ya zeeb tenang :>
dem i so ded in this gamelets get the BN
dem i so ded in this game
sheep :v buff 2,08 -> 2,21 thx masthaMaxus wrote:
wah kok gw dteng
[General]
Jangan lupa dihapus difficulty hitsoundnya abis update buat dibubble.
[Sya's Normal]
00:06:296 (6296|0,6618|1) - Bikin col 2 ama col 4 biar ga trlalu berat di tangan kiri.
00:10:167 (10167|0) - Pindah ke col 4 biar ga berati di kiri juga.
00:31:618 - Untuk smua red linenya ampe 00:35:167 - tolong dimap juga biar gapnya ga kegedean ama diff hard. di add 1/2 beat nya n LN nya diganti SN
00:39:844 (39844|1) - Pindah ke col 4 lagi dengan alesan yg sama, trus buat bagian jeda juga lebih cocok double 1-4 kok.
00:46:457 - 00:46:779 - , dan tempat yg mirip, isi smua red linenya biar spread lebih balance.
01:19:199 - ini coba buat kyk http://osu.ppy.sh/ss/10522045 , tambah2in noteny kayak yang di screenshot buat balance spread lagi.
01:21:941 - 01:22:263 - 01:22:586 - 01:22:909 - ini juga tambah note semua buat balance spread.
01:29:521 - sampai 01:34:683 - tolong tambah note di red linenya semua ya kayak yang di atas, spreadny jauh ama diff tofu soalnya.
01:34:844 - 01:36:134 - 01:37:425 - 01:38:070 - tambah note lagi
01:38:876 - dikurangi 1 note ini.
Normal lebih ke masalah spread si, tolong diliat lagi ya perbandingannya ama diff tofu, biar balance.
Mapnya udah mantep, tapi normal tolong diperhatikan banget ya spreadnya.
kalo udah, call me back.
osu file format v14
[General]
AudioFilename: Niflheimr.mp3
AudioLeadIn: 0
PreviewTime: 73957
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0
[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.5
[Metadata]
Title:Niflheimr
TitleUnicode:Niflheimr
Artist:Qrispy Joybox
ArtistUnicode:Qrispy Joybox
Creator:AchsanLovers
Version:Sya's Normal
Source:jubeat prop
Tags:ly0572 syadow- tofu1222 amiichii
BeatmapID:1404406
BeatmapSetID:663499
[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1
[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
[TimingPoints]
1780,322.58064516129,4,2,1,40,1,0
74038,-100,4,2,1,40,0,1
83070,-100,4,2,1,40,0,0
84360,-100,4,2,1,40,0,1
94683,-100,4,2,1,40,0,0
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wah kok gw dtengkek gak ikhlas aja ngemodnya bang akwkawka
Thanks for check!Maxus wrote:
wah kok gw dteng
[General]
[Tofu's Hard]
00:33:634 (33634|1) - I recommend move to col 3 , it's to balancing your overall pattern which seems to be left focused. Rearranged.
00:54:199 - I think you can reconstruct this pattern so it follows the pitch more coherently, cause it's awkward you make 00:54:683 (54683|3,54763|2,54844|1,54925|0,55005|3,55086|2,55167|1,55247|0) - same part when the pitch is obviously different for each part. I will suggest http://osu.ppy.sh/ss/10521970 instead. I am more oriented with the flow of the pitch changes so I feel the screenshot you did wasn't strictly following the pitches too. Instead I rearranged some patterns to make some difference between each part.
00:59:844 - Personally i think you can make the drum much more emphasized instead of making the pattern blend with the piano you follow before, , i will suggest try http://osu.ppy.sh/ss/10521985 Fixed
hi again sir >w<)7Maxus wrote:
wah kok gw dteng
[General]
Jangan lupa dihapus difficulty hitsoundnya abis update buat dibubble.
[Ly0's Normal] EZ only hehe
00:26:296 (26296|1) - Please move to col 3 for balance.
00:29:844 (29844|2) - move to col 2 for balance.
00:49:521 - Try make something like http://osu.ppy.sh/ss/10522057 so the pattern is more balance in hand.
01:14:683 (74683|2,75005|3,75328|2) - Make these 4-3-4 so the note doesn't stacked at col 3.
-----
Mapnya udah mantep, tapi normal tolong diperhatikan banget ya spreadnya.
kalo udah, call me back.
osu file format v14
[General]
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Title:Niflheimr
TitleUnicode:Niflheimr
Artist:Qrispy Joybox
ArtistUnicode:Qrispy Joybox
Creator:AchsanLovers
Version:Ly0's Easy
Source:jubeat prop
Tags:ly0572 syadow- tofu1222 amiichii
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192,192,22425,1,2,0:0:0:0:
320,192,22747,1,2,3:0:0:0:
64,192,23070,1,8,0:0:0:0:
448,192,23070,1,0,0:0:0:0:
320,192,23392,1,2,3:0:0:0:
192,192,23715,1,2,0:0:0:0:
64,192,24038,1,2,3:0:0:0:
192,192,24360,1,8,0:0:0:0:
320,192,24360,1,0,0:0:0:0:
448,192,24683,1,2,3:0:0:0:
320,192,25005,1,2,0:0:0:0:
64,192,25328,1,2,3:0:0:0:
192,192,25650,1,8,0:0:0:0:
448,192,25650,1,0,0:0:0:0:
64,192,25973,1,2,3:0:0:0:
320,192,26296,1,2,0:0:0:0:
448,192,26618,1,2,3:0:0:0:
64,192,26941,1,8,0:0:0:0:
320,192,26941,1,0,0:0:0:0:
192,192,27263,1,2,3:0:0:0:
64,192,27586,1,2,0:0:0:0:
448,192,27909,1,2,3:0:0:0:
192,192,28231,1,8,0:0:0:0:
320,192,28231,1,0,0:0:0:0:
64,192,28554,1,2,3:0:0:0:
192,192,28876,1,2,0:0:0:0:
320,192,29199,1,2,3:0:0:0:
64,192,29521,1,8,0:0:0:0:
448,192,29521,1,0,0:0:0:0:
192,192,29844,1,2,3:0:0:0:
448,192,30167,1,2,0:0:0:0:
64,192,30489,1,2,3:0:0:0:
192,192,30812,1,8,0:0:0:0:
320,192,30812,1,0,0:0:0:0:
448,192,31134,1,2,3:0:0:0:
320,192,31457,1,2,0:0:0:0:
192,192,31779,1,2,3:0:0:0:
64,192,32102,1,8,0:0:0:0:
448,192,32102,1,0,0:0:0:0:
320,192,32425,1,2,3:0:0:0:
192,192,32747,1,2,0:0:0:0:
320,192,33070,1,2,3:0:0:0:
64,192,33392,1,8,0:0:0:0:
448,192,33392,1,0,0:0:0:0:
192,192,33715,1,2,3:0:0:0:
320,192,34038,1,2,0:0:0:0:
192,192,34360,1,2,3:0:0:0:
64,192,34683,1,8,0:0:0:0:
448,192,34683,1,0,0:0:0:0:
320,192,35005,1,2,3:0:0:0:
192,192,35328,1,2,0:0:0:0:
64,192,35650,1,2,3:0:0:0:
448,192,35973,1,8,0:0:0:0:
320,192,35973,1,0,0:0:0:0:
192,192,36296,1,2,3:0:0:0:
320,192,36618,1,2,0:0:0:0:
448,192,36941,1,2,3:0:0:0:
192,192,37263,1,8,0:0:0:0:
64,192,37263,1,0,0:0:0:0:
320,192,37586,1,2,3:0:0:0:
64,192,37909,1,2,0:0:0:0:
448,192,37909,1,4,0:0:0:0:
192,192,38231,1,2,3:0:0:0:
64,192,38554,1,2,0:0:0:0:
320,192,38554,1,4,0:0:0:0:
448,192,38876,1,8,0:0:0:0:
192,192,39199,1,2,0:0:0:0:
320,192,39199,1,4,0:0:0:0:
64,192,39521,1,2,3:0:0:0:
192,192,39844,128,2,40167:0:0:0:0:
320,192,40167,128,8,40489:0:0:0:0:
64,192,40489,1,4,0:0:0:0:
448,192,40489,1,2,0:0:0:0:
192,192,40812,1,2,3:0:0:0:
448,192,41134,1,8,0:0:0:0:
320,192,41134,1,0,0:0:0:0:
64,192,41457,1,2,3:0:0:0:
192,192,41779,1,2,0:0:0:0:
320,192,42102,1,2,3:0:0:0:
64,192,42425,1,8,0:0:0:0:
448,192,42425,1,0,0:0:0:0:
192,192,42747,1,2,3:0:0:0:
320,192,43070,1,2,0:0:0:0:
192,192,43392,1,2,3:0:0:0:
64,192,43715,1,8,0:0:0:0:
320,192,43715,1,0,0:0:0:0:
448,192,44038,1,2,3:0:0:0:
320,192,44360,1,2,0:0:0:0:
192,192,44683,1,2,3:0:0:0:
64,192,45005,1,8,0:0:0:0:
448,192,45005,1,0,0:0:0:0:
320,192,45328,1,2,3:0:0:0:
192,192,45650,1,2,0:0:0:0:
64,192,45650,1,4,3:0:0:0:
320,192,45973,1,2,3:0:0:0:
64,192,46296,1,8,0:0:0:0:
448,192,46296,1,0,0:0:0:0:
192,192,46618,1,2,3:0:0:0:
320,192,46941,1,2,0:0:0:0:
64,192,47263,1,2,3:0:0:0:
192,192,47586,1,8,0:0:0:0:
320,192,47586,1,0,0:0:0:0:
448,192,47909,1,2,3:0:0:0:
320,192,48231,1,2,0:0:0:0:
64,192,48554,1,2,3:0:0:0:
192,192,48876,1,8,0:0:0:0:
448,192,48876,1,0,0:0:0:0:
64,192,49199,1,2,3:0:0:0:
320,192,49521,1,2,0:0:0:0:
448,192,49844,1,2,3:0:0:0:
64,192,50167,1,8,0:0:0:0:
320,192,50167,1,0,0:0:0:0:
192,192,50489,1,2,3:0:0:0:
448,192,50812,1,2,0:0:0:0:
64,192,51134,1,2,3:0:0:0:
192,192,51457,1,8,0:0:0:0:
320,192,51457,1,0,0:0:0:0:
448,192,51779,1,2,3:0:0:0:
320,192,52102,1,2,0:0:0:0:
192,192,52425,1,2,3:0:0:0:
64,192,52747,1,8,0:0:0:0:
448,192,52747,1,0,0:0:0:0:
320,192,53070,1,2,3:0:0:0:
192,192,53392,1,2,0:0:0:0:
320,192,53715,1,2,3:0:0:0:
64,192,54038,1,8,0:0:0:0:
448,192,54038,1,0,0:0:0:0:
192,192,54360,1,2,3:0:0:0:
320,192,54683,1,2,0:0:0:0:
448,192,55005,1,2,3:0:0:0:
192,192,55328,1,8,0:0:0:0:
320,192,55328,1,0,0:0:0:0:
64,192,55650,1,2,3:0:0:0:
192,192,55973,1,2,0:0:0:0:
448,192,55973,1,4,0:0:0:0:
448,192,56296,1,2,3:0:0:0:
64,192,56618,1,4,0:0:0:0:
320,192,56618,1,2,0:0:0:0:
64,192,56941,1,8,0:0:0:0:
192,192,57263,1,2,0:0:0:0:
448,192,57263,1,4,0:0:0:0:
448,192,57586,1,2,3:0:0:0:
64,192,57909,1,4,0:0:0:0:
320,192,57909,1,2,0:0:0:0:
64,192,58231,1,8,0:0:0:0:
192,192,58554,1,2,0:0:0:0:
448,192,58554,1,4,0:0:0:0:
192,192,58876,1,2,3:0:0:0:
64,192,59199,1,2,0:0:0:0:
320,192,59199,1,4,0:0:0:0:
320,192,59521,1,8,0:0:0:0:
64,192,59844,1,4,0:0:0:0:
448,192,59844,128,8,60167:0:0:0:0:
320,192,60167,1,8,0:0:0:0:
192,192,60489,128,2,60812:0:0:0:0:
320,192,60812,128,8,61134:0:0:0:0:
64,192,61134,1,2,0:0:0:0:
448,192,61134,1,4,0:0:0:0:
192,192,61779,1,0,0:0:0:0:
320,192,62425,1,0,0:0:0:0:
448,192,63070,1,0,0:0:0:0:
64,192,63715,1,0,0:0:0:0:
192,192,64360,1,0,0:0:0:0:
448,192,65005,1,0,0:0:0:0:
320,192,65650,1,0,0:0:0:0:
192,192,65973,128,0,66296:0:0:0:0:
448,192,66296,1,4,0:0:0:0:
64,192,66296,1,2,0:0:0:0:
320,192,66941,1,0,0:0:0:0:
64,192,67586,1,2,0:0:0:0:
448,192,67586,1,4,0:0:0:0:
192,192,68231,1,0,0:0:0:0:
64,192,68876,1,2,0:0:0:0:
448,192,68876,1,4,0:0:0:0:
320,192,69521,1,2,0:0:0:0:
448,192,69521,1,4,0:0:0:0:
64,192,70167,1,2,0:0:0:0:
192,192,70167,1,4,0:0:0:0:
192,192,70812,1,2,0:0:0:0:
320,192,70812,1,4,0:0:0:0:
64,192,71457,1,2,0:0:0:0:
448,192,71457,1,4,0:0:0:0:
320,192,72747,128,8,73392:0:0:0:0:
192,192,73392,128,2,73715:0:0:0:0:
448,192,73715,128,8,74038:0:0:0:0:
64,192,74038,1,4,0:0:0:0:
320,192,74038,1,2,0:0:0:0:
64,192,74360,1,0,0:0:0:0:
192,192,74360,1,8,0:0:0:0:
448,192,74683,1,2,0:0:0:0:
320,192,75005,1,8,0:0:0:0:
64,192,75328,1,2,0:0:0:0:
448,192,75328,1,4,3:0:0:0:
192,192,75650,1,8,0:0:0:0:
320,192,75973,1,2,0:0:0:0:
448,192,76296,1,8,0:0:0:0:
320,192,76618,1,4,0:0:0:0:
192,192,76618,1,2,0:0:0:0:
64,192,76941,1,8,0:0:0:0:
192,192,77263,1,2,0:0:0:0:
320,192,77586,1,8,0:0:0:0:
448,192,77909,1,2,0:0:0:0:
64,192,77909,1,4,3:0:0:0:
320,192,78231,1,8,0:0:0:0:
192,192,78554,1,2,0:0:0:0:
64,192,78876,1,8,0:0:0:0:
448,192,79199,1,2,0:0:0:0:
192,192,79199,1,4,0:0:0:0:
320,192,79521,1,8,0:0:0:0:
192,192,79844,1,2,0:0:0:0:
64,192,80167,1,8,0:0:0:0:
192,192,80489,1,2,0:0:0:0:
320,192,80489,1,4,0:0:0:0:
448,192,80812,5,8,0:0:0:0:
320,192,81134,5,2,0:0:0:0:
192,192,81457,1,8,0:0:0:0:
64,192,81779,5,2,0:0:0:0:
448,192,81779,128,4,82102:0:0:0:0:
320,192,82102,1,8,0:0:0:0:
64,192,82425,128,2,82747:0:0:0:0:
192,192,82425,1,4,0:0:0:0:
448,192,82747,1,8,0:0:0:0:
320,192,83070,128,2,84360:0:0:0:0:
192,192,83070,1,4,0:0:0:0:
64,192,84360,1,2,0:0:0:0:
448,192,84360,1,4,0:0:0:0:
320,192,84683,1,8,0:0:0:0:
448,192,84683,1,0,0:0:0:0:
192,192,85005,1,2,0:0:0:0:
64,192,85328,1,8,0:0:0:0:
448,192,85650,1,2,0:0:0:0:
192,192,85650,1,4,3:0:0:0:
320,192,85973,1,8,0:0:0:0:
192,192,86296,1,2,0:0:0:0:
64,192,86618,1,8,0:0:0:0:
192,192,86941,1,2,0:0:0:0:
320,192,86941,1,4,0:0:0:0:
448,192,87263,1,8,0:0:0:0:
320,192,87586,1,2,0:0:0:0:
192,192,87909,1,8,0:0:0:0:
64,192,88231,1,2,0:0:0:0:
448,192,88231,1,4,3:0:0:0:
192,192,88554,1,8,0:0:0:0:
320,192,88876,1,2,0:0:0:0:
448,192,89199,1,8,0:0:0:0:
64,192,89521,1,2,0:0:0:0:
320,192,89521,1,4,0:0:0:0:
192,192,89844,1,8,0:0:0:0:
320,192,90167,1,2,0:0:0:0:
448,192,90489,1,8,0:0:0:0:
320,192,90812,1,2,0:0:0:0:
192,192,90812,1,4,0:0:0:0:
64,192,91134,5,8,0:0:0:0:
192,192,91457,5,2,0:0:0:0:
320,192,91779,1,8,0:0:0:0:
448,192,92102,5,2,0:0:0:0:
64,192,92102,128,4,92425:0:0:0:0:
192,192,92425,1,8,0:0:0:0:
448,192,92747,128,2,93070:0:0:0:0:
320,192,92747,1,4,0:0:0:0:
64,192,93070,1,8,0:0:0:0:
192,192,93392,128,2,93715:0:0:0:0:
320,192,93392,1,4,0:0:0:0:
64,192,93715,1,8,0:0:0:0:
320,192,94038,128,2,94360:0:0:0:0:
192,192,94038,1,4,0:0:0:0:
448,192,94360,1,8,0:0:0:0:
192,192,94683,1,4,0:0:0:0:
64,192,94683,1,2,0:0:0:0:
448,192,95973,5,2,0:0:0:0:
320,192,95973,1,4,0:0:0:0:
64,192,97263,1,2,0:0:0:0:
192,192,97263,1,4,0:0:0:0:
320,192,97909,1,2,0:0:0:0:
448,192,97909,1,4,0:0:0:0:
64,192,98554,1,8,0:0:0:0:
192,192,98554,128,4,99199:0:0:0:0:
320,192,99199,128,4,99844:0:0:0:0:
448,192,99199,1,2,0:0:0:0:
64,192,99844,1,4,0:0:0:0:
448,192,99844,1,2,0:0:0:0:
that's whyAchsanLovers wrote:
now i understand why
srsly can i get a heart icon please
Yes, you are right. It happened throughout the higher 3 diffs. Fixed.DE-CADE wrote:
[Tofu's Hard]01:16:175 (76175|3) -
01:29:078 (89078|0) -
01:18:755 (78755|0) -
I'm very sure this should be at 1/6 snap. if you replay it over and over again at snap 1/8 with 25% playback, this note is earlier to represent the piano
Sure, both fixed. Thanks for check!error_exe777 wrote:
i agree with de-cade here, in all diffs above normal, the graces notes shown at 01:16:134 - 01:18:715 - and 01:29:038 - should be snapped to 1/6th instead. the sound plays a little later than where the 1/8th tick is shown and its far enough ahead not to blame it on offset. besides, theres no use of 1/8th in the song and an abundance of 1/6th sounds so it makes sense for it to be on 1/6th as wellrest of mod[Tofu's Hard]
00:59:844 (59844|3,59925|2,60005|1,60086|2) - i would rearrange the notes here slightly to have this as a full 4 note trill for the sound like http://prntscr.com/jq8vxu or smth
01:38:554 (98554|3) - same thing here, maybe move this to col 2?
thats all, can re-bubble after changes are made
thanks for mod error!!Insp1r3 wrote:
Error single handedly keeping mania alive
error_exe777 wrote:
[Sya's Normal]
00:45:328 (45328|1) - id move this to col 1 since the trills for this pitch are in [14] so it doesnt make sense to break that consistency here okay
01:19:199 - this section is really harsh for a normal diff with the 1/6th and 1/2 notes being played simultaneously. probably too high a skill level for the average player of this level, so i would simplify down to just the 1/2 LNs for the piano here there's no 1/2 beat here so it can't fit to the beat
01:29:521 - same thing ^^ same
thats all, can re-bubble after changes are made
thanks error n bg maxus >w<Maxus wrote:
So, While this is popped, will try fix some snap too here in Sya's Normal
01:21:081 (81081|3) - delete this note, there isn't 1/6. dem
01:21:296 (81296|1) - Move to 1/3 at 01:21:349 - okay
So, regarding the pattern at 01:19:199 - , I don't think it should be changed to 1/2 LN cause it's rythmically causing confusion for novice players, especially when there isn't any 1/2 sound exist at all within the piano section, so i suggest to keep it as it is.
@Syadow: Tolong bener2 dicek ya soal snapnya dsbnya, ga lucu juga kalau mapnya nanti tiba2 salah mlu klo dr pengalaman wa cek map u. jadi sekali lgi diseriusin mau map lu / GD lu / apapun. w seriusin smua bg ;w; adu masalah sma snap terus orz
Jadi kesimpulan yg w dapet.Abraxos wrote:
kurang lebih gini
00:01:780 - 00:09:521 - it's a little odd to me that you followed the percussion here, it's probably the most basic thing you could've done. there's nothing inherently wrong with it, it's just surprising to me
// ini agak aneh buat doi dimana kamu mengikuti perkusi (kick) disini, sebenernya ini sesuatu yang sangat basic/dasar yang bisa lu kerjakan. disana tak ada kesalahan dengan inherently (gampangnya snap dah yg warna warni). hanya saja itu buat doi suprise. -w-
my issue comes with the next section though
// issunya doi datang dri mulai bagian ini
00:09:683 - 00:09:925 -
00:10:328 - 00:10:409 - 00:10:570 -
00:10:731 -
00:10:973 -
all these snare-sounding stuff are doubled, which would've been fine if not for the fact that
00:09:844 - 00:10:167 - 00:10:489 - 00:10:812 - these bass kicks have that bass line to them (i.e., there's an underlying "oopmh" or low-pitched hit if you want to call it that), which makes them stand out against those snares, even though they have a different quality of sound to them (with the snare sounds being weaker due to their lack of bass backing) // semua suara snare dibuat doble, dimana akan menjadi lebih baik 'jika tidak untuk kenyataannya' *gw rada ambigu disini wkwk* bahwa 00:09:844 - 00:10:167 - 00:10:489 - 00:10:812 -ini memiliki suara bass kick di bass line / garis bass untuk mereka *maksudnya suara basskicknya pas pada tempatnya* (yaitu disana ada suara layer / backsound "oopmh" or low-pitched (ketukan nada rendah/pelan) jika kamu ingin memanggilnya seperti itu), dimana membuat mereka *kick* lebih menonjol menentang suara snarenya. bahkan berpikir mereka memiliki perbedaan kualitas suara untuk ,ereka (dgn suara snare yang menjadi lebih lemah karena kekurangan bass backing (mksdnya suara background / layer bassnya) mereka
however, you seem to have represented both of them in the same way, so we have things like 00:10:328 (10328|3,10328|0,10409|1,10409|2,10489|0,10489|3,10570|1,10570|2) - that seem out of place in first play because of that difference in sound quality // Namun, km terlihat untuk menjelaskan keduanya dalam same way/jalan yg sama *intinya mksdnya ini suaranya kan beda. tp lu buat itu sama placingnya/penempatannya jadi awkward*, Jadi kita punya sesuatu seperti 00:10:328 (10328|3,10328|0,10409|1,10409|2,10489|0,10489|3,10570|1,10570|2) - dimana terlihat keluar dari tempat pertama kita mainkan karena keduanya memiliki perbedaan kualitas suara.*Intinya ga konsisten jadinya, part awal sama part slnjutnya ga cocok berasa out/keluar dari konsistensi*
to support this "out of placeness" even further, the prior section (00:01:780 - 00:09:521) purely consists of doubles to those bass kicks, which already sets up expectations that a double is equivalent in sound quality/strength as those bass kicks players hear. so when you introduce the next section (00:09:521 - onwards) where there's a less bass-y kick that is doubled it just kinda doesn't mesh well. again, these aren't DQable stuff, it's just odd design choices. // untuk membantu ini "keluar dari placeness" bahkan lebih lanjut, bagian prioritas (00:01:780 - 00:09:521) sangat konsisten dengan dobel note untuk basskick, yang mana sudah mengatur pengeculian bahwa sebuah double adalah ekulivalen (sebanding) dengan kualitas/kekuatan suara seperti bass kick yang didengar player. jadi ketika lu pengen bagian selanjutnya (00:09:521 - onwards)dimana disana terdapat sediki bass-y kick *yang udah dibuat* doble *sblmnya* itu membuat agak tak cocok. lagi, INI BUKAN DQable STUFF *bkn sesuatu penyebab DQ*]
these layering stuffs seem present throughout the map, so if you wanna be thorough you should look at every instance and see whether or not it's appropriate to you // hal hal tentang layering terlihat menjelaskan seluaruh map. jadi, jika lu pengen (menjadi) lebih teliti, lu sebaiknya melihat di semua contoh dan melihat apakah itu sesuai buat lu atau kagak :p
_____________________________________________________________________
this next one is much more important // ini hal lain yg sangat penting *katanya :p
00:15:005 (15005|2,15650|1) - i just don't see how these notes deserve to be even acknowledged in play - i mean, there isn't even an existing percussion line on those two notes, and there's no piano note there either. it only gets messier when you consider the actual existing percussion lines on 00:14:844 - 00:15:086 - 00:15:489 - 00:15:570 - 00:15:731 - 00:15:892 - so players are left with hearing these sounds in play and only hitting notes where sounds are objectively weaker. this issue is compounded further by previous sections too, since you've only really followed the piano and the percussion up till that point, setting up more expectations of notes=percussion/piano, not some light-ass woosh sound. as mentioned before though, it's just an odd design choice to me. // 00:15:005 (15005|2,15650|1) -si doi gak mudeng gimana itu note cocok/pantas/layak dipakek bahkan dengan pengatahuan yg rendah (copo, wkwkkw) dalam bermain. maksudnya, bahkan disana tidak exist/ada garis perkusion *kyak bass, kick dll* di dua note itu, dan disana jg ga ada note piano. itu cuman membuatnya lebih kacau ketika lu mempertimbangkan kenyataan, ada garis perkusi di 00:14:844 - 00:15:086 - 00:15:489 - 00:15:570 - 00:15:731 - 00:15:892 -. jadi player dapat langsung dengan mendengarkan suara itu dlm bermain dan hanya memencet/meng-hit note dimana suaranya secara obyektif lebih lemah. masalah ini jg menambah lanjutan dari bagian sblmnya jg. karna km cuman hanya mengikuti suara piano dan perkusi naik sampai poin/bagian itu, atur lebih bnyk note pengecualian =perkusi/piano, tidak beberapa suara seperti light-ass woosh sound *suara cahaya/wooshhh/fx*seperti yg sudah disebut sblmnya, itu hanya keanehan pemilihan desain bagi si doi
The first point i assume he just tried to make the intro much simpler to accentuate the drum. Combine it with the piano is also doable, but that means the intro will be more or less the same as other GD'er, which the mapper may try to avoid and what decide him to took other approaches.Abraxos wrote:
hi this isn't serious and doesn't warrant DQ or anything, i'm just interested in your reasoningour destiny
00:01:780 - 00:09:521 - it's a little odd to me that you followed the percussion here, it's probably the most basic thing you could've done. there's nothing inherently wrong with it, it's just surprising to me
_____________________________________________________________________
my issue comes with the next section though
00:09:683 - 00:09:925 -
00:10:328 - 00:10:409 - 00:10:570 -
00:10:731 -
00:10:973 -
all these snare-sounding stuff are doubled, which would've been fine if not for the fact that
00:09:844 - 00:10:167 - 00:10:489 - 00:10:812 - these bass kicks have that bass line to them (i.e., there's an underlying "oopmh" or low-pitched hit if you want to call it that), which makes them stand out against those snares
however, you seem to have represented both of them in the same way, so we have things like 00:10:328 (10328|3,10328|0,10409|1,10409|2,10489|0,10489|3,10570|1,10570|2) - that seem out of place in first play because of that difference in sound quality
to support this "out of placeness" even further, the prior section (00:01:780 - 00:09:521) purely consists of doubles to those bass kicks, which already sets up expectations that a double is equivalent in sound quality/strength as those bass kicks players hear. so when you introduce the next section (00:09:521 - onwards) where there's a less bass-y kick that is doubled it just kinda doesn't mesh well. again, these aren't DQable stuff, it's just odd design choices.
these layering stuffs seem present throughout the map, so if you wanna be thorough you should look at every instance and see whether or not it's appropriate to you
Although not directly related, but I ask the mapper about things around this area too, so i think it kinda answer about mapping the hithat. and his answer more or less like this:Abraxos wrote:
this next one is much more important
00:15:005 (15005|2,15650|1) - i just don't see how these notes deserve to be even acknowledged in play - i mean, there isn't even an existing percussion line on those two notes, and there's no piano note there either. it only gets messier when you consider the actual existing percussion lines on 00:14:844 - 00:15:086 - 00:15:489 - 00:15:570 - 00:15:731 - 00:15:892 - so players are left with hearing these sounds in play and only hitting notes where sounds are objectively weaker. this issue is compounded further by previous sections too, since you've only really followed the piano and the percussion up till that point, setting up more expectations of notes=percussion/piano, not some light-ass woosh sound. as mentioned before though, it's just an odd design choice to me.[/notice]
yeah idk
Maxus wrote:
The first point i assume he just tried to make the intro much simpler to accentuate the drum. Combine it with the piano is also doable, but that means the intro will be more or less the same as other GD'er, which the mapper may try to avoid and what decide him to took other approaches.
it's a little sad if anything that remotely resembles an inquiry into the discussion raised is seen as a personal attack but this game is pretty hot-buttoned when it comes to literally anything (this is more of a quip regarding the culture around here, don't mind me; if anything i'm happy that people bothered to respond civilly)Maxus wrote:
For the second Point, The main question in the simplified way is that "why there's 2 different sound that got the same amount of chord happened there?"
Without trying to sound rude (I apologize if i did) , the mapper try to differentiate the amount of chord for each respective sound will either create another inconsistency, or forcing the pattern that unfit the mood here, How is that even happening?
i added reference notes for my own, well, reference.Maxus wrote:
Let's take a look at the jumptrill at 00:10:328 (10328|3,10328|0,10409|1,10409|2,10489|0,10489|3,10570|1,10570|2) - , {1} Assuming that mapper need to differentiate the sound without forcing the jack, it means he has to do triple chord for the louder snare, and single note for the weaker kick. it means for consistency he has to set up the other note such as 00:09:844 (9844|1,9844|0,9925|2,9925|3) - with the same amount of notes as i told earlier, which not only makes the kick too underwhelming and kind of inconsistent with the intro part, but the amount of notes differences between 2 corresponding sound will be too big when we consider that their sound differences aren't that major to begin with.
{2} How about if louder snare just 2 notes while the kick is 1 note? that design i assume will be much weirder when we consider the section here has much stronger compared with the upcoming jumpstream at 00:11:134 -
{3} How about if the louder snares back to 3 notes and the kick are 2 notes? that should creates obvious jack which we want to avoid considering it's only an opening act.
Those 3 alternative I mentioned before in my opinion will be much too forcing to be implemented just for the sake of chord differentiation, which i believe will hurting more than as a solution. The more flexible solution is the current implementation within the current map, which is to make both sound becoming double notes. Because not only it makes the map flow more linear without forcing towards the current structure, but both sound has quite similar hardness which in an extent still makes sense to be put within the same amount of chord.
Maxus wrote:
Although not directly related, but I ask the mapper about things around this area too, so i think it kinda answer about mapping the hithat. and his answer more or less like this:
"Yeah, I want to focus more on the piano here, I want to give break from previous Jumpstream at 00:11:134 - , Even if you argue it's highest difficulty, every map must have a break at the very least, I don't want to force player have to follow all the sound existing within the song. So i decide to follow hithat to prevent it becoming too empty while still telling what i intend to focusing (the piano)"
While I was also unconvinced earlier, I kinda decided to just let it go because of how i come upon a realization that the hithat helps emphasizing how the mapper intend to accenting the piano here. If the mapper decide to map the kick instead, then it will take the original emphasis towards the piano, which is already completely gone from the mapper's intention. because kick isn't viable, so mapping the other instrument is the solution for this, which is the hat. I know mapping kick might be more of the common sense for most people, but i kind of respect this kind of approach that takes thing differently and yet still logical when i tried to take the perception into different perspective.
Yeah I understand the point, I just don't really push this too hard because one point valid doesn't reduce the validity of other perspective as well. Especially when it's only a very beginning part of the song, and the logic behind the layering choices is not dissonant with how the start of the song works, especially when we can see the mapper might want to just take things more slowly instead of suddenly 1/3 piano all the way through. Also he wants to push different approach from what the GD'ers already did multiple times already while still being makes sense, which i do respect from him.Abraxos wrote:
again, it's not earth-shattering news, but i would've appreciated it better if that section had at least some form of acknowledgement towards the piano introduction - i mean, the bulk of the map has patterns that are exclusively dedicated towards piano stuff (e.g., 00:41:457 onwards, 01:24:683 these trill piano things that are present throughout the map, etc. - the thing to note is that saliency is taken with regards to the context of the map, i.e. if the general layout of the song is (bass-kick-bass-kick/double-single-double-triple-double...) then any variation from that sound would be salient/noticeably different)
there's no need for him to explicitly combine both the percussion and the piano as well - to me at least, the piano line in this section is more salient that the rest of the sounds, and that saliency kinda fits in with the theme of the map anyway (refer to e.gs. above), so there's no harm in just emphasizing on that just as a sort of primer for the player as to what they can expect to see in the chart. besides, it seems to me that following the piano would give more variation in patterning than the current structure of the chart anyway : P
I know you want to say it's more of the culture of the community , but i can't help but feel that i'm being told that I said your suggestion as a personal attack, please refrain to do so because i'm not at all (i'm quite sure i keep the discussion calm and collected). All I wanna say is the reason why from my perspective your suggestion won't work with the map, doesn't mean i am hot buttoned and just take things as a personal attack.Abraxos wrote:
it's a little sad if anything that remotely resembles an inquiry into the discussion raised is seen as a personal attack but this game is pretty hot-buttoned when it comes to literally anything (this is more of a quip regarding the culture around here, don't mind me; if anything i'm happy that people bothered to respond civilly)
I will try to reply from second point.Abraxos wrote:
i added reference notes for my own, well, reference.
satificing won't cut it, unfortunately. you seem to agree with me on the point about how the two sounds are fundamentally different in quality, yet you raised points about how trying to indicate that difference doesn't seem to work. i guess it would be fine if you rationalized the incongruence by deadlocking the possible solutions, but that only pushes back my concerns with the layering to the global layering of the chart:
{1} : a jack would be too out of place, it'd be silly if the mapper considered this
{2} : then my question would translate to "why would the upcoming jumpstream feature doubles on 00:11:296 (11296|1,11296|3,11618|0,11618|2) - and not on 00:11:215 (11215|2,11376|0,11538|1)? you certainly can't argue the point about different impact, since the map has already told me that 00:10:570 - should be the same in intensity as 00:10:489"
{3} : then my question would translate to "aren't triples supposed to be on either crashes (like 00:08:231) or on every downbeat (like 00:06:941)? why then does the following jumpstream feature a triple on 00:11:779? you can't say that it's for the louder, airier kick sound, since 00:09:199 - 00:07:263 - etc., aren't tripled and triples are meant to follow the "every downbeat" rule."
in essence, the map is just a bit janky here and there - which is fine i guess, but like idk
1) The schemes was to having support the piano instead of try to take that main role and just get rid of the piano completely with the drum. in actual play the low snare really combine well with the piano as the foundation towards the next step. People try to mapping other instrument to support their current structure and emphasis isn't unheard of as far as i know.Abraxos wrote:
a few caveats:
1) why would mapping another sound in a separate, distinct section that has a clear difference in impact and overall quality of sound detract from the original intent of the LNs? I don't think people have that bad of a memory that they instantly just forget the schemas you've set up beforehand even though you've clearly layered the piano for the previous 5-10 seconds.
2) if you want to argue the detraction in a case where both piano and percussion elements hold similar intensities, then that's fine - but can you really argue that that's the case in this section? I feel like the song builds up the entry into the mini-climax of this part (which I remember was the jumptrill, I'm outside right now) by sprinkling in these percussion elements as a way to signal to the listener that "hey, the song is changing here, listen closer". By ignoring the percussion of the song at this particular point you've effectively removed the (assumed) intent of the song at this section, which was the build into the mini-climax.
I never take things as the best viewpoint though as we are in the field where 90% of the things are too subjective (if something is objective, it will be in the RC anyway, the fact it's not means that it isn't). Mapping is just too vast to actually do that in an often basis.Abraxos wrote:
Certainly the value-signaling for the charter should hold less precedence over the actual validity of the charting with regards to the song - it's a little weird to see why people would make the case about respecting "viewpoints" in modding if we're here to find what's the best "viewpoint"/methodology/whatever. People aren't that infallible, you know.
Once again, please refrain from indirectly display the direct dissatisfaction of the non-accepted suggestion, saying other people only want enough chart and not want to be better cause they have another reason to keep theirs will only reduce your leverage in front of people. If we push too hard on what envision we believe is better it only leads to narrow viewpoint and the unwanted outcomes especially in something where the perception is too vast like this. I hope it doesn't happened and mutual understanding will be formed more, so i hope we can keep the civilness here.Abraxos wrote:
So yeah. The ranking criteria and the culture of just enough is OK I guess, but I wonder how long people can maintain their own dissonance, especially when the push for "better charts" is so ingrained in the current charting meta.
seems like you've misread or something, because none of this was supposed to be targeted at you in particular. see ** for reference.Maxus wrote:
I know you want to say it's more of the culture of the community , but i can't help but feel that i'm being told that I said your suggestion as a personal attack, please refrain to do so because i'm not at all (i'm quite sure i keep the discussion calm and collected). All I wanna say is the reason why from my perspective your suggestion won't work with the map, doesn't mean i am hot buttoned and just take things as a personal attack.
i have never once stated that "mappers must do this particular thing or else their entire chart is ruined and is absolutely unplayable" - i find it slightly aggravating thatMaxus wrote:
Once again, please refrain from indirectly display the direct dissatisfaction of the non-accepted suggestion, saying other people only want enough chart and not want to be better cause they have another reason to keep theirs will only reduce your leverage in front of people. If we push too hard on what envision we believe is better it only leads to narrow viewpoint and the unwanted outcomes especially in something where the perception is too vast like this. I hope it doesn't happened and mutual understanding will be formed more, so i hope we can keep the civilness here.
i disagree. you can have your viewpoints, sure, but whether or not your thoughts correspond to the real world is a completely separate matter. it's a shame people resort so much to subjectivist ideals because in a way it allows for free roam and i can get behind that. but i don't like it when people use it as a reason to justify their own charting in any measure of the word. if you tell me that you've mapped something in a certain way because you've interpreted the song to be that way in that section, then sure; but don't expect me to interpret the song the same way as you did.Maxus wrote:
I never take things as the best viewpoint though as we are in the field where 90% of the things are too subjective (if something is objective, it will be in the RC anyway, the fact it's not means that it isn't). Mapping is just too vast to actually do that in an often basis.
kinda weird explanation, i mean i'm not sure if i would respect people for merely doing something differently and still "making it work". again, it's fine if you don't wanna, i'm just saying it'd be more interesting if you did something like column allocation for the percussion and piano beats since they give the variation in the actual song at that point in timeMaxus wrote:
Yeah I understand the point, I just don't really push this too hard because one point valid doesn't reduce the validity of other perspective as well. Especially when it's only a very beginning part of the song, and the logic behind the layering choices is not dissonant with how the start of the song works, especially when we can see the mapper might want to just take things more slowly instead of suddenly 1/3 piano all the way through. Also he wants to push different approach from what the GD'ers already did multiple times already while still being makes sense, which i do respect from him.
well, seems need to DQ here, my badRivals_7 wrote:
completely separate thing from above xd
yes i have questions
top diff thing
00:09:844 -> - 00:12:102 (12102|3) -
ok so i think you're in favor of percussion mapping. majorly. however, why is there no percussion HS being attached as well here?
idk its just weird to leave out all those kicks by only a tiny bell-like sounds. just doesnt go well and kinda detach the mapping with the situated noise
i have try this 6 month ago, and while playing, the hitsound feels too noisy for me, so i prefer to do somehing like kick-med clap-kick-snare-something something
00:16:134 (16134|3) - same situation here
nah, same here as well
01:10:812 - this one even more obvious
nah, too much loud if i put more hitsound in every note there, so im just put W+F there, looks fine for me
01:32:747 (92747|1) - this one is justified because piano is more dense and it will be ruined if theres an overwhelming percussion HS here. i can leave that.
just those three that left me thinking
o wait, i dont get it :/
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Destiny as reference
[Amii]
00:04:683 (4683|2) - 00:08:554 (8554|1) - missing W oof wooot, why no W there aaaaaaaaaaaaaaa
00:38:957 (38957|2) - you're not doubling this? its kinda similar to scheme on - 00:38:231 (38231|0,38231|3,38312|2,38312|1) - hmm, the first one, actually have the strong kick sound, but after that, 00:38:957 - have weaker than before, so 1 is enough
00:56:376 (56376|2) - likewise seems the pattern like triple-single-single-single-double-single here, like the others, since that was in blue tick, that was fine for keeping it as 1 note
[Tofu]
00:04:683 (4683|2) - why is there an additional C here? oof again? aazzzz
This is highly unlikely to be intended because afaik, there was a HS diff here so i assume all diff were hitsounded by achsan and he try to consistently do it but still left some of it apparently some of them probably got delete because the GD'er do some changing in their map, and im forgot to recheck it again
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probably important to note. i barely could notice the drum-hitwhistle in 100%fx. it seems to be in the grey area of "blended too much". may need a proper judgement from qat because i might be wrong xd
cheers
thank you tofu <3Tofu1222 wrote:
Happy birthday Achsan o/
I sincerely hope this discussion can end soon and we can get this map ready. Sorry that I can't help because I am a bit busy these days.
lolololololAsherz007 wrote:
tfw still can't pronounce the song title should be pronounce like "nifelheimer' lol
Achsan reported the map themselves, so I guess this is a request for a DQ from the looks of it.
So uh... here ya go and best of luck! I'll be floating about if there's any urgent questions that need asking... after I go to sleep cus it's 4:30am here lol
Also just as a side note, there has to be some tags around to put in the map I guess? i guess there's no more tags should be put hereand where's the birthday cake
Don't ask BN to icon map in the first place then if you're not interested.AchsanLovers wrote:
tfw i have no more motivation to rank a map ;w;
you mean my Twinkle Wonderland? well, actually use beginner here because the game (reflec beat) so i use beginner. but this one is jubeat, and i guess easy is the cool one.Tofu1222 wrote:
Btw, since you were using Beginner as your previous Qrispy Joybox map, would you like to rename Ly0's Easy to Ly0's Beginner?
yeah gonna stop to rank stuff after rank 5 qrispy map tbh :/ and i already ask error, and he's gonna hit it soon. makasih udh pengertian bang :')Maxus wrote:
Don't ask BN to icon map in the first place then if you're not interested.AchsanLovers wrote:
tfw i have no more motivation to rank a map ;w;
Anyway, ask error to bubble this map, i will requalify afterwards.
this left hand heavy pattern kind of takes away from the smooth flow that's utilized in this difficulty without much to justify itnot really, we have 00:39:521 (39521|3,39521|2) - as rebalance for right hand, so i dont think so.
You could also think of it to do with pitch as well by having all the notes moving from right -> left to represent the descending pitchtbh, never thinking to mapping something with following the pitch of the sound, so idk.