sucks to be you.Nifty wrote:
Tfw there was a mapping contest for this song and nobody told me about it.
now get mods so I can bubble it. thank you
sucks to be you.Nifty wrote:
Tfw there was a mapping contest for this song and nobody told me about it.
tyJarvisGaming YT wrote:
From queue
[Kantan]
Maybe change HP to 8 I only do this if there's no more than 100 notes
00:15:000 (24) - k because of slight pitch change I see it more fit as d
00:54:567 (84,85,86) - dkd to fit the pitch okk
00:56:513 (89) - k because of slight pitch change just too slight, not an issue
01:26:188 (139) - d because lower pitch cymbal
[Footshoe]
00:07:541 (23,24,25) - ddk to fit pitch the extra bloop are more prominent here, they go down
01:39:972 (268,269,270,271) - kdkd changed to kkdd
[Muzu]
00:17:919 (82,83,84,85,86) - ddkdk to fit pitch but that doesn't fit the pitch
01:42:725 (41,42,43) - dkd sounds better that's an inconsistency too, oke
[Oni]
good cool
[Inner Oni]
00:24:487 (180) - k to make it sound better d is more fun to play
01:05:999 (497) - ^
Gl :3
ty for quicc mod[R] wrote:
yo
[Kantan]
00:40:621 - move 00:39:648 - and 00:40:946 - move 00:40:784 - , having x xxx repetition kinda boring yes good
00:55:865 (87,88,89) - ddd change ddk or kkd, to emphasize 00:56:513 - as pitch drop changed kkd
01:22:134 - same like 00:40:621 -
[Futsuu]
00:01:703 - | 00:06:892 - | delete, seeing kantan have less note here I don't see what you mean
00:40:297 - change don ? for a consistent flow like 00:37:703 - | 00:39:000 - The noise is very similar to the next one, and I want these synths to be expressed with the same intensity
00:46:135 - | 00:46:459 - delete, the drum doesnt fit to hear, also u skip the drum in 00:41:108 - Those beats are mapped specifically to the drum, and that break is the same as the same spot before
00:50:675 - add don and 00:51:324 - move 00:51:162 - sound will more fit changed a bit
00:51:648 - delete, give a rest for next kiai These drums hits are too important imo to leave out, the intensity builds up and then drops off at the kiai as well
01:11:594 - add note ? sure
[Muzukashii]
00:15:406 - | 00:25:784 - delete, instead 00:20:595 - add note, hard to explain but seeing oni 00:20:514 - have 5plet, this will keep the sphread hmm, I changed some stuff around
00:47:432 - delete ? for a good flow This pattern is alright, I think the filler d's do well in emphasizing the k's more for the melody
01:28:945 - ^ ^
that's all from me
gl ranking
Karee Pan wrote:
G'day sir, here's M4M.
[Kantan]
00:11:433 - I think You should add some notes after the drop to separate from the quiet start. the 4 spots like this could work. The finisher is enough to signify the change.
00:52:946 - Then we could consider adding 4 of them here too. ^
[Futsuu]
00:15:162 00:25:541 - Could add d's here for some intensity. I want to keep the spacing, this is a calmer section, a "break" if you will.
00:45:486 (130) - This could just be a d cause of the pitch rise at (131) Changed for consistency.
[Muzukashii]
00:47:432 (216) - Deleting this would work better for building some intensity in this section Changed the pattern to make it EVEN BETTER.
00:51:324 (239) - It's probably a bit much for Muzu, but switching this to d and putting the k to 00:51:162 instead would keep the double k's going and work on the intensity build as well. Just a thought. The difficulty is appropriate, being the peak of the song.
[Oni]
00:36:162 (200) - Consider deleting this note, this 5plet feels out of place for this section considering how calm you map the rest of it. I would rather keep this, it keeps the map from dipping into the boring side and also I want to map the sounds there.
00:48:081 - You could consider a 1/3 kddk here instead, to me it flows alot better than 2 lone doubles. I'll just flip the first to be dk, since I think the transition from 1/4 to 1/3 in a longer pattern is too difficult (or too identical to the inner).
[Inner Oni]
00:25:703 (190) - d would separate the double snare nicely Oh yeah.
00:36:243 (264) - Pretty distinguishing bassdrum sound here so this could be a d. I'm mapping to those rising bloops, in gameplay you hear them over the bass.
00:48:081 - how about kddkddkdkkdkk, I feel it might represent the pitch rise a bit. I like the pattern I have more, and it represents the music well enough I feel.
Sorry, mod is somewhat stub. Map is really well done, feels like nitpicking finding much of anything to change. Good job! thankyawwwww
23:25 Gabe: ugu
23:25 Nifty: owo
23:39 Gabe: I guess the only thing that triggers me is the muzu
23:39 Gabe: well
23:39 Gabe: the spread, somehow
23:39 Nifty: hmm?
23:39 Gabe: https://gabe.s-ul.eu/mFcE0CnO
23:39 Nifty: is muzu too hard lmao
23:40 Gabe: nah, that's the thing
23:40 Gabe: LMAO
23:40 Nifty: oh?
23:40 Gabe: to me, it feels alright
23:40 Nifty: yeah me too lmao
23:40 Gabe: but the numbers are not :<
23:40 Nifty: I mean, usually you're not supposed to look at numbers as indication of good spread
23:41 Gabe: that can help somehow
23:41 Nifty: you could have a 200 note all offbeat shitty map be harder than a 400 note triples and 5plets map
23:41 Nifty: I'm just always yelled at whenever I do it I guess then :P
23:41 Gabe: kek
23:42 Gabe: but yeah, if we put that aside
23:42 Gabe: I found a little inconsistency
23:42 Nifty: o shet
23:42 Gabe: ...and I didn't save my bookmarks
23:42 Gabe: FUCK
23:42 Gabe: one sec
23:43 Nifty: heck
23:43 Nifty: but it was in muzu ye?
23:43 Gabe: Bookmarks: 15406,20595,25784,56918,62108,67297
23:44 Gabe: yeah
23:44 Gabe: if we look at them, you are either using triplets.. or not
23:44 Gabe: and like.. it's technically the same part?
23:45 Nifty: mmm the drums at 00:20:595 - are way stronger, so I felt like a triple would be appropriate there
23:45 Nifty: deleted the one at 25784
23:46 Nifty: added triple 01:02:108 - here
23:46 Gabe: yeah, I hear it
23:46 Nifty: and deleted the next one cause consistancy with the first repetition of the melody
23:46 Gabe: so like, out of these 6
23:46 Gabe: you should only use 2 triplets
23:46 Nifty: yeah i did
23:46 Gabe: if we consider the drums
23:46 Gabe: okay cool!
23:47 Nifty: and they're the 2nd and 5th instances :D
23:47 Gabe: which works greatly :D
23:47 Gabe: woo consistency
23:47 Nifty: wooo
23:47 Nifty: I was spooked about breaing consistancy when getting mods bc every change I made would be made twice
23:47 Nifty: breaking english
23:48 Gabe: lel
23:49 *Gabe is editing [https://osu.ppy.sh/b/1406936 OISHII - UP UP MT. CAKE [Oni]]
23:49 Gabe: 00:15:324 (78,79,80) - VS 00:25:703 (143,144,145) -
23:49 Gabe: One is using kdk and one is using dkk
23:50 Nifty: WHO WINNSSSS
23:50 Gabe: dkk
23:50 Gabe: WOO
23:50 Nifty: dkk wins
23:50 Nifty: yeah
23:51 Nifty: don't point out 00:56:756 - bc I already deleted it
23:51 Gabe: 00:15:000 (76,77) - shouldn't these be switched also
23:51 Gabe: oh ok
23:51 Nifty: ye i got those
23:52 Gabe: 00:56:513 (325,326) - (this too?)
23:52 Nifty: yuh
23:52 Gabe: oki
23:56 Gabe: alright soo
23:56 Gabe: the easier diffs are okay
23:56 Gabe: Inner too
23:57 Gabe: feel free to updatuh
23:57 Nifty: updatuh'd
no crashing my birthday bubble partyBackfire wrote:
pop bubble this map sucks
Backfire wrote:
pop bubble this map sucks
filled in the oni (on all charges), but I don't see what you're trying to point out in the inner, both of those sections are fine, and I skipped over the melody in the introduction because it's calm, so the density should be lower than when the bass and other parts come in.Taikocracy wrote:
some spread problems, all from oni -> inner oni
every time there's a stream plotted in the inner there's no such difficulty buildup from the oni, where in all the difficulties have d k d k d 1/1, the inner oni has a full measure stream. while the spread from an oni and higher isn't too big a deal, i don't think it's a good idea to have such different density gaps from one oni to another. this occurs at 00:23:432 - and 01:04:945 - . a similar difficulty gap is present at 00:37:703 - where there's 1 basic 1/4 triplet, while the inner has a 7 plet and 9 plet 1/4 pattern with a 1/2 break in between them.
on top of that i think some of the plots in the inner oni are not consistent as they follow the highest pitched chip melody but then proceed to ignore what it does very abruptly, i.e. 00:30:000 - and then plot it when it comes back around at 00:43:054 (311) - . (and i don't like how you skipped over the melody in the intro as well, there isn't much of any reason to ignore it)
also why is 00:01:379 - in the futsuu filled but there's absolutely nothing in the kantan here, and again at 00:06:568 - ?
call me or gabe back to rebubble when considered/fixed
p.s. i just read that the "defining factor" is how the streams set the inner apart from the regular oni, which isn't a solid ideal to map with. difficulty increase is best measured by increases in note density as well as pattern complexity, and if the only factor that sets the two difficulties apart is the streams, there shouldn't be an inner oni imo.
Okorin wrote:
lolz the last time i popped a taiko bubble the mapper literally quit the game
bold stuff =reason for blockingmy response
[inner oni]
there's a bunch of instances throughout the map where you just switch layers from what you were following primarily. Most of your patterns are really strictly mapped towards the main melody layer of this song, but then you either randomly just switch to something completely different or just dont map anything.
This becomes kind of obvious in the following places:
00:00:325 - 00:00:811 - etc where you throw in a simplified rhythm just to then accurately follow the melody in the next measure - playing this feels like listening to the music selectively, "oh the densest patterns are in the least dense part" - i think either going and simplifying everything | So you think I should map every sound here 1:1 as it's mapped in the kiai even though it's like, 1/4th of the intensity? Alright, changed, unless you change your mind.
00:09:162 (55,56,57,58,59) - up until here you've been following the main melody, now the main melody turned out to be doing something more complicated so you switch to the layer that no one paid any attention to | This is not mappable, it's an unquantized trill that follows a loose 1/6th on the first measure, but the 7th note of the pattern falls about 10ms past the white tick, and since it slows down, there's only 4 notes left in the trill. Please, tell me how to fit 11 notes inside of 2 bars. Otherwise, I changed these areas to sliders.
00:15:000 (95,96,97,98,99,100,101,102,103) - 00:19:541 (133,134,135,136,137,138) - same thing as before, you're throwing people off balance by suddenly switching away from the most obvious thing you've been following all day | I understand this, simplified
00:23:432 (167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183) - I mean yeah, that stuff is there but it also is the least obvious thing you could have followed, a stream like that would fit better on 00:38:270 - where it is the main thing going on instead of this place where the very existence of these sounds is like the most minute background thing that exists | Ok, so what do I put there, just some random 2/1 breaks in the middle of the kiai? As I see it, I'm following both of these noises in the kiai since the main melody gets so simple like there. You can see that I'm following this side bloop when I map 00:56:027 - this. As far as I'm concerned, if the player does not expect a long stream when that noise gets more complicated, it's their own fault for not realizing that it's being mapped. Also, the main melody of higher pitched bloops pretty obviously steps back to allow that pattern to be heard, giving it even more reason to be mapped. What I'm saying is, the layer switching is a consequence of the melody being passed between these two sounds.
Basically the biggest issue i see with this map is that the pacing of the map doesn't match the pacing of the song and breaks the system of what you've been following a lot
I think this thing could be better if you followed what you have been following more consequently. That'll end up making stuff not only more straightforward to play but also less awkward. Because as it stands right now i kind of had to memorize the system you slapped on this song instead of listening to the music in order to play this map and i dont think that's what this should be about
i have no idea what you mean with that, you even already use SV in this map lolNifty wrote:
I don't agree that sv is appropriate for this map. Although there are some areas where it could possibly be utilized, those areas would stand out way too much in comparison to the rest of the map to consider them appropriate to add in. The song is easygoing, and since some players think literally any sv changes at all are a burden, I also considered that as a factor in not applying sv to this map.
also I kind of want to rank something regular