this as 1/3
05:14:600 (4,3) - 1/6?
05:47:874 (2,1,1,1,1) - this 1/8 is hell to play
05:49:314 (1,2) - especially this one because of SV and spacing and quiet slider end
07:01:288 (1,2,1) - very questionable
07:01:528 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - timing is quite behind
07:05:368 (1,2,3,4,1,2,3,4,1,2,3,4) - ^
i think its also slightly behind in the kiai but much less so
07:31:288 (1,2,3) - NC? would call back to 04:27:852 (1,1,1) -

good luck my dud
Topic Starter
Zhuriel
isopaharuntikka

isopaharuntikka wrote:

hello it's me your friendly neighbourhood memer

- First thing that put me off was the second break, it seemed a bit too long for me but it does fit with the music so there shouldn't be anything wrong with it. there is a lot of downtime in the music so this is more or less inevitable - i could either make 40s of very sparse and boring map (which i did in traces and got complaints for) or 40s of break (which i did here and got complaints for)

- The third break felt really out of place, since there was so little gameplay between the two breaks, I think you could map something to the thirds break but again it does fit with the music. here the drums are really hard to make out properly so i decided against mapping it

- 00:12:486 (1,2,3,1,2,3) - The blue 1 slider and the red 3 circle makes this pattern a bit harder to read. I don't think making objects overlap like this is good for the gameplay, so I would make them not atleast stack perfectly. Same for other patterns like this during the map. since this type of overlap is used very consistently and the type of flow used in these equilateral triangle patterns is also consistent, i don't think this is an issue on a related note avoid using combo colors to refer to things especially if you override the map colors

- 00:26:397 (2,3,1,2,3,1,2,3) - I think it could be fitting to have the streams/patterns a bit more spaced out from each other, since it feels intense to me. Same for other patterns like this during the map. imo this is a calm section so i don't want to increase the spacing too much, plus i need the differentiation between the stream spacing and the streamjumps to remain strong enough so those would get over the top

- 00:48:079 (2) - I think this slider could be spaced out from the other objects more, to make it stand out more since it's different than the other kicksliders. Same for other patterns like this during the map.gonna change that pattern anyway, pretty sure i saw dsco mention it too from a glance

- 01:01:579 (1,2,3,4,5,6) - I don't think this should go under the slider, because that makes it harder to read. It should have a more clear path since it's a new concept and players can adapt to new concepts better if they can read it better. The second pattern like this is fine though imo. honestly don't see how this would be any different to read if the sliderpath didn't go back under the first slider, plus i don't want to change just one occurence of the pattern and i really like the feel of this one

- 03:53:602 (1) - I think this object could be more spaced out compared to the other circles because it's pretty intense being the last note before the break, making it more spaced out could add to that intensity. intended for consistency with the previous pattern but that's actually kinda nice

- 04:23:977 (5,6) - It's triggering me how straight this is. pls more tilt. i hope 4° is enough because any more and i'd have to shuffle the entire rest of the pattern around

- 04:46:352 (6) - I think a new combo would fit here better than the next kickslider, this note being the start of this new pattern. added the nc but kept the next one since i use nc spam to signal dotted rhythms in this section

- 05:17:100 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The spacing here feels pretty weird/random or something like that. I think it would be better if you did the same thing but the spacing just went from smaller to bigger. I think that would look better and be more simple. spacing in this pattern roughly follows the pitch of the guitar melody

Nothing else to say really, good map, fun to play!

haha woah man

dsco wrote:

fk it lets do this

00:05:056 (1,2) - i think these look nicer if ~half spacing but not stacks (incl. everywhere else) sure
00:11:123 (1,2) - triggers me that 2 doesn't come straight out of the line from 1. you could keep it slightly offset but if you do make it consistent with the spacing offset used for 00:09:486 (1,2,3) - and likewise increased angle
00:12:486 (1,2,3,1,2,3) - these look ugly to me. http://i.imgur.com/aKrYc8N.png looks much better to me. the slight angle difference makes them look less like triangles and more messy (incl. everywhere else) not sure about this one, i think i'll wait and see if other people agree with you for now
00:20:397 (2) - maybe 1/2 jumps? kinda anticlimactic pattern (02:13:578 (2) - ) ooh i like that
00:27:215 (2,3) - these feel like they should be a jump, there is a 'jumpstream' every time the bass drum hits, would fit well with 00:32:397 (2,3,1,2,3,1,2,1) - as well. makes sense
00:48:079 (2,3) - very awkward pattern, hard to read and feels poor to play, since its back and forths with the top as the offbeat until it switches here. maybe change 2 to be a triple into kickslider? I'll have a look at how best to fix this later
00:59:057 (1,2) - i think it might be best to make these stacks everywhere in your map, because right here they pose a reading problem when contrasted with 00:57:761 (2,3,4,5) - and similar mini overlaps good point, but i don't think just stacking them would necessarily solve the issue since the intention of the very low spacing overlaps is just to have stacking with controllable direction. might have to think of something else to make the 1/8 snap stuff easily distinguishable, guess i could just use more colorhaxing or sth idk
01:01:579 (1,2,3,4,5,6,1) - still recommend reducing this spacing but would be a little cancer to do everywhere. i guess there are probably harder things in the map but relative to other parts before the first break its quite excessive. i think you could do with a lot more jumps / spacing for a 5.67* map, it kicks up quite a bit later. still waiting for more opinions on that but i'm starting to lean towards reducing the spacing on the streams too
01:07:307 (1,1,2,3,4,5,6,1) - consider spacing this differently since its dangerous that the player reads the slow SV as a 1/2 slider into a 4 note stream starting on the off tried something, probably might get changed again anyway if i do decide to change stream spacing
01:21:488 i think theres a lot more you can do with the rhythms in this section, it feels pretty bare bones compared to how much busier it is than the 'choruses' of the first half might do some more jumpstream type things later
01:39:215 (3) - maybe split this into 2 kicksliders, its really awkward to play 2 different rhythms across 3 buzz sliders. (01:39:215 (3,1,2) - ) done
01:49:306 (2,1) - i would actually avoid making the player play sliders with a 1/8 gap since its hard to tell if its the SV and really easy to get 100s on keeping for now since i really like the way this pattern feels. it might be an issue for sightread but i don't think it should be too much of a problem otherwise
03:26:110 (1,1) - maybe stack these so that theres no chance of the player reading 03:26:360 (1,2,3,4) - as a stream but it is a stream?
03:40:860 (1) - what the fuck is this sliders points editor likes to reset my sliderpoints into the corner sometimes for some reason this is why i don't do software
03:53:664 - why no map here D:because it's hard to clearly make out something to map so i decided to place a break instead of making something that might feel awkward to play, the break still makes sense imo since most instruments, especially the bass which i'm primarily mapping to in this section, don't really play anything
04:21:852 (3) - straight slider? would keep consistency of reusing sliders better i wanted it to stand out a bit since it gets emphasized by the rest in the bass
04:21:852 (3) - i think this slider end should be a circle don't hear anything that would justify a circle there
04:51:227 (4,5,6,1) - i think this should be circle slider slider circle it's the same type of pattern i use to emphasize other offbeat snares
04:56:852 (3) - NC? looks nicer i guess
05:22:285 (1,2,3,4,5,6,7,8,9,10,11,12) - maybe NC spam? hard to read this as 1/3 i already use colorhaxing to distinguish triplet rhythms that should be sufficient
05:14:600 (4,3) - 1/6? ur write
05:47:874 (2,1,1,1,1) - this 1/8 is hell to play i'll brgin it in line with other extended slider patterns and snap the ends to 1/4
05:49:314 (1,2) - especially this one because of SV and spacing and quiet slider end
07:01:288 (1,2,1) - very questionable how so?
07:01:528 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - timing is quite behind
07:05:368 (1,2,3,4,1,2,3,4,1,2,3,4) - ^
i think its also slightly behind in the kiai but much less so i did have some timing issues in that section, will have a look if i can fix it on this -1 osu setup of questionable performance (Level 1 Wondrous Item) or pay someone to fix it for me
07:31:288 (1,2,3) - NC? would call back to 04:27:852 (1,1,1) - that would be misleading since it's a different rhythm

good luck my dud thanks my dud
squirrelpascals
hi

mod
Some housekeeping stuff first -

• First of all, you ahve a lot of unsnapped stuff from AI mod (I don't blame you because the timing for this song is crazy) so yeah you should fix those

• Your current background is 1920 x 1200 and exceeds 1920 x 1080. iirc, 1920 x 1080 is the res limit on bgs, so get this checked out. Resizing this may additionally help with the file size (which is over 10 mb atm)

• Your ar feels too low for patterns further that are faster and spaced, such as 06:30:750 (1,2,3,4,1) - and 06:22:571 (1,2,3,1,2,3,4,1,2,1,2,3,4,5) - . Telling by two testplays at ar 9 and ar 10, i would say somewhere around ar 9.3 or 9.4 would be better

Now for the map itself -

• 00:12:486 (1,2,3,1,2,3) - This aesthetic is confusing because of the kicksliders direction. You can compare it to 00:06:487 (1,2,3,1,2,3,1,2,3) - and see that its a triangle, true, but the kicksliders interfere with that visual. My suggestion would be to do something like this https://osu.ppy.sh/ss/7723018 or in any other way that makes this triangle flow more obvious. Check this throughout the map, in other places such as 00:24:488 (1,2,3,1,2,3) - and 00:30:488 (1,2,3,1,2,3) - too

• 00:21:488 (1,2) - Should these have the same rhythm as 00:03:487 (1,2,3) - ? From here to 00:23:125 (1,2) - its unclear whether you want to follow drums or guitar

• 00:27:079 (1,2,3,1) - why the sudden spacing change at 3? space 00:27:079 (1,2,3) - the same as 00:26:670 (1,2,3) - because nothing really stands out at that note

• 00:35:125 (5) - This will flow into the next pattern better: https://osu.ppy.sh/ss/7723071

• 00:38:670 (1) - remove nc?

• 01:07:852 (4) - nc here, to represent speed change in this stream?

01:09:488 (1,2) - Same as 00:21:488 (1,2) - but just for this rhythm (your mapping intentions here are more clear here)

• 01:11:534 - nothing here? this is a big guitar note

• 01:20:943 (2) - nc?

• 01:41:533 (3,1) - reduce this spacing, this can get confused with the rhythm at 01:41:260 (2,3) -

• 01:48:759 (1,2) - ctrl + g here? this would feel better transitioning into 01:49:169 (1) -

• 01:52:578 (2) - imo this would look nicer in terms of flow and aesthetics (with follow points) https://osu.ppy.sh/ss/7723122

• 01:56:124 (1,2) - Space these close to 01:55:988 (4) - , since there is a 1/4 jump here and can be confused for a 1/2 when compared to 01:55:306 (2,3) -

• 02:13:578 (2,3,1) - Space these farther? This is the same guitar riff as 00:20:125 (1,2,3,1) - so you might want to keep your spacing exaggeration consistent

• 02:39:851 - 03:26:110 - This break is a minute long, and that's a really long time for a break. It leaves the player waiting impatiently to play the next part of the map. My easy suggestion for this would be to add some slow sliders or very simple rhythm starting from 03:10:860 - , and if you want the next part of the map to come after a break you can add another one from 03:22:610 - to 03:26:110 -

• 03:31:860 (3,4,1) - Move a little bit to the right, so that this pattern is more in line with 03:31:360 (2) -

• 03:40:360 (2) - This sounds weird, but put this at the 1/12 note before the white tick where you have it now, its timed better there. It's either that or you need another timing point, but i only recommend the 1/12 because 03:40:860 (1,2,3) - is already timed well

• 03:49:852 (1,2,3) - Shouldn't this be spaced like 03:46:852 (3,4,1) -

• 04:08:727 (4) - 04:09:102 (6) - Make these kicksliders, or account for the ignored beats at 04:08:852 - and 04:09:227 -

• 04:15:602 (1) - Point this upward a bit so its in line with 04:15:852 (2,3) -

• 04:19:102 (2) - Make this a repeat or put a note at 04:19:352 - , there's a bass note at 04:19:352 - you missed

• 04:23:852 - Put something here. Strong snare at the white tick

• 04:27:102 (2) - Same as 04:19:102 (2) -

• 04:33:852 (6) - Why not put this in line with 04:32:852 (1,2,3,4,5) - ? I don't really understand why you added that corner there, if you wanted to exaggerate that note I would recommend higher spacing instead

• 04:34:227 (1,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,1,1,2,3,4,5,6,1,2,3,4,5) - This circle only rhythm is quite boring to play and makes this part of the map unengaging (is that a word..?). Put some sliders here pzl

• 04:47:102 (1,2,3) - Space these the same as 04:46:352 (1,1,1) - , the aesthetics are just off putting in general the way it is now.

• 04:48:852 (4,1,2,3) - 04:51:852 (1,2,3) - This part feels very undermapped. NOt much rhythm varience from the circles and a lot of skipped beats on rides and hi hats such as 04:49:352 - 04:49:477 - 04:50:102 - 04:50:477 - 04:50:602 - etc.

• 04:51:227 (4,5,6,1) - Same mod as 04:33:852 (6) - but for circle 1

• 04:55:352 (1,2) - Same as above also. Although I better understand what you were trying to do here, try making the angle at 04:55:227 (3,1,2) - the same as that at 04:54:602 (2,3,1,2,3) -

• 04:56:352 (3,4,1,1,2,3,4,5,1,2,3,4,5,6) - Same mod as 04:34:227 (1,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,1,1,2,3,4,5,6,1,2,3,4,5) -

• 05:09:600 (1) - This will flow better and leads to and from the next patttern more nicely: http://osu.ppy.sh/ss/7723419 and same for 05:10:600 (1) - https://osu.ppy.sh/ss/7723423

• 05:17:100 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - The spacing in this stream looks very very inconsistent. I see how you might have tried to vary the spacing based on the guitar's intensity though. If that's the case, you can try to make the spacing consistent in each individual combo, it would make a lot more sense in gameplay and look aesthetically more pleasing similar to what you did at 05:33:671 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - )

• 05:47:874 (2) - This would flow a lot nicer and would be more visually consistent with the previous stream: https://osu.ppy.sh/ss/7723464

• 06:10:811 (3) - This would be more player-friendly imo (might be nit-picking here) https://osu.ppy.sh/ss/7723489

• 06:39:689 (2) - MOve it up and to the left a little bit to make a more consistent curve

• 06:40:424 - Guitar and drum note here, put a circle here?

• 07:18:448 (5,6,7,1,2) - Right here you seem to be in between favoring aesthetics and stream flow. A corner at 6 would flow nicely and make aesthetics more recognizable https://osu.ppy.sh/ss/7723630 Otherwise if this is was meant to be more circular, aesthetic stream, move this down and to the right 07:18:688 (7) - https://osu.ppy.sh/ss/7723611 (Note the approach circle of 1)

• 07:26:488 (1,2,3,4,5,6,1,2,3) - Moving this stream to the right would make this stream entry a lot more manageable https://osu.ppy.sh/ss/7723701

• 07:58:789 (1,2,3,1,2,3) - Same with the triangle aesthetics in like the first mod lol

• 07:59:608 (1) - Yeah this will piss off a lot of people who sightread fc this. It would be a lot more readable if you made it a grey or blue combo color so that its speed can be differentiated from the patterns before it

This map is a freaking masterpiece, I hope you go far with it

Good luck! :)
Topic Starter
Zhuriel

squirrelpascals wrote:

hi

mod
Some housekeeping stuff first -

• First of all, you ahve a lot of unsnapped stuff from AI mod (I don't blame you because the timing for this song is crazy) so yeah you should fix those fkn rounding errors man

• Your current background is 1920 x 1200 and exceeds 1920 x 1080. iirc, 1920 x 1080 is the res limit on bgs, so get this checked out. Resizing this may additionally help with the file size (which is over 10 mb atm) 1920x1200 should be fine afaik but it might actually mess with the end slider positioning on other resolutions so i'll look into it. filesize is mostly caused by song length (mp3 is 13MB xd)

• Your ar feels too low for patterns further that are faster and spaced, such as 06:30:750 (1,2,3,4,1) - and 06:22:571 (1,2,3,1,2,3,4,1,2,1,2,3,4,5) - . Telling by two testplays at ar 9 and ar 10, i would say somewhere around ar 9.3 or 9.4 would be better i think it's sufficiently readable at ar9, the low tempo keeps the density at a reasonable level and the few overlaps i use are not hard to read. plus, i like my maps to have some reading difficulty anyway

Now for the map itself -

• 00:12:486 (1,2,3,1,2,3) - This aesthetic is confusing because of the kicksliders direction. You can compare it to 00:06:487 (1,2,3,1,2,3,1,2,3) - and see that its a triangle, true, but the kicksliders interfere with that visual. My suggestion would be to do something like this https://osu.ppy.sh/ss/7723018 or in any other way that makes this triangle flow more obvious. Check this throughout the map, in other places such as 00:24:488 (1,2,3,1,2,3) - and 00:30:488 (1,2,3,1,2,3) - too changing but going with dsco's suggestion

• 00:21:488 (1,2) - Should these have the same rhythm as 00:03:487 (1,2,3) - ? From here to 00:23:125 (1,2) - its unclear whether you want to follow drums or guitar i primarily follow guitar but use drums for emphasis and filler in some places, this should be fine imo

• 00:27:079 (1,2,3,1) - why the sudden spacing change at 3? space 00:27:079 (1,2,3) - the same as 00:26:670 (1,2,3) - because nothing really stands out at that note emphasizing the bass drum and consistency with later pattern as suggested by dsco

• 00:35:125 (5) - This will flow into the next pattern better: https://osu.ppy.sh/ss/7723071 done

• 00:38:670 (1) - remove nc? consistent with the general ncing concepts for these 11/8 patterns

• 01:07:852 (4) - nc here, to represent speed change in this stream? i'd rather not since i'd have to move to a different combo color which might cause confusion by itself. it should be intuitive enough given the previous patterns

01:09:488 (1,2) - Same as 00:21:488 (1,2) - but just for this rhythm (your mapping intentions here are more clear here)

• 01:11:534 - nothing here? this is a big guitar note bit hard to get this one right since it's a really awkward offbeat, will think about whether to do something here

• 01:20:943 (2) - nc? sure

• 01:41:533 (3,1) - reduce this spacing, this can get confused with the rhythm at 01:41:260 (2,3) - yes

• 01:48:759 (1,2) - ctrl + g here? this would feel better transitioning into 01:49:169 (1) - would mess up my flow rules for both 01:48:487 (1,2,1) - and 01:48:760 (1,2,1,2) -

• 01:52:578 (2) - imo this would look nicer in terms of flow and aesthetics (with follow points) https://osu.ppy.sh/ss/7723122 would be inconsistent, also i never consider followpoint aesthetics in my maps since i think they look bad in the first place and don't even use them myself

• 01:56:124 (1,2) - Space these close to 01:55:988 (4) - , since there is a 1/4 jump here and can be confused for a 1/2 when compared to 01:55:306 (2,3) - done

• 02:13:578 (2,3,1) - Space these farther? This is the same guitar riff as 00:20:125 (1,2,3,1) - so you might want to keep your spacing exaggeration consistent had a bit of trouble finding a place for this one that i was happy with

• 02:39:851 - 03:26:110 - This break is a minute long, and that's a really long time for a break. It leaves the player waiting impatiently to play the next part of the map. My easy suggestion for this would be to add some slow sliders or very simple rhythm starting from 03:10:860 - , and if you want the next part of the map to come after a break you can add another one from 03:22:610 - to 03:26:110 - i honestly prefer the break over overly sparse mapping since that will be 1) annoying to acc 2) potentially cause trouble with hr drain 3) not much less boring 4) people who are too impatient for a 40s break probably will have trouble with 8min maps anyway

• 03:31:860 (3,4,1) - Move a little bit to the right, so that this pattern is more in line with 03:31:360 (2) - done

• 03:40:360 (2) - This sounds weird, but put this at the 1/12 note before the white tick where you have it now, its timed better there. It's either that or you need another timing point, but i only recommend the 1/12 because 03:40:860 (1,2,3) - is already timed well probably played inaccurately, leaving it for now since it makes more sense like this; i need to have someone look over the timing anyway

• 03:49:852 (1,2,3) - Shouldn't this be spaced like 03:46:852 (3,4,1) - it's following an entirely different pattern

• 04:08:727 (4) - 04:09:102 (6) - Make these kicksliders, or account for the ignored beats at 04:08:852 - and 04:09:227 - since i focus heavily on bass in this section this wouldn't work too well imo

• 04:15:602 (1) - Point this upward a bit so its in line with 04:15:852 (2,3) - not sure what happened here since that was my intention

• 04:19:102 (2) - Make this a repeat or put a note at 04:19:352 - , there's a bass note at 04:19:352 - you missed just a bass drum and as i said i'm focusing heavily on bass

• 04:23:852 - Put something here. Strong snare at the white tick as above

• 04:27:102 (2) - Same as 04:19:102 (2) - as above

• 04:33:852 (6) - Why not put this in line with 04:32:852 (1,2,3,4,5) - ? I don't really understand why you added that corner there, if you wanted to exaggerate that note I would recommend higher spacing instead because it stands out from the rest of the pattern musically, i use the same pattern several times in the map for similar stuff

• 04:34:227 (1,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,1,1,2,3,4,5,6,1,2,3,4,5) - This circle only rhythm is quite boring to play and makes this part of the map unengaging (is that a word..?). Put some sliders here pzl intentionally sparse due to how sparse the instruments get

• 04:47:102 (1,2,3) - Space these the same as 04:46:352 (1,1,1) - , the aesthetics are just off putting in general the way it is now. increased the difference in spacing instead since it's a different rhythm

• 04:48:852 (4,1,2,3) - 04:51:852 (1,2,3) - This part feels very undermapped. NOt much rhythm varience from the circles and a lot of skipped beats on rides and hi hats such as 04:49:352 - 04:49:477 - 04:50:102 - 04:50:477 - 04:50:602 - etc. while that might match all the sounds present in the music i find that undermapping here better represents the feel i want to achieve in this section

• 04:51:227 (4,5,6,1) - Same mod as 04:33:852 (6) - but for circle 1

• 04:55:352 (1,2) - Same as above also. Although I better understand what you were trying to do here, try making the angle at 04:55:227 (3,1,2) - the same as that at 04:54:602 (2,3,1,2,3) - same answer

• 04:56:352 (3,4,1,1,2,3,4,5,1,2,3,4,5,6) - Same mod as 04:34:227 (1,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,1,1,2,3,4,5,6,1,2,3,4,5) - see above

• 05:09:600 (1) - This will flow better and leads to and from the next patttern more nicely: http://osu.ppy.sh/ss/7723419 and same for 05:10:600 (1) - https://osu.ppy.sh/ss/7723423 done

• 05:17:100 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - The spacing in this stream looks very very inconsistent. I see how you might have tried to vary the spacing based on the guitar's intensity though. If that's the case, you can try to make the spacing consistent in each individual combo, it would make a lot more sense in gameplay and look aesthetically more pleasing similar to what you did at 05:33:671 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ) done

• 05:47:874 (2) - This would flow a lot nicer and would be more visually consistent with the previous stream: https://osu.ppy.sh/ss/7723464 changed and changed all those to 1/4 snap while i was at it

• 06:10:811 (3) - This would be more player-friendly imo (might be nit-picking here) https://osu.ppy.sh/ss/7723489 i prefer being consistent with the rest of the pattern

• 06:39:689 (2) - MOve it up and to the left a little bit to make a more consistent curve it is a consistent curve where it is, these streams where created with guide sliders

• 06:40:424 - Guitar and drum note here, put a circle here? no guitar but mapping the drum works nicely

• 07:18:448 (5,6,7,1,2) - Right here you seem to be in between favoring aesthetics and stream flow. A corner at 6 would flow nicely and make aesthetics more recognizable https://osu.ppy.sh/ss/7723630 Otherwise if this is was meant to be more circular, aesthetic stream, move this down and to the right 07:18:688 (7) - https://osu.ppy.sh/ss/7723611 (Note the approach circle of 1) i did choose somewhat of a compromise here yes, but i find it matches the guitar quite well by increasing the curvature at 07:18:568 (6,7,1) -

• 07:26:488 (1,2,3,4,5,6,1,2,3) - Moving this stream to the right would make this stream entry a lot more manageable https://osu.ppy.sh/ss/7723701somehow managed without completely remapping the stream

• 07:58:789 (1,2,3,1,2,3) - Same with the triangle aesthetics in like the first mod lolsame response

• 07:59:608 (1) - Yeah this will piss off a lot of people who sightread fc this. It would be a lot more readable if you made it a grey or blue combo color so that its speed can be differentiated from the patterns before it really don't think that would do any good because 1) noone would expect a 0.12x sv by the combo color 2a) not too many people will sightread fc this 2b) not too many of those will be using map colors. therefore i prefer using what fits best aesthetically, if it becomes a rankability problem i think should get away with a warning in the description

This map is a freaking masterpiece, you sure you don't mean "this song" I hope you go far with it thanks man

Good luck! :)
hi-mei
hi
from my queue:
i think this map can be improved aesthetically:
like these 00:02:124 (1,2) - can be parallel

00:12:555 - this slider end shud be muted
00:24:488 (1) - ^
00:27:215 (2,3) - whats happening with this spacing? u shud keep the pattern here, emphasis isnt that needed in such places
i think this spinner shud be ending here 02:26:351 -

by rc, spinners shudnt be longer than 10 sec, and i dont really see any strong reason here to keep it that long
that leads u to the point where u shud map a slider art from here 02:26:601 -
which makes sense, cuz this break is too long (till the 03:25:860 - ) almost 1 minute
which isnt that rankable uh? there are really good sounds and melody to map a slider art
02:26:601 -
02:28:851 -
02:30:601 - etc

in a current state its a mistake
03:33:360 (3,4,5,6,7) - this flow pattern isnt that nice i wud say, the 03:33:860 - is a strong sound that shud have emphasis (higher ds)
and this transition 03:34:110 (6,7) - isnt that logical i wud say, tho its a my personal preference
well this break is nice 03:34:110 (6,7) - it makes a bit of sense here at least

05:16:850 (1,2,3) - i dont like these hitsounds, they are too loud here. fix the volume
06:05:771 (1,2,1) - uh spacing? why is it that high?
06:07:211 (2,1,2) - ^
06:09:131 (1,2) - ^ etc
06:18:251 (1,2,3,4,5) - ^ i mean, wow... how is that justified? the song is calm here
yea there are coming spaced stream next up, i dont understand why did u do that
u just forcing the SR to be higher than it shud be

how u would imagine someone playing this with HR?
07:34:168 (1,2,3,1,2,3,1,2,3,1,2,3) - the entire pattern is wrong, because the intensity is decreasing, u just keep the same spacing for no reason here
07:59:608 (1) - lol maybe it shud be like that?
http://puu.sh/viQh6/1743da4f35.jpg

alright thats it
take care
Bergy
"this is probably rock/metal"
ye but plini is hot anyways

hte end fo eveyrhtyign
  1. in general, i don't agree with how you mapped 00:03:487 (1,2,3) - , it makes it seem like the same/similar rhythm as 00:02:124 (1,2) - , but in the (1,2,3) it has louder 1/4 beats. maybe add some circles to emphasize this like
  2. 00:11:123 (1) - this SV/spacing change seems out of place, it's not like this part is very emphasized in the music. make sure you would do the same for parts like 00:23:125 (1,2) - , etc.
  3. 00:19:716 (1) - i would try to emphasize this - i understand that the spacing is increasing but this note is significantly more intense than the other ones and marks a new "section" of the music, but the way you mapped it it doesn't seem special.
  4. 00:21:488 (1,2) - i understand that the guitar here is the main focus, but you could make this rhythm incorporate more of the other instruments by doing a rhythm like:
  5. 00:27:079 (1,2,3) - why do you space the (3) away from the others? it sounds like it should be grouped together like the combo before it.
  6. 00:35:125 (5) - this isn't very clear that it's an extended slider
  7. 00:36:897 (1,2) - you could map the triple here too
  8. 00:37:307 (1) - from here on it seems like you use a lot of extended sliders, but i think you could just do it to the red tick before and it would be good. at 00:37:579 - there's a hi-hat and a constant 1/4 guitar pulse, so ending it on the red tick would make more sense imo.
  9. 00:38:534 - add a circle here?
  10. 00:44:398 (2) - this is significantly stronger than the notes around it, i would emphasize it in some way by using spacing/flow/etc.
  11. 00:47:670 (1,2,1,2,3,1,2,3,1,2,3) - i find this rhythm really weird and hard to understand. maybe make this more optimized.
  12. 00:59:057 (1,1,1,1) - i would NC one of the notes in these patterns - either the slider or the circle before the slider, not both.
  13. 01:00:216 (2,1,2,3,1,2,3) - i don't think this pattern is fitting here- it's much less intense than when you mapped this before, so maybe go for something more calm?
  14. again, at 01:01:579 (1,2,3,4,5,6,1) - you introduce a new concept to the player without easing into it. you could use a 1/6 repeating slider to indicate that there's a change to 1/6. from there, you can use similar spacings at places like 01:03:761 (1,2,3,4,5,6,1) - without easing in since the player is already accustomed to this new pattern.
  15. 01:07:579 (1,2,3,4,5,6,1) - i don't think (1,2,3,4) should be spaced that close together, maybe a little bit less, though that close makes it hard for the player to distinguish the 1/6.
  16. 01:41:533 (3) - separate this a little more? i would maybe move (2) up and to the left so you can distinguish the spacing difference easier.
  17. 01:45:816 - make this a slider end or something to map that missed note?
  18. 01:48:760 (1) - remove NC
  19. 01:50:601 (1,1) - same NC thing as earlier
  20. 02:05:260 (2,1) - map this triple from the end of (2) to the circle of (1)?
  21. 03:31:860 (3,4) - maybe make these the same sliders that extend to the red tick so it's easier to read?
  22. 04:04:352 - put a circle or here or extend the (2) slider to this
  23. 04:08:852 - this note is the loudest out of the whole snare roll, so you should probably map it AND emphasize it
    ^most of this stuff applies throughout the whole section
  24. 05:33:426 (1) - i would extend this slider to 05:33:671 (2) -
  25. 05:36:714 (1,2,3,4,5,6) - this is really quiet, i would probably just make it two repeating 1/6 sliders
  26. 05:38:154 (3) - i would make this a 1/4 slider to get the kick sound on 05:38:274 - , though i see you missed a lot of things like this, so if they're mistakes then i'd work on fixing them, if not then hm xd idk
  27. 07:13:048 (1) - sumthin sumthin worldwide choppers

    cool song
    uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
TheKingHenry
Hello mod from my queue~
Hopefully I won't be saying too much of the same things the guys before me. I was waiting couple days so you could update with hi-mei mod but then we got a new one so I'll do this now.
End of Everything
  1. from AiMod objects not snapped: 05:19:850 (1) -
  2. This timing triggers me lol. There are sections where you could use massively less timing points instead of the current spam. Example: from 05:19:837 - on the music is basically 245 bpm 7/4 and after every 3 measures there's one 11/4. Same drill after it changes to 250 bpm at 05:35:514 - except the 11/4 is replaced with 9/4 and so on. There's absolutely no need to spam new red point every time. If you insist on keeping your low bpm varieties, fine, they'll fit the music with 7/4 too except the latter part of every measure will be off-beated. That's why higher bpm is better here. And this similar stuff could be done to like most parts of the maps timing lol (changing stuff like the constant 220 bpm 11/4 in the beginning won't really necessarily lessen the amount of red points though while it still makes it look more clean)
  3. I think this could be structured better difficulty-wise. The problem isn't difficulty spikes, but the way how the rest of the stuff aside from those feels like some 3* most of the time, while the music isn't like that. Granted this song is kinda challenging on that aspect for some parts. The reason is kinda connected to how you have timed this with the low bpms. You have kinda mapped this with those as well. It's spacing feels lacking in many places and many places with actual streams are mapped with kicksliders (as in 1/8 = kickslider). Low bpm technical stuff is a thing sure, but for the target level of players for this map would likely play this more as a doubled bpm variety of the current one for the most part.
  4. I would also map the breaks when there is something relevant to map after all. Like, while 01:13:852 - is short and not bad, you could still map it. Musically the break from 02:39:851 - (or actually 02:18:488 - in the music) is just the kind of stuff that can be used as a break, but since it's so long no way it's good idea. Map something for it, the break is way too long
  5. 00:00:215 - map these >.<
  6. 00:12:486 (1,2,3,1,2,3) - here's an example. It would be more fun as circles imo, tho kicksliders are fine. What I find problematic is how the spacing is so low from the kicksliders. It feels restricting to play these when they are literally touching each other lol
  7. 00:15:420 (1) - I don't think any of these NCs you've made are necessary. Questionable is though how this kind of stuff plays, looks slightly awkward with all the flow direction and slider velocity changes with this kind of rhythmical execution
  8. 00:48:079 (2,3,1,2,3,1,2,3) - please some streams lol. There's no need to add streams/triples/circles to all places where you've mapped kickslider for 'em (while I think a lot of those places could really use it) but for this kind of longer stream section pleeease add some. And same for all other similarly done stream sections (I think there were couple)
  9. 00:51:897 (3,1) - kinda large gap to the next slider considering player can't really comprehend the size of the gap
  10. 01:01:579 (1,2,3,4,5,6) - maybe have equal visual distance to sliderend of 01:01:307 (1) - for the first 4 circles? Would look a lot neater. Same to the other streams of this section. Tho for 01:07:579 (1,2,3,4,5,6) - why not have the same stream shape first lol
  11. 03:53:602 - another break you should totally map. This build-up section with grey colors is where the low spacing and that stuff can work at first. But throughout the whole section there is like no progression in that. Sure, there's more sounds in the music when the music goes on, but due the low spacing and high usage of kickslider the increase in density goes practically unnoticed. It would feel a lot better imo if you'd increase the spacing and later on map some of those 240 bursts too.
  12. 05:22:775 (7) - definitely NC. Would be good place to NC anyways but you even have a changes in both direction and spacing too
  13. 06:04:331 - idea is cool but spacing kinda low for the feeling it's trying to be. Also I'd use this kind of patterning more, and slowly just lessen the amount of kickslider until finally the last kiai (where you could then increase the spacing for 06:34:179 (1,2,3,4,5) - these kind of patterns and perhaps slightly in the circles of 4 too) I'm pretty sure this bpm (on this level of difficulty) will mostly be single-tapped unless pretty long sections and you should take that into consideration
  14. 06:41:036 (4,5,6,7,1) - space this out, why is this mapped like this compared to all those spaced stuff before? The climax ain't really dead yet
  15. 06:57:688 - timing is audibly late, althought it lines up during the final measure before the next red point at 07:09:208 - (more like during the last 2 beats with this bpm)
  16. 08:12:366 - the others are cool but I don't think this sliderbody sound is necessary
  17. 08:13:401 - what's all those green points after this for?
Good luck!
Topic Starter
Zhuriel

hi-mei wrote:

SPOILER
hi
from my queue:
i think this map can be improved aesthetically:
like these 00:02:124 (1,2) - can be parallel yeah that was the original intention, not sure what happened there

00:12:555 - this slider end shud be muted
00:24:488 (1) - ^ given those are only there to map a drum sound while keeping the guitar pattern in focus that would be rather pointless
00:27:215 (2,3) - whats happening with this spacing? u shud keep the pattern here, emphasis isnt that needed in such places was suggested by dsco and i prefer it since it makes the emphasis on bass drum consistent and makes the pattern more similar to it's second occurrence
i think this spinner shud be ending here 02:26:351 -

by rc, spinners shudnt be longer than 10 sec, and i dont really see any strong reason here to keep it that long planning to (get someone to help me) do some sliderart here to replace the spinner
that leads u to the point where u shud map a slider art from here 02:26:601 -
which makes sense, cuz this break is too long (till the 03:25:860 - ) almost 1 minute
which isnt that rankable uh? there are really good sounds and melody to map a slider art
02:26:601 -
02:28:851 -
02:30:601 - etc i don't consider any of the sounds in this section fitting to map sliderart, and if i'd map this section the way i consider appropriate i'd get complaints about it being too boring

in a current state its a mistake
03:33:360 (3,4,5,6,7) - this flow pattern isnt that nice i wud say, the 03:33:860 - is a strong sound that shud have emphasis (higher ds)
and this transition 03:34:110 (6,7) - isnt that logical i wud say, tho its a my personal preference the spacing is intentionally very consistent in this section, that specific note already gets more emphasis by being the first after an extended slider
well this break is nice 03:34:110 (6,7) - it makes a bit of sense here at least

05:16:850 (1,2,3) - i dont like these hitsounds, they are too loud here. fix the volume doesn't seem too loud in any way to me

06:05:771 (1,2,1) - uh spacing? why is it that high?
06:07:211 (2,1,2) - ^
06:09:131 (1,2) - ^ etc emphasis
06:18:251 (1,2,3,4,5) - ^ i mean, wow... how is that justified? the song is calm here
yea there are coming spaced stream next up, i dont understand why did u do that because the song gets very intense and it's not a calm part at all
u just forcing the SR to be higher than it shud be that really is one of the things i worry the least about

how u would imagine someone playing this with HR? there's another thing i don't worry about

07:34:168 (1,2,3,1,2,3,1,2,3,1,2,3) - the entire pattern is wrong, because the intensity is decreasing, u just keep the same spacing for no reason here geometry is the reason, and there isn't really that much of a decrease in intensity here since it leads into the next downbeat
07:59:608 (1) - lol maybe it shud be like that? bg scaling is different in editor and play mode, the way it is aligns perfectly in play (results may vary
http://puu.sh/viQh6/1743da4f35.jpg

alright thats it
take care

Bergy wrote:

SPOILER
"this is probably rock/metal"
ye but plini is hot anyways

hte end fo eveyrhtyign
  1. in general, i don't agree with how you mapped 00:03:487 (1,2,3) - , it makes it seem like the same/similar rhythm as 00:02:124 (1,2) - , but in the (1,2,3) it has louder 1/4 beats. maybe add some circles to emphasize this like
    i want the focus to be mostly on the guitar in this section, plus that would be very hard to make work with my flow concepts here
  2. 00:11:123 (1) - this SV/spacing change seems out of place, it's not like this part is very emphasized in the music. make sure you would do the same for parts like 00:23:125 (1,2) - , etc. sv change is there to bring the slider in line with other straight sliders, spacing is not all that much different from the rest of the section
  3. 00:19:716 (1) - i would try to emphasize this - i understand that the spacing is increasing but this note is significantly more intense than the other ones and marks a new "section" of the music, but the way you mapped it it doesn't seem special. it's already fairly emphasized by spacing , sv change and flow change
  4. 00:21:488 (1,2) - i understand that the guitar here is the main focus, but you could make this rhythm incorporate more of the other instruments by doing a rhythm like:
    would be hard to combine with the symmetry i use here so i'd rather not
  5. 00:27:079 (1,2,3) - why do you space the (3) away from the others? it sounds like it should be grouped together like the combo before it. blame dsco
  6. 00:35:125 (5) - this isn't very clear that it's an extended slider should be more than clear enough with nc and pattern consistency
  7. 00:36:897 (1,2) - you could map the triple here too done
  8. 00:37:307 (1) - from here on it seems like you use a lot of extended sliders, but i think you could just do it to the red tick before and it would be good. at 00:37:579 - there's a hi-hat and a constant 1/4 guitar pulse, so ending it on the red tick would make more sense imo. the point of those is to emphasize the staccato note they lead into through contrast
  9. 00:38:534 - add a circle here? i'm not mapping the guitar part this would follow at all here so that would be pretty awkward
  10. 00:44:398 (2) - this is significantly stronger than the notes around it, i would emphasize it in some way by using spacing/flow/etc. i prefer keeping pattern consistency
  11. 00:47:670 (1,2,1,2,3,1,2,3,1,2,3) - i find this rhythm really weird and hard to understand. maybe make this more optimized. it's on my todo list but i keep being busier than i expect these days
  12. 00:59:057 (1,1,1,1) - i would NC one of the notes in these patterns - either the slider or the circle before the slider, not both. used for colorhaxing signifying the 32nd notes
  13. 01:00:216 (2,1,2,3,1,2,3) - i don't think this pattern is fitting here- it's much less intense than when you mapped this before, so maybe go for something more calm? the triangle pattern is kept consistent to earlier related patterns, the kicksliders are added to map the drumfill
  14. again, at 01:01:579 (1,2,3,4,5,6,1) - you introduce a new concept to the player without easing into it. you could use a 1/6 repeating slider to indicate that there's a change to 1/6. from there, you can use similar spacings at places like 01:03:761 (1,2,3,4,5,6,1) - without easing in since the player is already accustomed to this new pattern. the colorhax should be sufficient to warn the player, i am howerver considering to reduce the spacing of all these streams to make it easier to adapt to
  15. 01:07:579 (1,2,3,4,5,6,1) - i don't think (1,2,3,4) should be spaced that close together, maybe a little bit less, though that close makes it hard for the player to distinguish the 1/6. colorhax should be sufficient for that
  16. 01:41:533 (3) - separate this a little more? i would maybe move (2) up and to the left so you can distinguish the spacing difference easier. sure
  17. 01:45:816 - make this a slider end or something to map that missed note? not sure what you're referring to, i can't even get to this timestamp normally
  18. 01:48:760 (1) - remove NC prioritizing the staccato doubles so this is to keep their nc pattern consistent
  19. 01:50:601 (1,1) - same NC thing as earlier still colorhax
  20. 02:05:260 (2,1) - map this triple from the end of (2) to the circle of (1)? would be pretty had to do in a non-awkward way while keeping the patterns intact so i decided against it
  21. 03:31:860 (3,4) - maybe make these the same sliders that extend to the red tick so it's easier to read? bringing this in line with the later variant where the cymbals are more audible
  22. 04:04:352 - put a circle or here or extend the (2) slider to this
  23. 04:08:852 - this note is the loudest out of the whole snare roll, so you should probably map it AND emphasize it
    ^most of this stuff applies throughout the whole section prioritizing bass over drums in this section
  24. 05:33:426 (1) - i would extend this slider to 05:33:671 (2) - no change but considering
  25. 05:36:714 (1,2,3,4,5,6) - this is really quiet, i would probably just make it two repeating 1/6 sliders i consider it more than significant enough, considering also pattern consistency with the next section
  26. 05:38:154 (3) - i would make this a 1/4 slider to get the kick sound on 05:38:274 - , though i see you missed a lot of things like this, so if they're mistakes then i'd work on fixing them, if not then hm xd idk most probably are intentionally unmapped but i'll have a look over it
  27. 07:13:048 (1) - sumthin sumthin worldwide choppers

    cool song
    uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

TheKingHenry wrote:

SPOILER
Hello mod from my queue~
Hopefully I won't be saying too much of the same things the guys before me. I was waiting couple days so you could update with hi-mei mod but then we got a new one so I'll do this now. real life n shit happened
End of Everything
  1. from AiMod objects not snapped: 05:19:850 (1) - fixed
  2. This timing triggers me lol. There are sections where you could use massively less timing points instead of the current spam. Example: from 05:19:837 - on the music is basically 245 bpm 7/4 and after every 3 measures there's one 11/4. Same drill after it changes to 250 bpm at 05:35:514 - except the 11/4 is replaced with 9/4 and so on. There's absolutely no need to spam new red point every time. If you insist on keeping your low bpm varieties, fine, they'll fit the music with 7/4 too except the latter part of every measure will be off-beated. That's why higher bpm is better here. And this similar stuff could be done to like most parts of the maps timing lol (changing stuff like the constant 220 bpm 11/4 in the beginning won't really necessarily lessen the amount of red points though while it still makes it look more clean) i'd much rather have a timing that better reflects the song than one that saves redlines
  3. I think this could be structured better difficulty-wise. The problem isn't difficulty spikes, but the way how the rest of the stuff aside from those feels like some 3* most of the time, while the music isn't like that. Granted this song is kinda challenging on that aspect for some parts. The reason is kinda connected to how you have timed this with the low bpms. You have kinda mapped this with those as well. It's spacing feels lacking in many places and many places with actual streams are mapped with kicksliders (as in 1/8 = kickslider). Low bpm technical stuff is a thing sure, but for the target level of players for this map would likely play this more as a doubled bpm variety of the current one for the most part. i don't really map to a target level of player, but rather to the music. if anything, the target player is people like me who enjoy slow technical maps
  4. I would also map the breaks when there is something relevant to map after all. Like, while 01:13:852 - is short and not bad, you could still map it. i could but i find not mapping it adds to the map and better emphasizes the start of the part after Musically the break from 02:39:851 - (or actually 02:18:488 - in the music) is just the kind of stuff that can be used as a break, but since it's so long no way it's good idea. Map something for it, the break is way too long i'd just get complaints about the section being boring if i mapped it the way i see it so i prefer not mapping it
  5. 00:00:215 - map these >.< i prefer not to, they give a nice count in and mapping them would make the beginning a pain to acc
  6. 00:12:486 (1,2,3,1,2,3) - here's an example. It would be more fun as circles imo, tho kicksliders are fine. What I find problematic is how the spacing is so low from the kicksliders. It feels restricting to play these when they are literally touching each other lol the patterns mirror the earlier circle patterns and are intended to play just like them, just with the addition of the kicksliders to map additional drum sounds
  7. 00:15:420 (1) - I don't think any of these NCs you've made are necessary. Questionable is though how this kind of stuff plays, looks slightly awkward with all the flow direction and slider velocity changes with this kind of rhythmical execution this particular one is to distinguish 32nd notes since an earlier mod noted that they can be hard to distinguish from other close spacing
  8. 00:48:079 (2,3,1,2,3,1,2,3) - please some streams lol. There's no need to add streams/triples/circles to all places where you've mapped kickslider for 'em (while I think a lot of those places could really use it) but for this kind of longer stream section pleeease add some. And same for all other similarly done stream sections (I think there were couple)adding longer 1/8 snap streams would heavily offset the focus of the map from what i intend it to be, an alternating-oriented 110-125bpm map. i did experiment with triples early on but they felt unfitting for what i want to achieve
  9. 00:51:897 (3,1) - kinda large gap to the next slider considering player can't really comprehend the size of the gap not sure what you mean
  10. 01:01:579 (1,2,3,4,5,6) - maybe have equal visual distance to sliderend of 01:01:307 (1) - for the first 4 circles? Would look a lot neater. Same to the other streams of this section. adding to todo since i might redo most of those anyway Tho for 01:07:579 (1,2,3,4,5,6) - why not have the same stream shape first lol spacing emphasis for the backing instruments dropping out
  11. 03:53:602 - another break you should totally map. This build-up section with grey colors is where the low spacing and that stuff can work at first. But throughout the whole section there is like no progression in that. Sure, there's more sounds in the music when the music goes on, but due the low spacing and high usage of kickslider the increase in density goes practically unnoticed. It would feel a lot better imo if you'd increase the spacing and later on map some of those 240 bursts too. i find the changing rhythmic density sufficient, but if anything i'd have to reduce spacing in places since otherwise the later parts would be relatively underspaced
  12. 05:22:775 (7) - definitely NC. Would be good place to NC anyways but you even have a changes in both direction and spacing too bit iffy on the colorhaxing but it does make sense
  13. 06:04:331 - idea is cool but spacing kinda low for the feeling it's trying to be. Also I'd use this kind of patterning more, and slowly just lessen the amount of kickslider until finally the last kiai (where you could then increase the spacing for 06:34:179 (1,2,3,4,5) - these kind of patterns and perhaps slightly in the circles of 4 too) I'm pretty sure this bpm (on this level of difficulty) will mostly be single-tapped unless pretty long sections and you should take that into consideration assuming you men the kickslider patterning in this section, that doesn't really fit anywhere else in the song. i did originally use almost entirely circles in this section (imagine ctrl-shift-f'ing every kickslider) but it felt over the top, so i won't add more circles to this section
  14. 06:41:036 (4,5,6,7,1) - space this out, why is this mapped like this compared to all those spaced stuff before? The climax ain't really dead yet it isn't but this isn't really part of it
  15. 06:57:688 - timing is audibly late, althought it lines up during the final measure before the next red point at 07:09:208 - (more like during the last 2 beats with this bpm)i am aware but haven't gotten around to taking a closer look at it
  16. 08:12:366 - the others are cool but I don't think this sliderbody sound is necessary there's a cymbal there
  17. 08:13:401 - what's all those green points after this for? slider was longer originally, just more sliderbody hitsounding. i left it in in case i want to go back to the longer slider
Good luck!
Touhou
Good stuff, Star!
(once it's revived, can't give it now xd)
Deramok
checking a few things in the editor escalated, so now it's a mod, might as well post it. the mod is a bit all over the place do to how it started out but might still be helpful

  1. 00:02:669 (1,2) - 00:03:487 (1,2) - it's a bit unfortunate how you don't realyl distinguish between just long guitar notes and long guitar notes with drums on them like on the tails of the second note of the first example. they play the same although one of them has more to it than just the guitar. especailly so since you use filler or extended sliders for it. now i do see how the section in the beginning isn't the most furious and can understand if you just want to keep the density lower by focusing on the guitar by putting drums on passive objects. but then you have bits in which you specifically implement the drums again like the jump on 00:06:896 (1) - or the note on 00:05:056 (1) - (which you btw might also want to add on 00:09:486 (1) - ) which lets me want to pay more heed to drum accentuation again. so in the end it's unclear whether or not you really want to put focus on them or not, making that clear by either going more strictly just on the guitar or by making more distinction between guitar only and combined beats would be nice. for example if you went with two 1/2 doubles instead of 00:03:760 (2,3) - , that would make it clear in this particular case. positions could just be on the current slider heads for example (or one note on head, other on tail), so the back-and-forth movement on the guitar would still be preserved. or for 00:03:078 (2) - a 1/4 slider plus a note could work since you use extended sliders already as well. seems to be a bit of an overall issue untill the break that you swap between focus objects a bit arbitratily, especially with the long sliders on drums. at least you're doing it consistently thoug at least with the drums so it's not conceptless, and probably acceptable, however it could be done differently and agruably better. might just want to keep it in mind for future maps and keep things as they are in this one. also possible that i just miss something major ofc..
  2. 00:19:307 (1) - for the same reason as above you could make this slider into another note triangle just in the changed direction since there are no cymbals on it yet
  3. 00:21:488 (1) - how about a ctrl g for this. would give more emphasis on them being pairs of two, which is ho wi at least hear them.
  4. 00:24:897 (1) - not sure but i don't think this has a 1/8 in on it
  5. 00:27:897 (3) - as you're accentuating drums with the previous stream, you should probably capture the drum on this too, you can still keep a held note if you just repeat a 1/4 slider, which imo it needs for the guitar as well anyway as i hear another note there, though i don't know if it's an actual pluck.
  6. 00:33:897 (3) - maybe turn this into two singles as well since the guitar changes from the rhhtm on the previous two sliders and you can still hit the drum snares the same way given the right placing
  7. 00:38:125 (1) - having a slider cut on the drum here is weird since you just skipped the same kind of drum on the blue before the slider and you don't map the guitar on the blue after it and during the next slider either. mixes up priorities. so those sliders seem to be on drums that are otherwise only accentuated at most but not a focus as quite vividly apparent with 00:40:307 (1) - . so basically it's an inconsistency
  8. 00:36:897 (1,2,3) - as for a flow suggestion, i'd flip this around to have left to right movement as 00:36:625 (1,2) - does. puts those two apart from 00:36:352 (1,2) - better which is good due to the pitch decreasing on both of them unlike the first one that increases (you handled it similarely in other sections too after all) it as well as the drum types swapping from snares to toms
  9. 00:47:807 (2,1,2,3,4,1,2,3,1,2,3) - i'm not sure what this does at all tbh, seems like unified spam that ignores any interesting rhythms of which there are plenty going on, especially with the 1/12 drum stuff untill the last beat of the meassure. you'll have to decide whether you want to follow that or the 1/4 guitar i guess. the easier would be ofc to just go with the guitar as the patterning suggests which would mainly require a change in just these 00:48:079 (2,3,4) -
  10. 01:00:216 (2) - this is really offthrowing since it neither hits the drums in 1/12 and 1/6 but also has the guitar just somewhere int he middle of it. since you go on the guitar with the following pattern you should probably have the first one of them clickable as well instead of having it on some repeat. an approach that can work is just a single in the red 2 starts on now with a 1/8 slider after it, some introducing drum burst into a 1/8 slider on that blue tick (which i don't recommend) or even nothing untill the blue tick
  11. 01:04:716 (2,1,2,3) - there is more to the guitar on 1/6 than those three notes, but you cover it with the previous slider, which i decourage for reasons that have already been explained
  12. 01:03:079 (2) - the guitar which i assume is the focus of this section gets a bit underminded by having a hit on that sliderend while the beginning is on a drum note while also carrying the issue of differentiation again. not too much of an issue since it's a lead in note or however you call those kinds of notes (do tell me if you know the terminology, please), but i still wanted to have mentioned it.
  13. 01:22:579 (2) - as it is it looks to be part of the same rhythm as 01:22:307 (1) - while it belongs more to 01:22:851 (1) - . so changing it to have the same angle as those repeats would make sense as it establishes the relation and initiates the rhythm better except i misinterpret the focus somehow
  14. 01:27:488 (1) - i think since you mapped 01:26:669 (1,2,3,4,5,6) - as you did it's not a good idea to just break off of it while there are still three hits left, even with the guitar coming in as it does. instead you could use three spaced out notes for example to indicate the change and get the movement for the guitar established and connected to the next slider
  15. 01:31:306 (2) - is underwhelming, several instruments have a stron hit on it. so a simple change like ctrl g on just that note can at least show that this one is special
  16. 01:32:942 (1,2) - these are not the same, neither drum nor bass guitar. the second one is 1 1/4 plus 2 1/8 hits from what i hear or well, without the 1/8 if you don't go for the drums which you indicate to do with the previous slider and then do otherwise with the one after, which also could use some clarification on a sid enote
  17. 03:31:860 (3,4) - not sure why you 1/4 these on the while not mapping the notes on the reds and white during 03:30:860 (1,2,1) - as they seem to be made up of the same thing
  18. 03:51:352 (6) - skipping a bass note on the blue before while you usually catch them
  19. 04:04:102 (2) - i see no reason not to add a note behind this with the bass and ride on it and again on 04:12:102 (2) - with another kick even
  20. 04:28:602 (1) - i'd also add a note on the blue before this just because those drums are so dominant
  21. 04:46:727 (1) - suggesting to cut it to the yellow (or blue) after the downbeat and putting another slider or notes after it to catch the transition better or at all even
  22. 05:18:850 (1,1) - i find these turns questionable as they just interrupt the paired notes that go from 05:18:350 (1) - to 05:19:600 (3) - . so i'd just for example use a consistent curve, maybe accellerating or use turns on the drums as they line up in the previous part of the stream as well
  23. 05:34:527 (1) - again questionable, i think it should be on 05:34:282 (3) - instead for both instruments
  24. 05:34:282 (3,4,1,2,3,4) - since you gradually accellerate on 05:35:017 (1,2,3,4) - decellerating might be a good idea on those
  25. 05:37:914 (2,3,4,5) - i don't know what you're trying to do with these, they neither use drums nor the guitar properly
  26. 05:47:034 (5,1) - unless i'm misshearing things the guitar to the accellerating stream only starts on 2 and 1 is still part of the stransitioning drum beat. hence i'd make a repeat out of 5, would also make it stand out from the other two sliders that cover different sounds
  27. 06:09:131 (1,2) - these seem out of place, the other two of these were on the intense notes of the.. keyboard? while this one seems to cover guitar notes such as the ones on 06:08:411 (2) - . now they can be seen as part of the two iterations in lower intensity after it at least. but for that i'd at least change the combo colour to a blue as well to signify it somehow, that those are not on the same kind of sound as the previous ones
  28. 06:18:971 (1) - why is this long as while notes like 06:21:131 (1) - aren't and why is the same instrument causing you to skip the drums on the first one on a slider end on 06:20:531 (4) -
  29. 06:27:611 (1) - honestly i don't really get what you're doing with the section in general concerning object usage
  30. 06:30:383 (4) - i don't hear this one.. might just be me though, i do hear these 06:31:852 (4) - after that first one
  31. 06:35:158 (1,2,3,4) - don't think these call for an accellerating burst like this with the pitch of 2 and 4 being the same
  32. 06:50:341 (1,2) - wouldl ctrl g individually since they it's a rather fluid sounding part, bad descriptive i know, nothing better comes to mind, hope you know what i mean. i'd just make the pattern smoother like that while also causing a change in direction on 06:51:811 (1) - instead, which comes up with a different beat with the two sounds of the same pitch
  33. 06:59:596 (1) - how about you put these turns on the single guitar notes on 06:58:636 (5,5) - instead like on 07:06:316 (1) -
  34. 07:14:608 (5) - 07:17:488 (6) - i think they are unnecessary by which i suppose they're excusable with the hi-hat or whatever that is in the back. still seems odd to have it the same as the hard drum notes, maybe 1/4 sliders could be an option
  35. 07:31:288 (1,2,3) - are these on the drums? if so why do they need to be sliders like these. are they on the foreground guitar? if so they don't appear to have the right length however i look at them as well as there being a mising on before the third
Topic Starter
Zhuriel
Deramok

Deramok wrote:

checking a few things in the editor escalated, so now it's a mod, might as well post it. the mod is a bit all over the place do to how it started out but might still be helpful

don't you hate it when you accidentally an entire mod
thismight take more than one session to go through so if my replies stop halfway through that would be that


  1. 00:02:669 (1,2) - 00:03:487 (1,2) - it's a bit unfortunate how you don't realyl distinguish between just long guitar notes and long guitar notes with drums on them like on the tails of the second note of the first example. they play the same although one of them has more to it than just the guitar. especailly so since you use filler or extended sliders for it. now i do see how the section in the beginning isn't the most furious and can understand if you just want to keep the density lower by focusing on the guitar by putting drums on passive objects. but then you have bits in which you specifically implement the drums again like the jump on 00:06:896 (1) - or the note on 00:05:056 (1) - (which you btw might also want to add on 00:09:486 (1) - added) which lets me want to pay more heed to drum accentuation again. so in the end it's unclear whether or not you really want to put focus on them or not, making that clear by either going more strictly just on the guitar or by making more distinction between guitar only and combined beats would be nice. for example if you went with two 1/2 doubles instead of 00:03:760 (2,3) - , that would make it clear in this particular case. positions could just be on the current slider heads for example (or one note on head, other on tail), so the back-and-forth movement on the guitar would still be preserved. or for 00:03:078 (2) - a 1/4 slider plus a note could work since you use extended sliders already as well. seems to be a bit of an overall issue untill the break that you swap between focus objects a bit arbitratily, especially with the long sliders on drums. at least you're doing it consistently thoug at least with the drums so it's not conceptless, and probably acceptable, however it could be done differently and agruably better. might just want to keep it in mind for future maps and keep things as they are in this one. also possible that i just miss something major ofc..
    the short explanation to this long paragraph is that to some extent i choose rhythms by intuition (from having worked with music actively in some way for over a decade now) so sometimes i focus on something that feels more important to me in a way that may not be obvious to others. i do aim to be consistent about it though, so i will try to have a look at what you pointed out and see if there's anything that might need unification
  2. 00:19:307 (1) - for the same reason as above you could make this slider into another note triangle just in the changed direction since there are no cymbals on it yet here i am basing the repeated pattern on the guitar, the triangles being groups of falling notes and the slider-circle patterns rising. the choice of the slider-circle pattern was to allow pushing up the spacing of the pattern without spiking difficulty excessively
  3. 00:21:488 (1) - how about a ctrl g for this. would give more emphasis on them being pairs of two, which is ho wi at least hear them. i consider this a group of 4 more than 2 groups of 2, ctrl-g would overemphasize and mess with the overlap pattern
  4. 00:24:897 (1) - not sure but i don't think this has a 1/8 in on it it's not quite easy to hear since it's on a low tom but i can hear it well enough
  5. 00:27:897 (3) - as you're accentuating drums with the previous stream, you should probably capture the drum on this too, you can still keep a held note if you just repeat a 1/4 slider, which imo it needs for the guitar as well anyway as i hear another note there, though i don't know if it's an actual pluck. nothing on the guitar imo but that does make sense
  6. 00:33:897 (3) - maybe turn this into two singles as well since the guitar changes from the rhhtm on the previous two sliders and you can still hit the drum snares the same way given the right placing here i'd prefer keeping the pattern as is since i use essentially the same to emphasize all offbeat drum patterns throughout the map
  7. 00:38:125 (1) - having a slider cut on the drum here is weird since you just skipped the same kind of drum on the blue before the slider and you don't map the guitar on the blue after it and during the next slider either. mixes up priorities. so those sliders seem to be on drums that are otherwise only accentuated at most but not a focus as quite vividly apparent with 00:40:307 (1) - . so basically it's an inconsistency here the guitar noodling that was the focus of the previous section steps into the background and i focus on the slow lead guitar while using the drums as filler, both of which i find to be more prominent than the other guitar in this section
  8. 00:36:897 (1,2,3) - as for a flow suggestion, i'd flip this around to have left to right movement as 00:36:625 (1,2) - does. puts those two apart from 00:36:352 (1,2) - better which is good due to the pitch decreasing on both of them unlike the first one that increases (you handled it similarely in other sections too after all) it as well as the drum types swapping from snares to toms applied
  9. 00:47:807 (2,1,2,3,4,1,2,3,1,2,3) - i'm not sure what this does at all tbh, seems like unified spam that ignores any interesting rhythms of which there are plenty going on, especially with the 1/12 drum stuff untill the last beat of the meassure. you'll have to decide whether you want to follow that or the 1/4 guitar i guess. the easier would be ofc to just go with the guitar as the patterning suggests which would mainly require a change in just these 00:48:079 (2,3,4) - i made several attempts at making something more interesting here but they all turned out more confusing than anything else, so i went for a similar pattern to the background guitar eariler combined with kicksliders to cover the entire drumfill. not the most interesting solution but preferable over having a rather minor drum fill stand out due to being confusing. on another note, i can't make out anything 1/12 here
  10. 01:00:216 (2) - this is really offthrowing since it neither hits the drums in 1/12 and 1/6 but also has the guitar just somewhere int he middle of it. since you go on the guitar with the following pattern you should probably have the first one of them clickable as well instead of having it on some repeat. an approach that can work is just a single in the red 2 starts on now with a 1/8 slider after it, some introducing drum burst into a 1/8 slider on that blue tick (which i don't recommend) or even nothing untill the blue tick again i can't make out any triplet rhythms in this pattern. granted, it is played somewhat sloppily which might make it sound like that, however i think mapping or timing it that way would be rather counterproductive here.
  11. 01:04:716 (2,1,2,3) - there is more to the guitar on 1/6 than those three notes, but you cover it with the previous slider, which i decourage for reasons that have already been explained there only is a guitar note on the tail of 2 which i chose to map as the slider tail for playability and to keep consistency with the key pattern i use all throughout the first third. other than that, there is only a drum on 01:05:057 - which is also ignored for playability
  12. 01:03:079 (2) - the guitar which i assume is the focus of this section gets a bit underminded by having a hit on that sliderend while the beginning is on a drum note while also carrying the issue of differentiation again. not too much of an issue since it's a lead in note or however you call those kinds of notes (do tell me if you know the terminology, please), but i still wanted to have mentioned it. what you hear on that sliderend is (at least sounds like to me as a guitarist) most likely not an actual note but either a ghost note (something similar to the lead-in you mentioned) or simply playing noise, therefore i prioritize the recurring slider pattern as mentioned above
  13. 01:22:579 (2) - as it is it looks to be part of the same rhythm as 01:22:307 (1) - while it belongs more to 01:22:851 (1) - . so changing it to have the same angle as those repeats would make sense as it establishes the relation and initiates the rhythm better except i misinterpret the focus somehow this pattern is on my todo-list to redo so i'll try to take that into account when i do that
  14. 01:27:488 (1) - i think since you mapped 01:26:669 (1,2,3,4,5,6) - as you did it's not a good idea to just break off of it while there are still three hits left, even with the guitar coming in as it does. instead you could use three spaced out notes for example to indicate the change and get the movement for the guitar established and connected to the next slider kinda like the parallel that draws to patterns like 00:07:305 (1,2,3) -
  15. 01:31:306 (2) - is underwhelming, several instruments have a stron hit on it. so a simple change like ctrl g on just that note can at least show that this one is special went for strl-g on all but the first instead
  16. 01:32:942 (1,2) - these are not the same, neither drum nor bass guitar. the second one is 1 1/4 plus 2 1/8 hits from what i hear or well, without the 1/8 if you don't go for the drums which you indicate to do with the previous slider and then do otherwise with the one after, which also could use some clarification on a sid enote this is mapped to what i hear from the bass
  17. 03:31:860 (3,4) - not sure why you 1/4 these on the while not mapping the notes on the reds and white during 03:30:860 (1,2,1) - as they seem to be made up of the same thing originally had them unmapped only having the heads as circles (with different spacing) but it was somewhat awkward to read, hence i decided to make it consistent with 03:46:852 (3,4) - which is the same pattern where the bass slides out and i switch to drums to emphasize that
  18. 03:51:352 (6) - skipping a bass note on the blue before while you usually catch them from what i can make out that's just a bass drum and the bass note being muted, not the bass playing a separate note
  19. 04:04:102 (2) - i see no reason not to add a note behind this with the bass and ride on it and again on 04:12:102 (2) - with another kick even
  20. 04:28:602 (1) - i'd also add a note on the blue before this just because those drums are so dominant will think about these two, generally i mostly focus heavily on the bass in this section but might work well
  21. 04:46:727 (1) - suggesting to cut it to the yellow (or blue) after the downbeat and putting another slider or notes after it to catch the transition better or at all even not sure about this one since mixing too many different lengths of repeating sliders is generally pretty awkward
  22. 05:18:850 (1,1) - i find these turns questionable as they just interrupt the paired notes that go from 05:18:350 (1) - to 05:19:600 (3) - . so i'd just for example use a consistent curve, maybe accellerating or use turns on the drums as they line up in the previous part of the stream as well the turns here are to emphasize the repeated melodic figure on the guitar
  23. 05:34:527 (1) - again questionable, i think it should be on 05:34:282 (3) - instead for both instruments i can agree on this one, will add to todo for a rework
  24. 05:34:282 (3,4,1,2,3,4) - since you gradually accellerate on 05:35:017 (1,2,3,4) - decellerating might be a good idea on those not if i change the turn to be at that point though since 05:34:282 (3,4) - is increasing in pitch
  25. 05:37:914 (2,3,4,5) - i don't know what you're trying to do with these, they neither use drums nor the guitar properly from what i can remember and make out i think this was supposed to map everything at once, 2 bass drum, 3 lead guitar, 4 snare, 5 lead guitar again. it may have failed a bit and ended up not mapping anything at all though so i might have a look at reworking this to focus on guitar
  26. 05:47:034 (5,1) - unless i'm misshearing things the guitar to the accellerating stream only starts on 2 and 1 is still part of the stransitioning drum beat. hence i'd make a repeat out of 5, would also make it stand out from the other two sliders that cover different sounds i am fairly certain i can make out a guitar note there
  27. 06:09:131 (1,2) - these seem out of place, the other two of these were on the intense notes of the.. keyboard? while this one seems to cover guitar notes such as the ones on 06:08:411 (2) - . now they can be seen as part of the two iterations in lower intensity after it at least. but for that i'd at least change the combo colour to a blue as well to signify it somehow, that those are not on the same kind of sound as the previous ones good point, not quite sure what to do with it right now though so this will go on the todo
  28. 06:18:971 (1) - why is this long as while notes like 06:21:131 (1) - aren't and why is the same instrument causing you to skip the drums on the first one on a slider end on 06:20:531 (4) -
  29. 06:27:611 (1) - honestly i don't really get what you're doing with the section in general concerning object usage this entire kiai is mapped mostly to rhythm guitar since it has the most interesting rhythms and is most appropriate to bring out the intensity of this section in play
  30. 06:30:383 (4) - i don't hear this one.. might just be me though, i do hear these 06:31:852 (4) - after that first one even if it's hard to hear, it's clearly intended to be there compositionally
  31. 06:35:158 (1,2,3,4) - don't think these call for an accellerating burst like this with the pitch of 2 and 4 being the same given the consistency of this section it would be rather awkward to do something that more accurately reflects the pitch here, besides being generally not too pretty
  32. 06:50:341 (1,2) - wouldl ctrl g individually since they it's a rather fluid sounding part, bad descriptive i know, nothing better comes to mind, hope you know what i mean. i'd just make the pattern smoother like that while also causing a change in direction on 06:51:811 (1) - instead, which comes up with a different beat with the two sounds of the same pitch works
  33. 06:59:596 (1) - how about you put these turns on the single guitar notes on 06:58:636 (5,5) - instead like on 07:06:316 (1) - i quite like that but since it's a major rework it'll have to go on the todo
  34. 07:14:608 (5) - 07:17:488 (6) - i think they are unnecessary by which i suppose they're excusable with the hi-hat or whatever that is in the back. still seems odd to have it the same as the hard drum notes, maybe 1/4 sliders could be an option not quite sure i get what you are trying to say here, the only difference i can make out here is the bass drum hits being weaker (which is mostly down to even marco minneman being human in the end) but not any compositional difference that would justify emphasizing
  35. 07:31:288 (1,2,3) - are these on the drums? if so why do they need to be sliders like these. are they on the foreground guitar? if so they don't appear to have the right length however i look at them as well as there being a mising on before the thirdthe short sliders are to emphasize the staccato guitar, and the additional note you hear is most likely pick noise

as always, your mod is very appreciated
Deramok
just some further digging or clearing up things on points whose counter reasoning didn't quite convince me yet or missed the/a focus of the point somehow

Zhuriel wrote:

Deramok
  1. 00:19:307 (1) - for the same reason as above you could make this slider into another note triangle just in the changed direction since there are no cymbals on it yet here i am basing the repeated pattern on the guitar, the triangles being groups of falling notes and the slider-circle patterns rising. the choice of the slider-circle pattern was to allow pushing up the spacing of the pattern without spiking difficulty excessively well, what i meant was more on the line of keeping it on the guitar, but making use of the sliders for additional cymbals, hence differentiating single and combined notes.no need to increase the spacing of the additional notes as the differentiate from the decreasing pitch notes already with the direction. so what i meant was more like http://puu.sh/wuG3W/04d8b94584.jpg with the blue combos being what i would change
  2. 00:38:125 (1) - having a slider cut on the drum here is weird since you just skipped the same kind of drum on the blue before the slider and you don't map the guitar on the blue after it and during the next slider either. mixes up priorities. so those sliders seem to be on drums that are otherwise only accentuated at most but not a focus as quite vividly apparent with 00:40:307 (1) - . so basically it's an inconsistency here the guitar noodling that was the focus of the previous section steps into the background and i focus on the slow lead guitar while using the drums as filler, both of which i find to be more prominent than the other guitar in this section then the issue waters down to how you use the filler and adding a note between 00:37:716 (2,1) - (or repeating 2 or adding a note in front of 2 while delaying 2 itself by a 1/4 tick) could make things more clear
  3. 00:47:807 (2,1,2,3,4,1,2,3,1,2,3) - i'm not sure what this does at all tbh, seems like unified spam that ignores any interesting rhythms of which there are plenty going on, especially with the 1/12 drum stuff untill the last beat of the meassure. you'll have to decide whether you want to follow that or the 1/4 guitar i guess. the easier would be ofc to just go with the guitar as the patterning suggests which would mainly require a change in just these 00:48:079 (2,3,4) - i made several attempts at making something more interesting here but they all turned out more confusing than anything else, so i went for a similar pattern to the background guitar eariler combined with kicksliders to cover the entire drumfill. not the most interesting solution but preferable over having a rather minor drum fill stand out due to being confusing. on another note, i can't make out anything 1/12 here eh, what i hear on the drums goes along the lines of http://puu.sh/wuGEQ/bc6502c300.jpg , maybe i'm just imagining things then. and well yeah, it's fine to not use the drum fill, but the way you do use the sliders with the repeater. since it can only be a filler/extended slider on the guitar with that length it comes off asbeing on the drums if you repeat it, even if it's not aligning with them properly. so if you went with something like http://puu.sh/wuGMe/cdef15f171.jpg that kind of confusion could be avoided, it becomes clear that you follow just the guitar as in previous instances
  4. 01:00:216 (2) - this is really offthrowing since it neither hits the drums in 1/12 and 1/6 but also has the guitar just somewhere int he middle of it. since you go on the guitar with the following pattern you should probably have the first one of them clickable as well instead of having it on some repeat. an approach that can work is just a single in the red 2 starts on now with a 1/8 slider after it, some introducing drum burst into a 1/8 slider on that blue tick (which i don't recommend) or even nothing untill the blue tick again i can't make out any triplet rhythms in this pattern. granted, it is played somewhat sloppily which might make it sound like that, however i think mapping or timing it that way would be rather counterproductive here. well, the main issue isn't really the drums anyway. it's where the guitar starts, currently in the middle of a repeat slider, which is far from intuitive or optimal imo
  5. 01:32:942 (1,2) - these are not the same, neither drum nor bass guitar. the second one is 1 1/4 plus 2 1/8 hits from what i hear or well, without the 1/8 if you don't go for the drums which you indicate to do with the previous slider and then do otherwise with the one after, which also could use some clarification on a sid enote this is mapped to what i hear from the bass yes, but i think the first repeat then should not be a repeat. i don't hear a note on the repeat at least, which lead me to the possibility that you might be incorporating drums in the first place. if you do hear a note there, screw my ears and ignore this
  6. 04:46:727 (1) - suggesting to cut it to the yellow (or blue) after the downbeat and putting another slider or notes after it to catch the transition better or at all even not sure about this one since mixing too many different lengths of repeating sliders is generally pretty awkward alternatively you could also just take an approach like http://puu.sh/wuHB1/ec7a4f1f44.jpg . would seperate things properly. also the last the sliders in that picture, i might be wrong again, but that's how i hear them, especially with those gaps, simplification is ofc very viable too though if it is like that.
  7. 06:35:158 (1,2,3,4) - don't think these call for an accellerating burst like this with the pitch of 2 and 4 being the same given the consistency of this section it would be rather awkward to do something that more accurately reflects the pitch here, besides being generally not too pretty it's a transition in the halfway point of the section, marking the point of repetition, so i don't think it would be outragous to break the pattern of alteration. as for being pretty, there are various ways to pull it off and even something like http://puu.sh/wuIc0/e360f5fc95.jpg or http://puu.sh/wuIhE/bb5013b038.jpg doesn't look too shabby imo
  8. 07:31:288 (1,2,3) - are these on the drums? if so why do they need to be sliders like these. are they on the foreground guitar? if so they don't appear to have the right length however i look at them as well as there being a mising on before the thirdthe short sliders are to emphasize the staccato guitar, and the additional note you hear is most likely pick noise in that case, even if just for playability, i'd make the sliders double as long since short sliders like this cut the hitwindow and are prone to leading to silly 100s. imo having them 2/12 instead of one still leave them their effect of being seperated while eliminating that issue and it's not like the notes are muted on the next 1/12 tick after their start either
Topic Starter
Zhuriel

Deramok wrote:

just some further digging or clearing up things on points whose counter reasoning didn't quite convince me yet or missed the/a focus of the point somehow

Zhuriel wrote:

Deramok
  1. 00:19:307 (1) - for the same reason as above you could make this slider into another note triangle just in the changed direction since there are no cymbals on it yet here i am basing the repeated pattern on the guitar, the triangles being groups of falling notes and the slider-circle patterns rising. the choice of the slider-circle pattern was to allow pushing up the spacing of the pattern without spiking difficulty excessively well, what i meant was more on the line of keeping it on the guitar, but making use of the sliders for additional cymbals, hence differentiating single and combined notes.no need to increase the spacing of the additional notes as the differentiate from the decreasing pitch notes already with the direction. so what i meant was more like http://puu.sh/wuG3W/04d8b94584.jpg with the blue combos being what i would change i can see what you're trying to get at but that feels like too many pattern changes in a short time where i want to focus on the repetition of the guitar pattern
  2. 00:38:125 (1) - having a slider cut on the drum here is weird since you just skipped the same kind of drum on the blue before the slider and you don't map the guitar on the blue after it and during the next slider either. mixes up priorities. so those sliders seem to be on drums that are otherwise only accentuated at most but not a focus as quite vividly apparent with 00:40:307 (1) - . so basically it's an inconsistency here the guitar noodling that was the focus of the previous section steps into the background and i focus on the slow lead guitar while using the drums as filler, both of which i find to be more prominent than the other guitar in this section then the issue waters down to how you use the filler and adding a note between 00:37:716 (2,1) - (or repeating 2 or adding a note in front of 2 while delaying 2 itself by a 1/4 tick) could make things more clear neither of these would be emphasizing what i want, 00:37:307 (1,2,1) - is focused on guitar (with the kickslider emphasizing the staccato contrasting with the extended slider for the held note) while 00:38:125 (1,1,2) - maps to the drums, with 00:38:125 (1) - serving as a transition with it's head mapped to both guitar and drums and the tail mapped to drums
  3. 00:47:807 (2,1,2,3,4,1,2,3,1,2,3) - i'm not sure what this does at all tbh, seems like unified spam that ignores any interesting rhythms of which there are plenty going on, especially with the 1/12 drum stuff untill the last beat of the meassure. you'll have to decide whether you want to follow that or the 1/4 guitar i guess. the easier would be ofc to just go with the guitar as the patterning suggests which would mainly require a change in just these 00:48:079 (2,3,4) - i made several attempts at making something more interesting here but they all turned out more confusing than anything else, so i went for a similar pattern to the background guitar eariler combined with kicksliders to cover the entire drumfill. not the most interesting solution but preferable over having a rather minor drum fill stand out due to being confusing. on another note, i can't make out anything 1/12 here eh, what i hear on the drums goes along the lines of http://puu.sh/wuGEQ/bc6502c300.jpg , maybe i'm just imagining things then. and well yeah, it's fine to not use the drum fill, but the way you do use the sliders with the repeater. since it can only be a filler/extended slider on the guitar with that length it comes off asbeing on the drums if you repeat it, even if it's not aligning with them properly. so if you went with something like http://puu.sh/wuGMe/cdef15f171.jpg that kind of confusion could be avoided, it becomes clear that you follow just the guitar as in previous instances the first screenshot once again looks like listening to slight timing mistakes in the actual playing where i map to compositional intent, the second one looks very similar to one of the variants i discarded for being too confusing
  4. 01:00:216 (2) - this is really offthrowing since it neither hits the drums in 1/12 and 1/6 but also has the guitar just somewhere int he middle of it. since you go on the guitar with the following pattern you should probably have the first one of them clickable as well instead of having it on some repeat. an approach that can work is just a single in the red 2 starts on now with a 1/8 slider after it, some introducing drum burst into a 1/8 slider on that blue tick (which i don't recommend) or even nothing untill the blue tick again i can't make out any triplet rhythms in this pattern. granted, it is played somewhat sloppily which might make it sound like that, however i think mapping or timing it that way would be rather counterproductive here. well, the main issue isn't really the drums anyway. it's where the guitar starts, currently in the middle of a repeat slider, which is far from intuitive or optimal imo there are two guitar notes during this slider, the more important one on the head and another one on the second repeat, this seems reasonable to me considering the slider isn't even primarily mapped to guitar
  5. 01:32:942 (1,2) - these are not the same, neither drum nor bass guitar. the second one is 1 1/4 plus 2 1/8 hits from what i hear or well, without the 1/8 if you don't go for the drums which you indicate to do with the previous slider and then do otherwise with the one after, which also could use some clarification on a sid enote this is mapped to what i hear from the bass yes, but i think the first repeat then should not be a repeat. i don't hear a note on the repeat at least, which lead me to the possibility that you might be incorporating drums in the first place. if you do hear a note there, screw my ears and ignore this i do indeed hear a note there though it is not the easiest to make out
  6. 04:46:727 (1) - suggesting to cut it to the yellow (or blue) after the downbeat and putting another slider or notes after it to catch the transition better or at all even not sure about this one since mixing too many different lengths of repeating sliders is generally pretty awkward alternatively you could also just take an approach like http://puu.sh/wuHB1/ec7a4f1f44.jpg . would seperate things properly. also the last the sliders in that picture, i might be wrong again, but that's how i hear them, especially with those gaps, simplification is ofc very viable too though if it is like that. once again i can't make out the triplet rhythms you hear. sticking with the simple variant since it's not something i want to put too much focus on
  7. 06:35:158 (1,2,3,4) - don't think these call for an accellerating burst like this with the pitch of 2 and 4 being the same given the consistency of this section it would be rather awkward to do something that more accurately reflects the pitch here, besides being generally not too pretty it's a transition in the halfway point of the section, marking the point of repetition, so i don't think it would be outragous to break the pattern of alteration. as for being pretty, there are various ways to pull it off and even something like http://puu.sh/wuIc0/e360f5fc95.jpg or http://puu.sh/wuIhE/bb5013b038.jpg doesn't look too shabby imo decided to try a variant that overemphasizes it to show the difference instead and i somewhat like it so going with that for now
  8. 07:31:288 (1,2,3) - are these on the drums? if so why do they need to be sliders like these. are they on the foreground guitar? if so they don't appear to have the right length however i look at them as well as there being a mising on before the thirdthe short sliders are to emphasize the staccato guitar, and the additional note you hear is most likely pick noise in that case, even if just for playability, i'd make the sliders double as long since short sliders like this cut the hitwindow and are prone to leading to silly 100s. imo having them 2/12 instead of one still leave them their effect of being seperated while eliminating that issue and it's not like the notes are muted on the next 1/12 tick after their start eitherfair enough, i reduced the sv to go along with it so it still looks about the same
Wishkey
heyo

gen

drum-hitwhistle2.wav
normal-hitclap2.wav
normal-hitfinish2.wav
normal-hitnormal2.wav

all unused atm in that long slow slider at the end, could make some into slidertick.wavs tho

Diff
  1. 00:03:419 - could add a note here so its consistent with the other 3 paired slider at 00:09:418 (1) - and 00:15:420 (1) - for the intro
  2. 00:19:716 (1) - uncheck whisle on the sliderslide
  3. 00:26:670 (1,1) - kinda feel this should be similar hitsounded since they both have that mini drum cymbal or something sound, kinda like you did later at 01:22:851 (1,4) - same sounds only more background instruments
  4. 00:27:215 (2,3,1) - (1) could use some more spacing here since its quite a big change here in the music 372/296 for example not really any impact atm unlike the similar parts
  5. 00:28:852 - wouldnt skip this drum here, pretty audible and all your other similar parts have this rhythm 00:34:307 (1,2,3,4) -
  6. 00:34:170 (4) - missnig clap here, could also make this the same overlap as 123 visually since its 4 paired sounds if you want
  7. 00:36:897 (1,2) - similar overlap like the prev 2 or decrease overlap of 00:36:625 (1,2) - so you have decreasing overlaps for decreasing pitches
  8. 00:36:897 (1,2,3) - control + h on the spot would make 00:36:352 (1,2,1,2,1,2,3,1) - flow really nice here with the constant decreasing pitches aswell, bit weird imo to break flow at 00:36:625 (1,2,1,2) - since its a constant decreasing pitch from 00:36:352 (1) -
  9. 01:04:307 (1,2) - shape of (2) seems kinda the odd one out for this entire sectoin until now since you usually pair it, why not here too? Nothing really that noticable that requires a change of shape compared to prev stuff that has happened imo
  10. 01:11:125 (1,1) - this gap here felt kinda off with what your following, its prob due to the rhythm of the song here but 2 kicksliders instead for tha background guitar like yuo did at 01:08:034 (6,1,2) - gives for a smoother transition imo without that sudden stop while playing
  11. 01:31:851 (4) - why not control + g this too if you control g (1) so you have control g on pitch changes/strong beats
  12. 01:37:169 (1) - clap
  13. 01:37:169 (1) - pretty noticalbe pitch increase on the white tick here, I'd divide this into blue to blue and white to blue sliders instead (don't forget hitsounds on tail/head if you agree)
  14. 02:08:601 - beat here? noticalbe drum
  15. 03:39:235 (3,4,1,2) - these all sound like 30ms too late ish like if you put them all 1/16 earlier it sounds alot better to me, drum goes kinda freestyle here so tricky stuff but I'd consider moving them 1/16 earlier
  16. 04:04:352 - 04:12:352 - 04:19:352 - similar wouldn't skip this pretty strong with beat with every instrument on it and its the start of the less dense rhythm in the music, even got some bass on it if I hear it correctly
  17. 04:08:352 (3,4,5,6)- 04:23:852 - similar, not mapping that white sounds off here if you map these 04:08:977 (5,6) - since the white tick seems to be the start of those snares of 5-6 , I think you wanted to follow that bass here but I really can't hear any bass on (5) so that makes it a bit odd so could also just delete 5 for an option too.
  18. 04:14:102 - a note here for that bass and to keep the tempo a bit more up would be nice since it'll aslo make 04:14:352 (1,2,3) - stand out more here its nicely done 04:28:602 (1,1) - keeps the momentum a bit going
  19. 04:46:727 (1) - would remove teh NC here since they're the same lenght, easier to read that way where the lenght of the kickreturns change when its paired NC'd
  20. 04:50:102 - could use a note here, goes really well paired with 04:47:852 (1,2,3,4) - and pretty noticable beat here
  21. 04:52:102 - altough weaker these 04:51:852 (1,2,3) - 04:55:852 (2,3,4) - sounds like repetition of 04:47:852 (1,2,3,4) - in the music for that bass even though its not that audible so could consider adding a note inbetween too, more like 3 bass zooms like sound, dunno I tried to add the notes and it felt more natural to me but up to you
  22. 05:09:600 (1) - check slider slide whishle
  23. 05:19:837 (1) - ^
  24. 07:25:768 (1,2,3,1,2,3,1,2,3,1,2) - why not continue to increase the spacing here instead of using the 2 combo spacing increase, goes well with the song imo since its still rising, could always start 07:24:328 (1,2,3) - 0.2 lower a bit lower if you think it'd come out too high so its sttill the same in the end
  25. 07:42:328 (1,2,3,1,2,3) - lower spacing of first trips and increase the second ones? fits the song a bit better imo since its 1212 which is even indicated with the claps not really linear degrading in intensity like its presented now
  26. 07:43:768 (1) - those 1/8s if you applied prev ones
  27. 07:59:608 (1) - could maybe hitsound the tail here since it doesnt really fade out but still that sharp drum stick clap or something
Hope it helped a bit, gl man
Topic Starter
Zhuriel

Wishkey wrote:

heyo

SPOILER
gen

drum-hitwhistle2.wav
normal-hitclap2.wav
normal-hitfinish2.wav
normal-hitnormal2.wav

all unused atm in that long slow slider at the end, could make some into slidertick.wavs tho

i think i copied samples over and forgot to remove what i didn't end up using, will do

Diff
  1. 00:03:419 - could add a note here so its consistent with the other 3 paired slider at 00:09:418 (1) - and 00:15:420 (1) - for the intro no note to map to though
  2. 00:19:716 (1) - uncheck whisle on the sliderslide done
  3. 00:26:670 (1,1) - kinda feel this should be similar hitsounded since they both have that mini drum cymbal or something sound, kinda like you did later at 01:22:851 (1,4) - same sounds only more background instruments the cymbal here is a bit weak so i didn't originally hitsound it but makes sense
  4. 00:27:215 (2,3,1) - (1) could use some more spacing here since its quite a big change here in the music 372/296 for example not really any impact atm unlike the similar parts sure
  5. 00:28:852 - wouldnt skip this drum here, pretty audible and all your other similar parts have this rhythm 00:34:307 (1,2,3,4) - intentionally unmapped to emphasize the altered guitar pattern
  6. 00:34:170 (4) - missnig clap here, could also make this the same overlap as 123 visually since its 4 paired sounds if you want added clap, pattern is based on equal distance between sliderheads/circles not overlaps
  7. 00:36:897 (1,2) - similar overlap like the prev 2 or decrease overlap of 00:36:625 (1,2) - so you have decreasing overlaps for decreasing pitches since the distance of the triangle is based on other ttriangles i'm leaving that and going sith the latter suggestion
  8. 00:36:897 (1,2,3) - control + h on the spot would make 00:36:352 (1,2,1,2,1,2,3,1) - flow really nice here with the constant decreasing pitches aswell, bit weird imo to break flow at 00:36:625 (1,2,1,2) - since its a constant decreasing pitch from 00:36:352 (1) - i think this is a revert of a previous mod but makes sense
  9. 01:04:307 (1,2) - shape of (2) seems kinda the odd one out for this entire sectoin until now since you usually pair it, why not here too? Nothing really that noticable that requires a change of shape compared to prev stuff that has happened imo editor fucking with my sliders again
  10. 01:11:125 (1,1) - this gap here felt kinda off with what your following, its prob due to the rhythm of the song here but 2 kicksliders instead for tha background guitar like yuo did at 01:08:034 (6,1,2) - gives for a smoother transition imo without that sudden stop while playing again done to emphasize variations in patterns
  11. 01:31:851 (4) - why not control + g this too if you control g (1) so you have control g on pitch changes/strong beats i'd rather not complicate this one further since it's essentially mapping one note
  12. 01:37:169 (1) - clap
  13. 01:37:169 (1) - pretty noticalbe pitch increase on the white tick here, I'd divide this into blue to blue and white to blue sliders instead (don't forget hitsounds on tail/head if you agree) don't hear any pitch change but i changed the pattern to something that maps more of the drums since i'm changing to mapping drums afterwards anyway
  14. 02:08:601 - beat here? noticalbe drum can't hear anything to map
  15. 03:39:235 (3,4,1,2) - these all sound like 30ms too late ish like if you put them all 1/16 earlier it sounds alot better to me, drum goes kinda freestyle here so tricky stuff but I'd consider moving them 1/16 earlier
  16. 04:04:352 - 04:12:352 - 04:19:352 - similar wouldn't skip this pretty strong with beat with every instrument on it and its the start of the less dense rhythm in the music, even got some bass on it if I hear it correctly it's not quite that far off so i added a timing point to correct instead
  17. 04:08:352 (3,4,5,6)- 04:23:852 - similar, not mapping that white sounds off here if you map these 04:08:977 (5,6) - since the white tick seems to be the start of those snares of 5-6 , I think you wanted to follow that bass here but I really can't hear any bass on (5) so that makes it a bit odd so could also just delete 5 for an option too. added notes since it's been noted before
  18. 04:14:102 - a note here for that bass and to keep the tempo a bit more up would be nice since it'll aslo make 04:14:352 (1,2,3) - stand out more here its nicely done 04:28:602 (1,1) - keeps the momentum a bit going why not i guess
  19. 04:46:727 (1) - would remove teh NC here since they're the same lenght, easier to read that way where the lenght of the kickreturns change when its paired NC'd i use the ncs here both to draw a distinction between lengths of sliders as well as to draw a parellel to nc patterns of similar rhythms in this section
  20. 04:50:102 - could use a note here, goes really well paired with 04:47:852 (1,2,3,4) - and pretty noticable beat here as well as many other even more noticable beats which i intentionally left unmapped
  21. 04:52:102 - altough weaker these 04:51:852 (1,2,3) - 04:55:852 (2,3,4) - sounds like repetition of 04:47:852 (1,2,3,4) - in the music for that bass even though its not that audible so could consider adding a note inbetween too, more like 3 bass zooms like sound, dunno I tried to add the notes and it felt more natural to me but up to you a whole lot of cymbals are intentionally unmapped in this section because mapping them would make the map far too intense for this section. the first one of these is only mapped because it uses a very emphasized different cymbal
  22. 05:09:600 (1) - check slider slide whishle fixed
  23. 05:19:837 (1) - ^
  24. 07:25:768 (1,2,3,1,2,3,1,2,3,1,2) - why not continue to increase the spacing here instead of using the 2 combo spacing increase, goes well with the song imo since its still rising, could always start 07:24:328 (1,2,3) - 0.2 lower a bit lower if you think it'd come out too high so its sttill the same in the end i intended to do that but apparently i'm a retard
  25. 07:42:328 (1,2,3,1,2,3) - lower spacing of first trips and increase the second ones? fits the song a bit better imo since its 1212 which is even indicated with the claps not really linear degrading in intensity like its presented now done
  26. 07:43:768 (1) - those 1/8s if you applied prev ones no idea what you mean by previous ones or 1/8s here
  27. 07:59:608 (1) - could maybe hitsound the tail here since it doesnt really fade out but still that sharp drum stick clap or something volume change is sufficient imo

Hope it helped a bit, gl man helped a bunch, thanks man
wilup
from r/osumapping discord

The End of Everything
00:27:215 (2,3,1) - why not triangle this? it might look a bit neater
00:47:670 (1,2,1,2) - different rhythms, same spacing
00:48:625 (2,3) - i see the pattern you're making with these, but it still feels messy, at least looking at it in the editor
01:07:579 (1,2,3,4,5,6) - i don't really understand the spacing of this pattern, it feels like the same kind of rhythm as 01:03:761 (1,2,3,4,5,6) - , feels like it would be especially confusing
01:24:078 (4,5) - 1/8 gap????
02:15:078 (2,1) - unsure about this flow break
02:18:488 (1) - this 1/8 jump is huge, this is like 11x spacing
02:18:556 (1) - i think some big sliderart would suit this better

i could see a lot of the creative choices later on in the map, like the expanding stream spacing. i can't really complain about the latter half of the song, it feels like a masterpiece. good luck with this, i really like it! awesome map!
Topic Starter
Zhuriel

Metronome wrote:

from r/osumapping discord

The End of Everything
00:27:215 (2,3,1) - why not triangle this? it might look a bit neater needs to be larger spacing on 1 since it is all kinds of more emphasized
00:47:670 (1,2,1,2) - different rhythms, same spacing not different rhythm tho? unless you mean to the two sliders before which should be different enough spacingwise
00:48:625 (2,3) - i see the pattern you're making with these, but it still feels messy, at least looking at it in the editor doesn't really look messy in play imo and it's the cleanest way of drawing parallels to the earlier triangle patterns with the kickslider triangles
01:07:579 (1,2,3,4,5,6) - i don't really understand the spacing of this pattern, it feels like the same kind of rhythm as 01:03:761 (1,2,3,4,5,6) - , feels like it would be especially confusing this is built on the player expecting it to be the same rhythm as previous patterns to make the spacing change readable while heavily emphasizing the background instruments dropping out and then coming in again
01:24:078 (4,5) - 1/8 gap???? slider leniency???? this really isn't harder to play than other 1/4 snap jumps in the map
02:15:078 (2,1) - unsure about this flow break consistent with the other two occurences of the musical pattern it maps
02:18:488 (1) - this 1/8 jump is huge, this is like 11x spacing slider leniency again, did reduce it just a bit though also it's 1/4 snap
02:18:556 (1) - i think some big sliderart would suit this better i want to but i can't the slider

i could see a lot of the creative choices later on in the map, like the expanding stream spacing. i can't really complain about the latter half of the song, it feels like a masterpiece. good luck with this, i really like it! awesome map! thanks man
JierYagtama
aight
Paper Moon
00:54:488 (1) - this slider here kinda ends with a clickable of the guitar ur mapping in 00:54:761 (2,3,4,5) - you can just ctrl g the rhythm with 3 and 1
01:06:488 (1,2,3,1,2,3) - mmm tbh the hitsounds here kiinnnddaa sounds early for me liikkee somewhat 130ms
01:20:943 (1) - mayybee silence the sliderend here?
04:08:727 (4) - kinda feels better if you move this to the white tick
04:23:852 (4) - ^
06:41:036 (4,5,6,7,1) - why not put some spacing emphasis like what you did over in these streams? 06:38:097 (1,2,3,4) - 06:33:689 (1,2,3,4) - either of those two works fine if u goin this route
07:59:608 (1) - hmmm why not end this moon slider to le big white tick?
Honestly wew this is one of the maps I really really like so far. Yea this a masterpiece boi sorry If I didnt much since yeaaaa I think most parts of the map is fine xd
May God bless u boi
Topic Starter
Zhuriel

JeirYagtama wrote:

aight
Paper Moon
00:54:488 (1) - this slider here kinda ends with a clickable of the guitar ur mapping in 00:54:761 (2,3,4,5) - you can just ctrl g the rhythm with 3 and 1 how did nobody notice that before that rhythm made no sense lo
01:06:488 (1,2,3,1,2,3) - mmm tbh the hitsounds here kiinnnddaa sounds early for me liikkee somewhat 130ms don't think so, might be the drums and guitar not being perfectly in sync
01:20:943 (1) - mayybee silence the sliderend here? there's some guitar noise which fits it quite nicely but i'll lowerthe volume a bit
04:08:727 (4) - kinda feels better if you move this to the white tick
04:23:852 (4) - ^ mapping to bass here and this is what it's playing
06:41:036 (4,5,6,7,1) - why not put some spacing emphasis like what you did over in these streams? 06:38:097 (1,2,3,4) - 06:33:689 (1,2,3,4) - either of those two works fine if u goin this route nothing comparable with the guitar pitches i'm mapping the accel streams to
07:59:608 (1) - hmmm why not end this moon slider to le big white tick? end is on the last cymbal sound since measures are kinda a meme at this point in the song
Honestly wew this is one of the maps I really really like so far. Yea this a masterpiece boi sorry If I didnt much since yeaaaa I think most parts of the map is fine xd
May God bless u boi thanks mah boi
silento
10 million years late
How do I stop being bad at 120 bpm streams so I can understand the map better? I'll never know.

00:04:715 (2,1) - I feel like you can angle the sliderends better into the note so it doesn't have you curve your cursor as much while playing, this particular one is me nitpicking but parts like 00:09:077 (2,1) - could benefit from a little extra adjustment so the cursor movement doesn't go right back onto 00:08:668 (1) - sliderhead for example
00:06:896 (1,2,3) - stacking like this (https://osu.ppy.sh/ss/8835431) would make this a little cleaner but feel free to deny
00:09:077 (2,1) - also these sliders would benefit from (2,3) ncing because you have a 1/4 gap on the sliderend which isn't obvious to sightreads (doesn't help you're changing bpm here as well)
00:19:579 (2,2,2) - I feel these could be placed better to compliment the structure that you previously made because you can use the triangles to do this https://osu.ppy.sh/ss/8835490 and then appropriately distance snap 00:19:579 (2,2) - in between the center of the hexagon and the green 3
00:23:397 (2) - I personally don't like the movement going there and would rather put the note more left (but not too much) like https://osu.ppy.sh/ss/8835513
00:38:125 (1) - I really feel you should've continued to express this line up till this blue tick 00:39:352 - and then move into 00:39:488 - because the guitar picks back up here with the rhythm you already have and it feels disconnected as is since you go from slider expressing a guitar sound, stopping for 2 drums, then going back for the guitar sound that matches up with the drum rhythm. I don't know it feels disconnected on this part
00:58:716 (3,1,1,1,1) - I have an nc suggestion for that part: 00:58:716 (3,4,1,2,1,2) - because you're playing with short beat gaps here, similar to what i said about 00:09:077 (2,1) -
01:29:260 (2,1) - spoke above a few times about it, not going to repeat myself if it keeps occurring from this point.
01:37:715 (2) - I really don't think you need this note because you're expressing the keyboard sound here and it has major emphasis on 01:37:169 (1,1,2) -
01:52:578 (2) - another "move this left" gripe feel free to ignore (alternatively you could angle the sliderend of 01:52:306 (1) - but that is completely up to you)
03:53:852 - you should map this break considering the really nicely mapped section you have before it but that is just my opinion

And okay from there its super solidly mapped and the complaints I do have tend to repeat themselves a bit (obviously in the end where the song calls back to the beginning) but well done, super nice work on it.
Topic Starter
Zhuriel

TheArchist wrote:

10 million years late
How do I stop being bad at 120 bpm streams so I can understand the map better? I'll never know. play more

00:04:715 (2,1) - I feel like you can angle the sliderends better into the note so it doesn't have you curve your cursor as much while playing, this particular one is me nitpicking but parts like 00:09:077 (2,1) - could benefit from a little extra adjustment so the cursor movement doesn't go right back onto 00:08:668 (1) - sliderhead for example don't really get what you're trying to say here tbh, but due to how it's structured changing anything about these sliderends in relation to the surrounding objects would require rather major remaps - if you want a change you'll have to be clearer about what you mean
00:06:896 (1,2,3) - stacking like this (https://osu.ppy.sh/ss/8835431) would make this a little cleaner but feel free to deny more consistent with later patterns, changed. also slightly increased sv of the slider to make the tail align ot the hexgrid
00:09:077 (2,1) - also these sliders would benefit from (2,3) ncing because you have a 1/4 gap on the sliderend which isn't obvious to sightreads (doesn't help you're changing bpm here as well) i use colorhax to distinguish these which works better than your suggestion (which was what i had before adding the additional combo color for these)
00:19:579 (2,2,2) - I feel these could be placed better to compliment the structure that you previously made because you can use the triangles to do this https://osu.ppy.sh/ss/8835490 and then appropriately distance snap 00:19:579 (2,2) - in between the center of the hexagon and the green 3 i actually want this to break out of the hexgrid structure because it kinda breaks out of the pattern of previous similar patterns
00:23:397 (2) - I personally don't like the movement going there and would rather put the note more left (but not too much) like https://osu.ppy.sh/ss/8835513 the angle here is chosen to be consistent with the angles of other similar patterns, to shallow an angle makes it look like a failed attempt at being straight in line
00:38:125 (1) - I really feel you should've continued to express this line up till this blue tick 00:39:352 - and then move into 00:39:488 - because the guitar picks back up here with the rhythm you already have and it feels disconnected as is since you go from slider expressing a guitar sound, stopping for 2 drums, then going back for the guitar sound that matches up with the drum rhythm. I don't know it feels disconnected on this part that would result in an excessively long slider that doesn't at all represent that there's still a lot going on in the music while the lead guitar is holding
00:58:716 (3,1,1,1,1) - I have an nc suggestion for that part: 00:58:716 (3,4,1,2,1,2) - because you're playing with short beat gaps here, similar to what i said about 00:09:077 (2,1) -
01:29:260 (2,1) - spoke above a few times about it, not going to repeat myself if it keeps occurring from this point. colorhax as above
01:37:715 (2) - I really don't think you need this note because you're expressing the keyboard sound here and it has major emphasis on 01:37:169 (1,1,2) - it's a a bass not a keyboard and i find this works well to transition into following mostly drums for a while
01:52:578 (2) - another "move this left" gripe feel free to ignore (alternatively you could angle the sliderend of 01:52:306 (1) - but that is completely up to you) moved a bit closer but about the same angle
03:53:852 - you should map this break considering the really nicely mapped section you have before it but that is just my opinion reasons for not mapping outlined in previous mod responses

And okay from there its super solidly mapped and the complaints I do have tend to repeat themselves a bit (obviously in the end where the song calls back to the beginning) but well done, super nice work on it.
thanks as always
squirrelpascals
do you want me to mod this
Topic Starter
Zhuriel

squirrelpascals wrote:

do you want me to mod this
well you already did but if you feel like giving it a proper bn mod i'm not gonna say no
squirrelpascals
with that being said, no kd

end me
timing

• 01:16:307 - idk if this matters (no map here) but the timing sounds late with the drums, fix this just in case

• 03:39:216 - these next two timing points are unnecessary and just screws with downbeats, delete them until 03:41:852 -

general

• unsnapped stuff in ai mod

everything else

• 00:07:714 - why x.66 sv here? doesnt make sense to randomly decrease sv here imo

• 00:27:351 (3) - connect this circle with 00:27:079 (1,2) - ? I don't hear the cymbal you mapped these jumps 00:26:942 (3,1) - to, and it owuld create more structure between 00:26:397 (2,3,1,2,3,1,2,3) -

• 00:35:125 (5) - nc here, to follow the pattern with 00:26:125 (1) - 00:32:125 (1) - sry for ruinning colorhax

• 01:00:079 - i would suggest putting a note or sliderend or something here, you have a lot of instruments going on and have a guitar note here, so more rhythm density here would feel more natural

• 01:23:532 (6) - same as 00:27:351 (3) -

• 01:29:942 (1,1) - space these closer? this would better indicate 1/8 spacing like at 00:46:307 (1,2) -

• 04:08:852 - You skip a pretty obvious snare note here for some reason, put some here because this is noticable. same at 04:23:852 -

• 04:27:852 - Why dont you do anything about this snare roll here? This is pretty unique in this section of the song so I'd recommend doing something to recognize it

• 04:41:852 (3) - 04:33:852 (6) - 04:56:852 (4) - use nc here? previously you start these 3/4 patterns using the nc like 04:12:852 (1,1,1) -

• 04:44:352 (5,6,1) - move 6 up and left to make this pattern feel more fluent coming from 4, like this

• 04:48:852 (4,1,2,3,4) - I get that you're intentionally undermapping here, but since you're doing it to drums can you do something here to recognize these rides? they're introduced here and offer a new more interesting rhythm that feels strange to ignore

• 06:35:158 (1,2,3,4,1) - this stream aesthetic doesn't make sense to me, its jagged and messy compared to your other more nicely curved ones like 06:33:689 (1,2,3,4) - etc.

• 08:12:366 - random %80 volume here? this sounded better with the slider ticks :p also maybe make that sliderend quieter

call me
Topic Starter
Zhuriel

squirrelpascals wrote:

with that being said, no kd even though you only got 1 for one of the better mods on the map, quality system

end me
timing

• 01:16:307 - idk if this matters (no map here) but the timing sounds late with the drums, fix this just in case seems fine to me and hasn't been noted before so i think it should be fine

• 03:39:216 - these next two timing points are unnecessary and just screws with downbeats, delete them until 03:41:852 - these are necessary for 03:39:216 (3,4,1,2) - to be correctly timed (which was still slightly off but should be good now)

general

• unsnapped stuff in ai mod fixed, leftover from timing fixes

everything else

• 00:07:714 - why x.66 sv here? doesnt make sense to randomly decrease sv here imo 1. the guitar suddenly switches from the high lead to the low note and 2. unlike all the other low notes in this section it's not a chord but just a single note

• 00:27:351 (3) - connect this circle with 00:27:079 (1,2) - ? I don't hear the cymbal you mapped these jumps 00:26:942 (3,1) - to, and it owuld create more structure between 00:26:397 (2,3,1,2,3,1,2,3) - mapped to the bass drum which is present there, plus it creates a nicer parallel to 00:32:397 (2,3,1,2,3,1,2) - (see also dsco mod)

• 00:35:125 (5) - nc here, to follow the pattern with 00:26:125 (1) - 00:32:125 (1) - sry for ruinning colorhax actually works out nicely since it eliminates the change from dark to light for phrase starts later on well done finding one of the 3 or 4 longest sections without an opportunity to reset combo colors btw

• 01:00:079 - i would suggest putting a note or sliderend or something here, you have a lot of instruments going on and have a guitar note here, so more rhythm density here would feel more natural sure

• 01:23:532 (6) - same as 00:27:351 (3) - same reply

• 01:29:942 (1,1) - space these closer? this would better indicate 1/8 spacing like at 00:46:307 (1,2) - sure

• 04:08:852 - You skip a pretty obvious snare note here for some reason, put some here because this is noticable. same at 04:23:852 - added kicksliders because i want to keep the emphasis on the bass here

• 04:27:852 - Why dont you do anything about this snare roll here? This is pretty unique in this section of the song so I'd recommend doing something to recognize it did something with the entire drum fill, hope the linear dotted pattern is still recognizeble in the center of it

• 04:41:852 (3) - 04:33:852 (6) - 04:56:852 (4) - use nc here? previously you start these 3/4 patterns using the nc like 04:12:852 (1,1,1) - o boi more nc fixes °˖✧◝(⁰▿⁰)◜✧˖°

• 04:44:352 (5,6,1) - move 6 up and left to make this pattern feel more fluent coming from 4, like this sure

• 04:48:852 (4,1,2,3,4) - I get that you're intentionally undermapping here, but since you're doing it to drums can you do something here to recognize these rides? they're introduced here and offer a new more interesting rhythm that feels strange to ignore mapping those rides would completely elimiate the undermapping though thus changing the feel away from i want for this section, therefore i'm focusing on the kick/snare/fills to leave the empty space i feel this section needs

• 06:35:158 (1,2,3,4,1) - this stream aesthetic doesn't make sense to me, its jagged and messy compared to your other more nicely curved ones like 06:33:689 (1,2,3,4) - etc. if you pay close attention the pattern of the guitar changes to be not monotonously rising or falling, ie if you number by pitch instead of the other instances being 1234 or 4321 this is something like 1243; combined with this being the hlafway point of this particular section i think it works out well for emphasis (see also deramok mod)

• 08:12:366 - random %80 volume here? this sounded better with the slider ticks :p unfortunately i can't make osu place a slider tick there so i have to work around it somehow if i want to hitsound that cymbal; i did try to make it a bit more hitlike by making the high volume shorter and decaying faster which sounds ok i think also maybe make that sliderend quieter lowered ot 45%

call me maybe
squirrelpascals
traces is next
Shovan
+1 for traces as the next one :^)
gj on bubble zhu
BrianTheDrummer
Discovered this map some time ago and just wanted to say it's absolutely amazing! I've listened to this song many times and besides the mapping itself being really good it supports the song really well. The song is quite complex with small details/accents and I was afraid for a map to ignore these and I'm glad you didn't. This song/artist is amazing and it's good to finally see a proper map being made for it. Keep up the work and hopefully you can get it ranked!
Kagetsu
hi

i have to pop this due to timing issues:

  1. 110 bpm feels wrong as it ignores a lot of downbeats, (00:05:124 - 00:11:664 - 00:14:663 - , just to point some few examples)
  2. the timing signatures seem to be off as well (it's kind of obvious since the bpm is wrong) in any case, most of your bpm resets are wrong or don't make sense.
i'm not interested in nominating this though i'm gonna leave a tiny fragment of the song timed for you (which should be more accurate) so that you're aware of what direction you should take when timing this. you should aim to set the snares and kicks on the white ticks and changing the time signatures to fit the downbeats.

as i've already said, i'm not interested in the map though you must fix the timing before continuing with the ranking process.
gl

timing
[TimingPoints]
1305,272.727272727273,5,1,1,70,1,0
2668,272.727272727273,6,1,1,70,1,0
4304,272.727272727273,5,1,1,70,1,0
5667,272.727272727273,3,1,1,70,1,0
6485,272.727272727273,5,1,1,70,1,0
7575,272.727272727273,4,1,1,70,1,0
8665,272.727272727273,6,1,1,70,1,0
10301,272.727272727273,5,1,1,70,1,0
11664,272.727272727273,6,1,1,70,1,0
13300,272.727272727273,5,1,1,70,1,0
14663,272.727272727273,6,1,1,70,1,0
16299,272.727272727273,5,1,1,70,1,0
17662,272.727272727273,3,1,1,70,1,0
18480,272.727272727273,8,1,1,70,1,0
20662,272.727272727273,6,1,1,70,1,0
479608,689.655172413793,4,2,1,90,1,0
Topic Starter
Zhuriel

Kagetsu wrote:

hi

i have to pop this due to timing issues:

  1. 110 bpm feels wrong as it ignores a lot of downbeats, (00:05:124 - how is that a downbeat in any case 00:11:664 - 00:14:663 - , just to point some few examples)
  2. the timing signatures seem to be off as well (it's kind of obvious since the bpm is wrong) in any case, most of your bpm resets are wrong or don't make sense.
110bpm 11/8 is correct according to the official tabs (http://www.sheethappenspublishing.com/p ... guitarbook) as well as anyone with a reasonable understanding of complex time signatures. (i've discussed it with dsco too) if you want excerpts of the tabs feel free to contact me directly as i don't want to upload them here.

looking also at your pop on taiyou to kurashite kita, i would kindly recommend you to learn more about complex time signatures and rhythms before unnecessarily popping bubbles again. your timing suggestion shows a complete lack of understanding of the rhythmic structure of this song.

that said i will be checking all the time signatures with the tabs since there were some parts i was unsure about in the later sections of the song.

BrianTheDrummer wrote:

Discovered this map some time ago and just wanted to say it's absolutely amazing! I've listened to this song many times and besides the mapping itself being really good it supports the song really well. The song is quite complex with small details/accents and I was afraid for a map to ignore these and I'm glad you didn't. This song/artist is amazing and it's good to finally see a proper map being made for it. Keep up the work and hopefully you can get it ranked!
thanks for the kind words, happy to hear i achieved what i wanted to
Kagetsu

Zhuriel wrote:

110bpm 11/8 is correct according to the official tabs (http://www.sheethappenspublishing.com/p ... guitarbook) as well as anyone with a reasonable understanding of complex time signatures. (i've discussed it with dsco too) if you want excerpts of the tabs feel free to contact me directly as i don't want to upload them here.
it might be true that 110 bpm is the original one for this song (i actually checked the tab before popping this) however, 11/8 is unsupported by the game so you will have to transcribe 11/8 to more simple time signatures (11/8 is "faster" hence why the current timing doesn't work)

Zhuriel wrote:

looking also at your pop on taiyou to kurashite kita, i would kindly recommend you to learn more about complex time signatures and rhythms before unnecessarily popping bubbles again. your timing suggestion shows a complete lack of understanding of the rhythmic structure of this song.
all of those pops were properly discussed before taking action so nothing to worry about.

it's not about following an official number, but rather to make things work within the game limits.
Topic Starter
Zhuriel

Kagetsu wrote:

it might be true that 110 bpm is the original one for this song (i actually checked the tab before popping this) however, 11/8 is unsupported by the game so you will have to transcribe 11/8 to more simple time signatures (11/8 is "faster" hence why the current timing doesn't work)

Ranking Criteria wrote:

  1. Uninherited (red) Timing Sections should be used to accurately map the song's timing. They should synchronize to the beats of the song as accurately as possible and use the correct time signature whenever possible. If an incorrect time signature would last for more than 2 bars, add another timing section to fix it.(...)
while the game does not support 11/8, there is nothing unrankable in the way i've timed it according to this piece of wording in the rc as a) it is not possible to use the correct time signature and b) no incorrect time signature lasts for more than one bar.

Kagetsu wrote:

it's not about following an official number, but rather to make things work within the game limits.
things work quite well within the game's limits as-is, the tempo is correct and all the downbeats are in the right place. you can argue that not all the emphasis structure of the 11/8 matches up with the game metronome but that is a rather minor issue, not noticable in gameplay and probably also is the case in a few other examples, such as altale which uses a 3/4 instead of a 6/8 resulting in completely different subdivisions implied in the metronome to those actually used in the song.
Kagetsu

Zhuriel wrote:

while the game does not support 11/8, there is nothing unrankable in the way i've timed it according to this piece of wording in the rc as a) it is not possible to use the correct time signature and b) no incorrect time signature lasts for more than one bar.
that's the problem though. since it isn't possible to set the correct time signature, you should find a better way to represent that signature, (which in this case, would be by doubling the bpm). the current timing is actually an issue, because the metronome doesn't correctly synchronize to the song beats.
frukoyurdakul
I'm having a concern of one other part though, instead of the 11/8 section.

05:19:837 - I don't think this is flat 4/4. I haven't came up with a solution yet but I think that section needs to be fixed as well.
Secondly, the part after that kiai is also wrong (because of the similiar rhythms.) And here is what I've found:

You need a metronome reset on 05:38:874 - 05:46:074 - 05:53:274 - 06:00:474 - those 4 points. The guitar and the drums, and the rest of the structure of the music supports these resets. It will also fix the NC beats, which currently is the case.
squirrelpascals

Kagetsu wrote:

it's not about following an official number, but rather to make things work within the game limits.
exactly what limits are being pushed here? there shouldn't be a need to stray away from the songs original bpm to reflect more accurate timing - based off your example in your earlier post. Your timing points seem to reflect more of an alternating 5/4, 6/4 rather than what the song was truly written to according to the tabs. I'm going to have to say I agree with Zhur on this one.

Let's get another say in this from someone who's a lot more experienced in this stuff, since were obviously at a disagreement and trying to prove eachother wrong won't be as productive :P
Kagetsu

squirrelpascals wrote:

there shouldn't be a need to stray away from the songs original bpm to reflect more accurate timing - based off your example in your earlier post. Your timing points seem to reflect more of an alternating 5/4, 6/4 rather than what the song was truly written to according to the tabs. I'm going to have to say I agree with Zhur on this one.
i don't think you get the full picture of what i'm trying to explain so i made a video showing what the time signatures and bpm actually mean.


  1. from bar 1 to 6, it shows a 6/4 110 bpm pace (this is what's in the map, currently)
  2. from bar 7 to 12, it shows a 6/8 110 bpm pace (this is what the original composer wrote, whether it's 11 or 5+6 /8 is irrelevant, as these changes would only add more bars)
  3. from bar 13 to 18, it shows a 6/4 220 bpm pace (this is what i consider a more accurate adaptation of what the composer wrote)
i know you guys are attached to this "110 bpm" number and don't want to change it, but in reality the song's pace is way faster. even if you're trying to represent an 11/8 signature, 220 bpm 11/4 is proven to be more accurate.
Topic Starter
Zhuriel

Kagetsu wrote:

  1. from bar 1 to 6, it shows a 6/4 110 bpm pace (this is what's in the map, currently)
what's in the map currently is not a 6/4 but a 11/8 implemented by resetting the timing with red lines. as far as i'm concerned, (as well as the game mechanically is concerned) this is equivalent to a 11/8 with a different structure (which is not a thing that osu cares about) and thus is the best way to implement a 11/8 time signature in osu.

Kagetsu wrote:

i know you guys are attached to this "110 bpm" number and don't want to change it, but in reality the song's pace is way faster. even if you're trying to represent an 11/8 signature, 220 bpm 11/4 is proven to be more accurate.
the song's "pace", in my opinion, lies in the subdivisions of the 11/8 (3-2-3-3 for the most part), which is not something that osu is (nor in all likelyhood ever will be given the popularity of songs with the level of rhythmic complexity needed for that to matter) capable of accurately representing. while 220 may cause all metronome beats to land on subdivisons, it also misrepresents the "pace" you seem so intent on. there are no rules in the ranking criteria stating that all metronome beats have to land on subdivisions, and there are ranked maps in 6/8 implemented as 3/4, so i see no argument why 220 11/4 is a more accurate representation of the song than 110 11/8 with a different structure.

frukoyurdakul wrote:

05:19:837 - I don't think this is flat 4/4. I haven't came up with a solution yet but I think that section needs to be fixed as well.
Secondly, the part after that kiai is also wrong (because of the similiar rhythms.)
i originally timed it like your suggestion, however in the transcription it is written as 4/4 with heavy syncopation so i updated the timing to be accurate to that.
Kagetsu

Zhuriel wrote:

while 220 may cause all metronome beats to land on subdivisons, it also misrepresents the "pace" you seem so intent on.
they're not subdivisions though. if you watched the video, you would understand that you're missing half of the downbeats. the downbeats for 6/8, 11/8, whateverthing/8 are supposed to land twice the speed than it would happen for a /4 song. it doesn't misrepresent the pace of the song, actually it makes more accurate.

Zhuriel wrote:

there are no rules in the ranking criteria stating that all metronome beats have to land on subdivisions,
i insist, they're not subdivisions. and yes, there is a rule that says that the timing should represent the beats of the song which is not the case for this map.

Zhuriel wrote:

and there are ranked maps in 6/8 implemented as 3/4, so i see no argument why 220 11/4 is a more accurate representation of the song than 110 11/8 with a different structure.
i don't know how is this a valid excuse. appealing to common practice is a fallacy. i don't see any valid argument here other than you wanting to keep this 110 number for any arbitrary reason
Topic Starter
Zhuriel
Allow me one last attempt at explaining the structure of the 11/8 meter in this song:



similar to a 12/8, each of these groupings structurally works like a beat in a 4/4, whereas that would not be the case in a 220BPM 11/4. this is why i do not consider timing at 220 to be a more accurate representation of the composition.

adding to that, having to either drastically and unfittingly change tempo at some point or time the entire song at double tempo, as well as undesired slider ticks introduced by the doubling would mean investing a significant amount of time into reducing the quality of the map, which i have no intention of doing.
Kagetsu

Zhuriel wrote:

Allow me one last attempt at explaining the structure of the 11/8 meter in this song:



similar to a 12/8, each of these groupings structurally works like a beat in a 4/4, whereas that would not be the case in a 220BPM 11/4. this is why i do not consider timing at 220 to be a more accurate representation of the composition.
that's not how it works though. those groupings are meant to clarify how to count the notes in the measure (like 1 2 3, 1 2, 1 2 3, 1 2 3, also known as metre, however that's not the pace of the song. as you might know, 11/8 clarifies that there should be 11 eight notes per measure so that's what the issue is at the moment, you're missing half of the beats in the song, (because the beats are meant to be eight notes).

i find it weird that you're mentioning metre, because your current timing doesn't even land the spots that should be accentuated in the "score" you just post.

the groups you're alluding to, in the first measure are:
  1. 00:01:305 -
  2. 00:01:850 - this isn't even a beat in your current timing
  3. 00:02:395 - more of the same
  4. 00:03:214 -
  5. 00:04:032 -
metric isn't really a thing on osu, the only requirement is to have beats synchronized with the song. however you can always divide the 11 measures into 3-2-3-3 by using metronome resets if you want to do so. it would be something like this:

[TimingPoints]
1305,272.727272727273,11,1,1,70,1,0
2123,272.727272727273,11,1,1,70,1,0
2668,272.727272727273,11,1,1,70,1,0
3486,272.727272727273,11,1,1,70,1,0
4304,272.727272727273,11,1,1,70,1,0

in any case, using the first timing point would be enough
Topic Starter
Zhuriel
a recent RC update was pointed out to me that says:

Ranking Criteria wrote:

  1. Uninherited timing points must be used to accurately map the song's time signatures. If an incorrect time signature lasts for more than one bar, a uninherited timing point must be added on the next downbeat to reset the time signature. For time signatures unsupported in the editor, metronome resets or editing of the .osu file are acceptable.
therefore, my implementation is now explicitly allowed by ranking criteria.
Turquoise-
absolutely rekt
Kagetsu

Zhuriel wrote:

a recent RC update was pointed out to me that says:

Ranking Criteria wrote:

  1. Uninherited timing points must be used to accurately map the song's time signatures. If an incorrect time signature lasts for more than one bar, a uninherited timing point must be added on the next downbeat to reset the time signature. For time signatures unsupported in the editor, metronome resets or editing of the .osu file are acceptable.
therefore, my implementation is now explicitly allowed by ranking criteria.
true, but not exactly for the reasons you pointed. the new RC just doesn't state that the metronome should follow the beats in the song. in any case, it says something about accurately map the song's time signatures but that's now kinda vague in my eyes ¯\_(ツ)_/¯


Turquoise- wrote:

absolutely rekt
please avoid comments like this. it creates a wrong perception of what i was trying to achieve here. this wasn't a personal attack or anything. let's say it's just my "job" as a bn to discuss these type of stuff (because the metronome is still wrong)
Topic Starter
Zhuriel

Kagetsu wrote:

true, but not exactly for the reasons you pointed. the new RC just doesn't state that the metronome should follow the beats in the song. in any case, it says something about accurately map the song's time signatures but that's now kinda vague in my eyes ¯\_(ツ)_/¯
not sure how explicitly allowing metronome resets is vague in any way, if anything it is vague in a good way as it allows mappers to choose which of the available inaccurate workarounds works best for them. i feel like you misunderstood my point, i never argued this implementation is accurate to the song, however i consider it more accurate and resulting in a better map than the alternative.
Kagetsu

Zhuriel wrote:

not sure how explicitly allowing metronome resets is vague in any way, if anything it is vague in a good way as it allows mappers to choose which of the available inaccurate workarounds works best for them. i feel like you misunderstood my point, i never argued this implementation is accurate to the song, however i consider it more accurate and resulting in a better map than the alternative.
i never said metronome resets are vague though? i'm questioning the part of Uninherited timing points must be used to accurately map the song's time signatures. it says accurately but doesn't explain what they consider accurate as you can now use a sum of correct bpm + wrong time signature which results in the metronome being off just like in this case.
even if you're using metronome resets, that doesn't change the fact that you're missing half of the beats or that the metronome should be twice as fast as the current one.
Topic Starter
Zhuriel

Kagetsu wrote:

i never said metronome resets are vague though? i'm questioning the part of Uninherited timing points must be used to accurately map the song's time signatures. it says accurately but doesn't explain what they consider accurate as you can now use a sum of correct bpm + wrong time signature which results in the metronome being off just like in this case.
as opposed to your variant which uses both incorrect tempo and incorrect time signature? (refer to my previous posts for the difference between 11/8 and 11/4, not gonna explain this a third time)

i'm not sure how you reconcile explicitly allowing metronome resets with the rule being vague as to whether this is correctly timed - i can't think of any other way to implement unsupported time signatures using metronome resets, so explicitly allowing metronome resets refers this implementation, unless you can come up with another reasonable way of implementing unsupported time signatures using metronome resets which i very much doubt there is.
dsco
okay hopefully i can help address / mediate this on some level as it is not progressing anywhere.

using 220bpm is a bad idea for this map and would set a bad precedent for maps to come, and here's why:
if a song were to be 110bpm 4/4 and then have a measure of 7/8, you would have to add an extra red point with double the bpm at 220bpm 7/4 which would not only mess with SV but be an inaccurate BPM reading which it shouldn't read as in the song info, because the song is not in *any* way 220bpm. yes, you could fix the SV, but is an extra step that it does not make sense to require.
i've spoken with pishifat on this and he also agrees that you should not double the song's bpm.

thus, the only way to correctly time the map is with metronome resets, as zhuriel has done. i do believe, however, it makes more sense to change the time signature from 6/4 to 11/4 so that the 'correct time signature' can at least be ascertained from the timing panel, and maintain at least some level of relationship between the time signature chosen in the editor and the true time signature of the song, though this does not do anything. it should also be noted that this is done later in the map with 7/4 (instead of 4/4) starting at 06:04:331. also 06:16:091 ought to be changed to 9/4 to keep consistent with the measures / time signatures chosen before.

i can also verify that the 4/4 section int he middle is indeed 4/4, heavily syncopated groupings, though i dont agree with having truncated measures of 4/4 (starting at 05:35:510) instead of adding a red tick that says 3/4 (as would be correct in the tabulature, as i've gathered from zhuriel)

hopefully this can at the very least progress discussion on this map.
Topic Starter
Zhuriel

dsco wrote:

i do believe, however, it makes more sense to change the time signature from 6/4 to 11/4 so that the 'correct time signature' can at least be ascertained from the timing panel, and maintain at least some level of relationship between the time signature chosen in the editor and the true time signature of the song, though this does not do anything. it should also be noted that this is done later in the map with 7/4 (instead of 4/4) starting at 06:04:331. also 06:16:091 ought to be changed to 9/4 to keep consistent with the measures / time signatures chosen before.
though there is no mechanical difference i can see the point of wanting a cleaner timing, so i'll implement this.

dsco wrote:

i can also verify that the 4/4 section int he middle is indeed 4/4, heavily syncopated groupings, though i dont agree with having truncated measures of 4/4 (starting at 05:35:510) instead of adding a red tick that says 3/4 (as would be correct in the tabulature, as i've gathered from zhuriel)
technically this falls under the "one bar" rule and reduces rounding errors by eliminating a few red lines but again i can see the point of clean timing so will do.

on the same note the same thing applies for the 2/4 in the calm section so i will be implementing that too

oh i also removed one superfluous redline and fixed like 2 hitsounds because i always find mistakes in the hitsounds somehow
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