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LeaF - Alice in Misanthrope -Ensei Alice-

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Fouriose

Garden wrote:

Easy
  1. 00:42:942 (1) - you should add drum finish to the spinner too according to your general hitsounding patterns Fixed


Normal
  1. 00:17:744 - to 00:26:215 - missing hitsounds? Actually it was intended to leave this part without hitsounding cos it's so quiet compared to the rest of the map but after adding some hitsounds it sounds way better, thanks!
  2. 01:07:709 - 01:08:058 - 02:21:740 (3,4) - also missing hitsounds it seems Fixed


Hard
  1. 00:17:744 - hitsounding, same as mentioned in normal, also applied to higher diffs Fixed


Collab Insane
  1. 00:17:744 - a bit weird to me that you mapped this section in lower difficulties but skipped it in insane lol, anyway it's fine, you can pull the break start here btw This break has basically the same reasoning as missing hitsounds in this part, it's just to emphasise louder parts of the song,
    but since it's is ok I think we'll leave it as it is now
  2. 00:31:779 (1,2,3) - I think you should fill up the 1/2 rhythm in this case, music is much more intense than 00:26:215 (1,2) - plus your visual spacing kinda indicates they are 1/2 gaps Fixed
  3. 00:37:361 (1,1,2) - missing some strong hitsounds it seems Fixed
Insane
  1. 00:41:895 (2,4) - add whistle to slider head like 00:40:500 (2,4) - ? Fixed
  2. 01:08:058 (1) - finish Fixed
Misanthropy
  1. 00:37:709 (2,4) - 00:40:500 (2,4) - 00:41:895 (2,4) - 00:48:872 (2,4) - 00:54:454 (2,4) - 01:00:035 (2,4) - slider head missing hitsounds Fixed
Quality of the set overall is ok, but imo you would need some further detail polishment in your higher difficulties (enh are pretty decent I'd say), but this can be somehow subjective.
Good luck with the set and hope my mod helps! Thank you for your mod and have a good luck as well!
sahuang
Hello

Easy
00:24:778 (2,1) - try to avoid this kind of antiflow in Easy. The reverse slider is going to a direction opposite to the next object, which makes it kinda hard to play. Here is an alternative: ctrl+G 00:24:778 (2) - and make DS 1.1x (316|292)
01:21:370 (4) - I don't really know why you start to introduce 1/2 gaps like this. This does not seem appropriate in Easy diff. In addition, just make the slider 1/1 which ends on 01:21:718 - . There is a downbeat at this point.
01:24:160 (4) - same
01:47:183 (1,3) - better make their shapes identical like what you did previously

Normal
00:16:175 - better add a circle here because the sound is pretty strong.
00:19:181 (1) - the red anchor literally does nothing. just remove it and make a good normal slider..
00:17:744 (1) - the gap here is empty because it's not that 00:18:103 - has no sound. Make a 1/1 slider would improve your rhythm and flow
00:19:899 (2) - use 1/1 slider to avoid 00:19:899 (2,3) - this kind of weird rhythm in Normal
00:37:361 (1) - the sudden multiple reverse slider here makes little sense, it's too abrupt and ppl won't expect it to be here. Try split it to 2 sliders or even circles
00:47:128 (1) - 00:49:919 (1) - etc. there are just too many NCs in this map. Try halve it by NC every 8 beats instead of 4...make combo longer pls
01:02:477 (1,2) - DS
also any reason 1/2 gaps are 1.0x while 1/1s are 1.1x?
01:05:268 (1,1) - make sliders more consistent..this improves your aesthetics a lot
01:20:672 (1) - 01:23:463 (1) - etc. remove NC as i told you before. reword NC on this diff
01:28:695 (3,4) - change this to a slider. 3 circles in a row in Normal is too difficult and makes the gap big.
01:37:765 (2,3) - slider
01:30:439 (1,2) - use same shape
01:38:811 (1) - personally i prefer 2 circles here. Why? because if you still use 1/2 slider, it makes no difference with 01:38:463 (5) - , but actually the latter music is much stronger.
01:43:695 (1) - etc no need to NC
02:13:019 (2,1) - why different rhythm? More consistency is needed!
02:17:031 (2) - delete for consistency
02:18:600 (3,4) - same rhythm pls
02:19:298 (1,1) - ds
02:21:740 (3,4,5) - no 3 circles in a row, change to sth else
In general you should aim to make good consistency in many parts. Also aesthetics can be improved

Hard
00:03:808 - downbeat, make it clickable
00:15:651 (3,4) - due to stack leniency the DS will be different from what you thought. Manually adjust the circle so ds is same as before
http://puu.sh/zzl1W/f8d202de3a.jpg
00:33:175 (5) - 01:17:866 (5) - NC
01:38:114 (1) - remove nc
01:55:556 (4) - nc
02:10:228 (3) - should just use same shape as 02:09:531 (1,2) - and rotate same angle
02:15:810 (3) - same
02:11:624 (3) - 02:13:019 (3) - 02:17:205 (3) - 02:18:600 (3) - etc. you simplified the rhythm too much. e.g. 02:17:467 - has a 1/4 downbeat so it should be properly mapped. you can use slider+circle or slider+double
02:13:019 (3,4,5) - very crowded here and messy.
02:13:629 - missing beat

Collab
00:07:977 (1,2) - bad aesthetics..
00:38:756 (2) - NC this, also the shape is not perfect
00:38:058 (1) - this prob doesn't need a NC
02:08:132 (1,2) - why overlap them??? the 1/2 gap is huge so just make a normal jump. Maybe this applies to previous patterns as well, just check it yourself.

Insane and Top diff have a lot more aesthetics+rhythm concerns so I will probably do it later...or no if I'm too busy :<
Topic Starter
Murasaki Nova

sahuang wrote:

Hello

Easy
00:24:778 (2,1) - try to avoid this kind of antiflow in Easy. The reverse slider is going to a direction opposite to the next object, which makes it kinda hard to play. Here is an alternative: ctrl+G 00:24:778 (2) - and make DS 1.1x (316|292) Did according to your suggestion
01:21:370 (4) - I don't really know why you start to introduce 1/2 gaps like this. This does not seem appropriate in Easy diff. In addition, just make the slider 1/1 which ends on 01:21:718 - . There is a downbeat at this point. Fixed
01:24:160 (4) - same Fixed
01:47:183 (1,3) - better make their shapes identical like what you did previously Fixed

Normal
00:16:175 - better add a circle here because the sound is pretty strong. Fixed
00:19:181 (1) - the red anchor literally does nothing. just remove it and make a good normal slider.. Fixed
00:17:744 (1) - the gap here is empty because it's not that 00:18:103 - has no sound. Make a 1/1 slider would improve your rhythm and flow Fixed
00:19:899 (2) - use 1/1 slider to avoid 00:19:899 (2,3) - this kind of weird rhythm in Normal Fixed
00:37:361 (1) - the sudden multiple reverse slider here makes little sense, it's too abrupt and ppl won't expect it to be here. Try split it to 2 sliders or even circles Fixed
00:47:128 (1) - 00:49:919 (1) - etc. there are just too many NCs in this map. Try halve it by NC every 8 beats instead of 4...make combo longer pls Fixed
01:02:477 (1,2) - DS Fixed
also any reason 1/2 gaps are 1.0x while 1/1s are 1.1x? I used 1.0x for 1\2 and 1.1x for 1\1 to maked easier to play
01:05:268 (1,1) - make sliders more consistent..this improves your aesthetics a lot Fixed
01:20:672 (1) - 01:23:463 (1) - etc. remove NC as i told you before. reword NC on this diff Fixed
01:28:695 (3,4) - change this to a slider. 3 circles in a row in Normal is too difficult and makes the gap big. Fixed
01:37:765 (2,3) - slider Fixed
01:30:439 (1,2) - use same shape Fixed
01:38:811 (1) - personally i prefer 2 circles here. Why? because if you still use 1/2 slider, it makes no difference with 01:38:463 (5) - , but actually the latter music is much stronger. Fixed
01:43:695 (1) - etc no need to NC Fixed
02:13:019 (2,1) - why different rhythm? More consistency is needed! I will try to do something about it
02:17:031 (2) - delete for consistency Fixed
02:18:600 (3,4) - same rhythm pls Fixed
02:19:298 (1,1) - ds Fixed
02:21:740 (3,4,5) - no 3 circles in a row, change to sth else Fixed
In general you should aim to make good consistency in many parts. Also aesthetics can be improved Fixed

Hard
00:03:808 - downbeat, make it clickable Fixed
00:15:651 (3,4) - due to stack leniency the DS will be different from what you thought. Manually adjust the circle so ds is same as before
http://puu.sh/zzl1W/f8d202de3a.jpg Fixed
00:33:175 (5) - 01:17:866 (5) - NC Fixed
01:38:114 (1) - remove nc Fixed
01:55:556 (4) - nc Fixed
02:10:228 (3) - should just use same shape as 02:09:531 (1,2) - and rotate same angle Fixed
02:15:810 (3) - same Fixed
02:11:624 (3) - 02:13:019 (3) - 02:17:205 (3) - 02:18:600 (3) - etc. you simplified the rhythm too much. e.g. 02:17:467 - has a 1/4 downbeat so it should be properly mapped. you can use slider+circle or slider+double Did according to your suggestion
02:13:019 (3,4,5) - very crowded here and messy. Fixed
02:13:629 - missing beat Fixed

Collab
00:07:977 (1,2) - bad aesthetics.. Fixed
00:38:756 (2) - NC this, also the shape is not perfect Fixed
00:38:058 (1) - this prob doesn't need a NC Fixed
02:08:132 (1,2) - why overlap them??? the 1/2 gap is huge so just make a normal jump. Maybe this applies to previous patterns as well, just check it yourself. Fixed

Insane and Top diff have a lot more aesthetics+rhythm concerns so I will probably do it later...or no if I'm too busy :<
Thanks for your mod! OwO
Electoz
[General]

  1. Your hitsounds are like super inconsistent between the difficulties, e.g. 00:30:558 - 00:30:733 - 01:04:657 - 01:07:884 - and more. Can you go through your mapset again and make EVERYTHING consistent please
  2. End first kiai on same spot? You ended it at 01:38:811 - or 01:38:986 - in some diffs and 01:41:602 - in Insane and I don't know why
yo higher size bg are you interested https://puu.sh/A6uRV/d75861005d.jpg

[Misanthropy]

  1. 00:10:070 (5,6,7) - Rhythm like https://puu.sh/A5K1o/d66d62f321.png would represent the violin better since uh the violin is doing constant 1/2 rhythms while the 1/1 slider you have doesn't really reflect that.
  2. 00:31:605 (9,1) - Supposed to be a bigger spacing.
  3. 00:34:047 (5,6,7) - Pattern should be rotated to the left cuz 00:33:523 (2,3,4) - this pattern is flowing counter-clockwise and so is 00:34:047 (5,6,7) - . Problem is you got 2 patterns that flows in the same way but you transitioned them really awkward with the angle of 00:34:047 (5) - .
  4. 00:34:395 (7,1) - Bigger spacing too if possible.
  5. 01:52:765 - This part needs to be more intense, the intensity in this part is higher than 01:41:602 - yet your gameplay became easier. My suggestion would be either using a denser rhythm (maybe 1/4 slider + 2 circle per combo or whatever) or buff the spacings in the entire part until 01:58:346 - .
[Insane]

  1. 00:34:395 (7,1) - Similar spacing thingy as mentioned in top diff, this one needs to be the biggest spacing for emphasis.
  2. 01:17:513 (7) - 2 Circles instead? There's a sound on 01:17:690 - too.
  3. 01:30:439 (5) - NC should be here? Like top diff.
  4. 01:37:416 (9,1) - Swap NC?
  5. 01:53:637 (6,1) - Can you use a higher spacing like 01:56:428 (6,1) - ? Wide angle with a consistent spacing 01:53:463 (5,6,1) - just plays uncomfortable imo
[Collab Insane]

  1. 00:37:361 (1,2,1,2) - These are easier than Hard lol make this harder pls
  2. 00:40:151 (1,2,3,4,1,2,3,4) - These too, same as above. Should be more challenging.
  3. 02:01:137 (1) - Was expecting this to be circles like what you did previously 01:58:346 - 01:59:393 - for consistency, if you don't want to put the repeat slider next to 02:02:183 (1) - then you can change 02:02:183 (1) - to stuff like 01:58:346 (1,2,3,4,5) - in Insane, that would work too.
  4. 02:06:995 (2,3) - Fix stack.
  5. 02:12:321 (8,1) - Swap NC.
  6. 02:12:321 - Could’ve mapped the piano/violin or whatever sound in the background like what higher diffs did.
  7. 01:42:125 (6,7,8) - 01:44:916 (6,7,8) - 01:47:707 (6,7,8) - 01:50:497 (6,7,8) - Higher spacing please, there's no difference between this and hard diff at all.
[Hard]

  1. 01:05:268 (1,2,3,4,1,2) - Should be something more intense than 00:48:523 (1,2,3,4) - 00:54:104 (1,2,3,4) - etc, just use circles instead.
  2. 01:42:125 (1,1,1) - 01:44:917 (1,1,1) - 01:47:707 (1,1,1) - 01:50:497 (1,1,1) - I don't see why you have to NC every repeat slider, you're abusing HP drain with this lol, just remove them
  3. 01:58:346 (1,1,1,1) - 02:01:137 (1,1) - Could do something like https://puu.sh/A6smm/5f2f493eca.png instead? Because this part should be harder than 01:41:602 -
[Normal]

  1. 01:06:663 (4) - Can be circles too with same reason from Hard.
  2. 01:41:602 - This part you need to use a denser rhythm, in Hard there are a lot of 1/4 rhythms here so in this diff you should focus on spamming 1/2 rhythms. Something like https://puu.sh/A6sQP/74e30edb51.png or even https://puu.sh/A6sT9/08f9cf6d9c.png would fit the diff spread much better.
  3. 01:58:346 - ^ Same as above, using denser rhythms. And this should be harder than 01:41:602 - too if possible.
  4. 02:08:132 (3,1) - DS?
try to watch out for stuff like 01:19:277 - where your flow went clockwise for the entire section which could be repetitive/boring to play
in this case it's not necessary to fix but try to keep this in mind when you're mapping diffs with DS in the future

I can icon if the red ones are fixed

EDIT: +1 HP in Collab Insane and Insane too, those two diffs should have a higher HP than Hard
Topic Starter
Murasaki Nova

Electoz wrote:

[General]

  1. Your hitsounds are like super inconsistent between the difficulties, e.g. 00:30:558 - 00:30:733 - 01:04:657 - 01:07:884 - and more. Can you go through your mapset again and make EVERYTHING consistent please Fixed
  2. End first kiai on same spot? You ended it at 01:38:811 - or 01:38:986 - in some diffs and 01:41:602 - in Insane and I don't know why Fixed
yo higher size bg are you interested https://puu.sh/A6uRV/d75861005d.jpg Yes!

[Misanthropy]

  1. 00:10:070 (5,6,7) - Rhythm like https://puu.sh/A5K1o/d66d62f321.png would represent the violin better since uh the violin is doing constant 1/2 rhythms while the 1/1 slider you have doesn't really reflect that. I think that would lead to confusion since everywhere except for that place would be slider + 2 notes and there slider + 3 notes so it would look kind of the same but could potentially lead to misread
  2. 00:31:605 (9,1) - Supposed to be a bigger spacing. Fixed
  3. 00:34:047 (5,6,7) - Pattern should be rotated to the left cuz 00:33:523 (2,3,4) - this pattern is flowing counter-clockwise and so is 00:34:047 (5,6,7) - . Problem is you got 2 patterns that flows in the same way but you transitioned them really awkward with the angle of 00:34:047 (5) - . Fixed
  4. 00:34:395 (7,1) - Bigger spacing too if possible. Fixed
  5. 01:52:765 - This part needs to be more intense, the intensity in this part is higher than 01:41:602 - yet your gameplay became easier. My suggestion would be either using a denser rhythm (maybe 1/4 slider + 2 circle per combo or whatever) or buff the spacings in the entire part until 01:58:346 - . Fixed
[Insane]

  1. 00:34:395 (7,1) - Similar spacing thingy as mentioned in top diff, this one needs to be the biggest spacing for emphasis. Fixed
  2. 01:17:513 (7) - 2 Circles instead? There's a sound on 01:17:690 - too. Fixed
  3. 01:30:439 (5) - NC should be here? Like top diff. Fixed
  4. 01:37:416 (9,1) - Swap NC? No, because 01:35:672 (1,2,3,4,5,6,7,8,9) is all the same section of rhythm so it would be frustrating to place NC on the end of it and not on the beginning of the new one
  5. 01:53:637 (6,1) - Can you use a higher spacing like 01:56:428 (6,1) - ? Wide angle with a consistent spacing 01:53:463 (5,6,1) - just plays uncomfortable imo Fixed
[Collab Insane]

  1. 00:37:361 (1,2,1,2) - These are easier than Hard lol make this harder pls Fixed
  2. 00:40:151 (1,2,3,4,1,2,3,4) - These too, same as above. Should be more challenging. Fixed
  3. 02:01:137 (1) - Was expecting this to be circles like what you did previously 01:58:346 - 01:59:393 - for consistency, if you don't want to put the repeat slider next to 02:02:183 (1) - then you can change 02:02:183 (1) - to stuff like 01:58:346 (1,2,3,4,5) - in Insane, that would work too. This starts with repeating slider because rhythm logic is kind of different there. Whole section goes into 3 major parts not 4, so replacing one of the final sliders with stream would be a bit strange since this prolonged sound must be emphasized by the same means in editor but replacing both these sliders with a lite version of a deathstream isn't the solution as well
  4. 02:06:995 (2,3) - Fix stack. Fixed
  5. 02:12:321 (8,1) - Swap NC. Fixed
  6. 02:12:321 - Could’ve mapped the piano/violin or whatever sound in the background like what higher diffs did. This part is intentionally prioritizing strong beats over BG because BG seemed too intense for that style
  7. 01:42:125 (6,7,8) - 01:44:916 (6,7,8) - 01:47:707 (6,7,8) - 01:50:497 (6,7,8) - Higher spacing please, there's no difference between this and hard diff at all. Fixed
[Hard]

  1. 01:05:268 (1,2,3,4,1,2) - Should be something more intense than 00:48:523 (1,2,3,4) - 00:54:104 (1,2,3,4) - etc, just use circles instead. This part prioritizes vocal since even 01:06:663 (1,2) - reflects pitch going up so I don't think I should make it denser since it would hurt the concept
  2. 01:42:125 (1,1,1) - 01:44:917 (1,1,1) - 01:47:707 (1,1,1) - 01:50:497 (1,1,1) - I don't see why you have to NC every repeat slider, you're abusing HP drain with this lol, just remove them Fixed
  3. 01:58:346 (1,1,1,1) - 02:01:137 (1,1) - Could do something like https://puu.sh/A6smm/5f2f493eca.png instead? Because this part should be harder than 01:41:602 - May be alternating existing rhythm with what you've suggested but the part is too small and just your bursts may be too intense. Also this 01:57:997 (2,3,1) - conflicts with the previous 01:55:207 (2,3,1)
[Normal]

  1. 01:06:663 (4) - Can be circles too with same reason from Hard. 4 notes in a row may be too hard and there's no moments in normal where the number of notes in a row exceeds 3 (kiai parts)
  2. 01:41:602 - This part you need to use a denser rhythm, in Hard there are a lot of 1/4 rhythms here so in this diff you should focus on spamming 1/2 rhythms. Something like https://puu.sh/A6sQP/74e30edb51.png or even https://puu.sh/A6sT9/08f9cf6d9c.png would fit the diff spread much better. This section used to be exactly like you've suggested but it was said to be wrong in few mods including MrSergio's and 01:58:346 - is a little more difficult to contrast the difference with 01:41:602 but not with using more dense rhythms but with spacing out notes after sliders, so I'm not sure if I should change it, but of course we can discuss it
  3. 01:58:346 - ^ Same as above, using denser rhythms. And this should be harder than 01:41:602 - too if possible. ^
  4. 02:08:132 (3,1) - DS? Fixed
try to watch out for stuff like 01:19:277 - where your flow went clockwise for the entire section which could be repetitive/boring to play
in this case it's not necessary to fix but try to keep this in mind when you're mapping diffs with DS in the future

I can icon if the red ones are fixed

EDIT: +1 HP in Collab Insane and Insane too, those two diffs should have a higher HP than Hard
Big thank you for your suggestions they helped a lot to make mapset more clear, also thanks for higher quality bg image and hitsounding suggestion! :)
Electoz
[Misanthropy]

  1. HP should +0.5 or +1, extra should have a higher hp than Insane
  2. 00:06:582 (1) - use auto sampleset on sliderslide, apply this in Normal too.
[Insane]

  1. 00:08:849 - Clap instead of finish.
  2. 00:10:244 - 00:10:332 - Clap not finish
  3. 00:34:395 (7,1) - This spacing should be bigger than 00:34:221 (6,7) -
  4. 01:17:513 (7,8) - Supposed to be whistles instead of finish according to other diffs
[Collab Insane]
  1. 00:11:465 (3) - 01:17:513 - Hitsounds missing
[Hard]

  1. 00:09:721 - Finish not clap
[Easy]

  1. 00:10:419 (2) - Finish instead of clap
also check hitsounds consistency on timestamps below in EVERY difficulties:
00:05:021 - 00:06:930 - 00:07:628 - 00:07:802 -

ok I give up
I only went through 10 seconds of the map, and there are too many hitsounds inconsistencies, I want you to go through the map until the end and make every hitsounds consistent in all difficulties.

Hitsounding is the only problem I'm having with this set, fix that and we'll talk
Topic Starter
Murasaki Nova

Electoz wrote:

[Misanthropy]

  1. HP should +0.5 or +1, extra should have a higher hp than Insane Ok, +0.5
  2. 00:06:582 (1) - use auto sampleset on sliderslide, apply this in Normal too. Fixed
[Insane]

  1. 00:08:849 - Clap instead of finish. Fixed
  2. 00:10:244 - 00:10:332 - Clap not finish Fixed
  3. 00:34:395 (7,1) - This spacing should be bigger than 00:34:221 (6,7) - Fixed
  4. 01:17:513 (7,8) - Supposed to be whistles instead of finish according to other diffs Fixed
[Collab Insane]
  1. 00:11:465 (3) - 01:17:513 - Hitsounds missing Fixed
[Hard]

  1. 00:09:721 - Finish not clap Fixed
[Easy]

  1. 00:10:419 (2) - Finish instead of clap Fixed
also check hitsounds consistency on timestamps below in EVERY difficulties:
00:05:021 - 00:06:930 - 00:07:628 - 00:07:802 -

ok I give up
I only went through 10 seconds of the map, and there are too many hitsounds inconsistencies, I want you to go through the map until the end and make every hitsounds consistent in all difficulties.

Hitsounding is the only problem I'm having with this set, fix that and we'll talk
Rechecked and fixed everything!
Electoz
Bubbled!
Topic Starter
Murasaki Nova
Thank you very much Electoz!
Gordon123
Привет, вижу что у тебя тут намечается Qualy и хотелось бы немного помочь, я не БН, но все же)
Смотрел карты(уже ранкнутые) на эту же песню и увидел в тегах иероглифы и задался вопросом, а почему у тебя их нету?
В общем :
【BOFU2016】http://bmsoffighters.net/bofu2016/
BMS : http://manbow.nothing.sh/event/event.cg ... &event=110
Artist : LeaF https://soundcloud.com/leaf-7
Illustration : セシル◇タイト https://twitter.com/ceciltite
Movie : 想起 https://twitter.com/recallv
Тебе всего лишь стоит при следующем апдейте (когда будут давать квали) добавить:
официального автора иллюстраций LeaF - セシル◇タイト
официального автора муви(видео) LeaF (https://www.youtube.com/watch?v=dYCQrXx8hLw вот оно кстати) - 想起
а так же команду LeaF - 孤高クローバー
- - - - - - - - - - - - - - - - - - - - - - - -

Metadata proofs(если будут просить,но у тебя все нормально) :
1) https://soundcloud.com/leaf-7/alice-in-misanthrope
2) http://manbow.nothing.sh/event/event.cg ... &event=110
В случае если ты уже знал/-ла про все это, то стоило бы уже давно добавить эту информацию!
Annabel
Hello.

I feel like there are some general issues with the top two difficulties. But most notably, Misanthropy. (Hitsounding as well.)

Main issues are: Grid usage, patterning / emphasis, and movement.

  1. The mapset really feels like it disconnects from one difficulty to another. The Insane feels a lot more well thought out, and doesn't just focus on one direction for most of the map. Misanthropy feels like the grid snap was on for the whole thing. and while you can argue that it's just the style, it just doesn't feel like it's as thought out as the other difficulties, due to their usage of varying patterns. The only thing really tying the whole difficulty together is the fact that all the patterns are diagonal. This doesn't make for a good experience in play, since it's just the same thing for ~2:30m. Stuff like 00:29:512 - to 00:31:779 - , etc feel like you're just recycling the same patterns throughout the entirety of each rhythm's duration. Whilst in the Insane, the patterning is at least somewhat different across each verse. ie 00:28:989 - to 00:31:779 - Even though it's the same pattern copied and pasted, it flows a lot better due to the angles used.

  2. 00:40:151 - Rather than feeling flowy, and easy to read, these sliders feel quite random and opposite to what the music is providing here. Major example being 00:43:640 - and 00:43:989 - . This jump feels quite massive in comparison to any of the other 1/4 jumps that you've used, and is a whole lot harder to feel comfortable in play, and flow wise. Same thing goes for when you repeat this 00:40:500 - and 00:40:849 - , except at a much steeper angle. The flow movement aspect between a lot of your 1/4 jump patterns feel rather arbitrary, and inconsistent. In terms of movement, the difficulty would also benefit from more consistently using angled sliders and patterns. This would provide at least some sort of consistency throughout the while copied and pasted patterns present. Going beyond that, using non angled sliders, curves, anything really, would increase emphasis and add much more flow to patterns like 00:49:919 - and 00:50:268 - , or 00:55:500 - and 00:55:849 - .

  3. The hitsounding also feels kind of mediocre. I understand that you're using just the default hitsounds, but when you're also spamming the drum finish for everything, it makes all the sounds sound alike, when in reality, they are not. For example, in the kiai he could switch from spamming the finish to using the soft whistle for the bells in the melody, so they stand out more. Or really, any other sound choice would be nice, considering it all just sounds like one big mess right now. ( 00:29:861 - , 00:31:256 - , 00:34:047 - , etc) Something else that I noticed was how there's no variation between the different finishes that the song provides. The best example would be when there's quite audibly, three different finishes being used at 01:13:681 - , 01:14:374 - , and 01:15:068 - , yet only the default drum finish is used. Even an occasional soft finish would work well to break up the monotony of these hitsound choices.
  4. Due to your choices with excessively using the grid, the playability of patterns suffer, and it's not even for the sake of aesthetics. Having things so straight makes creating emphasis to other things not only not play well, it devalues the interpretation of the pattern. It's not really that big of a concern since everyone does this now, but the top difficulty is quite heavily copied and pasted. Yes, you can say, well it's for consistency, but it doesn't even feel like it's for consistency due to the fact that when it's repeated, the patterns aren't even angled the same way, throwing the player off in terms of expectancy.

  5. Grid usage is also an issue. A lot of the patterns feel incredibly cramped and due to this, they lose a lot of emphasis, even though the song is consistently changing. ie 01:24:160 (4,5,6,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,1) - focuses just on one side of the grid, and doesn't change with the song's intonation at all. Most of the patterns feel like they're all following the same rhythmic layer, even though they're very clearly not, making some of the rhythms harder to read than others. 02:08:832 - Hanzer stream into a normal stream with this type of spacing is quite easily misread due to how the mapper earlier mapped the double rhythms. Instead of having everything parallel or vertical, they could have made use of different variations of rotations, which would not only improve gameplay, it would also make for better visual opportunities and variation.

Nitpicking aside, a lot of concepts that were introduced could be polished, and better brought out with more mods and paying more attention to different layers of the music. This especially applies to things that you have hitsounded. (ie 01:21:631 - and 01:21:718 - are hitsounded like a double, yet the patterning is in the form of a triple. Feels quite misleading tbh.)
Topic Starter
Murasaki Nova

Gordon123 wrote:

Привет, вижу что у тебя тут намечается Qualy и хотелось бы немного помочь, я не БН, но все же)
Смотрел карты(уже ранкнутые) на эту же песню и увидел в тегах иероглифы и задался вопросом, а почему у тебя их нету?
В общем :
【BOFU2016】http://bmsoffighters.net/bofu2016/
BMS : http://manbow.nothing.sh/event/event.cg ... &event=110
Artist : LeaF https://soundcloud.com/leaf-7
Illustration : セシル◇タイト https://twitter.com/ceciltite
Movie : 想起 https://twitter.com/recallv
Тебе всего лишь стоит при следующем апдейте (когда будут давать квали) добавить:
официального автора иллюстраций LeaF - セシル◇タイト
официального автора муви(видео) LeaF (https://www.youtube.com/watch?v=dYCQrXx8hLw вот оно кстати) - 想起
а так же команду LeaF - 孤高クローバー
- - - - - - - - - - - - - - - - - - - - - - - -

Metadata proofs(если будут просить,но у тебя все нормально) :
1) https://soundcloud.com/leaf-7/alice-in-misanthrope
2) http://manbow.nothing.sh/event/event.cg ... &event=110
В случае если ты уже знал/-ла про все это, то стоило бы уже давно добавить эту информацию!
I'll consider your suggestion and have a talk with BNs

eiri- wrote:

Hello.

I feel like there are some general issues with the top two difficulties. But most notably, Misanthropy. (Hitsounding as well.)

Main issues are: Grid usage, patterning / emphasis, and movement.

  1. The mapset really feels like it disconnects from one difficulty to another. The Insane feels a lot more well thought out, and doesn't just focus on one direction for most of the map. Misanthropy feels like the grid snap was on for the whole thing. and while you can argue that it's just the style, it just doesn't feel like it's as thought out as the other difficulties, due to their usage of varying patterns. The only thing really tying the whole difficulty together is the fact that all the patterns are diagonal. This doesn't make for a good experience in play, since it's just the same thing for ~2:30m. Stuff like 00:29:512 - to 00:31:779 - , etc feel like you're just recycling the same patterns throughout the entirety of each rhythm's duration. Whilst in the Insane, the patterning is at least somewhat different across each verse. ie 00:28:989 - to 00:31:779 - Even though it's the same pattern copied and pasted, it flows a lot better due to the angles used.

  2. 00:40:151 - Rather than feeling flowy, and easy to read, these sliders feel quite random and opposite to what the music is providing here. Major example being 00:43:640 - and 00:43:989 - . This jump feels quite massive in comparison to any of the other 1/4 jumps that you've used, and is a whole lot harder to feel comfortable in play, and flow wise. Same thing goes for when you repeat this 00:40:500 - and 00:40:849 - , except at a much steeper angle. The flow movement aspect between a lot of your 1/4 jump patterns feel rather arbitrary, and inconsistent. In terms of movement, the difficulty would also benefit from more consistently using angled sliders and patterns. This would provide at least some sort of consistency throughout the while copied and pasted patterns present. Going beyond that, using non angled sliders, curves, anything really, would increase emphasis and add much more flow to patterns like 00:49:919 - and 00:50:268 - , or 00:55:500 - and 00:55:849 - .

  3. The hitsounding also feels kind of mediocre. I understand that you're using just the default hitsounds, but when you're also spamming the drum finish for everything, it makes all the sounds sound alike, when in reality, they are not. For example, in the kiai he could switch from spamming the finish to using the soft whistle for the bells in the melody, so they stand out more. Or really, any other sound choice would be nice, considering it all just sounds like one big mess right now. ( 00:29:861 - , 00:31:256 - , 00:34:047 - , etc) Something else that I noticed was how there's no variation between the different finishes that the song provides. The best example would be when there's quite audibly, three different finishes being used at 01:13:681 - , 01:14:374 - , and 01:15:068 - , yet only the default drum finish is used. Even an occasional soft finish would work well to break up the monotony of these hitsound choices.
  4. Due to your choices with excessively using the grid, the playability of patterns suffer, and it's not even for the sake of aesthetics. Having things so straight makes creating emphasis to other things not only not play well, it devalues the interpretation of the pattern. It's not really that big of a concern since everyone does this now, but the top difficulty is quite heavily copied and pasted. Yes, you can say, well it's for consistency, but it doesn't even feel like it's for consistency due to the fact that when it's repeated, the patterns aren't even angled the same way, throwing the player off in terms of expectancy.

  5. Grid usage is also an issue. A lot of the patterns feel incredibly cramped and due to this, they lose a lot of emphasis, even though the song is consistently changing. ie 01:24:160 (4,5,6,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,1) - focuses just on one side of the grid, and doesn't change with the song's intonation at all. Most of the patterns feel like they're all following the same rhythmic layer, even though they're very clearly not, making some of the rhythms harder to read than others. 02:08:832 - Hanzer stream into a normal stream with this type of spacing is quite easily misread due to how the mapper earlier mapped the double rhythms. Instead of having everything parallel or vertical, they could have made use of different variations of rotations, which would not only improve gameplay, it would also make for better visual opportunities and variation.

Nitpicking aside, a lot of concepts that were introduced could be polished, and better brought out with more mods and paying more attention to different layers of the music. This especially applies to things that you have hitsounded. (ie 01:21:631 - and 01:21:718 - are hitsounded like a double, yet the patterning is in the form of a triple. Feels quite misleading tbh.)
Technically it seems more like a commentary than a mod so I'd assume than that is so. But anyways I will have to clear some things out. Whole extra diff fully represents music and no, grid snap has not been used once since when the mapping has started till the bubble, all of that has been done manually following the concept easily seen on the map. Insane looks different (so do other diffs in one way or another) because I meant since the very beginning to map those differently cos rhythm density changes so does rhythm especially in so rhythm heavy music like that and I didn't want to map it with the same style just decreasing the spacing. With that said insane turned out to be somewhat generic diif which may appeal to most players. I think you may have not checked the map enough and have jumped to the conclusions.
Annabel
None of your response actually addresses any of the playability or hitsounding concerns that I raised. It just states that you wanted to use different concepts. While that is valid, that's not the issue at hand here.
Uberzolik
i agree w/ what ayyri said, this map feels really lackluster

Murasaki Nova wrote:

Whole extra diff fully represents music and no, grid snap has not been used once since when the mapping has started till the bubble, all of that has been done manually following the concept easily seen on the map.
honestly it would probably look better if it was actually grid lol
the angles on the sliders are like almost arbitrary but not really
like it almost wants to all be similar angles so it looks sorta grid-style, but it wasn't actually copy pasted so every slider is ever so slightly not in the same angle
plus the entire difficulty seems to play on the idea of having everything in a specific angle, so not actually having a consistent angle is kinda eehhh
Fouriose

eiri- wrote:

None of your response actually addresses any of the playability or hitsounding concerns that I raised. It just states that you wanted to use different concepts. While that is valid, that's not the issue at hand here.

So what's with the playability, any real concerns not to say being able to play such maps? This map has a lot of testplays to prove its playability and all the found concerns were fixed or changed. Not being able to play any specific type of map is not a mappers fault so let's leave that to ours subjective thinking or provide sufficient proves. Onto the hitsounds. So does the kiai part looks like it really follows the the main rhythm? I understand the idea of hitsounding each sound with individual hitsound and all of that but with such variety of sounds, pitches etc. it wouldn't be really possible to make it sound good and keep consistent in all diffs so I had no choice but to come up with something that could follow the rhythm on all (almost, except for easy and normal)
diffs and also make different parts in contrast with each other where it is needed. And no, custom hitsounds are useless I'm not sure why do they even exist, and "classic" hitsounding with emhasis on white ticks is lame.

Also it seems like a lot of "i think it would be better that way" has found their way into this section so if you like grid snap that much - just go on and use it, everyone has their own preferences.
Uberzolik
i'm convinced that people have forgotten that playability isn't just being able to hit the patterns
Foxy Grandpa

Fouriose wrote:

Onto the hitsounds. So does the kiai part looks like it really follows the the main rhythm? I understand the idea of hitsounding each sound with individual hitsound and all of that but with such variety of sounds, pitches etc. it wouldn't be really possible to make it sound good and keep consistent in all diffs so I had no choice but to come up with something that could follow the rhythm on all (almost, except for easy and normal) diffs and also make different parts in contrast with each other where it is needed.

And no, custom hitsounds are useless I'm not sure why do they even exist, and "classic" hitsounding with emhasis on white ticks is lame.
That has to be one of the dumbest things I've ever heard in my entire life. Custom hitsounds are the opposite of useless. The point of hitsounding a map is to provide players with additional feedback for the map being played. And with custom hitsounds you can essentially simulate the drums being played in the background so the player has an extra sense of rhythm, which can be applied to every level of difficulty.
Fouriose
Sigh... One day people will learn to read I guess. Being able to play and "hit the patterns" is the essential part of judging the playability if you can't do so - you can't judge it proprely. Also that's the reason I said quote: "let's leave that to ours subjective thinking or provide sufficient proves". If there's no places that could've been refered to as a problematic and unplayable that's just what you think, same goes for everything else.

Yes hitsounds are ment to provide feedback to player but I think your beloved custom hitsounds ship has a 95% chance to crash in to the same type of iceberg as the custom map skins do: http://puu.sh/Aeut9/4663ff67e6.jpg Unfortunately, that's how most people like their game, and that's my thinking as well, you are free to disagree.

And it seems like I need to really put it straight forward - this section exists for mods, not personal thoughts and stuff (simple feedback messages are ok tho but not trying to prolong this discussion to eternity). With that said if someone wants to talk about playability or maybe provide their maps for test plays (jk) and have a talk about custom hitsounds being an important part of the map, please use forum or in-game PM.
MaridiuS

Fouriose wrote:

Sigh... One day people will learn to read I guess. Being able to play and "hit the patterns" is the essential part of judging the playability if you can't do so - you can't judge it proprely. Also that's the reason I said quote: "let's leave that to ours subjective thinking or provide sufficient proves". If there's no places that could've been refered to as a problematic and unplayable that's just what you think, same goes for everything else.
:arrow: So if I as rank 15k that can easily play the map says the same things eiri- did, my arguments are automatically more valid? The concern is not that the patterns are hard to play, the concern is that they're not fun or intuitive to play because the movement is quite arbitrary and spacing sometimes is really off. eiri- has provided examples for this. Also, would you be kind to stop the passive-aggressiveness? You try to make people involved look like idiots with the "Sigh... One day people will learn to read I guess." or "And it seems like I need to really put it straight forward" and does nothing helpful to the discussion.

Fouriose wrote:

Yes hitsounds are ment to provide feedback to player but I think your beloved custom hitsounds ship has a 95% chance to crash in to the same type of iceberg as the custom map skins do: http://puu.sh/Aeut9/4663ff67e6.jpg Unfortunately, that's how most people like their game, and that's my thinking as well, you are free to disagree.
:arrow: You're underestimating how often people use custom hitsounds on tbh. +Having those parts as whistles will even help those people with custom skins because who knows how loud their finish is. Default soft-hitwhistle may do the job perfectly.

Fouriose wrote:

And it seems like I need to really put it straight forward - this section exists for mods, not personal thoughts and stuff (simple feedback messages are ok tho but not trying to prolong this discussion to eternity). With that said if someone wants to talk about playability or maybe provide their maps for test plays (jk) and have a talk about custom hitsounds being an important part of the map, please use forum or in-game PM.
:arrow: I mean this is a mapping thread that serves for mapping discussion, does it state anywhere that we're only supposed to mod individual patterns? eiri- has clearly presented all issues and stuff that mapper could not be aware off. General modding may help the mapper in much better way than few individual patterns that stick off. Besides, the map being bubbled may be dangerous to new mappers, they may think "oh if my map got bubbled that means I don't need to learn anymore, I'm a good enough mapper!" and avoid plenty of general concerns that may help the map and the mapper overall if they don't think they need to improve. If it gets out of hand they will most likely decide to sort it out in irc.

:arrow: Murasaki Nova, look we're not trying to pressure you, we're just trying to make you understand the concerns and that the map has a lot of room for improvement. Please don't be biased because it has BN approval, as I'm sure a vast majority of people would agree with plenty of ayyri's concerns . Some things like lack of grid usage is an obvious flaw that you need to take a closer look into. The patterns are just randomly clustered and you don't separate new patterns for new sound grouping in the map which may make the patterns distinct, avoid clutterness therefore increasing the quality of the map. In case you'd like, I can offer you some concrete examples with argumentation to why in irc if you're up to it.

:arrow: Fouriose, a common technique is to simply hitsound difficulties of the map differently because they may end up following different layers. There's no issue in hitsounding the top diff and lets say hard in a different manner if they make sense with the map.
Electoz

MaridiuS wrote:

Besides, the map being bubbled may be dangerous to new mappers, they may think "oh if my map got bubbled that means I don't need to learn anymore, I'm a good enough mapper!" and avoid plenty of general concerns that may help the map and the mapper overall if they don't think they need to improve. If it gets out of hand they will most likely decide to sort it out in irc.
If you think a bubble makes the mappers become more arrogant then I'll just pop it

it doesn't seem we're getting anything productive here so I'll just pop for the sake of discussion
now you all are free to suggest whatever in a way that improves the map to the best state possible without having the assumption that mapper will not reply cuz bubble anymore

you can call me back once you have reached agreement on everything
Djulus
hello
Fouriose

MaridiuS wrote:

Fouriose wrote:

Sigh... One day people will learn to read I guess. Being able to play and "hit the patterns" is the essential part of judging the playability if you can't do so - you can't judge it proprely. Also that's the reason I said quote: "let's leave that to ours subjective thinking or provide sufficient proves". If there's no places that could've been refered to as a problematic and unplayable that's just what you think, same goes for everything else.


:arrow: So if I as rank 15k that can easily play the map says the same things eiri- did, my arguments are automatically more valid? The concern is not that the patterns are hard to play, the concern is that they're not fun or intuitive to play because the movement is quite arbitrary and spacing sometimes is really off. eiri- has provided examples for this. Also, would you be kind to stop the passive-aggressiveness? You try to make people involved look like idiots with the "Sigh... One day people will learn to read I guess." or "And it seems like I need to really put it straight forward" and does nothing helpful to the discussion.

Fouriose wrote:

Yes hitsounds are ment to provide feedback to player but I think your beloved custom hitsounds ship has a 95% chance to crash in to the same type of iceberg as the custom map skins do: http://puu.sh/Aeut9/4663ff67e6.jpg Unfortunately, that's how most people like their game, and that's my thinking as well, you are free to disagree.


:arrow: You're underestimating how often people use custom hitsounds on tbh. +Having those parts as whistles will even help those people with custom skins because who knows how loud their finish is. Default soft-hitwhistle may do the job perfectly.

Fouriose wrote:

And it seems like I need to really put it straight forward - this section exists for mods, not personal thoughts and stuff (simple feedback messages are ok tho but not trying to prolong this discussion to eternity). With that said if someone wants to talk about playability or maybe provide their maps for test plays (jk) and have a talk about custom hitsounds being an important part of the map, please use forum or in-game PM.


:arrow: I mean this is a mapping thread that serves for mapping discussion, does it state anywhere that we're only supposed to mod individual patterns? eiri- has clearly presented all issues and stuff that mapper could not be aware off. General modding may help the mapper in much better way than few individual patterns that stick off. Besides, the map being bubbled may be dangerous to new mappers, they may think "oh if my map got bubbled that means I don't need to learn anymore, I'm a good enough mapper!" and avoid plenty of general concerns that may help the map and the mapper overall if they don't think they need to improve. If it gets out of hand they will most likely decide to sort it out in irc.

:arrow: Murasaki Nova, look we're not trying to pressure you, we're just trying to make you understand the concerns and that the map has a lot of room for improvement. Please don't be biased because it has BN approval, as I'm sure a vast majority of people would agree with plenty of ayyri's concerns . Some things like lack of grid usage is an obvious flaw that you need to take a closer look into. The patterns are just randomly clustered and you don't separate new patterns for new sound grouping in the map which may make the patterns distinct, avoid clutterness therefore increasing the quality of the map. In case you'd like, I can offer you some concrete examples with argumentation to why in irc if you're up to it.

:arrow: Fouriose, a common technique is to simply hitsound difficulties of the map differently because they may end up following different layers. There's no issue in hitsounding the top diff and lets say hard in a different manner if they make sense with the map.


Yes I've read everything eiri- has said and yes if a player is able to play a map in my opinion his feedback is more valid than of those who can not. But of course if you mark timings as concerning than you should provide alternative or any way of fixing it so mapper can think of your idea, everyone should know it but for some reason I couldn't find any suggestions take this quote for example: "00:40:151 - Rather than feeling flowy, and easy to read, these sliders feel quite random and opposite to what the music is providing here". If that music sounds flowy then I dont know anything about music (try to listen closer, there are clear pitch changes). Seems like the suggestion here is to make it flowy but cant you hear the music?

Those who may have their drums too loud in their skins should fix that because that's not ok, that sounds the same as we had to care about those who may have their hitcircles not matching actual hitboxes.

Common technique isnt the only one am I right? So if this hitsounding does not violate any rules what's about it, surely I'm not the one to decide but you know, opinions.

And about my way of refering to people, that "does nothing helpful to the discussion". So do mods without clear point in their existence. Since the bubble has been popped mapper is no longer ignorant according to you, so now it is clearly opened for any quality suggestions. Imo mods should have clear structure with clear statement of problem, why is it a problem or why this is not acceptable and a solution to this. Isn't that way easier and prevents useless argues like that: you give clear mod with clearly seen point in it - and recieve clear answer, people like to overcomlicate things
Topic Starter
Murasaki Nova

MaridiuS wrote:

Fouriose wrote:

Sigh... One day people will learn to read I guess. Being able to play and "hit the patterns" is the essential part of judging the playability if you can't do so - you can't judge it proprely. Also that's the reason I said quote: "let's leave that to ours subjective thinking or provide sufficient proves". If there's no places that could've been refered to as a problematic and unplayable that's just what you think, same goes for everything else.
:arrow: So if I as rank 15k that can easily play the map says the same things eiri- did, my arguments are automatically more valid? The concern is not that the patterns are hard to play, the concern is that they're not fun or intuitive to play because the movement is quite arbitrary and spacing sometimes is really off. eiri- has provided examples for this. Also, would you be kind to stop the passive-aggressiveness? You try to make people involved look like idiots with the "Sigh... One day people will learn to read I guess." or "And it seems like I need to really put it straight forward" and does nothing helpful to the discussion.

Fouriose wrote:

Yes hitsounds are ment to provide feedback to player but I think your beloved custom hitsounds ship has a 95% chance to crash in to the same type of iceberg as the custom map skins do: http://puu.sh/Aeut9/4663ff67e6.jpg Unfortunately, that's how most people like their game, and that's my thinking as well, you are free to disagree.
:arrow: You're underestimating how often people use custom hitsounds on tbh. +Having those parts as whistles will even help those people with custom skins because who knows how loud their finish is. Default soft-hitwhistle may do the job perfectly.

Fouriose wrote:

And it seems like I need to really put it straight forward - this section exists for mods, not personal thoughts and stuff (simple feedback messages are ok tho but not trying to prolong this discussion to eternity). With that said if someone wants to talk about playability or maybe provide their maps for test plays (jk) and have a talk about custom hitsounds being an important part of the map, please use forum or in-game PM.
:arrow: I mean this is a mapping thread that serves for mapping discussion, does it state anywhere that we're only supposed to mod individual patterns? eiri- has clearly presented all issues and stuff that mapper could not be aware off. General modding may help the mapper in much better way than few individual patterns that stick off. Besides, the map being bubbled may be dangerous to new mappers, they may think "oh if my map got bubbled that means I don't need to learn anymore, I'm a good enough mapper!" and avoid plenty of general concerns that may help the map and the mapper overall if they don't think they need to improve. If it gets out of hand they will most likely decide to sort it out in irc.

:arrow: Murasaki Nova, look we're not trying to pressure you, we're just trying to make you understand the concerns and that the map has a lot of room for improvement. Please don't be biased because it has BN approval, as I'm sure a vast majority of people would agree with plenty of ayyri's concerns . Some things like lack of grid usage is an obvious flaw that you need to take a closer look into. The patterns are just randomly clustered and you don't separate new patterns for new sound grouping in the map which may make the patterns distinct, avoid clutterness therefore increasing the quality of the map. In case you'd like, I can offer you some concrete examples with argumentation to why in irc if you're up to it.

:arrow: Fouriose, a common technique is to simply hitsound difficulties of the map differently because they may end up following different layers. There's no issue in hitsounding the top diff and lets say hard in a different manner if they make sense with the map.
Where's the pressure on me? Did anyone mention that? All I did is just answer about concept concerns. There was no statement why is that a mistake all it was is "that pattern looks random". Speaking of mods and improving the map, you said you could help, sure I'd gladly accept any help to really make it better. Unfortunately I don't have much time atm on irc so if you don't mind it I'd prefer forum mod even if it'll took more time
MaridiuS

Fouriose wrote:

And about my way of refering to people, that "does nothing helpful to the discussion". So do mods without clear point in their existence. Since the bubble has been popped mapper is no longer ignorant according to you, so now it is clearly opened for any quality suggestions. Imo mods should have clear structure with clear statement of problem, why is it a problem or why this is not acceptable and a solution to this. Isn't that way easier and prevents useless argues like that: you give clear mod with clearly seen point in it - and recieve clear answer, people like to overcomlicate things
:arrow: The first step on general mods is to make the mapper aware of the issue. This is a huge post and doing multiple suggestions for all those aspects will be exhausting to read as a mapper and will feel overwhelming. If you offer just one alternative it will feel like forcing your style, if you offer multiple it will just be a large chunk of text that will be hard to consume. Now let's just let it evolve into discussion into which both parties can come up with a conclusion what actually needs improving and what is just a small preference. Also, saying that other's are doing it is just bad argumentation as it won't change the fact that what you did is still wrong which you by yourself agree that it adds nothing to discussion.

Fouriose wrote:

Common technique isnt the only one am I right? So if this hitsounding does not violate any rules what's about it, surely I'm not the one to decide but you know, opinions.
:arrow: Please don't use the argument "if it doesn't break rules" because it automatically limits any potential improvement and just following those rules is far from getting your map viable for ranked section.

Murasaki Nova wrote:

Where's the pressure on me? Did anyone mention that? All I did is just answer about concept concerns. There was no statement why is that a mistake all it was is "that pattern looks random". Speaking of mods and improving the map, you said you could help, sure I'd gladly accept any help to really make it better. Unfortunately I don't have much time atm on irc so if you don't mind it I'd prefer forum mod even if it'll took more time
:arrow: It is common occurrence that mappers feel really pressured when they get mods for fundamental concerns after the map is nominated, so I'd just rather avoid that if it's so common, don't mind that if you're not. I'll let you deal with ayyri first and other things, as I'm sure she can help in a similar way, after you're done with her and still missing stuff I'll be here.
Stefan

Fouriose wrote:

And no, custom hitsounds are useless I'm not sure why do they even exist, and "classic" hitsounding with emhasis on white ticks is lame.
Yes, nobody really needs creativity and consistency.

Fouriose wrote:

Sigh... One day people will learn to read I guess. Being able to play and "hit the patterns" is the essential part of judging the playability if you can't do so - you can't judge it proprely.
If I consider the movie being garbage, my opinion doesn't count because I am not a movie critic? So by the logic as long at least one player in the entire world can play the map it is good - doesn't matter if the rest disagree. :thinking:
Fouriose

Stefan wrote:

Fouriose wrote:

And no, custom hitsounds are useless I'm not sure why do they even exist, and "classic" hitsounding with emhasis on white ticks is lame.

Yes, nobody really needs creativity and consistency.

Fouriose wrote:

Sigh... One day people will learn to read I guess. Being able to play and "hit the patterns" is the essential part of judging the playability if you can't do so - you can't judge it proprely.

If I consider the movie being garbage, my opinion doesn't count because I am not a movie critic? So by the logic as long at least one player in the entire world can play the map it is good - doesn't matter if the rest disagree. :thinking:


Honestly if were to expect a moderator to appear there I'd expect more independent and objective opinion on these quotes.

If people are in need of expressing their creativity they are most likely to use mapping techniques, rhythm choices (circle placement, not to be confused with hitsounds) and something along the lines with that. Storyboards as well as custom hitsounds are less likely to be the main and most exciting way of expressing it. They both share the same issue, basically speaking they are most likely to be unnoticed by the players since they are turned off in most cases, when say for example bg image has no way to stay completely unseen. Anyways as I've said several times that's only my thoughts on that and forcing me to explaing the same thing over and over again looks like there is only one true opinion on that matter and no others should exist.

Look at the world from a real perspective no one cares about anyones thoughts on movies and such stuff unless you are somewhat respectable in that matter(e.g. friends may care if they respect your opinion and trust you. Random people - nah.). Take some more complex games for example of "playability checks" Overwatch, CS:GO and the list goes on. So who do you think developers trust more if they want a feedback on the game's balance, casual players or some at least high elo players not to mention pros? The same relates to osu! doesn't it? So if a player has high rank he is most likely to be familiar with more type of movements therefore he is able to provide much more clear feedback than a player who is still learning the game and has like 5 patterns comfortable for him. Hope I've helped to clear out things that people find unclear.
Nao Tomori
hitsounding - w/e. not gonna argue about this, customs are nice additions, defaults are fine too.

playability - just being able to play something does not imply that opinions are valid or invalid. experienced mappers who have many ranked sets or spent a lot of time in editor analyzing maps can definitely find concerns without "being able to play the map." the "elo" you are looking for in this type of discussion is not playing skill but rather mapping and analysis skill, which is separate from that.

regarding the map -
i think i agree on some of the 1/4 jump things, stuff like 00:49:919 (1,2) - feels quite awkward to play due to the movement needed, while others like 00:49:221 (1,2) - lead into each other and are much more comfortable.

i think screen use can also be a bit better, but that's not really a huge deal imo. it doesn't feel particularly awful to me anyway...

biggest issue imo is aesthetics and organization of patterns, things like 00:22:351 (1,2,3,4,1) - which uses different angles looks weird even though there's a clear purpose for the different angles. i think it makes it look really rigid and strange. the jump patterns like 01:02:302 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - also play a bit oddly due to different angles between the jumps that seem to not be organized in a logical way - there is a downwards progression but spacing goes up, and the angle between things are quite weird...

01:05:616 (3) - this is also comboed inconsistently btw lol

01:26:253 (1,2,3) - this pattern ends up playing pretty weakly because the player will just stop halfway through the 1 slider and go to 2. moving 2 down like http://osu.ppy.sh/ss/10865379 would be better in terms of making the player actually follow 1 slider.

01:36:370 (2,3,4) - i do think these triples are pretty awkward, they don't sound supported and white-red is pretty weird to play imo. better to just use a slider maybe?

01:49:277 (1,2,3,4) - this angle is really strange to play, mostly cuz it's wide angle and the rest are sharp angles

01:54:945 - skipping that =(

anyway i dont think the issues are really as serious as ayyri thinks, but there is still room for improvement. there is a lot of logic to the patterns but imo it lacks cohesion in terms of how those patterns play, which just needs practice...
Topic Starter
Murasaki Nova

eiri- wrote:

Hello.

I feel like there are some general issues with the top two difficulties. But most notably, Misanthropy. (Hitsounding as well.)

Main issues are: Grid usage, patterning / emphasis, and movement.

  1. The mapset really feels like it disconnects from one difficulty to another. The Insane feels a lot more well thought out, and doesn't just focus on one direction for most of the map. Misanthropy feels like the grid snap was on for the whole thing. and while you can argue that it's just the style, it just doesn't feel like it's as thought out as the other difficulties, due to their usage of varying patterns. The only thing really tying the whole difficulty together is the fact that all the patterns are diagonal. This doesn't make for a good experience in play, since it's just the same thing for ~2:30m. Stuff like 00:29:512 - to 00:31:779 - , etc feel like you're just recycling the same patterns throughout the entirety of each rhythm's duration. Whilst in the Insane, the patterning is at least somewhat different across each verse. ie 00:28:989 - to 00:31:779 - Even though it's the same pattern copied and pasted, it flows a lot better due to the angles used. Same sound - same style of patterning. Consistency. In insane these are following more the style of movement in contrary to top diff that you has mentioned as concerning where it focuses on both patterns and movement resulting in a similar patterns

  2. 00:40:151 - Rather than feeling flowy, and easy to read, these sliders feel quite random and opposite to what the music is providing here. Major example being 00:43:640 - and 00:43:989 - . This jump feels quite massive in comparison to any of the other 1/4 jumps that you've used, and is a whole lot harder to feel comfortable in play, and flow wise. Same thing goes for when you repeat this 00:40:500 - and 00:40:849 - , except at a much steeper angle. The flow movement aspect between a lot of your 1/4 jump patterns feel rather arbitrary, and inconsistent. In terms of movement, the difficulty would also benefit from more consistently using angled sliders and patterns. This would provide at least some sort of consistency throughout the while copied and pasted patterns present. Going beyond that, using non angled sliders, curves, anything really, would increase emphasis and add much more flow to patterns like 00:49:919 - and 00:50:268 - , or 00:55:500 - and 00:55:849 - . 00:40:151 Pitches anyone? 00:40:151 (1) - Pitch goes down so does the slider, 00:40:500 (2,3) - two pitch-ups so do the sliders, 00:41:198 (4) - pitch down and so does the slider, so I have no idea why would these type of sounds should be flowy. This part stands out a lot so should be mapped accordingly and 00:43:640 (1) - after this the intensity starts to rise so the map should reflect this. Also this spacing is not that scary as may seem if the slider leniency is taken into account so the spacing is actually about 5 arrows of default skin which does not ruin the jump as real 7 arrow jump would. Flow wise that's just a regular flow since 00:43:989 (2) - may be played as a straight slider from head to tail (and is played that way since no one follows the curve of that type of sliders unless they are slow enough) so flow there has the "V" shape that is not uncomfortable. "Same thing goes for when you repeat this 00:40:500 - and 00:40:849 - , except at a much steeper angle". Seems like you were referring to 00:41:547 (1,2,3,4) - same pitch logic is applied here but since this part goes down as a whole while remaining similar vocal pattern as previous it cannot be mapped the same way.

  3. Grid usage is also an issue. A lot of the patterns feel incredibly cramped and due to this, they lose a lot of emphasis, even though the song is consistently changing. ie 01:24:160 (4,5,6,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,1) - focuses just on one side of the grid, and doesn't change with the song's intonation at all. Most of the patterns feel like they're all following the same rhythmic layer, even though they're very clearly not, making some of the rhythms harder to read than others. 02:08:832 - Hanzer stream into a normal stream with this type of spacing is quite easily misread due to how the mapper earlier mapped the double rhythms. Instead of having everything parallel or vertical, they could have made use of different variations of rotations, which would not only improve gameplay, it would also make for better visual opportunities and variation. So patterns managed to cover like 70% of the playfield in five seconds and you consider that cramped you want these patterns to cover 90% of the playfield or something like that? I don't that can be realized outside the 6* jump maps. Also considering misheard sliders logic I don't think we should be arguing about changes in intonation. 02:08:919 (2,1,2,1,2,3,4) - this is basically a prolonged version of 02:15:984 (1,2,1,2,1,2,1) - that requires its own pattern since this does not appear in the map, also this is the same type of patterning of this kind of streams just a little longer and is not covered or overlapped so I'm not sure how that could be misread.
Hope I cleared everything I had to

eiri- wrote:

Due to your choices with excessively using the grid...

eiri- wrote:

Grid usage is also an issue. A lot of the patterns feel incredibly cramped and due to this...

MaridiuS wrote:

I'm sure a vast majority of people would agree with plenty of ayyri's concerns . Some things like lack of grid usage is an obvious flaw that you need to take a closer look into.
w
Topic Starter
Murasaki Nova

Nao Tomori wrote:

hitsounding - w/e. not gonna argue about this, customs are nice additions, defaults are fine too.

playability - just being able to play something does not imply that opinions are valid or invalid. experienced mappers who have many ranked sets or spent a lot of time in editor analyzing maps can definitely find concerns without "being able to play the map." the "elo" you are looking for in this type of discussion is not playing skill but rather mapping and analysis skill, which is separate from that.

regarding the map -
i think i agree on some of the 1/4 jump things, stuff like 00:49:919 (1,2) - feels quite awkward to play due to the movement needed, while others like 00:49:221 (1,2) - lead into each other and are much more comfortable. Yes back and forth movement is much more easy to play but these 2 sliders represent 2 similar sounds and the back and forth part has different sounds.

i think screen use can also be a bit better, but that's not really a huge deal imo. it doesn't feel particularly awful to me anyway...

biggest issue imo is aesthetics and organization of patterns, things like 00:22:351 (1,2,3,4,1) - which uses different angles looks weird even though there's a clear purpose for the different angles. i think it makes it look really rigid and strange. the jump patterns like 01:02:302 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - also play a bit oddly due to different angles between the jumps that seem to not be organized in a logical way - there is a downwards progression but spacing goes up, and the angle between things are quite weird... 00:22:351 (1,2,3,4,1) - did that to represent the only one really low part of the song 01:02:302 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Fixed

01:05:616 (3) - this is also comboed inconsistently btw lol no since that part really stands out from other jumps in that section + there's vocals

01:26:253 (1,2,3) - this pattern ends up playing pretty weakly because the player will just stop halfway through the 1 slider and go to 2. moving 2 down like http://osu.ppy.sh/ss/10865379 would be better in terms of making the player actually follow 1 slider. Done

01:36:370 (2,3,4) - i do think these triples are pretty awkward, they don't sound supported and white-red is pretty weird to play imo. better to just use a slider maybe? Agree, this triple really stands out but imo it really needs to be like that because it represents 3 strong beats and reverse slider would remove a lot of tension since that is kiai part, and that may be kind of misleading

01:49:277 (1,2,3,4) - this angle is really strange to play, mostly cuz it's wide angle and the rest are sharp angles Yup, fixed

01:54:945 - skipping that =(

anyway i dont think the issues are really as serious as ayyri thinks, but there is still room for improvement. there is a lot of logic to the patterns but imo it lacks cohesion in terms of how those patterns play, which just needs practice...
Updated metadata

Thanks for your mod!
Electoz
can you all like stop quoting comments irrelevant to the map and make them a bigger deal
in the next 24 hours or so if there's no reply or additional suggestions/concerns to the map then I'll just go ahead and rebubble

if you still have the mindset of "this mapset is so bad" then now it's your time to tell everyone why it's bad and give suggestions in a way that improves the map to the best state possible
Stefan
deleted some non-relevant posts, please move on accordingly to Electoz' post.
Electoz
my bad, was away
Rebubbled.
sahuang
ok
Akasha-
whew, at least please give credits to whatever map you used theirs BG and mp3 ...
Topic Starter
Murasaki Nova

Kuo Kyoka wrote:

whew, at least please give credits to whatever map you used theirs BG and mp3 ...


internet?

Electoz wrote:

yo higher size bg are you interested https://puu.sh/A6uRV/d75861005d.jpg
MP3 http://leafbms.web.fc2.com/song.html
-Mo-
02:09:879 (1) - Insane: not sure if the extra NC was a mistake or not but ¯\_(ツ)_/¯
Akasha-
that's my edit for the BG, exclusively for Kawawa's map, the art isn't mine however, but it's still my edition, yet I know the original pixiv artist actually, it was for this BMS song, without text on it

And what about "internet?" means? jeez, sounds like you sacarms me over not knowing things from this song.
Topic Starter
Murasaki Nova

Kuo Kyoka wrote:

that's my edit for the BG, exclusively for Kawawa's map, the art isn't mine however, but it's still my edition, yet I know the original pixiv artist actually, it was for this BMS song, without text on it

And what about "internet?" means? jeez, sounds like you sacarms me over not knowing things from this song.
So what is the point of this post? Are there any demands you can provide me with?
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