Tanya Degurechaff (CV: Yuki Aoi) - Los! Los! Los!

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Nao Tomori
dont make it ssuper spaced with no introduction maybe lol @1/3
anyway u can push this back forward whatever
Hobbes2
top 10 anime assassinations
Kagetsu
everything has been properly addressed, rebubbling
Xexxar
There are four main categories of issues that I have with this mapset. For this, lets talk about the top difficulty, Wrath of God.

[Rhythm]
  1. 00:01:712 (3,4) - as you can probably tell, these two notes have a bit different rhythm compared to 1 and 2 before it. To me this is a bit of a poor choice. Not every single sound in the song has to have a slider head or note end on it. For example you don't map 00:02:837 - because the same sound you've been following is nearly inaudible, but you then map 00:03:087 - which is almost nearly as inaudible. You could instead create a more dynamic rhythm rather than throwing as much rhythm as you can. Sometimes less is more.
  2. 00:04:962 (5) - :(
  3. 00:05:212 (1,2) - I'm sure you're well aware that almost all of this section is slider overmap. It's obvious why you do this but understand that there is a large intensity difference between 00:05:212 - and 00:09:212 - that basically just has you sorting to expanding spacing rather than treating this as a more complicated rhythm. This part of the song is literally a drill instructor giving out instructions, so it may make sense to, rather than overmapping in the beginning section, have your rhythm be less dense as to more accurately match what the song is doing.
  4. 00:12:274 (2,4) - this is again, more overmapping that serves no rhythm purpose, and should be changed.
  5. 00:07:212 (1) - why is this a slider when vocals are 1/2, the predominant melody, and u then overmap 00:07:712 (3,4) - ?
  6. 00:15:212 (1) - 1/1 slider ignores strong clap and vocal on slider end, yet you map 00:15:587 (2) - as a clickable beat which has no real significance in this part.
  7. 00:17:212 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - i just cant see what you're following here, particulary this pattern 00:19:212 (1,2,3,4) - why on earth is 00:19:587 - a slider but 00:19:462 - isnt. This is a 1/1 rhythm.
  8. 00:21:212 (1,2,3,4,5) - this is actually a good rhyhtm for this section considering its not overmapped, try to make the beginning maybe play more like this?
  9. 00:24:212 (1,2) - overmapped slider ends, I get you're trying to signal out the piano but this isnt how you do that, If your map had flow you could make it stand out that way but thats another section.
  10. 00:25:212 (1,2) - for someone who seems to be following vocals in this section, this rhythm doesnt really make sense, just because its the end of a section doesnt mean you need to place a 1/1 slider.
  11. 00:27:212 (1,2) - we've already discussed the issue with this, this just matches the previous.
  12. 00:31:587 (3) - why is this a circle when nothing really changed in the rhythm to support such a change. if its for intensity, let me remind you again that this section is quite more calm than anything else, and doesnt need to be mapped with this force.
  13. 00:35:212 (1,2,3,4,5) - vs 00:33:212 (1,2,3,4) - these are literally the exact same words with the same intensity, why are you changing rhythms.
  14. 00:39:212 (1) - another case where in the whole previous section you're following the back chanting but you ignore the 1/2 rhythm on the downbeat for some reason.
  15. 00:39:587 (3) - this isnt a strong beat why is it clickable.
  16. 00:43:274 (2,4) - overmapped streams for no reason with drum hitsounds that don't match the song arent good.
  17. 00:44:274 (2,4) - same
  18. 00:48:545 (3,4) - i don't even think this is the right snap. #1 the vocals are on 1/2 beat and i dont even hear what you're trying to map on the 1/3rd beat. Plus I'm fairly certain that the drum beat you're trying to map is 1/4th on 00:48:649 - and 00:48:524 -
  19. 00:14:462 (2,3,4,5) - vs 00:56:462 (2,3,4,5,6) - I honestly think comparing these two patterns just highlights everything wrong with this map. I don't think this map has a shred of consistency and logic with its rhythms and patterning and this is just the perfect example of this.
  20. 00:16:212 (1) - vs 00:58:212 (1,2,3) - another example.
  21. 01:00:462 (2,3) - so when theres no vocals you decide to do 1/2 rhythm, and thats fine, but then there are vocals on 01:00:962 (5,6) - and you do 1/2 again. What is trying to be emphasized here?
  22. 01:01:087 (6,1,2,3,4,5) - vs 01:09:087 (6,7,1,2,3,4,5,6) - i understand the concept of variance but its been 10 seconds do you really think the player is so bored with your map that you need to change the same rhythm in the song to completely different patterns.
  23. 01:10:774 (6,8,1) - again overmapping streams that arent there with clap hitsounds wont improve the map
  24. 01:12:212 (1,2) - why this rhythm when vocal is on 1, you could do a 1/2 slider on 1 maybe instead? again this is a question of what are you trying to emphasize.
  25. 01:12:712 (5,6) - why are these 1/2 sliders when this is clearly a slow part of the song that can be done with a 1/1 slider.
  26. 01:19:649 (4) - overmapped
  27. 01:19:774 - slider end is overmapped, the stream starts here 01:19:837 -
  28. 01:23:712 (3,4) - again, vocal doesnt need to be a 1/2 rhythm
  29. 01:25:212 (1) - ??? why are you doing this when it doesnt fit the rhythms you've used for like 99% of these parts, this is the only 1/1 you use for this section.
  30. 01:25:712 (3) - because of that rhythm change this is now a slider when in all other instances it is a 1/2 jump part.
  31. 01:26:212 (1,2) - ??
  32. 01:28:962 (3) - what is this ending on? just make it a circle so its ending has punch to it.


[Flow]
  • I don't have time to do this, and since you've already given up on the set, theres no reason for me to.


[Spacing]
  1. 00:13:212 (1,2,3,4,5,1,2,3,4,5) - if we compare the spacing of this to 00:25:212 (1,2,3,4,1,2,3,1,2,3,4,5,1) - , there really isnt that much variance between these sections other than the fact that you use more sliders. This section is significantly calmer than anything else in the song at this point (outside the beginning) yet you're mapping everything with so much unnecessary force and intensity. This is unnecessary and is just forcing diffiiculty rather than trying to match the song.
  2. 00:32:212 (1) - for example is a major offender, why are you using half spacing on this, its NOT intense in the slightest.


[Hitsounds]
  1. 00:13:962 (5) - is this cymbal spam really necessary.
  2. 00:20:462 (1) - please no finish here this sounds awful
  3. 00:23:712 (4) - seriously if theres no finish in the song you rly dont need to meet a quota of 3 finishes per 5 seconds.
  4. 00:24:462 (3) - cymbal
  5. 00:24:712 (1) - cymbal
  6. 00:51:462 - silence these slider ends?

    Lots of work needs to be done here, your finish spam is really uncalled for and questionable.


Unfortunately I need to leave for class but having finished my points for Rhythm I'm going to go ahead and post this.

Look ultimately Logic Agent, I don't think this map is something that has the quality to be considered suitable for the ranked section. Due to the unrankable element I found I'm popping this map, but I am also vetoing this map until an extreme amount of revision is done to bring this maps quality up to par. You may believe that no flow is ok, but for a song like this, consistency, purpose, and structure are three things that any map trying to capture this song needs.

Good luck.
Topic Starter
Logic Agent
edit: ill revive eventually and stop being a whiny bitch
Xexxar
Alright well then I won't work on the rest of the mod.
Sotarks
sick
Hobbes2
When you got 2 advanced tier BNs but it takes 1 for the assassination 4Head

Appreciate all the work LA put into this, I'm fine with loved if that's actually happening.
RoyalMilkTea
What is bubbling?
Xexxar
Since I was requested to TL:DR my reasons for popping and what I believe needs to be changed:

  1. I have large issues with rhythm choices. Things like 00:14:462 (2,3,4,5) - vs 00:56:462 (2,3,4,5,6) - being opposite rhythms over identical parts of the song makes no sense to me. Issues of consistency are common in areas like: 00:33:212 (1,2,3,4,1) - vs 00:35:212 (1,2,3,4,5,1) -
  2. I didn't address this in the previous mod: You reuse the same spacing concept where you emphasize every single note as much as possible. When we compare sections 00:28:087 (5,1,2,3,4,5) - 01:01:087 (6,1,2,3,4,5,1) - we find the same idea, but the issue becomes why you're repeating this flow concept so much. 00:46:087 (4,1,2,3,4) - everything feels the same just with more or less intensity when the song's sections are fundamentally different.
  3. Your flow is very inconsistent. You are throwing notes randomly around the screen with no consistency in design between similar sections of music. If we compare: 00:13:212 (1,2,3,4,5) - and 00:55:212 (1,2,3,4,5) - we can see different ideas for the exact same sections of music. While I understand the use of variety, this to me is just throwing the concept of consistency out of the window
  4. Your slider design is not used to provide context or readability to any sections of music. your designs only variance is to what level of SV you're using.
  5. Sections that are rhythmically less complex are simply just pasted over with the same generic 1/2 rhythm that you've been using for the entire map. Sections like 01:11:212 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,8) - are so rhythmically distinct from others in how less dense they are but you refuse to put rhythmic breaks or things that provide actual recognizable change within the song. 00:05:212 (1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6) - is another sections where you just blandly overmap all the slider ends for the sake of making things "easier" or "simpler" but this just comes off as disrespect to the song.
  6. Hitsounding has large room for improvement.
  7. You're overmapping streams, whether or not you want to admit it.


If you have any specific questions for what I mean by any of this, feel free to message me.
Mitkoff

Logic Agent wrote:

this is now for Loved.
Sadness
Arrival
Not actually interested in what's happening to this set but a simple mod isn't a reason not to push it forward, most of all when it's from an a tier 2 BN. I don't see why it is so hard to take this as a way to improve your map and not a sort of "deathblow" or whatever.
Sieg

Xexxar wrote:

the concept of consistency
actually will be great diff name after changing all this stuff
Topic Starter
Logic Agent

Arrival wrote:

Not actually interested in what's happening to this set but a simple mod isn't a reason not to push it forward, most of all when it's from an a tier 2 BN. I don't see why it is so hard to take this as a way to improve your map and not a sort of "deathblow" or whatever.
Maybe saying it was for Loved was just me being a whiny piece of shit about it after waking up to being wallmodded, so right now it's just gonna not be taking all my focus... maybe for rank again later when I don't have something else I want to work on like I do right now.
lucciachan
Fix the singer name
Djulus
owo
Mun

lucciachan wrote:

Fix the singer name
????????????
Nitsches
MAKE THIS RANKED!
Well at least try to, cuz the actually ranked one is puuuuuure *humhum* you see

Good mapset !
Topic Starter
Logic Agent

Xexxar wrote:

There are four main categories of issues that I have with this mapset. For this, lets talk about the top difficulty, Wrath of God.

[Rhythm]
  1. 00:01:712 (3,4) - as you can probably tell, these two notes have a bit different rhythm compared to 1 and 2 before it. To me this is a bit of a poor choice. Not every single sound in the song has to have a slider head or note end on it. For example you don't map 00:02:837 - because the same sound you've been following is nearly inaudible, but you then map 00:03:087 - which is almost nearly as inaudible. You could instead create a more dynamic rhythm rather than throwing as much rhythm as you can. Sometimes less is more. disagree, i think mapping it the way i did was fine. i chose a slider heavy rhythm to make it seem very continuous. 00:02:712 (3,4) - the single circle on 3 is to put emphasis on 4 before the new combo, which i think works nicely.
  2. 00:04:962 (5) - :( what
  3. 00:05:212 (1,2) - I'm sure you're well aware that almost all of this section is slider overmap. It's obvious why you do this but understand that there is a large intensity difference between 00:05:212 - and 00:09:212 - that basically just has you sorting to expanding spacing rather than treating this as a more complicated rhythm. This part of the song is literally a drill instructor giving out instructions, so it may make sense to, rather than overmapping in the beginning section, have your rhythm be less dense as to more accurately match what the song is doing. that sounds like a fine idea for if you want to map it with increasing density, i chose to emphasize the strength in music through spacing instead. to each their own
  4. 00:12:274 (2,4) - this is again, more overmapping that serves no rhythm purpose, and should be changed. helps with the buildup as continuing with the 1/2 spam wouldn't really add anything to the climax of the section
  5. 00:07:212 (1) - why is this a slider when vocals are 1/2, the predominant melody, and u then overmap 00:07:712 (3,4) - ? changed this around a bit, i like the rhythm more now
  6. 00:15:212 (1) - 1/1 slider ignores strong clap and vocal on slider end, yet you map 00:15:587 (2) - as a clickable beat which has no real significance in this part. the 2 is filler rhythm and im focusing on vocals here
  7. 00:17:212 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - i just cant see what you're following here, particulary this pattern 00:19:212 (1,2,3,4) - why on earth is 00:19:587 - a slider but 00:19:462 - isnt. This is a 1/1 rhythm. there's a lot going on in the drums and that's what im following. 00:17:212 (1,2,3,4,5) - this very clearly follows the powerful drum sounds alternating between the white and red ticks, while 00:19:212 (1,2,3,4) - this takes the strong vocal on the 1/1 slider but incorporates the drums that are getting a bit calmer at this particular time before powering up again for the jump spam after this part. mapping it all to vocals would calm the section down too quickly and the pacing would be off.
  8. 00:21:212 (1,2,3,4,5) - this is actually a good rhyhtm for this section considering its not overmapped, try to make the beginning maybe play more like this? the contrast is what sells this part, coming out of a very dense part into the single taps makes it feel a different type of calm than the beginning does
  9. 00:24:212 (1,2) - overmapped slider ends, I get you're trying to signal out the piano but this isnt how you do that, If your map had flow you could make it stand out that way but thats another section. i think ive changed this since you've seen it, this part flows very well now and matches the piano better
  10. 00:25:212 (1,2) - for someone who seems to be following vocals in this section, this rhythm doesnt really make sense, just because its the end of a section doesnt mean you need to place a 1/1 slider. there's no vocals yet, it's a filler rhythm that goes with the deep piano that starts the section.
    (at least i think thats piano? am i retarded?)
  11. 00:27:212 (1,2) - we've already discussed the issue with this, this just matches the previous. circles are gonna exist in the map, and i dont see what wrong with this one. the spacing is small so its not like im trying to sell anyone on this being a strong beat, it's just filler because of the way the vocals sound
  12. 00:31:587 (3) - why is this a circle when nothing really changed in the rhythm to support such a change. if its for intensity, let me remind you again that this section is quite more calm than anything else, and doesnt need to be mapped with this force. i don't think it's very overpowering at all, the rhythm seems fine to me. the change is because the section is about to get even more calm very soon and i wanted to highlight the contrast with the change in flow and rhythm
  13. 00:35:212 (1,2,3,4,5) - vs 00:33:212 (1,2,3,4) - these are literally the exact same words with the same intensity, why are you changing rhythms. it's not illegal to change rhythms. the map doesn't have to be completely static all the way through.
  14. 00:39:212 (1) - another case where in the whole previous section you're following the back chanting but you ignore the 1/2 rhythm on the downbeat for some reason. this has been changed and the rhythm is more consistent now
  15. 00:39:587 (3) - this isnt a strong beat why is it clickable. i don't like slider spam, and i don't think it'd be fitting in the section to have a bunch of concurrent sliders
  16. 00:43:274 (2,4) - overmapped streams for no reason with drum hitsounds that don't match the song arent good. you ever heard of emphasis
  17. 00:44:274 (2,4) - same same
  18. 00:48:545 (3,4) - i don't even think this is the right snap. #1 the vocals are on 1/2 beat and i dont even hear what you're trying to map on the 1/3rd beat. Plus I'm fairly certain that the drum beat you're trying to map is 1/4th on 00:48:649 - and 00:48:524 - everyone i've ever asked about it has said its 1/3, so i'm leaving it as is.
  19. 00:14:462 (2,3,4,5) - vs 00:56:462 (2,3,4,5,6) - I honestly think comparing these two patterns just highlights everything wrong with this map. I don't think this map has a shred of consistency and logic with its rhythms and patterning and this is just the perfect example of this. in what world do i have to map the kiai and the beginning of the map the absolute same? i think trying to force your idea of what makes a map good onto me is pretty lame,
    we don't all have to be copies of each other. i chose to map the beginning one way and the kiai another way, and while it might not be 100% textbook consistent i think it's not unreasonable to think that most people would understand the difference between the importance of the section, just from looking at it from a logical standpoint. the beginning of the map is the beginning... this is the big chorus you've played through all the easier parts to get through. of course it should be more difficult.
  20. 00:16:212 (1) - vs 00:58:212 (1,2,3) - another example. ok
  21. 01:00:462 (2,3) - so when theres no vocals you decide to do 1/2 rhythm, and thats fine, but then there are vocals on 01:00:962 (5,6) - and you do 1/2 again. What is trying to be emphasized here? this section works with the drums more than the vocals, and i think that's what makes it feel stronger than the beginning of the map. so at some points im ignoring vocals to focus on the drums to make it different
  22. 01:01:087 (6,1,2,3,4,5) - vs 01:09:087 (6,7,1,2,3,4,5,6) - i understand the concept of variance but its been 10 seconds do you really think the player is so bored with your map that you need to change the same rhythm in the song to completely different patterns. this part isn't about just being different to be different, the song is winding down here. so i chose a rhythm that reflects that
  23. 01:10:774 (6,8,1) - again overmapping streams that arent there with clap hitsounds wont improve the map there's some instrument making a cascading noise that makes the stream make sense to me. sorry if you cannot hear it
  24. 01:12:212 (1,2) - why this rhythm when vocal is on 1, you could do a 1/2 slider on 1 maybe instead? again this is a question of what are you trying to emphasize. i think you just have a fundamental misunderstanding of how rhythm layering works. just because i mapped the vocals at the start of this combo does not mean the entire section has to be mapped strictly to vocals. if there are other things that stand out more than just the vocals, im going to map that.
  25. 01:12:712 (5,6) - why are these 1/2 sliders when this is clearly a slow part of the song that can be done with a 1/1 slider. 1/1 are on the vocals and compared to the rest of this map, these 1/2 sliders are pretty darn slow
  26. 01:19:649 (4) - overmapped ok?
  27. 01:19:774 - slider end is overmapped, the stream starts here 01:19:837 - overmapped slider end in my opinion helps lead into the streams
  28. 01:23:712 (3,4) - again, vocal doesnt need to be a 1/2 rhythm fixed
  29. 01:25:212 (1) - ??? why are you doing this when it doesnt fit the rhythms you've used for like 99% of these parts, this is the only 1/1 you use for this section. map is ending. song is changing. rhythm is different. it even sounds different here, there are more dramatic ominous sounds in the background
  30. 01:25:712 (3) - because of that rhythm change this is now a slider when in all other instances it is a 1/2 jump part. sue me
  31. 01:26:212 (1,2) - ?? this isn't a mod post
  32. 01:28:962 (3) - what is this ending on? just make it a circle so its ending has punch to it.
mk

[Flow]
  • I don't have time to do this, and since you've already given up on the set, theres no reason for me to.


[Spacing]
  1. 00:13:212 (1,2,3,4,5,1,2,3,4,5) - if we compare the spacing of this to 00:25:212 (1,2,3,4,1,2,3,1,2,3,4,5,1) - , there really isnt that much variance between these sections other than the fact that you use more sliders. This section is significantly calmer than anything else in the song at this point (outside the beginning) yet you're mapping everything with so much unnecessary force and intensity. This is unnecessary and is just forcing diffiiculty rather than trying to match the song. it's the top difficulty of a high bpm set. the map is 7 stars. i don't need to babysit the player with tiny spacing, the use of more slider is enough in my opinion to convey the difference
  2. 00:32:212 (1) - for example is a major offender, why are you using half spacing on this, its NOT intense in the slightest. it might not be super intense, but compared to the stuff around it, it feels more intense. so i changed the spacing to fit how i think it felt


[Hitsounds]
  1. 00:13:962 (5) - is this cymbal spam really necessary.
  2. 00:20:462 (1) - please no finish here this sounds awful
  3. 00:23:712 (4) - seriously if theres no finish in the song you rly dont need to meet a quota of 3 finishes per 5 seconds.
  4. 00:24:462 (3) - cymbal
  5. 00:24:712 (1) - cymbal
  6. 00:51:462 - silence these slider ends? there's some background talking going on so i kinda wanted to leave the endings with sound

    Lots of work needs to be done here, your finish spam is really uncalled for and questionable. i like it. so ima leave it.
Lasse
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