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posted

DoNotMess wrote:

https://puu.sh/CvC2f/da63b2644d.png this is the current one with CS' 1 diff harder. it's either supposed to be the other way around or u nerf ur part because it's quite concerning of how heavy it is on not so intense part.


Also discussed some pattern again with tofu and waiting for reply



00:41:548 (41548|3,41622|2) - CS diff wrong keysound, supposed to be A6S - B6S


I guess the rest is ok
fixeddddddddddddddddddddddddddddddddddd
posted
lets move this into qualify and hear people's thoughts especially on the hardest diff

have some pp

I have the honour to rank the last v1 map (i think?) in 2019
posted
👀

congratz tofu
posted
the last v1 map? o ho ho

we are forgetting something here
posted

DoNotMess wrote:

lets move this into qualify and hear people's thoughts especially on the hardest diff

have some pp

I have the honour to rank the last v1 map (i think?) in 2019
Thanks so much for your help!

Unpredictable wrote:

👀

congratz tofu
Thank you!

qqqant wrote:

the last v1 map? o ho ho

we are forgetting something here
GHOST Best of 2019 :3
posted
congrats tofu xd

finally get this rank~
posted
"(i think?)" means something ;)
posted

DoNotMess wrote:

I have the honour to rank the last v1 map (i think?) in 2019
nah it's last https://osu.ppy.sh/s/537116

btw finally Kai Dan qualify <3
posted
mod time. (top difficulty)

my main point:
your layering crams up the room that you have to use pitch-related concepts. you express these in parts of the map, which leads me to believe that you want to apply the concepts to all of the map for consistency. but the only way to make it work is to reduce your layering. you may be reluctant to do it, but hear me out, you will see the difference almost immediately if you just try it out first.


remove all SVs. they do not do your chart any good.


00:05:252 - should be distinguished from 00:06:141 - , 00:07:030 - , etc. because cymbal crash. you have a lot of options for this (which is nice) so im gonna lay out the pros and cons of each one.
1. make the cymbal 4 notes.
pros: it's really easy to add more notes!!! makes the cymbals more Exciting. also increases your object count, so somewhere along the line the SR will probably increase another 0.01* which might be important to you idk
cons: you have to make all the other cymbals 4 notes.
2. keep the layering, but make a stack between 00:05:252 - and 00:05:363 -
pros: easy emphasis on cymbal, keeps the same layering and as such the same object count. no need to add or subtract notes.
cons: you need to remove all other triple to single stacks that dont have cymbals. for example, 00:09:696 - and that will ruin your pitch relevance scheme.
3. keep the cymbal 3 notes, and change all the other triples in that section to doubles.
pros: this allows to player to understand the musical relevance of the map, as all of the doubles in the beginning section have similar volume. allows for more room for emphasis later on!
cons: i cant think of anything. this option is probably the best one.

00:15:919 - why is this reverse for half of a measure? it should be the same as 00:08:807 - because the pitches of the instrument you are mapping with the LNs have the same intervals, there is no reason for you to have a reverse for half of the measure and the same for the second half

00:20:474 - based on your triples layering concept, this should be a triple.
i think something really cool you could do in this section, for the lower pitched drum sound, you can keep it as either [12] or [34], and then for the higher pitch, you could do [14].

00:24:807 - dunno why quiet string sounds get as much emphasis as bassy drum sound. there are practically no notes in that quiet bit, making it singles will only benefit the structural integrity of the map.

00:26:585 - and 00:26:919 - are not the same pitch, why are they both [34]?
00:27:141 - 00:27:474 - and 00:27:807 - ^
00:30:141 - and 00:30:474 - ^

00:30:030 (30030|3,30141|3) - the jack here is definitely a problem. you dont do this for any consecutive piano note that you emphasize. now i understand why you had to resort to that, and im here to explain why you dont have to.
this section can easily be represented with a double on every 4/1. there is a logical emphasis there and you dont have to map a double for every piano melody line and be forced to skip some doubles because it doesnt fit.
if you choose not to follow that, here are some notes that should be doubles (following the way you layered things here)
00:29:363 -
00:29:474 -
00:29:807 -
00:32:696 -

00:32:807 - long echoey sound here. might want to do something about that.

00:33:696 - too many big chords in this section representing too little.
there is a consistent piano left-hand line every 1/4. keep your drum layering as 2 - 3 - 2 - 3 (INCLUDING LNs, those are notes that count into layering too)

00:39:030 - dont really like how all of these sounds are represented by doubles. surely you can mix things up a little bit by making some of them singles?

00:48:141 - 00:48:252 - god these sounds are really quiet to all of the other sounds you map as doubles
00:48:363 - https://osu.ppy.sh/ss/12508018 I've highlighted the notes put on piano snaps here. these are what the piano notes feel like. notice how the piano sound goes up flowingly, but the notes go from 1234 to 1212 because of the double that you mapped to a decently quiet drum.
pretty much this whole section can benefit from removing a lot of doubles. it would create less clashing and more room for accurate expression of the sounds with pitch and representation.

00:51:474 - again, you try to follow the pitch for the piano, but you barely have any room because there are only three keys you are using. use the fourth column. i know you are reluctant to ignore a soft string, but try it out, and see how well you can express the pitches of the piano, and let players notice instead of having to look through the editor for PR.

00:56:685 - why are you mapping triples to bass drums? your map could benefit so much from making them all doubles - for example, this could definitely be represented like [34]-3-2-1-[34][34][34][34] for pitch.
01:03:305 - a double would also remove the triple 1/6 snap jack at 01:03:167 (63167|3,63236|3,63305|3) - which is a tad uncomfortable.
01:02:892 - in fact, i dont even think any of these 6 sounds (except maybe the first one) deserves a double. maybe each can have a 1/6 LN, and you can show the pitch direction like that.

01:04:236 - this is REALLY quiet... consider changing to a single

01:07:857 - the song has a *bit* more going on than just the slowdown drum. try adding some emphasis to the background strings by making those the only doubles.

01:10:857 - these four sounds sound completely different, but they are all in the same splittrill. consider moving them around, because they are not similar in sound.

01:14:271 - this is fine, but it plays awkwardly. might want to see if you can rearrange if possible (not as important a point as the rest of this mod)

01:35:734 - this pattern is pretty hard compared to the rest of the chart (aside from the section immediately previous to it), because it has a couple of 1/3 jacks in between splittrills.
earlier in the map, you had just a trill with this layering. why the difficulty increase?


I will post for the second half when I actually feel awake. This is all I can do for one night
posted
Remember to keep the discussion civil on the topic of the map, avoid unnecessary conversation! Will follow the discussion
posted
I will leave this map for a few more days for the purpose of more exposure, so that I hope to resolve all the issues together.

I'd always hope we'd keep a friendly tone during the discussion at all time too.
posted
It is an incredible point in history when we have a soon-ranked that only thing does "well" is jumptrills. Lots and lots of jumptrills, it's almost as if there is litearlly nothing else in the map. Oh, well, except the unnecessary sv that doesn't do literally anything positive for the chart, ridiculous minijacks from time to time and rather often general overmap of some parts. But yeah, apart from this and jumptrills there is nothing else going on in the map making for the most boring experience while playing a map I have had since I started playing this damn game. I was hoping for something more, something interesting, recently the ranked section has been home to some very interesting maps, such as yggdrasil, destination moon and quaoar, I was honestly rather happy seeing it all develop and bloom, making the ranked section something worth *existing* again. And then this is going to happen? I mean great job. We all had just a little too little pp. It sounds a little like the story with Mat's architecture again. It was meant for top players because of its difficulty, but it was simply bad, no one who this map was for liked it, only the lower rank players. It sounds a lot like that to be honest, because this is the most stupid thing I have seen in a while.
posted
Please use this thread do discuss stuff related to the beatmap and to suggest ways to improve it instead of throwing personal attacks to both nominators or the mapset owner. Keep this thread clean and have this as your own and last warning.
posted
^^^ this

and also tofu, if you have any questions, if there is anything you want me to clarify, please ask me. i really honestly want this chart to be better, and i want to help as much as i can.
posted
here's my 2c post-nomination thought, i would say i didn't bring this point up until Qualification, just in case there'll be heating discussion so there it is! :

i found a general pattern about why 6 star jumptrill map is likely to be hated
every 1 measure or 4 measure (1/1 and 4/1) of the map are mostly repeating itself, whether its made of double (to represent kicks) triple (to represent snare / cymbal) etc.
looking back at blastix, dotabata, illness lilin, and such, the base of pitch-relevance mapping made the map strictly repeating for the most of sections / part of the song at every 1/1 and 4/1 measure with mostly jump or hand, then comes the 1/4 jump-trill as the icing of the cake, the consistency of pitch-relevancy related concept hinders an overall impression of 'creative' mapping itself.
as we all know, there's always been a backlash from certain part of the community with this kind of map, hence, i think reducing the repetitiveness of the mapping and using a different concept would give a better impression from the community for the map.
plus, just like what QQ's said :

qqqant wrote:

your layering crams up the room that you have to use pitch-related concepts. you express these in parts of the map, which leads me to believe that you want to apply the concepts to all of the map for consistency. but the only way to make it work is to reduce your layering. you may be reluctant to do it, but hear me out, you will see the difference almost immediately if you just try it out first.
while it might disregarding the current whole concept of the mapping itself, i woulds say recent map has moved toward these kind of mapping approach where not every 1/1 & 4/1 bar has to be mapped exact way for the whole of the map, and it still enjoyable. it applies for at least top 3 diff (less severe in inner oni at the point its more acceptable in my opinion)

here's what i mean :

you can emphasize the 6/4 rhythm of the synth there


not every kick has to be mapped in double where you can map anchor out of it (pleas bear with the awful hand balance lol)



again there's so many main sound to emphasize here rather than repeating 1/1 with triples


the point is, based of the pitch-relevancy related concepts, so far i didn't see why it can't be ranked with current state, the song itself provide the chart to be mapped that way, and there's no restriction from osu to map a song with current concept, and hence i nominated this as it is.
but at the same time, what i've said earlier & the examples i put above is that's the idea of having different approach of mapping with different measurement would be more appreciated, not only strictly using a visually repeating 1/1 jump and hand for kick and snare everywhere, like stuff you did on Sahara and ESM recently.

either way, to change or not, i am fine with it

i'm repeating tons of stuff, but you know what i mean >:T
posted
hi uhh, sorry for breaking the quali hype but one more thing bothers me on Daitatsujin diff
http://prntscr.com/m7ot1g (why image command doesnt work on this)
01:16:133 - is this stutter sv thing intended to be not 1x average or what?
posted

Oscyy wrote:

hi uhh, sorry for breaking the quali hype but one more thing bothers me on Daitatsujin diff
http://prntscr.com/m7ot1g (why image command doesnt work on this)
01:16:133 - is this stutter sv thing intended to be not 1x average or what?
this section's BPM is 145, the normalized BPM is 270, and the averaged is 1.86. I don't agree with it personally but the values look like a +0.5 and a -1 which averages out to a -0.25 meaning 1.61. they should be changed to be normalized to 1 (or maybe even 0.8 if tofu was actually going for a slowing down effect)

or they could just be completely removed
posted


It's also completely obvious that this chart is mostly jumptrills but I won't leave further comments on that.
posted
posted

FAMoss wrote:

ok
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