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Nekomata Master - Greening

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Nao Tomori
toxibbes2 smh
Plaudible
hobbes flames me every day hes toxic
Seijiro
you need someone to qual?
Topic Starter
Ultima Fox
i posted in natsu's queue today, but if you want to qualify than yeah it'd make it a lot easier :)
Natsu
o:, yeah u can qualify it!~
Seijiro
serenity:
- 01:32:610 (2,2) - it would make a better impression if you use just circles here, that way 01:34:048 (1,2,1,2) - this part makes more sense to be in sliders
- speaking of which, 01:35:076 (3,4,5) - this would have been cool as 1/6 again, but heh... I guess it was a personal choice. It just feels off that you did it elsewhere and not here

Hobbes:
- 00:04:254 (4) - I believe you can make that emphasis better by making the white tick clickable instead. I did check the whole map and this seems to be the only instance of such a rhythm choice
- 00:47:815 (5,1) - also pretty sure this ugly pattern appears just once too in the whole map. x233 y217? ok, no 01:00:966 (5,1) - , but still ugly.
- 01:33:432 (4,5,6) - pretty sure the rhythm increase should happen after this pattern, not from this pattern. At least the song does it that way on drums, so the 1/2 clicks should be kept here too

Plaudible:
- unused and unsilenced slider tails tilt me a bit in general: 00:13:089 (4) - 00:55:829 (2) -
- 01:20:897 (1) - what happened with comboing here, lol
- 01:28:706 (1) - this NC too can be avoided imo, otherwise you should have added way more in the whole map for sure, using that reasoning
- 01:35:281 (1) - why not moving NC on the previous slider instead, would make a bit more sense to me, instead of funky comboing
- 01:47:199 (1,2,3,4,5,6,1) - these could have used a slower SV at least, to match the song's pace in the outro


Considering some flashes in the SB, it would be better to enable epilepsy warning just in case
Topic Starter
Ultima Fox

MrSergio wrote:

serenity:
- 01:32:610 (2,2) - it would make a better impression if you use just circles here, that way 01:34:048 (1,2,1,2) - this part makes more sense to be in sliders Fixed
- speaking of which, 01:35:076 (3,4,5) - this would have been cool as 1/6 again, but heh... I guess it was a personal choice. It just feels off that you did it elsewhere and not here Yeah, but I think it's fine as it as though

Considering some flashes in the SB, it would be better to enable epilepsy warning just in case Done
thanks!
Plaudible
fixed all but last, im comparing the intensity of the intro/ending, and how i mapped both. 1.00x sv on the intro ---> 1.00x sv on ending fits

also i suck at nc's wew
ty serg <3

http://puu.sh/xdWzh/cb77bf34bc.osu
Izzywing
- 00:04:254 (4) - I believe you can make that emphasis better by making the white tick clickable instead. I did check the whole map and this seems to be the only instance of such a rhythm choice Disagree, I think following the piano here is better.
- 00:47:815 (5,1) - also pretty sure this ugly pattern appears just once too in the whole map. x233 y217? ok, no 01:00:966 (5,1) - , but still ugly. its not ugly :(
- 01:33:432 (4,5,6) - pretty sure the rhythm increase should happen after this pattern, not from this pattern. At least the song does it that way on drums, so the 1/2 clicks should be kept here too There aren't a lot of streams in this map so I thought mapping the 1/4 here with kicksliders would kinda prepare the player for the stream incoming. i can change this if its really a problem, but how would you suggest I do so? keep doing 1/2?
edit - re: the piano thing i do similar here 01:40:623 (1,2,3) -
Topic Starter
Ultima Fox
updated
Seijiro

good job Plaudible, feel responsible for delaying this :^)

Hobbes, not sure how following a barely audible instrument over a more powerful one makes sense but alright... 01:40:623 - this is a bit different, since the song is calm and we can hear the piano better, unlike the first one.
Just to make my point clear: the fact you used 00:03:637 (1,2,3) - and 00:04:665 (5,6,7) - around that objects makes it look like that... what are those? Bongo? are the main instrument. The next and previous combos are proof of this 00:05:281 (1,2,3,4,5,6,7) -
And yes, 1/2 for that last point, as the top diff did
Topic Starter
Ultima Fox
fixed the metadata on plaudibles diff lmao
Naxess
so the transparency around the sb elements
is not ok according to the ranking criteria

Ranking Criteria - Storyboarding wrote:

There must not be any unnecessary transparency around storyboarded images, so crop and resize them as much as possible. If there are particular reasons for apparently useless transparency, then please explain them.
Basically cut your elements to where there isn't any unnecessary transparency around them. At the moment there's some around the letter sprites as well as basically all other transparent sprites, for example. If you're going to be rotating sprites with transparency, consider leaving a 1 px border of transparency around them, as anti-aliasing won't apply otherwise and the edges will look aliased. So this would apply to your leaf sprite, for instance.

Unrelated to that, you can also convert some of your non-transparent images to .jpg to take up less space, for example xgbflare.png or even black.png and white.png.

idk if the bubble still applies so popping just to be safe, as this will need a rebubble due to the unrankable thing
pretty cool sb tho, been a while since I've seen those branch effects and brush strokes
Seijiro
where is Hobbes' reply too? :<
Mir

MrSergio wrote:

where is Hobbes' reply too? :<
In 10 hours. :3c

Fix the sb stuff then call me back.
Topic Starter
Ultima Fox
double bubble pop lmao

fixed all transparent sb elements (letters, hanging leaves, ink, and silhouettes) to remove unneeded transparency and adjusted sb to accomodate
also converted xgbflare to a jpg to save more space
Izzywing
But it's not barely audible :O

I switch to the drum instrument or w/e with the 1/4 double rhythm to transition into the next section and because 00:06:103 (5,6) - is so noticeable when you're playing.

As for the other thing, I wanna map the 1/4 there (01:33:432 (4,5,6) - you can hear it!) and if i just do 1/2 it feels really undermapped to me. see how i mapped it with 1/4 at 00:24:391 (3,4,5,6,7) - 01:20:281 (3,4,5,6,7) - here too. the rhythms a bit different leading into the stream because if i use circles it takes away from the stream itself
Monstrata
Cute storyboard. Simple but fitting. Have you considered using monochromatic or grey/green colors for sections like 01:07:747 - where you fade out the background?

Anyways good luck!
Ascendance
ctb
Mir
Naxess said your brush strokes have a lot of transparency still, namely ink5.png and ink6.png. You can crop those slightly more.

Seijiro
ok Hobby dear, let me clarify once again since my brain went ahead and implied a lot of shit I believed was obvious so that's my bad

About 01:32:404 (1,2,3,4,5,6) - , where I asked to change 01:33:432 (4,5,6) - :
I asked Mir, and in the end we both agreed there is something mappable there as 1/4s and I don't mind having that.
What I do find strange (and notice: this happens almost only here to such noticeable degree in the whole map) is the amount of movement for that pattern compared to the song's pace.

The song clearly changes pace from 01:34:048 - (a bunch of instruments start playing at once, yadda yadda) so the acceleration created by the slider stream right before this part is too fast. It creates lack of contrast between parts of the song.
Also, you're ignoring what a combo should be doing: dictating a specific set of rules for that part of the song. By changing both rhythm and pace midway through it you literally leave nothing connecting those two parts together (no, I won't let you just add a NC on 4 and call it a day =3=. Read below)

Here's a suggestion you might like and I seem to like too. In fact, there are two:
- 01:33:637 (5) - you could delete this and add two more repeats on 01:33:432 (4) -
- you could delete 01:33:637 (5,6) - these and make it like this

I personally prefer the second one, but you can come up with whatever you want as long as the amount of movement for 01:33:432 (4,5,6) - is not higher than the amount of movement for the upcoming stream

PS: movement = physical movement of the cursor on the playfield



I won't pray anymore on that slider at 00:04:254 (4) - even tho there is no single trace of piano in any other pattern around it (and I mean it like till... 00:06:925 - there is no trace of piano), it's not a big deal but it just sucks to quickly change things for the sake of variety imo
Topic Starter
Ultima Fox

Mir wrote:

Naxess said your brush strokes have a lot of transparency still, namely ink5.png and ink6.png. You can crop those slightly more.

o shIT i mustave made a mistake when cropping because i was certain i did those
anyways it should be fixed now

also (in response to monstrata), imo monochrome colors wouldn't really fit in with the rest of the storyboard, so i dont think im going to do that; thanks for the suggestion though!

edit- fixed the sb at the end so that it doesnt just fade to black for a whole measure

edit 2- went through the transparent sprites with Naxess and fixed all the rest that had issues, so the sb should be ready to go
Mir
I'll rebubble after Hobbes replies to Sergio.
Izzywing
https://pastebin.com/9WAvbqFJ less movement, maintains 1/4 and makes 01:33:843 (5) - stand out cos of the melody. cool cool
Topic Starter
Ultima Fox
cool, i updated hobbes diff so we should be ready to go
Mir
Everything's been taken care of - SB, 🅱🅱🅱🅱🅱🅱2's diff, and the rest of the stuff.

Late night bubble orz. Bubbled!
Foxy Grandpa
:0
Seijiro
inb4 there is some 1ms unsnap I skipped <.<
Kyouren
I love how you guys working <3

Congratulations! <3
Rizen
could of made the background blank until you actually use the background at parts like 01:09:391 (1) - to save a general 1.33x SB load overall

e.g. SB Load is 4.00x at 00:11:445 - when it could of been 0.00x (literally just black)

also, the in-game thread button seems to be broken o.o (or maybe just me)

great map tho
Topic Starter
Ultima Fox
i see what you mean by that
since the sb load isn't devastatingly high at parts like that I won't dq to fix it, but if the map is dqd ill make sure to change it
thanks for pointing that out!
IamKwaN
need reference for the source, as i can only find pop'n music 12 いろは on the web

https://www.konami.com/amusement/products/am_popn_12/
http://www.konami.jp/products/am_popn12/
http://www.konamistyle.jp/item/20820
> AC(アーケード)「pop'n music 12 いろは」より
> CS(PS2家庭用)「pop'n music 10」より
pop'n music 12いろは AC CS pop'n music10 is the name of the OST

thanks!
Topic Starter
Ultima Fox

IamKwaN wrote:

need reference for the source, as i can only find pop'n music 12 いろは on the web

https://www.konami.com/amusement/products/am_popn_12/
http://www.konami.jp/products/am_popn12/
http://www.konamistyle.jp/item/20820
> AC(アーケード)「pop'n music 12 いろは」より
> CS(PS2家庭用)「pop'n music 10」より
pop'n music 12いろは AC CS pop'n music10 is the name of the OST

thanks!
http://www.konami.jp/bemani/popn/gs/psp/musiclist/

this is the website I used for metadata, which says that the original appearance of greening was in CS12

I hope that clears things up (?)
IamKwaN
how is CS12 equivalent to pop'n music 12 いろは CS?
Topic Starter
Ultima Fox
From my knowledge:

pop'n music 12 いろは CS is different than the arcade version, it being the console version (with the CS as an indicator like it's used http://i.imgur.com/O1uD1Oo.png here), so it is its own separate thing. now not only does the CS12 on the page i linked refer to the console version of 12 rather than the arcade version, the wiki page of greening ( http://popnmusic.wikia.com/wiki/Greening ) also says "Greening was originally featured in pop'n music 12 いろは CS", which is 12 for console and not the regular version which is the arcade version.

if I made some sort of mistake, let me know but I believe this should be right..
7ambda

IamKwaN wrote:

need reference for the source, as i can only find pop'n music 12 いろは on the web

https://www.konami.com/amusement/products/am_popn_12/
http://www.konami.jp/products/am_popn12/
http://www.konamistyle.jp/item/20820
> AC(アーケード)「pop'n music 12 いろは」より
> CS(PS2家庭用)「pop'n music 10」より
pop'n music 12いろは AC CS pop'n music10 is the name of the OST

thanks!
Didn't you confirm the metadata yourself on this spread?
Mir

F1r3tar wrote:

IamKwaN wrote:

need reference for the source, as i can only find pop'n music 12 いろは on the web

https://www.konami.com/amusement/products/am_popn_12/
http://www.konami.jp/products/am_popn12/
http://www.konamistyle.jp/item/20820
> AC(アーケード)「pop'n music 12 いろは」より
> CS(PS2家庭用)「pop'n music 10」より
pop'n music 12いろは AC CS pop'n music10 is the name of the OST

thanks!
Didn't you confirm the metadata yourself on this spread?

In all seriousness I think the current metadata should be fine considering it was checked for the other set?
IamKwaN

F1r3tar wrote:

IamKwaN wrote:

need reference for the source, as i can only find pop'n music 12 いろは on the web

https://www.konami.com/amusement/products/am_popn_12/
http://www.konami.jp/products/am_popn12/
http://www.konamistyle.jp/item/20820
> AC(アーケード)「pop'n music 12 いろは」より
> CS(PS2家庭用)「pop'n music 10」より
pop'n music 12いろは AC CS pop'n music10 is the name of the OST

thanks!
Didn't you confirm the metadata yourself on this spread?
yes, i confirmed it with source: pop'n music 12 いろは, without the CS thingy

Mir
Shouldn't it be optional at least since it states on the site: http://www.konami.jp/bemani/popn/gs/psp/musiclist/

There it has CS12 but admittedly I wouldn't know where to put it - before or after.
IamKwaN
i would allow CS12 as a source but not pop'n music 12 いろは CS, it's not officially stated anywhere
Mir
That's fair. I can't find anything else, so it's up to you Ultima Fox!!
Topic Starter
Ultima Fox
Kwan you can requalify right after I fix it, right?
Cause it's 1 am and I just want to get this over with LOL
IamKwaN
yes, can you poke me on discord?
IamKwaN
it's back
Topic Starter
Ultima Fox
we back
Foxy Grandpa
we back
7ambda
gg
Rizen

Ultima Fox wrote:

i see what you mean by that
since the sb load isn't devastatingly high at parts like that I won't dq to fix it, but if the map is dqd ill make sure to change it
thanks for pointing that out!
:thinking:
Topic Starter
Ultima Fox

a q p w wrote:

Ultima Fox wrote:

i see what you mean by that
since the sb load isn't devastatingly high at parts like that I won't dq to fix it, but if the map is dqd ill make sure to change it
thanks for pointing that out!
:thinking:
lol

it was changed so that black screens had a lower sb load by removing objects behind them, but I could not bring it all the way down to zero. It seemed like the black screen would default to a sb load around 2.67, and I don't think there's anything I can do about it
Rizen
if the mapset gets dq'd again or if you make a storyboard in the future, msg me and i'll show u how. It's kinda bad practice to not disable the background if you're not gonna use it for most of it

there is definitely a way to make black screens 0.00x e.g. here
Topic Starter
Ultima Fox
i see, i must have made a mistake then
ill let you know if it gets dqd again (which it probably will lol)
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