bubbled
Go~Chaoslitz wrote:
Recheck~ (was confirming about timing)
- 00:06:837 (1,2) - The distance here is too large when compared to other patterns in this section, please reduce it a bit done
- 03:15:665 - sorry i pasted the wrong timeline in last mod xD, you can add drum-hitfinish in here I'll go with normal-hitwhistle :3 since they're the same
call me back again
Aaaa timing ;v;Secretpipe wrote:
gotta wait for one more week lol
re gz
To be honest, is this MY map or YOUR map? I don't wanna be impolite but the way you suggest me stuffs makes me feel really upset. If you want to make a perfect map, with perfect spacings, flows, NC, go ahead and make one. I would love to give it a 10/10 after playing if it really is better than my map. So now, please, I don't feel like fixing any of your suggestions. Thank you for noticing my map, have a good day.hi-mei wrote:
kinda dissapointed in this map, yamicchi, since i know u could make this better
1. slider art.
it sucks.
It not subjectively sucks, it sucks because theres no idea behind such placement, random curves, random directions. its just bad.
slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also has a structure).
- the way you build each slider - it should at least represent the music it reflects
so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.
i didnt see any of these in this map. its just random, harsh and tasteless. I have never been rude to anyone in this community, I think I should at least not to be treated rude by anyone either. The way you're saying about my slider is like insulting me. If you want soft, good blanket sliders with no harsh curve, go to Secretpipe's set, he got all you need.
00:06:837 (1,2,3) - compare the spacing there visually
00:15:237 (3,4) - this blanket giving me rainbows it is not blanket
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?) why would I have to make it 1/8?
00:45:151 (1) - the way it looks reminds me of forceps
00:45:151 (1,1) - blanket?
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily
00:53:465 (1) - kinda works, but the red anchor is way off
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png Give me a day, I can give you 100 maps with 0.5-1 grid off blanket.
ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING
why didnt you make custom oft-slidertick?
here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please.
01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi
I won't say a thing. Read the RC first, then try again. Good luck.
01:22:464 (4) - hitsound issue, its a definitely a mistake yes
2. emphasis and patternization
02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:
02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^ Can't you hear the pitch of 4,1 in every pattern? They are the same
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion Because I'm making the combo odd for 3 pairs of jump.
the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? I would have turned on distance snap while mapping this, but no. Mostly what I wanna show is the decreasing pitch, showing in every 2 objects spacing. That's all I wanna say.
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think it's enough i think
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit.
02:25:351 (4,1,2,3,4,5,6) - this time around its way better
3. hitsounding and volume control
02:24:322 - stuff like this should be at least lowered volume-wise? less feedback, no
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no necessary
dont reply, gonna finish this in a moment dont finish, I replied.
w/e, up to QAT if its shud be disqualified or not.Yamicchi wrote:
no necessary
why does he even need to reply to this guy? It's not even a mod he's just talking out of his asshi-mei wrote:
I gonna request disqualify at least for hitsound issues. You gonna have time for other changes anyways.
and also, please reply for the rest of the mod.
you must do that in consideration of Code of conduct.
edit: if you cant use soft-slidertick, then you should mute (lower at least to 10%) them manually, or just mute the entire slider 1/8 off slider head.
the way these sliders are ticking right now is too loud. and these ticks arent expressing anything.
Thanks for the look, but no DQ please thank you.hi-mei wrote:
kinda dissapointed in this map, yamicchi, since i know u could make this better1. slider art. (warning: SUBJECTIVE)
slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also has a structure).
- the way you build each slider - it should at least represent the music it reflects
so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.
i didnt see any of these in this map. its just random, harsh and tasteless. If you want every slider of it represent the exact music, it would be like http://puu.sh/wBLKx/a1d64fce81.jpg from the beginning to the end. Making different shape to create the diversity for the intro, why not?
00:06:837 (1,2,3) - compare the spacing there visually there's nothing wrong about it. 1/2 gap support such spacing.
00:15:237 (3,4) - this blanket giving me rainbows did not intend to make a blanket
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way? as explained. Also now you don't want me to blanket?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?) based on what you thought, every stacks are 1/8, right? And why do I have to make it 1/8? I don't want to make the section harder
00:45:151 (1) - the way it looks reminds me of forceps i don't know what that is
00:45:151 (1,1) - blanket? a grid off, I don't think you can notice that 100% clearly ingame
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily I don't think it's necessary
00:53:465 (1) - kinda works, but the red anchor is way off why was it off?
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png joke for you, good for me.
ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING
why didnt you make custom soft-slidertick?
here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please. to keep players stick to the beat, that's what they reflect. Smaller slidertick doesn't help
01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi Besides you I don't think anyone else have a problem with it
05:41:465 - pretty much the same things are going here just asking are you using hit-finish or stuff for slidertick default hitsound? Because the way you complain about them seems like it2. emphasis and patternization
02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:
02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion
the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? this is explained in the previous post so I won't say again
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think I think not, it's enough
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit. what's wrong with jumping for big drum? Also with that SV, it is not even considered as jump
02:25:351 (4,1,2,3,4,5,6) - this time around its way better
02:28:265 - well yea please reconsider all these places, its just feels randomly bad (structure-wise) despite these sound phrases are really easy to put into some pattern or polygon not a fan of structuring everything
02:53:979 (1,1) - here goes my main concern of this map:
here you switching to 1/4 gap, suddenly
i basically cant see why you did 1/2 gaps on slider art section 00:37:007 (3,4) - , or just in common section 02:21:665 - why are you comparing 2 different rhythm part of the song?
02:54:322 - this stuff... has 1.1x sv, 02:51:922 - 1.3x sv, why the hell on the earth would you put slow sliders on wubs there and put a circles under their ends? not all wubs have higher SV. Never had anyone created a rules of mapping dnb like that. My map, my choice of SV. If it's not ridiculously wrong, then I can use it. If it is wrong, it's not your turn to tell me it's wrong, I can figure that out myself
i mean, yes i can see the progression form 1.1 to 1.5 (here 02:59:808 - ) but the way its done is absurdly poor:
02:54:322 - 02:57:065 - 02:59:808 - the way these are changing - is NOT the volume or intensity, its just sounds. differently, the way it should be reflected is mainly shape and distance/sv acceleration. SV increased following the pitch. Idk what you're talking about
03:29:979 (2,3,4,5,6,7,8) - it actually hard to explain what is wrong with it, because like... i completely disagree with what u did here.
1. this 03:30:151 (3,4) - double makes the reading hard and its just bad emphatically because the 03:30:322 (4) - is a strong sound which should be emphasized i guess? it is not hard to read, and if you want I can copy paste 1 single pattern that satisfied you and apply it to each and every second of the song, and the map will never be ranked.
2. 03:30:837 - equals 03:30:151 - why its different? its really noticeable, i would suggest to 03:30:151 (3) - make this as slider-end, and 03:29:979 (2) - slider-start 03:29:979 (2,4,5,7) - aesthetically, no. I don't support just music, it's also aesthetics. No need to be fixed
03:49:179 (2) - nc here i guess? no
04:26:379 - this section is really annoying to play, i know how it is when you got really stupid music here to emphasize, but hmm adding some reverse sliders would save player's hands and mood during they play this map i think? the intensity doesn't allow easier stuffs. and also, talking about reverse sliders 04:30:322 - doesnt feel like a proper decision here, i just dont feel like 04:30:322 - is proper object to reflect CONTINUOUSLY decreasing music, with EACH sond, not by 3 like you tried to do 04:30:322 - its like, hey, its my feeling and ure free to decline, but its super objective here. its almost significant rhythm-related mistake here. the pitch did not lower regularly, it hits on every 3 1/2 beats. Try to listen to it again
05:16:437 (3,4,1) - make them a bit lower from 05:16:265 (2) - so people would hit that tripple without cursor spikes? too linear pattern
04:30:151 (2,1) - distance is too big here i think? considering previous and next sections. to emphasize the violin section3. hitsounding and volume control
01:22:464 (4) - hitsound issue, its a definitely a mistake So you're calling the police, tell them to come to your house without any reason, will they come? I don't even understand why you call that a mistake
02:24:322 - stuff like this should be at least lowered volume-wise? hitfinish already made them weak enough. Also keeping the volume for better feedback, as they would know if it's 1/2 or 1/4 or 1/1
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no
03:04:094 (1,2,3,4) - the way you hitsounded this is... hm. basically if u remove the notes, you gonna notice that there is similar pairs:
03:04:094 - 03:04:265 - 03:04:437 -03:04:608 - 03:04:779 -
now remove custom hitsounds and check how it sounds with default ones. its noticeable during the gameplay. it's fine to me
03:28:608 - same issue^
inb4: hey, its up to user's skins, i dont care how it sounds with default ones.
many people (if not the most ones) are using their custom default hitsounds, which can contraddict your decision there.4. rhythm
02:43:522 - quick example of how you could make the rhythm better (not ignoring the drops and making them clickable, because making them on slider ends isnt adequate i think, considering its 2017 outside and its 5* map) - https://puu.sh/wB7Gj/628449985c.png growl sound, no
02:54:579 - etc
its really tangible during the gameplay
Considering issues&suggestions above, I affirm that this map should be disqualified for further development.
The way you responding is mostly "its fine, i dont care, my style, fuck off, no"Yamicchi wrote:
Thanks for the look, but no DQ please thank you.hi-mei wrote:
kinda dissapointed in this map, yamicchi, since i know u could make this better
why didnt you make custom soft-slidertick?
here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please. to keep players stick to the beat, that's what they reflect. Smaller slidertick doesn't help
I dont ask you to make them dissapear at all, Im saying that setting them to lower volume will improve emphasis of the sliders.
01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi Besides you I don't think anyone else have a problem with it
05:41:465 - pretty much the same things are going here just asking are you using hit-finish or stuff for slidertick default hitsound? Because the way you complain about them seems like it2. emphasis and patternization
02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:
02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion
the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? I would have turned on distance snap while mapping this, but no. Mostly what I wanna show is the decreasing pitch, showing in every 2 objects spacing. That's all I wanna say.
please compare 02:22:608 - 02:25:522 - 02:28:094 - 02:44:551 - 02:47:294 -
the first measure has the issue mentioned above, others are not.
etc.
02:25:351 (4,1,2,3,4,5,6) - this time around its way better
02:28:265 - well yea please reconsider all these places, its just feels randomly bad (structure-wise) despite these sound phrases are really easy to put into some pattern or polygon not a fan of structuring everything
How is this even... logical? LOL yea dude the way you defending your map is absurdly bad. Not a fan of structure? WHat? ? ??
02:53:979 (1,1) - here goes my main concern of this map:
here you switching to 1/4 gap, suddenly
i basically cant see why you did 1/2 gaps on slider art section 00:37:007 (3,4) - , or just in common section 02:21:665 - why are you comparing 2 different rhythm part of the song?
why are you asking? amazing response
02:54:322 - this stuff... has 1.1x sv, 02:51:922 - 1.3x sv, why the hell on the earth would you put slow sliders on wubs there and put a circles under their ends? not all wubs have higher SV. Never had anyone created a rules of mapping dnb like that. My map, my choice of SV. If it's not ridiculously wrong, then I can use it. If it is wrong, it's not your turn to tell me it's wrong, I can figure that out myself
cool shit, ITS MY STYLE, I DONT CARE!!!!!!!!!!! i love it
i mean, yes i can see the progression form 1.1 to 1.5 (here 02:59:808 - ) but the way its done is absurdly poor:
02:54:322 - 02:57:065 - 02:59:808 - the way these are changing - is NOT the volume or intensity, its just sounds. differently, the way it should be reflected is mainly shape and distance/sv acceleration. SV increased following the pitch. Idk what you're talking about
yea i see, you basically dont understand theres a huge difference between 1.3>1.4>1.5>1.6 and 1.1>1.3>1.5
what im saying is that 02:53:979 (1,1) - these two has a huge contrast inbetween them, 02:54:322 (1) - these should be actually faster, because the previous section is way faster (gameplay-wise), and suddenly it drops in intensity, even tho 02:54:322 (1,2,3,4,5) - is a prominent thing in the entire song.
03:29:979 (2,3,4,5,6,7,8) - it actually hard to explain what is wrong with it, because like... i completely disagree with what u did here.
1. this 03:30:151 (3,4) - double makes the reading hard and its just bad emphatically because the 03:30:322 (4) - is a strong sound which should be emphasized i guess? it is not hard to read, and if you want I can copy paste 1 single pattern that satisfied you and apply it to each and every second of the song, and the map will never be ranked.
are you actually adequate? how is that meaningful? supporing strong beats improves emphasis and structure of your map. variety is a bad argument here, its just non-existent when it comes to main aspects of the mapping.
2. 03:30:837 - equals 03:30:151 - why its different? its really noticeable, i would suggest to 03:30:151 (3) - make this as slider-end, and 03:29:979 (2) - slider-start 03:29:979 (2,4,5,7) - aesthetically, no. I don't support just music, it's also aesthetics. No need to be fixed
What???? Youre saying that "structure doesnt matter" and now youre forcing aesthetics? what? dude cmon, its a mistake and we both know it.
03:49:179 (2) - nc here i guess? no
may i know why?
05:16:437 (3,4,1) - make them a bit lower from 05:16:265 (2) - so people would hit that tripple without cursor spikes? too linear pattern
So better to have a flow break here? Are u actually joking?
04:30:151 (2,1) - distance is too big here i think? considering previous and next sections. to emphasize the violin section
so youre making large DS to... emphasize violin (plain sound, not drop) ????3. hitsounding and volume control
01:22:464 (4) - hitsound issue, its a definitely a mistake So you're calling the police, tell them to come to your house without any reason, will they come? I don't even understand why you call that a mistake
01:21:607 - basically it should be muted, it has the same volume as 01:21:778 - which is a mistake, since 01:21:607 - doesnt have a distinct sound behind it.
01:22:807 - has a whistle under it, which isnt supporter neither by song/rhythm you built
02:24:322 - stuff like this should be at least lowered volume-wise? hitfinish already made them weak enough. Also keeping the volume for better feedback, as they would know if it's 1/2 or 1/4 or 1/1
ok i can agree with this
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no
03:04:094 (1,2,3,4) - the way you hitsounded this is... hm. basically if u remove the notes, you gonna notice that there is similar pairs:
03:04:094 - 03:04:265 - 03:04:437 -03:04:608 - 03:04:779 -
now remove custom hitsounds and check how it sounds with default ones. its noticeable during the gameplay. it's fine to me
XD
03:28:608 - same issue^
inb4: hey, its up to user's skins, i dont care how it sounds with default ones.
many people (if not the most ones) are using their custom default hitsounds, which can contraddict your decision there.4. rhythm
02:43:522 - quick example of how you could make the rhythm better (not ignoring the drops and making them clickable, because making them on slider ends isnt adequate i think, considering its 2017 outside and its 5* map) - https://puu.sh/wB7Gj/628449985c.png growl sound, no
clarify????????
02:54:579 - etc
its really tangible during the gameplay
Considering issues&suggestions above, I affirm that this map should be disqualified for further development.
Thanks.hi-mei wrote:
w/e, its not my deal now
w/e im done.