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Kobaryo - Dotabata Animation [feat. t+pazolite] [OsuMania]

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Seiryuu
Beatmap got unranked, it gives me a chance to come back and IMPROVE it, no need to get mad. Still thinking about modding but i'm quite sure everything's gonna get rejected because of your "Special" type of layering. Also if I don't understand your layering, that just means that an even larger part of the community won't.
Edit: Forgot to reply to Yahao's first point so here it is.
I'm pretty sure I have more charting & playing experience than you, so don't come whining about how I don't understand your chart, it clearly is a mess.


"The irony is that your example is actually the proper way to do it"

It's literally the truth, not trying to make any drama happen, but he HAS to accept it.
There's no need to sugarcoat anyone's words at all, speaking your mind is fine, isn't it, or are BNs and Mappers now so delicate that you have to treat them with care so that they don't explode?

Damn this community really has fallen quite a bit.

Don't make this a repeat of what happened before, if you WANT to continue the drama then go ahead, from my point of view everything is resolved properly. You know who I'm talking about.
Topic Starter
Sandalphon
If you want to convince someone by using "i have more experience, so you should listen to me", you are wrong in the first place. You should provide a value point to support your statement that the map is a mess
There is no perfect map and no perfect mapper, misunderstanding can happen between mappers

And 4 posts already, saying my map is a mess without giving any mod or even a timing point
clap clap clap
juankristal
I honestly don't really care much about the maps quality here but most people involved here should start fixing their attitudes as quick as possible.

Any further violation of the Code of Conduct from now in this thread will be punished so think 100 times before posting anything in here. This goes to not only the mappers but also the modders of this set.

Learn how to deal with this kind of stuff. People here should be modding and improving the map, not trying to improve whoevers attitude. That's something the staff should do in case it's needed so instead of making this a big wall of drama the next time consider contacting any of us if you feel the Code of Conduct is not being respected.
[Ping]
OK, I wanna be involve in this map, so some mods

1|2|3|4


SPEEDCORE!! (should change to "Speedcore!!" so that it's consistent with other diffs)
00:33:346 add a note on 4 because it represents the melody more and it will also this part more balanced
00:37:039 ^
02:27:808 ^
02:31:500 add a note on 1 (same reason with above)

00:35:308 more balanced if move note on 3 to 2
00:38:308 melody changed so maybe use variation such as https://osu.ppy.sh/ss/9286064
02:29:770 move note on 2 to 3 (same reason with 00:35:308)


00:48:116 looks unflow + unbalanced, so here's a suggestion that fix that and also give the part a bit of pitch relevancy https://osu.ppy.sh/ss/9286105
02:42:577 ^ (move note here on 2 to 1 too so it would be better flow)

00:50:077 balancing pls (move note on 3 to 2)
02:44:539 ^

01:00:923 (I dunno if my opinion here is rankable, but maybe do some sv lines according to the music on the break part here")

01:30:923 as a gimmick maybe? https://osu.ppy.sh/ss/9286162

01:43:154 - 01:44:770 pitch relevancy a bit would be great like so https://osu.ppy.sh/ss/9286204
01:47:308 for balance on the part above, move 2 to 4

ok that's abt it ;)
Crumpey
As requested in Crumpey's Mod Queue! (wasnt really, got bored)


Wonkis extra
00:18:231 (18231|3) - move to col 2, notes dont quite sound the same so a 2/4 pattern twice in a row doesnt really make sense to me (did that even make sense?)

00:21:923 (21923|3,21923|0,22039|0,22039|3) - similarly, to this, have the first chord 1/3 and the second 2/4 to emphasise the difference

01:16:154 (76154|0,76154|3) - i feel this might make more sense as a single ln on col 3, its pretty opinionated, its not wrong as it is, id use it to avoid the 1/4 pattern 3 times in a row

01:20:077 - would it be bad to map vocals here, normally im against it but here, it doesnt seem to bad of an idea

01:39:808 (99808|0,100039|3) - im not to sure what these lns purpose in the midst of the stream ins

Pretty solid set by the looks, i don't normally mod such high starred maps, so hopefully this is somewhat useful

Wanna see this in the ranked category soon <3
error_exe777
stumbled across this and the drama i fucking love drama

top diff:

01:25:846 - used jumptrills here. ive got no problem lmao

01:38:770 - but here you didn't?

i understand the second example is a longer section, but it could have some variation so it’s not identical:

you can have you're normal jump trills until 01:39:808 - where it has some capability for some 1/8 rolls, and 01:40:039 - here for some more complex patterns where it asks for it.

then when you repeat the jumptrills here 01:40:616 - you can use a different pattern eg 14-23-14-23 etc etc for variation.

also, 01:41:077 - can have some 1/8 since its there i guess????????

now, if you're avoiding them for a good reason ignore everything but it just seemed a bit odd and/or inconsistent

other than that, all the previous concerns pointed out by others are okay imo since variation is a thing and not everything needs to be differen't because the pitch is like one note different or whatever

moderators pls dont kill me


love this map and song. might do a full mod later tbh despite the bn history
Ascendance

Seiryuu wrote:

Beatmap got unranked, it gives me a chance to come back and IMPROVE it, no need to get mad. Still thinking about modding but i'm quite sure everything's gonna get rejected because of your "Special" type of layering. Also if I don't understand your layering, that just means that an even larger part of the community won't.
Edit: Forgot to reply to Yahao's first point so here it is.
I'm pretty sure I have more charting & playing experience than you, so don't come whining about how I don't understand your chart, it clearly is a mess.


"The irony is that your example is actually the proper way to do it"

It's literally the truth, not trying to make any drama happen, but he HAS to accept it.
There's no need to sugarcoat anyone's words at all, speaking your mind is fine, isn't it, or are BNs and Mappers now so delicate that you have to treat them with care so that they don't explode?

Damn this community really has fallen quite a bit.

Don't make this a repeat of what happened before, if you WANT to continue the drama then go ahead, from my point of view everything is resolved properly. You know who I'm talking about.
This is some pretty big "God Complex" stuff lol. First you imply that your opinion carries value over anyone else's and that you practically speak for the community (that or you believe your intelligence to be higher than that of the "larger part of the community"). I think you really need to approach this calmer, and instead of promoting drama through statements like "if you WANT to continue the drama then go ahead", implying that you'll just keep starting drama, you should focus actively on working with the mapper instead of attacking them. If they have some special type of layering that's completely shit, do you think that the map would have been qualified in the first place? Maybe it's something unique they want to try. You never know. You just need to relax and take a deep breath friend.
Hydria
i saw there was drama here like 15 hours after it actually happened and instead of reading any of it im just gonna drop a simple mod check regarding mainly consistency and PR

SPEEDCORE MORE LIKE SLOWCORE HAHAHAHAHHA THERE'S A YAWN IN THE SONG 55% IN
it seems like you're charting all the bell sounds as doubles which means 00:03:000 (3000|2) - 00:03:462 (3462|0) - need an extra note (there is a drum accompanying the second one and for the first one 00:03:116 (3116|0,3116|1) - doesn't have a drum accompaniment so there's got to be some consistency here)

because 00:04:154 (4154|1,4154|0) - is a stronger sound you'd think you could maybe place a double otherwise it's sharing the same intensity as other, quieter notes here

00:05:770 (5770|3,5885|1,5885|0) - maybe switch the density around here? seems like it would work better
00:07:616 (7616|0,7731|2,7731|3) - same here

00:07:846 (7846|0,7846|1) - triple density as mentioned before
00:08:770 (8770|0,8770|3) - same

00:09:116 (9116|0,9116|1) - i can't see any reason for this to be a double in comparison to the density in this section

00:09:635 - sound here but no note (place at col 3)

00:10:385 (10385|0,10385|3,10500|2) - these are both accompanied by the same sound why are they different densities

00:13:231 - grace note goes here on col 4

00:15:116 - singular 1/2 LN here? there is a sound there and it feels weird going unmapped

sounds like there should be another grace note around 00:16:500 - dunno what snap though

why aren't 00:16:731 (16731|1,16962|0) - the same density as 00:14:654 (14654|3,14654|2,14885|2,14885|3) -

00:18:577 (18577|2) - 00:22:270 (22270|1) - why are these not a double? (you mapped it as a double here 00:20:423 (20423|3,20423|2) - )

00:18:866 - sound here for a note

00:26:077 (26077|2) - only non doubled white line major note in these 2 measures, why?

00:26:193 (26193|0) - i can let off this one being a double because of space but not the previous suggestion

00:27:923 (27923|2) - same here with the white lines
00:29:770 (29770|1) - and here
00:31:616 (31616|2) - and here

00:31:962 (31962|3,31962|2,32077|1,32077|2,32193|1,32193|0) - these should be ascending note descending

00:33:346 (33346|1) - should be a double

00:33:462 (33462|3,33462|0) - debatable triple

00:40:846 (40846|3,40846|2) - if you're mapping triples for the strong drum beat then at least keep the ones on the white lines consistent

00:42:693 (42693|3,42693|2,42808|1,42808|0) - why are these two the same densities they're completely different

00:43:154 (43154|0,43154|3,43212|1,43270|2,43327|3) - either have this as just all singles, a jumptrill or a small js pattern

00:44:539 (44539|3,44539|1) - triple

if 00:46:270 (46270|0,46270|3,46270|1) - is a triple why isn't 00:46:385 (46385|3,46385|2) -

00:46:616 (46616|0,46616|3,46673|1,46731|2,46789|3) - past suggestion about single/double/js

00:46:846 (46846|0,46846|1) - the switch to just singular vocals doesn't come off that well with a double LN

there is gonna be one pattern complaint which is 00:52:616 (52616|2,52616|3,52673|0,52731|2,52731|3,52789|1,52789|0,52846|3,52846|2,52904|0,52962|3,52962|2,53020|1,53020|0,53077|2,53077|3) - you can do something like the following and it just works better


notes can be placed on 00:53:943 - 00:54:173 - 00:54:404 -

01:02:077 (62077|1) - two sounds here = two notes, if not, why is 01:02:193 (62193|3,62193|0) - a double then like the rest of the notes in this section (this will end up effecting like 25% of his section minimum so i'm not writing "same here" for 40 lines, use your best unbiased judgement)

01:02:308 - why is this completely audible sound just ignored

01:03:231 - same here

01:05:077 - and here (no more repeats)

in fact like that entire section from 01:01:846 - up to 01:09:231 - could use a rework in terms of consistency and density

01:10:616 (70616|0,70846|2) - LNs? or note 01:10:962 - ?

01:12:000 (72000|2,72000|3) - this has literally no reason to be a double

01:14:539 (74539|1,74539|2) - this has no strong drum beat to it so should be a single

01:17:539 (77539|1,77539|2,77539|0) - why is this a triple

01:19:385 (79385|1,79385|3,79385|0) - same

01:20:308 - until 01:25:616 - either make those notes on white lines doubles or make the notes on red lines doubles as there's a lack of consistency even if you could a held LN as a note in these sections

01:27:173 (87173|0,87173|1,87231|0) - that's just a bit cheeky

01:28:500 (88500|3,88500|2,88500|0,88616|1,88616|0,88731|2,88731|0,88731|3) - why not use the 1/8 here

if no 1/8 there at least make 01:28:500 (88500|3,88500|2,88500|0,88731|2,88731|0,88731|3) - doubles like they should be

same 01:30:346 (90346|3,90346|1,90346|0,90577|3,90577|0,90577|1) - or buff 01:30:693 (90693|0,90693|1,90808|2,90808|3) - instead

try 01:30:923 (90923|0,90923|3) - as a singular 1/4 ln and 01:31:154 (91154|3,91154|0) - as a singular 1/2 ln

01:31:385 - until 01:34:616 - repeat section

01:35:885 (95885|1,95885|0,95885|3,96116|1,96116|3,96116|0) - why are these triples? it makes no sense because no other strong sound in this section is mapped as triples (01:35:654 (95654|2,95654|0,95654|3) - is fine due to the intensity of the sound it produces)

01:36:693 (96693|3,96693|0,96808|2,96808|1) - singles because they're not as strong sounding as the previous notes and then make 01:36:923 (96923|0,96923|3,96923|1) - a double

01:38:077 (98077|3,98077|2,98193|0,98193|1) - should both be triples with their intensity

map 01:39:808 (99808|0,99808|1,99866|3) - as a double with one note being LN because there's a 1/8 buzz sound here completely ignored and just having it be continuous jumpstream ruins the feeling of this section here

01:40:039 (100039|3,100039|2,100096|0,100154|2,100154|1,100212|3,100270|1,100270|0,100327|2) - same here

01:41:077 (101077|3,101077|0,101135|1,101193|3,101193|2,101250|0,101308|2,101308|1,101366|3) - same here

01:41:770 (101770|3,101798|2,101885|3,101914|2) - ctrl-G for switching of intensity (1/8 to 1/16 buzzing sound)

01:42:000 (102000|3,102000|2) - map as one singular 2/1 LN

01:42:462 - until 01:49:846 - EVERY 2/1 note should be a double

01:50:770 - ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

im going to have to stop here for now because i need to wake up in 6 hours but i believe you have the ability to check through the rest of the diff itself to notice any more consistency issues also you better not waive this as a no change because i spent 2 hours on it unbiased over what is essentially objective issues (inconsistency should be counted as objective) and im only here to help (i already modded it once here i go again)
-mint-
just stopping by to remind that there are still a lot of uncomfortable patterns in here, and honestly, even more so now that those LN were added
no kudosu
juankristal
So I just played the map and other than the split handed jumptrills and this kind of sections:



It's not that unconfortable leaving those things aside. It's just spiky as hell (which should probably be considered and adressed).

My main concern in regards of the pictured section is that it doesn't really follow anything thats sorta relevant to the song. It could very well be mapped in a similar way (such as 1/8 bursts that plays as jumptrills anyways but they would be easier to understand and read) or just follow a different music spectrum. Not only that but transitioning from heavy jumptrills->hand minijack into easy 1/2 patterns (compared to the song) into 1/8 rolls and dense pseudo-jumptrills feels mega inconsistent and super akward to play overall. The song isnt even that crazy anyways, besides how fast it can go it remains quite consistent and thats the reason why the map plays in such way at least in this particular section.

For the split handed jumptrill I just think its way too fast and it isnt really any different music wise compared to all the other jumptrills used.

So basically the thing that concerns me is the fact that the difficulty is overall not really bad besides the mentioned parts. But it's not bad as an lets say insane difficulty, its something I would enjoy playing and grind to get an SS on it given the overall difficulty of it but given the spikyness the map it just feels like it lacks coherence and its kinda poorly designed. Its like the map doesnt know if it should be a harder diff of what it is or an easier diff than what it is but not the difficulty it actually aims to be.

Like for example this ones 00:52:212 (52212|3,52327|0,52673|0,52904|0) - dont really seem to follow anything clearly based the density used over there. And those notes kills the possibiltiy of following different patterns like 12-34-12 jumptrills instead of always 34 based. The previous section feels legit the same as this but it plays in a really different way and uses different snaps with almost no time in between. I would be fine if you change those things in between sections (for example this one and the ending) but with so little room it feels weird.

Or maybe I am just crazy idk.
DeletedUser_259972
This might've been mentioned millions of times before, but I'm gonna point out here

01:27:693 - ~ 01:34:616 - for those sections

I don't really get why you simply skipped the 1/8 drums, they are the most iconic part for Kobaryo, the speedcore artist, hence the diffname.

idk just random complaint

also the amount of notes used seems inconsistent overall, but

juankristal wrote:

maybe I am just crazy idk.
Topic Starter
Sandalphon

TheNewBungping wrote:

OK, I wanna be involve in this map, so some mods

1|2|3|4


SPEEDCORE!! (should change to "Speedcore!!" so that it's consistent with other diffs)
00:33:346 add a note on 4 because it represents the melody more and it will also this part more balanced //the double in this section are only for the synths, i wouldnt add note just because i will make the pattern balance
00:37:039 ^
02:27:808 ^
02:31:500 add a note on 1 (same reason with above)

00:35:308 more balanced if move note on 3 to 2 //then you will have 2 jacks on the left hand, i dont see how this could make it balance
00:38:308 melody changed so maybe use variation such as https://osu.ppy.sh/ss/9286064 //dont think that will be necessary
02:29:770 move note on 2 to 3 (same reason with 00:35:308)


00:48:116 looks unflow + unbalanced, so here's a suggestion that fix that and also give the part a bit of pitch relevancy https://osu.ppy.sh/ss/9286105 // i make the first 2 triple same col so when change col on the 3th triple, it gives more impact
02:42:577 ^ (move note here on 2 to 1 too so it would be better flow) //1st col is already quite heavy

00:50:077 balancing pls (move note on 3 to 2)
02:44:539 ^ //prefer the current

01:00:923 (I dunno if my opinion here is rankable, but maybe do some sv lines according to the music on the break part here") //why add sv when there is no note

01:30:923 as a gimmick maybe? https://osu.ppy.sh/ss/9286162 //how is this vocal become 1/8

01:43:154 - 01:44:770 pitch relevancy a bit would be great like so https://osu.ppy.sh/ss/9286204
01:47:308 for balance on the part above, move 2 to 4

ok that's abt it ;)

error_exe777 wrote:

stumbled across this and the drama i fucking love drama

top diff:

01:25:846 - used jumptrills here. ive got no problem lmao

01:38:770 - but here you didn't? //the sounds are totally different, why even compare them. Plus a 5s trills will be pain to play

i understand the second example is a longer section, but it could have some variation so it’s not identical:

you can have you're normal jump trills until 01:39:808 - where it has some capability for some 1/8 rolls, and 01:40:039 - here for some more complex patterns where it asks for it.

then when you repeat the jumptrills here 01:40:616 - you can use a different pattern eg 14-23-14-23 etc etc for variation. //dont really want to overuse trill here but others apply

also, 01:41:077 - can have some 1/8 since its there i guess???????? //its there, but i want to focus on the main sound more

now, if you're avoiding them for a good reason ignore everything but it just seemed a bit odd and/or inconsistent

other than that, all the previous concerns pointed out by others are okay imo since variation is a thing and not everything needs to be differen't because the pitch is like one note different or whatever

moderators pls dont kill me


love this map and song. might do a full mod later tbh despite the bn history

Hydria wrote:

i saw there was drama here like 15 hours after it actually happened and instead of reading any of it im just gonna drop a simple mod check regarding mainly consistency and PR

SPEEDCORE MORE LIKE SLOWCORE HAHAHAHAHHA THERE'S A YAWN IN THE SONG 55% IN
it seems like you're charting all the bell sounds as doubles which means 00:03:000 (3000|2) - 00:03:462 (3462|0) - need an extra note (there is a drum accompanying the second one and for the first one 00:03:116 (3116|0,3116|1) - doesn't have a drum accompaniment so there's got to be some consistency here) //i dont think the bell are as strong as the others but will add anyway

because 00:04:154 (4154|1,4154|0) - is a stronger sound you'd think you could maybe place a double otherwise it's sharing the same intensity as other, quieter notes here //k then

00:05:770 (5770|3,5885|1,5885|0) - maybe switch the density around here? seems like it would work better
00:07:616 (7616|0,7731|2,7731|3) - same here //hmm will keep the current as it does make much difference and i prefer the curren pattern

00:07:846 (7846|0,7846|1) - triple density as mentioned before
00:08:770 (8770|0,8770|3) - same

00:09:116 (9116|0,9116|1) - i can't see any reason for this to be a double in comparison to the density in this section //that sound is similar with 00:09:346 -

00:09:635 - sound here but no note (place at col 3) //really hard to notice this 1/4 but added

00:10:385 (10385|0,10385|3,10500|2) - these are both accompanied by the same sound why are they different densities//k

00:13:231 - grace note goes here on col 4 //a note at 1/2 line is enough

00:15:116 - singular 1/2 LN here? there is a sound there and it feels weird going unmapped //can barely hear the sound thru 100% speed but added

sounds like there should be another grace note around 00:16:500 - dunno what snap though //gonna ignore it as its the the focus here

why aren't 00:16:731 (16731|1,16962|0) - the same density as 00:14:654 (14654|3,14654|2,14885|2,14885|3) - //k

00:18:577 (18577|2) - 00:22:270 (22270|1) - why are these not a double? (you mapped it as a double here 00:20:423 (20423|3,20423|2) - ) //the double are used here for the synth sound

00:18:866 - sound here for a note //hard to hear, gonna ignore it

00:26:077 (26077|2) - only non doubled white line major note in these 2 measures, why? //dont think i've use any double for this kind of sound, will keep it single

00:26:193 (26193|0) - i can let off this one being a double because of space but not the previous suggestion

00:27:923 (27923|2) - same here with the white lines
00:29:770 (29770|1) - and here
00:31:616 (31616|2) - and here //they all tended to be single note

00:31:962 (31962|3,31962|2,32077|1,32077|2,32193|1,32193|0) - these should be ascending note descending //repattern a bit

00:33:346 (33346|1) - should be a double //no main sound so leave it single

00:33:462 (33462|3,33462|0) - debatable triple//k

00:40:846 (40846|3,40846|2) - if you're mapping triples for the strong drum beat then at least keep the ones on the white lines consistent //triple are only been used when main sound + snare drum

00:42:693 (42693|3,42693|2,42808|1,42808|0) - why are these two the same densities they're completely different //for the drum yes, they are different, but the drum is not the focus here, and adding another note 00:42:693 - will make a triple jack which is not the pattern i want

00:43:154 (43154|0,43154|3,43212|1,43270|2,43327|3) - either have this as just all singles, a jumptrill or a small js pattern

00:44:539 (44539|3,44539|1) - triple //again, it will make triple jack

if 00:46:270 (46270|0,46270|3,46270|1) - is a triple why isn't 00:46:385 (46385|3,46385|2) - //added

00:46:616 (46616|0,46616|3,46673|1,46731|2,46789|3) - past suggestion about single/double/js //keep double for the second kiai

00:46:846 (46846|0,46846|1) - the switch to just singular vocals doesn't come off that well with a double LN //hmm it works fine imo

there is gonna be one pattern complaint which is 00:52:616 (52616|2,52616|3,52673|0,52731|2,52731|3,52789|1,52789|0,52846|3,52846|2,52904|0,52962|3,52962|2,53020|1,53020|0,53077|2,53077|3) - you can do something like the following and it just works better
//rate 10/10 for this

notes can be placed on 00:53:943 - 00:54:173 - 00:54:404 - //yes, but since the song start to clam down at 00:53:423 - , simple rhythm should works better

01:02:077 (62077|1) - two sounds here = two notes, if not, why is 01:02:193 (62193|3,62193|0) - a double then like the rest of the notes in this section (this will end up effecting like 25% of his section minimum so i'm not writing "same here" for 40 lines, use your best unbiased judgement) //i think notes and LN should count differently here

01:02:308 - why is this completely audible sound just ignored //i decide not to follow this so i can focus on the main sound better, but since you're the 4th person who complain this so yea will add note for this

01:03:231 - same here

01:05:077 - and here (no more repeats)

in fact like that entire section from 01:01:846 - up to 01:09:231 - could use a rework in terms of consistency and density

01:10:616 (70616|0,70846|2) - LNs? or note 01:10:962 - ? //both been added

01:12:000 (72000|2,72000|3) - this has literally no reason to be a double //remove one

01:14:539 (74539|1,74539|2) - this has no strong drum beat to it so should be a single

01:17:539 (77539|1,77539|2,77539|0) - why is this a triple //its the first sound of the repeated main sound

01:19:385 (79385|1,79385|3,79385|0) - same

01:20:308 - until 01:25:616 - either make those notes on white lines doubles or make the notes on red lines doubles as there's a lack of consistency even if you could a held LN as a note in these sections //reworked, should be fine now

01:27:173 (87173|0,87173|1,87231|0) - that's just a bit cheeky //as i want it to be

01:28:500 (88500|3,88500|2,88500|0,88616|1,88616|0,88731|2,88731|0,88731|3) - why not use the 1/8 here //it will ruin the playability if i map them

if no 1/8 there at least make 01:28:500 (88500|3,88500|2,88500|0,88731|2,88731|0,88731|3) - doubles like they should be //they are triple because of the synth sound, quite similar with the triple starting from 01:35:077 -

same 01:30:346 (90346|3,90346|1,90346|0,90577|3,90577|0,90577|1) - or buff 01:30:693 (90693|0,90693|1,90808|2,90808|3) - instead

try 01:30:923 (90923|0,90923|3) - as a singular 1/4 ln and 01:31:154 (91154|3,91154|0) - as a singular 1/2 ln //doesnt play well with the SV

01:31:385 - until 01:34:616 - repeat section

01:35:885 (95885|1,95885|0,95885|3,96116|1,96116|3,96116|0) - why are these triples? it makes no sense because no other strong sound in this section is mapped as triples (01:35:654 (95654|2,95654|0,95654|3) - is fine due to the intensity of the sound it produces) //like i explained

01:36:693 (96693|3,96693|0,96808|2,96808|1) - singles because they're not as strong sounding as the previous notes and then make 01:36:923 (96923|0,96923|3,96923|1) - a double //k

01:38:077 (98077|3,98077|2,98193|0,98193|1) - should both be triples with their intensity //dont think their intensity is that higher than other

map 01:39:808 (99808|0,99808|1,99866|3) - as a double with one note being LN because there's a 1/8 buzz sound here completely ignored and just having it be continuous jumpstream ruins the feeling of this section here //1/8 here will just kill the playability, a 1/4 LN wouldnt make it any better as player will just read it as normal note

01:40:039 (100039|3,100039|2,100096|0,100154|2,100154|1,100212|3,100270|1,100270|0,100327|2) - same here

01:41:077 (101077|3,101077|0,101135|1,101193|3,101193|2,101250|0,101308|2,101308|1,101366|3) - same here

01:41:770 (101770|3,101798|2,101885|3,101914|2) - ctrl-G for switching of intensity (1/8 to 1/16 buzzing sound) //changed

01:42:000 (102000|3,102000|2) - map as one singular 2/1 LN //reduce one note

01:42:462 - until 01:49:846 - EVERY 2/1 note should be a double

01:50:770 - ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

im going to have to stop here for now because i need to wake up in 6 hours but i believe you have the ability to check through the rest of the diff itself to notice any more consistency issues also you better not waive this as a no change because i spent 2 hours on it unbiased over what is essentially objective issues (inconsistency should be counted as objective) and im only here to help (i already modded it once here i go again)

jakads wrote:

This might've been mentioned millions of times before, but I'm gonna point out here

01:27:693 - ~ 01:34:616 - for those sections

I don't really get why you simply skipped the 1/8 drums, they are the most iconic part for Kobaryo, the speedcore artist, hence the diffname.

idk just random complaint

also the amount of notes used seems inconsistent overall, but

juankristal wrote:

maybe I am just crazy idk.
//i doubt the playability if i map the 1/8 fully, some 1/8 are been added for variation, lets see how that work
Kawawa
You don't neet to doubt If you add them reasonably about 1/8th drum roll.
speaking of which If you can't judge it by yourself, then please test play it to someone.
and somebody is obviously able to play enough. that will leads the map in a good way whatever it is.
anyway hope everything goes well! :)
Topic Starter
Sandalphon
@Kawawa
I'm trying to find a middle point to balance the playability and how well the pattern represent the music
And trust me, I ask people to testplay more than you think.
Spartan-
Well you actually did it, as this now seems rankable. I'm impressed
Here's a few suggestions, of which probably none will be added, because I'm garbage at modding.
Main reason is to follow the music unless otherwise stated.
Ultra
00:23:885 / 02:18:346 - maybe add a roll here to follow the music shifting tone? something like this


01:00:923 - could be some stairs or rolls here and a small ln pattern at the end, since there is a lot of song, but no beatmap

02:45:231 - symbol crash here, so make this a triple
good job on making this a proper 6 star, and sorry for the garbage mods
DDMythical
.
Topic Starter
Sandalphon

Spartan- wrote:

Well you actually did it, as this now seems rankable. I'm impressed
Here's a few suggestions, of which probably none will be added, because I'm garbage at modding.
Main reason is to follow the music unless otherwise stated.
Ultra
00:23:885 / 02:18:346 - maybe add a roll here to follow the music shifting tone? something like this //hmm... dont think its necessary


01:00:923 - could be some stairs or rolls here and a small ln pattern at the end, since there is a lot of song, but no beatmap //this section is suppose to keep simple as the next section is quite calm, using 1/4 here will just feels weird

02:45:231 - symbol crash here, so make this a triple //unlike the first kiai (which used triple), this kiai used a lots of 1/4 JS which makes a 1/4 very hard to play, gonna say no for this
good job on making this a proper 6 star, and sorry for the garbage mods

DDMythical wrote:

ok. let me preface this by saying that none of this is directed at you as a person.
all of this is directed at the map and not you.

I am also only focusing on Speedcore!!! and Wonki's Extra (which i will do tommorow as this mod is already massive enough as-is.)

This 'mod' is also entirely based on the 'structure' of your map in terms of overall difficulty 'spikes' and 'dips'. There are some pattern-related comments but as I say, this is predominantly aimed at the structural quality of this map; which I believe is it's biggest flaw.

Now that that is out of the way. Let's get onto the 'mod'.

SPEEDCORE!!! Structural Problems
The recent mods on this have been focusing on patterning and consistency errors; I think the problems causing this map to be boring to play (sorry, but it is quite boring.)
Infact, I think the problem with this chart is purely structural in the way it climaxes difficulty and deals with slower parts of the song. For the first half of this, I will not be discussing the patterns in this map. Here is a graph of the rough difficulty throughout the song. These are arbitrary values judged on the patternical difficulty.



So first of all. What is going on in this picture.
The top half is a ROUGH graph of difficulty in the map. This is based off of pattern difficulty and to an extent-- NPS. This graph also assumes that the first Klai and third Klai are the mid-points or average difficulty in the map.

The bottom half has split each section of this maps structure up by number, repeating numbers where sections are structurally repeated. Keep in mind that this is ROUGH and nowhere near as accurate as I could get if I had MSD on my side.

First of all, what is each point in patterns? -- Click the next box for the list and reference.

So what can we actually get in useful information from this crude and rough graph? Well firstly we can analyze the amount of 'downtime' this song has (time where the difficulty is under the average of the first/third klai.) This makes up for a significant portion of the file as you can see. Infact, it is roughly this much:

This is a very large portion of the map to be 'easy' in relative comparison.

Another thing to note is the structural composition. This is a very easy map for nearly all of it yet with three distinct spikes which are all [12][34] jumptrills or extremely rolly js (which can also entirely be jumptrilled.) So what we can gather from this is that these three spikes are giving the map it's high star rating in comparison to it's overall difficulty.

So my overall conclusion in regards to structural problems in this map is that simply;
It spends too much time being easy, and the times where it actually is hard; it's entirely manipulatable patterns.

SPEEDCORE!!! Segment Reference

1- 1/2 light jumpstream with light LN usage.
2- 1/2 light jumpstream with slightly more LN usage.
3- 1/2 light jumpstream with heavier LN usage
4- 1/2 light handstream with jacks leading in from jumps. Little to no LNs.
5- Bread and butter of this chart; what I would consider this file to represent with 1/2 hand-single jacks with some 1/4th rolls.
6- Second half of the klai. Massive difficulty spike with 260bpm 1/4th split jumptrills (these are 260bpm One Hand Trills; which are very difficulty for most players bar around the ability of the previous klai -- the only way for said people to do this is to mash it. -- Along with 1/8th roll transitions and Jumptrills into Hand (I'd strongly advise against this.)
7- very simple LNs (like 1.5-2.5seconds between LN hold changes) for a long period of time.
8- 1/1 very light stream with breaks for LNs.
9- 1/2 light handstream.
10- 1/1 gluts with some hands.
11- Actually the same as 5; not noted the same because this isn't in a klai.
12- a 1/4 jumptrill into hand (260bpm)
13- 1/4th handstream bursts (260bpm)
14- 1/2 gluts with hands
15- Massive difficulty spike with 260bpm 1/4th rolly js. This is manipulatable enough to be jumptrilled but this does not negate the difficulty spike at this segment.
16- 1/1 extremely light jumpstream (massive difficulty drop-off)
//try give the timing, its kinda hard for me to tell each section is from where to where base on the graph

SPEEDCORE!!! Structural Fixes
This is the 'mod' of this 'mod'. As you've probably noticed already this mod goes a lot deeper into the underlying problems of this map rather than patternical problems (e.g. consistency, hand balance) since that has been gone over by 4-5 people above me since the DQ and probably lots more since then.

---- Making the file overall less 'spiky' ----


So by starting off I'd like to define 'Section 5' -- check reference -- for a good difficulty baseline here. What needs to be evened out is the use of the easier sections (1,2,3,4,7,8,9,10,16,17) and the difficulty spikes in sections 6, 12 and 15. So for example. The spikes in sections 6 and 12 should still be spikes; they should still be climaxes of the song and increase in difficulty, but at the moment they are simply too deviant from this maps rough difficulty.

For Section 6: I think the patterns should be changed entirely from 1/4th split jumptrills into 1/4th JS bursts (Not the rolly kind. The more splitrolly kind.) This way you can lead into the hands and into the 1/8th roll bursts much easier and with much more flow. I also think the usage of jacks here are perfectly fine to break the JS style.//remake the trills
//it plays worse if i split the trills to some "1/4 single + 1/2 double pattern"


For Section 12: I don't personally mind this spike. The jumptrill is clearly a PP spike and I don't really see any other rankable way to de-spike this. I think one thing that almost certainly be changed is the exiting transition. The jumptrills are effectively 1/2 alternating jacks which are already roughly the difficulty of this map x2 (down a bit for being a comfortable pattern but still a spike.)

For Section 15: This JS should not nearly be as dense. I think this should be much lighter JS but not as rolly. This would be less of a spike and more interesting in patterning. //this section is the most intense part of the song (beside the kiai), some people even suggest me to make full 1/4 trill or map the 1/8 fully. This part is still easier than both kiai i dont see how this is spiky

---- Making the file overall less easy. ----


Starting off here I would like to say that easier parts of files are crucial to making it structurally interesting. The problem with this map is that it spends too much time on the easier parts. The 'outro' of this file starting from 02:56:308 (176308|3) - Is something that can be made much more interesting by taking advantage of the 'echo' coming from the synth sound. You could have 1/2 jacks echoing off the quads and hands. This would make the outro less 'boring' to play and imo, less dull.
//some LN are been added, like i did to the similar section 01:16:616 -

The biggest problem here is the near-1minute downtime between 01:42:000 (102000|3) - and 02:34:154 (154154|2) - . (50sec but w/e.) This is a massive structural flaw as since the song is only 3 minutes long, this makes this downtime section alone account for around 30% of the file. This is a massive portion to be spent doing something massively easier than the klai times in the file. So how can this be fixed?

The Section 1's should be changed into pitch relevant segments; I think an emphasis on pitch relevancy would be more interesting to play and reduce the 'boring' and 'dull' parts of this downtime.

Section 2 can easily be redefined as long-jacks: 00:23:423 (23423|1,23654|1) - By moving notes like these to 1 to make nice long pitch relevant jacks, You can make this section more interesting and as such, the downtime less dull and more interesting to focus on acc and interesting pattern/structural development.

The Section 3's should be changed into 3 note jacks instead of minitrills around the LNs. An emphasis on pitch relevancy here would also make things much more interesting.

I don't think Section 4 is bad at all. I think you could abuse the 'echo' of the sounds you mapped to quads/hands by having the next note come of it as a 1/2 jack.

Section 10 is where you can also use the 'echo' to make a jack section like an easier version of section 5: You can have jacks coming off at 01:16:731 (76731|1) - throughout this section.

I believe sections 16 and 17 are too easy in terms of overall difficulty in comparison to this chart. These make up for about 20 seconds or 10% of this file. I don't believe this is bad but I believe you could incorporate some minijacks into this section a-la nearly every other section :D
//these part are "easy" because thats how the song itself sounds to me. They are harder than Wonki's Extra which fit the diff spread, and as the song's intensity slowly build up, each section is harder than the previous section to show the changing on the music, make them harder will just break the feeling i want

Temporary Closing
I have to go to sleep now: this took me about 1hr to write and I will do Wonki's Extra with similar points but you can basically apply the points I make here to Wonki's Extra. I hope you can read through this mod and understand where I am coming from with this structural argument.

I think with these fixes the map will be much more interesting to play and overall less 'boring' if you know what I mean. I'd also like to apologize for the crude drawings. The only thing I had on me was MSPaint so I had to roughly estimate everything but I think I was decently accurate with what I was rating.
The song is "spiky" so does the map
DDMythical
.
Aruel
seems clear

Rebubbed!
DDMythical
.
Antalf
Wait for it...
DDMythical
.
-mint-

DDMythical wrote:

ho shiet dude its the himalayas



I really don't think this map is ready for bubble... this is just my concern, there are still a few problems people have pointed out before that haven't been fixed. And some of the patterns are kind of uncomfortable too.

You can ignore this if you want. I'm not a BN or anything, so my opinion doesn't really matter.

Good luck for rank I guess, though you probably don't need it
DDMythical
.
Topic Starter
Sandalphon
I did reply to all the mods, if you still have your concern, just point it out.
Just be specific instead of using words like "Have some problem", "some pattern uncomfortable"
DDMythical
.
Topic Starter
Sandalphon

qqqant wrote:

I really don't think this map is ready for bubble... this is just my concern, there are still a few problems people have pointed out before that haven't been fixed. And some of the patterns are kind of uncomfortable too.
Was replying to this, what are you even on about ¯\_(ツ)_/¯
-mint-

YaHao wrote:

qqqant wrote:

I really don't think this map is ready for bubble... this is just my concern, there are still a few problems people have pointed out before that haven't been fixed. And some of the patterns are kind of uncomfortable too.
Was replying to this, what are you even on about ¯\_(ツ)_/¯
sorry about not being specific, but i did say that posts prior to mine had listed out multiple concerns that are, in fact, specific, which includes dd's post, which is why he replied
Topic Starter
Sandalphon
And as i said i did reply to that mod, if you not happy with my respond, the leave it to the QAT to decide, simple as that
-mint-

YaHao wrote:

And as i said i did reply to that mod, if you not happy with my respond, the leave it to the QAT to decide, simple as that
what i meant was, most of the actual valid points are in those posts, yet you rejected almost all of them.
Topic Starter
Sandalphon

qqqant wrote:

YaHao wrote:

And as i said i did reply to that mod, if you not happy with my respond, the leave it to the QAT to decide, simple as that
what i meant was, most of the actual valid points are in those posts, yet you rejected almost all of them.
I rejected with my reason, not like i just ignore them all. Again, if you not happy with my respond, the leave it to the QAT to decide, end of the story
Litharrale
I'm a little uncomfortable with this map being bubbled again despite how contentious this map is and how little its changed since the DQ

I understand that you dont have to accept all issues and redwalling posts is completely ok but this feels a bit like you're trying to sneak the map through rather than actually addressing the issues and finding a compromise. The NPS spikes do seem.... extreme
Todestrieb

YaHao wrote:

Just be specific instead of using words like "Have some problem", "some pattern uncomfortable"
DD posted more than hundreds of lines and you just dismissed all with pretty much five lines, without responding to them per case. And now you are in a defensive mode.
Topic Starter
Sandalphon

Litharrale wrote:

I'm a little uncomfortable with this map being bubbled again despite how contentious this map is and how little its changed since the DQ

I understand that you dont have to accept all issues and redwalling posts is completely ok but this feels a bit like you're trying to sneak the map through rather than actually addressing the issues and finding a compromise. The NPS spikes do seem.... extreme
As i explained, the spikes pattern is due to the song itself, and its what i want it to be. Plus it fit the mapset diff spread, all patterns are harder than wonki's diff, i dont see how that become a problem

Todestrieb wrote:

YaHao wrote:

Just be specific instead of using words like "Have some problem", "some pattern uncomfortable"
DD posted more than hundreds of lines and you just dismissed all with pretty much five lines, without responding to them per case. And now you are in a defensive mode.
For god sake i wasnt replying to that DDM, can you at least read the previous post before jump to the conclusion, i replied all the fix suggestion, how is that not enoguh
Todestrieb

YaHao wrote:

For god sake i wasnt replying to that DDM, can you at least read the previous post before jump to the conclusion, i replied all the fix suggestion, how is that not enoguh
Even if you weren't replying to DD with that, you are just ignoring what is the real problem with the set. You have been asking people to be more specific, to give proper reason why they would like to see some changes applied to this mapset. But once someone came with a lot of time invested in trying to explain to you why a lot of people disliked seeing this getting qualified, you just shrugged it off (or you gave this impression by writing a really short answer to his posts).

Also, the song being spiky doesn't mean the rest should be THAT easy. It could definetly have been layered a lot harder without removing the feeling of the song being spiky. By looking at it, It feels both underlayed for the easy parts compared to the song AND overlayered compared to the rest of the chart for the "spiky bits".

Anyway, I'm also strongly against it getting ranked in It's current state, but I guess the community needs to deals with it since It looks like It's going to be qualified again.

Good luck on the road ahead!
DDMythical
.
Topic Starter
Sandalphon

Todestrieb wrote:

YaHao wrote:

For god sake i wasnt replying to that DDM, can you at least read the previous post before jump to the conclusion, i replied all the fix suggestion, how is that not enoguh
Even if you weren't replying to DD with that, you are just ignoring what is the real problem with the set. You have been asking people to be more specific, to give proper reason why they would like to see some changes applied to this mapset. But once someone came with a lot of time invested in trying to explain to you why a lot of people disliked seeing this getting qualified, you just shrugged it off (or you gave this impression by writing a really short answer to his posts).
If i can explain myself in few lines, why bother to write an essay. Just because i rejected the mod doesnt mean i ignore it

Also, the song being spiky doesn't mean the rest should be THAT easy. It could definetly have been layered a lot harder without removing the feeling of the song being spiky. By looking at it, It feels both underlayed for the easy parts compared to the song AND overlayered compared to the rest of the chart for the "spiky bits".
it can go harder yes, but current notes amount represent well enough and thats what i want which maters the most

Anyway, I'm also strongly against it getting ranked in It's current state, but I guess the community needs to deals with it since It looks like It's going to be qualified again.

Good luck on the road ahead!

DDMythical wrote:

YaHao wrote:

i replied all the fix suggestion, how is that not enoguh
Because you didn't actually fix the problems I mentioned. You glossed over my entire mod and only read the objective patterning changes without looking at nearly anything else I said about the map.

The fact is this map is too spiky and as a result it plays terribly.
i did read thru everything, nice mspaint graph, but still, my answer is the same

YaHao wrote:

As i explained, the spikes pattern is due to the song itself, and its what i want it to be. Plus it fit the mapset diff spread, all patterns are harder than wonki's diff, i dont see how that become a problem
No it's not. You're ignoring so many sounds that could add difficulty to even out the difficulty spikes of ultra and extra.
Because I simply dont want to raise the difficulty or reduce the spikiness, and if you want to talk about extra, drop your thought and i will ask wonki to reply them

This is nothing to do with the song. Nor is it anything to do with the diffspread.
How can you discuss a map/pattern without the music, are we playing a rhythm game or just smashing keyboard for PP. And in case you dont know, diff spread matters a lots, it limit the difficulty, if all the "easy part" that you claimed are easier than Wonki's Extra, then thats definitely a underlaying

It's cool that you 'want' it to be this spiky but as a matter of fact it is too spiky for people to enjoy. Simply put if you can do the hard bits the rest of this file becomes extremely boring. If you can't do the hard bits you just fail on them unfairly (you could get there with a 96+ and then die instantly because of them.) The structure of this file makes it absolutely terrible to play because of them.
To me if I make the map so hard that people fail on the part which arent even the intense part of the music is also terrible to play

These diff spikes need fixing before this should be considered acceptable to rank.
DDMythical
.
Topic Starter
Sandalphon

DDMythical wrote:

1.) No they do not represent well enough. This map is so boring if you can do the dense parts because so much of it just feels like 2 difficulties down.
they are for me, thank you
2.) While what matters the most is entirely subjective; What you want is not more relevant than what the players want on a scale of people involved.
If your charts are only for yourself and not for the people playing them: why are you trying to rank them where everyone now has to play them?
i'm making this map for people who wants to play it, obviously you are not one of them, and where you get this idea of "everyone has to play ranked map", i never touched map that i dont like, maybe you should do the same

I spend my time on modding this so you should spend your time in response. What's the point in having a discussion to improve this file for the players who are playing it if the only thing you care about is how it looks to you and nobody else? Like I said above; if that's all you care about then there is simply no reason for this to be ranked for other people.
Spending more time on the mod doesnt make the mod more valuable. If something i not agree with, i will still reject it not matter how long you spend on that suggestion, appreciate the effort tho

OK lets discuss the music then; If you even read my mod you'd probably know that I went through the musical relevance of buffs to the easier sections but lol who reads that.

Discuss the music
00:54:462 (54462|0,54462|2,54462|3) - These Aahhhhs can easily be represented by streams. The problem there is at the moment with using a simple LN structure over it is that there is practically 4 empty seconds of stuff in your file when the song is still somewhat relevant.
the music start to clam down at this point, just like the next part of the song, again you're ignoring the music and overall pattern design just to have "harder pattern"
00:25:154 (25154|3) - The sounds in this section echo; You still fit the music if you create an echoing minijack coming off of the note so as to make these sections less easy and buff them up to reasonable levels with the rest of the file.
There is none because I decided not to, "make these section less easy" is not a reason for me to change it

This applies for the entirety of that section. Funnily enough I'm just repeating my mod at this point. Why am I even writing this. Go read my mod.
and then i have to reject the mods again

Diffspread means nothing in the arguments against this map. Nobody is complaining about the diffspread so therefore it is not a relevant discussion to have on this file; you should stop bringing it up.
i keep bring this up because i want you to know, this is not a unrankable issue, and its up to the mapper's decision hence you should stop forcing me to change it

I find it absolutely hilarious you use the 'or just smashing keyboard for pp' argument. You are aware that is literally what this file is? Nothing for 3 mins with one spike which involves smashing your keyboard for pp; or atleast in relevance to the difficulty of the rest of the file, anyone at the skill level to just about do the first klai baseline of difficulty will be mashing the 34NPS jumptrill sections.
I said that because it seeming you're not listening to the music at all when it comes to pattern, not deeper meaning behind

There is a difference between people failing because of things that are their own faults (for example running out of stamina, Misreading patterns too often etc.) and people failing because of massive difficulty spikes that don't feel fair. Every mistake on files such as AiAe feels like your own mistake but on files like this; it just feels like you've been cheated by a massive 260bpm 3Xnps spike that is so far from the rest of the difficulty of the file.
How is this not fair, this is a 6* map and people should know that before playing, and should be well prepared for the burst part
Thanks for the suggestion
DDMythical
.
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