forum

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

posted
Total Posts
205
show more
Halogen-

Insp1r3 wrote:

Woah okay this got more toxic than i thought, leave me out of it
Nothing toxic about it at all. People mentioned that what you said held no weight.

As far as your original post:

Inspi1r3 wrote:

At the end of the day, this is a game. If you want to argue about one map out of hundreds of thousands of maps that will pass through the system, I find that to be quite sad and hard to agree with.

Please just learn to agree and disagree, not get into a heated argument over it.
In most cases, I would agree. However, the person in question here is a beatmap nominator - someone who actually has power to control the system, and they're basically advocating for the inclusion/ranking of something that really shouldn't be ranked in its current state (or current structure, as in - even after objective issues are addressed, it's still a pretty bad map in terms of playability). This thread has also generally showcased their inability to actually take any sort of criticism and resolve things that are irrefutably incorrect.

Users have the right to be upset.
Topic Starter
Sandalphon
-mint-

YaHao wrote:

:thinking:
Halogen-

YaHao wrote:

well then, I hope this is some sort of realization that you've got some actual things to fix to make this a solid map. Best of luck to you; if your attitude doesn't change though, you'll certainly be shot down again.

i'll give this update a peek at some point in the near future to see if you've done anything worthwhile.
Topic Starter
Sandalphon
You think too much

Update Wonki's diff as his request
Akasha-

YaHao wrote:

Ayachi-
xddddd
puxtu
<insert chinese memes here>
Aruel
Just gonna mention some minor issue

[Ultra]
00:03:808 - A extra note pls, the sound is same with 00:03:577 -
00:10:616 (10616|1) - To 3rd col, make it more balance with the rest of the pattern
00:19:154 (19154|0) - To 2nd col, as the 1st col is already quite heavy
01:05:077 - Missing double, for snare drum
01:08:770 (68770|3,68770|2,68827|0,68885|3,68943|0,69000|2,69000|3) - Trills doesnt really fit the rhythm here, change to normal stair pls
02:20:885 - Ghost note? I dont see you adding this note in the previous section, so delete it

I'm gonna rebub this map after this mod
Topic Starter
Sandalphon

Fresh Chicken wrote:

Just gonna mention some minor issue

[Ultra]
00:03:808 - A extra note pls, the sound is same with 00:03:577 - The previous one is using double is because it include synth sound
00:10:616 (10616|1) - To 3rd col, make it more balance with the rest of the pattern
00:19:154 (19154|0) - To 2nd col, as the 1st col is already quite heavy
01:05:077 - Missing double, for snare drum
01:08:770 (68770|3,68770|2,68827|0,68885|3,68943|0,69000|2,69000|3) - Trills doesnt really fit the rhythm here, change to normal stair pls
02:20:885 - Ghost note? I dont see you adding this note in the previous section, so delete it

I'm gonna rebub this map after this mod
Fixing.....

Edit: other all fixed
Aruel
hope this will not be a problem
Topic Starter
Sandalphon


Edit: missing /centre, here you go
-mint-

YaHao wrote:

DDMythical
.
Topic Starter
Sandalphon
えいえい
怒っだ?
Maxus
For ultra diff i guess

[Ultra]
00:10:385 - 00:10:500 - 00:10:616 - felt really missing if these aren't 1/2 LNs like you did after this one.

00:19:846 - I think this can be variated a bit by doing much more 14-23 thingy, like https://puu.sh/zgi89/d0df61011b.png

00:31:846 - mapping the rising sound will emphasize it better, try https://puu.sh/zgigk/ef1a529adb.png

00:34:616 - Kinda have an idea for this part, instead of repeating 124 or 134 triple, having 123 or 234 triple will do better for variating, like http://puu.sh/zgims/53e2d09543.png

00:36:462 - you can apply the similar rough idea as above here.

00:47:077 - play with more 1-4 here is quite great imo, try https://puu.sh/zgir1/6a57da4b95.png

00:50:481 - there's a bit of fluctuation here, so i figure change the jumptrill pattern will be quite good, try http://puu.sh/zgity/b171de2300.png

01:08:770 - this is a really nice spot to map 1/6 here, and actually it won't be really hard either as the pattern is not tricky to nail, like http://puu.sh/zgiw2/e3fe6ffd24.png

01:16:616 - I have a bit suggestion to variate this, i think this will make much more appeal, try http://puu.sh/zgiz8/b72dcbda15.png (you may apply until 01:19:846 - , yeah you get the rough idea)

01:20:308 - not really felt nice with this, the pattern felt disturbing somehow.. instead of spam 12-12 or 34-34, i find the pattern much more natural and variated if you do http://puu.sh/zgiBP/c613d0c281.png , you may apply till 01:25:616 -

01:25:846 - well, i prefer this one to be jumpstream cause having long jumptrill out of nowhere outside kiai felt unease here, and i'm sure lowering this one will makes the density of note more stable which is the core of what other saying, try https://puu.sh/zgiKy/f4aefc9129.png

01:27:693 - This one felt monotone here, i expect differentiation to be more appearing here, try http://puu.sh/zgiOb/d4f87b787a.png and try do the variation till 01:34:500 -

01:35:077 - i have quite huge idea here, the structure will quite bring new things to the map here, and it emphasize the pattern progression better, i will split into 2 parts: https://puu.sh/zgj28/2f5dc3e2d3.png and https://puu.sh/zgj3L/89fd89ccbd.png

01:58:270 - 02:00:116 - , etc. having this sound becoming 1/2 LN is quite fit in here, as the sound is quite emphasized and louder compared with others, what i mean is https://puu.sh/zgj71/50f3760596.png

02:04:846 - same as 00:10:385 -

02:12:231 - quite same as 00:19:846 -

yeah at this point, it's repeated my point i mentioned before, if you accept them, make sure do it at second part of the song too.

----

For me, the map actually already solve the fundamental thing, which is the unstable NPS, and if there's NPS that still low at some places, these are the place where heighten the NPS is quite impossible without overmap it, like 00:54:462 - 02:54:462 - where there's no other specific sound to follow.

so yeah, i think we can retry doing this one.
-mint-
^ this is 260bpm, double OH trill would be a bad idea
Topic Starter
Sandalphon

Maxus wrote:

For ultra diff i guess

[Ultra]
00:10:385 - 00:10:500 - 00:10:616 - felt really missing if these aren't 1/2 LNs like you did after this one. //it plays weird when mixing the 1/2 LN (which is quite short) with the jacks, normal can emphasize the sound better in here

00:19:846 - I think this can be variated a bit by doing much more 14-23 thingy, like https://puu.sh/zgi89/d0df61011b.png

00:31:846 - mapping the rising sound will emphasize it better, try https://puu.sh/zgigk/ef1a529adb.png

00:34:616 - Kinda have an idea for this part, instead of repeating 124 or 134 triple, having 123 or 234 triple will do better for variating, like http://puu.sh/zgims/53e2d09543.png

00:36:462 - you can apply the similar rough idea as above here.

00:47:077 - play with more 1-4 here is quite great imo, try https://puu.sh/zgir1/6a57da4b95.png //i try to separate the 1/2 into two different hand, so the pattern wouldnt that hard to read

00:50:481 - there's a bit of fluctuation here, so i figure change the jumptrill pattern will be quite good, try http://puu.sh/zgity/b171de2300.png //there is a changing sound on the 1/4, but switch double trill here actually will make it harder to player, plus the changing is not that significant, so i dont really want to sacrifice the playability for that sound

01:08:770 - this is a really nice spot to map 1/6 here, and actually it won't be really hard either as the pattern is not tricky to nail, like http://puu.sh/zgiw2/e3fe6ffd24.png //ok, but i stop the 1/6 a bit earlier than you suggested, the 1/6 after 01:09:000 - arent that clear

01:16:616 - I have a bit suggestion to variate this, i think this will make much more appeal, try http://puu.sh/zgiz8/b72dcbda15.png (you may apply until 01:19:846 - , yeah you get the rough idea)

01:20:308 - not really felt nice with this, the pattern felt disturbing somehow.. instead of spam 12-12 or 34-34, i find the pattern much more natural and variated if you do http://puu.sh/zgiBP/c613d0c281.png , you may apply till 01:25:616 - //I want to balance the left and right side as much as possible, as the LN+Double jacks are already quite hard to play

01:25:846 - well, i prefer this one to be jumpstream cause having long jumptrill out of nowhere outside kiai felt unease here, and i'm sure lowering this one will makes the density of note more stable which is the core of what other saying, try https://puu.sh/zgiKy/f4aefc9129.png //change a bit, i still want to keep the consistency here as the music just repeat itself at this point

01:27:693 - This one felt monotone here, i expect differentiation to be more appearing here, try http://puu.sh/zgiOb/d4f87b787a.png and try do the variation till 01:34:500 - //Apply all beside the short LN, testplayed few times, it doesnt go as well as it looks

01:35:077 - i have quite huge idea here, the structure will quite bring new things to the map here, and it emphasize the pattern progression better, i will split into 2 parts: https://puu.sh/zgj28/2f5dc3e2d3.png and https://puu.sh/zgj3L/89fd89ccbd.png

01:58:270 - 02:00:116 - , etc. having this sound becoming 1/2 LN is quite fit in here, as the sound is quite emphasized and louder compared with others, what i mean is https://puu.sh/zgj71/50f3760596.png //it sure will, but it will need to give some current pattern in order to map those LN which its not really what i want it to be design, the piano is double'ed and i think that should give enough emphasize

02:04:846 - same as 00:10:385 -

02:12:231 - quite same as 00:19:846 -

yeah at this point, it's repeated my point i mentioned before, if you accept them, make sure do it at second part of the song too.

----

For me, the map actually already solve the fundamental thing, which is the unstable NPS, and if there's NPS that still low at some places, these are the place where heighten the NPS is quite impossible without overmap it, like 00:54:462 - 02:54:462 - where there's no other specific sound to follow.

so yeah, i think we can retry doing this one.
No reply means fixed
thanks a lot
Maxus
Good luck there.
I hope the change already satisfying enough.
Ayachi-
ayyy
Aruel
boombaya
Topic Starter
Sandalphon
Xinnoh
!roll number of shitposts
Ayachi-

Fresh Chicken wrote:

boombaya
붐바야붐바야붐바야붐바야
RoroTheDeer
About fucking time
Halogen-
lol
Mipha-
..?
Kamikaze
hitsound volume crusade

this is about the least relevant problem one could bring up what wasn't already brought up before but whatever i'm just checking hitsounds today give me a break

so yeah, WHY ARE YOU USING A SOFT SAMPLESET ON A SPEEDCORE TRACK?????
soft sampleset is meant for like piano or calm stuff, not for a raging 260 bpm banger

and due to that, the hitnormal is barely if at all audible on default skin in the climax parts, it's hearable okay in calm parts but not in the intense parts
which is also why people (not only you) should modify hitsound volume in their maps depending on the section. It should be higher for intense parts, but also

WITH NORMAL SAMPLESET THE HITSOUNDS ARE ACTUALLY A BIT TOO LOUD IN SOME SPOTS

which is why you should meddle with volume per section and use normal sampleset.

I believe there are also many many not adressed properly or ignored valid arguments, but I haven't followed the thread very closely lately so if someone else has anything to say about the chart please do, let's resume the discussion
-mint-

Kamikaze wrote:

hitsound volume crusade

this is about the least relevant problem one could bring up what wasn't already brought up before but whatever i'm just checking hitsounds today give me a break

so yeah, WHY ARE YOU USING A SOFT SAMPLESET ON A SPEEDCORE TRACK?????
soft sampleset is meant for like piano or calm stuff, not for a raging 260 bpm banger

and due to that, the hitnormal is barely if at all audible on default skin in the climax parts, it's hearable okay in calm parts but not in the intense parts
which is also why people (not only you) should modify hitsound volume in their maps depending on the section. It should be higher for intense parts, but also

WITH NORMAL SAMPLESET THE HITSOUNDS ARE ACTUALLY A BIT TOO LOUD IN SOME SPOTS

which is why you should meddle with volume per section and use normal sampleset.

I believe there are also many many not adressed properly or ignored valid arguments, but I haven't followed the thread very closely lately so if someone else has anything to say about the chart please do, let's resume the discussion
kami next QAT
DawnX
dt ultra is easy.xddddd
Akasha-
what a time to be alive.
Protastic101
Sorry about the last minute DQ, but the hitsounds are mostly fine with exception to the hitnormal which is too quiet. This is due to the actual volume of the sample and not because the volume in game is set too low. I've increased its volume here https://prot.s-ul.eu/Iq5cZaUz

Also, in every diff, I'd suggest adding a finish at 00:54:462 - 01:01:846 - and 01:57:231 - among some other section transitions or whatever.

When you replace the hitnormal, I would suggest setting the hitsound volume in the calmer sections like 00:02:770 - 01:01:846 - 01:42:462 - and so on to around 40% - 50% vol to avoid having it be too loud in those places.
Topic Starter
Sandalphon
ok_hand
Protastic101
Sorry about the delay. Cleared up the missing finishes in Wonki's diff, should be alright now
Topic Starter
Sandalphon
Arzenvald
grz
booty
we truly have reached the pinnacle of mapping
Topic Starter
Sandalphon
Act like you know what mapping is
Lirai


am i cute?
DDMythical
.
show more
Please sign in to reply.

New reply