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LiSA - Catch the Moment -Radio Edit ver.-

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Topic Starter
Shad0w1and
"doesn't work with song" is a subjective statement, I believe it worked better than just using notes.
Like seriously, what is your point? If all your point is subjective them why bother? according to player feedback, the kiai was not even hard, some of them mention the spacing in general too hard for them, but the kiai plays well ever and forever. What is your point of DQ a plays well, got clear rhythm choice, reads very well section for a remapping? interesting. If that is the point, I could use subjective ideas to argue every map for DQ. Is my rhythm choice the best? maybe not, idk, but is it clear enough and got a consistent idea in terms of presenting the music? yes it does. do not argue with me say that "kick sliders are too hard and does not fit", if there are people think they fit, them plz accept the mapping diversity.
=====================
If you think it is needed, I could start gather players' opinions about the kick slider usage. In case you guys just discuss that in your discord and find your supporters and come to support this DQ... like I do not want to say that, many people feel the kiai is fine, like in mons' first mod it was not even raised as a problem, I am assuming many people might not like kick sliders very much, but they could understand the idea.
for Battle, if you still do not agree with the spacing, I can only say that: sometimes, be a player not a mapper, and check if that little space change even helped the map quality as a player.
LMT
I was getting back to the thread to see what moecho had to say and this thread blew out of proportion lol.

Shadowland, I think no one here has anything negative towards you and they're trying to point out things they disagree with. They are well aware that you're an experienced mapper and you know how to execute concepts, the debate is whether this concept works and to which extent it works well (or not-so-well).

It is not how it plays, it plays well for the most part even for a 4kpp scrub like me. What they're trying to say from what I've seen (and also from my personal perspective) is that the amount of overmapped objects are just excessive to a point that the rhythm was too concealed within the overmapped sliderends.

As for moecho, I was not meant to be offensive and there are certain points I think you misunderstood my intentions, I will give you a proper reply when the dust has settled. I really like how your diff looks and just some tweaks on certain consistency and differentiation issues would make it feel better.

Again, good luck on reranking, just a tiny reminder that people here are trying to help you, they're on your side and they are not trying to nuke your map.
Pho

Shad0w1and wrote:

If that is the point, I could use subjective ideas to argue every map for DQ.
As long as it is well justified, explained and recognized as a critical issue by more than a handful of people who are knowledged in mapping, of course. That's how the current system works, and being subjective is not a bad thing because most aspects of mapping are. You take it as an excuse that as long as a map plays fine, it should be ranked, to do as you please. But that's bad mindset to approach mapping. Please read the issues everyone pointed out more carefully.

I'm done discussing with you in the thread, if you like to argue with me about the map furthermore, then feel free to contact me in-game.
Topic Starter
Shad0w1and
kick sliders are not overused if the idea was to fill the strings with the slider bodies.
I understand you guys have been stick with that point, but, I do not want to make this too complex.
I just want to say, there are people who could understand the simple idea, and there are people do not show up for their opinions, and there are more people could play it well.
every time when I start thinking "I am just want to get rid of the discussion and remap it", then I look at my map, I see no problem in my map, like not even single point stands for a DQ.
======
like really, I do not want to ask everyone who supports me to come here to post their opinion, but if you think it is needed, I could find tons of them say this plays fine and make sense to the theme and music.
Doyak
I think 'plays fine' is not even an argument here. So let's put that aside. A full 1/2 jump map can still play fine no matter how the music is too.

1/4 kick sliders aren't quite same as 3/4 extended sliders because uhh... using 1/4 sliders sequentially means you make constant 1/4 sounds. So rather than 'extended' sounds, they rather provide distinct 1/4 sounds, only 1/2s being stronger. Like, if something can be called as 'extended' they should cover most of the sounds but in this case these sliders only cover the half of them, and the other half is just empty. The slider tails just end on 1/4 beats which are just as clear as the 1/2 beats.

So by using 1/4 sliders here you added some meaningless 1/4 beats which has far more clear and strong effect than representing the strings as slider body.

And an unrelated thing: 00:57:074 - 01:17:284 - I don't hear a drum here but you made it look like same as the other drums?
iYiyo
I feel like I have to help here just a bit cause things are messed up.

Pho wrote:

Your 'neat' idea of keeping a constant motion-intense gameplay with sliders is not an unrankable issue per se, but considering the song you are using this idea on, it doesn't work with the song and gives people a false impression and several people in this thread already told you why that is.
Yeah, you explained lots of things, but still I think you're wrong when saying that it doesn't work with the song. Actually it works very well.

Pho wrote:

There is little to no justification in the music to utilize kicksliders to such a degree, and while it might be perfectly okay from a player's perspective, it's clearly not from mapper's perspectives.
Imo this is just a different way of representing the music. You have to see the kicksliders in the actual gameplay rather than in the editor. When using "kicksliders" (1/4 sliders) you don't really have to think too much that it has a sliderbody and a tail (when being a player). They're not necessary emphasizing the tails of them nor the body, but adding some hardeness to the whole map with the extra of holding more through the map. Yes, if you use some 1/4 sliders they can feel as overmapping, but since he's using it in all the diff as it's style, it's not really overmap at all.

To finish I'd like to say that every modder here are trying to "help" but in this case I don't really see that at all. You guys are leading Shad0w1and to a dead end. He cannot push forward his map because you're stuck in generic stuff such as overmap, 1/4sliders, etc. Sometimes you need to really think what the mapper wants to say (Shad0w1and has given his opinion like 5 times already). Imo the usage of 1/2 circles and 1/4 sliders are quite well structured, not abusing them on kiai-section but on the kiai the 1/4 spam starts which fits ok.

So yeah, stop saying "it lacks of quality" or "you have to see it as a modder/mapper's perspective rather than player's". At the end this is a game, and if lots of players find it funny/good to play + it already got some good feedback by mappers(+ BN's) I see no real issue here. And yes, I'm a mapper and a "decent"not really player so my points should support Shad0w1and's diff in some way.
Topic Starter
Shad0w1and

Doyak wrote:

I think 'plays fine' is not even an argument here. So let's put that aside. A full 1/2 jump map can still play fine no matter how the music is too.

1/4 kick sliders aren't quite same as 3/4 extended sliders because uhh... using 1/4 sliders sequentially means you make constant 1/4 sounds. So rather than 'extended' sounds, they rather provide distinct 1/4 sounds, only 1/2s being stronger. Like, if something can be called as 'extended' they should cover most of the sounds but in this case these sliders only cover the half of them, and the other half is just empty. The slider tails just end on 1/4 beats which are just as clear as the 1/2 beats.

So by using 1/4 sliders here you added some meaningless 1/4 beats which has far more clear and strong effect than representing the strings as slider body.

And an unrelated thing: 00:57:074 - 01:17:284 - I don't hear a drum here but you made it look like same as the other drums? :arrow: this one was already mentioned, vocal beat "e" was on this time, so it is better to map it out
somehow I feel people here just ignores the long string sound on every two downbeat, and only discuss about how I ignores the vocal. I will leave no comment on that one, however, I will change it because CXu mentioned though kick sliders are fine, he feels it is too boring to follow the same rhythm again and again, so I will change the kick sliders to follow the vocal, other than vocal part, I will leave them as notes. ok everyone now will be happy, will update some changes together later. I still hold my opinion of not getting anything wrong, it is just I have been so depressed about no one try to allow the continuous emphasis on the strings track. as some one in the thread mentioned the kick slider for vocal beat emphasis is ok, I guess I will compromise a bit, and I hope the rest unrelated discussion should be over. they are not a problem mainly for the DQ, and the 3/8 slider is fine. spacing is not always under my consideration because they do not apply for the most time like something "I want you to increase the jump for every heavier beats and downbeat." no it does not work that way, it is good when the significant strong beat comes, other than that, it dont not help players for understanding the music
Topic Starter
Shad0w1and
Ok, I uploaded a new diff called Fix, I am introducing what is my rhythm decision in this kiai:
1. follow the drums as clicks
2. 1/4 sliders only used when the drums have the coverage of the vocal
3. represent the vocal with the slider body(including the kick sliders)

If you got other concerns about this fix diff, plz reply.

I also fixed a bit of spacing starting 01:47:442 - , try to make it a build up(less spacing to larger spacing) like iYiyo mentioned.

If no one has issues on the new diff, I will merge the branch into Ultra and try another round.
Pho
Looks better, but the main issue still remains to some degree outside the kiai. The kickslider were the one big issue, the extended sliders which don't follow anything properly in the song the other one. That's because i(1) t really doesn't follow anything in the song because there's no prolonged sound to follow, (2) vocals or instruments already had a beat on the previous red tick and you're neglecting those with an extened slider or (3) feels over the top and would play more natural if you don't use them here.
00:10:652 (3) - (3), find an agreement with battle here too.
00:21:547 (1) - (1)
00:12:547 (1) - (3)
00:23:442 (4) - (2). Would have to 00:25:337 - make this one extended as well if it were meant for them piano beats, but then it gets excessive again.
00:29:126 (1) - (2)
00:31:179 (1,2,3) - (3). Just compare it with 00:29:758 (1,2,1) - which is more intense in terms of volume. Vocals don't have such strong presence here as the e-guitar in the latter timestamp.
00:38:600 (4) - (2)
01:15:547 (1,2) - These could be circles only instead because right now starting kicksliders at this point makes little sense since the climax starts at 01:15:863 - first

I can live with the rest of them since they make sense to me, but the ones above should be revised again or give proper reasoning to.

There's also still the issue of lack of differentiation between calmer and louder parts of the track (same spacing/intensity throughout the map), as well as 01:47:442 - the final jumppart. I don't see any remarkable fixes concerning spacing there, it still plays the same as before. Also the snapping issue at 01:51:389 (1,2,3,4,5) - still remains, either 1/2 only or 3/4 slider, but don't go with a ministream over there.

Good luck o/
Topic Starter
Shad0w1and

Pho wrote:

Looks better, but the main issue still remains to some degree outside the kiai. The kickslider were the one big issue, the extended sliders which don't follow anything properly in the song the other one. That's because i(1) t really doesn't follow anything in the song because there's no prolonged sound to follow, (2) vocals or instruments already had a beat on the previous red tick and you're neglecting those with an extened slider or (3) feels over the top and would play more natural if you don't use them here.
00:10:652 (3) - (3), find an agreement with battle here too. :arrow: spacing wise this 3/8 is very clear to play, as well as the flow and NC helped the player to not get 100s on the sliderend. I see no problem with this type of usage, so do many modders and players. I would not try to be too "safe mapping" on this spot. extended sliders make players feel these three songs (1,2,3) are equal, therefore it present the music better
00:21:547 (1) - (1) :arrow: slider angle to me is always a solution to present certain beats, I make the angle for the guitar, the next beat, 00:21:863 - with guitar and vocal, has to be a click, but if I used 1/2 slider, it fail to give extra emphasis on the 00:21:547 - downbeat which I even give a finish addition
00:12:547 (1) - (3) :arrow: I believe most people won't even have issue on these, no matter the idea of "using slider body to present the guitar and click to present the drums" or actual playability. same to the rest points
00:23:442 (4) - (2). Would have to 00:25:337 - make this one extended as well if it were meant for them piano beats, but then it gets excessive again. :arrow: it does not for this one because I already give the guitar track at this point to make the players prepared for the next vocal section 3/4s 00:25:968 (1,2,1) -
00:29:126 (1) - (2)

00:31:179 (1,2,3) - (3). Just compare it with 00:29:758 (1,2,1) - which is more intense in terms of volume. Vocals don't have such strong presence here as the e-guitar in the latter timestamp.
00:38:600 (4) - (2) :arrow: this one is similar to the 00:21:547 (1) - and here my idea is, follow all drums as clicks, then add clicks or slider angles for vocal beats. and for spacing, every vocal beat deserve a jump, other than vocal beats, stack them.
01:15:547 (1,2) - These could be circles only instead because right now starting kicksliders at this point makes little sense since the climax starts at 01:15:863 - first :arrow: I do not really agree to you, the climax is on 01:15:547 - 01:15:705 - as two guitar beat, and continuing to the vocal section.

I can live with the rest of them since they make sense to me, but the ones above should be revised again or give proper reasoning to.

There's also still the issue of lack of differentiation between calmer and louder parts of the track (same spacing/intensity throughout the map), as well as 01:47:442 - the final jumppart. I :arrow: this part doe snot seem to me have that much difference on intensity, therefore I do not want to get the initial jump reduced too much, because it has a overall jumpy theme. don't see any remarkable fixes concerning spacing there, it still plays the same as before. :arrow: have been a big change, but I will adjust it a bit more. Also the snapping issue at 01:51:389 (1,2,3,4,5) - still remains, either 1/2 only or 3/4 slider, but don't go with a ministream over there. :arrow: overmap to the piano sweeps has been used by many people for Extra above diffs, I have to argue If we always try to be too safe, we will fail to present the actual music. after all, when people think about piano sweep, they feel it is like a stream of beats.

Good luck o/
update:I decide to fix some 3/4 sliders in 00:21:547 - 00:31:179 - section
now the new section only used 3/4 to highlight the vocal beat and the initial downbeat, I know the guitar is 1/2, but I try to make give highlight on those downbeats due to vocal and finish.
Pho
Still not content with the map, but the concept is clearer now and should be acceptable i guess. Still consider the following things:
  1. 01:51:389 (1,2,3,4,5) - not convinced that sweeps should be representable as ministreams since no clear beats are given on the blue ticks.
  2. Final jumppart looks slightly better now and until 01:54:231 (3) - feels like it could fit the song due to how you set proper motion resets on the two stacks. Everything after 01:54:705 - is still meh.
  3. 00:21:547 (1) - I never mentioned a thing about angles here, but there's no prolonging sound that'd warrant an extended slider. Given where the slider starts (00:21:547 - ), it's either meant to follow the piano beat/drums/finish - in which case a circle makes most sense here - or the e-guitar - in which case a 1/2 slider makes sense since it also has a note on the red tick at 00:21:705 - since nothing else is present in the song at this point. But rhythm-wise, the current slider doesn't fit into any of these types, so what exactly is it meant to follow in the music? You always seem to try to justify techniques like this with how it improves gameplay only, instead of how it's meant to represent the song properly.
Please keep this in mind when you layout your rhythm in future maps. Nice and fun gameplay is important for players, but this is a rhythm game at the end of the day.
Topic Starter
Shad0w1and

Pho wrote:

Still not content with the map, but the concept is clearer now and should be acceptable i guess. Still consider the following things:
  1. 01:51:389 (1,2,3,4,5) - not convinced that sweeps should be representable as ministreams since no clear beats are given on the blue ticks. :arrow: this was replied before since it is a common technic to over map to the sweep. I think it fits the theme and the feeling of stream.
  2. Final jumppart looks slightly better now and until 01:54:231 (3) - feels like it could fit the song due to how you set proper motion resets on the two stacks. Everything after 01:54:705 - is still meh.
  3. 00:21:547 (1) - I never mentioned a thing about angles here, but there's no prolonging sound that'd warrant an extended slider. Given where the slider starts (00:21:547 - ), it's either meant to follow the piano beat/drums/finish - in which case a circle makes most sense here - or the e-guitar - in which case a 1/2 slider makes sense since it also has a note on the red tick at 00:21:705 - since nothing else is present in the song at this point. But rhythm-wise, the current slider doesn't fit into any of these types, so what exactly is it meant to follow in the music? You always seem to try to justify techniques like this with how it improves gameplay only, instead of how it's meant to represent the song properly.
Please keep this in mind when you layout your rhythm in future maps. Nice and fun gameplay is important for players, but this is a rhythm game at the end of the day.
irc with Pho and since he agree the major issues are fixed I think we ccan have another try.
Battle
00:10:652 (3) - it would be nice if you made this a 1/4 slider at this point now considering it would give more buffer room, unless you can explain why having it as a 3/8 is more helpful to the map than harmful, it barely makes a difference in play yes, but it makes a substantial amount of difference considering it makes the window to hit a 300 much greater and therefore more beneficial to a player
Topic Starter
Shad0w1and

Battle wrote:

00:10:652 (3) - it would be nice if you made this a 1/4 slider at this point now considering it would give more buffer room, unless you can explain why having it as a 3/8 is more helpful to the map than harmful, it barely makes a difference in play yes, but it makes a substantial amount of difference considering it makes the window to hit a 300 much greater and therefore more beneficial to a player
In my opinion because of these three sliders are exactly the same snare sound, make the last one shorter will visually make this harder to understand. on the other hand, if you check the DS, these three sliders have the similar DS. therefore the last slider actually is not that confusing to play because the jump was smaller for players to read the next NCed stream. spacing and visual wise it was designed to hint the players for the intense rhythm. if I make it a 1/2, the sliderend end on the blue stick and the significant shorter length might confuse player.
Put it simple, people do map 1/8 on low bpm songs, because they believe double bpm to present the rhythm work for the song. here same idea, I believe at this point the intensity were enough to support the 1/8 snap choice(double bpm), and 1/4 is not enough to support the pattern well.
Topic Starter
Shad0w1and
Hey guys a good news, I made a MAD for this song based on official amv clip. Enjoy the video :^) I think mine is much better than the official one.
Garden
01:37:337 (1,2,3,1,2,3) - 这里跟吉他连续的1/2节奏比较好,没听出来特别值得extend到3/4的理由。01:37:968 (1,2,3) - 和紧凑的吉他比起来显得比较拖沓
Topic Starter
Shad0w1and

Garden wrote:

01:37:337 (1,2,3,1,2,3) - 这里跟吉他连续的1/2节奏比较好,没听出来特别值得extend到3/4的理由。01:37:968 (1,2,3) - 和紧凑的吉他比起来显得比较拖沓
改了
Garden
rebubbled
Topic Starter
Shad0w1and
Self-update for a 2px overlap. It should be fine now xc
Garden
repair for the accidental self pop :v
jonathanlfj
lets try again then?
Topic Starter
Shad0w1and
Thanks everyone! xc
celerih
. This was a mistake and I am sorry
The way I went about it was wrong
Topic Starter
Shad0w1and
I just think you should read through the RC and this 8-page discussion.
celerih

Shad0w1and wrote:

I just think you should read through the RC and this 8-page discussion.
You're right. If I did I would've known you'd just ignore the unrankable slider recovery time on the hyper and the blatant overmapping and inconsistencies of the ultra. It's okay, next time I won't lose my time to not even get a real reply to objective issues with a map.

Sorry
Topic Starter
Shad0w1and

celerih wrote:

Shad0w1and wrote:

I just think you should read through the RC and this 8-page discussion.
You're right. If I did I would've known you'd just ignore the unrankable slider recovery time on the hyper and the blatant overmapping and inconsistencies of the ultra. It's okay, next time I won't loose my time to not even get a real reply to objective issues with a map.

Sorry
Hyper is Light Insane, it is mentioned in previous mods.
Map an Ultra like this is also not speed mapping. Use your brain to think if it's easier to make consistent straight&curved sliders or consistent uneven slider arts.
Also do not say it is inconsistent, if you do not understand uneven aesthetics, them you should not mention that point. There are tons of people enjoy these diverse sliders
Respect those who are capable, accept your weakness as a pp player.
defiance
at least lasse maps make sense like 50% of the time
celerih

Shad0w1and wrote:

Hyper is Light Insane, it is mentioned in previous mods.
Map an Ultra like this is also not speed mapping. Also do not say it is inconsistent, if you do not understand uneven aesthetics, them you should not mention that point. There are tons of people enjoy these diverse sliders
Respect those who are capable, accept your weakness as a pp player.
The recovery time is still too low even for a light insane. This is a fast map. Also yes, the difficulty is inconsistent. You map identical beats in different ways and can't even see it yourself. Seems like you've put yourself in this mindset where you think your map is good enough because you're able to get BNs to disregard arguments over it and get it ranked. Also why call me weak when I'm insulting your map's quality and not playability. Diverse sliders isn't the same as using a bunch of random shapes that have no visual consistency in what is a very bland and samey song. This is going to get ranked anyways because you're so stubborn. Oh well

Also can you please justify the kiai inconsistencies? That's kind of an issue. Well, I say justify but you'll probably just invent some reason to keep them even though there's no reason to.
sahuang
Please avoid modding blankets/consistency/overlaps/stacks etc. when modding after qualification. There are like 3-4 days for you to post the mod before as this map was in DQ status but you choose to post right after its requalified. I have no idea why you do this but if it is a post-qua mod then it shouldnt be like this. you are just posting too subjective minor issues which dont even matter.

Also everyone maps same beats to different patterns or rhythms in a map to some extent, this isnt an issue in mpst cases, we dont want a map with 1000 same rhythms which is ultra boring. And kiai inconsistency relates to personal choice so i cant really comment on this. Since a lot of bns have modded it after dq and most of the points are resolved i believe it is fine at current stage.
Xinnoh


Ok here's a mod for Ultra in CtB mode. Lots of unrankable issues that I would suggest you fix

00:10:652 (3,1) - Impossible edge dash, increase distance to make a hyper or reduce for playability
00:13:652 (6,1,2) - Hyperdash into edge dash is unrankable, reduce spacing from slider head to tail on 1 + either increase or decrease distance to 2
00:17:126 (1,2) - Increase the distance between these two for better playability, since previous part is all dashes
00:36:705 (1) - slider tail is too close to previous object because plate has too much momentum, increase spacing
00:42:705 (5,1) - large edge dash, increase spacing for hyper
00:44:916 (1) - only caught a little bit of cancer from trying to follow these droplets. Could increase to slider tick 2 to fix.
01:07:652 (1,2) - Here patterns start becoming unplayable/impossible to fc. Using two 1/4 sliders in a row on each one creates impossible dashes that constantly kill flow. Using more patterns like this would significantly increase flow and up the diff.
01:13:968 (1) - All of these jumps are at the farthest possible distance from each other without being hyperdashes, which makes it really unplayable and underweighted.
01:16:021 (4,1) - nice pp, just increase spacing here a little bit so this is also a hyperdash
01:16:652 (4,5,1) - If these were unstacked it would really improve flow when ending the dashes
01:24:389 (3,1) - These edge dashes are near impossible to play
01:29:758 (1,2) - Over the top edge dash, increase a little
01:50:284 (3,1,2) - Pixel dash, also known as the most unplayable pattern in the game. Increase spacing to 2

hope this helps with making it more playable for ctb, since right now it's unplayable in that mode <3
Nao Tomori
lmao
Ascendance
good for ctb . . ?
sahuang
Nice MEME
_handholding
lol Sinnoh :^)

My Angel Azusa wrote:

Please avoid modding blankets/consistency/overlaps/stacks etc. when modding after qualification. There are like 3-4 days for you to post the mod before as this map was in DQ status but you choose to post right after its requalified.
I don't actually agree with the guys mod at all but don't have this mindset pls Sahuang. No one is interested to go through every map in pending, of course for most people to put most of their focus on qualified maps since it's a short list; pending is also full of maps that don't have any potential of getting ranked so a lot of people don't waste their time on it
Topic Starter
Shad0w1and

Sinnoh wrote:



Ok here's a mod for Ultra in CtB mode. Lots of unrankable issues that I would suggest you fix

00:10:652 (3,1) - Impossible edge dash, increase distance to make a hyper or reduce for playability
00:13:652 (6,1,2) - Hyperdash into edge dash is unrankable, reduce spacing from slider head to tail on 1 + either increase or decrease distance to 2
00:17:126 (1,2) - Increase the distance between these two for better playability, since previous part is all dashes
00:36:705 (1) - slider tail is too close to previous object because plate has too much momentum, increase spacing
00:42:705 (5,1) - large edge dash, increase spacing for hyper
00:44:916 (1) - only caught a little bit of cancer from trying to follow these droplets. Could increase to slider tick 2 to fix.
01:07:652 (1,2) - Here patterns start becoming unplayable/impossible to fc. Using two 1/4 sliders in a row on each one creates impossible dashes that constantly kill flow. Using more patterns like this would significantly increase flow and up the diff.
01:13:968 (1) - All of these jumps are at the farthest possible distance from each other without being hyperdashes, which makes it really unplayable and underweighted.
01:16:021 (4,1) - nice pp, just increase spacing here a little bit so this is also a hyperdash
01:16:652 (4,5,1) - If these were unstacked it would really improve flow when ending the dashes
01:24:389 (3,1) - These edge dashes are near impossible to play
01:29:758 (1,2) - Over the top edge dash, increase a little
01:50:284 (3,1,2) - Pixel dash, also known as the most unplayable pattern in the game. Increase spacing to 2

hope this helps with making it more playable for ctb, since right now it's unplayable in that mode <3
oh my.... please don't do that lololol that is a joke, just to explain I placed more horizontal patterns for ctb xc, it is not really a ctb diff soooooo........ lolol
Foxy Grandpa
the best thing ive read all week holy shit sinnoh
MIDAS_old_1

Sinnoh wrote:

00:10:652 (3,1) - Impossible edge dash, increase distance to make a hyper or reduce for playability

Playable, not impossible. At least say things that are true
Topic Starter
Shad0w1and
Hey, if you are giving free CtB mods, please come to this set :^):
https://osu.ppy.sh/s/586296
defiance
honestly i prefer osu!catch over ctb
squirrelpascals
Sinnoh nominated for mod of the year
Bursthammy
im fucking dying

holy shit
DeletedUser_6709840
LOL
-Sh1n1-
Gratz!
Shiirn
the longer i stick around the more paranoid i get about the possibility that shadowland is just an escaped laboratory experiment by the chinese based around sticking as many mapping techniques as possible into a single person without ever giving them any sort of information as to when or how to actually use any of these techniques

it's like in mass effect where there's this tank-bred guy who had all his knowledge imprinted into him from birth but he never got any context for it so while he knew, he didn't understand

and i really get this vibe from a lot of maps recently and it's really really pronounced here so maybe instead of memeing about how weird these maps are maybe we should actually take a step back and try to figure out how to properly explain why we feel these maps are so incredibly unnerving to experienced mappers and modders while leaving the rest of the community totally ignorant of what's actually wrong with it cuz really that's kind of elitist, to expect people who don't have all the knowledge and experience to just spontaneously have it anyway

but on the other hand, any time you try to explain why something doesn't work, either you're too nice about it and get ignored, or you're too aggressive about it and get called names and get ignored, because it's very obvious very few mappers actually want to get better, they just want to be praised for shitting out circles and sliders, like a child who wants to be praised for his shitty crayon scribbles. it's a parent's duty to tell the kid it's good when it's obviously not, but it's also the parent's duty to stop doing that when the kid can fucking take the heat


this rant brought to you by allergy-induced oxygen deprivation
wonjae

Shiirn wrote:

the longer i stick around the more paranoid i get about the possibility that shadowland is just an escaped laboratory experiment by the chinese based around sticking as many mapping techniques as possible into a single person without ever giving them any sort of information as to when or how to actually use any of these techniques

it's like in mass effect where there's this tank-bred guy who had all his knowledge imprinted into him from birth but he never got any context for it so while he knew, he didn't understand

and i really get this vibe from a lot of maps recently and it's really really pronounced here so maybe instead of memeing about how weird these maps are maybe we should actually take a step back and try to figure out how to properly explain why we feel these maps are so incredibly unnerving to experienced mappers and modders while leaving the rest of the community totally ignorant of what's actually wrong with it cuz really that's kind of elitist, to expect people who don't have all the knowledge and experience to just spontaneously have it anyway

but on the other hand, any time you try to explain why something doesn't work, either you're too nice about it and get ignored, or you're too aggressive about it and get called names and get ignored, because it's very obvious very few mappers actually want to get better, they just want to be praised for shitting out circles and sliders, like a child who wants to be praised for his shitty crayon scribbles. it's a parent's duty to tell the kid it's good when it's obviously not, but it's also the parent's duty to stop doing that when the kid can fucking take the heat


this rant brought to you by allergy-induced oxygen deprivation
CelegaS
Where is Catch the Beat difficulty?
iYiyo
Grats!
Topic Starter
Shad0w1and
Thx all!
Miranmongo
Harder to read than Tewi ma Park with FL XD
-Shouta-Kun-
Very bad slider map
Topic Starter
Shad0w1and
For everyone who might be interested, the Official Chinese Version by LiSA is released and the edited mp3 for this set is updated in the description. you are welcome to give it a try!
Back up:
http://puu.sh/xrVlS/4a998ce839.osz
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