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Camellia - Routing

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Cubzy
Comfort is back <3
Spooky_Myon
One good map with a Irony inside :
The hardest difficulty is started as 'Comfort' when it isn't comforting to play that insane difficulty at all XD.
Mint
Change some stuff (mainly pattern/design) over IRC.
You're so mean Shiirn.... making me listen to this so many times x_x

Qualified!

log
16:26 Shiirn: uguu
16:26 appleeaterx: eat that jam
16:26 Shiirn: but mooooom
16:35 appleeaterx: still fun with HT tbh xd
16:35 Shiirn: ya
16:35 appleeaterx: 00:02:999 (4,1,1) - confuses me still, no matter how many retries..
16:36 Shiirn: really? o.o
16:36 appleeaterx: yeaa idk why this compared to every pattern in the map???
16:37 appleeaterx: stuff like 00:04:978 (4,1) - 01:44:978 (1,2) - is directly after it so had no problem
16:37 appleeaterx: but that one has that break there, but also inconsistent spacing/antijump thingy
16:37 Shiirn: well its just to emphasize the lone hihat
16:37 Shiirn: i can move that specific circle pretty much anywhere if the spacing is the issue
16:38 appleeaterx: yea.. if you can please do ;w;
16:38 Shiirn: 00:03:520 (1) - this can go pretty much anywhere
16:38 Shiirn: ill think of a new place
16:38 Shiirn: x:465 y:173 okay? its way further from the previous note and still near the next note
16:39 appleeaterx: YES
16:39 appleeaterx: i can finally fc that part now lol
16:41 appleeaterx: 00:34:457 (1,2) - strong sound, super low spacing = me sad
16:42 Shiirn: ctrl+g 3 and put 2 on the new ending
16:42 Shiirn: got it
16:43 appleeaterx: 00:47:061 (1,2,3,4,5) - found that this is really squished into together and movement is a bit restricted here compared to like... every other pattern
16:44 Shiirn: mmm i feel like since its the start of that section it's not really necessary to have massive mouse movement - it's kind of "introducing" the rhythm the rest of the pre-bass spam uses
16:44 appleeaterx: sure
16:44 Shiirn: the spacing is kinda low
16:44 Shiirn: but hell
16:44 Shiirn: need a break
16:44 Shiirn: :P
16:44 appleeaterx: 00:52:686 (1,2) - ignoring the 1/6's? welp ,the jump with spacing increase is fun tho xd
16:45 Shiirn: that's a tough one because if i do 1/6 it'll ruin all the patterning and there are beats on 1/4 anyway
16:45 Shiirn: plus the exact same instrument
16:45 Shiirn: is used on 1/8 a second later
16:45 appleeaterx: oki
16:45 appleeaterx: 01:03:311 (3) -
16:45 appleeaterx: why no nc for that pretty slider pattern
16:46 Shiirn: nc?
16:46 Shiirn: yeah
16:46 Shiirn: i forgot
16:46 Shiirn: LEL
16:46 *Shiirn presses Q
16:48 appleeaterx: thats all for comfort
16:49 Shiirn: ok
16:52 appleeaterx: extra: 00:47:374 (2) - found this a bit strange here... the red tick is completely skipped now?
16:53 appleeaterx: and your main focus is on that instrument in this part anyways xd
16:53 Shiirn: the instrument for that combo is the uhhh
16:53 Shiirn: whine
16:53 Shiirn: idk what to call it
16:55 appleeaterx: 01:34:770 (4,5) - it seems you this quite a lot.. but i find it weird due to the stacking.. add nc somewhere to make it more obvious like similar patterns?
16:56 Shiirn: i like that pattern. ;w; but sure ill fiddle with nc a bit
16:56 Shiirn: k fiddled
16:56 appleeaterx: 01:37:478 (1,2) - this whole part has slider jumps, but this is so close... not even normal ds lol
16:57 Shiirn: ill modify it so that the blankets are 1,3, rather than 1,2
17:02 appleeaterx: yea looks good to me overall, update pls
17:02 Shiirn: updated
Side
Grats :v
XII

K2Shape wrote:

One good map with a Irony inside :
The hardest difficulty is started as 'Comfort' when it isn't comforting to play that insane difficulty at all XD.
It's very comfortable to play though :c
Garven
Extra:
01:14:353 (1,2,1,2,1,2) - Why? Doesn't fit the overall map flow at all and seems like just a high point of stress for a fairly flowing musical thought which is repeated for the entire song.
Kynan

Garven wrote:

Extra:
01:14:353 (1,2,1,2,1,2) - Why? Doesn't fit the overall map flow at all and seems like just a high point of stress for a fairly flowing musical thought which is repeated for the entire song.
How does it not fit ? It's the most enjoable part of the map IMO D:
Garven

Kynan wrote:

Garven wrote:

Extra:
01:14:353 (1,2,1,2,1,2) - Why? Doesn't fit the overall map flow at all and seems like just a high point of stress for a fairly flowing musical thought which is repeated for the entire song.
How does it not fit ? It's the most enjoable part of the map IMO D:
There's a big difference between "enjoyable" and "fitting"
I explained why it doesn't fit in my text already. Why do you think it does? What is it representing in the song compared to the rest of the map that calls for such a drastic departure from the established flow?
Kynan

Garven wrote:

What is it representing in the song compared to the rest of the map that calls for such a drastic departure from the established flow?
Well it's the kiai time + the song is almost asking for jumps so huh... Keeping it more stacked like a slow stream would make the kiai very boring IMO...
Natsu
This really need a diff between Extra and Comfort, you can argue about rhythm being similar, but the jump in skill range its really huge, as I said before in my mod.. Even if you close thinking its imposible its fairly easy to make a diff between them and improve the spread. Even if just memes about the Ultra thing this set feels like that, Take in mind im not talking about the numbers at the star ranting, but about both diffs (Not only my opinion, you know I asked some people for this as well).
Gero
I'm totally agree what Natsu said, the gap between those difficulties are so higher, even the star rating shows the same thing and for obvious reasons, we can't just ignore that the jumps and some patterns on Comfort are more dense than the Extra, so yeah this spread could be improved before move this into the Qualify Category.

Also 01:14:353 (1,2,3,4,5,6) - How about adding NCs here for a better readability? as you did on Extra otherwise trying to do something different instead.
shionelove
i'm mania mapper but i wonder how to make ultra for this song,harder than camellia dnb hardcore songs
Len
finally got ranked, but it really needs a diff or more between extra and ultra



anyway,

Len wrote:

nice map
Topic Starter
Shiirn

Gero wrote:

Also 01:14:353 (1,2,3,4,5,6) - How about adding NCs here for a better readability? as you did on Extra otherwise trying to do something different instead.
For extra, I used new combos to give new colors so players focused on the approach circles since it swaps to 1/3 timing rather unpredictably. For Comfort, the follow points are more useful and the AR is high enough that timing readability concerns are irrelevant.

Garven wrote:

Extra:
01:14:353 (1,2,1,2,1,2) - Why? Doesn't fit the overall map flow at all and seems like just a high point of stress for a fairly flowing musical thought which is repeated for the entire song.
Would you rather I make triangles? The kiai is much more energetic and explosive than the rest of the track, and this spacing isn't actually high compared to most of the map (most of the 1/4 is spaced fairly high to begin with, just outside of the kiai it's in small numbers or after sliders to give players leeway, just during the kiai there are these two bursts of small jump sets)

Timorisu wrote:

And you complain about AXION being overmapped? lol.
Axion is 160bpm. Routing is basically 288bpm and contains 1/3 and 1/4 at that beat measure. I don't see why people think mapping density is reliant purely on the bpm you see in song selection.

Natsu wrote:

This really need a diff between Extra and Comfort, you can argue about rhythm being similar, but the jump in skill range its really huge, as I said before in my mod.. Even if you close thinking its imposible its fairly easy to make a diff between them and improve the spread. Even if just memes about the Ultra thing this set feels like that, Take in mind im not talking about the numbers at the star ranting, but about both diffs (Not only my opinion, you know I asked some people for this as well).
Yes, the jump in skill range is really big, but when you get right down to it, the entire difference between Extra and Comfort is that Comfort's spacing is much higher and the patterns are much more fluidly structured (which makes it easier to read at the higher spacing and density Comfort has compared to Extra).

A difficulty between Extra and Comfort would just end up being either an Extra made arbitrarily harder or a Comfort made arbitrarily easier.

And I think that's a shame. I really do. Comfort is pretty damn maxed out in difficulty level, and making one below it that would be just as difficult from a rhythmical and readability standpoint yet simply having arbitrarily lower spacing is almost offensive. The reason Comfort is a full 2 stars higher is because the star rating system [i]bugs the hell out[i] over rapid jump sections. As well it should. Extra has two major 1/4 jump sections, Comfort has a handful of them and they're spaced a bit higher. Seriously - Compare them. The jumps in comfort are maybe 20-50% larger than Extra - that's it. There's just more of them.
CXu

Shiirn wrote:

but this kind of "crazy mapping" is something most self-respecting mappers stopped doing early on as it is a newbie fantasy.
I guess you're not a self-respecting mapper then, lol.

I don't have anything against crazy hard maps, but don't be a hypocrite about it.
Topic Starter
Shiirn
shrug


Comfort is a direct tribute to Axarious, and nothing else. I don't intend to be the next Fort and start spamming 7*+ maps willy-nilly for the memes. My maps have more meaning than just getting ranked maps under my banner and circlejerking for attention.


Yeah, i guess that makes me a hypocrite about this particular map. Maybe I should have waited for AXION drama to die down before pushing my own "newbie fantasy" map, but I'm not exactly a symbol of patience or subtlety.
ryza
I like this map, but I don't Comfort is ready for ranking in its current state. There's a lot of things that don't flow well and need to be polished. Lots of the placements look random and could be cleaned up quite a bit, and there's also many places in the map where you lose track of the melody and start placing objects on weird beats. I don't know if that is intentional, but if it is I feel that it detracts from the map.

Here's a few examples (I don't want to do a full mod right now, but if you want me to go over the map in more detail with you, let me know in-game)

00:27:686 (1,2,3,4) - I don't know if it's just me, but this is very awkward to play, especially when 2keying. I would make the spacing in this pattern simpler, or change the rhythm all together

00:31:332 (6,7) - the 6 should be 1/2 and the 7 1/1 to follow the melody better. The current rhythm is awkward for the player to follow and detracts from the structure of the map

00:32:374 (3,4) - the 3 should be a slider here as well. I know you're following beats that are technically in the music, but if you're going to map mostly to the melody - keep it consistent. It gives the player a better feel of the music and makes things less awkward. I either recommend making the 3 a 1/2 slider and the 4 a note, or just ditching 4 completely and making 3 a 1/1 slider

00:33:311 (3) - this doesn't really make much sense musically. the long note starts on the 2 before it, so either make that a 1/1 slider or follow a different rhythm like this:
http://puu.sh/n7TIg.png

anyways just a few things to point out that the map definitely isn't ready. I think it needs a lot more work on it. Message me in-game if you want more opinions.
Mazziv
@shiirn mind explaining me a few things? (extra diff)
00:16:436 (2,3) - i literally vomit everytime when i see this,why dont you just simply stack?
00:36:228 (1) - i dont even know what to say bout this slider. it just hurts in my eyes. you should use a simple curved slider not this lmao
RikiH_
Guys, don't even try to give suggestions, he just rejects everything thinking he's the best.

Everyone told you to add that 6* diff, you definitely need to add it if this gets DQd (And I really hope so, since this map is really low-quality, as I already addressed in my previous mod).

I don't want to make drama or anything. If you decide to change something in case of DQ, my mod is still there
ryza
I think that another difficulty is the one thing that's not needed for this mapset. Spread is fine to me. Extra is hard as is, while Comfort is made for super advanced players. You don't really need anything in between at that level, as you aren't still learning the basics of the game.
Topic Starter
Shiirn

Silynn wrote:

I like this map, but I don't Comfort is ready for ranking in its current state. There's a lot of things that don't flow well and need to be polished. Lots of the placements look random and could be cleaned up quite a bit, and there's also many places in the map where you lose track of the melody and start placing objects on weird beats. I don't know if that is intentional, but if it is I feel that it detracts from the map.

Here's a few examples (I don't want to do a full mod right now, but if you want me to go over the map in more detail with you, let me know in-game)

00:27:686 (1,2,3,4) - I don't know if it's just me, but this is very awkward to play, especially when 2keying. I would make the spacing in this pattern simpler, or change the rhythm all together I've never seen this considered awkward to play. It's basically juast an 8-note 144 stream followed by alternating brief holds. If anything, this pattern is way easier to alternate than it is for singletappers since the later end of it basically forces alternation.

00:31:332 (6,7) - the 6 should be 1/2 and the 7 1/1 to follow the melody better. The current rhythm is awkward for the player to follow and detracts from the structure of the map These two notes are following the bass as it fades in and out. The rhythm is fine. The structure is perfectly fine.

00:32:374 (3,4) - the 3 should be a slider here as well. I know you're following beats that are technically in the music, but if you're going to map mostly to the melody - keep it consistent. It gives the player a better feel of the music and makes things less awkward. I either recommend making the 3 a 1/2 slider and the 4 a note, or just ditching 4 completely and making 3 a 1/1 slider I feel like you don't know what you're trying to say here. This entire section is following the bass with a secondary focus on the instruments below it. This is what most maps do...

00:33:311 (3) - this doesn't really make much sense musically. the long note starts on the 2 before it, so either make that a 1/1 slider or follow a different rhythm like this:
http://puu.sh/n7TIg.png

Okay, so many things are wrong about that particular note of yours. 00:33:415 - this is a tiny ass wub right here, but you want me to have a click on it? When the current rhythm is quite adeptly following the really weird bass patterning the music is? I dunno, man. I really want to be objective and rational with this here and not sound like a hater but none of this is actually making any sense to me.

anyways just a few things to point out that the map definitely isn't ready. I think it needs a lot more work on it. Message me in-game if you want more opinions.
Considering you responded as if the map was mapped 288bpm when it's actually 144, i don't think you actually looked too hard at it... If you want to actually spend a half hour looking at it before modding, that's fine, just let me know.

Mazziv wrote:

@shiirn mind explaining me a few things? (extra diff)
00:16:436 (2,3) - i literally vomit everytime when i see this,why dont you just simply stack? Blame the people that cry "hard to read" when it's stacked. Normally I stack them.
00:36:228 (1) - i dont even know what to say bout this slider. it just hurts in my eyes. you should use a simple curved slider not this lmao Weird noise, weird slider. It's not like it's all that ugly, it just has a weird bend. What's your problem?


@RikiH_ You have modded my maps and have seen me through getting felys ranked. I took many suggestions that made sense to me (including yours, anything i don't respond to I apply without question or exception), but stood fast against things I believe are right. I also accepted new information from other sources that explained things more rationally than your "this is wrong fix" (Note how the decelerating stream is gone, because someone else actually explained their reasoning). If you want to fault me for that, or claim that I am egotistical or am trying to purely push my weight around (weight i don't have because seriously nobody thinks i'm respectable anymore) then go ahead and shitpost, but do it behind my back, not in my thread.
ryza
Whoops, I will say I made a mistake on a lot of my terminology. Change every 1/2 in that post to 1/4 and every 1/1 to 1/2. My bad.

But it sounds like you knew what I meant anyways, since you pointed out that I was talking about it in terms of 288bpm and not 144.
Mazziv

Mazziv wrote:

@shiirn mind explaining me a few things? (extra diff)
00:16:436 (2,3) - i literally vomit everytime when i see this,why dont you just simply stack? Blame the people that cry "hard to read" when it's stacked. Normally I stack them. mind showing me those people saying its hard to read? as now it just looks horrible imo



00:36:228 (1) - i dont even know what to say bout this slider. it just hurts in my eyes. you should use a simple curved slider not this lmao Weird noise, weird slider. It's not like it's all that ugly, it just has a weird bend. What's your problem?
,,It's not like it's all that ugly'' it does v: the slider doesnt look weird,it simply looks ugly lol
Kynan

RikiH_ wrote:

Guys, don't even try to give suggestions, he just rejects everything thinking he's the best. This map is really low-quality, as I already addressed in my previous mod
WTF is up with you ? Do you think you're any better with you linear stream maps ? It's not because you can't play the map that it's bad, and if you want a extra diff because you think the spread isn't good (when it is), then you're free to make a GD with repetitive jumps for 6.xx stars I guess ?
RikiH_
I don't want to attack you or anything, I'm just noticing that you are really stubborn on some aspects. Pretty much everyone told you that the diff spread is completely wrong, and you still don't get it, and even worse, the set got qualified.
I'm not crying because you didn't take my suggestions, of course, you are free to deny them, but as I said, the spread was completely wrong and you still don't get it.
Oh, and I'm writing this in a public thread, which is not your thread. I write such comments here so everyone can read them, since I don't really like to talk privately (and we already did it btw)

Kynan wrote:

WTF is up with you ? Do you think you're any better with you linear stream maps ? It's not because you can't play the map that it's bad, and if you want a extra diff because you think the spread isn't good (when it is), then you're free to make a GD with repetitive jumps for 6.xx stars I guess ?
Everyone thinks the spread is bad, not only me.
And guess what, mappers can make 6* diffs without using repetitive jumps, if they are creative, and I'm quite sure Shiirn can make it, since he's a good mapper.
And no, I don't think I'm any better, I'm just explaining why I think this set is bad
MillhioreF
Agreeing with the general idea of what Silynn said. You've chosen to make a map that has very little structure and instead relies on flow and powerful spacing to carry it, which is a valid design decision given the song choice - but as a result, your flow has to be on point in order to make this a good map, and in that regard it isn't quite ready yet.

A couple more examples in Comfort of things that can be improved, although far from an extensive list:

00:27:686 (1,2,3,4) - While this pattern itself holds up fine, the way these notes squish into (1) of the next combo is really awkward due to the lowered spacing and tight angle. It feels like the next (1) would be better above (4).

01:05:915 (7,8,9,1,2,3) - This whole cluster of notes is oddly powerful for how relatively calm the music is, and smashing your cursor down to (1) feels a bit strange due to the angle.

01:19:561 (6) - This should be flipped vertically, nobody is gonna move their cursor -upwards- on this slider.

01:30:915 (5,6,7) - Having (6) and (7) go the same direction on these weird back and forth hops is just plain awkward, especially considering the cursor movement to get to the next note.
This doesn't go on to list the extensive amount of times you intentionally wreck the smooth flow of the map by requiring hairpin cursor turns or having a slider start where flow dictates it should end. I personally don't like this at all, but I don't think I'm qualified to determine how well it plays in practice.

If possible, you should try and add some more structured patterns to the map as well, since I'll be honest, it looks butt ugly in most places. While play is obviously the most important thing in a beatmap, and this map accomplishes that decently, you should at least try to add some sense into your patterns where you can instead of the "fling you cursor out and place a circle where it naturally feels like it should go" style of mapping that some mappers tend to use.

Some people think this map is hopeless. I'm inclined to disagree, but saying it's ready for ranking in its current state is an overstatement. Please get a few more mods and top player opinions, and I highly suggest toning down the spacing during pretty much the entire kiai as well.

(Also I'm pretty sure the current spread isn't rankable yet. The new rules have been repealed for now, and whether it SHOULD be rankable is its own discussion.)
MillhioreF
Please remain civil in this thread. I do like the map, but I don't think it's ready for qualify yet, and that's just Comfort (I haven't looked at the other diffs)
Kynan
Love it when two people team up to shittalk a mapper and throw salt on their mapping thread, nice. GL for ranking Shiirn, call me again if you need more test plays~
Topic Starter
Shiirn

MillhioreF wrote:

Agreeing with the general idea of what Silynn said. You've chosen to make a map that has very little structure and instead relies on flow and powerful spacing to carry it, which is a valid design decision given the song choice - but as a result, your flow has to be on point in order to make this a good map, and in that regard it isn't quite ready yet.

A couple more examples in Comfort of things that can be improved, although far from an extensive list:

00:27:686 (1,2,3,4) - While this pattern itself holds up fine, the way these notes squish into (1) of the next combo is really awkward due to the lowered spacing and tight angle. It feels like the next (1) would be better above (4). The brief hold sliders are in a triangular pattern. I can simply reverse 2 and 3 so that they bounce outwards instead of inwards, but that'd mean increasing the spacing so that we don't have OH MY GOD OVERLAPS CALL 911 etc etc

01:05:915 (7,8,9,1,2,3) - This whole cluster of notes is oddly powerful for how relatively calm the music is, and smashing your cursor down to (1) feels a bit strange due to the angle. This is following the beat of the music, and 8,9,1 are very powerful snare hits that are much more prominent than any one of the other bass-spam sections.

01:19:561 (6) - This should be flipped vertically, nobody is gonna move their cursor -upwards- on this slider. This is fairly semantics-level modding. It's meant to imply a curve over to (7) but at these speeds i guess people just click it and rush over to the next note and that MAY cause them to 100 this. Sure, I'll move it, just hope people don't whine that it increases the spacing.

01:30:915 (5,6,7) - Having (6) and (7) go the same direction on these weird back and forth hops is just plain awkward, especially considering the cursor movement to get to the next note. I agree that this is rotated the wrong way, but short of redoing the entire section just ctrl+ging it would lead to a much larger jump than i wanted. I'll just ctrl+G it and see how it goes.
This doesn't go on to list the extensive amount of times you intentionally wreck the smooth flow of the map by requiring hairpin cursor turns or having a slider start where flow dictates it should end. I personally don't like this at all, but I don't think I'm qualified to determine how well it plays in practice. The hairpin turns are all intended and play quite well with the music. I do agree, however, that if there are any instances in which the map is unfair by telling the player to do one thing and then punishing them for it (for example, the sliders that will 100 you if you try to hit the note after them in a direct line) then those should FOR SURE be fixed but I need good mods for those because if I just fix them myself nobody ever notices they were changed and then i get people claiming i need more mods for other inane reasons

If possible, you should try and add some more structured patterns to the map as well, since I'll be honest, it looks butt ugly in most places. While play is obviously the most important thing in a beatmap, and this map accomplishes that decently, you should at least try to add some sense into your patterns where you can instead of the "fling you cursor out and place a circle where it naturally feels like it should go" style of mapping that some mappers tend to use. I for one find the ridiculously stringent rules placed on aesthetics for maps is hurting their creativity. Now before people start quoting me back at me, hear me out. This map is very structured, but it also has many breaks in the structure purely to move into a different set of rules. For example, some of the bass-heavy points use the "blanket spam" structure that gave Comfort its name, and the parts of the map, especially the kiai, that are much more note-heavy and less inclined to the bass use a back-and-forth setup and movement yes, reminiscent of Tengaku. When you put all of these together without actually taking a moment to think about what the mapper is doing, it can look like a messy hodge-podge of "random" structure. Which is just silly. I was originally a mapper when the entire concept of "transitions" either between patterns, structure, or beat patterns was really starting to take hold in the meta and it will likely stick with me forever. If that makes my maps "look" ugly, then so be it.

Some people think this map is hopeless. I'm inclined to disagree, but saying it's ready for ranking in its current state is an overstatement. Please get a few more mods and top player opinions, and I highly suggest toning down the spacing during pretty much the entire kiai as well. Maybe if people actually would mod it and i've gotten many top player opinions and implemented MANY MANY MANY of the suggestions you damn know me milly you know I'm basically a lightning rod for community input so don't tell me these canned phrases.

(Also I'm pretty sure the current spread isn't rankable yet. The new rules have been repealed for now, and whether it SHOULD be rankable is its own discussion.) (i'll argue against making a 6* diff until the point where this map is nuked if need be)

MillhioreF wrote:

"fling you cursor out and place a circle where it naturally feels like it should go" style of mapping that some mappers tend to use.
please remain civil, this is seriously insulting to me





Also Riki you are COMPLETELY free to make a set of your own if you feel it needs a 6* difficulty. I don't.
Cherry Blossom
Note that for this kind of map, so a 144 BPM 1/4 rhythm map. The real difficulty gap between the hardest diff (Comfort) and the lower one (Extra) isn't really very big in most of cases.
It depends on how circles, and i said circles, are mapped. If the map looks like a map which should be played with alternating fingers (so, Extra diff), the star rating doesn't really make sense, really, and makes this diff underrated. However, when there are more jumps or poligons, or patterns with more spaced circles, the star rating is being really "retarded" and that's the case.

I don't really think the gap is very huge, you should know how to play the Extra diff to have an idea of the real difficulty gap between Extra and Comfort.
Topic Starter
Shiirn
To more effectively summarize Cherry Babe's explanation:

Extra is super underweighted on star rating
Comfort is super overweighted on star rating
Avishay
It's just a game, accept the set and move on, nobody's gonna care in 2 days anyway, it's almost impossible to map something irregular that will be acceptable for everyone. Some will like and some not.
Mazziv

Shiirn wrote:

I mean, it's unfortunate for you Mazziv, but no matter how loud you cry or how bitchy you get, it's not going to make your or RikiH's mods any more relevant or acceptable for me. You're just embarrassing yourself.
ok. sorry that i feel offended if someone calls me a shittalker BIG SORRY
Topic Starter
Shiirn

Smoothie World wrote:

Hey, gonna mod this tomorrow night when I'm home since you modded my map. : )

if it lasts that long
RikiH_

Shiirn wrote:

I mean, it's unfortunate for you Mazziv, but no matter how loud you cry or how bitchy you get, it's not going to make your or RikiH's mods any more relevant or acceptable for me. You're just embarrassing yourself.
Don't say my name, thanks.
I have nothing to add, by the way, I said everyhting. I just hope the map can reach an acceptable level (and trust me, it's quite hard in one day).

Sorry if I somehow created a shitstorm, and guys, calm down, it's just a game after all
Winnie
Everyone has their own sense of mapping criteria and understand what's skewed and isn't skewed. But the fact of the matter is that everyone is bringing in their own opinions and thoughts about the map and that in itself is already great acknowledgement to the mapper. Let the creator have his own voice in the matter and lets abide by that (No matter what he/she might say in the matter) Just accept and let things unwind on its own :)
Topic Starter
Shiirn
I am making a big post. Please stand by.
Mismagius
I may make a big post as well, just not today

(hint: mod)
Topic Starter
Shiirn
The fact of the matter is:


If you think this is not ready for ranking, provide direct examples of patterns or structure you disagree with to the point where you believe the map is unrankable because of them.


I have had many playtests and many mods and many people go over this map: It is functionally and mechanically fine and no amount of "well I think you should mod this rhythm differently" will convince me to change entire sections or styles of the map just to suit your world view.


However, if you are actually good at modding, then I trust you are quite able to look at the map and help me find places where I am actually inconsistent with my own patterning or structure or style within the same flavor as the rest of the map.



Breaking it down, Routing can be sperated into sections:


1. A starting bass-heavy section that uses piano back instruments for a whimsical rhythm. This is where I make heavy use of the blanket structure and patterning, keeping notes tied together by having the notes mostly follow the pianos while having blanketted sliders for the large bass hits. This section lasts up until the drum roll around 14 seconds in, which leads us into the next section:

2. A large section that has heavy bass usage, discards the piano for synth and wubs. I map this section with much more free spacing while maintaining blankets for bass and wobbly sliders for wubs. This section has a brief change in the center that seems to be a hot topic for discussion, namely these notes: 00:27:061 (1,2,3,4,5,6,1,2,3,4,1) - so if you want to make a free suggestion for kudosu, there's your card. This ends off with the 1/3 psuedo-random breakdown at around 40 seconds in.

3. The buildup-to-nothing section at 00:40:186 (1,2,3,1,2,3) - . If you don't like this section, there is something wrong with you. It ends at 43 seconds, so this section is only about 4-5 seconds.

4. This section has very heavy synth usage and largely follows the rhythm pattern to a T. There are areas where the bass k-k-kicks in and that's when the sliders really start taking precedence. There is also a nice clap rhythm going on here. This is the most "chill" section of Routing, by far. The spacing and patterning focus simply on having the player meander about around the center of the playing field, with no real big jump sections but a few spots where there is a jerky jump to emphasize an instrument or a wub such as 00:48:624 (6,1) - . There is a section later on here where the spacing gets very large, but that is purely because the spacing was consistently growing anyway. Because of the structure of the sliders and circles there should still not be very much issue with play here. If you're a modder, you should definitely look at the area in the second half of this section to make sure that all of the sliders flow towards the next note, as there may be oversights here! free kd. This section ends at around 56 seconds, where there is a breakdown of instruments before....


5. The bass D-D-D-D-D-DROPS really hard in this section. There are four instances of the bass hitting really hard several times in a row, followed by individually different sections where there are pieces taken from the other sections of the map beforehand! And some DJ scratches for good measure. Again, make sure slider flow works well here if you want to help me out. The individual sections after the bass spam are very, very hard to map accurately and i make a lot of sacrifices just to make it playable. This section ends with the only mid-action spinner on the map, before...


6. The chorus. Spacing explodes here because every instance of the rest of the track come into play here - for the entire two kiai sections, synth is blaring, bass is pumping, snares are getting treated like disobedient german children, and drums like disobedient irish children. Spacing here is largely dependent purely on keeping track of what style the music is using - for heavy bass, the sliders are large and long and have somewhat jerky movements to the next bass hit, while for synth 1/4 hits there is the back and forth jumps a la Tengaku. The first kiai has two sections within it that have a breakdown around 1:23 for the brief interlude before the second hit.

7. Between the kiai. This is a section that's only a few seconds, but it counts - it's a steadily increasing vocal voice along with lots of drum hits and hi-hats in the background. Comfort maps the hi-hats because it's the denser part of the song and the interlude shouldn't completely kill player momentum or intensity because the second kiai is even crazier than the first.

8. The second kiai. The bass is basically pumping nonstop here, the vocals fully kick in, and the synth goes right back to blaring. Even the piano comes back! The spacing here is the highest in the entire map and it is because every isntrument in the entire song is at play here, and while it might not come across as any more or less energetic than the first kiai, it is by far more involved and layered. The very large spacing and usage of sliders basically boils down to having sliders for bass hits and longer holds while having a consistent structure for the back-and-forth jumps for the piano/synth rolls. The occasional vocal rolls and wubs are also mapped, because they're what catches your ear. If you want to mod this, you should be making sure that I am following the rules set by the individual sections before the kiai when I am following those instruments and styles, otherwise, you're just wasting your breath and effort. The second kiai finishes off with a very sudden breakdown, leading to...

9. The bass breakdown. Seriously, there are no problems here, idc what anyone says. Ends with another spinner.

10. The post-chorus. Party's over, time to find your pants, get the cat out of the ceiling fan, and figure out which barrel of icy beer you left your phone in. This falls back to the initial pattern of heavy bass with piano trills, thus the usage of similar (or same!) patterns. But it's decidedly weaker and some entire beats are actually left out of the rhythm, as if they were misplaced like that one time your grandmother dropped her dentures into the deep-frier. That's why some of the patterns aren't as tied together as closely as they were initially.




So that's basically a Tour Guide version of Routing. If you want to improve Comfort, read the above and you'll know as much about the track as I do without needing to listen to it a thousand times and can help me out! If you don't want to learn the track, you won't be useful so save your breath and vitriol for someone else.


The lower diffs somewhat follow this, but can be more conventionally modded as they're less 'unique.


Thanks for your time.
The Emperor
I think the Confort diff is really good, it reflects the song very well. I don't really get what people mean when they are saying its not structured, its not like i know anything about mapping or can really play this diff but to me it looks like it keeps the same mapping style true out the map and notes are placed relatively to the rest isn't that structured then?

It seems to me that alot of people don't like the map and says its bad because its a different mapping style than normal.
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