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Camellia - Feelin Sky (Camellia's "200step" Self-remix)

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Foxy Grandpa

Kroytz wrote:

the best
hihi


  • [Ambivalence]
  1. 00:20:212 (1,2,1,2,1,2) - Not sure about the spacing here, seems to kind of jump to a much larger spacing for the really quiet sounds
  2. 00:23:512 - to 00:39:562 - . This entire section is in 1/3, aside from the kicksliders at 00:32:437 - .
  3. 00:47:962 (1) - Slightly off screen
  4. 01:01:912 - Kinda curious about the kiai here for such a calm section :/
  5. 01:06:712 (1) - Off screen with 4:3
  6. 01:11:512 (1) - ^
  7. 01:46:312 (1,2,1,2,1,2,1,2) - This is sex holy fuck
  8. 02:21:712 (1) - Off screen lol
  9. 02:47:512 - :heart_eyes:
  10. 03:21:262 (2) - More off screen stuff xd
  11. 04:19:537 (2) - Top of the sliderbody is slightly off screen
  12. 04:47:662 (2) - I feel like the sv should be lower for this slider because of the slowdown effect in the sound being mapped there.
  13. 05:53:362 (1) - Off screen x d
top 69 ultimate fidget spinner tricks omar did 7/11 anime sword art online 1080p almost died pokemon go

This is incredible, one of my favorite maps of this year by far.

Best of luck probox :)
Ameth Rianno
this my new anime
Haruto
aesthetic banner 👌
7ambda
04:25:162 (1,2,1,2,3,4,1,2,3,4,1,2) - ( ͡° ͜ʖ ͡°)

04:03:112 (1,2,3,4,1,2,3,4,1,2,3,4) - ( ͡☉ ͜ʖ ͡☉)

05:13:912 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ( ͡◉ ͜ʖ ͡◉)

04:06:712 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - (̲̅ ͡◥▶ ͜ʖ ͡◀◤)
Lavender
overkill
Mazzerin

Lavender wrote:

overkill
hell no
_Meep_

Mazzerin wrote:

Lavender wrote:

overkill
hell no
hell yes
Lulu-
i thought i wouldn't be able to find a reason to live anymore

i was wrong
Sad Cum
oh ma gah
Kujinn
👌

only thing left is a sick -tochi storyboard
Sing

FoxyGrandpa wrote:

  • [Ambivalence]

    00:20:212 (1,2,1,2,1,2) - Not sure about the spacing here, seems to kind of jump to a much larger spacing for the really quiet sounds lowered spacing

    00:23:512 - to 00:39:562 - . This entire section is in 1/3, aside from the kicksliders at 00:32:437 - . fixed

    01:01:912 - Kinda curious about the kiai here for such a calm section :/ lul i added that, imma prob take it off now since more than 1/3 of the map is kiai

    04:47:662 (2) - I feel like the sv should be lower for this slider because of the slowdown effect in the sound being mapped there. fixed
Best of luck probox :)
ty for mod

updated .osz: https://puu.sh/weLVX/b9c97cbcf7.osz
Topic Starter
ProfessionalBox

Kujinn wrote:

👌

only thing left is a sick -tochi storyboard
should be done by the end of this month
Topic Starter
ProfessionalBox
fixed all offscreens (I think) from FoxyGrandpa's mod
Xilver15
Hi Probox/Sing/Bonzi o/ Small mod after a discussion with Probox. (and out of personal interest, haha)

~
General seems okay.

In my opinion, this map suffers a lot from the "Everything is emphasized, so nothing is emphasized" issue. Everything feels so over the top and there's not enough contrast for different parts of the song, I feel. This is what this mod addresses. I can't say a lot on the visuals/structure because they are really well made and consistent, so good job on that. C:

[Ambivalence]

00:40:312 (1,2) - 00:40:612 (1,2) - I think 2 repeats would be nice here instead of 4 kicks. Starting with large spacing emphasis like that removes a lot of contrast in the transition, making this feel really weak.
00:44:962 (3) - Why not stack this with 1 like in all your other instances? It forces linear movement which seems unfitting considering the same other parts are mapped with stationary movement. (00:47:212 (1,2) - 00:48:412 (1,2) - )
00:59:362 (3,1) - Shouldn't this be a triple to be consistent with 00:49:762 (3,4,1) - ?
01:01:162 (1,2,3,1,1,1) - I think the song and the hitsounds suggest that the corresponding rhythm should be Triple + Double + Double, but you mapped it as Triple + 3 kicks.
01:10:912 (1) - I appreciate the color change to indicate SV change but I don't think the added sound suggests such a sharp increase in the first place :s. Maybe reduce it a bit?
01:40:312 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This section is a bit inconsistent. You start with awkward motion at 01:40:312 (1,2,3,4) - And then use circular motion at all the other 3 patterns with nothing in the song changing to suggest such a change. I personally quite like the awkward motion you added because I think it creates a nice contrast between the circular motion you use at the rest of the buildup at 01:45:112 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) -. So I would ctrlG 01:41:512 (1,3) - 01:43:012 (2,4) - and 01:44:212 (2,4) - to keep that motion. (Alternatively, you could use linear motion by ctrlGing 01:40:612 (2,4) - to also be consistent if that's what you prefer)
01:49:912 (1) - CtrlG maybe? The awkward movement is a nice contrast to start a drop because you used linear movement in the previous buildup sliders.
02:01:912 (1) - CtrlG would be nice for this one I think. The tail goes into a weird loop thing which would add nice emphasis if used actively on the head instead of passively on the tail. (Clicking + following the loop at the same time)
02:13:462 (1,2) - How about rotating this pattern 90 degrees for the repeat to be closer to 02:13:912 (1) - ? https://osu.ppy.sh/ss/8299949 Right now 02:13:912 (1) - Feels really weak because the movement required to move to the head is greater than the movement required to complete the slider. This overshadows the slider making it feel weak.
02:15:712 (1,1,1) - These 3 sliders have very similar spacing. As a result, the different emphasized sound at 02:16:312 (1) - Feels very weak. How about moving 02:16:012 (1) - closer to either 02:15:712 (1) - or 02:16:312 (1) - to differentiate the spacing? It would give that slider the contrast that it should have. (I personally suggest to move it to 02:16:312 (1) - considering you did a similar thing at 02:18:412 (2,1) - ).
02:23:512 (1) - This is pretty nice, but I think its length should be consistent with 02:13:912 (1) - considering they're the exact same sound. Maybe make 02:13:912 (1) - longer to match?
02:25:312 (1,1,1) - Same instance as 02:15:712 (1,1,1) -, I think.
02:30:712 (1,2,3,1,1,2,3,1,1,2,3,1) - This is a pretty nice pattern, but again I think this loses a lot of impact because it's so similar in spacing to the previous patterns and to itself. Also, there seems to be a rising synth sound at that part of the song, so I think you could start small and gradually increase the kickslider spacing to match that. This would add contrast and match the rising sound.
02:37:462 (1,2,3) - Why are these 3 kicks different in spacing? I think they should match, the song enters a pretty consistent loop which doesn't require spacing changes, in my opinion.
02:42:712 (1,2,3) - Why is this different than all the other ones? (02:43:312 (1,2,1,2,1,2,1,2) - )? They sound the same. They should be the same too. (I personally like having 2 1/4 sliders though, so I would personally make all the other instances have 2 1/4's aswell.)
02:49:612 (1,2,1,2,1,2,1,2,1,2) - This pattern looks nice, but 02:49:612 (1,2,1,2) - is kind of problematic in my opinion because a metronome reset happens at 02:49:912 (1,2) -, so making them have the same motion makes the transition feel really weak.
03:59:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - The use of jumpstreams seems really uncecessary here, especially considering all the streams after that are normal.
04:06:712 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1) - This feels incredibly over the top for what it's supposed to map. I suggest nerfing this. Not necessarily because it's "too hard" per se, but it's so spaced that it makes the actual second drop feel like a normal section. There isn't much contrast and impact I think. I agree that during a buildup a stream should be steadily increasing, but it should be harder than the actual kiai itself.
04:17:737 (4,1) - Another unnecessary jumpstream in my opinion, it doesn't emphasize anything special in the song because nothing is going on at that part. 04:18:037 (4,1) - is pretty nice though because it emphasizes a nice change in the music which actually exists.
04:25:162 (1,2,1,2,3,4,1,2,3,4,1,2) - I didn't quite get why this stream increases in spacing, I actually think the pitch is going down?
04:27:562 (2,3,1,2,1,2) - I feel like these should be increased in spacing. I like the idea you have here but it feels overshaowed by everything else beacuse the spacing is so similar.
05:09:112 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I personally don't like the use of a stream here. You add a lot of clicking emphasis in a section that is practically the same as the one before, where you used repeat sliders. This makes 05:11:512 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , the stronger part of the buildup, feel weaker because of how easier it is to tap compared to the previous stream.
05:35:512 - This section feels practically the same as the previous one in the kiai beacuse of how dense your rhythm is. The clicking emphasis is practically the same, so it feels like an extension of the previous kiai when in reality it's the beginning of a slow part. I suggest using more passive clicking, using more sliders/repeat sliders and avoiding really spaced streams like 05:44:512 (1,2,3,4,5,6,7,8,1) -.

Good luck~ I can see you three put a lot of work/effort on the map. Good job overall. \o/
Bursthammy
Hello, I have some concerns over some potentially unrankable off-screen sliders:

01:19:912 (1) - https://osu.ppy.sh/ss/8300126
02:21:112 (1) - https://osu.ppy.sh/ss/8300171
02:24:562 (1) - https://osu.ppy.sh/ss/8300133
02:30:412 (1) - https://osu.ppy.sh/ss/8300176

As well as these, I think that these sliders here 02:16:012 (1) - may be pushing what can be defined as a "clear and visible path" with the default/any solid skin. I understand the concept you are going for here, but some others may find these to be a problem in the future.

Pretty fun map, good luck!
Rohit6
Sing
xilver
00:40:312 (1,2) - 00:40:612 (1,2) - I think 2 repeats would be nice here instead of 4 kicks. Starting with large spacing emphasis like that removes a lot of contrast in the transition, making this feel really weak. imo this part is jsut fine, having just this part be 2 repeats wud be inconsistent with the other kicksliders that come after it, and this whole section shud b the same since its sjut the build up getting louder; the spacing isnt even that big tbh and its increasing in spacing enough to be emphasized. Even if it is a weak transition, itsn ot really building up to anything big (Like either of the main kiais) So if this build up is "weak" then it's totally fine tbh.
01:49:912 (1) - CtrlG maybe? The awkward movement is a nice contrast to start a drop because you used linear movement in the previous buildup sliders. Nah, I think this slider is much more aesthetically pleasing as it is right now than if it were ctrl+g'ed, plus I dont like the slider's flow into 01:50:212 (2) - if it is flipped. I do agrree with you in your point about contrasting movement tho; I'll ask bonzi if he'd be willing to move 01:49:612 (1) - so that it's positioned like so [/img]
02:01:912 (1) - CtrlG would be nice for this one I think. The tail goes into a weird loop thing which would add nice emphasis if used actively on the head instead of passively on the tail. (Clicking + following the loop at the same time) I like this one the way it is rn too, looks more aesthetically pleasing with the loop at the end for me and I feel that if its flow to 02:02:212 (2) - just isnt as natural to me as if it was ctrl+g'ed.
02:13:462 (1,2) - How about rotating this pattern 90 degrees for the repeat to be closer to 02:13:912 (1) - ? https://osu.ppy.sh/ss/8299949 Right now 02:13:912 (1) - Feels really weak because the movement required to move to the head is greater than the movement required to complete the slider. This overshadows the slider making it feel weak. Making the pattern 90 degrees would break the symmetry I had for this entire buildup section;
Also tbh rotating it would make 02:13:912 (1) - even more weak I think because the spacing between that and 02:13:612 (2) - would be drastically lowered

03:59:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - The use of jumpstreams seems really uncecessary here, especially considering all the streams after that are normal. I put jump streams here because its still supposed to match the slider repeats that come right after it 04:00:712 (1,1,1) - and that this stream should be significantly harder than the other streams because right before it was a small dubstep break 03:58:312 (1,1,2,1,1) - , so this part should have a strong impact to start off the section
04:06:712 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1) - This feels incredibly over the top for what it's supposed to map. I suggest nerfing this. Not necessarily because it's "too hard" per se, but it's so spaced that it makes the actual second drop feel like a normal section. There isn't much contrast and impact I think. I agree that during a buildup a stream should be steadily increasing, but it should be harder than the actual kiai itself. I really don't think this needs nerfing; I agree the spacing of the stream is higher than any other stream spacing in the kiai that comes after it, but the stream itself is very condensed and uses minimal grid space because of its sharp angles 04:07:162 (1,2,3,1,2,3,1,2,3,4) - ; also I think you made a typo, if you really meant that the stream should be harder than the kiai itself, I agree :D

Ty for mod, even though I denied all xd
Rohit
00:24:712 (1,2,3) - Personally, I think these play and look fine.
00:36:712 (1,2,3) idk what u mean by triangle, but I didn't like the way it flowed either so I re arranged it.
01:56:062 (1) -There's equally nothing significant at 01:56:212 (2) - than there is at 01:55:537 (2,3) - , tbh (But i think all of those are significant sounds so I'm keeping the kick sliders.)
04:01:912 (1,2,1,2,1,2,1,2) - Since this is the 2nd part of the section so it should not have as big as an impact as the start, the synth melody is actually going down in pitch at this section, while the stream section after it goes up in pitch; therefore I think these sections' intensities matching the note pitch is perfectly justified.
05:01:012 (1,2,3,4,5) - The rhythm is right; there's still the same synth melody that was playing at 04:58:612 (1,2,3,4,5) - , it's just quieter.

New .osu: https://puu.sh/wfQVD/62e920f209.osu
Cellina
Hello there
pocket-
was looking at this in the editor and saw a few things that bugged me, so here you go:

Ambivalence
00:24:112 (2,3,1) - At these points it looks like a stack error. Maybe you chose to keep it like it, but as is, it's very choppy. Perhaps move the stacked notes to a more distant area (maybe like this )
00:48:712 (1) - On the top of this slider, it seems really flat and concise. imo it looks better when its more puffy and moved up. your call idk
00:51:562 (1,2,3,1,2,3) - This rhythm is really weird. You make up the 3 drums with 3 notes, but then a double note with a slider, which only requires one click. I would make the 3 sliders three doubles instead, to make up for the 2 drums.
01:01:162 (1,2,3,1,1,1) - ^^^
01:23:512 (1,2) - this overlap is kinda gross looking idk
01:55:762 (3,4,1) - Crazyyy. You can keep it since it does comply with the sr but like... on 200bpm :o (removing it doesn't change the sr either tho).
02:10:312 (1) - to 02:13:312 (3) - HoLy VoLuMe default skin
03:07:312 (1) - I slowed this to 25% and there are still notes on the red and white ticks. I can't see the reason for this 1/3 slider :((
04:05:512 (1) - again HoLy VoLuMe
04:57:862 (1) - There's an important drum on the sliderend, which I think removes its emphasis. If u wanna keep it that's fine but I disagree with this kind fo backwards emphasis ://
05:34:312 (1) - Maybe raise the volume a bit here, I can't hear anything xdd
05:44:512 (1,2,3,4,5,6,7,8) - Bit of an intense stream in a cool-down part of the song. Maybe scale it down or turn half of it into a slider or something.

awesome map, really great aesthetics, consistent flow, pretty bg. its got it all. hoping that the rc will send this map straight to ranked! xoxo

~pokey
Einja
living color v2??
Topic Starter
ProfessionalBox
Applied stuff from all the mods! Will reply with a proper reply a bit later ~
C00L
very nice stuff!
fastmarkus
This looks like rrtyui's Atmosphere on steroids, pretty sick-beautiful map Bonzi, ProBox and Sing!
Bonzi
xilver

Xilver wrote:

[Ambivalence]
01:40:312 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This section is a bit inconsistent. You start with awkward motion at 01:40:312 (1,2,3,4) - And then use circular motion at all the other 3 patterns with nothing in the song changing to suggest such a change. I personally quite like the awkward motion you added because I think it creates a nice contrast between the circular motion you use at the rest of the buildup at 01:45:112 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) -. So I would ctrlG 01:41:512 (1,3) - 01:43:012 (2,4) - and 01:44:212 (2,4) - to keep that motion. (Alternatively, you could use linear motion by ctrlGing 01:40:612 (2,4) - to also be consistent if that's what you prefer) What you suggested is interesting, but it would break visual structure and balance of both 01:41:512 (1,2,3,4) - and 01:43:912 (1,2,3,4) - . At this point, they would be better off beign completely different patterns imo.
01:49:912 (1) - CtrlG maybe? The awkward movement is a nice contrast to start a drop because you used linear movement in the previous buildup sliders. already talked with sing about this, agreed on repositioning the pattern in a different way
02:37:462 (1,2,3) - Why are these 3 kicks different in spacing? I think they should match, the song enters a pretty consistent loop which doesn't require spacing changes, in my opinion. is that even an issue? They are different in spacing because of coincidence and convenience. I just happened to place them on stacks without thinking too much about them. they look ok, and they do the job. There nothing wrong about them imo
02:42:712 (1,2,3) - Why is this different than all the other ones? (02:43:312 (1,2,1,2,1,2,1,2) - )? They sound the same. They should be the same too. (I personally like having 2 1/4 sliders though, so I would personally make all the other instances have 2 1/4's aswell.) i was testing stuff along with probox and decided to go with 1/2 sliders for all of them but this got through to the submitted beatmap somehow wwwwwwww fixd
02:49:612 (1,2,1,2,1,2,1,2,1,2) - This pattern looks nice, but 02:49:612 (1,2,1,2) - is kind of problematic in my opinion because a metronome reset happens at 02:49:912 (1,2) -, so making them have the same motion makes the transition feel really weak. so uhh, can i... just ctrl g them?
05:09:112 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I personally don't like the use of a stream here. You add a lot of clicking emphasis in a section that is practically the same as the one before, where you used repeat sliders. This makes 05:11:512 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , the stronger part of the buildup, feel weaker because of how easier it is to tap compared to the previous stream.Yeah i see, but then you try doing something using sliders only and it feels somewhat underwhelming... uhh idk what do here

pokey_gd

Pokey_GD wrote:

01:23:512 (1,2) - this overlap is kinda gross looking idk i don't really think so tbh
05:34:312 (1) - Maybe raise the volume a bit here, I can't hear anything xdd i guess it's not really an issue with the volume, but the samples. Ehh whatever, raised to 70% anyway.

rohit6

Rohit6 wrote:

05:18:037 (4,1) - ee holy i didn't even realize how distant that is, moved a little bit closer.

thanks guys
.osu https://puu.sh/wjZ2T/33f8c71769.osu
eh - - -
Its such a waste of work if this is for ranked , people not gonna try to FC it .

most cameilla maps break the PP system by so much ,
that a default higher PP reward of + 50-80 higher then its actual PP reward could be a great way to motivate people to try this properly.
Topic Starter
ProfessionalBox

shiro_Chaos-ryu wrote:

Its such a waste of work if this is for ranked , people not gonna try to FC it .

most cameilla maps break the PP system by so much ,
that a default higher PP reward of + 50-80 higher then its actual PP reward could be a great way to motivate people to try this properly.
What if there were people who played the game to enjoy it and not to gain ranks on leaderboards?
eh - - -
i see a map for deletion thanks, gets praised and posts nonsense chatbait , protip dont post at all
Flarezi
uhh did you change the mp3, does my hearing suck or is this slightly mistimed? on the slow parts i get much better acc with +20 offset

-edit it does sound correct in the editor so i guess its just me then
Einja

shiro_Chaos-ryu wrote:

i see a map for deletion thanks, gets praised and posts nonsense chatbait , protip dont post at all
pls enjoy game and don't play for pp thx
Akiyama Mizuki
06:09:074 (1) - must be snapped a 1/8 earlier
Xayler
So I like to check these pianos on songs somehow and I tend to find things... The notes what are currently snapped at the end are quite wrong (1/8 logic is pretty good, but they really don't land there tbh). Imo they need a red line, but I came up with the general snappings (1/12 & 1/16) and many notes should be now at least "very" close to it, maybe like +-1ms.
Some notes were right though, but I'll just post them all what are at the end as I already made the changes so I don't want to do it again.

Box 4 Box
06:03:412 (1) - should end at 06:03:580 - 1/16 snapping
06:03:730 (2) - should start at here with 1/16 snapping, should end at 06:03:918 - 1/16 snapping
06:04:087 (1) - should be fine
06:04:262 (2) - should be here with 1/12 snapping (somewhat I hear it like it fits there)
06:04:437 (1) - should be here with 1/12 snapping
06:04:637 (2) - should be here with 1/12 snapping
06:04:837 (1) - should be fine
06:05:062 (2) - should be fine
06:05:268 (1) - should be here with 1/16 snapping
06:05:512 (2) - should be fine (well does need a red line here imo)
06:05:755 (1) - should be here with 1/16 snapping
06:06:018 (1) - should be here with 1/16 snapping
06:06:312 (1) - should be here with 1/12 snapping
06:07:237 (1) - should be here with 1/16 snapping (1/12 also works)
06:07:362 (2) - should be here with 1/12 snapping
06:07:462 (3) - should be fine
06:07:762 (1) - should be fine
06:09:062 (1) - should start at here with 1/12 snapping (1/16 or 1/8 is kinda questionable as it starts later imo with it - this is also pretty much heard also)
06:13:162 - I also hear that the hold sound ends here, but you probably don't map/follow it

Feel free to decline them, but that's just what I hear and would be probably better right now without red lines...
Bursthammy

Mazzerin wrote:

Lavender wrote:

overkill
hell no
best person to judge overkill levels EVARRRR
Topic Starter
ProfessionalBox

Xayler wrote:

So I like to check these pianos on songs somehow and I tend to find things... The notes what are currently snapped at the end are quite wrong (1/8 logic is pretty good, but they really don't land there tbh). Imo they need a red line, but I came up with the general snappings (1/12 & 1/16) and many notes should be now at least "very" close to it, maybe like +-1ms.
Some notes were right though, but I'll just post them all what are at the end as I already made the changes so I don't want to do it again.

Box 4 Box
06:03:412 (1) - should end at 06:03:580 - 1/16 snapping
06:03:730 (2) - should start at here with 1/16 snapping, should end at 06:03:918 - 1/16 snapping
06:04:087 (1) - should be fine
06:04:262 (2) - should be here with 1/12 snapping (somewhat I hear it like it fits there)
06:04:437 (1) - should be here with 1/12 snapping
06:04:637 (2) - should be here with 1/12 snapping
06:04:837 (1) - should be fine
06:05:062 (2) - should be fine
06:05:268 (1) - should be here with 1/16 snapping
06:05:512 (2) - should be fine (well does need a red line here imo)
06:05:755 (1) - should be here with 1/16 snapping
06:06:018 (1) - should be here with 1/16 snapping
06:06:312 (1) - should be here with 1/12 snapping
06:07:237 (1) - should be here with 1/16 snapping (1/12 also works)
06:07:362 (2) - should be here with 1/12 snapping
06:07:462 (3) - should be fine
06:07:762 (1) - should be fine
06:09:062 (1) - should start at here with 1/12 snapping (1/16 or 1/8 is kinda questionable as it starts later imo with it - this is also pretty much heard also)
06:13:162 - I also hear that the hold sound ends here, but you probably don't map/follow it

Feel free to decline them, but that's just what I hear and would be probably better right now without red lines...
current is just a placeholder for red lines I am fully aware of it
aevin
cool but where is ruruchi?
:( :( :( :( :(
Depths
sik map my dude
-Zel
04:09:337 (1,1) - these two use default hitnormals as there isn't a soft-hitnormal2
Halfslashed
No, I didn't forget.

[Ambivalence]
00:13:912 (1) - Having a 1/2 repeat for an entire measure contradicts the pacing you established for this slow part, especially since the player is doing nothing but holding down here. I recommend using two 1/2 double repeats instead, or some other similarly more intense rhythm.
00:28:312 (1) - I know you have a primarily drum based rhythm, but I will still point out that I think having such a strong melody sound on a slider tail is lame. If you agree, I would suggest changing this rhythm to a 2/3 slider + circle, since if you didn't change the repeats before, the player should be expecting this rhythm.
00:32:437 (2,1,1,1,1,1) - Having increased rhythm density with the 1/4 sliders is one thing, but as is, this spacing is overkill for this section of the map. I think if you used about half the spacing you're using, this would fit the intensity of the song better.
00:42:712 - It'd be cooler if you kiai flashed on every wub rather than each pair. By that I mean, the kiais would start on here and 00:43:162 - , probably ending 1/1 after each of those points.
00:48:712 (1,2) - As funny as it sounds, I think lowering the spacing here compared to stuff like 00:47:512 (1,2) - would emphasize the increasing intensity of the wubs here, since it requires a harsher movement to hit the successive sliders.
00:51:112 (1,2,3) - I can't hear anything that justifies this amount of cursor motion here. These are relatively unintense sounds and yet you have decently high SV, as well as crossing the playfield in 3 objects. This takes away emphasis from the much stronger drums in the next combo. I recommend reducing spacing/SV by quite a bit here, maybe even changing this to a 1/4 double reverse + circle.
00:51:712 (3,4,5,6) - Given the audience of this map, this sort of simplification just doesn't do the song justice. The snares are clearly following a 3/4 rhythm structure which is also supported by the kicks, so I suggest using a rhythm like this instead.
00:52:312 (1,2) - Similar comments as 00:48:712 (1,2).
01:32:512 (3,4) - You can show off the snare/kick more by using lower spacing here.
01:50:212 (2) - This should start a 1/4 tick later if you're following the wubs, but honestly i'd skip it, since you use drum based rhythm. Making 01:50:362 - a circle would probably work better here.
03:07:912 (1,2,3,4) - This spacing increase is really big to 03:06:712 (1,2,3,4) - and while there is a pitch increase, it cannot be compared in intensity to 03:06:562 (8,1) -. I suggest using about half the current spacing here.
03:08:512 (1,2,3,4) - This should use the same spacing as the previous 4 notes, since it has the same pitch/intensity.
03:11:512 (1,2,3,4,5) - This doesn't clearly follow drums or vocals. If you wanted to switch to vocals a rhythm like this would be more appropriate.
03:59:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Based on the rest of your streams, this is out of place since you're using jumps with fairly uncomfortable angles for emphasis of the downbeats rather than direction change. At this bpm, these also are quite the difficulty spike when this is just the middle of a build up. I recommend using a stream with direction changes rather than a spontaneous split stream.
04:10:312 (1,2) - This harsh spacing reduction actually puts a ton of emphasis on 2, which is a very weak beat. You should change this to a 1/4 slider, since even a 3/4 clicking gap is more intuitive to play than this massive spacing decrease into a cross screen jump.
04:10:537 (1) - Since you don't seem too opposed to rhythms combining multiple instruments, how about making this slider three circles instead? It fits the intensity that the snares are providing better than what you have, which is just underwhelming.
04:25:312 (1,2,3,4,1,2,3,4,1) - I mean, mapping this with all circles is totally fine, but this spacing is crazy considering the drop in intensity in this section. I suggest nerfing this spacing quite a bit, maybe something closer to what you had for 04:03:112 (1,2,3,4,1,2,3,4,1) -
04:38:812 (1,2,3) - Stacking these triples is fairly underwhelming, I suggest spacing these out a bit more like you had at 02:24:262 (2,3,4) -
04:48:112 - More of a general issue I have is that your rhythm density is really high here since you're mixing the drum and harmony rhythms, so this makes 04:57:112 - feel like the pacing drops, but it's actually the opposite since this is where the buildup starts. It's hard to give you specific direction, but basically I think it'd be better if you either buffed the build up or nerfed the rhythm density a bit in this section (I think the latter will work better for you).
05:09:112 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think this half of the stream doesn't work too well as an accelerating stream, since the note strain of 16 circles at this bpm is already enough for the player to feel a gradual intensity increase. I suggest using a uniform spacing similar to 05:09:412 (1,2,3,4) - here, then basing the other half of the stream's accelerating spacing off of that, since the other half of the stream has more audible intensity increases between each set of 4.
05:35:812 (3,4,6) - Try ctrl+g on this rhythm, I think it fits what you're following and captures the strong beats more effectively here.
05:37:012 (1,2) - This 3/4 gap won't work well at all, since the player lands on a blue tick after completing the double. I suggest mapping 05:37:237 - since you did that at 05:36:037 and it's the same sound.
05:38:512 - No idea why you're just making some of these rhythms awkward at the end of the song when the rest of the map doesn't support it. Try adding a circle here - though it doesn't follow the same instrument you were following before.
05:44:512 (1,2,3,4,5,6,7,8,1) - If your intro is any indication, I think this would work better as 1/4 sliders
05:54:712 - Spacing is really overkill in this section compared to the intro, when they're both similar intensity. Byfar shouldn't be mapping these calm sections, man. Jokes aside, probably better to have spacing more consistent with the intro.

Good luck!
Pira
bonzi plz mentor me so the trinity will be complet
Topic Starter
ProfessionalBox

Opsi wrote:

bonzi plz mentor me so the trinity will be complet
you dont need mentoring after im don with ur ass
Bonzi

Halfslashed wrote:

[Ambivalence]
01:32:512 (3,4) - You can show off the snare/kick more by using lower spacing here. don't really think so, it changes hardly anything imo.
04:38:812 (1,2,3) - Stacking these triples is fairly underwhelming, I suggest spacing these out a bit more like you had at 02:24:262 (2,3,4) - doesn't really change anything unless i crank that spacing up imo, and cranking that spacing up was my original intention and it turned out beign a total mess so i did it this way.
05:09:112 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think this half of the stream doesn't work too well as an accelerating stream, since the note strain of 16 circles at this bpm is already enough for the player to feel a gradual intensity increase. I suggest using a uniform spacing similar to 05:09:412 (1,2,3,4) - here, then basing the other half of the stream's accelerating spacing off of that, since the other half of the stream has more audible intensity increases between each set of 4 i don't know if that's really an issue though, the speed up isn't really there until 05:10:312 (1) - happens , where you have a sharper angle between the streams.

ProfessionalBox wrote:

Opsi wrote:

bonzi plz mentor me so the trinity will be complet
you dont need mentoring after im don with ur ass
we can now say goodbye to opsi's mapping career
Sing

Halfslashed wrote:

[Ambivalence]
00:13:912 (1) - Having a 1/2 repeat for an entire measure contradicts the pacing you established for this slow part, especially since the player is doing nothing but holding down here. I recommend using two 1/2 double repeats instead, or some other similarly more intense rhythm. In this specific part theres a synth sound repeating the same note on the same rhythm as this, so that is the sound I am mapping to. Plus, something contradictory like this isn't really that bad; it adds contrast to a slow part of this song, which I admit have mapped it to a really high intensity and spacing than it suggests. Therefore,
I think this slider is perfectly justified.

00:28:312 (1) - I know you have a primarily drum based rhythm, but I will still point out that I think having such a strong melody sound on a slider tail is lame. If you agree, I would suggest changing this rhythm to a 2/3 slider + circle, since if you didn't change the repeats before, the player should be expecting this rhythm. I mean it was alternating repeats before at 00:25:912 (1) - , so yeah the player is expecting a repeat. Also, I'm alrdy sort of mapping the strong melody sound through the increasing slider velocity, so I think it's fine.
00:32:437 (2,1,1,1,1,1) - Having increased rhythm density with the 1/4 sliders is one thing, but as is, this spacing is overkill for this section of the map. I think if you used about half the spacing you're using, this would fit the intensity of the song better. Spacing isn't really overkill since the spacing before this was already increasing with the slider velocity, which at the same time in this section I am also resetting with each kickslider. I think the lowering of slider velocity compensates for the increased spacing of this pattern.
00:42:712 - It'd be cooler if you kiai flashed on every wub rather than each pair. By that I mean, the kiais would start on here and 00:43:162 - , probably ending 1/1 after each of those points. too much work LOL sorry, I think the kiai flashes enough, otherwise it might be too much xd
01:50:212 (2) - This should start a 1/4 tick later if you're following the wubs, but honestly i'd skip it, since you use drum based rhythm. Making 01:50:362 - a circle would probably work better here. I think its fine where it is, cuz at the time its placed is when the wub sound of 01:49:912 (1) - cuts off, and then the wub sound of 01:50:212 (2) - fades in. Also there is already a circle right after 01:50:437 (3) - and this rhythm of long slider to 1/2 slider to circle really helps ease the player into such an intense section.
03:07:912 (1,2,3,4) - This spacing increase is really big to 03:06:712 (1,2,3,4) - and while there is a pitch increase, it cannot be compared in intensity to 03:06:562 (8,1) -. I suggest using about half the current spacing here. I dont think half the spacing would work really well here, since im trying to blanket the 03:07:912 (1,2) - circles outside of 03:07:312 (1) - . However, I will try to reduce the spacing as much as I can while still retaining the blanket.
03:59:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Based on the rest of your streams, this is out of place since you're using jumps with fairly uncomfortable angles for emphasis of the downbeats rather than direction change. At this bpm, these also are quite the difficulty spike when this is just the middle of a build up. I recommend using a stream with direction changes rather than a spontaneous split stream. I already adressed this before, but personally I really think its fine. It's out of place because its introducing streams in this section, because so far its only been triplets and kicksliders. Right before it there was a wub break that serves as a gap between the first half of the build up and the second half. A stream this divided and spaced really emphasizes that the next section will be really difficult. (which it is) Plus, all of my streams after have been linear so changing the direction would be pretty inconsistent of me.
04:48:112 - More of a general issue I have is that your rhythm density is really high here since you're mixing the drum and harmony rhythms, so this makes 04:57:112 - feel like the pacing drops, but it's actually the opposite since this is where the buildup starts. It's hard to give you specific direction, but basically I think it'd be better if you either buffed the build up or nerfed the rhythm density a bit in this section (I think the latter will work better for you). Ill just buff the buildup lul
ty for mod, here new .osu: https://puu.sh/wzvLQ/516eae4bde.osu
Topic Starter
ProfessionalBox

Halfslashed wrote:

No, I didn't forget.

[Ambivalence]
00:48:712 (1,2) - As funny as it sounds, I think lowering the spacing here compared to stuff like 00:47:512 (1,2) - would emphasize the increasing intensity of the wubs here, since it requires a harsher movement to hit the successive sliders. I see where you're coming from but these shapes and the movement here doesn't really support adding this without changing the sliders and it is good enough as it is for me not to change this
00:51:112 (1,2,3) - I can't hear anything that justifies this amount of cursor motion here. These are relatively unintense sounds and yet you have decently high SV, as well as crossing the playfield in 3 objects. This takes away emphasis from the much stronger drums in the next combo. I recommend reducing spacing/SV by quite a bit here, maybe even changing this to a 1/4 double reverse + circle. It is mapped this way because of the stong sound at 00:51:112 - compared to no such sound on other parts with less spacing like 00:53:212 - . You still have that big background noise compared to no such sound which makes me want to have it at the speed that it is.
00:51:712 (3,4,5,6) - Given the audience of this map, this sort of simplification just doesn't do the song justice. The snares are clearly following a 3/4 rhythm structure which is also supported by the kicks, so I suggest using a rhythm like this instead. The current way follows the melody while also landing on all the drum sounds - I agree that the strong sounds aren't clickable but that is because I simply can't arrange the objects in a way that would keep the current intensity while following the kind of rhythm you have here while these kicksliders accomplish the fast feeling motion that is wanted from this part. If someone were to show me an arrangement that would work I'd consider having replacing my current pattern.
03:11:512 (1,2,3,4,5) - This doesn't clearly follow drums or vocals. If you wanted to switch to vocals a rhythm like this would be more appropriate. Changed
03:59:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Based on the rest of your streams, this is out of place since you're using jumps with fairly uncomfortable angles for emphasis of the downbeats rather than direction change. At this bpm, these also are quite the difficulty spike when this is just the middle of a build up. I recommend using a stream with direction changes rather than a spontaneous split stream.
04:10:312 (1,2) - This harsh spacing reduction actually puts a ton of emphasis on 2, which is a very weak beat. You should change this to a 1/4 slider, since even a 3/4 clicking gap is more intuitive to play than this massive spacing decrease into a cross screen jump. This spacing actually emphasises the slider following it and this is a way to make it more intuitive to play the next slider on blue tick.
04:10:537 (1) - Since you don't seem too opposed to rhythms combining multiple instruments, how about making this slider three circles instead? It fits the intensity that the snares are providing better than what you have, which is just underwhelming. Nah this simply has to be a slider
04:25:312 (1,2,3,4,1,2,3,4,1) - I mean, mapping this with all circles is totally fine, but this spacing is crazy considering the drop in intensity in this section. I suggest nerfing this spacing quite a bit, maybe something closer to what you had for 04:03:112 (1,2,3,4,1,2,3,4,1) - Slowing down too much feels unfitting - the current way is quite nerfed when compared to the other streams
05:35:812 (3,4,6) - Try ctrl+g on this rhythm, I think it fits what you're following and captures the strong beats more effectively here. Reworked a lot of this section but its rly tough to make intuitive
05:54:712 - Spacing is really overkill in this section compared to the intro, when they're both similar intensity. Byfar shouldn't be mapping these calm sections, man. Jokes aside, probably better to have spacing more consistent with the intro. Nerfed a tiny bit

Good luck!
Kensuke

probox im your big fan :)
Topic Starter
ProfessionalBox

- Frontier - wrote:

probox im your big fan
Sing messed up the .osu again... xd
Doormat

Halfslashed wrote:

No, I didn't forget.
Sorry, but I did forget to mod last month LOL

Placeholder

[General]
  1. wtf are these tags
  2. normal-sliderslide.wav is unused
  3. according to modding assistant, soft-sliderslide.wav and soft-sliderslide4.wav aren't proper blanks, replace them with this .wav file instead
[Ambivalence]
  1. 01:01:912 (1) - part of the slider border is slightly offscreen for those using a 4:3 resolution
  2. 04:19:537 (2) - off screen slider
  3. 01:01:312 (3,1,1,1) - not sure how i feel about this rhythm choice; music is placing emphasis on 01:01:312 - 01:01:462 - 01:01:537 - 01:01:687 - 01:01:672 - and 01:01:837 - . having a slider start on 01:01:612 (1) - is the only odd rhythm choice.
  4. 01:25:912 (1,2) - imo it'd make more sense and nicer aesthetics to start the symmetrical shapes here instead of at 01:27:112 (1) - since this is where the music is starting to get louder
  5. 01:32:362 (2,3,4) - 3->4 should have less spacing than 2->3 imo, since you're going from snare to kick. why not try stacking 01:32:662 (4) - with 01:32:062 (1) - ?
  6. 01:39:712 (1) - are the whistles on slider body and slider end intentional?
  7. 02:35:212 (1,1,2,3) - i'm not normally one to point out blankets too often but holy this is really bad
  8. i'd like to see a bit more distinction between Combo Colour 2 and Combo Colour 6; it's a bit hard to tell that 02:34:912 (1) - is a fast slider whereas 02:35:212 (1) - is a slow slider because the colours are so similar to each other. maybe try darkening Combo Colour 6 by a bit
  9. 02:47:212 (1) - shouldn't this be Combo Colour 2 if you're going with the "light = slow, dark = fast" thing from before
  10. 03:07:312 (1) - this 3/4 reverse slider feels really off with the rest of the section; why suddenly switch to vocals here when you were mapping to synths before and after this? i think it's more appropriate to map to the white/red ticks of the synth
  11. 04:07:912 (1) - 3/4 reverse slider doesn't really sound.. right? like what is this mapped to because i don't hear anything that supports a 3/4 reverse slider rhythm
  12. 04:09:562 (2) - 04:10:762 (2) - i think you meant to put these timing points on 04:09:487 - and 04:10:687 - instead lol
  13. 04:11:662 (2,1) - spacing here is kind of extreme. actually, shouldn't rhythm at 04:11:512 (1,2) - be reversed (Ctrl+G)? 1/4 slider then circle doesn't seem right and doesn't fit with the rest of your rhythms, e.g. at 04:21:112 (1,2) -
  14. 04:49:912 (1,2,3) - looks a bit uncomfortable to play with the sudden back-and-forth jerking movements due to the high SV and snaps. why not try switching 04:49:912 (1,2) - in the timeline?
  15. 05:15:562 (1,1,1,1,1) - sv increases here are pretty drastic; it literally jumps from 0.50x to 1.00x to 1.50x to 2.0x very suddenly. i think it'll help with the buildup if the sv increase was more gradual, e.g. 0.50x to 0.75x to 1.0x to 1.25x to 1.5x or something to that effect
  16. 05:19:312 (1,2,1,2) - should also probably be mirrors of each other, seeing as how you do it with 05:19:912 (1,2,3,1,2,3) and 05:20:512 (1,2,1,2) - -
  17. 05:28:912 (1,2,1,2) - ^read the above, although i guess this one might be a bit more difficult due to the limited mapping space you have
  18. 05:50:812 (2,1) - also doesn't really fit in with any of the sounds in the music imo. imo i think you can extend 05:49:912 (1) - to 05:50:962 - and then map a slider from 05:51:112 - to 05:52:012 - for the background string sounds
  19. 06:09:111 (1) - i might be going crazy but i'm pretty sure the sound here starts on the yellow tick at 06:09:074 -
fix what you need to fix and we'll see how things go from there
Bonzi

Doormat wrote:

[Ambivalence]
  1. 01:25:912 (1,2) - imo it'd make more sense and nicer aesthetics to start the symmetrical shapes here instead of at 01:27:112 (1) - since this is where the music is starting to get louderit's fine imo, it's just the transition between quiet and loud so it has properties from both: more spaced, but not yet simmetric.
  2. 01:32:362 (2,3,4) - 3->4 should have less spacing than 2->3 imo, since you're going from snare to kick. why not try stacking 01:32:662 (4) - with 01:32:062 (1) - ? changed the lazy way
  3. 02:35:212 (1,1,2,3) - i'm not normally one to point out blankets too often but holy this is really bad i don't really consider this as something that has to be blanketed. In fact, i don't think it's even possible to blanket them in a decent way without throwing 02:35:212 (1) - off the center. Just try it for yourself, try to blanket 02:35:512 (1) - to 02:35:212 (1) -'s tail and 02:35:812 (3) - to 02:35:212 (1) -'s head, while still looking out for 02:35:662 (2) - and making sure the pattern remains a perfect triangle. In the end you get something like this. I don't know about you but i prefer 02:35:212 (1) - actually beign in the center.
  4. 05:15:562 (1,1,1,1,1) - sv increases here are pretty drastic; it literally jumps from 0.50x to 1.00x to 1.50x to 2.0x very suddenly. i think it'll help with the buildup if the sv increase was more gradual, e.g. 0.50x to 0.75x to 1.0x to 1.25x to 1.5x or something to that effect sightly decreased, it's 0,5x > 0,9x > 1,3x > 1,7x now. Still keeping 2.0x on 05:16:312 (1) - , though.
  5. 05:19:312 (1,2,1,2) - should also probably be mirrors of each other, seeing as how you do it with 05:19:912 (1,2,3,1,2,3) and 05:20:512 (1,2,1,2) - - ok but... why exactly? It doesn't necessarily have to be like that just because 05:19:912 (1,2,3,1,2,3) - and 05:20:512 (1,2,1,2) - are similiar, right?
  6. 05:28:912 (1,2,1,2) - ^read the above, although i guess this one might be a bit more difficult due to the limited mapping space you have same as above, i don't see a reason why they should be like that
thanks
https://puu.sh/wAN2F/59be1375f1.osu
Topic Starter
ProfessionalBox

Doormat wrote:

Halfslashed wrote:

No, I didn't forget.
Sorry, but I did forget to mod last month LOL

Placeholder

[General]
  1. wtf are these tags xd
  2. normal-sliderslide.wav is unused fixd
  3. according to modding assistant, soft-sliderslide.wav and soft-sliderslide4.wav aren't proper blanks, replace them with this .wav file instead fixed
[Ambivalence]
  1. 01:01:912 (1) - part of the slider border is slightly offscreen for those using a 4:3 resolution fixed i hope
  2. 04:19:537 (2) - off screen slider same
  3. 01:01:312 (3,1,1,1) - not sure how i feel about this rhythm choice; music is placing emphasis on 01:01:312 - 01:01:462 - 01:01:537 - 01:01:687 - 01:01:672 - and 01:01:837 - . having a slider start on 01:01:612 (1) - is the only odd rhythm choice. This arrangement is consistent with the other one at 00:51:712 (3,4,5,6) - and they are arranged like this since it follows the melody and is imo the best way to map these sounds while still making them fast movement since I wasn't able to do an arrangement with the drum rhythm that would feel as fitting, they would feel underwhelming compared to the intensity in music when compared to my current arrangement
  4. 04:09:562 (2) - 04:10:762 (2) - i think you meant to put these timing points on 04:09:487 - and 04:10:687 - instead lol Nope this is intentional
  5. 04:11:662 (2,1) - spacing here is kind of extreme. actually, shouldn't rhythm at 04:11:512 (1,2) - be reversed (Ctrl+G)? 1/4 slider then circle doesn't seem right and doesn't fit with the rest of your rhythms, e.g. at 04:21:112 (1,2) - The current way is good because of the spacing you have before it - the "pull" movement here feels very natural and the slider is forgiving by nature so no point in nerfing spacing.
  6. 05:50:812 (2,1) - also doesn't really fit in with any of the sounds in the music imo. imo i think you can extend 05:49:912 (1) - to 05:50:962 - and then map a slider from 05:51:112 - to 05:52:012 - for the background string sounds ignoring this 05:50:812 - would be inconsistent and weird - Having 2 long sliders here would also make 05:52:237 (2,1,2,3,1,1,2,3) - a bit weird since I would have slowed down the intensity too much with these long sliders you suggested. Imo the current way also works since it does follow the melody even though it "morphs" during 05:50:962 -
  7. 06:09:111 (1) - i might be going crazy but i'm pretty sure the sound here starts on the yellow tick at 06:09:074 - It does - fixed!
fix what you need to fix and we'll see how things go from there
thanks babe <3
Sing

Doormat wrote:

[Ambivalence]
  1. i'd like to see a bit more distinction between Combo Colour 2 and Combo Colour 6; it's a bit hard to tell that 02:34:912 (1) - is a fast slider whereas 02:35:212 (1) - is a slow slider because the colours are so similar to each other. maybe try darkening Combo Colour 6 by a bit done
  2. 02:47:212 (1) - shouldn't this be Combo Colour 2 if you're going with the "light = slow, dark = fast" thing from before done
  3. 03:07:312 (1) - this 3/4 reverse slider feels really off with the rest of the section; why suddenly switch to vocals here when you were mapping to synths before and after this? i think it's more appropriate to map to the white/red ticks of the synth for this section ive been prioritizing mapping the vocals over the synth, as seen in 03:02:512 (1,2) - ,and 03:04:312 (2,2,2) - , it just so happens that 03:07:312 (1) - is the only place here where the vocals dont land on the red tick, so i emphasized it through this long slider, whilst ignoring the synth for this short time. I could do 1/2 sliders instead to hit both but i think it would add too much intensity to a part that should be downtime from the kiai anyways
  4. 04:07:912 (1) - 3/4 reverse slider doesn't really sound.. right? like what is this mapped to because i don't hear anything that supports a 3/4 reverse slider rhythm its mapped to the vocoder synth lol, same with 04:08:437 (2,1,2,1,1) -
  5. 04:49:912 (1,2,3) - looks a bit uncomfortable to play with the sudden back-and-forth jerking movements due to the high SV and snaps. why not try switching 04:49:912 (1,2) - in the timeline? done
https://puu.sh/wARbR/2faf7eab66.osu ik it fuks up the unicode but idc lol
Doormat
talked to ProfessionalBox in irc about some things i still had a few concerns with

chatlog
19:32 Doormat: 04:09:562 (2) - 04:10:762 (2) -
19:32 Doormat: you mentioned that timing points on red tick is intentional
19:33 Doormat: but i find that hard to believe when every other 1/2 slider that goes over a white tick has a timing on its slider end
19:33 Doormat: e.g. 04:11:737 (1) - 04:12:937 (2) - 04:14:737 (2) - 04:19:537 (2) - 04:20:137 (1) - 04:21:337 (3) - etc.
19:33 ProfessionalBox: timing point
19:33 ProfessionalBox: wait
19:33 ProfessionalBox: I might have misread that
19:33 Doormat: green lines
19:33 Doormat: yeah
19:33 ProfessionalBox: as wrong snap
19:33 Doormat: no
19:33 ProfessionalBox: lets see
19:33 Doormat: i was talking about green lines
19:34 ProfessionalBox: the green lines are
19:34 Doormat: sorry i probably could've used better wording
19:34 ProfessionalBox: leftovers from the past
19:34 Doormat: o
19:34 ProfessionalBox: I can delete all of the unnecessary ones
19:34 ProfessionalBox: they serve no purpose
19:34 Doormat: no what i'm saying is
19:34 Doormat: shouldn't the green lines on those two sliders i posted
19:34 Doormat: be moved back to the blue tick
19:34 Doormat: before it
19:35 ProfessionalBox: does it change something? the sampleset?
19:35 Doormat: yeah
19:35 ProfessionalBox: oh i know why
19:35 ProfessionalBox: sliderslide1 is muted
19:35 ProfessionalBox: that's why the green line is there?
19:36 Doormat: it's affecting the slider end though
19:36 ProfessionalBox: to mute the slider
19:36 ProfessionalBox: but there are no hitnormal samples on either?
19:36 ProfessionalBox: so it shouldn't matter ?
19:36 ProfessionalBox: or am I drunk
19:36 Doormat: hang on
19:37 Doormat: right now 04:09:487 - is following S:C2
19:37 Doormat: same with 04:10:687 -
19:37 Doormat: every other case after these two has that slider end following S:C1
19:38 Doormat: you don't have a soft-hitnormal2 so it's defaulting to the soft-hitnormal in my custom skin and it makes this really weird sound that seems unintentional
19:38 ProfessionalBox: :DDDDDDD
19:39 ProfessionalBox: I can add the samplesets there
19:39 ProfessionalBox: is it only those 2
19:39 Doormat: i guess that's the easiest solution LOL
19:39 Doormat: yeah it's only these two which is why i thought it was really weird
19:39 ProfessionalBox: I'll do that
19:39 Doormat: since every other slider end after it follows sampleset 1
19:39 ProfessionalBox: no point in talking about this more
19:39 Doormat: k
19:39 ProfessionalBox: since its such a simple thing lmao
19:40 ProfessionalBox: fixed now
19:40 ProfessionalBox: xd
19:40 Doormat: also this point was ignored 01:39:712 (1) - are the whistles on slider body and slider end intentional?
19:40 Doormat: in the mod
19:40 Doormat: whistle on sliderbody comes off as unintentional
19:40 ProfessionalBox: fixed it
19:40 Doormat: k
19:40 ProfessionalBox: Sing probably missed it
19:40 Doormat: yeah just one thing for sing then lol
19:40 ProfessionalBox: if its a hitsounding thing I can fix taht too'
19:41 Doormat: it's not
19:41 Doormat: it's a rhythm thing
19:41 ProfessionalBox: alrightt


Sing wrote:

03:07:312 (1) - this 3/4 reverse slider feels really off with the rest of the section; why suddenly switch to vocals here when you were mapping to synths before and after this? i think it's more appropriate to map to the white/red ticks of the synth for this section ive been prioritizing mapping the vocals over the synth, as seen in 03:02:512 (1,2) - ,and 03:04:312 (2,2,2) - , it just so happens that 03:07:312 (1) - is the only place here where the vocals dont land on the red tick, so i emphasized it through this long slider, whilst ignoring the synth for this short time. I could do 1/2 sliders instead to hit both but i think it would add too much intensity to a part that should be downtime from the kiai anyways i don't really agree with your logic here; it sounds more like the vocals land on 03:07:462 - rather than the blue tick. musically 03:07:312 - is the same as 03:02:512 - so the rhythm choices you use should be similar to reflect that
i'm satisfied with most of the reasonings that you guys provided, but yeah get sing to go over this last point because that 3/4 reverse slider really feels off compared to the rest of that section
Sing
Doormat
had one last quick chat with ProBox regarding metadata. the album listing that contains this track doesn't make any reference to DJ Genki so I think it's better to remove DJ Genki from the artist and put him in the tags if anything; it's kind of similar to how Camellia's remix of chrono diver doesn't list Nekomata Master as the artist.

metadata source (track 14)

anyways, other than that, looks good to me!
Kyouren
Awh man, sorry if i can't mod your map :c
Renumi
poggers
Akiyama Mizuki
fast
Hikomori
where is the fukin g sb ,?
Shiguma
Where's the heart icon
MrMenda
Rest in peace I guess? Would be great to see ProBox rank this before leaving
Kibbleru
no fear, for kibbleru is here!

00:27:562 (3) - wouldnt it look nicer around the middle?
00:43:612 (1,2,3) - the spacing inconsistency here intentional?
02:01:912 (1) - can u move this up a bit, i dont think its actually off screen but its dangerously close so just in case
02:23:212 (2) - ^
05:50:962 - im not too sure what the head is following here the instrument is on 05:51:112 - ?

call me back
Sing

Kibbleru wrote:

no fear, for kibbleru is here!

00:27:562 (3) - wouldnt it look nicer around the middle?
ehh not rly imo, i dont like how it overlaps 00:26:512 (2) - sliderhead, plus i like the increased spacing it currently is helps transition into 00:27:712 (4) - which is at an even bigger spacing
02:01:912 (1) - can u move this up a bit, i dont think its actually off screen but its dangerously close so just in case sure
yeet https://puu.sh/wWHiw/bbdf523570.osu
Topic Starter
ProfessionalBox

Kibbleru wrote:

no fear, for kibbleru is here! heLLo tHEre

00:43:612 (1,2,3) - the spacing inconsistency here intentional? no it was just freehanded, fixed
02:23:212 (2) - ^ moved up
05:50:962 - im not too sure what the head is following here the instrument is on 05:51:112 - ? really faint melody, made it into a short slider and moved the initial one a bit

call me back
Kibbleru
rest in peace elite mapper probox 2013-2017



lcfc
where did the cool tags go :angery: dq thanks
Doormat
sad to see you retire, but at least you'll be going out with a bang.

done cya, hope we can still chat from time to time ;)
cyprianz5
wah
Monstrata
Hi, I found a serious issue that needs to be fixed. Title should be "Feeling Sky"

Source:

squirrelpascals
06:03:412 - Timing points plz? This part counts as a tempo change so red lines are needed. Notes like 06:05:774 (1) - also sound late with the current way you have it mapped


Yauxo
It feels odd to me that noone has at least mentioned them, but the slowdown Sliders in the end of the first Kiai seem out-of-place to me
(02:35:212 (1) - 02:40:012 (1) - )

I assume you were going for A B A B, where A is fast and B is slowed down, but each B2 has a strong beat in the middle of it so you just didnt slow it down - effectively making it A B A A?
For consistency and probably less confusion while playing, I feel like a simple A A A A wouldve worked better here (or B A B A, really). You could argue that this doesnt matter in a 7* Wubmap, but there's just nothing that indicates such a change (neither design (same Slider length) nor music) and it buggs me :v
Sing

Yauxo wrote:

It feels odd to me that noone has at least mentioned them, but the slowdown Sliders in the end of the first Kiai seem out-of-place to me
(02:35:212 (1) - 02:40:012 (1) - )

I assume you were going for A B A B, where A is fast and B is slowed down, but each B2 has a strong beat in the middle of it so you just didnt slow it down - effectively making it A B A A?
For consistency and probably less confusion while playing, I feel like a simple A A A A wouldve worked better here (or B A B A, really). You could argue that this doesnt matter in a 7* Wubmap, but there's just nothing that indicates such a change (neither design (same Slider length) nor music) and it buggs me :v
actully i just wanted the SV to decrease, but 01:58:762 (1) - is kickslider so i made it increase sv but still looks short lol
Sing

Monstrata wrote:

Hi, I found a serious issue that needs to be fixed. Title should be "Feeling Sky"

Source:

yeah ik but im too lazy to change it, didnt save the .psd file and it was tedious making this banner lmao
Raiden
Yeah, the end needs a slowdown timing imo, I think it's not maintaining 200 bpm throughout it

4312,300,4,2,1,20,1,0
363112,315.789473684211,4,2,1,20,1,0
363743,352.941176470588,4,2,1,20,1,0
364448,394.736842105263,4,2,1,20,1,0
364842,441.176470588235,4,2,1,20,1,0
365283,468.75,4,2,1,20,1,0
365751,560.747663551402,4,2,1,20,1,0
366311,470.588235294118,4,2,1,20,1,0
367252,444.444444444444,4,2,1,20,1,0
367474,571.428571428571,4,2,1,20,1,0
369074,478.08764940239,4,2,1,20,1,0

I tried toying around with it and I found this at least mildly accurate. Dunno if there is some weird musical theory concept that explains those odd snaps, but hey at least I tried.

Good luck o/
Topic Starter
ProfessionalBox
imo the ending is accurate enough as it is and I also brought this up when bubbling the map and was told that there is no problem
Doormat

ProfessionalBox wrote:

imo the ending is accurate enough as it is and I also brought this up when bubbling the map and was told that there is no problem
to elaborate, the current snaps are well timed to the music so i thought that there wasn't an issue with the current setup.
Raiden
funnily enough around 50-60% of the notes after I applied my timing were not more than 1-2 ms off (some were even on point) however the 40-50% rest needed more than 5-10 ms shifts so... in my opinion timing the slowdown is way more accurate than the odd snaps that are currently in place. Let's wait and see what others think about it.
Topic Starter
ProfessionalBox

Raiden wrote:

funnily enough around 50-60% of the notes after I applied my timing were not more than 1-2 ms off (some were even on point) however the 40-50% rest needed more than 5-10 ms shifts so... in my opinion timing the slowdown is way more accurate than the odd snaps that are currently in place. Let's wait and see what others think about it.
The point of the current snaps is consistency. Instead of having everything precisely timed to the melody the objects currently have consistent gaps between them which is much more friendly in terms of playability and makes more sense imo than having the objects be snapped precisely to the music. What I mean by this is that if the objects were to be snapped to exactly like they are in the song they would have inconsistent gaps that differ by 5-10ms like you said and adapting to this 5-10ms difference while playing makes much more less sense to me than having the objects be consistent with their gaps as the players assume while playing that the objects are consistent and tied to a certain rhythm which in this instance is not the case (as this part appears to be made in a way that resembles actual instrument playing which is never 100% accurate with bpm). Also even though objects are 5-10ms off you can't really tell by ear anyways without slowing down to 25% speed which I think is a good proof that there is no need to do the changes as a player is more likely to play the objects with my current placements anyways supported by the consistency in rhythm argument pointed out earlier.

Doormat wrote:

to elaborate, the current snaps are well timed to the music so i thought that there wasn't an issue with the current setup.
ty for elaboration, now that I read what I said it comes off in a different way than I intended for it to.
squirrelpascals

ProfessionalBox wrote:

Also even though objects are 5-10ms off you can't really tell by ear anyways without slowing down to 25% speed which I think is a good proof that there is no need to do the changes as a player is more likely to play the objects with my current placements anyways supported by the consistency in rhythm argument pointed out earlier.
from the ranking criteria


While the timing errors are still small, they still exist which makes it an rc issue. If fixing them will only move most of the objects by a few ms then i don't understand why you want to keep your current snaps so badly lol. I can only imagine that having more accurate timing would be the most friendly in terms of playability- you seem to be overthinking this
Topic Starter
ProfessionalBox
Lost my reply because phone shut down my browser, will have to rewrite it on computer when I get home in the evening...................
Raiden
I gotta agree with pascals here. I think accurately timing those is actually more player friendly than leaving them 10ms off because it will probably lead to some frustrating 100s?

Also I can't really see "consistency" being an argument here since rhythm is not kept consistent, as the snaps are wildly varying lol

Anyway it seems not even a single QAT has checked the report so ¯\_(ツ)_/¯
Doyak
Let's have some time to properly address this issue. Although I agree with that perfect timing has more priority than the "consistency" that ProfessionalBox said (it also doesn't make sense with the time signature at all, which is against the RC I believe), if you get consensus without any changes, we can set it right back to qualified.
Topic Starter
ProfessionalBox
tell me what to fix presicely for this to be good for rank and I'll fix immediately. I have no interest in debating as I just want this to get ranked and over with.
Bonsai
The timing Raiden provided is accurate, I just smoothened it out at the very end, here's a diff to copypaste the red lines from
Topic Starter
ProfessionalBox
fixed with timingpoints bonsai provided
Doormat
took a quick look; can confirm that the changes to timing at the end have been addressed.

if that's all, let's get the show moving again.
pavpab
I love the rhythm choice and those cute slider arts :3 but nobody cares ;w;
Raiden

ProfessionalBox wrote:

fixed with timingpoints bonsai provided
BibleThump

Good luck on requalification!
Topic Starter
ProfessionalBox

Raiden wrote:

BibleThump
What I meant was that I directly copied the .osu Bonsai gave but you went through the trouble of making :^)
Eclipse-
hi probox pls rank this ty
Kibbleru
req since timing fixed
NOIN
01:06:712 (1)
01:11:512 (1)
02:16:012 (1)
02:21:112 (1)
02:24:562 (1)
02:29:662 (1)
02:30:412 (1)
03:42:712 (1)
All of these sliders go offscreen on standard resolution.
Plus4j

non-one wrote:

01:06:712 (1)
01:11:512 (1)
02:16:012 (1)
02:21:112 (1)
02:24:562 (1)
02:29:662 (1)
02:30:412 (1)
03:42:712 (1)
All of these sliders go offscreen on standard resolution.
I didn't see those problem when I playing
Shiguma

non-one wrote:

01:06:712 (1)
01:11:512 (1)
02:16:012 (1)
02:21:112 (1)
02:24:562 (1)
02:29:662 (1)
02:30:412 (1)
03:42:712 (1)
All of these sliders go offscreen on standard resolution.
No they don't
NOIN
Yeah my bad, the game gave me a resolution of 1280x1024 which is 5:4 under the standard resolution tab and I chose that without realizing it.
Eclipse-
Congratulations
Halgoh
Gratz !
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