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Masayoshi Minoshima feat.nomico - Lost Emotion (Amane UK Har

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DeRandom Otaku
[Despondency]
  1. 01:14:018 (1,2) - All the other triples in this section, i understand. But this one is definitely overmapped to my ears because i can legit not head any audiable sound on the blue tick. Same with 01:15:390 (1,2,3) -
  2. 01:16:590 (8,1) - Dont you think the spacing is quite harsh for such a calm section? On the surrounding parts you have spacing almost similar to this for 1/2 and this, This is 1/4. This could totally be misread. Even the visuals kinda make this look like a 1/2 pattern so yeah
  3. 01:24:475 (1) - Dont think you need NC because its not at 01:23:104 (5) - Even tho the cymbal exists at 01:24:475 - but still :eyes:
  4. 01:29:161 (4,5) - Try listening to this on 25% , The wubs actually land on 1/3 snap which is at 01:29:390 - 01:29:504 - Same for others like this
  5. 01:29:104 (4) - Also you kinda decreased SV quite alot so an NC would help reading that
  6. 01:34:075 (1,2,3,4,5) - quite questionable rhythm here because the sound at 01:34:161 - is ignored and instead of that ,01:34:247 - this is mapped
  7. 02:35:447 (3,4) - This is also 1/3. Same goes to other patterns like this
  8. 04:46:075 (1) - In this whole section you had some NC's like this one which you didnt have in the intro at all so yeah probably make them consistent (?)

Can't say much about it since its quite above my playing level. Also i believe the overall structure could use some work other than that its a fine map.
Good luck
Topic Starter
MaridiuS

DeRandom Otaku wrote:

[Despondency]
  1. 01:14:018 (1,2) - All the other triples in this section, i understand. But this one is definitely overmapped to my ears because i can legit not head any audiable sound on the blue tick. Same with 01:15:390 (1,2,3) - It is a bit audible, but since 01:15:390 (1,2,3) - is more audible, I'd rather also keep on the first one for consistency.
  2. 01:16:590 (8,1) - Dont you think the spacing is quite harsh for such a calm section? On the surrounding parts you have spacing almost similar to this for 1/2 and this, This is 1/4. This could totally be misread. Even the visuals kinda make this look like a 1/2 pattern so yeah I have faith in people to have rhythmic sense and see it coming and when. Although it maybe a bit overspaced, I think I'll nerf it a bit.
  3. 01:24:475 (1) - Dont think you need NC because its not at 01:23:104 (5) - Even tho the cymbal exists at 01:24:475 - but still :eyes: Meeeh, using NC for patterning here. Think it's valid.
  4. 01:29:161 (4,5) - Try listening to this on 25% , The wubs actually land on 1/3 snap which is at 01:29:390 - 01:29:504 - Same for others like this Hithats and drums suggest 1/4, so I'd stick with conventional stuff.
  5. 01:29:104 (4) - Also you kinda decreased SV quite alot so an NC would help reading that Map is already spammed enough with NC's I'd rather not take unnecessary ones.
  6. 01:34:075 (1,2,3,4,5) - quite questionable rhythm here because the sound at 01:34:161 - is ignored and instead of that ,01:34:247 - this is mapped I ignored a pitched sound, and followed the deep wubs, I don't think its necessary to acute that pitch.
  7. 02:35:447 (3,4) - This is also 1/3. Same goes to other patterns like this Drums / hithats, I like conventional.
  8. 04:46:075 (1) - In this whole section you had some NC's like this one which you didnt have in the intro at all so yeah probably make them consistent (?) right oops

Can't say much about it since its quite above my playing level. Also i believe the overall structure could use some work other than that its a fine map.
Good luck
Thanks for the mod, well the map is a bit old, but I think the structure is on a decent level. Nothing to worry about too much about this particular map imo.
HabiHolic
Ohhh my god..

sorry for late from my queue

mod soon today lol
-Mo-
- 00:22:418 (4,5,6) - 00:27:904 (4,5,6) - Nazi perfectionist thing but might as well point out I guess. Some of these triples under sliders thing seem to be slightly off.
- 00:36:475 (1,2) - I get that you made 00:36:305 (2,1) to be the largest jump because of the pitch, but I expected 00:36:475 (1,2) to be larger than 00:36:133 (1,2). Doing that would also give the visual impact that this specific combo is at the top of the scale. Applies to everywhere else you did the 1-2 stuff.
- 00:38:533 - Would be cool to keep doing variable spacing stuff with these. You can keep them parallel to emphasise the background stuff, but it seems underwhelming to throw out the spacing stuff out when you did it just earlier.
- 02:34:590 (4) - 02:39:904 (3) etc - Might consider NCing the start of the 1/3 stuff just so it's a little more intuitive to read.

Looks pretty good.
Topic Starter
MaridiuS

-Mo- wrote:

- 00:22:418 (4,5,6) - 00:27:904 (4,5,6) - Nazi perfectionist thing but might as well point out I guess. Some of these triples under sliders thing seem to be slightly off. Okay will fix those since you pointed them out.
- 00:36:475 (1,2) - I get that you made 00:36:305 (2,1) to be the largest jump because of the pitch, but I expected 00:36:475 (1,2) to be larger than 00:36:133 (1,2). Doing that would also give the visual impact that this specific combo is at the top of the scale. Applies to everywhere else you did the 1-2 stuff. Check blue... below the quote.
- 00:38:533 - Would be cool to keep doing variable spacing stuff with these. You can keep them parallel to emphasise the background stuff, but it seems underwhelming to throw out the spacing stuff out when you did it just earlier. Because the drums are gpomg here in 1/2 intervals they essentially keep the same intensity throughout, doing some minor changes would not be noticed and would just harm gameplay, having large variable spacing will result in these patterns not being emphasized properly, because they will resemble the patterning without drums too much.
- 02:34:590 (4) - 02:39:904 (3) etc - Might consider NCing the start of the 1/3 stuff just so it's a little more intuitive to read. Think that the player will understand that based on previous patterning in the wub section 01:31:333 (1,2,3,4,5) - although NCing the 1/6 here after a NCed note would make no sense imo, so I think it's fine.

Looks pretty good.
04:23:790 (1,2) - The following pattern has strong pitches on both red and white tick. I wanted to consistently give them the most spacing, the following pattern 04:37:847 (1,2) - Has a strong pitch on (1). For variety and fun factor, I decided to sometimes not give (1) full emphasis to make new kinds of patterns, as it will be impossible with the way it is without breaking the structure.

~You've probably read this ^ but you know giving full emphasis to the ones I'm currently doing makes more sense in my eyes since 00:36:305 (2) - sounds too high pitched and important for a red tick while 00:36:647 (2) - isn't intense even close to that. Having 2 consecutive (or in same cases 3) circles on a large spacing gives off a larger impression than simply giving 00:36:475 (1) - huge spacing. 00:36:475 (1,2) - I've interpreted this as a intensity drop point since the pitch isn't high it just sounds loud which slowly drops with each subsequent (1).


Also fixed some ncing i've found not being right on point, and minor aesthetics adjustments.



edit: Fixed metadata.


Thanks for the mod.
-Mo-
Recheck stuff

- 01:47:790 (3) - Missing NC I think? Looks like you wanted to do 1-2 stuff again.
- 01:57:733 (6) - NCing with 01:56:361 (1) would make it consistent I guess, if you wanted.
- 04:05:447 (7,8,9) - Could change this now that you're custom stacking 00:25:333 triples things now. Few more in this kiai if you care about them.
- 02:11:447 (1) - 03:06:304 (9) - Inconsistent NCing. Also personal opinion but I think these would be more fun Ctrl+G'd so it goes in opposite direction of the stream thing.

Meta stuff: http://alst.net/2015/05/05/arcd0047-popculture-3/ https://soundcloud.com/ama_loli/lost-emotion
Topic Starter
MaridiuS

-Mo- wrote:

Recheck stuff

- 01:47:790 (3) - Missing NC I think? Looks like you wanted to do 1-2 stuff again. Actually this was intented because that hit is a snare (which is usually (2) in the part) so I ended up thinking that the 4 sounds are grouped in the song
- 01:57:733 (6) - NCing with 01:56:361 (1) would make it consistent I guess, if you wanted.UN nced the (1) instead, think it's neat
- 04:05:447 (7,8,9) - Could change this now that you're custom stacking 00:25:333 triples things now. Few more in this kiai if you care about them. ohhh
- 02:11:447 (1) - 03:06:304 (9) - Inconsistent NCing. Also personal opinion but I think these would be more fun Ctrl+G'd so it goes in opposite direction of the stream thing. Fixed NCing but imma keep the position because I like the weird budge towards the slider and it's disconnected flow compared to the cursor from it.

Meta stuff: http://alst.net/2015/05/05/arcd0047-popculture-3/ https://soundcloud.com/ama_loli/lost-emotion
-Mo-
NyarkoO
Holy did this just get bubbled

(Good luck mate!)
Topic Starter
MaridiuS

NyarkoO wrote:

Holy did this just get bubbled

(Good luck mate!)
yeah no idea.

thank you ;p
Hobbes2
If you apply something that repeats, please apply wherever relevant; your map is quite consistent so this might happen a few times.

00:20:361 (5) - would be a lot more interesting as two circles imo, consider the vocal on 00:20:447 - and that these two drums that make up the kickslider are the same intensity anyway. Music does a cool thing to end the stream on blue tick, so you should too! imo anyway
00:33:047 (1,2) - for this and the next respective jump section, to me 00:33:047 (1,2,1,2) - sound like buildup and 00:33:733 (1,2) - sounds like the most intense part of the music there, so reflecting that via the spacing would be nice. So, build up with 00:33:047 (1,2,1,2) - and have the peak spacing on 00:33:733 (1,2) - which would then go down again, as does the music's intensity.
01:17:190 (2) - The music puts some emphasis on these blue ticks via the drums, so masking them inside of a triplet comes across as rather underwhelming.
01:24:475 (1) - I feel like the angles makes this particular note stand out in this jump pattern unfairly, giving a similar angle to 01:23:790 (1) - would be cool.

The wub section is pretty cool but I think if you had some sort of setup for the 1/4 jumps (like, 01:29:618 (1,2,3,4,1) - is the first in the map and is quite large) it wouldn't feel so sudden for the lack of a better word. If you incorporated some spaced 1/4 in the earlier part of the map you'd have a much healthier gameplay experience tbh.

01:31:504 (2,3,4,5) - this is kinda weird to me, cause of the timeline gap between the clickable part of 01:31:904 (5) - and 01:32:190 (1) - makes the polarity weird. Maybe shorten 5 by a reverse and add a circle on the white tick? example: http://puu.sh/yYR1t/192e6010f1.jpg
01:32:875 (1,2,1,2,1) - plays kinda weird, the music has a pretty consistent effect throughout but the angles between the 1/4 jumps are quite different (straight line vs. something sharper)
01:37:333 (1) - remove NC and move it to 01:37:504 (2) - ?
01:47:790 (3) - NC?
02:05:104 (2) - maybe place this around 512,175 so that you aren't hitting the back of 3 as you move to it from 2
02:11:104 (6) - perhaps NC?
02:12:133 (2) - for a similar reason to 2:05, perhaps an arrange like this would be better - http://puu.sh/yYR9w/bec4df19ac.jpg. It's not really necessary and at this level it doesn't really matter for playability all that much, but I do think it would be an improvement.
02:28:247 (1) - music is building up in intensity here and reflecting that in the spacing of the jumps would make more sense imo. I'm not really sure what your spacing concept is for this.
02:54:818 (2) - this is different musically from 02:54:304 (1,2,1), so grouping these 02:54:304 (1,2,1) - as a pattern and making 02:54:818 (2) - into a triplet with 02:54:990 (3) - would make more sense
03:02:018 (2,1) - if you fully overlap 2 with 1's sliderbody this looks waaaay better
03:50:533 - i think this buildup section is undermapping a lot of relevant 1/4.
04:26:190 (1) - really similar to my second point of this mod
04:47:703 (3,4) - ctrl+g here feels a lot better with the vocal chops

ya
Topic Starter
MaridiuS

Hobbes2 wrote:

If you apply something that repeats, please apply wherever relevant; your map is quite consistent so this might happen a few times.

00:20:361 (5) - would be a lot more interesting as two circles imo, consider the vocal on 00:20:447 - and that these two drums that make up the kickslider are the same intensity anyway. Music does a cool thing to end the stream on blue tick, so you should too! imo anyway not a lot more interesting but w//e I tried it and I liked it even though there's a slight difference between drums.
00:33:047 (1,2) - for this and the next respective jump section, to me 00:33:047 (1,2,1,2) - sound like buildup and 00:33:733 (1,2) - sounds like the most intense part of the music there, so reflecting that via the spacing would be nice. So, build up with 00:33:047 (1,2,1,2) - and have the peak spacing on 00:33:733 (1,2) - which would then go down again, as does the music's intensity. check my reply on initial -Mo- post for that thing, personally the song isn't having a generic buildup, I think that 00:33:561 (2) - spices it up a lot.
01:17:190 (2) - The music puts some emphasis on these blue ticks via the drums, so masking them inside of a triplet comes across as rather underwhelming. cool wording, but I don't understand what do you suggest me to do xd
01:24:475 (1) - I feel like the angles makes this particular note stand out in this jump pattern unfairly, giving a similar angle to 01:23:790 (1) - would be cool. 01:24:475 (1) - personally I think this note is more important, the one you suggest me to make consistent starts the 1-2 patterns so giving it weird angle will make the pattern not so intuitive, while this is a continuation of the patterning so I think it's fine to keep it just here.

The wub section is pretty cool but I think if you had some sort of setup for the 1/4 jumps (like, 01:29:618 (1,2,3,4,1) - is the first in the map and is quite large) it wouldn't feel so sudden for the lack of a better word. If you incorporated some spaced 1/4 in the earlier part of the map you'd have a much healthier gameplay experience tbh. Personally I don't feel like I should slowly show the concept off because it wouldn't be relevant with the song on the same sounds in this section. People will have more trouble on those 1/3 sliders tbh than this. But reduced the spacing slightly anyways since it may be a bit overspaced.

01:31:504 (2,3,4,5) - this is kinda weird to me, cause of the timeline gap between the clickable part of 01:31:904 (5) - and 01:32:190 (1) - makes the polarity weird. Maybe shorten 5 by a reverse and add a circle on the white tick? example: http://puu.sh/yYR1t/192e6010f1.jpg Hm the 01:32:190 (1) - certainly comes out of nowhere in the song and such I tried to portray that awkardness by ending the previous note on an unusual spot (other than the white tick being too weak for me to consider placing something clickable there).
01:32:875 (1,2,1,2,1) - plays kinda weird, the music has a pretty consistent effect throughout but the angles between the 1/4 jumps are quite different (straight line vs. something sharper) Idk it seems like circular motion that leads into a straight line which is mostly comfortable https://i.imgur.com/US6vYqC.png, of course it forces a slight snap but I have no difficulties playing any of those patterns neither have testplayers.
01:37:333 (1) - remove NC and move it to 01:37:504 (2) - ? the new sound grouping starts on the kick, so I tried to differentiate them like that. It is also consistent with 01:38:190 (2) - .
01:47:790 (3) - NC? explained in -Mo- recheck reply.
02:05:104 (2) - maybe place this around 512,175 so that you aren't hitting the back of 3 as you move to it from 2 I like how your option plays but it would negate the emphasis I'm trying to give on the stronger note which is the slider (3). Personally I think this just seems a bit odd in editor but plays almost completely fine.
02:11:104 (6) - perhaps NC? hey i like that
02:12:133 (2) - for a similar reason to 2:05, perhaps an arrange like this would be better - http://puu.sh/yYR9w/bec4df19ac.jpg. It's not really necessary and at this level it doesn't really matter for playability all that much, but I do think it would be an improvement.the weird budge that I'm kinda incorporating I think plays more interestingly on a slow section, having it flow perfectly will just be :weary:, I don't even really feel the weird angle in gameplay strongly, it's just an editor illusion to me xd.
02:28:247 (1) - music is building up in intensity here and reflecting that in the spacing of the jumps would make more sense imo. I'm not really sure what your spacing concept is for this. 02:28:761 (2) - and 02:29:447 (2) - have a synth on them together with some vocals in first pattern while the second just seems like an more intenser phrase which the vocals + synth suggest. The synth has an obvious buildup starting from here 02:29:618 (1) - which was emphasized
02:54:818 (2) - this is different musically from 02:54:304 (1,2,1), so grouping these 02:54:304 (1,2,1) - as a pattern and making 02:54:818 (2) - into a triplet with 02:54:990 (3) - would make more sense Okay so the idea was to group these together 02:54:647 (1,2) - in a 30degree angle as a hint the the song is changing since they both have the same wub. If you noticed the whole section was basically on the same axis (~15 degrees) so by putting these into a 30 degree it transitions really well into a new section based on 30 degree tilted sliders.
03:02:018 (2,1) - if you fully overlap 2 with 1's sliderbody this looks waaaay better Actually made it overlap even less, personally I'm not a fan of sliders fully overlapping the circles However based on the second part slidershapes 03:12:990 (2,1) - I decided to overlap fully since it looks beter /shrug aesthetics are subjective don't judge me xd
03:50:533 - i think this buildup section is undermapping a lot of relevant 1/4. Personally I don't think that they're really that relevant, as for how much the section is intense, mapping with weird 2 stacks and such will be counterproductive to the overall feel of the part and will just result in playing wonky (I tried it out didn't work). The constant 1/2 spams builds really well into the streams later which by following 1/4 stuff it wouldn't be achieved or feel as good.
04:26:190 (1) - really similar to my second point of this mod mhm
04:47:703 (3,4) - ctrl+g here feels a lot better with the vocal chops 04:48:818 (1,2,1,2) - if you're referring to ctrl+g the rhythm, it wouldn't give emphasis to these notes which truly have much more distinct vocals on the blue ticks. For these distinct notes I'd rather reserve the rhythmical irregularity.

ya
owo

Thanks for the mod, also added hitsounds on a spot which they were missing, and slightly buffed 02:06:990 (1,2) - jumps in this section to form a bit larger contrast.

Edit: 04:22:075 - added spinner here to be consistent with 00:20:533 - and extended the 20:533 spinner to the blue tick because if it's not snapped on anything, I'd rather let it end on a blue tick.
Pachiru
big fan
Hobbes2
01:16:933 (1,2,3) - for stuff like this naturally the emphasis lands on the white tick based on how you mapped it, but musically the blue ticks are what have importance, so when you map it so that the blue ticks are the middle of a triplet instead of having some kind of emphasis via rhythm, etc, it comes across as underwhelming.

on a related note, 01:19:333 (3,4) - are missing clap hitsounds

basically look at this buildup section again and I think you can do a better job of prioritizing rhythm, instead of this generic one half one fourth stuff the music has important claps on some blue ticks that you can base the rhythm around, instead of simplifying it like that
Topic Starter
MaridiuS

Hobbes2 wrote:

01:16:933 (1,2,3) - for stuff like this naturally the emphasis lands on the white tick based on how you mapped it, but musically the blue ticks are what have importance, so when you map it so that the blue ticks are the middle of a triplet instead of having some kind of emphasis via rhythm, etc, it comes across as underwhelming. https://i.imgur.com/eDr4sqS.jpg so you're suggesting such a rhythm? Personally I don't see it as necessary because any emphasis on vocals will be null. The 1/4 spacing I've implemented is emphasis enough, check the movement from the slider into the 2stack.

on a related note, 01:19:333 (3,4) - are missing clap hitsounds I don't hear a snare on 4, but i added a clap on 3.

basically look at this buildup section again and I think you can do a better job of prioritizing rhythm, instead of this generic one half one fourth stuff the music has important claps on some blue ticks that you can base the rhythm around, instead of simplifying it like that I said that I tried, and I guess I will try again (im kinda more experienced rn xd), if I like it (it ends up emphasizing the overall intensity of the section) we can reach a compromise. If I dislike it, i guess I tried.jpg. But i will put effort into trying to make it work.
edit: reworked the buildup section. Also considered what you were talking about the first point again, and yeah, I guess i could do a blue tick 1/4 slider or something but it will nullify the emphasis on vocals and such tbh, I don't interpret drums as that important to hinder the melody or vocals.
Hobbes2
rebub cause of notable changes
-Mo-
We added a circle. 03:53:533
faygo
congrats !!!
Left
gratz with your first ranked stuff xd
Topic Starter
MaridiuS

Faygor wrote:

congrats !!!

Left wrote:

gratz with your first ranked stuff xd
thanks guise
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