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Ryu* vs. Sota - Go Ahead!! [OsuMania]

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Akasha-
Isn't Spy gives a reason why he keeps it on this/that parts?

Everyone has their own opinions. You got your opinions, he/she got your opinions, I got my own opinions. Will they understands and accecpts the reason why he reject it? Or just ignores it and knowing it's rejected and make a drama because of it?
Simple as that. You gave time to gives us mod, we're appreciated. But we also replied it with our time too. Most of Spy's replies are with wording and reason too. If it's good for him, he will fix it, simple as that. If it's bad for him, why he should fix it? Your points may good, but it may change the map not as the way it should be.

Please don't forces other because we're humans, not everyone are corrects but not everyone are wrong either. There is no points we make a bad map for you either. Please understand!

P.S.: I will check hitsound files later! Overall in map are already fine with those hitsound.
AncuL
does the whole thread say that quality doesn't matter as long as it's ranked?

man, i can't delete this post. maybe i could tell something more useful
On Leggendaria, i'd completely flip this pattern (00:13:575 (13575|2,13575|3,13650|0,13650|1,13725|3,13725|2,13800|0,13800|1,13875|3,13875|2) - ) as the anchor is wayy too long (00:12:975 (12975|2,13125|2,13275|2,13425|2,13575|2,13725|2,13875|2,14025|2,14212|2,14362|2) - )
DDMythical

AncuL wrote:

does the whole thread say that quality doesn't matter as long as it's ranked?
yes; he said that it doesn't matter if it improves the map or not, only if it's unrankable. :P
Akasha-
Come on. Where did I said that? Any quotes which I did said that? Or it's your imagination and make it up for yourself?

You think your mod is so perfect and forces everyone to follows that because you think it helps? If it so, we don't have to make a long reply to gives out reasons, and this arguement should not exists. You got the will to mod the map, we are appreciated, in return, we don't have the will to rejects it if it doesn't helpful? Where we accecpts, if it's valid, we will brings it out and fix it in time.

You're standing on the point where you think everyone are wrong and you're the correct guy out here. We have to look on your points, the song, and in result we could find the best solution for the map.

Stop this nonsenses, shall we?
Why don't you just give the mapper the only mod as it should be and not to be sarcasm?

P.S.: Spy is still away. He is still not reply any single mod after it got bubbled, are you trying to make the situation worse because you are still not satisfied from the BroGamer map?
wow, somebody need to chill out.
DDMythical

Kuo Kyoka wrote:

Come on. Where did I said that? Any quotes which I did said that? Or it's your imagination and make it up for yourself?

You think your mod is so perfect and forces everyone to follows that because you think it helps? If it so, we don't have to make a long reply to gives out reasons, and this arguement should not exists. You got the will to mod the map, we are appreciated, in return, we don't have the will to rejects it if it doesn't helpful? Where we accecpts, if it's valid, we will brings it out and fix it in time.

You're standing on the point where you think everyone are wrong and you're the correct guy out here. We have to look on your points, the song, and in result we could find the best solution for the map.

Stop this nonsenses, shall we?
Why don't you just give the mapper the only mod as it should be and not to be sarcasm?

P.S.: Spy is still away. He is still not reply any single mod after it got bubbled, are you trying to make the situation worse because you are still not satisfied from the BroGamer map?
wow, somebody need to chill out.
Chill out man, I wasn't even talking about you. I have not said anything remotely aggressive in this thread yet you are treating me horribly for no reason?

Spy wrote:

Greeting.
You just need to show me if this is unrankable or not, if it is rankable, then stop arguing.
Akasha-
That's the post about copy paste as you said
Not the quality of the map. How you can compares unrankable issues with quality? Those are completely different.
p/6163545

And not said anything remotely aggressive? Those posts are still on here, perharps you need to read them back.
How did I treats you horrible? Did I attack you? Did I say anything that could harms you and insults you?

P.S.: If you had something to says personally, meet me in person via PM and DM. You don't have to acts and being a good guy on the thread for nothingness. Keep the thread clean just for modding and help. Stay chill, shall we? I'm so tired just to reply all of these, alright?
AncuL
the timeline went something like this
1. DDM didn't think this map is good in overall quality because of how the mapper did copy-paste-layer for the higher difficulties
2. The mapper didn't think that is unrankable
seems connected? yeah my point stands. read the entire first paragraph of Protastic's mod again

We can stop relating this to what we've discussed in the past, no? this is entirely separated
anyways regarding Spy, i don't think there's any correlation between what we discussed and the reason he's still not replying to the pop. We'll just wish him the best anyways
Akasha-
I've reading that for the fourth time already.

How you could says a map is bad just because you're standing on something personal opinion of you?
Copy-paste doesn't means the mapper is lazy, doesn't mean it's not creative, the playout between difficulties are still pretty good althought it's just the same patterns but harder throught the difficulties, thank you very much.

I didn't say your point is bad, but you're standing on the point where no one are ever touch since this game mode ever existence.
I can understand what are you trying to say, but saying this style of it make the map goes bad from something too "personal" is honestly stupid. How does that even related? So define "bad map" please?

I've explained my point why we using that "copy-paste" by what you mention, I've read you guys' point, why don't you spend a little time to read it also?

Weew, this circumstance is just a round circle right? Hehe, like you guys even want to listens. I will stop reply from now on.
I will be back to help Spy to fix general issues later on. Peace!
Topic Starter
Spy

MrDorian wrote:

Shana's tag should be [Shana_Lesus] For previous experience, I can't search the map which mapped by Shana in this way, so I'm not going to change the tag.
also I'll mod it, cus why not You still have not explained why?

offset should be sth like 1270 I'll change to 1283 then.

Leggendaria
00:12:975 (12975|2,13125|2,13275|2,13425|2,13575|2,13725|2,13875|2,14025|2) - this stack is awful to be honest, you can avoid it in a really easy way, just ctrl+h 00:13:575 (13575|2,13575|3,13650|0,13650|1,13725|3,13725|2,13800|0,13800|1,13875|3,13875|2) - this I don't really think so, for playing I think it doesn't affect so much.

00:31:725 (31725|1,31875|1,32025|1,32175|1,32325|1,32475|1,32625|1,32775|1) - another stack out of place, you could this part more and get rid of this thing, it's uncomfortable I adjust some.

00:56:475 (56475|2,57675|2) - I do not really get why would you like to have these two lns in one column, sounds have different pitches, you could just 00:57:525 (57525|1,57675|2) - ctrl+h it and it would be more pitch correct As your wish.

It would take a lot, so only one simple question about next part. Why don't you follow pitch revelancy 00:58:875 - in this part. or oh wait
01:11:775 (71775|0,71850|1,71925|0,72000|1,72075|1) - this jack looks so stupid, it's literally out of place. Sorry, I don't think so.

01:16:575 (76575|1,76575|0,76725|1,76725|2,76875|2,76875|3) - ctrl+h would be better because of pitch Nope.

01:24:175 (84175|2,84275|1,84375|2,84475|1,84575|2,84675|1,84775|2) - this makes no sense, pitches are different and there is trill. Why? Then how about this?

01:25:575 (85575|1,85725|1,85875|1,86025|1) - this anchor looks bad, you could avoid it easily while respecting "pitch" u used or something Sorry, I don't think so, and are you only looking for something like this jack from my patterns?

01:27:825 (87825|2) - why did you ignore this sound? You could add notes here and make SV as well. You're ignoring it for no reason. For better SV, I have to make a suitable choice, I think it will be fine if I don't add a note here, can I?

01:28:575 (88575|1,88725|1,88875|1,89025|1) - another anchor No

01:32:700 (92700|1,92850|1,93000|1,93150|1) - and another anchor for NO reason Adjust

01:37:050 (97050|1,97125|2,97200|3,97275|1,97275|2,97275|0) - ctrl+h for pitch and removing not needed 3 notes anchors.
You could also respect pitch more here, it would be nice. Nope, I prefer this.

01:40:725 (100725|1,100875|1) - 01:42:525 (102525|0,102675|0) - 01:43:725 (103725|2,103875|2) - etc. What's reasoning behind these? They're here for no reason, music don't call for them. It is also impossible for me to move to 3 and then conflict with 01:40:875 (100875|3,101025|2,101175|3) - . Other parts are same way. It is just a little thing, don't take it too serious.

01:41:325 (101325|0,101625|0,101925|0,102225|0,102525|0) - why are they here, if they are not the same pitch, you could do it more hand balanced Isn't that just the result if you call me to change the patterns in previous one mod you mentioned?

01:43:725 (103725|2,103875|2) - you could change this to 2 4 12 to avoid 01:53:175 (113175|3,113475|3,113775|3,114075|3,114375|3) - Changed one for you.
well gl
Thanks.
Topic Starter
Spy

Protastic101 wrote:

Copying and pasting stuff from one difficulty of your map to another in the same set isn't unrankable per se, but it's kind of frowned upon for being "lazy" to some, and takes away replay value because there's very little to no variation present between diffs to make them unique in their own ways. Obviously Im not expecting some really crazy differences, but I mean if the hand movements are mostly the same throughout all diffs, it feels a bit bland to play the difficulties around it. Personally, I dislike the blatantly close similarities and don't think they would be a good addition to the current ranked mappool, so I'm vetoing this in the meantime.

On top of that, I'm not really a fan of how the streams are done in the top diff as I feel they create a lot of unnecessary anchors, and the gap between Normal to Hyper is also kind of big.


Some stuff
[General]
  1. The offset was brought up in both Dorian and DD's mods so I discussed with some friends and we decided it was too early but we couldn't really agree on how much, then finally I asked Blocko for his opinion because he's ET
  2. Kind of think that the HP of Leggendaria is too forgiving. There's quite a lot of short note jumpstreams and bursts, so I think using 8.5 to prevent easy reocvery and mash passing is good. As for the OD, I think you could probably decrease that by .2 or .3 cause there still is that LN section to worry about accing on.
  3. As for the HP of Hyper, I think it could be reasonably raised to 7.5 as there is the kiai which is full of broken jumpstreams and 1/4 single bursts.
  4. Final thing, there's a bit of silence at the end of the soft-hitnormal so I've cut that down for you https://puu.sh/wXluT.wav

[Mapset Issues]
00:03:675 - My first issue is here, where the Hyper uses a lot of 5 note 1/4 bursts and the Normal is covers over all of that with LNs. What I would do instead is add 1/2 bursts in the normal for the 1/4 bursts present in the music. Pic of the difference:


00:25:275 - Here's another example. The density of the Hyper here is about 2x higher than the Normal because the Normal utilizes single 1/2 broken streams (as in the spacing between rhythms has natural pauses for the synth that keep the stream from being continuous) whereas the Hyper is simply a 1/2 jumpstream. I would be fine if the normal used some jumps on the downbeats where the kicks play as it would introduce the player to some of the chord density to be found in the upper diffs, or if it simply used a full 1/2 single stream to introduce the player to the base drone of the following diffs, but it lakcs in both of these aspects which makes the Hyper diff feel alien and disconnected from the Normal. You'll see here that the Normal (left) is rather sparse but the Hyper (right) is pretty dense.


00:38:775 - Here's where the copied sections truly start. In the beginning there were some, but it's small enough to go unnoticed by most. Anyways, my main issue with this is that some of the patterns that are appropriate for a Hyper difficulty and above are present within the Normal difficulty because they're the same exact thing. In 4K, I greatly disagree with using triples in any case like you did at 00:42:075 - because most players have not yet fully mastered finger independence and would be unable to properly hit the chord. On top of that, the sound here is lacking in any kind of emphasis, so to use a triple here for the first time is unfitting because the music does not warrant a chord that stands out. The similarity is to the point that you can't tell which difficulty is which just by looking at a picture (without the density graph on the left hand side of the editor)


00:45:075 - Going off the above, you'll see that this change in the pitch of the strings(?) has more emphasis in the chart than the kick at 00:45:375 - which holds a heavier weight in the music due to the stronger bass present in the sound.

01:08:475 (68475|0,68475|1,68775|0,69075|0) - This is more just a general comment for the normal because I'm not going to be modding it in full, but I'd rather you flip the long note and short notes with each other here as it's harder to tap on the middle finger while the index finger is being anchored down with the LN hold. This is due to the way the muscles in your fingers all sort of depend on each other for strength because of their origin in the upper part of the lower arm.

01:18:075 - Final thing I'll mention about Normal -> Hyper spread is here as this is where I think the difference is greatest. If the Hyper had been 1/4 index streams, then the gap would be fine because the Normal uses some short 1/4 triplets and bursts, but the Hyper is pretty much a broken 1/4 jumpstream with a lot of continuous 1/4 and jumps at the end and starts to cap off the bursts.


01:26:475 - Just another example of the lack of a reasonable bridge between difficulties here is the density of this measure which is kind of reflective of the density disparity within the entire section


01:23:025 (83025|1,83325|1,83625|1,83925|1) - Last thing in the Normal is that I don't really think this stack is necessary because the synth I assume it's representing is constantly descending in pitch, so there's no reason to stack notes in a single column like this because it gives the player the false idea that the music is more or less ascending and descending in pitch all at once rather than only just the latter.


[Leggendaria]
00:03:375 (3375|1) - Shouldn't this be a 1/1 LN for the vocal because you mapped it in exactly that way at 00:05:775 (5775|3) - when the vocal sample is still the same.

00:05:775 (5775|3) - This is more of a harmless nitpick, but because the vocal pans to the left speaker, I think it'd be nice to move the LN to col 2 instead so that the LN is on the same side as the sound.

00:06:375 - 00:06:825 - Missing notes here for the quiet kind of snare? I'm bringing it up for consistency because 00:03:975 - 00:04:425 - is the same sound but in this case, it was ignored.
00:08:775 - 00:09:225 - 00:09:675 - 00:10:125 - Same thing as above. They're a bit quieter here but they still exist, and for consistency, I would add them so as to keep the rhythm the same within the phrase. Essentially, same sounds and structure would be mapped by the same rhythm so as to avoid confusing the player.

00:07:275 (7275|2,7350|0,7425|2,7500|0,7575|2,7725|1,7800|3,7875|1,7950|3,8025|1) - I think it'd be nice to vary the type of trills used as the same kind of 1-3-1-3 4-2-4-2 trills were used before. Maybe a 1-4-1-4 and 2-3-2-3 would work?

00:11:625 (11625|0,11625|1) - I think it'd be fine to make this [24] cause the spacing here is 1/2 but following after that it's 1/4, though the visuals haven't changed which could be potentially confusing to players who depend more on the visual cues than the audio (Example being one of my friends who plays without music for fun sometimes because why not).

00:12:975 (12975|2,13125|2,13275|2,13425|2,13575|2,13725|2,13875|2,14025|2) - You could easily break this long stack up by simply moving 00:13:425 (13425|2,14025|2) - to 1 instead. But this also goes hand in hand with my above reason, so maybe you could vary the actual jumptrill instead, like so https://osu.ppy.sh/ss/8723269

00:23:475 (23475|2) - I would move this to col 1 so that the ministacks at 00:23:175 (23175|3,23325|3,23475|2,23625|2) - alternate hands for a more even weight

00:31:725 (31725|1,31875|1,32025|1,32175|1,32325|1,32475|1,32625|1,32775|1) - Don't think this long of a stack is really necessary. You could easily break it up into sets of three or two like this https://osu.ppy.sh/ss/8724508 . In this way, there's no excessive strain on any one hand.

00:42:075 (42075|2,42075|0,42075|3) - Tbh, I'm unsure of why this is a triple. The sound is almost exactly the same as 00:40:875 - but that's mapped with a jump. To add, I think if you're going to use triples, you ought to use at least one at 00:39:675 - at the start of the section where the crash + kick + bell is.
00:46:875 (46875|3,46875|2,46875|1) - Similar thing to above. At most, I believe this is only deserving of a jump due to the fairly calm orchestral background and soft kick.

00:47:775 (47775|1,48075|1) - Dunno why this is stacked with each other despite the fact that they aren't the same pitch or sound for that matter. I'd move the first note to col 3 instead then.

01:11:775 (71775|0,71850|1,71925|0,72000|1) - Shouldn't this be flipped and the starting note be 2-1-2-1? Assuming you're following the same stack structure from 01:08:475 - which I think is actually pretty cool. I just find it odd to suddenly break away from that and add a surprising minijack at 01:12:000 (72000|1,72075|1) - because of the structure break. Speaking of which, the minijack is pretty uncalled for since you haven't introduced anything like that at all so far into the map, nor do you use them any more after that.

01:18:375 (78375|2,78525|2,78675|2,78675|3,78825|3,78975|3) - Im mostly fine with the three note stacks even if Im not too huge of a fan of them, but what I really dislike is the fact that they're put on the same hand as each other, so the strain is pretty uneven with the left hand doing almost nothing and the right hand taking most of the weight. Instead, what I would do is split the stacks so that they alternate like so https://osu.ppy.sh/ss/8724559

01:20:775 (80775|2,80925|2,81075|2) - Not a huge fan of abrupt direction turns such as this either due to the needless strain on the right hand with the three note stack and minitrill, so what I would do is try to make the pattern a bit more linear like this so that the weighting is more evenly spread out https://osu.ppy.sh/ss/8724607

01:23:025 (83025|1,83175|1,83325|0,83475|0,83625|1,83775|1,83925|0,84075|0) - Some uneven stacking here because it's all on the left hand while the right hand alternates a long 1/2 trill. If it's intentional, I might consider splitting the weight onto two hands. So say for example, col 2 and 4 are where all the stacks are concentrated, and col 1 and 3 are where the trill happens.

01:24:175 (84175|2,84275|1,84375|2,84475|1,84575|2,84675|1,84775|2) - I think this 1/3 trill is repetitive what with being the same hand movement for two beats. Instead, I'd try to do a bit of variation by trilling them with 2/3 like so https://osu.ppy.sh/ss/8724624

01:27:675 - One lonely SV rip. Tbh, I think the half half method here doesn't really do the 1/1 pause justice. What I would do is a bump instead, like 01:27:675 - 1.54x, then 01:27:750 - 0.82x. This averages to 1x so it's still consistent with the rest of the map's over all SV average, but puts a little more emphasis on the note at 01:27:675 - which starts the next half of the kiai. Personally though, I don't think it's necessary at all to use SVs since the sound isnt too loud or anything, and it kind of bleeds into the next section rather than being a clean break.

01:28:575 (88575|1,88725|1,88875|1,89025|1) - This stack is just too excessive to be justified by anything. On top of that, you don't even bother trying to even out the weighting here by putting some of the notes onto the right hand to accommodate for the long stack in 2. What I would do is something like this https://osu.ppy.sh/ss/8724652 . You still have the four note stack in col 4 from before and the direction turns are a bit off at times, but it still keeps true to what I think your original intention for the streams were in this section.

01:29:925 (89925|0,90000|1,90150|1,90225|0,90300|1,90450|1,90525|0) - Another example of uneven weighting for no real reason. I shouldn't really have to explain why it's uneven as Im quite sure I've beaten the dead horse enough already in my previous suggestions, but most of the movement is on the left hand while the right hand is stationary. Nothing I hear in the music can really be used to support this type of patterning, so I would try to make the movements fairly equal on both hands.
01:32:625 (92625|0,92700|1,92850|1,92925|0,92925|3,93000|1,93150|1,93225|0) - Same thing as above, but with a bit more density in it now.

01:31:275 (91275|3,91350|2,91500|2,91575|3,91650|2,91725|3) - Similarly, the stacks + minitrills are starting to be a bit overdone in my opinion.

01:36:675 (96675|2,96750|1,96825|2,96900|1) - Suggest control H here to avoid a direction turn going into the 3-2-3-2 trill and so it's a bit isolated from the pattern for symmetry as the beginning and end of the trill flow in the same direction at the rolls at 01:36:375 (96375|0,96450|1,96525|2,96600|3,96975|0,97050|1,97125|2,97200|3) -
For your concerns, I've nerfed many parts in Hyper to make the gap smaller with Normal. Almost remapped many parts, except some parts.
Besides, offset fixed. Thanks.


For reasons I can't quote again to reply DDM's mods, I'm going to give some explanations for what he mentioned.
Q: Hyper and Normal are copied.
A: Yes and it is true. More exactly is copied from Leggendria.

Q: Copied map is not able to ranked.
A: There is no any rules mentioned it, it is your personal subjective opinions. We even have more examples before and I'm not going to mention them since it is unhelpful for my explanations. Besides, mostly are rest part copied, those LN patterns.

My opinion is, those LNs are pitches I feel from the song, is there any possible for me when I mapping A diff is like this pitch, mapping B diff is also different? I think no. It also shows my listening skill is bad. I did copied the diff from Leggendaria and delete patterns which are not fine for me. And leave patterns I think is fine then. Also, what do you expect to hit in those rest parts? They are pure LNs, long melody, vocals, but no any single sound for you to hit, even if I don't copy the pattern, different patterns will make everything worse and modders/mappers think my map is kinda massive in every diff. So, no, I won't change if you keep holding same opinion from my previous map to this map.
I'll change stuffs when you think something "Ehh, pitch is wrong? How about 1 to 2", "Column 2 seems got too many notes, how about move some to 3" or more, instead of "this looks awful, stupid or what else, then Ctrl+H, delete, move". This doesn't persuade me. And reason for no change is not related to quality you mentioned. For this, the standard of quality is different for everyone, this may not fine for you, but it is fine for me. Who can say the quality is good or bad? So I hope you keep calm while doing your mod. I don't know you too much, I don't want to know you either, it is just a mod, the emotion expressing shouldn't be like something, "Your map is shit, I hope you die or get out of my world." or something like, "He doesn't accept my mod, I must force him to accept it, even if call my friends to make a drama here." Just a simple discussion, I don't want to make it complicatedly.

Also, thanks for the feedback then.
AncuL

Spy wrote:

Q: Copied map is not able to ranked.
That's like... the wrong question

You've been told many times that copying maps makes you look lazy and thus, reducing the overall map quality. We strive for the highest possible quality maps to be ranked, not some laziness and uncaring of quality. The correct question would be "Copied map lowers the quality of the map and isn't something people want on ranked section".

That being said, I think i have a more proper answer to the question. I'd like to think that people don't compare each diffs for similarities in terms of gameplay. Overall map quality also doesn't affect individual difficult as much. You would still enjoy the map even after knowing it was copy-pasted.

I do not like the fact that you think anything has to be unrankable to be bad. Ranking criteria is just a line between rankability an unrankability. If we use the logic that rankable means good, we'd see shit maps that are on ranked section (let's just face it, there are many of them). There are still many ways to improve the map even though you have all things on RC checked. It just takes better mentality in order to realize that.

Nobody has also gone even half-aggressive (except that you have) so stop saying that anyone has done that in this thread.
Shima Rin
I dont think Spy has gone into agressive state. He still explained his logic, and I can indeed see his ideas. It's not wrong, but some of you guys are just using paragraphs of reasoning to persuade, or even force him to make the change, which, he wont get rebub unless he listen to u somehow.

Is copy paste stuff really a problem?It depends. If you are talking about some basic LNs in the easy parts being copied, I would think it is a expression of consistency of the ideas, since Spy is indeed following pitches. However, if handstream parts or even complexer ones getting copy pasted, then I do think you guys can argue for that.

It is obvious that now the discussions are away from suggestions but an argumentations of both sides. I do think if you guys can raise good points on the note use stuff or other things that really bother the gameplay, you are truly helping with the map.

I look forward to seeing u guys really posting out good suggestions instead of talking about rankable problems. I also believe if your suggestions really provide Spy with good ideas, he will apply. He doesnt want to be agressive to anyone, and he wont if you guys can raise worthwhile points and stop arguing against him back and forth.
Critical_Star
been discussed with the mapper for some times, personally i don't any problem with the spreading. Also the mapper mentioned it was fixed and repattern based on previous mod about the spreading stuff. lets give it a try now

irc
2018-05-12 00:22 Critical_Star: lai irc ba, hen kuai de
2018-05-12 00:22 Critical_Star: ACTION is listening to [https://osu.ppy.sh/b/1226402 Ryu* Vs. Sota - Go Ahead!!]
2018-05-12 00:22 Spy: 你先全部打出來
2018-05-12 00:22 Spy: 我等等一條一條回你
2018-05-12 00:22 Critical_Star: ok
2018-05-12 00:23 Spy: 嗯
2018-05-12 00:23 Critical_Star: 00:06:075 (6075|2,6075|0) - 00:08:475 - u can triple here as well for cymbal
2018-05-12 00:23 Critical_Star: 00:17:625 (17625|1,17625|3) - this should be similiar with 00:22:425 (22425|2) -
2018-05-12 00:24 Critical_Star: 01:02:475 (62475|1,62475|2) - i think reduce a LN here better
2018-05-12 00:25 Critical_Star: 01:07:875 (67875|1,67875|2) - here too so u can variate the LN pattern here better
2018-05-12 00:25 Critical_Star: 01:11:775 (71775|0,71850|1,71925|0,72000|1) - suggest CTRL+G, having a sudden LN shield might be quite sudden for player
2018-05-12 00:27 Critical_Star: 00:34:575 (34575|0,34575|3) - is this for vocal? if yes , u may add another note at 00:34:275 -
2018-05-12 00:27 Critical_Star: jiu zhe yang ba
2018-05-12 00:28 Spy: hao
2018-05-12 00:29 Spy: 1. nope, just remain 2 notes since 3 notes too full
2018-05-12 00:29 Spy: 2. changed
2018-05-12 00:29 Spy: 3.included vocal
2018-05-12 00:30 Spy: but well
2018-05-12 00:30 Spy: 3. let me adjust
2018-05-12 00:32 Spy: 3. changed
2018-05-12 00:32 Spy: 4. ok
2018-05-12 00:32 Spy: 5. ok
2018-05-12 00:32 Spy: 6. one note for vocal, so added
2018-05-12 00:33 Critical_Star: hmm actually what is the real problem when got popped months ago
2018-05-12 00:33 Spy: copy?
2018-05-12 00:33 Spy: or spread
2018-05-12 00:33 Spy: idk
2018-05-12 00:33 Spy: tldr
2018-05-12 00:33 Critical_Star: so far i see is like copy paste pattern stuff? well i do not have any problem with that
2018-05-12 00:33 Critical_Star: is your way of doing it so is fine
2018-05-12 00:33 Critical_Star: spread?
2018-05-12 00:33 Spy: let me ask tofu
2018-05-12 00:34 Critical_Star: ACTION is editing [https://osu.ppy.sh/b/1315412 Ryu* Vs. Sota - Go Ahead!! [Shana's Another]]
2018-05-12 00:34 Critical_Star: some part like 01:14:475 (74475|2,74475|1,74550|3,74550|0,74625|1,74625|2,74700|0,74700|3,74775|2,74775|1,74850|3,74850|0,74925|2,74925|1,75000|0,75000|3) -
2018-05-12 00:34 Critical_Star: can reduce to help the gap better
2018-05-12 00:34 Critical_Star: yea try ask him first then
2018-05-12 00:34 Spy: Well actually spread is fine for me
2018-05-12 00:34 Spy: since leggendaria I reduced many things
2018-05-12 00:35 Critical_Star: how about shana diff?
2018-05-12 00:36 Critical_Star: did he still active?
2018-05-12 00:36 Spy: I think fine
2018-05-12 00:36 Spy: *she
2018-05-12 00:36 Spy: disappeared
2018-05-12 00:36 Critical_Star: lol
2018-05-12 00:36 Spy: I can't find her in my discord
2018-05-12 00:36 Critical_Star: 01:14:475 (74475|2,74475|1,74550|3,74550|0,74625|1,74625|2,74700|0,74700|3,74775|2,74775|1,74850|3,74850|0,74925|2,74925|1,75000|0,75000|3) - i only concern here
2018-05-12 00:36 Spy: did she change name
2018-05-12 00:36 Spy: or
2018-05-12 00:36 Critical_Star: if these are single note should be better
2018-05-12 00:38 Critical_Star: u try see your hyper and shana one
2018-05-12 00:38 Critical_Star: that part
2018-05-12 00:38 Spy: I saw it
2018-05-12 00:38 Critical_Star: i know is intended
2018-05-12 00:38 Critical_Star: but you know la
2018-05-12 00:38 Critical_Star: later shabi come and complain
2018-05-12 00:38 Critical_Star: i think just this part
2018-05-12 00:38 Spy: I need to ask tofu but no response
2018-05-12 00:39 Critical_Star: give him time to response ba
2018-05-12 00:39 Spy: ok
2018-05-12 00:39 Critical_Star: see his opinion on that part i mentioned
2018-05-12 00:39 Spy: told him
2018-05-12 00:39 Critical_Star: if he is cool , sure i rebubble now
Shima Rin
[General]

  • The following mods apply to all diffs.
  1. 01:37:285 (97285|0,98035|3) - Shouldn't 01:38:035 (98035|3) - start at 01:37:885 - ? What you did further have reflected that: even though 01:37:885 - this point is not the place where the sound makes its full volume, it is still where it starts.
  2. 01:39:685 (99685|0) - I think this LN should be splited into two 2/1 LNs cuz the pitch changes from C to D.
  3. 01:42:085 (102085|1,102685|0) - While this one should be merged into one LN because the pitch actually doesn't vary.
[Normal]
  1. 01:26:785 - 01:26:635 - 01:26:935 - 01:27:235 - 01:27:085 - Add these 1/2 notes to reduce the gap with Hyper and emphasize the drums.
  2. 01:27:685 - Double for cymbal?
[Hyper]
  1. 00:04:885 (4885|1,4960|0,5035|1,5110|0,5185|1,5335|2,5410|3,5485|2,5560|3,5635|2) - 00:07:285 (7285|2,7360|3,7435|2,7510|3,7585|2,7735|1,7810|0,7885|1,7960|0,8035|1,8035|3) - The imbalance caused by these patterns have actually intensify the gap between Normal and Hyper. If you rearrange a bit to make some easier 1/4 stair patterns that will be great for an ideal spread.
  2. 00:16:585 (16585|3,17185|0) - Ghost note? No melody sounds are there.
  3. 01:14:485 - I do have the same concern with CS here. For me, the best way is to get rid of 01:14:485 (74485|1) - this LN and make 1/4 rolls with single notes only. (Alternative: 01:14:485 - Nerf Shana's Another in this part. Try something like: http://osu.ppy.sh/ss/10982289 )
[Shana's Another]

  • Looks good!
[Leggendaria]
  1. 00:17:860 (17860|1) - Should be on 00:18:010 - ? Or delete it because it is necessarily a ghost note.
  2. 01:56:485 - It might be somewhat subjective but I do think from here the music is so calm that when you have a higher density of notes in between them it feels weird overall. Why not just use LNs so as to achieve a effect of fading out? That would make more sense to me.

Otherwise the mapset looks very solid. Call me back.
Topic Starter
Spy

Tofu1222 wrote:

[General]

  • The following mods apply to all diffs.
  1. 01:37:285 (97285|0,98035|3) - Shouldn't 01:38:035 (98035|3) - start at 01:37:885 - ? What you did further have reflected that: even though 01:37:885 - this point is not the place where the sound makes its full volume, it is still where it starts. Changed
  2. 01:39:685 (99685|0) - I think this LN should be splited into two 2/1 LNs cuz the pitch changes from C to D. Splited
  3. 01:42:085 (102085|1,102685|0) - While this one should be merged into one LN because the pitch actually doesn't vary. Well, then.
[Normal]
  1. 01:26:785 - 01:26:635 - 01:26:935 - 01:27:235 - 01:27:085 - Add these 1/2 notes to reduce the gap with Hyper and emphasize the drums. Added
  2. 01:27:685 - Double for cymbal? Fine
[Hyper]
  1. 00:04:885 (4885|1,4960|0,5035|1,5110|0,5185|1,5335|2,5410|3,5485|2,5560|3,5635|2) - 00:07:285 (7285|2,7360|3,7435|2,7510|3,7585|2,7735|1,7810|0,7885|1,7960|0,8035|1,8035|3) - The imbalance caused by these patterns have actually intensify the gap between Normal and Hyper. If you rearrange a bit to make some easier 1/4 stair patterns that will be great for an ideal spread. Rearranged patterns
  2. 00:16:585 (16585|3,17185|0) - Ghost note? No melody sounds are there. Removed
  3. 01:14:485 - I do have the same concern with CS here. For me, the best way is to get rid of 01:14:485 (74485|1) - this LN and make 1/4 rolls with single notes only. (Alternative: 01:14:485 - Nerf Shana's Another in this part. Try something like: http://osu.ppy.sh/ss/10982289 ) I changed them to 1/4
[Shana's Another]

  • Looks good!
[Leggendaria]
  1. 00:17:860 (17860|1) - Should be on 00:18:010 - ? Or delete it because it is necessarily a ghost note.Moved to 00:18:010 -
  2. 01:56:485 - It might be somewhat subjective but I do think from here the music is so calm that when you have a higher density of notes in between them it feels weird overall. Why not just use LNs so as to achieve a effect of fading out? That would make more sense to me. Agree. I just heard many sounds there but after put notes, it feels weird. Now I decide to remove them.

Otherwise the mapset looks very solid. Call me back.
Thanks for checking!
Shima Rin
Gap problems are being addressed. I don't wanna be more picky on this so let's give this a turn! Qualified :3

Short IRC
22:45 Tofu1222: 00:17:185 - 还有Hyper这里Ghost Note你没改
22:45 Tofu1222: 01:15:085 (75085|2,75160|1,75235|3,75310|0,75385|2,75460|1,75535|3,75610|1) - 这里hitsound错了 大概是你复制的问题
22:45 Tofu1222: 上面两个是Hyper
22:45 Tofu1222: 01:56:485 - L这里F音效删掉
22:46 Tofu1222: fix完喊我 看一下没问题就飞
22:47 Spy: 15085那個改啥
22:47 Spy: whistle?
22:51 Spy: ??
22:52 Tofu1222: 你看其他难度
22:53 Tofu1222: C
22:53 Tofu1222: 全是C
22:55 Spy: check kan kan
22:55 Spy: updated le
22:56 Tofu1222: 好的 可以
Topic Starter
Spy

Tofu1222 wrote:

Gap problems are being addressed. I don't wanna be more picky on this so let's give this a turn! Qualified :3

Short IRC
22:45 Tofu1222: 00:17:185 - 还有Hyper这里Ghost Note你没改

22:45 Tofu1222: 01:15:085 (75085|2,75160|1,75235|3,75310|0,75385|2,75460|1,75535|3,75610|1) - 这里hitsound错了 大概是你复制的问题
22:45 Tofu1222: 上面两个是Hyper
22:45 Tofu1222: 01:56:485 - L这里F音效删掉
22:46 Tofu1222: fix完喊我 看一下没问题就飞
22:47 Spy: 15085那個改啥
22:47 Spy: whistle?
22:51 Spy: ??
22:52 Tofu1222: 你看其他难度
22:53 Tofu1222: C
22:53 Tofu1222: 全是C
22:55 Spy: check kan kan
22:55 Spy: updated le
22:56 Tofu1222: 好的 可以

Thank you. :)
DoNotMess
hi Spy!!

Congratz for qualify, but upon playing this map, i found some minor issue and decided to go a bit in-depth with the map and some stuffs that probably could improve your map in quality-wise.

click me

me
BPM


I really strongly suggest to use 1275 to be honest. Im mostly an acc player and im playing this map with 0.6ms latency. I can tell the map is a bit late in this one and I think KK's offset is the most accurate.


HITSOUND ALL DIFF


00:14:485 (14485|1) - There is no snare sound at the end beat of the burst, remove C

00:19:885 - Inconsistent hitsound in Leggendaria and Normal diff

00:25:285 - Inconsistent hitsound in Leggendaria and Normal diff

00:29:185 - Again 00:29:485 - Again 00:30:385 - Again 01:14:335 - Again 01:18:085 - Again 01:22:885 - Again 01:26:785 - Again 01:27:085 - Again 01:32:785 - Again

00:33:685 - Add Whistle here for painfully obvious kick sound.

00:39:685 - Same here and also because u hitsound the kick at 00:58:885 - which is not consistent

01:14:335 - Inconsistent hitsound in Leggendaria and Hyper diff

01:26:485 (86485|3,86785|0,87085|3,87385|1) - I think it's for the best if you dont leave this hitsound stacked. U can move this W or C to the other note if possible. Also check shana's diff (or hyper if it's possible to unstack them).

01:34:285 - Inconsistent hitsound in Leggendaria and Hyper diff

PATTERN, LAYERING, CONSISTENCY, AND PITCH


LEGGENDARIA

00:03:385 (3385|1) - I think this should be LN because it's literally the same vocal and lyric from 00:05:785 (5785|3) -

00:06:085 - You can actually make these 3 notes to represent the same sound as 00:06:525 - . I can see that probably don't want to overdense the section with the LN already there but for diff sake, this is the hardest diff in the mapset, I dont think 1/1 jack could lead to a problem and can interpret the sound better if you do it consistently. (00:08:475 - same)

00:08:035 - This is pretty loud vocal to get ignored. I suggest something like this https://puu.sh/ApkGE/05ed5bd3cf.png (and referencing how you map this same part with Hyper because there are 2 notes in hyper)

00:20:335 (20335|2) - These are the pitch swing that is the same type with 00:17:635 (17635|3) - 00:22:435 (22435|2) - . It could be 1/2 LN too to give the same feeling.

01:21:160 (81160|0) - Ghost note here, I can't hear anything especially the main pitch synth.

01:42:685 - The choir sound changed the pitch here, you should add |3| as LN to cover this too ( 00:44:485 (44485|0,45085|3) - this is for your reference if u are confused)

I would honestly love to see some slow downs in the calm part especially the ending to make the map more aesthetic.


Shana's Another


00:09:985 - U missed the snare here that left unmapped. 00:08:785 (8785|1,9235|0,9685|2) - Based on these ones I think it should be also mapped there

00:31:435 - U missed the pitch synth here.

This diff is really fun and has great execution with the LN in the kiai

Lower diffs seem good to me, there are some minor issue but it is super subjective from me since this is a totally different mapping style from mine so i wont mention them.

THIS IS NOT BY ANY MEAN HAS ANY INTENTION TO ATTACK THE MAP, MAPPER, GD, BUBBLER, QUALIFIER OR WHATEVER/WHOEVER IT IS. I'm only trying to help shaping the map better in quality and playability.
great mapset overall. Tell me what you think.
DDMythical
not attacking the mapper here

absolutely none of this is personally directed at you
don't take it that way


as always, take this with a grain of salt.
1 / 2 / 3 / 4

but here's some issues from 10 months ago which still haven't been addressed

leggendaria
00:07:275 (7275|2,7350|0,7425|2,7500|0,7575|2,7725|1,7800|3,7875|1,7950|3,8025|1) - Same thing as above here. This pattern is much easier than the pattern introduced in Hyper. (plus I think the OHTrills are too hard for hyper anyway so they should be swapped.)
00:08:025 (8025|1) - This part has a jump in hyper but doesn't have a jump in Leggendaria. (https://osu.ppy.sh/ss/8714019: image for reference)

here are some issues i've found while combing through the chart as of today

leggendaria
00:17:935 (17935|1,18010|1) - this minijack really isn't justified by the song and I have no idea why it's here to be honest - you should save the minijacks for stronger emphasis in the song (but there isn't much that really calls for a minijack in this song anyway) - remove this and make it like hyper? (i.e. delete 00:18:010 (18010|1) )

00:18:685 (18685|0,18685|2,19285|1,19285|0,19285|3,19885|0,19885|2,19885|3) - All of these sounds are the same yet the two latter ones are hands.
00:21:685 (21685|0,21685|2,22285|3,22285|0) - these notes are also jumps, for context - you should make 00:19:285 (19285|0,19285|3,19285|1,19885|3,19885|2,19885|0) - jumps for consistency purposes (and to also reserve the hand emphasis for stronger sounds)

00:23:335 (23335|3) - Move this to 1 because the panning on the vocalist is to the left.
00:23:635 (23635|3,23785|3) - you did it correctly here when it pans to the right so it'd be a nice effect to add onto the chart.

00:27:385 (27385|2,27385|0,27385|1) - Wouldn't make this a hand because it doesn't have vocals on it (you use hands for vocals at 00:26:485 (26485|0,26485|3,26485|2,26785|3,26785|0,26785|1,27085|3,27085|2,27085|1) -)

00:28:135 (28135|0,28135|3) - This shouldn't be a jump, but rather a single note, as there is no synth noise here to call for a jump

00:29:335 (29335|1,29335|3) - Move this to [34] so as to emphasise the repeated synth sound (by having a jumpjack connecting with the hand prior)
00:29:635 (29635|3) - Similarly, move this to 2 to have a jumpjack on [12] to emphasise the repeated synth sound again.

00:29:785 (29785|1,29785|2,29860|3,29860|0,29935|2,29935|1) - This would be better as a [12][34][12] jumptrill, as a [14][23][14] jumptrill is significantly harder and does not fit as nicely within your difficulty curve.

00:30:685 (30685|0,30685|3) - This should be a hand, as you define the kick drum sound as a hand at 00:30:385 (30385|0,30385|3,30385|1) - and 00:31:285 (31285|3,31285|1,31285|0) - (despite the fact that this conflicts with the prior segment, i will assume this is to increase difficulty)

00:32:335 (32335|1,32335|2) - This should also be a hand, as the kick drum sound is present still, and you normally use hands for them - change to a hand for consistency.

00:32:785 (32785|2,32785|1) - You might want to emphasise the "go" sound here. Personally I would use a quad for the sake of emphasis since almost everything else is used up here, and it would fit logically within the difficulty curve of the chart. However you could also use a LN, extend it to the next red tick, and then change 00:32:935 (32935|3,32935|2) - to [14].
We can ignore the fact that these are the same kick drum sounds here (that you use hands for) as it is a slightly different segment and can therefore use slightly different layering schemes.

01:09:385 (69385|0,69460|1,69535|0,69610|1,69685|0) - These one hand trill runs are by far one of the hardest parts of the chart patternically, and yet they're included in the quietest section. I don't see why they are here, as they are far too difficult for the songs intensity - and even if they were used in the most intense part of the chart they would be pushing the difficulty curve. You should repattern the lns here so that you can have these alternate hands somehow, instead of having them be a one hand trill.
01:11:785 (71785|1,71860|0,71935|1,72010|0,72085|1) - The same thing applies here.

01:14:485 (74485|3,74485|2,74560|1,74560|0,74635|3,74635|2,74710|0,74710|1,74785|3,74785|2,74860|0,74860|1,74935|3,74935|2,75010|0,75010|1,75085|3,75085|2,75160|1,75235|2,75310|1,75385|2,75460|1,75535|2,75610|1,75685|3,75685|0) - Good use of emphasis here.

01:16:585 (76585|0,76585|1,76735|2,76735|1,76885|3,76885|2) - I don't think these need to be jumps, I think it's fine to have them as single notes like you do in Hyper.


01:27:835 (87835|3,87835|0) - There is a clear sound here - I recommend charting it with a [14] jump to emphasise the 'echo' of the note prior.
You also have a note here in Hyper, but you seem to have forgotten it in leggendaria - so this is a spread issue too.

01:28:585 (88585|1,88660|0,88735|1,88810|0,88885|1) - You should really consider patterning this out, as a long OHtrill in this JS is very difficult, it's almost absurd in difficulty considering the rest of the chart. (and the song doesn't get any more intense here, infact, it gets quieter.)

01:37:060 (97060|1,97135|2,97210|3) - I think you should make these descend in a 4-3-2 pattern, as the pitch here is descending. Then you can move the chord 01:37:285 (97285|1,97285|2) - to [34]. Changing this also avoids creating a somewhat tricky minitrill at 01:37:135 (97135|2,97210|3,97285|2) -, which is slightly too hard for the song intensity here from a difficulty curve perspective.

01:33:235 (93235|0,93310|1,93385|0,93460|1,93535|0,93610|1) - This OHTrills is also way too long, it's by far the hardest part of the chart and is just unfair on the player. Repattern this so that it flows and alternates hands.

hyper
01:30:160 (90160|1,90310|2) - It might be worth deleting the notes here and changing 01:30:235 (90235|0) - to a [12] chord to emphasise the strong snare hits in this section.

01:37:210 (97210|1,97285|2) - CTRL+H this to avoid creating a short one hand trill into an LN at 01:37:135 (97135|0,97210|1,97285|0) -.

the hyper and normal difficulties are still practically the same as the leggendaria so any issues here may also apply over to those difficulties.

If any of my terminology is confusing: http://www.flashflashrevolution.com/vbz ... p?t=115282
here is a thread containing the terminology i'm using.

OHTrill = One Hand Trill etc.
Protastic101
Valid points have been raised that should be addressed. Taking this down for now
Cra Dow

Protastic101 wrote:

Valid points have been raised that should be addressed. Taking this down for now
Which points were the decisive ones for the disqualification? (I understand the mod about the timing, thou I'm curious about the rest being real issues (technical) or suggestions) I just wonder why the map had to wait 10 months for those valid points. 8-)

I might be going crazy but so many ninjas modding these days. They come when you less expect them... People should try to mod the maps they are "interested" in before qualification to avoid the annoyance for players of waiting for the time that the map gets to ranked after qualification. The mapper gets tired to and the bns might also not want/have the time to check the map again. Lets not make ranking even harder and 10 months is plenty of time to mod seriously. This is not a specific case thou, there are plenty of maps that wait and wait then qualification happens then someone feels like moding then bam disqualification then wait more and more................many projects get abandoned like this. This makes me sad.

The modders did not do bad for modding (actually I agree if the map has some serious issues like timing, snapping, wonky hitsounds, (technical stuff) fine disqualification), I just feel like people should try to mod before qualification to avoid making even more complicated to rank maps. :x

Protastic I suggest you to indicate which are the most important points to considerate out of the list and what is the stuff that the mapper REALLY NEEDS to change or the set will never get ranked, I am not sure what is the level of obligation of qat but it would be cool if qat members would do that always when doing their function. :)
DDMythical

Cra Dow wrote:

Protastic101 wrote:

Valid points have been raised that should be addressed. Taking this down for now
Which points were the decisive ones for the disqualification? (I understand the mod about the timing, thou I'm curious about the rest being real issues (technical) or suggestions) I just wonder why the map had to wait 10 months for those valid points. 8-)

I might be going crazy but so many ninjas modding these days. They come when you less expect them... People should try to mod the maps they are "interested" in before qualification to avoid the annoyance for players of waiting for the time that the map gets to ranked after qualification. The mapper gets tired to and the bns might also not want/have the time to check the map again. Lets not make ranking even harder and 10 months is plenty of time to mod seriously. This is not a specific case thou, there are plenty of maps that wait and wait then qualification happens then someone feels like moding then bam disqualification then wait more and more................many projects get abandoned like this. This makes me sad.

The modders did not do bad for modding (actually I agree if the map has some serious issues like timing, snapping, wonky hitsounds, (technical stuff) fine disqualification), I just feel like people should try to mod before qualification to avoid making even more complicated to rank maps. :x

Protastic I suggest you to indicate which are the most important points to considerate out of the list and what is the stuff that the mapper REALLY NEEDS to change or the set will never get ranked, I am not sure what is the level of obligation of qat but it would be cool if qat members would do that always when doing their function. :)
it isn't ninja modding or targeted modding - this map just returned to my radar as it was put into qualified and i wanted to look at it again. The literal purpose of qualified is so that more people can look at it and find issues; you cannot expect people to mod it before it goes into qualified as it simply will have less attention then.

also if the charter gets demotivated after issues are found in their chart then that is ok, but quality standards should be adhered to or atleast tried to adhere to - you shouldn't rank things just because if you were to dq them the mapper would get upset.
Cra Dow
DDMythical
Almost a year of wait no mods a lot of time, wouldn't you feel wrong.

DoNotMess definitely has a point (technical issues were pointed out, therefore dq) with his mod.
You did fine with modding, I think you did not get my point. you could be more user friendly with your timing. Why don't you go for bn status I think you got the experience for that, it would be fun. I just do not like this going forward while you have your foot on the break way of doing stuff, why is there a pending section?Anyways lets make all maps qualified so ddmythical will mod them all so we get better quality maps ranked!!!
I just think this is not user friendly way of doing things. Just take the bn test k? 8-)

At least you are not modding in disqus anymore...

Why am I doing this, you are free to do whatever you want. It must be the lack of sleep that is getting to my emotional/logical system.
I think that I need to delete osu!
-mint-
"you could be more user friendly with your timing."
he said the map went back in his radar because it got qualified. two BNs look through the map, and if the community is fine with it, it gets a free pass to ranked. if theres someone who points out a problem, its not because they want to ninja dq the map, its because they found a problem that the two BNs did not see.

in this situation though, it is strange that DD's older mod was glossed over. i think that may say something about the quality of these sorts of modding. ill let you interpret that how you will.
Cra Dow

qqqant wrote:

"you could be more user friendly with your timing."
he said the map went back in his radar because it got qualified. two BNs look through the map, and if the community is fine with it, it gets a free pass to ranked. if theres someone who points out a problem, its not because they want to ninja dq the map, its because they found a problem that the two BNs did not see.

in this situation though, it is strange that DD's older mod was glossed over. i think that may say something about the quality of these sorts of modding. ill let you interpret that how you will.


I'm just a rude old man who didn't check previous posts, don't mind me.

And I apologize to DDMythical, about the ninja/timing thing since he already has a mod on this set, I miss interpreted stuff and thought this was his first and only mod, since this is a recheck my arguments lost meaning and validity. I just saw the date the set was last modded and the date after it was qualified it was modded again so I got upset without proof. I am really sorry.

I am also sorry for involving DoNotMess and Protastic101 in my posts.
Alter-
HI FRIENDS

I wanna join this conversation as well as offer a mod toward leggendaria.


I've played "leggendaria" quite a bit, and I want to say, that as it currently stands, is very underwhelming when it comes to the decisions toward the overall structure of the diff compared to what the song has to offer. When I listen to the song "https://www.youtube.com/watch?v=kJ7vM4MUYCg" I hear chances to add sick LN structure, some burst/slow jam SV, and restructuring the ending kiai better; Because stairs and doubles+hands for 20 seconds straight with perhaps the only change in that kiai is the 1/6 which only last 2 seconds at 01:24:085 - is as boring to patterning as u can get. Atm, I see this map to be one of the safest routes to an easy rank as possible. I don't even see any slight thing to differentiate this map from being super generic to a map having at least experimental patterns to the ranked section.

Comparing your "leggendaria" Bro gamer "https://osu.ppy.sh/s/617846" map (which is (in my opinion) one of the best 4* maps still to now) It shows differentiation in patterning usage, amazing structure, and you've utilized the patterns in the song choice so well.

Going toward your "Go Ahead" the "leggendaria" is pretty much the opposite of that, the patterning usage is such a bore, the structure is debatable (anchors are just flying all over the place + c/p patterns are pretty much noticeable whilst playing) and the song choice is amazing, but the decisions you took toward this could be so much better.

Mod =

@ Ctrl H 00:10:585 (10585|3,10585|2,10660|0,10660|1,10735|2,10735|3,10810|0,10810|1,10885|3,10885|2) - to break the long left hand usage 00:08:935 (8935|0,9385|0,9835|0,10285|0,10585|0,10735|0,10885|0,11185|0) -
^ Missing W 00:11:635 (11635|0,11635|1) -
^Changed your 00:12:385 - to 00:14:485 - to https://osu.ppy.sh/ss/11019258 to remove the 8 note anchor 00:12:985 (12985|2,13135|2,13285|2,13435|2,13585|2,13735|2,13885|2,14035|2) - and to stop starting of your trills from all starting on right hand bias 00:11:785 (11785|2,11785|3,12985|2,12985|3,13585|2,13585|3,14185|3,14222|2) -
@ 00:15:685 - to 00:25:285 - should definitely be used to break the repetition of single notes from 00:03:685 - to 00:14:485 - by implementing LN to express the techno sounds instead of just having even more singles and only 00:17:635 (17635|3,22435|2) - to be LN
^ remapped 00:28:585 - to 00:30:385 - to "https://osu.ppy.sh/ss/11019305" because I wanted to better express the different sounds here at 00:29:185 (29185|3,29185|2,29335|3,29335|2,29485|0,29485|1,29635|1,29635|0) -
^ Having 00:30:385 - to 00:33:685 - be more dense is okay, but it would be better to express the techno sound with LN along with your dense single, double. Otherwise it's just another repeat of the past section before it 00:25:285 - to 00:30:385 - .
^ A simple basic 5 note anchor 00:32:185 (32185|1,32335|1,32485|1,32635|1,32785|1) - perhaps keep preference of 2 note anchor in this section, with 3 being a max *with reasoning.
@ 00:38:785 - to 00:58:885 - should be expressed more by having this as a slow jam using an SV and back to 1x for 00:58:885 - and beyond
^ 00:40:435 (40435|3) - should be lowered to 00:40:285 - - along with 00:39:685 (39685|0) - ending on 00:40:285 -
^ Have 01:08:485 - be a triple due to cymbal/entrance and to match with 01:10:885 (70885|0,70885|1,70885|3) -
^ Changed 01:15:685 - to 01:17:185 - to https://osu.ppy.sh/ss/11019364 to better express the break and also having the belief that 01:16:585 (76585|0,76585|1,76735|2,76735|1,76885|3,76885|2) - are not powerful enough to be double
@01:18:085 - to 01:37:285 - is just very boring due to the constant patterning, and just no change at all except for the 1/6( I would recommend remaking this kiai section by making a diff called "kiai revision" and use file, reference and use what the mods have mentioned. It is the fastest attempt to remaking a section in my opinion.
^ Keep max of 3 note anchors in this section (prefer 2), 5 note anchor 01:21:235 (81235|3,81385|3,81535|3,81685|3,81835|3) - , 4 note anchor 01:25:585 (85585|1,85735|1,85885|1,86035|1) - , 4 note anchor 01:26:785 (86785|3,86935|3,87085|3,87235|3) - , 4 note anchor 01:28:135 (88135|3,88285|3,88435|3,88585|3) - , 4 note anchor 01:28:585 (88585|1,88735|1,88885|1,89035|1) - , 4 note anchor 01:30:010 (90010|1,90160|1,90310|1,90460|1) - , 4 note anchor 01:31:135 (91135|0,91285|0,91435|0,91585|0) - , 5 note anchor 01:32:935 (92935|0,93085|0,93235|0,93385|0,93535|0) - , 4 note anchor 01:33:310 (93310|1,93460|1,93610|1,93760|1) - (possible to restructure this to fix issue).
^Another Issue I have with this kiai is the imbalance of jacks, an example is 01:18:385 (78385|2,78535|2,78685|2,78685|3,78835|3,78985|3) - (make sure to have evened jacks to cancel out eachother, an example is this https://osu.ppy.sh/ss/11019416
^sections like this 01:22:885 - to 01:24:085 - , where they really express those elongated sounds are somewhat open to LN patterns, and usage of LN in these type of sections will be able to break the repetition of singles within this kiai.
^These little trill type sounds from the song 01:20:485 - to 01:21:085 - and 01:21:685 - to 01:22:285 - can break the repetition as well by having 1 2 1 2 1 2 trills or 1 4 1 4 1 4. Same for 01:26:485 - to 01:27:085 - which really expresses the sound to add a trill. Continue on to the rest of the kiai.
^Ease up on 01:27:985 - to 01:30:085 - to express the insane build up the song has to offer, then 01:30:085 - to 01:32:485 - (up to you, keep the same as past suggestion, or make a tiny bit harder through implementing jacks). The past two build ups were ment to really express 01:32:485 - to 01:33:685 - by having single, double, single, double patterns (expressing the bass so much) because your current structure shows no expression, and has the same overall pattern though out that entire build up.
@ changed 01:33:685 - to 01:34:885 - toward https://osu.ppy.sh/ss/11019473 because the bass ends at 01:33:685 (93685|3,93685|2,93760|1,93760|0,93835|2,93835|3,93910|1,93910|0,93985|2,93985|3,94060|1,94060|0,94135|3,94135|2,94210|1,94210|0,94285|3,94285|2) - and to better express the cut off of the bass.
^ Remove 01:54:985 (114985|1,115135|2) - and extend 01:54:085 (114085|0) - to 01:55:285 - and restructure the singles to fit this. Reasoning is that there is no sound in those 2 short LN.


CONCLUSION
This is a target, I'm pretty much disappointed in the fact that a skilled mapper such as yourself spent 8 months to create this diff, I expected better from you, especially from Brogamer. I'm sorry that this is a very extremely targeted and mean mod but my conclusive suggestion is "This diff is a bore and halfassed, plz open up the structure of patterns to your decisions to better fit the songs choices"

Adding to this, the reason I went extra hard toward you Spy was not because I have anything against you. But was more to the fact that I was extremely disappointed that this was "your" creation that was about to be ranked. I want your maps to be successful because I'm one of your fans when it comes to your ranked maps. I do care, and I'm not afraid to tell you that I have a problem with your map, which goes for anyone's map. Please make this a good map.
Shima Rin

DDMythical wrote:

also if the charter gets demotivated after issues are found in their chart then that is ok, but quality standards should be adhered to or atleast tried to adhere to - you shouldn't rank things just because if you were to dq them the mapper would get upset.
As I can see, modding discussions should be at a balance between not to demotivate the mapper but also address the issues properly. This requires the proper communications between the mappers and the modders. Also, it will be of no progress if just more and more mods come since for now they cover nearly everything in Leggendaria, so there might be repetitive mods that kinda waste the mapper's time.

For now, let's wait for Spy to respond to the mods, and stop having random people post targeted mods, ok?

Alternater wrote:

HI FRIENDS

I wanna join this conversation as well as offer a mod toward leggendaria.


I've played "leggendaria" quite a bit, and I want to say, that as it currently stands, is very underwhelming when it comes to the decisions toward the overall structure of the diff compared to what the song has to offer. When I listen to the song "https://www.youtube.com/watch?v=kJ7vM4MUYCg" I hear chances to add sick LN structure, some burst/slow jam SV, and restructuring the ending kiai better; Because stairs and doubles+hands for 20 seconds straight with perhaps the only change in that kiai is the 1/6 which only last 2 seconds at 01:24:085 - is as boring to patterning as u can get. Atm, I see this map to be one of the safest routes to an easy rank as possible. I don't even see any slight thing to differentiate this map from being super generic to a map having at least experimental patterns to the ranked section.

Comparing your "leggendaria" Bro gamer "https://osu.ppy.sh/s/617846" map (which is (in my opinion) one of the best 4* maps still to now) It shows differentiation in patterning usage, amazing structure, and you've utilized the patterns in the song choice so well.

Going toward your "Go Ahead" the "leggendaria" is pretty much the opposite of that, the patterning usage is such a bore, the structure is debatable (anchors are just flying all over the place + c/p patterns are pretty much noticeable whilst playing) and the song choice is amazing, but the decisions you took toward this could be so much better.

CONCLUSION
This is a target, I'm pretty much disappointed in the fact that a skilled mapper such as yourself spent 8 months to create this diff, I expected better from you, especially from Brogamer. I'm sorry that this is a very extremely targeted and mean mod but my conclusive suggestion is "This map is a bore and halfassed, plz open up the structure of your decisions to better fit the songs choices"
At first when you mention your mapping intentions of this song, I can see your ideas in experimenting stuff, but this map is never "one of the safest routes to an easy rank as possible", and it is just Spy's style that shapes this mapset. Also, "being super generic to a map having at least experimental patterns to the ranked section" doesn't make it wrong and bad from all perspective, and I think this is quite a subjective topic if you go into too much.

I won't argue that this map indeed looks more boring than BroGamer because actually the styles of the songs are way different. If you are eager to play exciting maps like BroGamer, go check https://osu.ppy.sh/s/779472 To me it's not meaningful to compare these two maps, but if you judge from the perspective of a mapper in this era, yes, this map does have space to improve.

I think it's not good for me to say more about your mods. It all depends on Spy himself. Let's just wait for his response to your mods then.



I sincerely hope we can end this so-called "drama" (though I personally don't think this is a drama thing) as soon as possible and make this back.
-mint-

Tofu1222 wrote:

At first when you mention your mapping intentions of this song, I can see your ideas in experimenting stuff, but this map is never "one of the safest routes to an easy rank as possible", and it is just Spy's style that shapes this mapset. Also, "being super generic to a map having at least experimental patterns to the ranked section" doesn't make it wrong and bad from all perspective, and I think this is quite a subjective topic if you go into too much.
The whole point of people posting here is because Spy is utilizing mapping concepts that they are not able to understand. Usually when you look at a well created map you can tell why the mapper did certain things, etc.

Not going to take a stance on the map - aside from 00:40:435 (40435|3,40435|2) - This doesn't sound right to me, shouldn't it be on the white tick?
DDMythical
dont want to be blunt but there's literally no reason for cra dow or qqq to be posting right now - you're just detracting from the mods being posted so just please stop
-mint-

DDMythical wrote:

dont want to be blunt but there's literally no reason for cra dow or qqq to be posting right now - you're just detracting from the mods being posted so just please stop
yote
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