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penoreri - Preserved Valkyria

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AncuL

Euny wrote:

i think your english is the best 👍
he's memeing why are you replying it properly
Natsu

AncuL wrote:

Euny wrote:

i think your english is the best 👍
he's memeing why are you replying it properly
because she is memeing too?? ;)
_handholding
thumbs up emoji
MaridiuS
Greetings. I've been checking previous replies often, but I've probably missed something already discussed and rementioned it here, hopefully you don't mind.

[General]

Strongly consider moving the offset by about +20 on the 00:48:071 - since the beats seem to be happening in the map earlier than in the song. I've noticed like everywhere if i put it on 25% speed.

The bg has 5199 kb/s which is a lot, more than the audio lol. Dunno but transform it into jpg somehow, it will take a lot less space.

[Rio's Maximum]

  1. 01:32:798 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1) - This pattern is extreme compared to anything else in the kiai. The 1/3 spacing on 220 bpm is as big as 1/2 larger jumps later on like 01:53:661 (2,3,1,2) - these ones and + the movement is quite awkward since it forces 2 snaps with that short timing window. Thats like 165 bpm 1/4 or 330bpm 1/2 so you should know how extremely hard that is. In the kiai sections nothing comes close to being hard as that. I can offer 2 solutions, which is either reduce the spacing a lot like https://i.imgur.com/WZslPsq.jpg or soften up the angles like https://i.imgur.com/3JNSj08.jpg or https://i.imgur.com/VGKW6GO.jpg . Of course the same should be applied to the second stream jump too.
[Entrance to Valhalla]

I kinda stand by Mir for this, except I think you don't need to sacrifice the symmetry concept, you'll just need to put in a bit more effort and possibly limit your design so that the map will be more consistent in terms of spacing. So to put it out again, I think that your overall spacing is raised too much therefore musical parts that need emphasis lack it on comparison to others, while on the other hand, the forced symmetry made certain patterns inconsistent when it comes to difficulty and emphasis. So firstly I'd like to discuss the emphasis idea implemented about the overall spacing, while on the second part i'll discuss how i think you can make stuff more consistent while preserving the symmetry etc.

  1. 00:54:071 (1,2,1,2) - So in this section you gave larger emphasis to 00:48:889 (1) - these NCed notes that have this loud synth which other notes do not, but in the 1-2 ones, the (2) which doesn't have any important synth in this pattern particularly i initially linked is as emphasized as (1)? Why don't you keep that consistent https://i.imgur.com/ucfBFer.jpg with something like this. You will keep the symmetry idea while also make the (1)'s which sound stronger emphasized as you do often(dont mind the bg, i cant evaluate your map on bright bg xd).
  2. 00:55:707 (1,2,3,4) - Since this is a lot more intense with those loud af sounds I think you should make it harder and different than the previous patterning since its not the same? How about something like this https://i.imgur.com/jlMQC4w.jpg I don't see any good in blending in such different sounds with same kind of patterning, it deserves special emphasis tbh.
  3. 01:03:548 - Not related, but I think you should map this, its quite audible and i think that the stream should start on the red tick.
  4. 01:25:980 (1,2,2,3) - These are particularly overspaced, especially that slider which is not even a synth. https://i.imgur.com/r5wvgvq.jpg By reducing the spacing similar to the picture, 01:27:343 (1,2,3,4,1,2,3,4,5,1) - this pattern which truly sounds much stronger will get the emphasis it deserves. Currently their jumps are actually similar to the distance of the ones I was talking. I've read your reply on Mir's point but having actual mechanical impact with spacing as differentiation is felt much more strongly than simple placement. Also density is not really something that emphasizes this pattern because in the map your note density is pretty high so it won't truly stand out in comparison to the rest.
  5. 01:42:071 (1,2,1,2) - Identical concern as I've mentioned earlier to 1-2 patterning. The (2)'s are quite weaker than (1)'s yet they have similar or even higher emphasis in spacing (01:42:071 (1) - clicking on this you can see 2.7x previous and 3.6x next). By doing something like this https://i.imgur.com/l55fzcI.jpg you will make the emphasis on (1) which is a strong synth consistent to 01:42:616 (1,3,5) - for example where you give emphasis to synth, preserve the symmetrical structure, and keep overall intensity of the jumps high. This kind of suggestion goes to all 1-2 jumps in the section, your choice how you build them.
    Also regarding the 1-2, in this section imo they should be noticeably less emphasized than in 01:49:161 - this section where the sounds are the same but the intensity of the section scaled overall, which means that they should be scaled appropriately to the new similar, but more intense section.
  6. 01:52:980 (1,2,1,2) - Even though these sounds are intenser than 01:50:798 (1,2,1,2) - the large spacing difference won't compensate for the patterning. You should imo make this more emphasized than that in spacing at least. My previous suggestion of 1-2 patterning goes to here too also tbh.
Now regarding the symmetry individual emphasis inconsistencies:

  1. 00:50:116 (2,1) - The (1) which is the downbeat is less emphasized than 00:51:071 (1) - because of spacing. I know I know patterning etc, but look, there's no harm in making it emphasized by spacing too. An option I found to be quite ideal was making the previous pattern https://i.imgur.com/IFzei4I.jpg like this, making the circle on the left being far away from the (1) therefore making the jump as about large as 00:50:934 (3,1) -. You can do it in a similar way here https://i.imgur.com/Jz0hhZx.jpg . In this pattern consider bringing 00:52:434 (1,2,3,1,2,3,1,2,3,1,2,3) - closer to the middle to make it easier, I mean, 00:53:116 (3,1) - just look at this jump on this relatively calm section, it's just a regular beat but this is 4.30x compared to a downbeat 00:52:434 (1) - with a finish.
  2. 00:54:616 (1,2,3,1,2,3) - I believe you should put in a little more effort here to make (1)'s emphasized like you do usually, this is just a large inconsistency without any particular reason. Simply just copy paste the right triangle and invert it https://i.imgur.com/IQdKwqs.jpg idk, the angle compensates for the lack of spacing to the nced note.
  3. 01:49:844 (3,1) - This is one of the spots in which it will take you effort to arrange the patterns so that it gets spacing emphasis like most (1)'s do. https://i.imgur.com/blyyqCm.jpg idk?
I'm not against the symmetry concept but I think it needs fine tuning in several patterns, however most of the things I've mentioned are I think major, but with suggestions I offered I think we can reach a healthy compromise since i'm not against your main concept. Of course I'm open to what you have to say in defense, you can also fetch me up irc too for questions and such.
Mir
oi dont rip naxess off
MaridiuS

Mir wrote:

oi dont rip naxess off
Every one of my mods starts with "greetings, hi, hello, hello there, i greet you" greetings is in the cycle atm, not my fault naxess says it always ;p. Nvm i've become naxess unconsciously, i was stuck on the "greetings" cycle...

Also its kbs not kb/s xd
Topic Starter
Kroytz
MaridiuS
General: Strongly consider moving the offset by about +20 on the 00:48:071 - since the beats seem to be happening in the map earlier than in the song. I've noticed like everywhere if i put it on 25% speed. I cannot do this because this is the exact same mp3 used in the current two ranked mania sets.

The bg has 5199 kb/s which is a lot, more than the audio lol. Dunno but transform it into jpg somehow, it will take a lot less space.It's a bit unnecessary because the folder size is still reasonable. I like the really high quality BGs ;p

Entrance to Valhalla

I kinda stand by Mir for this, except I think you don't need to sacrifice the symmetry concept, you'll just need to put in a bit more effort and possibly limit your design so that the map will be more consistent in terms of spacing. So to put it out again, I think that your overall spacing is raised too much therefore musical parts that need emphasis lack it on comparison to others, while on the other hand, the forced symmetry made certain patterns inconsistent when it comes to difficulty and emphasis. So firstly I'd like to discuss the emphasis idea implemented about the overall spacing, while on the second part i'll discuss how i think you can make stuff more consistent while preserving the symmetry etc. As I said to Mir, the only reason this would be something of discussion is how you treat spacing versus emphasis. In the case for my beatmap, the difficulty threshold is intentionally raised and this song has very little room to improve difficulty outside of spacing, therefore, concrete patterns are used at the risk of having 'awkward playability' to achieve my concept of symmetry, which of course regards to my high spacing. The spacing emphasis we're so used to seeing is not optimally captured because it wasn't intended to be captured in such modern ways. You will have one pattern on one half, and then play another pattern on the other half. The transition from patterns can be argued for both sides, I chose a side that's not seen in modern era. In addition, this song is a KAC Contest Song Winner and was one of the most difficult charts in SDVX and I like to reflect the difficulty this song presented in SDVX but for osu. It's what I do with all my other Contest Song Winners (iLLness LiLin, Lachryma, Celestial stinger, etc).

00:54:071 (1,2,1,2) - So in this section you gave larger emphasis to 00:48:889 (1) - these NCed notes that have this loud synth which other notes do not, but in the 1-2 ones, the (2) which doesn't have any important synth in this pattern particularly i initially linked is as emphasized as (1)? Why don't you keep that consistent https://i.imgur.com/ucfBFer.jpg with something like this. You will keep the symmetry idea while also make the (1)'s which sound stronger emphasized as you do often(dont mind the bg, i cant evaluate your map on bright bg xd). You can look at the top right and see where the objective spacing is in terms of pixel relation. The thing you linked me at 54s has more spacing than what was linked at 48s, and there is a clear finish on the former which is why I have the larger spacing. The two triangles from before don't have anything interesting as they are composed in 1-2-3 but the latter is composed in 1-2 1-2 so, I only reflect that. Your suggestion for keeping symmetry seems okay too, reasonable suggestion. I dislike it because it interferes with the former triangles. I wanted the spacing to be fill in the upper half while keeping a design since I already had objects in the bottom half. It's something I like to do in all my maps.
00:55:707 (1,2,3,4) - Since this is a lot more intense with those loud af sounds I think you should make it harder and different than the previous patterning since its not the same? How about something like this https://i.imgur.com/jlMQC4w.jpg I don't see any good in blending in such different sounds with same kind of patterning, it deserves special emphasis tbh. I thought about something like this too, the reason I didn't like it is because of the visual aspect yet again. There are objects in the bottom, then objects near the top, so I wanted to finish the section with objects in the center while keeping to "some" sort of symmetry. The triangle makes sense to me because the distance spacing is larger in whole than the rest of my previous patterns. I used flow change here because of the finishes. Your suggestion is reasonable too, I prefer my way because it achieves more of my vision.
01:03:548 - Not related, but I think you should map this, its quite audible and i think that the stream should start on the red tick. You're right here, I added more to the stream.
01:25:980 (1,2,2,3) - These are particularly overspaced, especially that slider which is not even a synth. https://i.imgur.com/r5wvgvq.jpg By reducing the spacing similar to the picture, 01:27:343 (1,2,3,4,1,2,3,4,5,1) - this pattern which truly sounds much stronger will get the emphasis it deserves. Currently their jumps are actually similar to the distance of the ones I was talking. I've read your reply on Mir's point but having actual mechanical impact with spacing as differentiation is felt much more strongly than simple placement. Also density is not really something that emphasizes this pattern because in the map your note density is pretty high so it won't truly stand out in comparison to the rest. The repeating pattern is quite obviously distinguishable from the rest because it, repeats (and stacks)... The spacing on previous objects is at 2.60 while the spacing on the later repeating pattern goes in and out of 2.90 because it moves a bit up and down. I don't disagree that reducing spacing can help 'emphasize' the later pattern but the later pattern is already quite obvious in itself that it's different and the pattern itself is enough to be 'emphasizing' because of how different or impactful and especially how active it plays compared to the circles I placed before which was just more or less moving around the map, not so rigid with snapping and intense 1/2 clicking. I also can't agree with your suggestion because I find it a bit unnecessary to apply for the reasons I stated above. If anything, I think this is nitpicky so I stand neutral on it, leaning more towards disagree for my reasons.
01:42:071 (1,2,1,2) - Identical concern as I've mentioned earlier to 1-2 patterning. The (2)'s are quite weaker than (1)'s yet they have similar or even higher emphasis in spacing (01:42:071 (1) - clicking on this you can see 2.7x previous and 3.6x next). By doing something like this https://i.imgur.com/l55fzcI.jpg you will make the emphasis on (1) which is a strong synth consistent to 01:42:616 (1,3,5) - for example where you give emphasis to synth, preserve the symmetrical structure, and keep overall intensity of the jumps high. This kind of suggestion goes to all 1-2 jumps in the section, your choice how you build them.
Also regarding the 1-2, in this section imo they should be noticeably less emphasized than in 01:49:161 - this section where the sounds are the same but the intensity of the section scaled overall, which means that they should be scaled appropriately to the new similar, but more intense section. Your suggestion makes good sense here. I did try to work with this idea, but I couldn't find a way to keep my visual aesthetics this way because I try to avoid overlaps with previous existing objects and make use for further objects. I did however fix some of my gradual spacing idea and fixed some back and forth patterns to be consistent with my intentions. Had to adjust some directions but I think it's a little bit better now~
01:52:980 (1,2,1,2) - Even though these sounds are intenser than 01:50:798 (1,2,1,2) - the large spacing difference won't compensate for the patterning. You should imo make this more emphasized than that in spacing at least. My previous suggestion of 1-2 patterning goes to here too also tbh. I mean, you could look at it in two ways: the pitch is higher so make the spacing higher. or: the pitch is different so that pattern is treated differently. The spacing isn't the only thing to look at here because you should factor in how a player a plays this versus the back and forth stack from before. One is simpler than the other, one is less active than the other. The pitch rises and the gameplay is more 'exciting' whereas the previous has something that's flatter as it is with the music. What I like about my current patterns is that they can flow visually well into one another while keeping to my symmetrical idea. But the interpretation is quite open and I think it comes down to what you prefer more, many people will say different.

Now regarding the symmetry individual emphasis inconsistencies:

00:50:116 (2,1) - The (1) which is the downbeat is less emphasized than 00:51:071 (1) - because of spacing. I know I know patterning etc, but look, there's no harm in making it emphasized by spacing too. An option I found to be quite ideal was making the previous pattern https://i.imgur.com/IFzei4I.jpg like this, making the circle on the left being far away from the (1) therefore making the jump as about large as 00:50:934 (3,1) -. You can do it in a similar way here https://i.imgur.com/Jz0hhZx.jpg . In this pattern consider bringing 00:52:434 (1,2,3,1,2,3,1,2,3,1,2,3) - closer to the middle to make it easier, I mean, 00:53:116 (3,1) - just look at this jump on this relatively calm section, it's just a regular beat but this is 4.30x compared to a downbeat 00:52:434 (1) - with a finish. I'm glad you can understand my point of view. Your suggestion doesn't fit me will, and there are many ways to try and map this as shown in other difficulties. As I state before this map is conceptual so, modern mapping techniques will be quite loose and it's due to the symmetry. Because you can understand my reasoning, I don't want to expand too far in it. Gradually getting spaced is the idea while pertaining to symmetry and not everything can be as "optimally emphasized" as you wish because of symmetry. My idea with triangles and rotations etc.
00:54:616 (1,2,3,1,2,3) - I believe you should put in a little more effort here to make (1)'s emphasized like you do usually, this is just a large inconsistency without any particular reason. Simply just copy paste the right triangle and invert it https://i.imgur.com/IQdKwqs.jpg idk, the angle compensates for the lack of spacing to the nced note. Okay, I fixed this. I think I had a reasoning for playability but the inconsistency is much worse, so I did fixed the circles there.
01:49:844 (3,1) - This is one of the spots in which it will take you effort to arrange the patterns so that it gets spacing emphasis like most (1)'s do. https://i.imgur.com/blyyqCm.jpg idk? I do this sort of thing quite consistently as shown here 01:52:025 (3,1) - and 01:52:844 (3,1) - so,
it would be a bit jarring to fix one and not the others but they're all kept to being consistent with sharing the patterns together. The only (1)s that get obvious emphasis are the (1)s that go back and forth stack on each other. While your suggestion isn't bad, I don't see it being a huge necessity. There are a lot of ideas that work here don't get me wrong.


Thank you for your suggestion MaridiuS. Thank you for spending the time to write this all out and provide visual examples of your sentiments as it makes it easier for me to see what you mean. While I cannot agree to fix on a lot of what you've suggested, I hope my reasonings make sense to you. I only applied what I saw fitting and beneficial to my map. This took me a while to evaluate so please don't be offend if my response came off negative. :)

Fixed a missing hitsound on all diffs that aren't Zexous or Rio.
Waiting on Rio.
MaridiuS
From what we've talked on Discord I've come to a conclusion that the mapper refuses to make a compromise on some important parts of the map to better express the song because of some aesthetic hindrance on a micro scale. In my eyes parts like those 1-2 jumps I was talking about don't express the song really well so I don't believe a map priorotizing aesthetics over song expression is suitable for rank. The reply of Kroytz shows enough so any further comment is not really necessary therefore the veto is kept.
Topic Starter
Kroytz
Don't be misleading Maridius.

From what we've talked on discord, you failed to provide strong enough arguments and viable helpful alternatives that would improve the quality of my beatmap. We discussed my reasonings for how my patterns were designed and created, and we also discussed your reasonings for how things should be changed. Unfortunately, how you viewed your changes were in conflict with my vision and direction with the map and our discussion slowly derailed into a matter of mapping ideologies and philosophies, therefore, I refused to continue the discussion as we were getting further from actually trying to help my beatmap. I am open to compromise if the suggestions being presented are beneficial to my map - beneficial in the sense that it follows my vision and is an improvement to the current mapping. If a pattern that goes left/right in symmetry is correct to me, but a pattern that goes up/down in symmetry is more correct to you and you feel that it is a big deal to make a scene for when both ideas clearly work, then I'm sorry to say but you are lost. The fact that you can understand my reasoning but continue choosing to ignore them is incompetence.
MaridiuS

Kroytz wrote:

Don't be misleading Maridius.

From what we've talked on discord, you failed to provide strong enough arguments and viable helpful alternatives that would improve the quality of my beatmap. We discussed my reasonings for how my patterns were designed and created, and we also discussed your reasonings for how things should be changed. Unfortunately, how you viewed your changes were in conflict with my vision and direction with the map and our discussion slowly derailed into a matter of mapping ideologies and philosophies, therefore, I refused to continue the discussion as we were getting further from actually trying to help my beatmap. I am open to compromise if the suggestions being presented are beneficial to my map - beneficial in the sense that it follows my vision and is an improvement to the current mapping. If a pattern that goes left/right in symmetry is correct to me, but a pattern that goes up/down in symmetry is more correct to you and you feel that it is a big deal to make a scene for when both ideas clearly work, then I'm sorry to say but you are lost. The fact that you can understand my reasoning but continue choosing to ignore them is incompetence.
>Don't be misleading
>Proceeds to lie and bend the conversation to suit him

I didn't know you were this kind of guy Kroytz. Hey even in the chat we came to an agreement for one pattern but soon after you realized that other 1-2 stuff cannnot be made to suit your case by case aesthetics. Now, suddenly, I didn't present good enough suggestions/arguments? After fixing that pattern I offered you a second hand to other cases of the same sounds. For some reason you went back to the aesthetic arguments or your vision which I cannot really understand. The issue was 00:54:071 (1,2,1,2) check it out in the mod post and the chat evolved into https://i.imgur.com/lhofF0s.png + and devolved into something else soon after somehow.

Relating your statement I don't know why you lie that my suggestion was to go up/down just for the sake of it being my way rather than the arguments already presented in the mod and talked out multiple times in the conversation. Your arguments were like "aesthetics!" to defend the cross screen jumps on weak notes. If your reasoning is aesthetics then good job, you made a cool pattern not following the song. 01:42:071 (1,2,1,2) discussed here in the mod post.

The fact that you lie and take only what suits you out of context is so frustrating that I'm ending this here and not coming back because who knows what you may come up with next as this doesn't seem anymore like map discussion but you pulling shots at me with the "incompetence" "you're lost".

If you really seek drama do it on reddit or twitter or something not here.
Topic Starter
Kroytz
Maridius, the truth of the matter is that if your suggestions are not better alternatives than what is currently mapped, then it's not an improvement - which is what modding ultimately comes down to, improving maps.

Yes, your pattern makes sense.
Yes, my pattern makes sense.
For what reason is there for me to change to something that works equally well as mine? I said your suggestion is more viable - more viable than the suggestion you initially presented which was a far weaker alternative - not more viable than my current pattern that I should be inclined to change it. While it is in line with my direction, I cannot accept it because it is so unbelievably small and hardly worth my time to change to a pattern I deem is weaker than my current pattern. But apparently you think it's something of a bigger deal. I cannot imagine how something this small means so much to you as both patterns are equally viable and have their own reasons for being placed their ways.

When I say you did not present good enough suggestions/arguments, it's in response to your initial mod-post which I why there's a lot of deny deny deny. I accepted stuff I can agree with, and deny stuff I don't agree with. I explained why I denied. Then we eventually elaborated more on that, which ultimately led nowhere because you tunneled on this whole 'song representation' idea as if my interpretation is not representative of the song at all. Aesthetics play a big part of my diff because it was built solely around it; symmetry, shapes, repetitions, and utilizing a lot of editor space for the reason of having lots of aesthetic features simply because the song - to me - presents itself that way. You stated that a map which focuses on aesthetics will not benefit the song, but rather the map. Since when is this wrong? Don't force your ideology to me because I do not view mapping the same way you do. You are in no position to say you know what is most representative of a song more than someone else.Why do you feel persistent to claim my song expression is not expressive enough? I hear 1-2-3's, I envision triangles. I hear repetitions, I can imagine symmetry. Is this wrong Maridius? If you tell me that this is wrong to envision and present in a map, then I have no words for you. There is obviously a plethora of ways to map something, multitude different avenues for making symmetrical patterns, or patterns in general. I explained my reasonings to you for why I mapped things as they are. I am confident with my current mapping because your suggestions did not help benefit my vision. If anything, they're trying to benefit your vision and that is not how to make improvements on a beatmap.

I said from the beginning I didn't want to argue, I didn't want to cause harm or trouble. It's sad this is how things turned out, but so be it.
Fushimi Rio
changed the pattern
SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 82434
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 19953,20727,29243,55980,56798,63752,64434,80730,90207,91707,94980,95252,96752,97161,97843,98252,108071,109161
DistanceSpacing: 0.65
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Preserved Valkyria
TitleUnicode:Preserved Valkyria
Artist:penoreri
ArtistUnicode:ぺのれり
Creator:Kroytz
Version:Rio's MAXIMUM
Source:SOUND VOLTEX III GRAVITY WARS
Tags:sdvx konami arcade championship kac song contest Renumi Akitoshi pkk Sharkie Zexous Kawashiro Fushimi Rio
BeatmapID:1366188
BeatmapSetID:644642

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9.3
ApproachRate:9.6
SliderMultiplier:3.19999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.png",0,0
//Break Periods
2,44863,46564
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Akitoshi
Kawashiro

Akitoshi wrote:

tfw we read long english
hi-mei
calm down my boys

on a serious note, please dont kill a mapper in kroytz, ty
Topic Starter
Kroytz
Updated everything.
Ready to go again~
SnowNiNo_

Akitoshi wrote:

Cubby
THIS MAP IS GAY AND SO AM I
UndeadCapulet
lets get started shall we:
timing
yeah prob change that redline so its set to like 48080, current ranked sets dont seem to be accurate
(and then change 00:47:550 - so its set to 113 for proper beat aligningstuffs)

hitsounding
its like realllllllllllly softwhistlespammy, to the point of absurdity, you can really tone things down for a nicer playfeeling, like only whistling the nc'd objects in the 00:48:071 - section, only whistling the sliderheads in the 00:07:566 - section, stuff like that
would also like it if you didnt whistle entire streams but at least i can understand that choice more

top
00:30:889 - fix break extension
00:55:434 (1,2,1,2,3,4) - current arrange is making 00:55:434 (1,2,1) - feel like a grouping of 3 beats which obviously isn't what you're aiming for, try an arrange more like https://osu.ppy.sh/ss/10217417
01:07:724 - dont think you should lower volume so much, the whole reason this is a slider like this is bc you're mapping this gracenote, takes away from that if the hitsound is so quiet

sharkie
00:28:469 (1,2,3,4) - really think you should rework this rhythming so 00:28:598 - is clickable since it's the first actual beat, would be much more naturalfeeling in play and follow the song much better
will make the Big Post™ soon
Topic Starter
Kroytz
Fixed all
Sharkie

UndeadCapulet wrote:

sharkie
00:28:469 (1,2,3,4) - really think you should rework this rhythming so 00:28:598 - is clickable since it's the first actual beat, would be much more naturalfeeling in play and follow the song much better
K so I changed the rhythm but it's not really the first strong beat, while 00:28:598 - is the first strong beat of the melody, the strong bass drum part is on the third beat of that measure. So the rhythm is not random and it does follow the song. Additionally, 00:27:985 (4) - I want to keep this slider to keep the rhythm simplistic.
im pkgay for pkk
osu file format v14

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[Metadata]
Title:Preserved Valkyria
TitleUnicode:Preserved Valkyria
Artist:penoreri
ArtistUnicode:ぺのれり
Creator:Kroytz
Version:Sharkie's EXHAUST
Source:SOUND VOLTEX III GRAVITY WARS
Tags:sdvx konami arcade championship kac song contest Renumi Akitoshi pkk Sharkie Zexous Kawashiro Fushimi Rio
BeatmapID:1366189
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421,90,92525,2,0,L|417:34,2,55.9999982910157,4|0|0,3:2|3:0|3:0,0:0:0:0:
332,19,92798,5,6,3:2:0:0:
332,19,92889,2,0,P|303:27|278:43,1,55.9999982910157,2|2,3:2|3:2,0:0:0:0:
198,59,93071,2,0,P|171:49|144:46,2,55.9999982910157,2|2|2,3:2|3:2|3:2,0:0:0:0:
255,121,93343,1,6,3:2:0:0:
255,121,93434,2,0,P|247:150|231:175,1,55.9999982910157,2|2,3:2|3:2,0:0:0:0:
188,243,93616,2,0,P|178:269|175:296,2,55.9999982910157,2|2|2,3:2|3:2|3:2,0:0:0:0:
116,198,93889,6,0,L|60:193,2,55.9999982910157,6|2|2,3:2|3:2|3:2,0:0:0:0:
161,126,94161,2,0,L|166:70,2,55.9999982910157,2|2|2,3:2|3:2|3:2,0:0:0:0:
233,171,94434,2,0,P|272:184|322:189,1,83.9999974365235,0|2,3:0|3:2,0:0:0:0:
397,172,94639,1,2,3:2:0:0:
397,172,94707,2,0,P|433:153|472:121,1,83.9999974365235,2|2,3:2|0:0,0:0:0:0:
484,252,94980,6,0,L|482:299,3,41.9999987182618,6|2|2|2,0:0|0:0|0:0|0:0,0:0:0:0:
437,282,95252,2,0,L|432:328,3,41.9999987182618,2|2|2|2,0:0|0:0|0:0|0:0,0:0:0:0:
388,309,95525,2,0,L|381:355,3,41.9999987182618,2|2|2|2,0:0|0:0|0:0|0:0,0:0:0:0:
337,333,95798,2,0,P|295:319|256:314,1,83.9999974365235,2|2,0:0|0:0,0:0:0:0:
212,100,96071,6,0,P|164:151|172:248,1,167.999994873047,2|2,3:2|3:2,0:0:0:0:
344,244,96480,2,0,P|353:162|301:100,1,167.999994873047,4|2,3:2|0:0,0:0:0:0:
256,192,96889,1,2,0:0:0:0:
256,212,96957,1,2,0:0:0:0:
256,232,97025,1,2,0:0:0:0:
191,100,97161,6,0,P|143:151|151:248,1,167.999994873047,2|2,3:2|3:2,0:0:0:0:
365,244,97571,2,0,P|374:162|322:100,1,167.999994873047,6|2,3:2|0:0,0:0:0:0:
256,252,97980,1,2,0:0:0:0:
256,272,98048,1,2,0:0:0:0:
256,292,98116,1,2,0:0:0:0:
256,312,98184,1,2,0:0:0:0:
256,332,98252,6,0,L|88:323,1,167.999994873047,4|0,3:2|3:0,0:0:0:0:
256,192,98661,1,0,0:0:0:0:
256,192,98798,2,0,L|423:183,1,167.999994873047,6|2,3:2|3:2,0:0:0:0:
256,52,99207,1,0,0:0:0:0:
256,52,99343,6,0,L|197:48,2,55.9999982910157,6|2|2,3:2|3:2|3:2,0:0:0:0:
187,142,99616,2,0,L|131:144,2,55.9999982910157,2|2|2,3:2|3:2|3:2,0:0:0:0:
118,52,99889,2,0,L|62:49,2,55.9999982910157,6|2|2,3:2|3:2|3:2,0:0:0:0:
49,142,100161,2,0,L|46:197,2,55.9999982910157,2|2|2,3:2|3:2|3:2,0:0:0:0:
135,238,100434,5,6,0:0:0:0:
226,200,100571,2,0,L|295:197,1,70,0|8,0:0|0:0,0:0:0:0:
389,224,100843,2,0,P|423:234|452:255,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
366,130,101252,6,0,P|376:96|397:67,2,70,10|0|0,0:0|0:0|0:0,0:0:0:0:
295,197,101661,2,0,P|261:186|232:166,2,70,0|10|0,0:0|0:0|0:0,0:0:0:0:
317,291,102071,2,0,P|308:324|288:352,1,70,2|0,0:0|0:0,0:0:0:0:
168,339,102343,2,0,P|152:309|146:275,1,70,10|0,0:0|0:0,0:0:0:0:
57,232,102616,5,2,0:0:0:0:
71,135,102752,2,0,L|140:137,1,70,0|8,0:0|0:0,0:0:0:0:
213,71,103025,2,0,L|282:68,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
154,149,103434,6,0,L|151:218,2,70,10|0|0,0:0|0:0|0:0,0:0:0:0:
251,156,103843,2,0,L|320:153,2,70,0|10|0,0:0|0:0|0:0,0:0:0:0:
289,248,104252,2,0,L|358:250,1,70,2|0,0:0|0:0,0:0:0:0:
495,337,104525,2,0,P|462:324|427:319,1,70,10|0,0:0|0:0,0:0:0:0:
333,345,104798,5,6,0:0:0:0:
236,357,104934,2,0,P|201:351|168:339,1,70,0|8,0:0|0:0,0:0:0:0:
91,280,105207,2,0,B|80:247|80:247|75:210,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
173,224,105616,6,0,B|171:189|171:189|175:153,2,70,10|0|0,0:0|0:0|0:0,0:0:0:0:
266,191,106025,2,0,B|272:157|272:157|287:123,2,70,0|10|0,0:0|0:0|0:0,0:0:0:0:
350,242,106434,2,0,B|380:226|380:226|410:204,1,70,2|0,0:0|0:0,0:0:0:0:
475,72,106707,2,0,B|438:66|438:66|408:55,1,70,10|0,0:0|0:0,0:0:0:0:
315,30,106980,5,6,0:0:0:0:
287,125,107116,2,0,L|217:120,1,70,0|8,0:0|0:0,0:0:0:0:
345,194,107389,1,0,0:0:0:0:
256,211,107525,2,0,L|186:206,1,70,0|0,0:0|0:0,0:0:0:0:
225,297,107798,2,0,L|155:292,1,70,10|0,0:0|0:0,0:0:0:0:
45,345,108071,6,0,L|41:303,3,35,6|2|2|2,0:0|0:0|0:0|0:0,0:0:0:0:
38,271,108343,2,0,L|34:229,3,35,6|2|2|2,0:0|0:0|0:0|0:0,0:0:0:0:
30,197,108616,2,0,P|29:178|26:155,3,35,6|2|2|2,0:0|0:0|0:0|0:0,0:0:0:0:
37,147,108889,1,6,0:0:0:0:
50,135,108957,1,2,0:0:0:0:
65,127,109025,1,2,0:0:0:0:
81,123,109093,1,2,0:0:0:0:
97,123,109161,6,0,L|105:36,1,83.9999974365235,14|0,3:2|3:2,0:0:0:0:
222,180,109434,2,0,L|229:263,1,83.9999974365235,8|2,3:2|3:2,0:0:0:0:
269,95,109707,2,0,P|229:83|188:88,1,83.9999974365235,8|0,3:2|3:2,0:0:0:0:
49,207,109980,2,0,P|89:219|130:214,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
222,180,110252,5,8,3:2:0:0:
136,312,110389,2,0,L|52:315,2,83.9999974365235,2|8|0,3:2|3:2|3:2,0:0:0:0:
282,257,110798,2,0,L|366:260,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
131,214,111071,2,0,L|47:211,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
319,167,111343,6,0,L|322:83,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
365,259,111616,2,0,P|404:273|445:278,1,83.9999974365235,8|2,3:2|3:2,0:0:0:0:
501,137,111889,2,0,L|504:53,1,83.9999974365235,8|0,3:2|3:2,0:0:0:0:
282,257,112161,2,0,P|241:249|201:233,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
283,277,112434,5,8,3:2:0:0:
410,152,112571,2,0,L|413:68,2,83.9999974365235,2|8|0,3:2|3:2|3:2,0:0:0:0:
408,359,112979,2,0,L|324:362,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
154,119,113252,2,0,L|238:122,1,83.9999974365235,10|0,3:2|3:2,0:0:0:0:
289,258,113525,5,14,3:2:0:0:
143,313,113661,1,2,3:2:0:0:
305,255,113798,1,10,3:2:0:0:
154,119,113934,2,0,B|145:83|145:83|149:30,1,83.9999974365235,2|10,3:2|3:2,0:0:0:0:
240,25,114207,1,2,3:2:0:0:
199,201,114343,2,0,B|163:210|163:210|116:206,1,83.9999974365235,10|2,3:2|3:2,0:0:0:0:
281,156,114616,5,10,3:2:0:0:
281,156,114752,2,0,B|290:192|290:192|286:238,1,83.9999974365235,2|10,3:2|3:2,0:0:0:0:
256,332,115025,1,2,3:2:0:0:
116,206,115161,1,10,3:2:0:0:
116,206,115298,1,0,3:2:0:0:
236,74,115434,2,0,B|272:65|272:65|318:68,1,83.9999974365235,14|0,3:2|3:2,0:0:0:0:
256,332,115707,6,0,L|88:323,1,167.999994873047,14|10,3:2|3:2,0:0:0:0:
256,192,116116,2,0,L|423:183,1,167.999994873047,4|0,3:2|3:2,0:0:0:0:
256,52,116525,1,14,3:2:0:0:
235,50,116593,1,0,0:0:0:0:
214,49,116661,1,8,3:2:0:0:
193,47,116729,1,8,3:2:0:0:
172,46,116797,5,8,3:2:0:0:
3,124,116934,1,2,3:2:0:0:
156,232,117071,2,0,L|149:315,1,83.9999974365235,2|2,3:2|3:2,0:0:0:0:
59,336,117343,1,2,3:2:0:0:
172,224,117480,1,2,3:2:0:0:
22,116,117616,2,0,L|15:32,1,83.9999974365235,2|2,3:2|3:2,0:0:0:0:
172,135,117889,6,0,L|219:138,3,46.6666666666667,4|4|4|4,3:0|3:0|3:0|3:0,0:0:0:0:
264,53,118343,1,4,3:0:0:0:
264,53,118434,6,0,B|299:46|335:53|335:53|373:37|373:37|425:38|470:65|470:65|484:128|443:170|446:173|450:177|413:214|426:296,1,450.799984866944,6|0,3:2|0:0,0:0:0:0:
Topic Starter
Kroytz
Updated :nyab:
UndeadCapulet
trial bn btw

the jump arranges like 00:54:071 (1,2,1,2) - , 01:42:071 (1,2,1,2) - , etc. are logical for me since they function as a nice transition between the melodylines. clear difference between the power of 00:54:080 (1) - and 00:51:898 (1) - as well, etc.

00:55:707 (1,2,3,4) - seems to have changed after my mod to fit more w/ maridi's request, unless i'm misreading things

dont think 01:25:980 (1,2) - is overexaggerated bc they're pretty strong piano beats, its nice to keep the spacing up to match with the fastfeeling motions of the earlier sliders. combo after that is a similar thing, plus it contrasts nicely with the spacingdrop at 01:26:807 (4,1,2,3) - .

01:53:261 (1,2) - is okay bc its a clear difference from the previous stacking arranges and it leads into 01:53:534 (1) - which kroytz thinks is much more important than emphasizing the higher pitched piano

maridius pretty much admits in his veto post that stuff like 00:50:116 (2,1) - vs 00:50:943 (3,1) - , etc. is ok, its a wellknown thing that symmetry is innately less emphasized bc the player innately understands where the objects are

anything not responded to was either fixed after maridius' or my mod, so should be ok

so weird seeing people complain about symmetry when its pretty much the most established "acceptable jump arranges" since the dawn of time lol

uh dont think i need to respond to previous veto-y posts so here's the re
(once again @qat lemme know if i need to do more)
Mir
k nvm idc anymore lol

unvetoed officially
Doormat
since mir rescinded his veto, it should be all right for me to renominate this. (maridius's veto was towards kisses' nomination, so it shouldn't affect me based on discussion with other bns/qats from a few weeks ago).

that being said, i think that the map should be given a shot at qualified at least for now; while there are those that disagree with the symmetrical patterning of the map i think it's a pretty novel idea that works pretty well given the mapper's stated intentions in this thread.
Myxo
[highest]

  1. 00:04:953 (1,2) - large 1/4 jump feels out of place in calm intro, would be nice to nerf this one a bit
  2. 00:19:953 (1) - how are players going to guess that this stream is 1/6? there are no visual clues, because the spacing of the 1/4 streams that came before was varying and is not discernible from this one, and the AR doesn't help either because it's not low BPM. you could introduce this stream with a short repeated slider on 1/6 to introduce the player to the new snap
  3. 00:38:534 (1) - same here
  4. 00:41:824 (2,3,4,5,1,2,3,1) - this is a good introduction because the 4 notes (either short stream or stack) make the snap obvious, something like this would also work for the ones i pointed out earlier if you can get it to work
[rio's]

a lot of streams in this map have very underwhelming hitsounding, because you are just using drum hitnormals to highlight sounds which have almost no audible difference to soft hitnormals when the music is loud. examples: 01:30:693 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - 01:35:057 (2,3,4,5,6,7,8,1,2,3,4) - 01:38:330 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and more. would be nice if you can do something with drum additions or normal sampleset there.
  1. 00:40:856 (3,4,5,1) - why is there no hitsounding to support the drums here, sounds empty
  2. 00:42:308 (4,5,1,2) - same here
  3. 01:12:489 - the pause from here on feels too long, since there is still piano beats in the music that you are usually following. if you don't wanna follow the piano sounds here 01:13:170 - you could try following the echo at 01:12:761 - and 01:13:034 -
i'd like to see the 1/6 introduction in the highest diff and the hitsounding in rio's diff to get fixed before this goes to rank
UndeadCapulet

qah wrote:

00:19:953 (1) - how are players going to guess that this stream is 1/6? there are no visual clues, because the spacing of the 1/4 streams that came before was varying and is not discernible from this one, and the AR doesn't help either because it's not low BPM. you could introduce this stream with a short repeated slider on 1/6 to introduce the player to the new snap
anyone that can play an 8* map can easily make the distinction between 1/4 and 1/6 streams regardless of spacing, bpm, or whatever. and lots of players below this skill level can as well. and 155bpm is definitely low bpm for 1/4 streams. introducing with a reverse slider would be unfitting of the big emphasis change that happens here and is completely unnecessary for reading purposes.
Monstrata
Approach circle density is a huuuuge visual cue in high bpm maps. Like you're literally getting 1.5x as many approach circles. It's a really obvious visual cue that top players can see almost instantly. You're not looking at the object you're clicking on at a speed like this, you're always looking at the next few ones, this is why approach circles are a good visual cue. Higher AR and higher BPM also enhance this effect too, mathematically. AR narrows down the window, BPM determines how many approach circles can be seen at a given AR.
Topic Starter
Kroytz
[highest]

00:04:953 (1,2) - large 1/4 jump feels out of place in calm intro, would be nice to nerf this one a bit It's already been nerfed maybe two or three times now. The main reason for these jumps to exist as they do here so early is to act as a prelude for the kind of 1/4 jumping that will happen before the break. Consider it an introduction as to what kind of things the map will provide.
00:19:953 (1) - how are players going to guess that this stream is 1/6? there are no visual clues, because the spacing of the 1/4 streams that came before was varying and is not discernible from this one, and the AR doesn't help either because it's not low BPM. you could introduce this stream with a short repeated slider on 1/6 to introduce the player to the new snap
00:38:534 (1) - same here I can't really add more to this than what UC and Monstrata have already said. What I can say is that variable DS streams will always make discerning streams of different snaps a reading challenge, but to anyone who bothers to try and play this diff should at least have enough experience in themselves to be able to distinguish 1/4 and 1/6 based on approach circle density. The only way I can see this being more readable (which isn't my concern btw) is to make a slider, but as UC is aware, it is really unfitting for what I wanted here.

i'd like to see the 1/6 introduction in the highest diff and the hitsounding in rio's diff to get fixed before this goes to rank Basically you're saying make a slider transition to distinguish the 1/4s and 1/6s apart but this goes against everything that was intended here.
Myxo
alright i accept those points, after talking to top players about it. things on rio's diff still stand for now
Fushimi Rio

Myxomatosis wrote:

[rio's]

a lot of streams in this map have very underwhelming hitsounding, because you are just using drum hitnormals to highlight sounds which have almost no audible difference to soft hitnormals when the music is loud. examples: 01:30:693 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - 01:35:057 (2,3,4,5,6,7,8,1,2,3,4) - 01:38:330 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and more. would be nice if you can do something with drum additions or normal sampleset there.
most of these samples were used for reflecting the pitch changes, and to make a ...momentum? idk how to describe it, just to make the stream sounds gradually more powerful, which fits the pitch well.
and except the last example. it is because that stream was actually following a new drum track.
besides hitsounds may have different effect with different equipment. because to my earphone these drum samples works well...


  1. 00:40:856 (3,4,5,1) - why is there no hitsounding to support the drums here, sounds empty yeah, kind of empty. i tried the drum sample but it feels overemphasized to me. i guess different ppl got different standards then.
  2. 00:42:308 (4,5,1,2) - same here save above
  3. 01:12:489 - the pause from here on feels too long, since there is still piano beats in the music that you are usually following. if you don't wanna follow the piano sounds here 01:13:170 - you could try following the echo at 01:12:761 - and 01:13:034 - adding something to following the echo could be a good idea. if Krotyz thinks it's necessary i'll make this change.
i'd like to see the 1/6 introduction in the highest diff and the hitsounding in rio's diff to get fixed before this goes to rank
and sorry for my stupid caps
Myxo
just to be safe: are you using default skin's samples to judge the hitsounding? because i don't think you can really hear the difference between default soft and drum hitnormal at this volume, but okay

also, related to the last point: if you think it'd be better with the echo mapped, why do you need to ask kroytz?
-Mo-
DQing for the ongoing discussion regarding the hitsounds in Rio's MAXIMUM. Ideally that last point should also be addressed if you agree with it.
Topic Starter
Kroytz
Did this really get DQ’d over a hitsound? and no I don’t think adding a hitsound for echos is necessary. Rio said he wanted to do hitsounding on his own as he has his own style for it that’s much different from mine and I’m like okay brother, do as you wish. He’s competent enough to know what he’s doing and this song has a lot of avenues for creative hitsounding than just the typical 1:1 stuff. Regardless of the volumes, softs and drums are by definition different, just because they aren’t audibly noticeable doesn’t mean they aren’t different from each other.

@-Mo - ??
Gandalphf

-Mo- wrote:

DQing for the ongoing discussion regarding the hitsounds in Rio's MAXIMUM. Ideally that last point should also be addressed if you agree with it.

Are you fucking kidding me? what the fucking fuck
Topic Starter
Kroytz
I’ve seen some bad DQs but man, this is probably the worst I’ve seen yet lmao. Hardly a discussion even going on. I’ll look to get this renominated immediately. Thanks for your ‘concerns’ tho xd
alice soft
^lmao just chill and talk the hitsound part out with concerned peeps, fix it or not, then requalify and rank. Why you being a crybaby like you wanted it ranked on your mother's bday or smth if it can still get ranked some days later.
Artorias_DELETED
>DQing a map for no reason other than a subjective "ongoing discussion" with no solid or presented reason. wat.
Len
thats why i like modv1 honestly. hard to explain and write opinions about map and somthing probs If its modv2 :>

gl on reranking, i hope it gets ranked asap!
Renumi
third time's the charm right
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