such very controversial mapping
i dont rlly know what to say, i mean its clear that youre mapping like this on purpose ehghg sorry..
i dont rlly know what to say, i mean its clear that youre mapping like this on purpose ehghg sorry..
Raveille wrote:lets do some things
|1|2|3|4|00:49:538 - 00:49:779 - 00:50:020 - 00:50:382 - dk if these click sounds need to be mapped but I can hear them significantly Yeah I'm note sure about this one. I've mapped that click sound earlier, but it also feels a bit weak compared to everything going on around it.
I'll consider it.
01:06:473 - think theres one more sound on col 4 but you shd go check in case I got the snap wrong Yeah this annoyed the crap out of me when mapping this part. I'm just going to chalk it up to the fact that it's not the same sound that was mapped before it (less of a klok and more of a faint tick),
because mapping another sound in column 4 there would make even harder to hit properly.
05:09:455 - YES I FOUND A WRONG SNAP HA SUK IT AUSSIE GUY (jk the snap is legit here tho 1/16) Nice catch.
05:15:735 - here too This one is fine.
05:16:210 - ^ yep
05:22:648 - ^ yeah I think this is right
05:33:537 - ^ fixed
05:34:260 - ^ fixed
funny how the end of the mod was just snap fixing
good luck dude :3
Thanks for your mod! Lots of great changes here; very comprehensive. Also thanks for all those stars (even if most of them were unintentional lmao)!
sweet song indeed.
audio is unrankable, if you need help making it rankable just hmu on discord. Set size is too big as well but this would probably be fixed by fixing the audio Ah right, forgot about this. I'll fix this soon.
my god this bg is orgasmic ty C:
Hitsound it already smDh But moooom.
kappa I think Widescreen needs a bit of support once in a while. Gotta encourage him to do his best.
I do think OD6.6 is a little low. Even my sub 1.5 star maps aren't that low. sub 1.5 star maps don't tend to have this much technical mapping and LN/SV trickery, so it's set that low to compensate for the fact that this map is very hard to acc. I am thinking of raising the OD/HP though, I just have to work out how high I'm going to take it. Stay tuned.
Remove the genre tags. I mean they wont harm being there but it'll be added in when it's ranked anyway so a BN will probably mention it anyway I mean, I can remove 'electronic' but the rest are fine.
FUARK Can't be a Parachor map without having to switch between 1/12 and 1/16 constantly!
00:17:309 (17309|0,17430|0) - In the interests of playability, I'd remove this reverse shield. move the SN to 4 and 00:17:490 (17490|3) - to 1 For a map absolutely filled with LN lifts like these, I think this is going to be the least of the player's worries. The SN is in column 4 because it's mapped to a sound that always resides in column 4 for this pattern, otherwise this would be an easy fix.
00:18:062 (18062|0,18333|0) - I think these two notes should be shifted back 1/12 (I think one of the notes you linked doesn't exist.) The notes in column one tend to sound earlier than they actually are, because there's a weird kind of fake hit beforehand. Inspecting it really closely though, you can tell that it definitely doesn't hit that early.
00:26:104 (26104|0,26165|3,26285|0,26376|3,26526|0,26624|3,26767|0,26873|3,27008|0) - Seems this 1-4 alternating theme is used a lot from 00:17:490 (17490|3) to 00:27:430 (27430|0). Maybe mix it up and change the 1-4 to a 2-3 or some other two hand combo? Super intentional.
00:30:442 (30442|3,30502|2,30562|3,30623|2,30683|3,30773|2,30863|3,30954|2,31074|3) - my god does this play weird with SVs. Without any other reference it's impossible to tell how far apart these notes are. I'm not saying remove it because that'd be even weirder but maybe try to smooth out the SVs a bit more to make it super obvious how to play these notes. The SV's in this section are actually normalized to 1.0x (I did this very intentionally for the very reason you stated). So the distance is exactly what is shown. The stutters can be weakened a little, but the distance is still normalized regardless.
00:49:237 (49237|1) - I think this should start here 00:48:876 . It gradually increases in intensity and so starting it anyway but the very beginning feels a bit arbitrary. Oh yeah, that was part of a change that came from a previous mod. I agree with what you're saying though so I'm changing that note back.
00:54:267 (54267|1) - pre loud sound. definitely as intense as the other doubles in this bit, make it a double ploxerino Oh this is a weird one actually. It's technically a double, but staggered slightly because of the delayed sound. You can see this done a lot in the first half of the song when this sound appears. If I changed it here, I would need to do that everywhere else (and there's a lot), which would cause problems. Though something you did make me realise, is that this staggered double is meant to be on the same hand, like it is elsewhere, so I fixed that!
The only map in history where I can say "this is ok" Ehuehueheue
01:10:924 (70924|1,70924|2) - if this is mapping the bass sound then it's very mistimed, should be placed slightly later (i can confidently say this one yay) Oh I missed this one. Ty.
01:19:915 (79915|1,79915|0) - if dis and 01:21:586 (81586|0,81586|1) - dis double then 01:21:044 (81044|0) - dis a double too Agreed!
01:21:737 (81737|2) - super strong long lasting sound, i'd double this too (I really think you should do this but if you do there's like 1650 other instances of this sound only being a single so if you do change it then you should probably do all those other ones too) Yeah see my last explanation about the staggered doubles. At least I remembered to put this one on the same hand this time lol.
01:23:936 (83936|2) - look at the relative densities. col 3 empty as fuck yo Yeah, comes from a weird mix of PR and just being a col1|4 heavy map in general.
02:05:141 (125141|1) - ghost note? Nah there's a sound there. Left side.
02:24:659 (144659|1) - I mean, kiai could be good for this section Completely forgot about kiai. Am I even allowed to have a kiai section that short? If I am, I'm totally doing that.
02:31:165 (151165|2,151165|0,151165|1) - some snares are tripled and some are doubled, 02:32:610 (152610|0,152610|1) - is there a pattern/reason for this? (this continues for a while but other than that this 'chorus' section is fucking incredible) Ah I see. Looks like all of the layering problems regarding the snare are in the first small part, as I was probably still trying to work out my layering system. The snare is meant to be a double, though it is turned into a triple if there is another sound playing with the snare, which explains the triples later on. But yeah the first 2 or so snares are wrongly mapped to triples. (Though I liked the emphasis for those few notes in particular so I'm sad to see them go lol)
02:35:954 (155954|0,155984|1,156014|2,156044|3) - ok LOL heh
03:42:008 (222008|3) - this note is very questionable. I dont hear any distinct sound here Piano.
03:48:695 (228695|1,228755|3,228876|2,228996|1,229056|3) - All the SNs in this section feel off but ill use these as an example. I dont see what you're mapping here, there's a clear instrument playing but they're not mapping to that, the irregular notes kind of match to the piano so are you mapping both? either way it feels weird as hell and doesnt play smoothly at all. I would just go for the piano if i was mapping this, half measures ruin any form of rhythm It's simply a polyrhythm. You have the piano playing at 1/3 and the other sound playing at 1/2, so they're going to create some weird timings.
Removing the piano seems weird to me because I won't avoid a polyrhythm just for the sake of having it make sense or whatever. The rest of this song has very similar polyrhythms, usually when the piano is involved, so it's not like this is out of place. It probably just sounds weird because of the default hitsounds or something.
03:58:273 (238273|0) - FUCK THIS SECTION IN THE SONG IS SO GOOD UGNN. When you hitsound this, you should keysound this section for extra impact. Yeah maybe. I'm only apprehensive about piano keysounding this because I don't like the idea of overlaying the lovely atmospheric piano in the song that blends in perfectly, with some terrible piano sample with no nuance whatsoever. Might just be from my piano background but I hate sound of midi-like piano samples lol.
04:26:104 (266104|1) - Not gonna map the clear arpeggio here? makes no sense to not map it Yes I noticed this earlier when I was playtesting!
I'm going to go through this section and map all of those piano chords accurately. It'll definitely make this section a bit more interesting.
04:28:996 (268996|1) - here too (etc) Yeah.
04:46:586 (286586|0,286767|0,286948|0,287129|0,287279|0,287430|0) -
What's this anchor mapping and why is it alone in this section? I'm all for theme mapping and if you wanna use anchors for a specific sound (like you did before) that's great but this is the only anchor here and I cant hear anything distinct about this one little bit that warrants it. If it's mapping what i think it is, I think you should continue it further on but in different columns.I see what you're doing now, you already have done it but it doesn't feel clear. Yeah this is intentional. The reasoning behind it is probably more clear after really closely looking at how that particular sound is mapped in this section (it's a really odd one to map). It has these staggering moments before it resets,
and those I've mapped around the same column (every two groups of 3 or so share the same column regardless).
I'd make these strong kicks 04:54:237 (294237|3) - doubles to separate them a bit more Maybe...? I'll take a look at it more, but in general it's mapped to a single because the actual kick is mapped to a double, and it's a lighter sound. Also it's to fit it around all the polyrhythms and anchors in this section.
I'll double check the consistency though.
Fantastic map, if you dont keysound the piano ill be very disappointed.
KcHecKa wrote:such very controversial mapping
i dont rlly know what to say, i mean its clear that youre mapping like this on purpose ehghg sorry..
Some really nice fixes in there, very helpful. Thank you!
dkingo wrote:Hi NM from my queue, dam this map stumped me... understandable hahaGood luck with rank!Entropy
- 00:17:610 (17610|0,17851|0,18092|0,18333|0,18559|2,18830|1) - I think there are some timing issues on these notes, or maybe the other notes in this section as well, most of them are a bit later than the sounds Sounds on time to me. Even playing at 25% speed, and with louder hitsound volumes.
- 00:18:936 (18936|3) - It should be an 1/8 note I think perhaps you're hearing a different sound there. That note is for the small click in your left earphone. Though I realise I didn't map the hi hat just before the note (maybe this is what you were taking about?), so I fixed that!
- 00:20:020 (20020|2) - at 00:19:990 - , well there are more similar issues so I'll stop pointing them out Fixed! I also found some other slightly off-time and missing notes in this section too, so those have been fixed. Though I still think the notes in column 1 feel fine.
- 00:58:544 (58544|0) - I guess it's better to be on the white line It's... on the white line?
- 00:59:448 (59448|3) - 1/6 note The sound starts earlier than that, so 1/8 works. It's the same timing as the rest of the notes of this kind in this section too., and 00:59:629 - is another sound Thanks!
- 01:12:912 - Add a note for the drum? No idea how I missed this. Well spotted.
- 02:08:755 (128755|3) - A suggestion, this LN can start with the previous LN at 02:08:574 - For some reason it seems like that second LN starts there. You can hear the kind of dip in volume where I placed it (likely due to the attack of the sound), suggesting that there's a slight change in pitch.
- 03:23:213 (203213|0,203213|3) - should be at 03:23:153 - Okay, I see what you mean here. That sound could potentially be places 1/12 earlier. I tested this out and it works fine, so I tried it everywhere else that noise appeared, and realised that elsewhere, it is actually snapped to that original point. I'm going to leave this how it is for consistency, because I think the confusion around where that sound starts probably comes from the fact that the actual start of the sound is a little vague, given that it builds up to the hit instead of just starting with the hit.
- 04:33:333 - Remove a note, that sound isn't strong enough for double Oh that's a good point.
This really made me headache... But I like it
Thanks for the mod and star!
Unpredictable wrote:6 AM and I'm wide awake lets go >:]- One thing starting off the bat with map that strikes me first is the HP and OD. Maybe you've gotten suggestions (unsure) but let me tell you what I think about it. To start it off, ima just say that this map is a seriously nice change of pace we see in the mania mapping today. It's challenging for sure. It challenges even the top players who wish to get a good score with these unexpected SVs. It's amazingly good, yet I feel it's too challenging towards the HP (we can get to the OD in a sec). The HP is problem I have with the map to begin with. It's too devastating. Even though I want this to be challenge, I want it to be for everyone. Especially people who have just got a feel for mania and want to give this map a try. It's extremely hard I feel from the beginning, having LNs come at you at high rapid speeds or points it feels as though map stopped for a split second. And even though the map towards the end does seem to tone down on the difficulty, I don't think it's good enough to want to give it a 9. One map that sorta comes to mind of this sort of situation is sakuraburst - skyshifter vip (for reference: https://osu.ppy.sh/s/529155 ). The map is heavily SV'd, more than this one but in a way I guess you could say they're different from what we see today. The map has a nice 8 which imo this map should somewhat have, somewhere in the 8 area. The map Evening has is challenging but yet passable for people who struggle and understand the SVs. Moving onto the OD, I think this should definitely be above the HP for sure. This map with no doubt WILL be hard to acc and giving it something like and 8.2-8.5 will do. It gives the implication to the player that this map will harder than the typical TV Size map and shouldn't be taken too lightly as the may have a harder chance at accing the map. I hope you see my reasoning and holy shit I didn't think it be this long. If you're unsure, PM me and I guess we can hash things out Talked through this in irc and decided with the compromise of OD 7 HP 8.8 for now. These values will likely be tweaked more over time.
Ok onto the actual map LOL
- 00:40:562 (40562|1) - I really think that moving it to 00:40:653 and ending it at 00:40:833 should be how the sound is played here using the LN. I know it sounds like it starts there, but likely what's going on is that the attack is delayed due to some kind of sidechaining. I think the ending of the LN is kind of arbitrary to begin with given the way the sound fades out. It's mainly to match the length of the LN a bit later in this column.
- 00:43:604 (43604|2) - I think that this LN should start at 00:43:574 instead of 00:43:604 . Oh yeah I see what you mean. It would make the gaps between the notes equal. Though the 'shhhhhh' noise that that LN is mapped to actually does start where I mapped it (as far as I can hear).
- 00:52:882 (52882|1) - I believe that the LN start 00:52:851 here instead of what you have right now Nah it definitely starts where it does now, it stays consistent with the timing of the rest of those noises as well.
Honestly, this is all I could find. I was trying to keep my mind to every detail the map had and like a lot of things you had in the map. Take a star~ Enjoy!
Thanks for finding those sneaky little timing issues! And thanks for the two stars
ChochoaLatte- wrote:Hi Parachor '-')/
NM Req from Chochoa's Queue
Feel Free to Reject My Mods
1|2|3|400:32:701 - add ln because it has a same sound like 00:33:243 (33243|0) - That's super faint. The example you provided is a very prominent sound compared.
00:51:315 (51315|0) - delete and add note here 00:51:345 - for that sound like 00:50:592 (50592|0,51044|3) - Ahh yes that was slightly off-time.
00:59:990 (59990|3,59990|1,60050|2) - ctrl+h Not needed.
02:49:960 - & 02:51:406 - & 02:52:851 - & 02:57:189 - & 02:58:635 - etc, maybe make it double for a better impact xd They're doubles already if you count the LN. Adding the extra note is reserved for the kick.
this ln 03:34:418 (214418|0) - i think start from 03:34:508 - Just a liiitle bit earlier than your suggestion, but still fixed.
this ln 04:10:924 (250924|1) - end it here 04:11:104 - Doesn't quite work the way I intended.
04:11:345 (251345|1,252370|2) - etc, ghost note? i dn't hear any sound there It's a continuation of the sub-bass.
05:36:135 - ln finish Ehh. Makes no difference.
good map wow Thank you!
rip my score , FUN!!!!!!!!! sv lol
Thanks for your mod~
Envory wrote:Hi Parachor!
Sorry for delaying..
Here your req~
|1|2|3|4|01:21:857 (81857|3) - Move to col 2 That's there for pitch relevancy purposes.
01:28:273 (88273|1,88273|0,88273|2) - Move 1 note at col 1 to col 4 I don't think this matters much. The column 1 note is there to stay,
and so the other change I can do is to move col 3 to col 4, but that doesn't really achieve anything as those two columns are equally empty.
02:09:538 - Add 1 Ln at col 1 until 02:10:020 - Maybe. It would mean I'd have to map that noise elsewhere in this section as well, so I'll take a look into it.
03:14:900 - Why didn't just placed 2 notes? please your consistency like 03:09:117 (189117|2) - and 03:09:478 (189478|1,189478|0) - so add 1 note at col 4 and also 03:15:020 (195020|3) - move to col 2 Fixed, but in a different column. The Ln you wanted me to move was mapped to pitch.
Column 1 works just as well.
04:26:948 (266948|1) - Move to col 3 No need.
04:29:839 (269839|1) - Move to col 3 ^
04:30:080 (270080|0,270080|1) - Add 1 note at col 4 (your consistency like 04:27:189 (267189|0,267189|1,267189|3) - ) Fixed!
05:10:924 (310924|1) - Move 1 note at col 2 to col 1 ( so its like another ending at those LN) I think it works where it is.
Ok GL Para~
Thank you ^^
TheNewBungping wrote:Hi, from my mod queue, sorry that it's very late
1|2|3|401:06:067 (66067|3,66202|3,66293|3,66383|3) - should snap this to 1/12 for simplicity in rhythm Wouldn't be snapped correctly then.
02:15:020 move LN on 3 to 2 for pitch relevancy Good idea.
03:11:165 (191165|3) - I'm not sure what sound you playing with this, but if it's what I think, it should be like this https://osu.ppy.sh/ss/8727052
03:11:406 - same here, if I'm correct, it should be like this https://osu.ppy.sh/ss/8727064
oh wait you played piano here ignore what I said lol
04:20:984 add a note on 1 so it's correct to heaviness Trying to put less emphasis on that hit than the two kicks either side.
04:30:954 add a note on 3 cuz there's sound here Yeah I'll be adding the piano bits I missed in this area soon.
04:50:321 remove a note either on 3 or 4 cuz it's not that loud
04:56:104 same here, remove a note either on 1 or 3
05:01:888 and here, remove a note either on 3 or 4 These three are more for layering consistency than anything. Kicks are usually doubles,
but when they overlay the polyrhythm, nothing cancels out, and ends up as a triple. It's to maintain the single-hand kick emphasis while also keeping the poly going.
05:12:249 move the note on 3 down to 05:12:189 Pretty sure that note is times correctly.
You'd find that it's due to that particular sound. The actual loudest hit that I'm mapping is a fraction later than when the sound technically starts (like a quick fade-in). If you listen to the other sounds around it, they fit the snap. Changing the offset for that one sound will put everything else out of sync.
DDMythical wrote:yo your offset is too early
like; bout 30-50ms off.
listen from 00:05:864 (5864|1,5864|2) - with 25%. You can hear its pretty early
I'm glad you liked the map. Thanks for checking it anyway, and for those 3 stars!
NM (?) From My Mod Que
purple NM (?) you got bonus >.> i will mod both SV and pattern cuz this map just so good >.>
lol nicee mapp
After i testplayed, i went to editor, tried to mod, but seems like nothing to mod there >.> i only found this
01:54:546 (114546|2) - move to 2 cuz different sound from next doubleLN, then move 01:54:613 (114613|1) - to 3
01:55:269 (115269|2) - move to 2 same reason like above I'm unfortunately going to deny these, even though I like what you're trying to do.
Though it would be good to get even more pitch accurate, I'm just trying to avoid too much mess in the first two columns because of the uncomfortable polyrhythm that the player already has to concentrate on. I found that keeping doubles on the same hand helped with this.
no kudosu >.>
Thanks for the mod!
Abraxos wrote:look whos going to be the tiebreaker for mwc Unfortunately not D:
a few things
01:03:333 (63333|3,63394|3) - i dont really feel like the sound here justifies a jack, right now it kinda seems like just a clunky transition between differing sounds
id understand more if the jack were at 01:03:243 (63243|1,63243|2) - Yeah good point. Deleted the first note.
01:04:237 (64237|0) - makes more sense to have more/similar emphasis here as with 01:03:966 (63966|1,63966|3) - maybe you can look into cutting 01:03:966 (63966|3) - short and making a chord at 01:04:237 - I couldn't quite get the patterning to feel the way I wanted it to with these changes (thanks to the clang kinda noise needing to be mapped to one hand), so I settled for adding a bit of SV to emphasize those two points. Hopefully it gives it something close to the desired effect.
01:49:388 (109388|1) - move to 1 the synths are kinda opening up in pitch so ya Yeah this is cool.
03:22:641 (202641|2) - not really sure if you should include this with 03:22:761 (202761|2,202882|2,203002|2,203123|2) - cause its moreso the leading wub into the stronger ones Nah I think it's still prominent enough to map the same as the rest.
no further complaints other than your diff name isnt edgy enough try 3nT_%@R0(||Py xX_3.nT*r0P-y_Xx
cool map ty
edit: also pls no OD above 8 its gonna get messy agreed
Thank you very much ^^
Pachiru wrote:the description is to a god like level
i really love your maps, good job!!!
Thanks a lot for your mod! Sorry about the amount of denied ones, some of the things you found were well spotted though.
Setup: you can decrease OD even lower, snaps are really hard, especially with SVs Given the amount of people telling me to both raise and lower it, I think I hit a good middle-ground here.
00:16:345 (16345|0,16345|1) - sounds like 1/16 or 1/8 later Not quite. That sound has a fairly vague beginning, but you can hear it play at the note.
00:16:707 - ^ This one is actually a tiiiiiny bit early, but moving it 1/12 would make it too late, and 1/16 would throw the release out of sync.
So the best compromise is where it is at the moment.
00:17:008 - ^yep a bit later This one is fine.
00:19:960 - why no note here Nothing worth mapping there.
00:22:129 - ^ Map a sound ending?
00:25:720 - (?)^ Nothing worth mapping there.
00:52:851 - maybe a note here for consistency with 00:55:743 I see what you mean, but the second one has a sound that the first one doesn't (at least clearly).
00:53:725 - ^ Yeah, there's lots of these tiny little glitches and noises throughout the song. I don't think they're important enough to map in this case, especially given the current layering scheme. It would end up overcrowding the patterns and making it feel mildly dumpy (even though it's technically not). I think I'd rather keep these as unmapped.
01:04:388 - a note?
01:06:496 - missed note Technically yes, although you can see the patterning issues it would cause (I went through this in an earlier mod). Will consider this one if need be though.
01:13:092 - 01:13:092 - 01:11:647 - 01:15:984 - and so on, I think these are missed sounds, I can clearly hear the sound, like echo, but strong enough for a note, and imo a single is too weak for such a sound Yes to the first. No for the others.
01:22:580 - LN maybeNah. I went through this a lot in an earlier mod.
01:45:623 (105623|1,105623|0,105871|2,105871|3,106052|3,106052|2,106413|2,106413|3,106594|3,106594|2,106775|2,106775|1) - You can mirror these double-LNs (ctrl+h) for emphasize that they differ from previous double-LN sounds - 01:42:731 (102731|1,102731|2,102979|3,102979|2,103160|3,103160|2,103522|2,103522|3,103702|3,103702|2,103883|2,103883|1) Which would mess with the pitch relevancy, column layering scheme, and general patterning.
02:26:104 - why no some SV effects here? I don't think it needs it. I would do it if it was one-off, but that same effect would have to be applied everywhere in this section.
02:34:418 - maybe LN Probably doesn't need it.
02:49:237 - ohh it's really weird snapping, I don't feel the sound when I play it.
02:49:960 (169960|2) - 02:50:683 (170683|2) - 02:51:406 (171406|2) - I guess this sounds really start on white ticks, but they are tooo quiet by the start and player can't hear the sound till it increases enough (this increases enough on red ticks)
So my suggestions are either start them by red lines or add one more LN on red lines (there's actually one more sound on red lines so it's ok I think). Don't worry, I spent a lot of time on getting those rhythms right, it's intentionally weird and off-beat in the song.
First variant snaps:
Second variant snaps:
03:05:863 (185863|3,185863|0) - move to 03:05:818 Changed.
03:17:610 - add a note, for consistency with 03:06:044 (186044|1) Aaaaa I was so ready to accept this and then I realised it would conflict with my consistency. Notice that the one you linked as an example is before the piano short-LN comes in. As soon as that piano arrives, I stop mapping everything except the main percussion, to avoid overcrowding the polyrhythms, including the sound you linked. Otherwise I would accept this.
04:09:478 (249478|2) - hm I think you can delete it for emphasize that piano 04:09:839 - is stronger That's for the quiet clap.
05:18:213 - add a note for piano
05:19:824 - ^ These sound close enough together in comparison I think.
05:20:080 (320080|3) - I guess it's on 05:20:095 Thanks!
I'm glad to see such unique map, but it feels too cancerous to me because of snaps, but it's just my taste. Cancerous lmao. Welcome to technical maps I guess
I hope it gets ranked, good luck! :eyes: