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False Noise - Skyshards

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Total Posts
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Topic Starter
Shiirn
This beatmap was submitted using in-game submission on Sunday, June 18, 2017 at 8:21:58 AM

Artist: False Noise
Title: Skyshards
Tags: Hyperlight EP Mir dnb ambient cinematic dnb drum and bass electronic experimental garage neuro Boulder nanobuilder
BPM: 172
Filesize: 21081kb
Play Time: 05:12
Difficulties Available:
  1. Shroud (4.87 stars, 1168 notes)
Download: False Noise - Skyshards
Information: Scores/Beatmap Listing
---------------
Background Art by nanomortis



An unknown path, a hidden message,
Whispers from the silk beyond our senses,
A sound that tells us how great we can be,
with a voice filled with fear.




Collaboration.
ODDS: Mir
EVENS: Shiirn
SB: nanobuilder

except for the end, I took three sections at once
Mir
first
aetwuns
Shiirn "Aesthetics are for nerds" osu
kds pls
19:25 Shiirn: want more free kd
19:25 Shiirn: :^)
19:25 Smolboi: oh you know i do
19:25 *Shiirn is listening to [https://osu.ppy.sh/b/1282209 False Noise - Sky Shards]
19:25 Smolboi: hm
19:26 Smolboi: i uploaded a map today with the same bg
19:26 Smolboi: :thinking:
19:26 Shiirn: rip u
19:26 Smolboi: (what the fuck is this snapping) {maps that are way harder than their sr vol 8}
19:29 Shiirn: its <5*
19:29 Shiirn: come on
19:30 Smolboi: again, not really qualified to mod wubs
19:30 Smolboi: but i can say
19:30 Smolboi: need to add about 10ms to ur offset
19:30 Smolboi: and lower that OD
19:31 Smolboi: i literally cannot acc
19:31 Smolboi: whatsoever
19:32 Shiirn: lol
19:36 Smolboi: 05:11:513 (1,2,1,2,1,2,1,2,1) - most of these sliders aren't actually staring on the sounds they're expressing
19:36 Smolboi: starting*
19:36 Shiirn: the very very end ones?
19:36 Shiirn: yeah oh well :shrug:
19:36 Smolboi: yeah
19:40 Smolboi: 01:23:731 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - would be nice if these had a gradual spacing increese instead of what you're got right now
19:40 Smolboi: currently the first two are the same spacing then the next one is a little more spaced, then then the next one has the big boy spacing
19:40 Shiirn: they're... already kind of gradual
19:40 Shiirn: per-4-set
19:40 Shiirn: oh right
19:41 Shiirn: yeh sure
19:44 Smolboi: 03:11:609 (2) - 03:13:266 (1,1,1) - maybe consider giving these a brighter combo color, as a kind of warning that they're so fast?
19:44 Smolboi: idk
19:44 Shiirn: ....no
19:44 Shiirn: x.x
19:45 Shiirn: gotta have to rely on practice
19:45 Shiirn: xd
19:46 Smolboi: uuuuhg
19:46 Smolboi: yeah, thats about all i can come up with
19:46 Shiirn: ik its hard to mod
19:47 Smolboi: your maps are like the perfect combination of things that are hard for me to mod
19:47 Shiirn: xd
19:47 Shiirn: yeah
19:47 Smolboi: Wubs, intentionally muddy aesthetics
19:47 Smolboi: feels bad man
19:48 Smolboi: k i guess i'll just post the chatlog for my free kudos DX
19:48 Shiirn: :U
Mun
guy sharts
01:31:046 (3) - This shape can be represented just as well with a bit more precision than a single-point bezier.
01:39:419 (2) - In the same vein, this is just a simple curve, why is it using so many points?
01:54:942 (1) - Use 2 points instead of 1 really sharp one in these curves!
02:05:320 (3,4,5,1) - strim is wat 2 hek
03:18:837 (1,2) - You use the same spacing between these 2 for 1/4 beat snap divisor just before this, this will be very difficult to read.
Overall, the use of harsh bezier curves and really inconsistent streaming curves forms a very harsh aesthetic. The heavy-handed use of these complex slidershapes could be moderated with some more grey anchors in there for good measure.
Pira
Hi from my VIP mod queue!

[General]
  1. 04:15:000 (1) - This isn't snapped you fgt
  2. 03:06:976 - Kiai isn't snapped, move by 1 ms to :977
  3. AIMod is ez kds
[Shroud]
  1. Tl;dr: Delete the evens and the ending to greatly improve the map's quality
  2. 00:53:197 (2) - Sounds like a motorcycle revving (yes this is pointless)
  3. 00:57:558 (4) - Move this up by 1 pixel to y:118 to make the triple the exact same spacing, it looks absolutely terrible as it is right now and ruins the whole map's experience
  4. 01:15:275 (1) - I'd suggest making the first arm of the slider just a wave so it doesn't look like a birth defect, like this
  5. 01:31:046 (3) - Are you high this looks a slider from a Shiirn map do something cultured or civilized like this instead of this monstrosity
  6. 01:39:070 (1) - This wave slider would look a lot better if the curves were more defined, right now it looks like a limp dick
  7. 01:40:116 (5,1) - I'd lower the SV for 5 (instead of keeping it the same as 01:39:767 (4)) and raise 1 more (or alter it for more cursor movement) to emphasize the growl and the electronic tone respectively.
  8. 01:42:209 (3) - Somewhat nazi but I'd bring the last point more to the left so that the last bit of the slider's parallel to 01:41:512 (1).
  9. You just want priority so I'm just going to skip this right now cause laze
  10. 03:51:555 (1) - This looks like a shriveled penis with a large wart growing out of its head get it out of my sight
  11. 04:00:001 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Maybe do something like gradually increasing spacing to reflect the increasing pitch of the whine instead of just spamming monstrata triangles; the 1's also feel unemphasized compared to the 2's with their wide angles
  12. 04:19:536 (1) - This looks so much better if the red points except for the sharp point were just gray, there's a difference between being edgy and just plain ugly u fuc
  13. 04:40:902 (5) - Electronic note on here's pretty strong (lot stronger than 04:40:466 (1) anyway), I'd suggest increasing SV and NC'ing or something else for emphasis.
  14. An interesting and unique map due to song genre, but looks rather messy and cluttered structure and aesthetic-wise right now (reminds me of a lower-quality version of Amber's, to be honest), jokes aside. Aesthetics may not be objective or necessarily correct at all times, but it has logic and clear reasoning behind it, something that this seems to somewhat lack; just my personal thoughts. Anyway ty for kds and yw for adding to priority
Topic Starter
Shiirn
04:00:001 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Maybe do something like gradually increasing spacing to reflect the increasing pitch of the whine instead of just spamming monstrata triangles; the 1's also feel unemphasized compared to the 2's with their wide angles The point was to separate the feeling of movement between 2-3-4 and 4-1 and 1-2. These patterns do exactly that. I may look into increasing the spacing, but I feel like it's already kind of awkward enough without making it expand in size.

Rest are either changed or not changed depending on how i feel about them, that^ is the only particular thing i felt needed explaining.


Aesthetics are intended to not be le perfect structure, that's something i think is completely antithesis to neurofunk as a genre. Weird sliders that aren't completely retarded are the entire point; they're not spammed all over and are used sparingly and consistently to emphasize the 'weirdness' of the noises themselves. Amber's love was a fucking mess of fancy geometric structure that had no coherence between mappers and was borderline unplayable due to how every mapper other than RLC completely disregarded the fact that a human being would potentially be playing it.

But Amber's Marble looks awesome in the editor. And that's fine. But I don't care about how maps look in the editor. I care about the person sitting in the chair, and what they experience.

Whether the sliders are pretty or not is irrelevant to this purpose.
Halfslashed
Separated by who mapped what.

[General]
00:16:744 - It sounds to me that the time signature for this section is 3/4 with some metronome resets at places like 00:21:976 - 00:22:325, and your NCing also seems to agree with that. I'm not entirely sure on this though, so please seek out some additional opinions for this.

[Mir]
00:00:000 (1) - I might be deaf, but I can't hear anything here, and I hear the sound starting instead on 00:00:348. Additionally, i'd suggest a slower SV here for some contrast with 00:03:023 (1) - which has a more prominent sound.
00:09:186 (2,3,4) - Maybe you could experiment with some sort of decreasing SV here, since the pitches are decreasing here.
00:11:162 (1) - I'm not the greatest fan of this, since though it does capture the increasing intensity here, it just doesn't have the same effect that continuing the pattern at 00:09:186 (2,3,4) would.
00:17:790 (1,2,3,4,5,6) - I suggest making these three 1/2 sliders to have a smoother progression from 00:16:744 (1,2) to 00:18:837 (1,2,3,4,5,6). It seems like a big jump from the previous pattern as is, though it does stress the following measure more.
00:21:279 (3,1) - I don't really see why this deserves the spacing increase when there is no difference here than 00:18:837 (1,2,3,4,5,6), at least in terms of what you're following.
00:57:209 (1) - Seems like quite a weak beat that you skipped before at places like 00:48:837. Consider removing this.
01:23:721 (1,2,3,4) - It seems like you have a directly contradicting movement concept from what Shiirn does for this at 04:00:001 (1,2,3,4). His emphasis for the bass drums come from anti jumps while your emphasis comes from jumps. Additionally, what you have here adds a ton of stress to 3 due to the anti jump + direction change. I suggest trying to use movement similar to what Shiirn did in order to avoid disproportionate emphasis on beats you don't want to stress.
01:26:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - Love it.
01:28:605 (1) - Holds for wubs this strong are kind of lame, I suggest an SV increase to have some more movement here.
01:52:151 (1,1) - Your slow slider combined with the low spacing to it takes away a lot of stress from the otherwise strong beat on 01:52:674 (1). I suggest increasing spacing and having the player pull off the slider earlier. I'd probably do something along these lines but you can probably find something better.
01:53:634 (1) - Kinda similar to the above, but i'd do something like this to add some more emphasis to 01:54:070 (2). Rip your aesthetics though.
01:54:331 (5,1) - I'd suggest incorporating something similar to what you did with 01:59:912 (5,1) here for some emphasis on this strong beat.
02:53:721 (1) - This slider stands out quite a bit for a sound that isn't that special, since you used nice curvy shapes earlier in this section.
02:56:163 (1) - I hate spinners like this, since the sound is decreasing but the spinner causes increased stress on the movement. I'd suggest a slider that has higher SV that increases in curvature (as the player follows the slider they have to move less), then mapping the decreasing intensity wubs or whatever they are.
03:13:256 (1,2) - This is legit amazing.

[Shiirn]
00:29:302 (3,1) - Seems to be the only set of 3 that doesn't have a spacing increase between them. A solution to this would be Ctrl+G with 00:28:953 (1,3), but you might still want to keep the movement concept between 00:28:779 (2,1) - 00:30:349 (3,1) - .
00:35:930 (3,1) - Yeah i'm not really seeing the need for this spacing increase compared to 00:33:837 (3,4) . Seems like a Ctrl+G would fix this so i'd like to know your reasoning for this.
00:42:558 (3,4) - Here's a pitch increase you didn't do a spacing increase for.
02:15:000 (2) - Honestly, this slider made my day, I love it.
03:32:093 - I'd suggest increasing the rhythm density gradually, since your spacing indicates that the song is increasing in intensity, but its a bit too subtle of an effect imo, which makes the transition to 03:43:256 seem a bit large.

A lot of the mod is just suggestions on incorporating some more movement concepts into the map, so I'd suggest discussing any changes you're interested in applying with each other before applying them.

Good luck!
Topic Starter
Shiirn

Halfslashed wrote:

Separated by who mapped what.

[General]
00:16:744 - It sounds to me that the time signature for this section is 3/4 with some metronome resets at places like 00:21:976 - 00:22:325, and your NCing also seems to agree with that. I'm not entirely sure on this though, so please seek out some additional opinions for this. My personal philosophy regarding 3/4 vs 4/4 metronomes is this: "If it sounds like it could be 3/4, but still fits a 4/4 structure (e.g. it uses 4 repeats of 3 instead of 3 repeats of 4) then fuck it, leave it alone." This section fits that philosophy to a T.

[Mir]
00:00:000 (1) - I might be deaf, but I can't hear anything here, and I hear the sound starting instead on 00:00:348. Additionally, i'd suggest a slower SV here for some contrast with 00:03:023 (1) - which has a more prominent sound. Check your audio settings. It absolutely starts from 00.
00:09:186 (2,3,4) - Maybe you could experiment with some sort of decreasing SV here, since the pitches are decreasing here.
00:11:162 (1) - I'm not the greatest fan of this, since though it does capture the increasing intensity here, it just doesn't have the same effect that continuing the pattern at 00:09:186 (2,3,4) would.
00:17:790 (1,2,3,4,5,6) - I suggest making these three 1/2 sliders to have a smoother progression from 00:16:744 (1,2) to 00:18:837 (1,2,3,4,5,6). It seems like a big jump from the previous pattern as is, though it does stress the following measure more.
00:21:279 (3,1) - I don't really see why this deserves the spacing increase when there is no difference here than 00:18:837 (1,2,3,4,5,6), at least in terms of what you're following.
00:57:209 (1) - Seems like quite a weak beat that you skipped before at places like 00:48:837. Consider removing this.
01:23:721 (1,2,3,4) - It seems like you have a directly contradicting movement concept from what Shiirn does for this at 04:00:001 (1,2,3,4). His emphasis for the bass drums come from anti jumps while your emphasis comes from jumps. Additionally, what you have here adds a ton of stress to 3 due to the anti jump + direction change. I suggest trying to use movement similar to what Shiirn did in order to avoid disproportionate emphasis on beats you don't want to stress.
01:26:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - Love it.
01:28:605 (1) - Holds for wubs this strong are kind of lame, I suggest an SV increase to have some more movement here.
01:52:151 (1,1) - Your slow slider combined with the low spacing to it takes away a lot of stress from the otherwise strong beat on 01:52:674 (1). I suggest increasing spacing and having the player pull off the slider earlier. I'd probably do something along these lines but you can probably find something better.
01:53:634 (1) - Kinda similar to the above, but i'd do something like this to add some more emphasis to 01:54:070 (2). Rip your aesthetics though.
01:54:331 (5,1) - I'd suggest incorporating something similar to what you did with 01:59:912 (5,1) here for some emphasis on this strong beat.
02:53:721 (1) - This slider stands out quite a bit for a sound that isn't that special, since you used nice curvy shapes earlier in this section.
02:56:163 (1) - I hate spinners like this, since the sound is decreasing but the spinner causes increased stress on the movement. I'd suggest a slider that has higher SV that increases in curvature (as the player follows the slider they have to move less), then mapping the decreasing intensity wubs or whatever they are.
03:13:256 (1,2) - This is legit amazing.

[Shiirn]
00:29:302 (3,1) - Seems to be the only set of 3 that doesn't have a spacing increase between them. A solution to this would be Ctrl+G with 00:28:953 (1,3), but you might still want to keep the movement concept between 00:28:779 (2,1) - 00:30:349 (3,1) - . I see what you're saying, but these sets of 3s have a pattern to their movement, the point of the section is to have angular movements change on the rhythm, not necessarily the spacing. That said, if anything springs to mind i'll be modifying it.
00:35:930 (3,1) - Yeah i'm not really seeing the need for this spacing increase compared to 00:33:837 (3,4) . Seems like a Ctrl+G would fix this so i'd like to know your reasoning for this. Again, this is the change in movement more than the spacing. At this speed, the spacing hardly constitutes a difficult jump. The point of the section is to have the player "feel" the difference in movement/pattern every 3 or 6 beats, be it via spacing, movement changes, or both. This one does both. And it fits with the pattern of 6 that was there before. Again, hat said, if anything springs to mind i'll be modifying it.
00:42:558 (3,4) - Here's a pitch increase you didn't do a spacing increase for. Yeah i actually noticed that the pitch does spike here but I felt it would ruin the "downup" (the buildup going down? i'm good at names) to do the usual momentum/spacing changes.
02:15:000 (2) - Honestly, this slider made my day, I love it. thx
03:32:093 - I'd suggest increasing the rhythm density gradually, since your spacing indicates that the song is increasing in intensity, but its a bit too subtle of an effect imo, which makes the transition to 03:43:256 seem a bit large. I'll think about it some more over time.

A lot of the mod is just suggestions on incorporating some more movement concepts into the map, so I'd suggest discussing any changes you're interested in applying with each other before applying them.

Good luck!
Mir

Halfslashed wrote:

Separated by who mapped what.
[Mir]
00:00:000 (1) - I might be deaf, but I can't hear anything here, and I hear the sound starting instead on 00:00:348. Additionally, i'd suggest a slower SV here for some contrast with 00:03:023 (1) - which has a more prominent sound.
00:09:186 (2,3,4) - Maybe you could experiment with some sort of decreasing SV here, since the pitches are decreasing here. - cool idea
00:11:162 (1) - I'm not the greatest fan of this, since though it does capture the increasing intensity here, it just doesn't have the same effect that continuing the pattern at 00:09:186 (2,3,4) would. - I do agree but snapping this would be UGHHHH, as much as I wanted to, I decided a spinner would be better since the
00:17:790 (1,2,3,4,5,6) - I suggest making these three 1/2 sliders to have a smoother progression from 00:16:744 (1,2) to 00:18:837 (1,2,3,4,5,6). It seems like a big jump from the previous pattern as is, though it does stress the following measure more. - the revereses are there to solidify rhythm and then you're on your own to acc this, I think making 1/2 sliders would be too smooth for my tastes
00:21:279 (3,1) - I don't really see why this deserves the spacing increase when there is no difference here than 00:18:837 (1,2,3,4,5,6), at least in terms of what you're following. - the beat structure actually switches to 1,2,3,1,2,3 and each 1 is stressed more imo
00:57:209 (1) - Seems like quite a weak beat that you skipped before at places like 00:48:837. Consider removing this. - yeah
01:23:721 (1,2,3,4) - It seems like you have a directly contradicting movement concept from what Shiirn does for this at 04:00:001 (1,2,3,4). His emphasis for the bass drums come from anti jumps while your emphasis comes from jumps. Additionally, what you have here adds a ton of stress to 3 due to the anti jump + direction change. I suggest trying to use movement similar to what Shiirn did in order to avoid disproportionate emphasis on beats you don't want to stress. - we discussed this and decided that since it's a collab, it makes sense to have these emphasized in our own individual ways. The song also starts of relatively tame and gets weirder over time so the emphasis and whatnot does as well
01:26:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - Love it. - Love you.
01:28:605 (1) - Holds for wubs this strong are kind of lame, I suggest an SV increase to have some more movement here. - agreed
01:52:151 (1,1) - Your slow slider combined with the low spacing to it takes away a lot of stress from the otherwise strong beat on 01:52:674 (1). I suggest increasing spacing and having the player pull off the slider earlier. I'd probably do something along these lines but you can probably find something better. - i just moved the thing
01:53:634 (1) - Kinda similar to the above, but i'd do something like this to add some more emphasis to 01:54:070 (2). Rip your aesthetics though. - tbh just the stream makes enough emphasis through the clicking for me
01:54:331 (5,1) - I'd suggest incorporating something similar to what you did with 01:59:912 (5,1) here for some emphasis on this strong beat. - yep
02:53:721 (1) - This slider stands out quite a bit for a sound that isn't that special, since you used nice curvy shapes earlier in this section. - yeah
02:56:163 (1) - I hate spinners like this, since the sound is decreasing but the spinner causes increased stress on the movement. I'd suggest a slider that has higher SV that increases in curvature (as the player follows the slider they have to move less), then mapping the decreasing intensity wubs or whatever they are. - I really can't do anything about this, the snapping goes up and it would feel like I'm only mapping the increase in pitch, but a spinner maps everything, which is why it's a double-edged sword in this case imo. I'd rather keep it
03:13:256 (1,2) - This is legit amazing. - thank you sir <3

A lot of the mod is just suggestions on incorporating some more movement concepts into the map, so I'd suggest discussing any changes you're interested in applying with each other before applying them.

Good luck!
Thanks Halfy!
Anxient
False Noise, how appropriate

Shroud

01:45:698 (2) - ctrl g. from my little understanding on how the map actually works, every pattern so far has flowed(or played) into each other rather comfortably. i feel like this break felt out of place. ctrl g would make it the same as the rest of the map, unless theres a reason why this is out of place?

01:53:459 (2) - ctrl g this as well. i has regressed into my 2013 modding form. i feel like it would be better if you maintained the 01:53:023 (1,2,1,2) - circular movement, instead of having it change, even though 01:53:459 - has a distinct sound. changing the slider form from jagged to smooth curve is enough imo.

02:56:163 (1) - i feel like you could do something for fancy than just this.

03:03:663 (4) - i dont think you should give this much distance when the sound is this much weaker than 03:03:140 (1,2) - this. ctrl g'ing this would make it more reasonable imo.

03:10:640 (3,2) - something something blanket

03:29:302 - i think you should map this the same way you mapped this 03:25:116 (1,2,1) - you even did the same later on 03:30:698 (1,2,1) -

04:00:524 (4,1,4,1,4,1,4,1) - idk if its just me, but the transition to the next pattern is really weak imo. maybe make it more impactful?

04:26:164 (1,2,3) - call me crazy, but i think its better if you made these jagged sliders instead. fits better with the whatever-that-sound-is.

04:29:739 (2) - ok this one again. this has to be intentional. maybe make it follow the same circular movement as 04:29:303 (1,2) - ? ctrl+g pls

04:48:751 - i really expected something here lol

how do you even map this
Topic Starter
Shiirn

Anxient wrote:

False Noise, how appropriate

Shroud

01:45:698 (2) - ctrl g. from my little understanding on how the map actually works, every pattern so far has flowed(or played) into each other rather comfortably. i feel like this break felt out of place. ctrl g would make it the same as the rest of the map, unless theres a reason why this is out of place? This is consistent to how every other one of these pairs are mapped, even if the motion before them doesn't have a fixed angle or style. I think they're fine as-is, but if its mentioned again i can change it.

01:53:459 (2) - ctrl g this as well. i has regressed into my 2013 modding form. i feel like it would be better if you maintained the 01:53:023 (1,2,1,2) - circular movement, instead of having it change, even though 01:53:459 - has a distinct sound. changing the slider form from jagged to smooth curve is enough imo. As it stands this jerking change in direction atually is consistent with how these noises are mapped every time.

02:56:163 (1) - i feel like you could do something for fancy than just this. ehhhhhhhhh

03:03:663 (4) - i dont think you should give this much distance when the sound is this much weaker than 03:03:140 (1,2) - this. ctrl g'ing this would make it more reasonable imo. The noise from 1->2 is actually consistent with how the others are spaced (03:02:093 (1,2,1,2) - ) which is what is important. The change in spacing helps emphasize that they are now on-beat 1/4 sliders, along with the additional click.

03:10:640 (3,2) - something something blanket fix

03:29:302 - i think you should map this the same way you mapped this 03:25:116 (1,2,1) - you even did the same later on 03:30:698 (1,2,1) - yeah idk if it's not apparent but i stuck with the 3-beat rhythms the entire time those chimes actually don't mean shit LOL i don't really see any way to make that chime clickable without completely restructuring the entire section

04:00:524 (4,1,4,1,4,1,4,1) - idk if its just me, but the transition to the next pattern is really weak imo. maybe make it more impactful? Part of the entire point of these patterns is the lack of power between 1->2s and 4->1s, which make the 2,3,4 patterns that much more of a focus.

04:26:164 (1,2,3) - call me crazy, but i think its better if you made these jagged sliders instead. fits better with the whatever-that-sound-is. ,makes sense

04:29:739 (2) - ok this one again. this has to be intentional. maybe make it follow the same circular movement as 04:29:303 (1,2) - ? ctrl+g pls Again, this is specifically for the jerking change in movement. The exact amount varies, but every time it's a flowbreaker.

04:48:751 - i really expected something here lol the first section didnt have anything either, but having an errant clickthere is wierd. ill think about it

how do you even map this
Logic Agent
i blanket modded you in modhelp and you clarified some questions i had about rhythm

still think 02:43:256 (1) - should start 02:42:558 - because of where 02:53:721 (1) - starts
diraimur
small irc on #modhelp and pm
some tiny spacing changes at 00:40:813 (5,6) - and 01:07:513 (2,3) - and 01:39:680 (3,4) -
also a visual fix or two
Zexous
I forgot to post from 2 days ago
SPOILER
2017-05-04 18:15 Shiirn: u got time for a 10 minute go over to feed me priority
2017-05-04 18:15 Zexous: maybe
2017-05-04 18:16 Shiirn: ACTION is listening to [https://osu.ppy.sh/b/1282209 False Noise - Sky Shards]
2017-05-04 18:16 Shiirn: e.e
2017-05-04 18:22 Zexous: 00:59:651 (5,1) - misleading spacing. missed on this
2017-05-04 18:23 Shiirn: yeah im gonna chalk that one up to a picnic error
2017-05-04 18:24 Zexous: 02:13:953 (1,1,2,3,4,5,1) - i straight up failed on this lol
2017-05-04 18:24 Shiirn: yeah need to redesign that at some point but
2017-05-04 18:25 Shiirn: its not the only 1/6 thingy
2017-05-04 18:25 Zexous: er
2017-05-04 18:25 Zexous: sorry
2017-05-04 18:25 Zexous: that's not the one i failed on
2017-05-04 18:25 Zexous: 02:35:233 (1,2,1,2,1,2,1,2,1) - this one
2017-05-04 18:25 Shiirn: 02:35:233 (1,2,1,2,1,2,1,2,1) -
2017-05-04 18:25 Shiirn: right
2017-05-04 18:25 Zexous: but the other one is sketch anyway
2017-05-04 18:25 Shiirn: yeah
2017-05-04 18:25 Shiirn: we're not sure about those
2017-05-04 18:25 Shiirn: or how to make it readable, rather
2017-05-04 18:26 Zexous: yeah a lot of this map i'm like "that's kinda hard to read" but i don't mention it because the song means it'd probably be hard to read regardless
2017-05-04 18:27 Shiirn: yeah uhhh the map's not so much about reading and more about the flow of the music
2017-05-04 18:27 Shiirn: music's quite repetitive despite how it sounds
2017-05-04 18:27 Zexous: 02:36:279 - to 02:56:163 - sliderslide makes my ears cry
2017-05-04 18:28 Shiirn: oh right
2017-05-04 18:28 Shiirn: some people are retarded and have sliderslide sounds
2017-05-04 18:28 Shiirn: ill hitsound that out
2017-05-04 18:28 Zexous: have you seen the unfinished beauty that is tess's euclid
2017-05-04 18:29 Zexous: the sliderslide makes it sexy
2017-05-04 18:29 Zexous: sexier
2017-05-04 18:29 Shiirn: i have seen it but do not remember the slider slide but it was probably done well
2017-05-04 18:29 Shiirn: but is hardly relevant heeere
2017-05-04 18:31 Zexous: 05:11:513 (1,2,1,2,1,2,1,2,1) - probably would've failed on this
2017-05-04 18:31 Zexous: but it's the same thing as the others
2017-05-04 18:31 Shiirn: yeah its the exact same thing as before
2017-05-04 18:31 Zexous: k that's it
2017-05-04 18:31 Zexous: other than those things it's a really cool map
2017-05-04 18:31 Shiirn: ok so
2017-05-04 18:31 Shiirn: "mute sliderslide"
2017-05-04 18:31 Shiirn: got it
2017-05-04 18:32 Shiirn: post for dank free kd
2017-05-04 18:32 Zexous: ok
sdafsf
[ Insane]
  1. 00:18:837 (1,2,3,4,5,6) - what is this shape. it looks pretty bad. it looks like some kind of weird emphesis on 6 but 5 is the only one that would be reasonable to emphesise
  2. 01:37:674 (1,3) - these are kinda close to each other doesnt look very nice
  3. 01:51:105 (4) - this one is mistimed it starts too early
  4. 01:50:756 (2) - ^
  5. 02:04:360 (2,3,4,5) - move it odwn a bit so 2 doesnt overlap with 02:03:924 (2) -
  6. 02:32:529 (4,1) - pretty cluttered here. at least find room for the head of 1
  7. 02:32:529 (4,1) - dont wanna blanket mod but this is pretty badly blanketed
  8. 03:29:302 - why not map this sound? you did here 03:26:512 - (and everywhere else)
  9. 04:04:187 (1) - move this slider down a bit for less clutter
edgy.
Topic Starter
Shiirn

sdafsf wrote:

[ Insane]
  1. 00:18:837 (1,2,3,4,5,6) - what is this shape. it looks pretty bad. it looks like some kind of weird emphesis on 6 but 5 is the only one that would be reasonable to emphesise kind of an awkward shape that just got missed, it's a flat set of 6 now.
  2. 01:37:674 (1,3) - these are kinda close to each other doesnt look very nice ok
  3. 01:51:105 (4) - this one is mistimed it starts too early This is for playability rather than 25% speed precision
  4. 01:50:756 (2) - ^ ^
  5. 02:04:360 (2,3,4,5) - move it odwn a bit so 2 doesnt overlap with 02:03:924 (2) - what if i said i don't hate overlaps like this when its fairly consistent? :o
  6. 02:32:529 (4,1) - pretty cluttered here. at least find room for the head of 1 The click pattern is consistent and the clutter is part of the purpose of these patterns.
  7. 02:32:529 (4,1) - dont wanna blanket mod but this is pretty badly blanketed i assume you linked the wrong set of objects but at the same time: any blanket that is obviously off is probably intentional
  8. 03:29:302 - why not map this sound? you did here 03:26:512 - (and everywhere else) Actually, I didn't. The sliders follow a very predictable pattern completely unrelated to that chime. 's the chime's fault for being off-key :eyes:
  9. 04:04:187 (1) - move this slider down a bit for less clutter sure i guess, i guess its barely touching the other combo
edgy. i think it's rather tastefully plain for a neurofunk map
Ellyu
hmm...Cool song. and so does the map :)
sammish
Hey there, just a quick metadata question, False Noise's record label released it as Skyshards (single word) on their bandcamp as well as the (free download) mp3 itself being titled Skyshards.

Perhaps that would be a better title? Just a suggestion. Cool song tho!

(edit: just a disclaimer that this may not be 100% accurate as the Artist's name was misspelled in the mp3)

Okoratu
does hp 5 break anything drain wise? most of the map is awfully spampassable

01:15:275 (1) - and the other one: should maybe do the same as 00:43:953 (1) - and be somehow extended to something no wait its timing is kinda blocking that or what ?

01:28:605 (1) - might need different snapping, 3/8 sounds more accurate to me
01:48:489 (1) - should feel more like a streamjump in accordance with the rest of patterns like it
01:50:756 (2,4) - seem incredibly off timingwise
01:51:628 - mir's version of this part looks more aesthetic than shiirn's especially in regards to slidershapes and i dunno if this is intended

02:04:360 (2,3,4) - rhythm is out of line with what you usually do for these i mean shiirn just repeats doesnt make it any less unfitting in comparison to your other 1/4 streams

02:20:145 (5,6) - 02:25:727 (5) - and others suddenly switches layer and idk why, more reasonable rhythm would be http://i.imgur.com/tCElv2y.png

03:00:436 (2) - begin and end of this should to be more clearly apart so that direction of it is readable without snaking nonsense

03:10:116 (1,2) - sesign wise this is like the only time this happens with a break or non object after and it just looks incredibly lol

03:51:555 (1) - that this is turning around midslider isnt too readable judging by sliderborders, i think this needs more clarity

04:33:489 (1,2,3) - 04:34:885 (1,2,1,2) - 04:39:071 (1,2,3,1) - while this is essentially doing similar patterns to mir all part long these patterns are using way more harsh angles than mir's do (mostly related to how in mirs part sliders ere pointing towards the next objects to play usually, while shiirn's require you to do rapid back forths or just linear movement thoughtout something which may be unintentionally harder to execute

04:46:047 (1,2,1,2) - clutter reading spike which doesn't seem to have any reason for it looking at what mir did for this, especially 04:46:396 (1) - is way more hidden this time around

04:50:408 (2) - seems early

seems ok generally
Topic Starter
Shiirn

Okorin wrote:

does hp 5 break anything drain wise? most of the map is awfully spampassable FUCK HP DRAIN IT'S A SHITTY MECHANIC what do u want it at i don't care lol 7? fuck it 7 it is

01:15:275 (1) - and the other one: should maybe do the same as 00:43:953 (1) - and be somehow extended to something no wait its timing is kinda blocking that or what ? The timing is really blocking it as it's a mere 20BPM and even a 1/16 would end a full comparative 1/2 earlier at 172 bpm, i can't shorten it without it being like 1/64 or something which is unrankable no? I can do it but I don't want to do it if its unrankable

01:28:605 (1) - might need different snapping, 3/8 sounds more accurate to me A recurring theme of this map is that we're just going with 1/3 or 1/6 for more even representation rather than being 100% accurate at 25% playback speed. It doesn't need to be exactly right as long as it feels right and fits the structure of the music
01:48:489 (1) - should feel more like a streamjump in accordance with the rest of patterns like it Moved slightly
01:50:756 (2,4) - seem incredibly off timingwise Again, it's made to be playable rather than perfect. This plays far better than being exact (I tried both with playtests, this has almost no sliderbreaks)
01:51:628 - mir's version of this part looks more aesthetic than shiirn's especially in regards to slidershapes and i dunno if this is intended irreconcilable differences xddddddd

02:04:360 (2,3,4) - rhythm is out of line with what you usually do for these i mean shiirn just repeats doesnt make it any less unfitting in comparison to your other 1/4 streams these happen consistently and exactly, specifically because of an additional drum at 02:04:448 - . If it's really necessary, I will change it with Mir's approval, but it boils down to choice here.

02:20:145 (5,6) - 02:25:727 (5) - and others suddenly switches layer and idk why, more reasonable rhythm would be http://i.imgur.com/tCElv2y.png I did a lot of thinking about these patterns, and basically what I came down to was that in this section of the music, False Noise has the same "style" of noise (4 windy noises) in two seperate patterns - one that is bluetick, bluetick, bluetick, bluetick, the other bluetick, bluetick, bluetick, slightly later but not white tick. Both patterns have a seperate instrument butt in and change the style, namely 02:20:320 (6) - . Generally speaking, every single one of these noises is mapped with a full 1/4 slider with the rotational movement. But it's next to impossible to have the second variation have a "slider" still represent the same identical sound and still have a slider start on the interjecting noise. So, given the options, I decided to have the second variation play exactly the same as the first, which, while not perfectly accurate, is very hard to notice at 100% speed and actually makes it play better in general due to the already-awkward difficulty of playing such an offbeat section. This is probably the only part of the map that I really feel like I shouldn't back down on; as I spent a lot of time judging all possible choices including completely changing up the style of movement/pattern choice and this is what i feel is the best result. It's not perfect, but a perfect solution doesn't exist due to the limitations this game has.

03:00:436 (2) - begin and end of this should to be more clearly apart so that direction of it is readable without snaking nonsense sure thing

03:10:116 (1,2) - sesign wise this is like the only time this happens with a break or non object after and it just looks incredibly lol true, i noticed that but didn't care, if it's that noticeable ill change it

03:51:555 (1) - that this is turning around midslider isnt too readable judging by sliderborders, i think this needs more clarity it has more clarity now

04:33:489 (1,2,3) - 04:34:885 (1,2,1,2) - 04:39:071 (1,2,3,1) - while this is essentially doing similar patterns to mir all part long these patterns are using way more harsh angles than mir's do (mostly related to how in mirs part sliders ere pointing towards the next objects to play usually, while shiirn's require you to do rapid back forths or just linear movement thoughtout something which may be unintentionally harder to execute This was actually intentional. Mir's was far more natural to allow for players to get used to the rhythms, mine introduces more advanced movements while retaining an identical rhythm.

04:46:047 (1,2,1,2) - clutter reading spike which doesn't seem to have any reason for it looking at what mir did for this, especially 04:46:396 (1) - is way more hidden this time around changed

04:50:408 (2) - seems early I agree but mir thinks it's more playable this way. I agree with that as well, and it's his choice in this section.

seems ok generally
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