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posted

MillhioreF wrote:

A few things I'm still surprised about in Sayaka difficulty.

00:42:474 (7) - How does this make any sense? Not only is there no musical cue for such a sudden jump, but the flow coming onto it is completely backwards, and it feels like something you'd see in a TAG4 map.
I made this from what I feel when I playing this bms by controller,it's not so hard,like https://osu.ppy.sh/s/38966 00:56:207 (1) -
00:53:808 (11) - The spacing is noticeably off here compared to the rest of the stream, it should be one grid lower on grid4.
Fixed
00:57:558 (1,2) - The slider velocity here doubles with completely no warning, unless you're able to read the approach circles of the next sliders and see that they're slightly more dense. I know this kind of stuff happens all the time in older maps, but that doesn't make it magically readable.
It's easy to get them,don't want to change it
01:16:974 (4,5,1) - The overlapping here is ugly as sin. I mean, I guess it flows well, so it doesn't need to be changed, but it still makes me barf to look at.
01:50:141 (1) - The end of this slider is actually outside the grid by one or two osupixels. Pretty sure that's unrankable.
Fixed
01:50:141 (1,1,1) - This feels really horrible to play with the way you keep having to snap back. Could just be me, but I just can't get behind it.


There's plenty more stylistic choices that I don't really like (as well as really janky distance spacing on most streams due to grid snapping) but most of them are excusable as a relic of the time. Someone should really check that one slider though, at the very least.
posted
Please please please please fix the time signature this time.
posted

Shiro wrote:

let this get ranked and let players decide whether or not this is good ?
I can't get why some people keep justifying this. Beatmap can perfectly stay in non ranked status and people who want to play 2010 style maps will still get their joy. Why you need to force this to ranked, to cause more dramas?

There are so many uneven/badd jumps, sharp and unnatural flows and difficulty spikes.
don't take this as mod post, just few examples for ^
00:08:641 (7,8,9,10,1,2) - this is uneven, it's not like music changes for this spots 00:08:808 (8,9) \\ 00:09:141 (10,1) and there is no symmetry or w.e. to justify this also
00:22:140 (5,6) - good usage of symmetry? music is not emphasized that strong as on 00:14:474 (7,1) or 00:15:808 (4,1) still you have 2 times bigger jump here
00:24:641 (1,2,1,2,1,2) - yes, I'm going to mention no sense comboing too
00:36:808 (4,1) - this jump reflects any stronger emphasize? you can compare with 00:35:308 (4,1) \\ 00:36:141 (4,1) \\ 00:37:474 (4,1) I'm not saying that all jumps must correspond music but please when you decide to put such huge spacing in comparison with your previous for similar background try to put a bit of sense in
00:40:974 (4,5,6,7,8,9,10,1,2,3,4,5,6) - example for sharp flow, don't say this is pleasant to play
00:42:391 (6,7,1) - 6 to 7 jump is equal to 7 to 1 jump while 00:42:641 (1) emphasized like a hell more than 00:42:474 (7) in music
01:12:641 (1,2,3,4,5,6) - half screen jumps, pretty much difficulty spike here, at least flow is back and forth unlike in 01:19:974 (1,2,3,4,5,6)
01:44:308 (1,2,3,1,2,3,1,2,3,1,2,3) - this is just bad, they visually not clear to follow, flows bad and really huge
01:50:974 (1,2,3,4,5,6) - huge difficulty spike, 3/4 screen jumps

Edit: for Sayaka difficulty obviously
posted

ziin wrote:

Please please please please fix the time signature this time.
I'm not entirely convinced with the 5/4 at 01:21:307 - .
It's clearly there to bridge the double signatures at 01:21:307 - and 01:21:640 - , which would make sense, but to be honest it sounds like the song is deliberately stopping in place for a moment.
The only new beats introduced past 01:21:307 - is the attack of a beat that lands at 01:21:641 - .
I'm pretty sure that it's simply a reset, not 5/4 there, which is what the sections are now.
posted
This is why 2011 stuff should have stayed in 2011. I can't blame soulfear for this, though.

Also here's just two small things that I find odd:
  1. Am I the only one who thinks the preview point is, if not outright terrible, at least unfitting and weird?
  2. 00:23:974 (1) - Why does Normal have a spinner here? No other diffs have it, probably because it's such an unfitting place. It would probably fit if it was 2 beats later, but definitely not here.
posted
A quick check because requested and I like the song. o/

[Normal]

00:03:308 (2,3) - Swap these on timeline please. It will follow the music better since the big white tick needs to be highlighted.
00:11:641 (2) - You should try to divide this into circle+slider.
00:19:641 (2) - ^
00:23:308 (6) - Make this slider completely vertical to make the flow better.
00:33:308 (1,2,3) - The flow here is a little bit weird. Try something like this: http://puu.sh/hrdj6/e413137e5b.png
00:49:974 (3,4,1) - The overlaps here looks a little bit awful. Try to move the notes a bit so there will be no overlap. (4) to x:280 y:28 (1) to x:104 y:228 for example.
I wonder why these two part mapped differently on timeline: 01:22:974 (2,3,4,5,1,2,3,4,1,2,3,4,5) and 01:33:641 (1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,1). o.o They do sounds the same so the mapping should be as well. And by the way, even if the timeline repeats, you can do different patterns so it won't be noticeable. :P
01:22:974 (2,3,4,5,1,2,3,4,1,2,3,4,5) - Try something like this instead to follow the music better: http://puu.sh/hrdYb/0c2b781099.png Also, I tried to copy it later and works great so I think you should try it as well. Using red tick many times can be hard for beginner players.
01:28:308 (1,2,3,4) - How about using the same rhythm here as at 01:38:974 (1,2,3)?
01:41:474 (1) - Remove this note its not really necessary to have it.

I'm not sure why the star rating is high. It plays just fine and can be called as Normal imo. o.o

[Hard]

00:20:808 (6,8) - Remove these. Though its easy to play, they are not really necessary to have.
00:22:474 (3) - Same with this.
00:28:641 (4,5,6) - Try this instead: http://puu.sh/hrejS/f846739e8e.png
01:00:974 (7) - Remove the repeat and just add a circle to that big white tick.
01:22:974 (1,2,1,2,3,4,5,6) - Now, when you have a chance to use harder rhythm, you just forgot how to do it. :P Please, use the red ticks as well since they are contains useful sounds and they can be mapped at this level. Not much but here is a little example: http://puu.sh/hreEi/1861d35b43.png
01:33:641 (3,4,1,2,3,1,2,3) - If you applied the previous one, please do something here as well.
01:48:974 (5,6) - Same pattern as at 01:46:308 (1,2,3,4) would be nice imo.

[Hyper]

01:54:974 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,4,5,1,1,1,1,1) - Charles forgot how to map. \o/ /me runs

Seems fine to me though I'm not really experienced in standard so I maybe overlook something.
[]
Good luck~



And now I'm going to answer to some ppl.

Default wrote:

I'm not a CTB player, but I think it would be better if the conversion system was reworked instead to prevent it from creating unplayable patterns. It's way too broken atm.
Well yeah. Luckily there are only a few badly converted pattern and these can be avoided if someone just put auto on and play it on CtB before qualify. There is no need to rework something if it can be done on easier way imo. And by the way, maybe there will be worst patterns after the system fix than before, like at the pixel jumps. Now we have HDash (in rare cases) on the first beat of a "hold" note (good example: Big Black).

Lach wrote:

Converts are irrelevant for modes other than the one they are intended for. If one map does not convert well, that's unfortunate, but it matters not.
So if a map can't be fc'd in another mode than that is irrelevant? lfmo Yes, we have a broken system but don't you think there is always a possibility to change it? Cases like this are really rare and as I said already, it can be handled easily with turn x a little or shorten y a bit.

Anyway. This conversation should end now in this topic. If someone wants to answer me, do it in pm to keep this thread as clean as possible.
posted
.
posted

Sieg wrote:

I can't get why some people keep justifying this. Beatmap can perfectly stay in non;. Why you need to force this to ranked, to cause more dramas?
1) Because scoreboard motivates people to play maps
2) Because there's gravelyard limit for non-ranked maps - each map, which wasn't updated for a long time will have downloading button disabled, see below:
http://osu.ppy.sh/s/3319
http://osu.ppy.sh/s/4256

I'd rather ask why do some people who prefers to play 2015 maps starting such dramas at the first place. Don't like the map? Delete it and go play another one which you like. It's not like anyone forces you to play specifically this one anyway.
posted
Avoid stupid dramas and help please.


Hyper

  1. Check unsnapped objects, when i select an object i just have this feeling.
  2. 00:08:808 (1,2,3) - Something minor but, make a better equilateral triangle here to give a better impression.
  3. 00:30:308 (1,2,3,4,1,2,3) - Here this stream follows both different sounds, and this can work well. But i don't really think that it is a good idea for a soft Insane concerning note density. I'd say ok if it is supposed to be a Insane diff, not a soft Insane diff. You should follow what you can hear the most, so the piano, if you really want to keep these ticks 00:30:641 (1,2,3) - followed, it could be nice if you use a 1/4 reversed slider instead.
  4. 00:38:641 (1,2,3) - same as ^
  5. 01:44:307 (1,2,1,2,1,2,1,2) - This is way more difficult than 01:46:974 (1,2,3,1,1,2,3,1,1,2) - and it could be better if you make them more balanced. These jumps 01:44:307 (1,2,1,2,1,2,1,2) - are a little difficult to handle because the sliders are horizontal and and transition between them is nice but the player needs much aim. And about 01:46:974 (1,2,3,1,1,2,3,1,1,2) - there is a closer angle between each combos and this pattern is more comfortable and easier to play.

    Cool diff, like always.
posted
so um

http://www.dream-pro.info/~lavalse/LR2I ... sid=127633
This is the version used in this mapset. As you can see, -WITCH- is in the song title. I know that it's common to put the diff name in the song title for BMS but the song here is a bit different, so I suppose it should be changed and not only be in tags? Moreover, the difficulty name in the original BMS was written with the genre as you can see here (Hyper), here (Another) and here (Normal)

Also,

Charles445 wrote:

ziin wrote:

Please please please please fix the time signature this time.
I'm not entirely convinced with the 5/4 at 01:21:307 - .
I checked the two BMS (the -WITCH- version and the original version) and it indicates that it's 5/4 and not only a timing signature reset, as you can see here:


*flees*
inb4 sayaka jokes because of the song
posted
¯\_(ツ)_/¯
posted

Sayaka- wrote:

so um
WITCH is just a diff name,this song didn't have been arranged or remixed so it's still original song,do you know what is sabun?

and to Zare,stop to post any meanless replys,are you kid?
posted

soulfear wrote:

Sayaka- wrote:

so um
WITCH is just a diff name,this song didn't have been arranged or remixed so it's still original song,do you know what is sabun?
well I think we can say that the song is "arranged" since it's a bit different from the original version (looking at the voice samples and intro)
it's the same case as Azul, but why did the celas version (which is only a rearrangement of existing samples and a sabun as you say) got a "Remix" in his title then?
posted
i would like such mappingstyles are still alive in 2015 because lately it seems that osu maps have 1 common style

I know u Won't change anything but just some suggestions on Sayaka

00:46:058 (2) - no sound at 1/4 its on 1/6

01:10:474 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - i can't hear many sounds at this stream 01:10:891 (6) - 01:11:224 (10) - that sounds end doesnt fit to be mapped by circles for me, a sliders in this part would be better

01:11:391 (2,4) - Remove

01:49:641 (1) - Doesnt correlate with the next 2 sliders, bring its end near to 01:50:141 (1) - 's end
posted

joolomasta wrote:

This map brings back vibes from older maps, and even though all people might not appreciate the oldschool mapping style, this map shouldn't be judged by it's style only. There are indeed some weird choices that should maybe get revised, but please don't try to squash every single map into the same mold.
Stop comparing this to old maps. This doesn't feel like an old map. Old maps play differently because they don't abuse the shit out of the song to make it "artistic", they just do what the song tells (and they barely ever go over 5 stars because of that). This isn't old mapping.

Anyways... I don't know why I'm doing this since you'll reject most of these because "i think its good so no change." but please consider them..

[Sayaka]
  1. 00:03:641 (8,9,1) - what is wrong with this spacing?
  2. 00:05:308 (1,2,3,4,5) - you could make it look much better
  3. 00:08:808 (8,9,10) - What's up with the spacing here? intensity is the same so why use a different spacing?
  4. 00:13:473 (1,2,3,4,5,6,7) - shouldn't the whistles be on the white ticks instead? lol
  5. 00:22:141 (5,6,7) - Why is this jump so unreasonably high?
  6. 00:26:641 (1,2,3,4,5,6,7) - The inconsistent spacing here throws me off.
  7. 00:34:808 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - why the sudden amount of copypaste? song is offering a lot to you and you don't use any creativity here.
  8. 00:42:474 (7) - This spacing feels AWFUL to play. For you it may seem like it's not "too hard", but it doesn't matter, it plays horribly and should be removed.
  9. 01:07:308 (5,6) - barely readable, doesnt fit with the song
  10. 01:08:641 (5) - ^
  11. 01:09:974 (1) - ^
  12. 01:11:641 (1,1,2,3) - This doesn't play nice because of the fact that you're holding a slider and then 1/8 later there's a SV change which is practically impossible to react to. I'd even say this is unrankable due to the unreadability of it.
  13. 01:28:641 (2) - There is no sound in this sliderend in the song, so better make (1) a repeat slider.
  14. 01:30:974 (6,1) - pretty much unsightreadable
  15. 01:31:474 (3,1,2,3) - ^
  16. 01:38:808 (1,1) - Are you sure this is alright?... lol
  17. 01:40:974 (13,14,15,16,17,18,19,20,21) - I know you're trying to fit with the white tick so you made a small jump, but honestly it just feels like you didn't know how to space a stream properly.
  18. 01:49:641 (1,1,1) - personally dislike these and they feel really bad to play but.. yeah, probably won't change it.
  19. 01:53:641 (1,1,1,1) - Why the low spacing here? considering the 1/4s you were using with almost the same spacing, this feels really unpredictable.
  20. 01:54:808 (7,8,1) - WHY? What sense does this make?
  21. 02:00:808 (3) - Why are you ignoring the 1/4 sound here?
  22. 02:08:474 (1) - The sound ends at 02:12:307 so the spinner should end here.


Yes, I had to become pretty blunt and even offensive at some points but these are my honest opinions as a player. Throughout most of this map I could just think "why did you do this? what's the point of doing it?" because the map didn't even seem to grasp the basic concepts of mapping such as playability, readability and structure. the "artistic" factor here is so high that it makes the map barely playable.
posted

Kurokami wrote:

01:54:974 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,4,5,1,1,1,1,1) - Charles forgot how to map. \o/ /me runs
Haha
That's there to be based on Sayaka's 02:00:307 - and Another's 02:00:307 -
It's an immediate difficulty spike (spike downwards) followed by the simple slider part at the end.

Check unsnapped objects, when i select an object i just have this feeling.
Did a recheck with a diagnostic program http://puu.sh/hs0Ft/4e045d0daa.png oh no 5 unsnapped, fixed. Now it looks like this http://puu.sh/hs0J6/7684a186ca.png
00:08:808 (1,2,3) - Something minor but, make a better equilateral triangle here to give a better impression.
Fixed and others that were the same triangle
00:30:308 (1,2,3,4,1,2,3) - Here this stream follows both different sounds, and this can work well. But i don't really think that it is a good idea for a soft Insane concerning note density. I'd say ok if it is supposed to be a Insane diff, not a soft Insane diff. You should follow what you can hear the most, so the piano, if you really want to keep these ticks 00:30:641 (1,2,3) - followed, it could be nice if you use a 1/4 reversed slider instead.
This stream is meant to fit with the rest of the set more, as it is the 7 length stream that caused a little bit of confusion earlier. Its purpose is to bridge the gap between the piano into the next instrument like you said. Yes it's a tad long this early on into the map but I think people can handle it.
01:44:307 (1,2,1,2,1,2,1,2) - This is way more difficult than 01:46:974 (1,2,3,1,1,2,3,1,1,2) - and it could be better if you make them more balanced. These jumps 01:44:307 (1,2,1,2,1,2,1,2) - are a little difficult to handle because the sliders are horizontal and and transition between them is nice but the player needs much aim. And about 01:46:974 (1,2,3,1,1,2,3,1,1,2) - there is a closer angle between each combos and this pattern is more comfortable and easier to play.
ooooooo good point. Changed the circle jumps to both be 2.7x
Thanks for the mods!
Updated ver (with timing fix)
osu file format v14

[General]
AudioFilename: squartatrice fear.mp3
AudioLeadIn: 0
PreviewTime: 641
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 120307
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 4
TimelineZoom: 3.699999

[Metadata]
Title:squartatrice
TitleUnicode:squartatrice
Artist:gmtn vs. kozato
ArtistUnicode:gmtn vs. kozato
Creator:soulfear
Version:Hyper
Source:BMS
Tags:ruze P Miki Sayaka Thite Witch Rein Rein0527 Fear Charles445
BeatmapID:686689
BeatmapSetID:40499

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7
ApproachRate:8.7
SliderMultiplier:1.4
SliderTickRate:2

[Events]
//Background and Video events
Video,-15,"_bga.flv"
0,0,"_squartarice_bg.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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128391,-83.3333333333333,4,2,1,5,0,0


[Colours]
Combo1 : 128,128,255
Combo2 : 0,255,255
Combo3 : 0,128,255

[HitObjects]
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324,240,118640,1,2,0:0:0:0:
256,48,118974,5,0,0:0:0:0:
324,144,119308,1,2,0:0:0:0:
324,144,119474,1,2,0:0:0:0:
188,144,119808,1,2,0:0:0:0:
188,144,119974,1,2,0:0:0:0:
256,348,120307,5,0,0:0:0:0:
256,264,121640,5,0,0:0:0:0:
256,180,122974,5,0,0:0:0:0:
256,96,124307,5,0,0:0:0:0:
312,292,125641,6,0,P|318:329|312:360,1,70,2|0,0:0|0:0,0:0:0:0:
200,324,125974,2,0,P|193:289|199:255,1,70,2|0,0:0|0:0,0:0:0:0:
312,223,126307,2,0,P|318:260|312:291,1,70,2|0,0:0|0:0,0:0:0:0:
200,255,126641,2,0,P|193:220|199:186,1,70,2|0,0:0|0:0,0:0:0:0:
312,154,126974,6,0,P|318:191|312:222,1,70,2|0,0:0|0:0,0:0:0:0:
200,186,127307,2,0,P|193:151|199:117,1,70,2|0,0:0|0:0,0:0:0:0:
312,85,127641,2,0,P|318:122|312:153,1,70,2|0,0:0|0:0,0:0:0:0:
200,117,127975,2,0,P|193:82|199:48,1,70,2|0,0:0|0:0,0:0:0:0:
256,240,128307,5,4,0:0:0:0:
256,192,128474,12,0,130974,0:0:0:0:

I see the bms signatures now, that's really interesting.
Okay, so this will be the new timing then for soulfear http://puu.sh/hrZTj/163b6b5c6b.png
Some objects will need to be snapping fixed (because 1ms differences)
posted

Charles445 wrote:

ziin wrote:

Please please please please fix the time signature this time.
I'm not entirely convinced with the 5/4 at 01:21:307 - .
It's clearly there to bridge the double signatures at 01:21:307 - and 01:21:640 - , which would make sense, but to be honest it sounds like the song is deliberately stopping in place for a moment.
The only new beats introduced past 01:21:307 - is the attack of a beat that lands at 01:21:641 - .
I'm pretty sure that it's simply a reset, not 5/4 there, which is what the sections are now.
You can see the timing bars in the video:
https://www.youtube.com/watch?v=QA4Jf6gL37s&t=1m22s

Here's the BME measure:
#06701:OH0000000000000000000000000000000000O400O500O600O7O8O9OAOB000000OC00OD00OE00OF00
#06701:000E000000
#06701:000B00000C
#06701:OG
#06701:00
#06701:00
#06701:MP
#06701:00
#06701:00000000OUOVOWOXOYOZP0P1P2P3P4P5P6P7P8P9
#06701:00
#06701:04
#06701:00
#06701:000Q000000
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:00
#06701:ZX
#06701:ZW
#06701:ZV
#06701:ZU
#06702:1.25
#06711:00O2000000
#06713:NQ000000000000X300XA
#06716:0000O30000
#06719:00000000XE
#06702:1.25 means that it's 5/4, aka 1.25 * 4/4. The 6/4 measures all have #***02:1.5

But the green timing sections need to be fixed as well since they are still using 4/4.
posted
(づ ̄3 ̄)づ╭☆~加油啊
posted
牛逼啊
早就想着这图可能dq 但是我真没想到会以这种傻逼理由dq 我都跪了
posted

Sayaka- wrote:

well I think we can say that the song is "arranged" since it's a bit different from the original version (looking at the voice samples and intro)
it's the same case as Azul, but why did the celas version (which is only a rearrangement of existing samples and a sabun as you say) got a "Remix" in his title then?
Don't compare with Azul,Azul and Azul remix are obviously two different songs,I don't think you play BMS
<> - - is just diff names
http://puu.sh/hss0B/31ea3c1ac4.jpg
The title is アズール リミックス(Azul Remix)

When you play it
http://puu.sh/hss75/1b5330b6d5.jpg
http://puu.sh/hss8c/ee33c05651.png

And this is Sayaka
http://puu.sh/hsrPY/d1b228d2c9.jpg

When you play it
http://puu.sh/hss4n/9736a481e1.jpg
http://puu.sh/hsrX5/d6d492758b.png

Witch is just a diff name
Don't talk about the title anymore if you don't know BMS's metadata
I won't explain this anymore!!!
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