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Akiyama Uni - Chi no Iro wa Kiiro

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happy623
GRATZ <3

晚睡有福利
rezoons
congratulation ^^
Kinomi
gratz
Decipher
waaa HW~ grats~~~

wcx19911123 wrote:

u r potential
Leader
Why is [Extra] AR10 and CS3? CS3 makes the whole map compressed and not good-looking and about AR10.. well, song is just 144 bpm and note density is not that high to deserve this AR.

This map (well, how it is now, but it can be improved more, just saying) plays MUCH better with AR9 and with some fixes you can sort out something good by using CS4 as well, but I'm worrying more for the approach rate, which sounds just dumb and unnecessary.
Avena
Ignoring the AR10, CS3 that makes the whole map cramped up and the poorly made patterns, there are two other issues that Leader didn't point out:
1. Bad and incredibly lazy combo colors.
2. Bad combo patterns.

To be exact, you don't have combo patterns, they just feel random and inconsistent which makes the HP Drain go crazy and in general, it looks wrong.
If I were to make a combo mod, it would just be a whole page of NC and Remove NC, so I just suggest that the mapper will try to figure out a consistent way of comboing that doesn't make the HP Drain go crazy. This doesn't only apply to Extra, since from what I have seen Lunatic's combo patterns are pretty awful too.
Also, on Extra diff, wtf is this horrible slider? 00:18:351 (1) -
Zare
Hi.
I saw this map because of a short discussion in #modhelp, so let me state my opinion about the [Extra] diff. Doing this mainly because the map's in Qualified state and might still get improved.

Extra



Why are you only using 2 different combo colours? I'd personally like some more variety, especially considering you have jumps like 01:08:768 (1,2,1,2,1). These get kinda hard to read if you only use 2 colours. Also using more colours is visually simply more appealing in my opinion.

I strongly disagree with the usage of AR10 and CS3 for the same reasosn as Leader did.

This map lacks any kind of structure or consistency. It's okay to make stuff hard, but don't force jumps where they don't fit.

  1. NCs should be used to indicate several things, such as sudden drops or buildups or simply new measures. They should not be used only for the seperation of patterns, because if that is the case, these patterns aren't mapped to the music properly, which automatically renders the map unfitting. If you could keep your NCing consistent and still make it work with the patterns, this would be much better.
  2. 00:00:018 (1,2,3,4) - basically, I'd make the spacing for all these kinds of jumps completely consistent, so the player can focus on getting the jumps right and doesn't have to bother with reading each spacing change without the possibility to rely on the music
  3. 00:05:018 (1,2,3,4) - ^ same thing, and same with all the other 1/4 slider jumps
  4. 00:06:684 (1,2,1) - you're going from 3.0 spacing to 1.5 spacing. This way you're killing the momentum build up by the SV change, which makes the map weird to read and play, I'd suggest to keep spacing in such places consistent, it's not like the song really supports these changes
  5. 00:11:893 (1,2,3,1,2,3,1,2,3,1,2,3) - You should raise the spacing of these triangle by a fixed value, not a relative value imo, like, every triangle should be 5 px bigger than the previous one.
  6. 00:13:976 (1,1,1,1,1) - I really don't understand your usage of NCs. there's zero structure. Right here they aren't necessary. All that all of these NC spams accomplish is a totally messed up HP drain. (If you have a lot of NC spam, the HP drain of the whole map will get higher to compensate the HP bonuses you get from finishing a combo.)
  7. 00:16:684 (1,1) - This is 1.15 spacing... ; 00:17:518 (1,1) - this is 1.08 spacing...; so why is 00:18:351 (1,1) - this suddenly 1.34 spacing? It's much harder than the previous patterns, for no reason whatsoever. This is just hard to read and inconsistent to me.
  8. 00:19:080 (2,1,2) - ridiculous antijump. from 2.16 to 0.8? Whyyy
  9. 00:20:226 (2,1) - I don't see the point of these SV slowdowns..

    00:33:351 - Why is the kiai time the easy part of the map? It's supposed to be the strong and harder part usually.

  10. 00:36:476 (4) - this is working against the ryhthm. You'd usually want to have a slider starting on a strong downbeat, but this one is ending on it, pretty much swallowing the impact it should have.
  11. 00:33:976 (3,4,5) - inconsistent spacing everywhere, i simply don't see the point, this map could be improved so much if just the spcaing would be done more consistently
  12. 00:43:976 (2) - where did this one come from
  13. 00:59:809 (3,1) - ignoring the readabililty of this, if you do such things, please make sure they're aligned correctly at least, right now the sliderends aren't stacked properly
  14. 01:02:101 (1,2,1,2,1) - this is so unintuitive
  15. 01:26:684 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Uhm... See, this kind of thing appears totally out of place if not done consistently and fittingly to the song. You're also forcing the triangle patterns so hard here that it totally messes up your spacing
  16. 01:30:018 (1,1,1,1,1,1,1,1) - all of these NCs aren't needed, I beg you. This isn't supported musically. gameplay wise they kill the HP drain. this just isn't good
  17. 01:33:351 - I don't really see a reasong to force a break here. Sure, you don't have any other breaks, but in an Extra diff they aren't requied if the song doesn't want them

    The rest of the map suffers from stuff I already mentioned, so if any of the above is applied, just do it consistently for the whole map. However, special attention for some things would be good:

  18. 02:28:768 (1,2,1,2,1) - this plays aboslutely weird, 02:29:080 (2) - overlapping with the first two circles is awkward, and the jump flow is so broken...
  19. 02:29:185 (1,2) - also this antijump is evil
  20. 02:48:976 (1,2,1) - spacing man
DenoisoGoiso
Also remap? \:D/ Boring this style \:P/

Edit : wwww zarerion can't get kudos \:v/
Asphyxia
Awesome BG tho
Avena

Asphyxia wrote:

Awesome BG tho
tru dat gurl

I was bored so I made a nice combo color scheme that compliments the background pretty well, it also fits the rustic and ancient style the song has.

[Colours]
Combo1 : 176,176,176
Combo2 : 214,204,167
Combo3 : 149,79,68
Combo4 : 238,210,153

Also, once this gets unranked (which I hope it does), poke me ingame and I will mod it ^^
Kyouren
Gratzz!! Hollow Wings!!^^
Koiyuki
I also think the combo color sucks
but ar10 fits extra more
gratz
Topic Starter
Hollow Wings
to Leader:
all reason i used ar10 and cs3 because of way of the compose i set obj in. well, it can be played with ar9 and cs4, which would make this map much more hard to even pass. people playing this game have a long story of reading maps in a queit narrow area and just getting awkward when playing some high bpm song or really big jumps. i set this map's 1/4 beats in a really large ds coz i didn't regard this as a low bpm song but a maybe 288bpm crazy ver deserving this ar. i'm pretty sure that most people can read a dazzle mess when playing with ar9, and can't aim well with missing if it's cs4.
so at last, i give cs3 a try, and it looks good to me, and most testers. as for the ar, i've mentioned above.
thx for ur general comments to this map. yes, as a newbie mapper, i can't do patterns in a perfect situation or give most appropriate stuff from the song, but here this is my best trying and including me people just think it's fine and fun to play. So be it like this imo OVO

to Priti and Zarerion:
lazy combo colors? oh... i just wanna say i set them on purpose and it didn't confuse playing at all imo.
as for the combo patterns, there always be nc separating patterns in ranked maps if i do want to seek.
i looked at Zarerion's long mod, most of them r spacing questions. hmm, firstly as i said above, maybe we can just regard this as a bpm288 map, so even there's crazy jump or sv changing, it happend in 1/2 beats which can be found in most maps. what's the most important is that if the spacing fits the song. how to judge it? that depends on who's judging. personally i think all patterns in this map follows the feeling i felt from the song, and they worked just fine to testers, bats and me.
woa, yep, i'm still need to improve my mapping skill coz i'm still newbie. and thx for ur guys suggestion! OVQ
Topic Starter
Hollow Wings
to people celebrated here: thank u all of my friends! i know i got lots of things to improve and i'll do more hard working in my next map ;w;

to yuki: 哭瞎。。。OVQ
P o M u T a
awesome map :) (Lunatic)
Extra is very hard for me x.x
congratz!
MaxiMilliaN_old
GooD :)

Lunatic is very easy 8-)
Musty
good job, you overmap welll!

seriously... some of the patterns in the Extra doesn't fit the music at all.. don't try to add circles/sliders to create your own rhythm because there is already a GOOD rhythm drawn in this song ( which is excellent )
I found some patterns cool though, but wow..
asaink
about [Extra] AR10.
I don't think this extra needs AR10. "osu!" is not reflexes game, but rhythm game.
AR10 is needed, only when BPM of the music is too high, imo.
for example: http://osu.ppy.sh/s/93523
Avena
So your counter arguement to bad combo colors is that they "didn't confuse playing at all"?
Combo colors are an aesthetic thing, just like a background and a skin, they shouldn't affect gameplay, but sadly yours are so flashy and annoying that they kinda do.
Also, the fact that there is NC seperating patterns in ranked maps doesn't mean you should do it too, one of the most important rules for a mapper is that he shouldn't use ranked maps as an excuse to bad things in his maps.
Konei
I see a problem with the Normal difficulty as easiest difficulty aswell.

The starrating is already above 3, plus the rhyhthm is too confusing to just tell it's fine.

You should consider adding an easier difficulty.
GustKraken
i think [extra] needs AR10.Why?coz i have tested 5+hours today
Charles445
After much discussion with other team members, we've decided to move this out of Qualified to WIP.
The main issues presented were the difficulty of the Normal, the post-bubble change of Extra's AR to AR 10 (which is a huge change), the movement of sliders in the Extra and the overall comboing.

The set is super cool and I'd like to help you get it back on track, so I'll help you out with fixing it back up.
tsuka
操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!
Avena
I really hope the unrank will be for the best and will help your map get to better quality.
Don't forget to change the combo colors~
Elinia
恭喜w瞎说句话的功夫就un了
创意好评排列好评音效效果不错
东方提琴曲总是夹杂这一些1/8,它们大多被忽略了有点伤感QAQ不过貌似都被音效声音盖过去了(
“神马激霸图”
Skystar

tsuka wrote:

操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!
Awaken

tsuka wrote:

操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!
YoshinoSakura

tsuka wrote:

操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!
rezoons

google translation wrote:

Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
Koiyuki

tsuka wrote:

操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!

rezoons wrote:

google translation wrote:

Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
why unrank godlike maps, I will hacked him!!
Kodora

Musty wrote:

good job, you overmap welll!
Seriously?

*sigh*

Good luck with re-rank - map is pretty cool itself and i hope it won't take a long time.

As a quick note, i suggest you use CS4 on Extra - it will made diff more readable and will better suit your AR choise.
Nepu

google translation wrote:

Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !


hw要开创新时代
Elinia

rezoons wrote:

google translation wrote:

Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
233google oneechan moe
tsuka
总想对你表白我的心情是多么豪迈
总想对你倾诉我对生活是多么热爱
勤劳勇敢的中国人意气风发走进新时代
啊!~ 我们意气风发走进新时代
让我告诉世界中国命运自已主宰
让我告诉未来中国进行着接力赛
承前启后的领路人带领我们走进新时代
啊!带领我们走进新时代
我们唱着东方红当家做主站起来
我们讲着春天的故事改革开放富起来
继往开来的领路人带领我们走进新时代
高举旗帜开创未来!!!!!!111
Topic Starter
Hollow Wings
to 445:
i'm always waiting for further information about fixing this map. but now it's late here and i just need to go sleep... ;w;
so i just wanna say i have to check them till tomorrow...
hope it can be better OVO
to other guys support on me:
thank u... idk what to do and say now... but u all always important to me ;w;
still... i'm bad at discuss like drama, so... maybe i would need u when i'm helpless ;w;
Jycool
总想对你表白我的心情是多么豪迈
总想对你倾诉我对生活是多么热爱
勤劳勇敢的中国人意气风发走进新时代
啊!~ 我们意气风发走进新时代
让我告诉世界中国命运自已主宰
让我告诉未来中国进行着接力赛
承前启后的领路人带领我们走进新时代
啊!带领我们走进新时代
我们唱着东方红当家做主站起来
我们讲着春天的故事改革开放富起来
继往开来的领路人带领我们走进新时代
高举旗帜开创未来!!!!!!111


那个你唱歌的音频能传我一下吗 :)
Charles445
Hi!
This mod's main intention is to prepare the set for ranking while maintaining the style of the mapper.
I have included pictures of alternate versions of sliders that try to keep the jagged bending nature you were going for while still being rankable.

[Normal]
The star rating is a tad high (3.24), it might be worth trying to make it easier.

The overall new combos of the map are very inconsistent. Usually for a Normal it's a good idea to have one every big white tick.
So instead of something like http://puu.sh/63wxk.jpg, it would be like http://puu.sh/63wy8.jpg

00:58:559 (1,1) - There isn't enough time after the spinner to react to the slider. This is the easiest difficulty so the player should have extra time to stop spinning. Increase the distance between the spinner and the slider
01:00:018 (1) - This slider is not easy to follow because of the overlapping at the dotted line -> http://puu.sh/63woN.jpg
01:20:018 (2) - The end is overlapping a lot, makes it extremely hard to see how long the slider takes. It's surrounded by slidertrack so it is ambiguous. -> http://puu.sh/63wcu.jpg
02:26:684 (1) - This slider is overlaps a lot, there is a bunch of overlapping. The overlapping athe yellow lines makes this extremely hard to read. -> http://puu.sh/63wjM.jpg
02:30:018 (2) - Overlaps make this hard to read. -> http://puu.sh/63wro.jpg
02:40:018 (1) - Try not to have the end touching the previous part of the slider. It's harder to read when it's curled into a ball.

[Hard]
00:13:768 (2) - Move this to x:448 y:352 for better spacing? -> http://puu.sh/63wBN.jpg
00:27:102 (2) - I recommend moving this somewhere else so it isn't such a difficult antijump.

[Lunatic]
Awesome! Plays very well and uses combos for readability effectively.

[Extra]
This difficulty was clearly designed for AR9, but got changed to AR10 post-bubble. You should probably change it back to AR9 to make sure the map works as originally intended.
00:11:684 - Are you sure about this triangle pattern? It's quite hard to read the first time around.
00:13:976 (1,1,1,1,1,1,3) - This pattern is had to read because the starts of the sliders show up in different places. If the sliders all started at the same point, this would be intuitive.
00:26:684 (3) - This slider takes a while to leave the bottom because of the redpoints making it zigzag. It's hard to see the full slider underneath all the circles, and the slider track isn't immediately visible. I'd recommend only using redpoints near the end of the slider where they are easily visible.
00:43:976 (2) - The 1/8 doesn't quite fit here. I'd just use a 1/4 slider here.
01:00:018 (1) - This slider almost overlaps itself, I'd recommend ending the slider on the beginning of the 3 instead of the end. -> http://puu.sh/63xk6.jpg
01:09:393 (2) - The repeat might be hard to see on some skins with the hitburst of 01:08:872 (2). I recommend moving the repeat away from the other circles so more people can play the difficulty with their skins.
01:32:518 (1) - This slider dips down very sharply at the end. I'd move the end more to the left so it doesn't overlap itself as much. -> http://puu.sh/63xtX.jpg
02:26:684 (1) - This slider would probably be easier to read if it ended on the start of the 3 instead of the end. -> http://puu.sh/63xBJ.jpg
02:33:351 (1) - Smoothen out the start and end of this slider. -> http://puu.sh/63xEx.jpg
02:40:018 (1) - Avoid the overlap at the end. -> http://puu.sh/63xFX.jpg
02:46:684 (1) - Make the point at the beginning less dramatic and the ending less bent. -> http://puu.sh/63xIF.jpg
02:49:393 (2) - For maximum playability with most skins, I'd recommend not overlapping the repeat with the previous circle. The hitburst of the circle at 02:48:976 (1) makes the repeat hidden on many skins.
02:59:185 (1) - Avoid the bend at the start and end, they are too sharp. -> http://puu.sh/63xOP.jpg

That's pretty much it, the main issue is the hard to read sliders on the Normal and Extra. Hard has minor issues and Lunatic is fantastic.
If there's a problem with anything I suggested, please let me know and I can try to work out something that will suit your set.
Kinomi

Kodora wrote:

As a quick note, i suggest you use CS4 on Extra - it will made diff more readable and will better suit your AR choise.
cs4 will be worse.
Kodora

Tsukuyomi wrote:

cs4 will be worse.
Nope. CS3 with this note density and AR10 makes diff less readable and overral feels kinda compressed as it was mentiored before. This is kind of change what will only made map better.

Anyway, it is just my suggestion.
Hula
ar 10. cs 3. 144 bpm. amazing spacing >_> this is more devastating than big money, well done o/
Zare
Okay, now that this is unranked, let me refer to my mod post 2 pages ago and ask you to check it, it would greatly help the structure and readability of this map.
Also apply Priti's Combo Colours, they really match the BG nicely.

Having that said, good luck on getting this requalified ASAP.

edit: Also please don't misunderstand. I know that you want high spacing and big jumps and that this map can be regarded as 288 BPM map. When I complain about the spacing, I don't complain about it being too big, I complain about it being inconsistent and thus unnecessarily hard to read.
rezoons
Well, a lot of people gives their opinion so i will give you mine too. Besides, i have played the map a lot and make other friends test it so i think i'm ready to give some advice ^^

I still stand by all that i said in my mod: https://osu.ppy.sh/forum/p/2699902
If you have time you can look at it again, i know you hesitated to apply some things so maybe you could rethink about it?

Otherwise i completly blame the BAT who force suggest you to use AR10. Even if the map is 288 BPM-like it doesn't need it. That's true that some pattern were really hard to read but what should have been changed is these patteren, not the AR. AR10 was not a good idea for the map and worst of all it attracted a lot of drama. (And you were lucky it was qualified, otherwise it would have been worse. People don't know how to express correctly their opinion nowadays....)
I blame the BAT about that one.

Anyway, about the CS, keep CS3. You mapped that way and i didn't see any problem in it. A lot of good insane are CS3:
https://osu.ppy.sh/b/69102
https://osu.ppy.sh/b/290305
https://osu.ppy.sh/b/188758
https://osu.ppy.sh/b/153451
https://osu.ppy.sh/b/257512
https://osu.ppy.sh/b/135810
Besides, you mapped with CS3 all along that's the way you did. CS4 is not needed so don't change it.
Don't trust people who write "huge circle size should be removed from the game permanently" in their signature, they are obviously not objective.

About combo: your NC logic, even if it's perfectly understandable, has to be simplified. Too much NC makes it harder to read while playing. But don't change the combo colors. They weren't any issue in it. I don't see why some people want you to change it.

Anyway, Charles' mod is amazing, i think you will have to work a lot on your map but it will totally be worth it. I can't wait to see what the reult will be, i'm eager to play the map again ;) (especially the Lunatic + HD)
wcx19911123
about the AR, I still think 10 is better, if the mapper want to keep the CS
I found some players test the map before and after ranked, more people support 10(most of them can pass the diff and they don't mod or map songs, I think this kind of people's opinions are more valuable)

btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
[Luanny]
I vote for keeping cs3
rezoons

wcx19911123 wrote:

most of them can pass the diff and they don't mod or map songs, I think this kind of people's opinions are more valuable
Hum.... Can i ask you why? I mean, yeah i understand that people who pass the diff gives a more valuable opinion than those who can barely play it that's obvious, but i don't understand why not modding or mapping song makes their opinion more valuable too? I don't see why mapping or modding makes your judgement biaised. We're talking about the feeling of the map when you play it so how does it gets influenced that way? I'm really curious about it.

In my opinion what may biaised people is their playing style. Someone who plays a lot with HR or DT will be used to higher AR when other won't. So they will judge the map's AR differently.

Oh, and personnaly i have only one friend who can pass it and don't mod/map and he passes it way better when it's AR9 from what he told me.

I guess we're in thhis kind of case when half the people prefer AR9 and the other half prefer AR10.
I wish there were some sort of AR9.5 in the game. Too bad it's not implemented.
Flower
About CS3: I support no change. CS4 makes it far less playable, and spoils many blankets and pattern placing.
About AR10: I support no change. AR9 seriously threatens it's readability, which makes it more plausible to be unranked.
About combo colour: Yes, Priti wasn't quite wrong. You had better use a better set, though it needn't be what he suggested.
About 1/6: I discussed about it. Yea, it shouldn't be a major problem, I myself don't want to force you to change.
About Normal: A quick solution is that you make a quick Easy (if you like I can make one for you within Tuesday) and find some quick mods on it. Or you can delete some notes in Normal. It's up to you.
Finally,
总想对你表白我的心情是多么豪迈
总想对你倾诉我对生活是多么热爱
勤劳勇敢的中国人意气风发走进新时代
啊!~ 我们意气风发走进新时代
让我告诉世界中国命运自已主宰
让我告诉未来中国进行着接力赛
承前启后的领路人带领我们走进新时代
啊!带领我们走进新时代
我们唱着东方红当家做主站起来
我们讲着春天的故事改革开放富起来
继往开来的领路人带领我们走进新时代
高举旗帜开创未来!!!!!!111

No kds
Nyquill
I feel indifferent about CS and AR, but please at least change the colors and make your comboing better as flower and priti suggested.
Kodora

rezoons wrote:

I wish there were some sort of AR9.5 in the game. Too bad it's not implemented.
Also same can be done for CS too. I feel CS 3-4 too big sometimes for hardest diffs, so decimal value can be nice solution.

Anyway, it is here - t/47812

(I still thinking that keeping CS4 instead of 3 would be much, much better for overral playability)
wcx19911123

rezoons wrote:

but i don't understand why not modding or mapping song makes their opinion more valuable too? I don't see why mapping or modding makes your judgement biaised.
well, because maps are made for playing first, if a map is bad for playing then it needs mods. playing always go in front of modding and mapping, playing skills developing faster than modding and mapping skills

for example, nowadays, many players accept AR10, but many modders and mappers didn't, this's lag of modding developing imo. I don't know why, maybe it's because when we start mapping or modding songs, the elder told us "AR10 is bad, it's not acceptable", then we received that information and it effect us too much after a long time, it's no doubt that first impression is strongest

so I always ask some player-only users about some maps' design, listen their opinions and advice, and think if they can help me improve modding skills(and the way is also nice for improving mapping skills)
rezoons
Ok, thanks i understand better that way. That's true that a lot of moddeur/mappeur are influenced by elder who denigrate AR10 a lot. I've seen it a lot. I didn't saw the situation like that thanks for the explanation ^^

Anyway, i still think that AR9 is better. But in the end it will be the mapper choice and i think with all these posts HW will be overwhelmed enough like that so i won't insist more.

Whatever you choose you'll have my support HW <3
SapphireGhost
I think this map is different and interesting, so I will leave some input. Sorry I couldn't have gotten to this before the disqualification.

wcx19911123 wrote:

btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
Actually, the title should be romanised as Chi no Iro wa Kiiro (地の色は黄色 = ちのいろはきいろ = Chi no Iro wa Kiiro). The rule regarding translation versus romanisation is currently being discussed, but it doesn't hurt to start making map titles consistent now. It respects the original title and is peppy's preferred method.

Extra
- The map is currently using CS3 and AR10. I can confirm after playtesting that AR9 is much more comfortable and easy to read. CS4 just makes the map harder for no real benefit, so I wouldn't support that. Players can always use HR to increase CS and AR, so I think this map should use CS3 and AR9. Here is my Rankings Screenshot for CS3, AR9, and the new combo colours suggested by Priti in this post. They are appropriate and made the map easier to read, so I would suggest using these too.

Good luck ranking your map again!
Charles445

wcx19911123 wrote:

for example, nowadays, many players accept AR10, but many modders and mappers didn't, this's lag of modding developing imo. I don't know why, maybe it's because when we start mapping or modding songs, the elder told us "AR10 is bad, it's not acceptable", then we received that information and it effect us too much after a long time, it's no doubt that first impression is strongest
This is an important thing to consider, mapping can and will change over time in order to facilitate new ideas.
For changes to approach rate, though, it's extremely important to start developing a map with the AR intended. Maps that started with AR 10 have been proven to work well (see -> rog unlimitation). This map was not designed with it in mind, however, so moving it up in AR would not revolve around its original design.
I had this problem with Facing Fears actually, it's AR 8 when it should be AR 9.

AR 10 does get a bad reputation, yes, but it's because of places like this. This map was designed for AR 9 and it works best with that. AR 10 is fine in other maps that are built around it.
Avena

wcx19911123 wrote:

btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
If you apply that (or SapphireGhost's fix, whatever), you should add "The Ground's Color is Yellow" to the tags.
Scorpiour
A small detail:

Artist Unicode is あきやまうに not あきやま うに (No space)
Topic Starter
Hollow Wings
woaaaaaaa, too much reply... i take a quick look at them and pick up some minds of Extra diff here:

1. i'll keep CS3: this diff has a really large distance in composing 1/4 beat objs, it'll be much more diffcult to play, whatever it looks still readble or something and it can't be a reason to change this cs unless someone can say "change cs4 to cs5 is more readble" to any other map. what's more, cs4 give a blank feeling with that ds, worse imo thou. so i insist this.
to Kodora: cs4 looks not really good, plays really bad.
2. i'll keep AR10: as i said of ds stuff above, further more, there're lots of patterns set in this diff can't be read well by most of players in even ar9. eg. 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - , 01:02:101 (1,2,1,2,1) - or 02:28:768 (1,2,1,2,1) - . after long time playing i was aware of there always be hard to read the pattern if we set objs together even we clearly know about the rhythm, like overlap slider's track with notes or sliders, mess of notes or kick sliders and so on. i found people did will fell in chaos state when playing these patterns in low ar (just comparing some really old maps if u want to understand my words clearly) even their playing skills r good enough to fc common insane diffs. the high ar should be set for these patterns readble. i'm not telling that ar10 can be used everywhere, it's just fit the patttern here imo.
to Charles445: i indeed change this diff's ar to 10 when bubbling. i didn't set this ar to 10 coz also as wcx19911123 said: i'm afraid of it can never be ranked with ar10, but when he said ar10 is acceptable and rankble, i change it without hesitation. when this map was pending i found some testers to give advice for ar setting, and i found most of them can't ready those patterns in ar9, while some of them can even fc this map with ar10. and as expected, most of them support ar10. so i feel ar10 more appropriate and hope it can be accepted when ranking. 0.0
to SapphireGhost: firstly... i'm glad that u enjoy this, i hope it can be better here now. Then... we all know, u r a top player in the world and not play awkward with bpm120-160 high ds notes which r really diffcult for most of other players. so i think this map is not that crazy to u. yeah meanwhile, u have the top reading skill as well, so ar9-mess-pattern can't beat u imo. thou there're people can read those in ar9, i prefer ar10 here and hope it can be accepted 0.0
to others↑↑
3. i'll fix mapset issue when checking mods. i'm noob, and i check mods in a really slow speed, just give me some time... ;w;
to Charles445: i never expected mapset issue like this... ;w;
4. i'll fix the metadata issue.
as wcx19911123 and SapphireGhost said, change the romanised title "The Ground's Color is Yellow" to "Chi no Iro wa Kiiro" (add preview one in tags)
as Scorpiour said, change the romanised artist "あきやま うに" to "あきやまうに" by deleting the space.
hmm, here i want to say that my first ranked map is also an akiyama uni's map, the romanised title is the name in English rather than "hisouten" in jp, which is changed from modders and bat's mod... well, i know what to do next time thou... ;w;

now checking mods...

thx for all and supporting~! OVQ
Avena
*Reminder: p/2771273 My combo colors~

Extra
  1. Stop making excuses, the fact that SapphireGhost is a high rated player doesn't mean his opinion isn't valid, this map is borderline bad with AR10, seriously, you shouldn't revolve around AR10, you should put it back down to AR9 and work around from there (And yes, that means you need to say goodbye to your precious unintuitive patterns)
  2. 00:02:726 (2) - Sounds off beat, either delete it or add a note on 00:02:830
  3. 00:04:184 (1,1) - Dat nasty overlap, fix it please (It doesn't show on AR10, but having it as AR9 would be better anyways)
  4. 00:05:851 (1,2) - Add a note between these two (and ofcourse change spacing)
  5. 00:09:601 (1) - Looks a bit ugly, moving the third point one grid to the left can slightly help, but just reworking it can be better.
  6. 00:11:684 (1) - Remove NC.
  7. 00:13:351 (3) - Hideous slider, go for a more simple shape.
  8. 00:13:976 (1,1,1,1,1) - Unneeded NC spam, this fucks up the HP Drain so hard..
  9. 00:15:851 (1) - Right side looks fine, left side looks fine, center looks horrible, try to improve the curves.
  10. 00:17:309 (1) - Remove NC
  11. 00:17:518 (1) - Try to improve the shape? it looks a bit too simple considering it stays on the screen for more than a whole tick, try something a bit more complex but not too complex like the strange things I pointed before.
  12. 00:18:143 (1) - Remove NC
  13. 00:18:351 (1) - Holy crap this slider looks like a seizing snake, make it a bit more simple and fluid.
  14. 00:18:351 (1,1) - Horrible overlap.
  15. 00:18:976 (1) - Remove NC
  16. 00:19:184 (1,2) - Ugly overlap.
  17. 00:22:934 (1) - Curve is too big, change this slider please.
  18. 00:25:018 (1) - Remove NC
  19. 00:26:684 (3) - First half is awful due to the cramped up curves.
  20. 00:29:184 (1) - Curve is somewhat decent, second half is too straight.
  21. 00:30:018 (1) - Slightly move the red points, but overall this slider is pretty fine.
  22. 00:30:747 (2,1) - Awful overlap.
  23. 00:30:851 (1) - Seizing Snakes woop woop, change this please.
  24. 00:31:476 (1) - Remove NC
  25. 00:31:684 (1) - Too simple as I said last time you had a slider like this.
  26. 00:32:518 (1) - Remove NC.
  27. 00:32:518 (1,2) - Awkward overlap.
  28. 00:33:351 - I can't understand your whistle usage in this section, it feels random due to your incredibly strange rhythm.
  29. 00:34:393 (5) - Change this to a 1/4 slider that starts at 00:34:497 - It won't be unintuitive rhythm wise because the slider before it ends on a blue tick too.
  30. 00:33:976 (3,4) - Pretty awful placement and ugly overlap.
    ~and here I got lazy, I got tired of writing something for pretty much every second, so now I will just point some general things, but you should take what I wrote so far and try to use it in the rest of the map~
  31. Stop overusing new combos, it breaks HP Drain.
  32. Stop with the ugly sliders that look like a seizing snake.
  33. Try to not have unintended overlaps, these look sloppy, unprofessional and overall ugly.
  34. 01:30:018 (1,1,1,1,1,1,1) - This is my least favourite part of the map, you just got completely lazy so you put a constant 1/1 rhythm with extremely low spacing and combospammed, there is nothing to like about this.
  35. 01:31:684 (1) - The hitsounding on these things broke my ears, seriously, lower the volume or stop overusing that sample.
  36. 02:29:080 (2,1) - This is the most unintuitive, hard to read, nonsensical and unemphasised jump in the world.
  37. 02:49:080 (2,1) - Same for this one
  38. 02:58:351 (1) - RIP ears.
ktgster

Hollow Wings wrote:

2. i'll keep AR10: as i said of ds stuff above, further more, there're lots of patterns set in this diff can't be read well by most of players in even ar9. eg. 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - , 01:02:101 (1,2,1,2,1) - or 02:28:768 (1,2,1,2,1) - . after long time playing i was aware of there always be hard to read the pattern if we set objs together even we clearly know about the rhythm, like overlap slider's track with notes or sliders, mess of notes or kick sliders and so on. i found people did will fell in chaos state when playing these patterns in low ar (just comparing some really old maps if u want to understand my words clearly) even their playing skills r good enough to fc common insane diffs. the high ar should be set for these patterns readble. i'm not telling that ar10 can be used everywhere, it's just fit the patttern here imo.
I don't see anything hard to read. Just those stupid patterns that overlap each other and feel like they're there to piss you off. If less than 10% of the map is readable, that would mean to change your patterns instead of putting some dumb AR that doesn't even suit the map which was once mapped with AR 9.

The NCing is a huge problem in itself. There is no logic behind it and it breaks the HP drain. This looks like you threw your NC's everywhere without a thought. Like 00:00:851 (1) - why this NC here and 00:13:976 (1,1,1,1,1,1) - why the NC spam when its just the same thing as before. Parts like 00:16:684 (1,1,2,1) - also don't fit well and should just be a single combo. I also don't see the NC's needed in 01:02:101 (1,2,1,2,1) and whats the point of spamming on 01:30:018 (1,1,1,1,1,1,1). Too much improper NCing could make your map be harder to read than it really needs to be.

The whole map itself isn't really good at all. Its very inconsistent and plays more like a 144 bpm map if you look at it as a whole. The jump streams are very forced as I said before. 00:30:018 (1,1,1) doesn't even even have a buildup so why the speedups. Then you have parts like 01:30:018 (1,1,1,1,1,1,1) which it starts to turn after a bit yet the song hits the same note several times, so why turn it. 02:56:684 (1,2,1,2,1,2,3) is more much consistent and I advise to repeat that for the first half. Now you have patterns like these 00:25:018 (1,1,2,3,1,2,3,1,2,3,1,2) which are really hard to play in the first place. The whole map is easy yet you have this part and some other parts like 01:15:434 (1,2,1,2,1) and 02:28:768 (1,2,1,2,1) which are really annoying to play correctly which again, creating that forced feel.

Just my 2 cents.
Kinomi
你们舆论un一个图,厉害,比那谁还厉害
wcx19911123
about the AR again, I'm not 100% sure 10 is better, anyway it feels so great to me, AR10 with CS3 is comfortable to play to me, it's a bit easier to read some patterns than using AR9 and CS4. for example, the overlapping triple clicks, the back and forth 1/4 circle jumps, these kind of patterns are much more easier to read in AR10 to me

anyway, I think we should find some more people's opinions on the AR(due to the reason I have wrote before, better to find some player-only users). I'm not good at playing maps(I can only pass the map by about 50% probability), but AR10 is not hard to read for me. the Extra diff's design is totally like a 288 BPM song, I'm wondering why AR10 is still not that acceptable for some of you, many of you plays better than me imo

if mostly players think AR9 is better, well then, I won't say anything more(if it's true), I just don't want AR9 be together with CS3, that plays really bad to me..
Scorpiour
Just saying:

do not overmod a map

do not force mapper to change something not unrankable but you don't like.
Topic Starter
Hollow Wings

Charles445 wrote:

Hi!
This mod's main intention is to prepare the set for ranking while maintaining the style of the mapper.
I have included pictures of alternate versions of sliders that try to keep the jagged bending nature you were going for while still being rankable. i've quickly looked over ur mod and i think they're really make sense to me everywhere... so amazing ur mod is, and i think that's why 445 u r not only a good mapper but also a good modder in my mind... ;w; (that's why u guys become bats? lol~
anyway, i'll check them attentively by detail (in a really slow speed thou... ;w;


[Normal]
The star rating is a tad high (3.24), it might be worth trying to make it easier. ok, thou i didn't suppose that to be a issue... ;w;

The overall new combos of the map are very inconsistent. Usually for a Normal it's a good idea to have one every big white tick.
So instead of something like http://puu.sh/63wxk.jpg, it would be like http://puu.sh/63wy8.jpg i agree with u, i went over the map and fixed most of nc issues like this (i kept some coz the pattern like 00:16:684 (1,2,3,4) -

00:58:559 (1,1) - There isn't enough time after the spinner to react to the slider. This is the easiest difficulty so the player should have extra time to stop spinning. Increase the distance between the spinner and the slider oh... well... seems like i have to shorten those sliders followed
01:00:018 (1) - This slider is not easy to follow because of the overlapping at the dotted line -> http://puu.sh/63woN.jpg fixed. i didn't regard this as a hard-to-read slider thou... now i know this is hard to noobs 0.0
01:20:018 (2) - The end is overlapping a lot, makes it extremely hard to see how long the slider takes. It's surrounded by slidertrack so it is ambiguous. -> http://puu.sh/63wcu.jpg fixed as well
02:26:684 (1) - This slider is overlaps a lot, there is a bunch of overlapping. The overlapping athe yellow lines makes this extremely hard to read. -> http://puu.sh/63wjM.jpg fixed
02:30:018 (2) - Overlaps make this hard to read. -> http://puu.sh/63wro.jpg fixed
02:40:018 (1) - Try not to have the end touching the previous part of the slider. It's harder to read when it's curled into a ball. fixed, consider to the low sv, ur mods really make sense

[Hard]
00:13:768 (2) - Move this to x:448 y:352 for better spacing? -> http://puu.sh/63wBN.jpg good idea, changed
00:27:102 (2) - I recommend moving this somewhere else so it isn't such a difficult antijump. yeah, same ds issue as above. i move 2 to 412,222 and blanket with 3 and 5

[Lunatic]
Awesome! Plays very well and uses combos for readability effectively. i'm happy that this diff is accepted ;w;

[Extra]
This difficulty was clearly designed for AR9, but got changed to AR10 post-bubble. You should probably change it back to AR9 to make sure the map works as originally intended. as for the ar, i've stated my opinion at 115th post in this thread, and hope ar10 can be accepted 0.0
00:11:684 - Are you sure about this triangle pattern? It's quite hard to read the first time around. that's exactly one of the reason to set ar10 in this diff
00:13:976 (1,1,1,1,1,1,3) - This pattern is had to read because the starts of the sliders show up in different places. If the sliders all started at the same point, this would be intuitive. oh... actually i think it would be a bit more difficult if i set all of these sliders' head stack to start from the same points, coz approach circles effect reading objs a lot and players may got confused at rhythm if they hit the obj in error timing point. however, if i clearly show the sliders' head out of that stack point, we can easily judge when and where to aim. on the other hand, maybe this is not just for a beautiful composing or symm, just some kind of pattern imo
00:26:684 (3) - This slider takes a while to leave the bottom because of the redpoints making it zigzag. It's hard to see the full slider underneath all the circles, and the slider track isn't immediately visible. I'd recommend only using redpoints near the end of the slider where they are easily visible. i completely agree with u, fixed to another slider shape.
00:43:976 (2) - The 1/8 doesn't quite fit here. I'd just use a 1/4 slider here. ok changed
01:00:018 (1) - This slider almost overlaps itself, I'd recommend ending the slider on the beginning of the 3 instead of the end. -> http://puu.sh/63xk6.jpg oh here, i changed this slider's shape for avoiding the bad overlap. but i fixed this by changing its shape while still ends on the end of 3, and i think it's fine as well 0.0
01:09:393 (2) - The repeat might be hard to see on some skins with the hitburst of 01:08:872 (2). I recommend moving the repeat away from the other circles so more people can play the difficulty with their skins. really? ok i fixed this issue by moving these stream notes but also sliders nearby. thx a lot for reminding this, i just didn't notice ;w;
01:32:518 (1) - This slider dips down very sharply at the end. I'd move the end more to the left so it doesn't overlap itself as much. -> http://puu.sh/63xtX.jpg
02:26:684 (1) - This slider would probably be easier to read if it ended on the start of the 3 instead of the end. -> http://puu.sh/63xBJ.jpg well... i just think that shape looks pretty cool and fits the sharp melody of violin in the song, while it didn't confuse players hitting this repeating slider. so... may i keep this? ;w;
02:33:351 (1) - Smoothen out the start and end of this slider. -> http://puu.sh/63xEx.jpg i agree, changed, but a bit different from urs. and also in order to keep a better ds and flow, i move 02:34:080 (2,3) - a bit as well
02:40:018 (1) - Avoid the overlap at the end. -> http://puu.sh/63xFX.jpg fixed, but i set the end on the right instead
02:46:684 (1) - Make the point at the beginning less dramatic and the ending less bent. -> http://puu.sh/63xIF.jpg agree, too. fixed
02:49:393 (2) - For maximum playability with most skins, I'd recommend not overlapping the repeat with the previous circle. The hitburst of the circle at 02:48:976 (1) makes the repeat hidden on many skins. thx for reminding this as well, moved to another position
02:59:185 (1) - Avoid the bend at the start and end, they are too sharp. -> http://puu.sh/63xOP.jpg for same reason i mentioned above, hope this can be accepted ;w;

That's pretty much it, the main issue is the hard to read sliders on the Normal and Extra. Hard has minor issues and Lunatic is fantastic.
If there's a problem with anything I suggested, please let me know and I can try to work out something that will suit your set. i learned a lot from ur mods in dealing with sliders, yeah... those slider overlapped themselves cause a really confusing reading issue to most players, and i'll notice to avoid this from now on i map things, thank u very much for ur general suggestion! OVO
woaaa.... i checked this mod for over 2 hours, and i think this is just awesome to me... Charles445 u really godlike modder, i can't say more here... just say thank u again for helping me dealing with this map, thou this is still not a perfect map having well done enough stuff in, i still hope it can be re-ranked after all these works.
thx for modding!
Dog
我就说一句不想给分 :D
Topic Starter
Hollow Wings
to other modders:
have over looked and changed something like overlapped slider issue or nc sets. most of them r just same as 445 mentioned before, and the left r just nazi and didn't cause a serious problem. as for some nc mods, i just wanna say what i've said: nc do can be used to spreading patterns, that's one of my nc logic and i'm pretty sure all of them make sense, good to somebody while bad to somebody, normal phenomenon right?

to people confused about the map:
this is what the map's like. sry for bad mapping skill, i'm still noob in mapping. still, i'm trying to get better in every fields like rhythm or composing, and as u see i even don't know some unrank issues or inconsistent sets exist in my map. i'm happy if u wanna help me improve this, and i hope u can understand what i do really want to try, to express, or to do more improving with hardworking.

thx for all people still supporting on me, i was just a bit depressed at the moment of unranked this map was. well, at least, i have u guys. OVQ

ps: combo color no change, while they never confusing playing, i insist these two.
Mythiax
Sometimes is better listen to those who have more knowledge than oneself. Just saying, good luck on re-ranking this o/
DenoisoGoiso

wcx19911123 wrote:

the Extra diff's design is totally like a 288 BPM.
that bpm much full imo with extra diff
axschiming
喜欢U2的图哦>w<,射一发
祝早日re
neonat
Just wanted to give some suggestions, maybe you could give some considerations~

Normal

00:14:393 (2) - maybe to fit better beside the previous slider, place it at x:232 y:196
00:16:684 (1) - move it a bit up, to x:256 y:208
00:18:351 (3) - if you do the previous one, move this slider to x:384 y:28
00:19:184 (4) - when I try using the 1.1x distance spacing, I can't seem to have this slider where it used to be, it would not get so close to 00:18:351 (3) - is it too close? If so I think you may have to reposition it
00:30:018 (1) - use edit -> rotate by... ->select clockwise direction -> select selection centre -> rotate by 3°
01:02:726 (2) - I think it sounds nicer if it was at 01:02:518
01:06:059 (3) - same as ^ I think it is nicer at 01:05:851
01:09:393 (3) - ^ with the higher tone of the trumpet (whew I like trumpet @@ I play one)
Same with the rest that follows, also, with the simpler on-beat, it would easier in the Normal, since it is also the easiest difficulty
01:00:018 (1,2,1) - 01:02:726 (2,1) - do not use 1.1x distance spacing, why is there a change? As a Normal and being the simplest difficulty distance spacing should be consistent throughout the song
01:03:351 (2,3) - also not following the 1.1x spacing, just want to ask, is it because they would be too far apart? If so I'm not sure if it's fine, the note goes to the top left if using 1.1x. But 01:06:476 (1) - is too close to 01:06:059 (3) -
01:09:304 to 01:30:434 - is where the issue of distance spacing is
01:50:226 (2) - move it slightly down to make it equidistant to both the other objects around it
02:08:351 (1) - move to x216 y:200 ----- 02:09:184 (2) - move there too
02:26:684 to 02:56:268 - same thing about spacing

Hard

00:04:184 (4) - shift the repeating end slightly to match up with 00:03:559 (2) -
Nothing else really for Hard, it fits your style

Lunatic

the increase in slider velocity, I feel it just increases too much and I can't really feel the gradual change, it just jumps straight at me.
Like the sliders 01:31:684 (1,2) - it is just weird and quite mad looking
02:57:100 (2,1,2,1,2) - maybe instead of going towards the bottom right corner, they go towards the top left hand corner (the slight stacking)

Extra

I don't really know what to say, some of the rhythms are quite peculiar, like it does not really blend in to the music. Yes, there is a pattern to the rhythm you used, but it just does not fit to the ideal it can be into the song. Like 00:40:851 (4,5) - the patterns of circle 1/8 before the slider pattern you used often, the complexity of it doesn't really go with the feel of the song.
01:00:018 (1) - totally didn't expect this slider here, couldn't read it
02:14:184 - add a note with clap
02:16:684 (1,1) - like what I mentioned about the rhythm pattern, it doesn't really fit honestly
02:22:101 (2,3) - rhythm here too, it's like a sudden random triplet within the long trumpet sound

That's about it from me, I'm quite particular about rhythms in songs, which is why I commented about that, and as for the rest, it's just about maybe trying to make it look nicer. Good luck~

Yes, there might be quite a bit of nazi and positioning in my mod, but it is to make it look nicer! and I hope you edit it, because it is not about it being a problem, but so that your map can become nicer~
Lan wings
事实上这样的NC方式加上排列让我很难判断到底哪个才是slider head
我觉得靠这些来增加图的难度并不是一个明智的选择
个人理解NC最主要的作用是辅助读图而不是用来增加难度
另外原地三角stack那里的flow简直那啥00:11:893 (1) - stack在00:11:684 (1) - 逆时针顺序打起来会更顺手 不过我看你也是故意这样的很难会改了
希望你能多考虑下实际玩的时候的手感吧,哪些排列打起来别扭哪些排列打起来流畅这些还是得靠经验和自己test才能得出结论,别人说的自己也不一定能接受 还是得靠自己去好好感受
no kd
pw384

tsuka wrote:

操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!

今年qualified不成了QAQ......
[CSGA]Ar3sgice
秋山优子, 请允悲
Zare
Hi again. First of, I'm sorry for my previous mod post. I was just shown the map, checked it in editor and was a little, well, shocked, no offense.
So now I actually played the map more than once (passed it around 8 times with pretty stable 90% accuracy), and I realized it's actually somewhat fun to play, and I feel like i can give somewhat more productive feedback now. I surely hope you will give this another chance and consider my suggestions, as they now come from a player's point of view, rather than a grumpy modder's, lol.


First of, I tesplayed with both AR10 and AR 9, patterns like 01:02:101 (1,2,1,2,1) - are much easier with AR 9 to me.

About the triangles: They're extremely hard to read, no matter which AR is used (so that isn't really an argument imo), that is because of the Antijump before each triangle, and that makes them the hardest part of the map. You can do this differently, but still make it awesome. I have an example for 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - of what could work for it in my opinion (Don't worry, I only deleted the NCs so you can see the order properly):


The fourth triangle is placed on (4); (7) and (1), leading directly into the next slider. Doing this would have the same rhythmical effect, but would be much easier to read as your version. Consider it :p

  1. 00:13:351 (3) - This is weird to play, simply because it starts so slow because of all the red points, then changes the direction so suddenly and speeds up. Try to make this a bit smoother.
  2. 00:13:976 (1,1,1,1,1) - The NCs in this part ARE confusing for a player. Because of the NC usage, this part lacks any followpoints, and the followpoints help indicating where the next sldier starts. This is probably what Charles meant when he said it's hard to see the sliderheads.
  3. 00:25:018 (1,1,2,3,1,2,3,1,2,3,1,2,3) - same thing about the triangles again. ofc you don't need to use the same pattern over and over again, I'd just prefer to not have these overlaps/antijumps anymore
  4. 00:43:143 (6) - I'd remove the 1/8. as it's simply overmapped
  5. 00:46:424 (10) - ^
  6. 01:22:518 (1) - I beg you to lower the spacing for this jump. It is inconsistent with your previous patterns and is hard as hell to play. Reading the patterns with AR10 is already a challenge, but this jump here really is extreme., and you don't have such rising spacings in other patterns like this (at least by far not this extreme.)
  7. 01:26:476 (1) - can you remove this NC? It always confuses me, since this isn't a typical back-and-forth pattern anymore, but rather a star pattern. And since you use NCs to make patterns distinguishable, as you yourself said, it would make more sense to not break this 5-object pattern into 2 parts, would it?
  8. 01:31:684 (1,2) - these feel really weird because they SV is so damn high, but you barely need to move your cursor in order to 300 these., I guess that weird feeling is also related to the 2 reverses each sldier has, you could try a different rhythm pattern for this to feel a bit smoother:
  9. 01:53:976 (1,1,1,1,1) - if you listened to my NC advice before, just for the sake of consistency, you should apply it here as well
  10. 02:04:393 (5) - overmapped 1/8, I would remove as I don't see a reason to have it
  11. 02:16:684 (1,1) - I can't explain this well, but this is awkward to play, even if it's not even hard to read. You are going to a certain direction and directly have to turn back. idk, lacking proper terms for this, I'd say the flow is messed up. Anyway, it doesn't feel good, you should do something like that
  12. 02:17:518 (1,1) - same issue as above
  13. 02:39:080 (2,1) - make this a bigger jump, it's kinda hard to catch after youh hve so much momentum build up from the previous jump pattern, also it would be more consistent with the other jump pattern in this part
  14. 02:49:080 (2,1) - HNNNGHH so hard. Yeah idk, just felt like pointing out how hard this is. The pattern is consistent with the rest so I won't complain, but consider reducing spacing
  15. 02:52:935 (1) - same thing about the NC in star pattern as before
  16. 02:58:351 (1,2) - same thing as 01:31:684 (1,2)
happy623
HW 加油
Rakuen
it's cool, maybe it's just require some small change

nothing big, I'm sure this map will be up soon

+u 哦~神图
Decipher
HW!! fighting!!! :)

Priti wrote:

Seriously, you guys should stop attacking people for trying to improve this map, I am not modding this for fun, I am modding this because I am trying to make this better.
But we can try to help someone without sounding rude, right? o.o;
Avena

Decipher wrote:

HW!! fighting!!! :)

Priti wrote:

Seriously, you guys should stop attacking people for trying to improve this map, I am not modding this for fun, I am modding this because I am trying to make this better.
But we can try to help someone without sounding rude, right? o.o;
Depends on how you interpertate what I said, some people wouldn't find it rude at all but some will feel like its needed to make a hugeeeee shitstorm about it ^^
Kodora
t/151677

/me leaves

P.S. HW, have my support. I really hope that you can re-rank it quickly. Don't give up!
neonat
不放弃,加油!
Charles445
Hollow Wings let me know when the mods have been replied to.
Modders please make sure to give suggestions in a friendly manner, being rude isn't going to get anyone anywhere.
Topic Starter
Hollow Wings

Charles445 wrote:

Hollow Wings let me know when the mods have been replied to.
Modders please make sure to give suggestions in a friendly manner, being rude isn't going to get anyone anywhere.
ok, i'm just checking those mods not only in this thread but also in form pm from other guys, and i just said that there's too much mods but i check them in a really low speed relatively. so i really need some time...;w;
and thx for ur support 445, i'm really appreciate all u have done to this.

to other modders and their mods:
i'm just looking through mods so just wait a few moment, i'm not lazy to check them now, i'm just bad at it as a newbie ;w;
also thx for ur helps to this map
Topic Starter
Hollow Wings
;)

Priti wrote:

*Reminder: https://osu.ppy.sh/forum/p/2771273 My combo colors~ no change sry

Extra
  1. Stop making excuses, the fact that SapphireGhost is a high rated player doesn't mean his opinion isn't valid, this map is borderline bad with AR10, seriously, you shouldn't revolve around AR10, you should put it back down to AR9 and work around from there (And yes, that means you need to say goodbye to your precious unintuitive patterns) then these patterns can never been set and played while they're fun to play and playble, few players already got fc even with modes. patterns fit the song, ar10 fits the patterns, that's all. yes it's just fine
  2. 00:02:726 (2) - Sounds off beat, either delete it or add a note on 00:02:830 i just follow the guitar's beat, never set more or less one.
  3. 00:04:184 (1,1) - Dat nasty overlap, fix it please (It doesn't show on AR10, but having it as AR9 would be better anyways) so this problem don't exist in ar10 and it's not that seriously while this is good for pattern and flow
  4. 00:05:851 (1,2) - Add a note between these two (and ofcourse change spacing) on purpose missing repeating beats for pattern when it plays hasty
  5. 00:09:601 (1) - Looks a bit ugly, moving the third point one grid to the left can slightly help, but just reworking it can be better. ugly to u, not me. trill in violin, i have no more words for these mods
  6. 00:11:684 (1) - Remove NC. nope
  7. 00:13:351 (3) - Hideous slider, go for a more simple shape.
  8. 00:13:976 (1,1,1,1,1) - Unneeded NC spam, this fucks up the HP Drain so hard.. easy pattern indeed if u can pass this diff
  9. 00:15:851 (1) - Right side looks fine, left side looks fine, center looks horrible, try to improve the curves. fixed this a bit
  10. 00:17:309 (1) - Remove NC nope
  11. 00:17:518 (1) - Try to improve the shape? it looks a bit too simple considering it stays on the screen for more than a whole tick, try something a bit more complex but not too complex like the strange things I pointed before. ok i can agree with this, changed this slider to another shape, thou idk if it's still strange to u. move objs nearby a bit to keep patterns as well
  12. 00:18:143 (1) - Remove NC nope
  13. 00:18:351 (1) - Holy crap this slider looks like a seizing snake, make it a bit more simple and fluid.
  14. 00:18:351 (1,1) - Horrible overlap. hmm, maybe regard this a pattern or this is just like this. overlap hardly can be a unrankble pattern unless overlapped a arrow. i have no more words about overlap doublts
  15. 00:18:976 (1) - Remove NC nope
  16. 00:19:184 (1,2) - Ugly overlap. fixed this a bit
  17. 00:22:934 (1) - Curve is too big, change this slider please. nope for easy aiming
  18. 00:25:018 (1) - Remove NC nope
  19. 00:26:684 (3) - First half is awful due to the cramped up curves. already fixed from 445's mods
  20. 00:29:184 (1) - Curve is somewhat decent, second half is too straight. changed a bit
  21. 00:30:018 (1) - Slightly move the red points, but overall this slider is pretty fine. fine enough to me now
  22. 00:30:747 (2,1) - Awful overlap.
  23. 00:30:851 (1) - Seizing Snakes woop woop, change this please. nope
  24. 00:31:476 (1) - Remove NC nope
  25. 00:31:684 (1) - Too simple as I said last time you had a slider like this. no change, i do this on purpose
  26. 00:32:518 (1) - Remove NC. nope
  27. 00:32:518 (1,2) - Awkward overlap.
  28. 00:33:351 - I can't understand your whistle usage in this section, it feels random due to your incredibly strange rhythm. strange and random to u, not me or testers, bats and some of other players
  29. 00:34:393 (5) - Change this to a 1/4 slider that starts at 00:34:497 - It won't be unintuitive rhythm wise because the slider before it ends on a blue tick too.
  30. 00:33:976 (3,4) - Pretty awful placement and ugly overlap.
    ~and here I got lazy, I got tired of writing something for pretty much every second, so now I will just point some general things, but you should take what I wrote so far and try to use it in the rest of the map~
  31. Stop overusing new combos, it breaks HP Drain. hp6 now. nc is used for spreading patterns and assisting readding.
  32. Stop with the ugly sliders that look like a seizing snake. nope
  33. Try to not have unintended overlaps, these look sloppy, unprofessional and overall ugly. ugly to u
  34. 01:30:018 (1,1,1,1,1,1,1) - This is my least favourite part of the map, you just got completely lazy so you put a constant 1/1 rhythm with extremely low spacing and combospammed, there is nothing to like about this. this is one of my most favourite part of the map, i took lot of considering about this rather than a lazy work here. it will never be changed
  35. 01:31:684 (1) - The hitsounding on these things broke my ears, seriously, lower the volume or stop overusing that sample. nope
  36. 02:29:080 (2,1) - This is the most unintuitive, hard to read, nonsensical and unemphasised jump in the world. yeah, people's eyes will be wider now.
  37. 02:49:080 (2,1) - Same for this one
  38. 02:58:351 (1) - RIP ears.
thx for modding

ktgster wrote:

Hollow Wings wrote:

2. i'll keep AR10: as i said of ds stuff above, further more, there're lots of patterns set in this diff can't be read well by most of players in even ar9. eg. 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - , 01:02:101 (1,2,1,2,1) - or 02:28:768 (1,2,1,2,1) - . after long time playing i was aware of there always be hard to read the pattern if we set objs together even we clearly know about the rhythm, like overlap slider's track with notes or sliders, mess of notes or kick sliders and so on. i found people did will fell in chaos state when playing these patterns in low ar (just comparing some really old maps if u want to understand my words clearly) even their playing skills r good enough to fc common insane diffs. the high ar should be set for these patterns readble. i'm not telling that ar10 can be used everywhere, it's just fit the patttern here imo.
I don't see anything hard to read. Just those stupid patterns that overlap each other and feel like they're there to piss you off. If less than 10% of the map is readable, that would mean to change your patterns instead of putting some dumb AR that doesn't even suit the map which was once mapped with AR 9. yeah, and these patterns will never be set from now on, while they can be played smoothly if u got that skill. what a pity to stop osu go forward in mapping and playing.

The NCing is a huge problem in itself. There is no logic behind it and it breaks the HP drain. This looks like you threw your NC's everywhere without a thought. Like 00:00:851 (1) - why this NC here and 00:13:976 (1,1,1,1,1,1) - why the NC spam when its just the same thing as before. Parts like 00:16:684 (1,1,2,1) - also don't fit well and should just be a single combo. I also don't see the NC's needed in 01:02:101 (1,2,1,2,1) and whats the point of spamming on 01:30:018 (1,1,1,1,1,1,1). Too much improper NCing could make your map be harder to read than it really needs to be.
i thought, my nc logic is, fine.

The whole map itself isn't really good at all. Its very inconsistent and plays more like a 144 bpm map if you look at it as a whole. The jump streams are very forced as I said before. 00:30:018 (1,1,1) doesn't even even have a buildup so why the speedups. Then you have parts like 01:30:018 (1,1,1,1,1,1,1) which it starts to turn after a bit yet the song hits the same note several times, so why turn it. 02:56:684 (1,2,1,2,1,2,3) is more much consistent and I advise to repeat that for the first half. Now you have patterns like these 00:25:018 (1,1,2,3,1,2,3,1,2,3,1,2) which are really hard to play in the first place. The whole map is easy yet you have this part and some other parts like 01:15:434 (1,2,1,2,1) and 02:28:768 (1,2,1,2,1) which are really annoying to play correctly which again, creating that forced feel.
288bpm this map was mapped for, 1/2 those patterns are, and they're all forced to u

Just my 2 cents.
well, idk if this is a mod, still replied

neonat wrote:

Just wanted to give some suggestions, maybe you could give some considerations~

Normal

00:14:393 (2) - maybe to fit better beside the previous slider, place it at x:232 y:196 this is just look a bit different when a blanket has a slider's head or end. still fixed this a bit
00:16:684 (1) - move it a bit up, to x:256 y:208 hmmm?? oh no i just wanna keep those blankets
00:18:351 (3) - if you do the previous one, move this slider to x:384 y:28 sry i reject this
00:19:184 (4) - when I try using the 1.1x distance spacing, I can't seem to have this slider where it used to be, it would not get so close to 00:18:351 (3) - is it too close? If so I think you may have to reposition it well, composing here have less problem than u thought, here ds is just fine even to noobs
00:30:018 (1) - use edit -> rotate by... ->select clockwise direction -> select selection centre -> rotate by 3° yeah, truely blanket issue, fixed
01:02:726 (2) - I think it sounds nicer if it was at 01:02:518 sry but i set this rhythm on purpose, same after as well
01:06:059 (3) - same as ^ I think it is nicer at 01:05:851
01:09:393 (3) - ^ with the higher tone of the trumpet (whew I like trumpet @@ I play one)
Same with the rest that follows, also, with the simpler on-beat, it would easier in the Normal, since it is also the easiest difficulty thou it's the easiest difficulty, it's a Normal diff
01:00:018 (1,2,1) - 01:02:726 (2,1) - do not use 1.1x distance spacing, why is there a change? As a Normal and being the simplest difficulty distance spacing should be consistent throughout the song hmm, actually u can see spacing changing in other ranked maps in normal diffs as well when the beats r slowly appered and quite easy to read and play. i'm not sure if this is not appropriate but indeed there's no rules says we can't change the distance in normal diff. so i think these r just fine and let them be like that now.
01:03:351 (2,3) - also not following the 1.1x spacing, just want to ask, is it because they would be too far apart? If so I'm not sure if it's fine, the note goes to the top left if using 1.1x. But 01:06:476 (1) - is too close to 01:06:059 (3) -
01:09:304 to 01:30:434 - is where the issue of distance spacing is
01:50:226 (2) - move it slightly down to make it equidistant to both the other objects around it nazi thou, fixed
02:08:351 (1) - move to x216 y:200 ----- 02:09:184 (2) - move there too here i just fix the ds and blanket by change 02:07:518 (2) - 's position and shape a bit
02:26:684 to 02:56:268 - same thing about spacing

Hard

00:04:184 (4) - shift the repeating end slightly to match up with 00:03:559 (2) - fixed
Nothing else really for Hard, it fits your style orz, what's my style really is? idk... lol

Lunatic

the increase in slider velocity, I feel it just increases too much and I can't really feel the gradual change, it just jumps straight at me.
Like the sliders 01:31:684 (1,2) - it is just weird and quite mad looking hmmm, just did them on purpose, i can understand people refusing these, but i still insist and they did work well imo
02:57:100 (2,1,2,1,2) - maybe instead of going towards the bottom right corner, they go towards the top left hand corner (the slight stacking) lol this is not a serious problem, maybe regard this a personal choice.

Extra

I don't really know what to say, some of the rhythms are quite peculiar, like it does not really blend in to the music. Yes, there is a pattern to the rhythm you used, but it just does not fit to the ideal it can be into the song. Like 00:40:851 (4,5) - the patterns of circle 1/8 before the slider pattern you used often, the complexity of it doesn't really go with the feel of the song. as for this i have to say, look at those ranked map's 3-notes-streams and u will find most of them also added without beats corresponding in the song. maybe most of them r set in a appropriate way as people always played in maps so they're just fine, i set these rhythm for same reason.
01:00:018 (1) - totally didn't expect this slider here, couldn't read it already fixed from 445's mods
02:14:184 - add a note with clapnope, i miss this beat on purpose
02:16:684 (1,1) - like what I mentioned about the rhythm pattern, it doesn't really fit honestly i partly agree with u, but i insist this as i mentioned above
02:22:101 (2,3) - rhythm here too, it's like a sudden random triplet within the long trumpet sound same as above

That's about it from me, I'm quite particular about rhythms in songs, which is why I commented about that, and as for the rest, it's just about maybe trying to make it look nicer. Good luck~ they're just some mapping thought, maybe it's bad, yep, i'm still studying mapping

Yes, there might be quite a bit of nazi and positioning in my mod, but it is to make it look nicer! and I hope you edit it, because it is not about it being a problem, but so that your map can become nicer~ truely ur mods r a bit nazi but really make sense, and i'm glad to recive mods like this and fix them
thx for modding!

Lan wings wrote:

事实上这样的NC方式加上排列让我很难判断到底哪个才是slider head
我觉得靠这些来增加图的难度并不是一个明智的选择
个人理解NC最主要的作用是辅助读图而不是用来增加难度
另外原地三角stack那里的flow简直那啥00:11:893 (1) - stack在00:11:684 (1) - 逆时针顺序打起来会更顺手 不过我看你也是故意这样的很难会改了
希望你能多考虑下实际玩的时候的手感吧,哪些排列打起来别扭哪些排列打起来流畅这些还是得靠经验和自己test才能得出结论,别人说的自己也不一定能接受 还是得靠自己去好好感受
no kd
服的地方:岚大人居然也来喷,哭瞎
不服的地方:
1. nc我并没有用来增加难度,正如你所说我nc设置来辅助读图的,你可以认为“如果这里没有nc那么hw会觉得这个梗非常难读”
2. 三角stack flow怎么会有顺手不顺手的问题?逆时针和顺时针的区别正如转圈,你顺手的他顺手的都不一样, 本来就是个几何跳罢了,转个角度同理
3. 整张图我打着很流畅,所以我这么做了。rank图也有我打的不流畅的,照样rank了。我做图我自己会不test?
做图经验不够确实是我太弱,如果怀疑我的做图态度的话我表示你一定是多虑了

thx for modding

Zarerion wrote:

Hi again. First of, I'm sorry for my previous mod post. I was just shown the map, checked it in editor and was a little, well, shocked, no offense.
So now I actually played the map more than once (passed it around 8 times with pretty stable 90% accuracy), and I realized it's actually somewhat fun to play, and I feel like i can give somewhat more productive feedback now. I surely hope you will give this another chance and consider my suggestions, as they now come from a player's point of view, rather than a grumpy modder's, lol. that's what i wanna say to others as well


First of, I tesplayed with both AR10 and AR 9, patterns like 01:02:101 (1,2,1,2,1) - are much easier with AR 9 to me.

About the triangles: They're extremely hard to read, no matter which AR is used (so that isn't really an argument imo), that is because of the Antijump before each triangle, and that makes them the hardest part of the map. You can do this differently, but still make it awesome. I have an example for 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - of what could work for it in my opinion (Don't worry, I only deleted the NCs so you can see the order properly): hahaha...... first, ar10 fits this pattern, no more. second, this pattern had been considered when i made this map, but i still choose the patterns now. still i didn't give up the pattern u set in that pic so i set it in my another map. as for this map, no change. i'm happy u have thought deep into this pattern and truely help me considering fixing by testing.


The fourth triangle is placed on (4); (7) and (1), leading directly into the next slider. Doing this would have the same rhythmical effect, but would be much easier to read as your version. Consider it :p see my words above ><

  1. 00:13:351 (3) - This is weird to play, simply because it starts so slow because of all the red points, then changes the direction so suddenly and speeds up. Try to make this a bit smoother. nope, for 4 times triple sudden big jumps, players will get used to aiming hit objs and stack cursor, so this slider is fine to play.
  2. 00:13:976 (1,1,1,1,1) - The NCs in this part ARE confusing for a player. Because of the NC usage, this part lacks any followpoints, and the followpoints help indicating where the next sldier starts. This is probably what Charles meant when he said it's hard to see the sliderheads. all mods againest these nc sets when i think it's more diffcult without nc as i said above in other's replies
  3. 00:25:018 (1,1,2,3,1,2,3,1,2,3,1,2,3) - same thing about the triangles again. ofc you don't need to use the same pattern over and over again, I'd just prefer to not have these overlaps/antijumps anymore consider this: if i change this, osu game will never have this pattern from now on, because as u said in this mod
  4. 00:43:143 (6) - I'd remove the 1/8. as it's simply overmapped already fixed from 445's mod, others can be fine
  5. 00:46:424 (10) - ^
  6. 01:22:518 (1) - I beg you to lower the spacing for this jump. It is inconsistent with your previous patterns and is hard as hell to play. Reading the patterns with AR10 is already a challenge, but this jump here really is extreme., and you don't have such rising spacings in other patterns like this (at least by far not this extreme.) u mentioned me this, and i'll just make the jump pattern more diffcult before this to make all these not inconsistent.
    changed 01:18:768 (1,2,1,2,1,2) - pattern in a new situation
  7. 01:26:476 (1) - can you remove this NC? It always confuses me, since this isn't a typical back-and-forth pattern anymore, but rather a star pattern. And since you use NCs to make patterns distinguishable, as you yourself said, it would make more sense to not break this 5-object pattern into 2 parts, would it?
    thx for ur point, this mod is the most important mod i've met in this post, and i'll explain this:
    in my eyes, this is not a star pattern, but 2 jump patterns just like before. so, what is patterns indeed? spread patterns into a star pattern or 2 jump pattern? this just depends on who's answering this. now i see, people can't accept my nc logic just because they see a star here, while i regarding this as 2 jump patterns. what can i say for this further? this is also repling to other doubts to nc sets at other positions in this map. first, this is good to me to set nc like this while reading this pattern, and it works pretty well and some people agree with me. then yes, this is like shxt in some other guys don't agree with me. tastes differ right? so i insist my choice.
  8. 01:31:684 (1,2) - these feel really weird because they SV is so damn high, but you barely need to move your cursor in order to 300 these., I guess that weird feeling is also related to the 2 reverses each sldier has, you could try a different rhythm pattern for this to feel a bit smoother: ur idea was considered when mapping. but yep like the stacked triple jump patterns, this can be played and didn't confuse players catching the rhythm. i just thought this is great and did some modders as well, so no change here.
  9. 01:53:976 (1,1,1,1,1) - if you listened to my NC advice before, just for the sake of consistency, you should apply it here as well just patterns, no change
  10. 02:04:393 (5) - overmapped 1/8, I would remove as I don't see a reason to have it maybe i can call the reason "that brass tell me this, and the bass is supporting on me"
  11. 02:16:684 (1,1) - I can't explain this well, but this is awkward to play, even if it's not even hard to read. You are going to a certain direction and directly have to turn back. idk, lacking proper terms for this, I'd say the flow is messed up. Anyway, it doesn't feel good, you should do something like that call it that kind of patterns as i mentioned before, still thx for ur suggestion considered when mapping again
  12. 02:17:518 (1,1) - same issue as above
  13. 02:39:080 (2,1) - make this a bigger jump, it's kinda hard to catch after youh hve so much momentum build up from the previous jump pattern, also it would be more consistent with the other jump pattern in this part there's a tiny shift in the song here after, and bats also agree a lager ds jump here, so let it be like this.
  14. 02:49:080 (2,1) - HNNNGHH so hard. Yeah idk, just felt like pointing out how hard this is. The pattern is consistent with the rest so I won't complain, but consider reducing spacing already fixed from 445's mods
  15. 02:52:935 (1) - same thing about the NC in star pattern as before
  16. 02:58:351 (1,2) - same thing as 01:31:684 (1,2)
thx for modding

there're also some mods came from in form pm, i just paste the only accepted one here:

lkx_Shore wrote:

01:10:018 (1,2,1,2,1) - 既然是表现张力,为什么间距不也来开点 (trans: larger ds for higher tention) ok, changed a bit and other patterns like this as well
i working on checking these mods for over 6 hours and i feel really tired now, if other mods come later, plz wait me another time to check them.

thank u guys, hope it can be better.

/me dead
Lan wings

Hollow Wings wrote:

Lan wings wrote:

事实上这样的NC方式加上排列让我很难判断到底哪个才是slider head
我觉得靠这些来增加图的难度并不是一个明智的选择
个人理解NC最主要的作用是辅助读图而不是用来增加难度
另外原地三角stack那里的flow简直那啥00:11:893 (1) - stack在00:11:684 (1) - 逆时针顺序打起来会更顺手 不过我看你也是故意这样的很难会改了
希望你能多考虑下实际玩的时候的手感吧,哪些排列打起来别扭哪些排列打起来流畅这些还是得靠经验和自己test才能得出结论,别人说的自己也不一定能接受 还是得靠自己去好好感受
no kd
服的地方:岚大人居然也来喷,哭瞎这只是一点test后的感想跟意见而已 非要说喷我也没办法了
不服的地方:
1. nc我并没有用来增加难度,正如你所说我nc设置来辅助读图的,你可以认为“如果这里没有nc那么hw会觉得这个梗非常难读”

我一开始也说了你这个NC方式加上排列导致玩家很难去读出到底哪个是slider head,甚至更为严重的因为是同样的颜色 根本就看不出这里有一个slider, 00:13:976 (1,1,1,1,1,1,2,3,4) - 你这地方我无论怎么看也看不出半点的辅助读图效果,只会增加读图难度,不信?找人打打看看忽略自带皮肤后跟不忽略哪个难读.这样做最后的结果其实就是大部分玩这图的人直接选择忽略自带皮肤,这样连你所坚持的combocolour也没有了坚持的必要 何必呢

2. 三角stack flow怎么会有顺手不顺手的问题?逆时针和顺时针的区别正如转圈,你顺手的他顺手的都不一样, 本来就是个几何跳罢了,转个角度同理
没错 你的三角跳是没有问题 但是一个三角跳 起始位置不同 顺序不同 角度不同甚至联系上前后排列分布位置和衔接等等因素就会导致移动手势是别扭还是舒服等等,你这一段最影响flow的地方就是这两个00:11:684 (1) - 00:13:351 (3) - 不说别的我相信我说的这些地方我并不是第一个人提出来的,从这点难道你还不难看出问题所在吗?

3. 整张图我打着很流畅,所以我这么做了。rank图也有我打的不流畅的,照样rank了。我做图我自己会不test?
做图经验不够确实是我太弱,如果怀疑我的做图态度的话我表示你一定是多虑了

关于这点 我只能说你test的还不够
其实我从一开始也说了"不过我看你也是故意这样的很难会改了"
因为我知道你肯定会有你自己的想法不会去改变,
其实像这些所谓的想法,过去几个月之后就没有想法了,到那时候完全可以想到更多更好的梗,甚至于视以前的旧梗为垃圾梗也没什么奇怪的
不过可惜正常来说几个月后图不是已经rank掉就是坟掉,那时候再想改变也是很难了,不过真到那时候改不改变也无所谓了
Ulysses
早日康復
Topic Starter
Hollow Wings

Hollow Wings wrote:

Lan wings wrote:

事实上这样的NC方式加上排列让我很难判断到底哪个才是slider head
我觉得靠这些来增加图的难度并不是一个明智的选择
个人理解NC最主要的作用是辅助读图而不是用来增加难度
另外原地三角stack那里的flow简直那啥00:11:893 (1) - stack在00:11:684 (1) - 逆时针顺序打起来会更顺手 不过我看你也是故意这样的很难会改了
希望你能多考虑下实际玩的时候的手感吧,哪些排列打起来别扭哪些排列打起来流畅这些还是得靠经验和自己test才能得出结论,别人说的自己也不一定能接受 还是得靠自己去好好感受
no kd
服的地方:岚大人居然也来喷,哭瞎这只是一点test后的感想跟意见而已 非要说喷我也没办法了噗。。。喷什么的其实我也是随口一说orz,岚大人有闲情逸致来看俺的图俺心里只有高兴好吗OVQ
不服的地方:
1. nc我并没有用来增加难度,正如你所说我nc设置来辅助读图的,你可以认为“如果这里没有nc那么hw会觉得这个梗非常难读”

我一开始也说了你这个NC方式加上排列导致玩家很难去读出到底哪个是slider head,甚至更为严重的因为是同样的颜色 根本就看不出这里有一个slider, 00:13:976 (1,1,1,1,1,1,2,3,4) - 你这地方我无论怎么看也看不出半点的辅助读图效果,只会增加读图难度,不信?找人打打看看忽略自带皮肤后跟不忽略哪个难读.这样做最后的结果其实就是大部分玩这图的人直接选择忽略自带皮肤,这样连你所坚持的combocolour也没有了坚持的必要 何必呢
好,你的意思是说这里这个梗颜色不一样才好打吗?我明白了,我把这里的nc改成了短时间内重叠的滑条颜色不同。不过我依旧不服,因为改后我觉得更难读。至于忽略skin我表示你找100个打图的人99个会打任何图都忽略skin,所以不用太在意这点。坚持combo color是我个人恶趣味而已,与梗无关,至于此处,即使我选三个及以上的combo color,我一般照样会这么下nc:左边一坨红,右边一坨黄,我觉得更好读。至于其实读图难度高低什么的,完全跟玩家水平直接挂钩,辅助读图也只是相对来说而已。

2. 三角stack flow怎么会有顺手不顺手的问题?逆时针和顺时针的区别正如转圈,你顺手的他顺手的都不一样, 本来就是个几何跳罢了,转个角度同理
没错 你的三角跳是没有问题 但是一个三角跳 起始位置不同 顺序不同 角度不同甚至联系上前后排列分布位置和衔接等等因素就会导致移动手势是别扭还是舒服等等,你这一段最影响flow的地方就是这两个00:11:684 (1) - 00:13:351 (3) - 不说别的我相信我说的这些地方我并不是第一个人提出来的,从这点难道你还不难看出问题所在吗?
对你的回复我继续服毒一次:三角stack flow怎么会有顺手不顺手的问题?逆时针和顺时针的区别正如转圈,你顺手的他顺手的都不一样, 本来就是个几何跳罢了,转个角度同理
此回复包含三角跳 起始位置不同 顺序不同 角度不同甚至联系上前后排列分布位置和衔接等等因素
确实不是你一个人提出,但更多的人并没有觉得这个有什么问题。事实上此三角梗对定位有相当高的难度,但同时也有相当高的指向性,玩家会对三角的起始位置有非常强烈的印象,加上上一个note的位置距离并不是很远,更重要的是有半拍的余裕定位,这半拍的小移动对于1/4拍的大跳来说基本没有什么flow可言了,只要能读,这几个三角跟你1/2打三个单点,空一整拍再打一遍1/2三个单点一样毫无压力。
如果你是指大flow的话那我就无奈了,如果这都觉得不科学别手的话那我只能说没办法,这梗就是这样的。


3. 整张图我打着很流畅,所以我这么做了。rank图也有我打的不流畅的,照样rank了。我做图我自己会不test?
做图经验不够确实是我太弱,如果怀疑我的做图态度的话我表示你一定是多虑了

关于这点 我只能说你test的还不够我弱,不要鄙视我OVQ 当然了,如果真的要这么说,我也想回击说很多rank图的mapper他们也没test够,不过谁能保证满足所有人的要求呢?如果答案是“只要大部分人觉得好玩,只要大部分人觉得合理,只要大部分人觉得这图可以rank了”就是rank图的标准的话,那我只能说自己简直就是自作孽不可活,死了都没人哭
其实我从一开始也说了"不过我看你也是故意这样的很难会改了"
因为我知道你肯定会有你自己的想法不会去改变,
其实像这些所谓的想法,过去几个月之后就没有想法了,到那时候完全可以想到更多更好的梗,甚至于视以前的旧梗为垃圾梗也没什么奇怪的
不过可惜正常来说几个月后图不是已经rank掉就是坟掉,那时候再想改变也是很难了,不过真到那时候改不改变也无所谓了
我同意你。我在我一开始做图的时候曾经跟某人说,我作图一定不会overlap因为我觉得overlap简直是垃圾,现在我做图必然overlap觉得overlap简直好看到爆。然而对于此图的那些奇葩梗我敢保证自己绝不会后悔自己这么放,作为一个深度的猎奇党我表示我不会对自己做出的每一个选择提出质疑。我做图是弱,这图质量是低,我自己也能感觉得到。但这张图想要表达的东西我一定不回去否定它,包括花花说的那个1/6,如果我remap此曲当然也会去考虑塞音,然而我这图就是直接忽略只跟背景鼓点放note,我觉得这就是我要在此时此刻表达的东西,绝对不改,现在不会犹豫,今后也一定不会犹豫。
thx for checking reply!
Lan wings
搞的五颜六色的不累吗......
Avena
So he actually denied my combo colors, he prefers the spastic epileptic yellow and red.
I GIVE UP ON TRYING TO HELP THIS GUY
Charles445

Priti wrote:

So he actually denied my combo colors, he prefers the spastic epileptic yellow and red.
I GIVE UP ON TRYING TO HELP THIS GUY
God forbid someone has a differing opinion

Anyway having a look at this now!
Charles445
The AR was one of the main concerns of the set though, since it was a post-bubble change that wasn't properly checked.
It is worth noting that SG is a top player and is very much the desired audience of a very hard map like this. SG isn't the only higher up player asking for AR 9 either. I would take those suggestions more seriously, SG really wants to help.
I'm going to ask around for a couple of playtests of the hardest difficulty and ask those testers if AR 9 or AR 10 would be better. Personally I prefer AR 9, the map seemed to revolve around it from the start.

Priti wrote:

This pretty much sums up everything everyone didn't say because they are too polite, even me.
But you just posted

Priti wrote:

I GIVE UP ON TRYING TO HELP THIS GUY
Which isn't polite

It's fine to find someone as rude, but you have to make sure both parties aren't rude.
Avena
Oh if you are not changing the combo colors can you atleast put an epilepsy warning on Extra? the spazzin' huge bright yellow circles can be dangerous, seriously.
Akabato
我忍不住了
那个歪果仁,你在osu社区这么吊,你家里人知道吗?
passing by……anyway,hope it can get re-ranked soon.
Frostmourne
I am not going to kill any mapper's spirit or anything at all.

Just something that you should fix. They are not suggestion.
You can have it in your pending as long as you want but you are making a beatmap for everyone in the community to enjoy it.
And you are playing it, not watching it..

Just Extra diff

- AR9 please as SapphireGhost and other modders suggested. The song itself is calm (you clearly see it's 144 bpm), no need to make anything further hard than it should be.

- It will be nice if you can have combocolor more than 4 colors, They will help a lot on parts where jumps are stacked together.
I see it's decorated quite well as is. But if want to decorate like that, your map must not be this insane with sudden stacked jumps or alike.

You should have been able to see some feedback from Disqus about the map so I hope you can use that to improve it.
Good luck~
Asphyxia

Frostmourne wrote:

I am not going to kill any mapper's spirit or anything at all.

- AR9 please as SapphireGhost and other modders suggested. The song itself is calm (you clearly see it's 144 bpm), no need to make anything further hard than it should be.

- It will be nice if you can have combocolor more than 4 colors, They will help a lot on parts where jumps are stacked together.
I see it's decorated quite well as is. But if want to decorate like that, your map must not be this insane with sudden stacked jumps or alike.
I agree with Frost, AR9 would be a better choice here (like the modders said, it makes it easier to read).

and pls use Priti's combo colours, they're nice~
rezoons
https://osu.ppy.sh/forum/p/2776364
Whoah, you're really courageous HW

Go rerank it <3
Konei
@Priti:

Priti wrote:

02:58:351 (1) - RIP ears.
I don't know how this can't be considered rude.
Start
成了我一个无人能草的BPhhhh
Topic Starter
Hollow Wings
to 445 and frost : i'm always waiting for further information about ar, thou there's already a quite long discuss between bats with a result of choosing ar10 before this ranked

to combo color doudts: i see no issue from the combo colors now even considering playing, so no change
JAKACHAN
Played this map and from about 10% through the song I noticed one thing, AR9 is much better in terms of readability for this map. I recommend considering changing this to AR9 to improve the quality of the map. As well, most people who prefer it with AR10 could play with HR if they really wanted to due to the circle size.

Overmapping is not present in this map though every circle and slider felt mapped to the song and works well I enjoyed it besides the AR issue I explained.

Have a good one!
Regou
HW加油,不要输
wcx19911123

Charles445 wrote:

I'm going to ask around for a couple of playtests of the hardest difficulty and ask those testers if AR 9 or AR 10 would be better.
this is nice, I suggest to find the people from who can just pass the diff to those who can easily fc(or even hold some modes) on the diff, this diff is for these levels of players, their opinions are most important
Frostmourne

wcx19911123 wrote:

Charles445 wrote:

I'm going to ask around for a couple of playtests of the hardest difficulty and ask those testers if AR 9 or AR 10 would be better.
this is nice, I suggest to find the people from who can just pass the diff to those who can easily fc(or even hold some modes) on the diff, this diff is for these levels of players, their opinions are most important
p/2772904

Who can fc the map
https://osu.ppy.sh/ss/1213441 by SapphireGhost CS3, AR9
http://osu.ppy.sh/ss/1219365 (1441/1444 combo) by me CS3, AR10 replay if needed

and both of us suggested AR9 and more colors added. I am fine with CS3 as is because it helps the map play much easier and it looks like it's designed for CS3 in the first place.

Hope you reconsider them once and hope that our opinions are likely important, at least..
Kinomi
其实最好还是加两个颜色,把加速和减速区分开,只有两种颜色,然后你的排列加上大圈让变速变的很难,比较明显的一点:有很多滑条是同一种颜色先是加速后来NC了两下以后又变成减速,在读图移动很紧张的情况下再加上这个,非常蛋疼。

AR的问题先抛开不谈,我觉得你最好学星爷的APP,加速和减速用不同的颜色区别开。
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