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Camellia - Routing

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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.
fieryrage
Jesus fucking christ, this turned into a shitshow. Alright. Take 2. Not touching the easy to insane diffs because those seem to be alright for now.

ok
extra
aka the "this should be 6 stars how the fuck is this 5.42" difficulty

00:02:061 (2,3,4,5) - I get that you try to make the mapping style unique and all but these patterns just look ugly and make me sad, might be better off doing a linear style pattern just so there's less cluster and confusion or something (because I mean you did basically what I just suggested here 00:03:728 (2,3,4,5) - so uhh??)
00:04:249 (6) - NC this to maintain consistency with 00:10:915 (1)
00:05:395 (1) - remove NC, or NC 00:02:061 (2) - and any other intro patterns like this to maintain consistency
00:09:665 (7) - NC might be better here to showcase the jump
00:12:895 (1,2,3,4) - I really don't like how tight the jump is between 00:12:895 (1,2,3) - it makes the entire pattern play really badly. Maybe increase the spacing between 1 and 2?
00:25:186 (1) - yo why is this a NC as well as 00:25:395 (1) - ??
00:26:020 (1) - ^ I'm seriously confused by this
00:27:895 (1,1,1,1) - honestly this would be a lot better playability-wise as a 1/6 stream or repeat slider like in Comfort, because while this follows the rhythm technically it just aaaa it doesn't feel right with the emphasis on the synth; also I don't really think NC spam is needed here
00:34:145 (1,1,2,1) - NC's here are a bit fucky imo, could be better by removing NC at 00:34:457 (1) - and placing it 00:34:561 (2) - and removing the NC on the slider after
00:35:533 (1,1,1,1,1) - still don't think NC spam works here
00:38:311 (6) - NC for downbeat?
00:39:770 (3) - this might be better as a single note, and then putting the spinner on the blue tick
00:44:353 (3,1) - jump is a bit overkill for this difficulty imo, put 1 closer to the sliderend of 3 like this or something
00:46:645 (1,1) - basically same thing here although I'm not really sure that's an easy fix with how you designed the rest of the things following it
00:48:311 (5) - NC for downbeat?
00:55:915 (1) - maybe extend this slider to the blue tick? I think it flows better that way
01:04:978 (1) - I don't really get why you put a spinner here instead of just using the same rhythm you've used for the past two things like this
01:09:561 (1) - this is actually really good sliderart tbh
01:24:040 (2,3,1) - this pattern would flow a lot better by removing 3 and just having 2 be a 1/8 repeat slider imo
01:25:186 (1) - remove NC since there's a spinner directly after (is this against the ranking criteria idfk)
01:29:978 (6) - NC for downbeat?
01:32:686 (4) - NC since this is basically an entirely new pattern separate from the previous one
01:39:874 (1) - remove NC for the spinner again
01:42:061 (2,3,4,5) - same thing that I said for 00:02:061 (2,3,4,5) - applies here too
01:45:394 (2,3,4,5) - ^
01:50:082 (3) - NC this since it's a new pattern
01:52:895 (1,2,3,4) - again, I think this jump could be a bit more spaced in terms of the spacing between 1 and 2

comfort

00:20:395 (1,2,3,4) - this pattern plays really awkwardly in comparison to everything else, adding a curve between 2 and 3 helps a bit
01:09:978 (1) - remove NC cuz the spinner again
01:14:561 (3,5) - NC these two? you did it in the extra difficulty and I think it'd work well here for readability
01:19:770 (7) - why does the kiai end here and then start again??? there's no difference in beats
01:21:020 (2,4,6) - NC these and remove NC on 01:20:915 (1) - for the same reason as 01:14:561 (3,5)
01:21:645 (1,2,3) - previous pattern like this didn't have 1/8 after it, so why does this one have it?
01:39:874 (1) - remove NC cuz spinner I'm starting to question my thought process behind removing these tbh
01:42:061 (2,3,4,5) - holy spacing this is a calm part man clam down

Don't really have much to say on the Comfort difficulty, I personally enjoy the patterns but there's at least some things in there.
Anxient
placeholder coz im modding this (literally)
Topic Starter
Shiirn

fieryrage wrote:

Jesus fucking christ, this turned into a shitshow. Alright. Take 2. Not touching the easy to insane diffs because those seem to be alright for now.

ok
extra
aka the "this should be 6 stars how the fuck is this 5.42" difficulty

00:02:061 (2,3,4,5) - I get that you try to make the mapping style unique and all but these patterns just look ugly and make me sad, might be better off doing a linear style pattern just so there's less cluster and confusion or something (because I mean you did basically what I just suggested here 00:03:728 (2,3,4,5) - so uhh??)2 was actually missnapped somehow, moved back to its proper place, also, fuck linear, and there is a bass hit on the first pattern that lets it work fine, the second pattern is different because the music is different
00:04:249 (6) - NC this to maintain consistency with 00:10:915 (1) Done
00:05:395 (1) - remove NC, or NC 00:02:061 (2) - and any other intro patterns like this to maintain consistency Added a new combo by re-organizing the pattern so i could get a bass click in there
00:09:665 (7) - NC might be better here to showcase the jump Done
00:12:895 (1,2,3,4) - I really don't like how tight the jump is between 00:12:895 (1,2,3) - it makes the entire pattern play really badly. Maybe increase the spacing between 1 and 2? Changed so that the 4 notes go over the next 7 stream's structure. inb4 people whine its not a square
00:25:186 (1) - yo why is this a NC as well as 00:25:395 (1) - ?? Emphasis on the single instrument used there. it's an aesthetics thing.
00:26:020 (1) - ^ I'm seriously confused by this ^
00:27:895 (1,1,1,1) - honestly this would be a lot better playability-wise as a 1/6 stream or repeat slider like in Comfort, because while this follows the rhythm technically it just aaaa it doesn't feel right with the emphasis on the synth; also I don't really think NC spam is needed here The nc was for pretty aesthetics to emphasize the 1/8 roll but i mean the ranking criteria has had 5 years to pin down a rule of "in cases where a 1/6 or 1/8 stream would be too difficult, you can ignore the exact timing to use a 1/4 or 1/6 stream" and hasn't so i dont know exactly what to do here.
00:34:145 (1,1,2,1) - NC's here are a bit fucky imo, could be better by removing NC at 00:34:457 (1) - and placing it 00:34:561 (2) - and removing the NC on the slider after redid the ncs
00:35:533 (1,1,1,1,1) - still don't think NC spam works here i dont either but i mean i take suggestions too easily sometimes. ncs removed and will leave it removed.
00:38:311 (6) - NC for downbeat? Ok
00:39:770 (3) - this might be better as a single note, and then putting the spinner on the blue tick I like the bass = slider general rule. it doesn't ruin the spinner either.
00:44:353 (3,1) - jump is a bit overkill for this difficulty imo, put 1 closer to the sliderend of 3 like this or something
00:46:645 (1,1) - basically same thing here although I'm not really sure that's an easy fix with how you designed the rest of the things following it
00:48:311 (5) - NC for downbeat? Ok
00:55:915 (1) - maybe extend this slider to the blue tick? I think it flows better that way Ok
01:04:978 (1) - I don't really get why you put a spinner here instead of just using the same rhythm you've used for the past two things like thisOk
01:09:561 (1) - this is actually really good sliderart tbh Ok
01:24:040 (2,3,1) - this pattern would flow a lot better by removing 3 and just having 2 be a 1/8 repeat slider imo Ok
01:25:186 (1) - remove NC since there's a spinner directly after (is this against the ranking criteria idfk) Ok
01:29:978 (6) - NC for downbeat? Ok
01:32:686 (4) - NC since this is basically an entirely new pattern separate from the previous one Ok
01:39:874 (1) - remove NC for the spinner again Ok
01:42:061 (2,3,4,5) - same thing that I said for 00:02:061 (2,3,4,5) - applies here too STAAAACKING
01:45:394 (2,3,4,5) - ^STAAAACKING
01:50:082 (3) - NC this since it's a new pattern Ok
01:52:895 (1,2,3,4) - again, I think this jump could be a bit more spaced in terms of the spacing between 1 and 2 Ok

comfort

00:20:395 (1,2,3,4) - this pattern plays really awkwardly in comparison to everything else, adding a curve between 2 and 3 helps a bit
01:09:978 (1) - remove NC cuz the spinner again Ok
01:14:561 (3,5) - NC these two? you did it in the extra difficulty and I think it'd work well here for readability Ok
01:19:770 (7) - why does the kiai end here and then start again??? there's no difference in beats fountains br000000
01:21:020 (2,4,6) - NC these and remove NC on 01:20:915 (1) - for the same reason as 01:14:561 (3,5) Ok
01:21:645 (1,2,3) - previous pattern like this didn't have 1/8 after it, so why does this one have it?
01:39:874 (1) - remove NC cuz spinner I'm starting to question my thought process behind removing these tbh
01:42:061 (2,3,4,5) - holy spacing this is a calm part man clam down Ok

Don't really have much to say on the Comfort difficulty, I personally enjoy the patterns but there's at least some things in there.

man i'm getting tired i might need a break for a bit
Liiraye
did I hear take a brea-
22:24 Nube: hay shirno
22:25 Nube: 00:20:811 (1,2,3,4,1,2,3) - like I said before I love this rhythm and I think it would be nice to play the same rhythm here 00:34:145 (6,1,1,2,3) -
22:26 Nube: at least when it comes to the slider on the vocals
22:26 Nube: it has great impact in the first example
22:27 Shiirn: aaaaaaaaaaaaaaAAAAAAAAAAA
22:27 Shiirn: stop
22:27 Shiirn: let me post
22:27 Shiirn: p/4896426
22:27 Nube: xdxdxd
22:28 Shiirn: but its not the same rhythm
22:28 Shiirn: it only does the wub once
22:28 Shiirn: so i only do the slider once
22:28 Nube: but for example not starting the slider 00:34:145 (6) - makes little sense to me
22:29 Nube: instead you start it on a nearly inaudible sound in comparison to the music
22:29 Shiirn: 00:34:249 (1) - this is on the wub
22:29 Shiirn: rather than the bass
22:29 Shiirn: cuz i cant put a slider on both
22:31 Nube: wouldn't you say (6) is the start of a new pattern there?
22:31 Nube: idk it may not be very important
22:31 Nube: it's just something I felt lost a bit of impact
22:31 Nube: even making short sliders would work for me
22:32 Nube: i'd give you a pic but my push is acting up
22:32 Nube: so instead im awkwardly silent
22:33 Shiirn: o.o
22:33 Shiirn: lol
22:33 Nube: but yeah I get that it's different rhythm wise, had to slow it down a bit
22:34 Nube: but I still feel it could get greater impact being mapped similarly as the first :P
22:34 Shiirn: mmmm
22:34 Shiirn: that's a tough one
22:34 Shiirn: honestly
22:34 Shiirn: like i see your point
22:34 Shiirn: but now i ahve to think
22:34 Shiirn: "what am i gonig to do"
22:34 Nube: I was thinking
22:34 Nube: note here 00:34:561
22:35 Nube: 1/4 slider here 00:34:665
22:35 Nube: note here 00:34:874
22:35 Nube: 00:34:874
22:35 Shiirn: 00:34:665 (3) - so make this 1/4?
22:35 Nube: ye and adding a note behind
22:35 Nube: also I would love to see 6 as a slider but thats fine if you dont want to change
22:36 Nube: as I believe it supports this pattern more than the one right before it
22:36 Shiirn: yeah 6 as a slider is
22:36 Shiirn: like i normally do
22:36 Shiirn: i totally do cuz of the bass
22:36 Shiirn: but idk how to apply the single wub of the same style that happend 3 times in a row previously
22:36 Shiirn: while having a slider for the bass
22:43 Shiirn: ok well i did the 1/4 slider thing cuz ur right, it deserves a note
22:43 Shiirn: still dont know what to do with the bass but ill leave it (HOW DARE I DENY MODS OMG EVIL MAPPER ETC ETC)
22:48 Nube: i reworked it to something I felt played really well
22:48 Nube: only problem is how I show it to you
22:49 Nube: ok i named it comfort2
22:49 Shiirn: loool
22:49 Nube: http://puu.sh/n833F/2609d4022a.osu
22:50 Nube: err keep in mind the unicode fucked up there
22:50 Nube: always does for me for some reason I cba to look into
22:50 Shiirn: yeah
22:50 Shiirn: puush + unicode = boom
22:51 Shiirn: let's see here
22:52 Shiirn: let's see
22:52 Shiirn: ugh
22:52 Shiirn: it ignores the wub entirely
22:52 Shiirn: T_T
22:53 Nube: if you listed to it in 100% speed
22:53 Nube: which I guess is what people will be playing this as
22:53 Shiirn: true
22:53 Nube: the wub is barely noticable
22:53 Shiirn: you're right
22:54 Nube: :v
22:54 Shiirn: you're riiiiight
22:54 Nube: well how it looks is completely up to you
22:54 Shiirn: ill remap it a bit
22:54 Nube: thats just something I threw together
22:54 Nube: xd
22:55 Shiirn: feel free to post irc logs
22:55 Shiirn: for kd
22:55 Shiirn: cuz im implementing
22:55 Nube: I'll probably do some more modding if thats the case
22:55 Nube: see if I find something else
22:56 Shiirn: yeah
22:56 Nube: shit you'll steal my mod virginity
22:56 Nube: for almost 2 years
22:56 Shiirn: looool
23:01 Nube: how about having this slider 00:30:603 (2) - like this instead for the back and forth movement you're going for throughout the map, I think it plays smooth https://osu.ppy.sh/ss/4535394
23:01 Shiirn: mmm
23:01 Shiirn: you mean more like
23:01 Shiirn: ah i see what you're saying
23:01 Nube: I think the angle you have atm is a bit awkward but I see why you're doing it
23:01 Shiirn: lemme think about it for a bit
23:02 Shiirn: you're right
23:03 Shiirn: i think having it be less of a rotational mirror
23:03 Shiirn: having it be a cascading-out pattern would be really neat
23:03 Shiirn: also change ur skin DAMN EVERYTHING IS WHITE
23:03 Nube: wahaha yeah I usually use default skin when mapping
23:03 Nube: just played something before so I forgot to change
23:06 Nube: I still dont like these at all xd 00:09:561 (1,2,1,2) -
23:07 Nube: not only that 00:09:665 (2) - ends on a really strong note with the slider, but because the movement is really weird and for the start of the map idk, it's really hard to predict
23:07 Nube: or to read is probably the better word
23:07 Nube: I see that you use similar patterns
23:07 Nube: 00:16:228 (1,2) -
23:07 Nube: for example
23:07 Nube: but then the song has kicked in
23:07 Nube: I think going crazy then is fine
23:09 Nube: but if anything I'd just prefer having that combo 2 end on a circle by shortening it a little
23:10 Nube: 01:01:436 (2) - this would play 10x better if it was 3 circles according to the scratch which is 1/6
23:11 Nube: something like this http://puu.sh/n84xQ/078d4f40a2.jpg
23:11 Shiirn: back
23:11 Shiirn: uhhh
23:12 Nube: again going by the most prominent sound 100% speed
23:12 *Shiirn reads
23:12 Nube: it feels you're missing out by having a slider there
23:12 Shiirn: i was afk
23:12 Shiirn: LOL
23:12 Shiirn: I GOTTA READ
23:12 Nube: yeye ye its fine I just throw in what I find xdd
23:13 Nube: feel free to respond whenever
23:13 Shiirn: 00:09:561 (1,2,1,2) - THESE ARE STAYING
23:13 Shiirn: MWAHAHA
23:13 Shiirn: IM SO EVIL I DENY ALL MODS
23:13 Shiirn: i love how they play
23:13 Shiirn: idk
23:14 Nube: ghahah
23:14 Nube: shiiii
23:14 Shiirn: i reworked 00:09:665 (2) - pattern
23:14 Nube: well if you're reworking, I'd suggest double checking the flow in this section 00:31:853 (1,1,2,3,4) -
23:15 Shiirn: 01:01:436 (2) - i was told by a BN
23:15 Shiirn: this was 1/6 before
23:15 Shiirn: but it was an awkward hold
23:15 Shiirn: idk what to do
23:15 Nube: movements feel pretty straight and awks
23:15 Nube: hm
23:15 Nube: I feel the 1/6 is what you hear
23:15 Nube: when you play this part
23:16 Nube: I'd map it for that alone
23:16 Nube: if you see a still slider with that sound in it you'll be confused
23:16 Nube: haha
23:16 Shiirn: i mean
23:17 Shiirn: it was a repeat
23:17 Shiirn: but it was played as a 1/4 slider
23:17 Shiirn: at this speed
23:17 Shiirn: mishitting will break combo
23:17 Nube: you have a 1/8 triple here tho lol 01:06:540 (3,4) -
23:17 Nube: just a few sec after
23:18 Shiirn: because its clearly a 1/8 triple
23:18 Shiirn: a 1/6 kick slider played as a 1/4 slider that's tapped
23:18 Shiirn: will sometimes break
23:18 Shiirn: and it feels unfair to the player
23:18 Shiirn: cuz the instinct is to tap it like a 1/4 slider especially when the other slider snext to it
23:18 Shiirn: are, well, 1/4
23:19 Nube: well I proposed a 4x stream in which the last note is a slider
23:19 Nube: in high density, it's not that hard to hit right
23:19 Shiirn: oh a 1/6 stream
23:19 Shiirn: hmmm
23:19 Nube: especially considering this song
23:19 Nube: like the pic I provided
23:19 Nube: also just for lulz
23:19 Shiirn: i mean
23:19 Nube: 01:06:645 (1,2,3,4,5) - this could increase the star rating by like 1 star
23:19 Nube: if you wanted
23:19 Nube: LOL
23:20 Shiirn: ?
23:20 Nube: all those sounds in the sliders
23:20 Shiirn: yeah
23:20 Shiirn: i am aware
23:20 Shiirn: i specifically dont map them
23:20 Shiirn: cuz this shit is hard enough to rank as-is and everyone loves the bass sliders
23:20 Nube: I think this is fine
23:20 Nube: yea
23:20 Nube: they are nice
23:21 Nube: was just playing with the idea of ending up with a 9* map after DQ
23:22 Shiirn: rofl
23:22 Shiirn: i had a 9* map
23:22 Shiirn: it was dumb
23:24 Nube: I have to be honest
23:24 Nube: I'm trying to understand the kiai
23:24 Nube: but it's just blank in my head
23:24 Nube: at least the second one
23:24 Nube: haha
23:24 Nube: playtesting wont do because I can't even read this
23:24 Shiirn: its mapped more to intensity than anything else
23:24 Nube: I think the slidershapes are what confuses me
23:24 Nube: so many oddly angled c sliders
23:25 Shiirn: possibly
23:25 Shiirn: they're honecombed patterns
23:25 Shiirn: 01:28:520 (3,4,5,6,7,1,2,3,4) -
23:25 Shiirn: blankets
23:25 Nube: 01:32:478 (1,2,3,4,5,1) - trying to play this is just really hard
23:25 Nube: which is a given
23:26 Nube: but unnecessarily hard I'd say
23:26 Nube: imo because of the slidershapes and angles they are facing
23:26 Shiirn: bear in mind
23:26 Shiirn: players, at this level
23:26 Shiirn: are going to be hitting and going straight to the next note
23:26 Nube: but those you linked make sense
23:26 Nube: they kinda flow well
23:27 Shiirn: i want the sliders to point AT somewhere else
23:27 Shiirn: without them 100ing
23:27 Shiirn: the actual curve doesnt matter
23:27 Shiirn: past a certain angle
23:28 Nube: well you do as you like, I'm just pointing out my concern that if the sliders looked different /faced different directions it would play way better
23:28 Nube: if anyone dares to touch those in a mod
23:28 Nube: I'm certain you'll hear it again
23:29 Nube: curves do matter when playing
23:29 Nube: it can really mess with the flow
23:29 Shiirn: i am aware
23:29 Shiirn: believe me i am aware
23:30 Nube: 01:17:478 (1,2) - this movement for example
23:30 Nube: if you'd go for a straight line you might sliderbreak
23:31 Shiirn: good catch
23:31 *Shiirn ctrl+g's
23:31 Shiirn: that's some of what millhiore was mentioning
23:31 Shiirn: in his DQ mod
23:31 Shiirn: just making sure the sliders point the right direction
23:31 Shiirn: moved 1 to be closer
23:31 Shiirn: so that jump isnt as dumb
23:31 Nube: I'd say something like this would even work better https://osu.ppy.sh/ss/4535579
23:32 Nube: easier to read too
23:32 Shiirn: https://osu.ppy.sh/ss/4535584
23:32 Nube: personally I'd rework those 4 sliders as in perhaps making a flipped (2) slider above it as combo 3 then keep the others as 4 and 5
23:33 Nube: but thats just my style
23:33 Nube: I guess
23:33 Shiirn: stop kill my mapper spirit
23:33 Nube: sry ;_;
23:33 Shiirn: no no is joke
23:34 Nube: placing 01:18:936 (1,2,3) - stacked behind 01:18:415 (6) - would improve the flow in that pattern
23:35 Shiirn: ok
23:35 Shiirn: done
23:35 Nube: 01:20:915 (1,2,3,4,5,6,7,1) - lol this is nice
23:35 Shiirn: SEE THAT'S EASY
23:35 Shiirn: that offbeqat ladder
23:35 Shiirn: so hard to play
23:35 Shiirn: but so rewarding
23:36 Nube: 01:30:186 (2) -
23:36 Nube: why doesnt this end on the blue tick
23:36 Nube: actually
23:36 Nube: nvm
23:36 Nube: thats misplaced entirely
23:37 Nube: I get this http://puu.sh/n86oT/194313b888.jpg
23:37 Shiirn: yeah uh
23:37 Shiirn: dont try to map the vocals
23:37 Shiirn: you'll just get a headache
23:37 Nube: but you are mapping them
23:37 Nube: x)
23:38 Nube: 01:29:978 (1) - this one is 1/8 and then it becomes 1/6 on the next note you hear
23:38 Nube: so a repeat there is mistimed
23:38 Nube: and the round slider ends 01:30:256
23:39 Nube: it actually plays pretty decent
23:40 Nube: https://osu.ppy.sh/ss/4535632
23:40 Nube: this even better
23:40 Nube: and less confusing
23:41 Shiirn: thats the problem of this track
23:41 Nube: mm it mixes 1/8 and 1/6 up
23:42 Nube: however it needs to be mapped on timing
23:42 Shiirn: yeah
23:42 Shiirn: at 100% you cant tell the difference between 1/8 and 1/6
23:42 Nube: well
23:42 Nube: I could feel something off about that pattern
23:42 Nube: it didnt sound on time
23:42 Nube: so I checked it slower and i was right
23:43 Shiirn: that entire slider
23:43 Nube: wait how about this
23:43 Shiirn: is actually
23:43 Nube: https://osu.ppy.sh/ss/4535643
23:43 Shiirn: irre's
23:43 Shiirn: i want to remap that beat
23:43 Nube: I think that flows really wekk
23:43 Nube: well********
23:44 Shiirn: wekk
23:44 Nube: I guess using your slider shape could work too http://puu.sh/n86SC/b8685ea0cd.jpg
23:44 Shiirn: mmm
23:44 Shiirn: let's try it
23:44 *Shiirn nails down
23:44 Nube: its less confusing too :D
23:45 Shiirn: i guess
23:47 Nube: I get that you're using this slider for blanket, but the flow is just objectively wrong in every way, ctrl+g and blanket the left side instead xdd
23:47 Nube: http://puu.sh/n875r/1a4788dd8c.jpg
23:47 Nube: 01:36:020 (2) -
23:47 Shiirn: ...
23:47 Shiirn: tru
23:47 Shiirn: done
23:56 Nube: sometimes modhelp just gets on my nerves lol
23:57 Shiirn: lol
00:01 Nube: 01:35:186 (3) - feels right to end this on 1/6 here 01:35:256
00:01 Nube: there might be more of these tiny but relevant timings all over the map tbh
00:01 Shiirn: aaaaaaaaaaaaa
00:01 Shiirn: REEEEEEEEEE
00:01 Shiirn: im doing a forum mod
00:02 Nube: :o?
00:02 Shiirn: fieryrage's
00:16 Nube: right make sure u dont forget those timing changes in the extra too
00:17 Shiirn: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaewfaewfarf
00:17 Nube: I think I'm done with the mod, I lost my modding feel
00:17 Shiirn: REEEEEEEEE
00:18 Nube: I ASSUME YOU'LL CHECK ONE OF MY MAPS LATER CUZ THIS IS LIKE THE BIGGEST EFFORT I'VE PUT IN ANY MAP BUT MY OWN SINCE I QUIT MODDING HUE
00:18 Shiirn: ok
00:19 Shiirn: sure
00:19 Nube: written in blood
00:19 Nube: no but really good luck
00:19 Nube: I wouldn't rush it if I were you
00:19 Shiirn: dont forget
00:19 Shiirn: to post
00:19 Shiirn: for support
00:19 Shiirn: and kd
00:19 Shiirn: pls
00:20 Nube: oh ye lol
00:20 Shiirn: positive support super important
00:20 Nube: that part......
Anxient
just gonna drop my two cents
this guy looks like axarious


comfortable not really
IRC
05:22 Shiirn: ive gotten more valuable input in the past 5 hours on comfort
05:22 Shiirn: than the past month
05:22 Anxient: well
05:22 Anxient: DQ is a big thing
05:23 Anxient: and since youre basically a celebrity(?) in mapping, ofc people would flock
05:23 Shiirn: did u see
05:23 Shiirn: my wall
05:23 Anxient: especially wiht a 7 star map
05:23 Shiirn: p/4896426
05:23 Anxient: m
05:24 Anxient: im gonna look at routing then mm
05:24 Anxient: wait
05:24 Anxient: i feel like you shouldve made some of the squares perfect lol
05:24 Anxient: but i dont think thats necessary...? =.=)?
05:24 Shiirn: ruuuuude
05:25 Anxient: lmao
05:25 Anxient: 00:08:832 (4,5) - riperino blanket?
05:25 Anxient: or is it to make perfect square (which it isnt even that LOLOL)
05:26 Shiirn: ugh
05:26 Shiirn: i gotta redo that
05:26 Anxient: 00:11:228 (2,1) - just my two cents but methinks that you shoould aslo make this slider start from the bottom lol
05:26 Anxient: 00:10:707 (6,1) - this has similar rhythm (am i using the world properly) as 00:11:228 (2,1) -
05:27 Anxient: what i mean http://puu.sh/n85Lz/8bcbb881c9.jpg
05:27 Shiirn: but then MUH FLOW
05:28 Anxient: its a part worthy of a flowbreak tho :(((((
05:28 Anxient: also youre transitioning to a new part of the song with a strong beat lol
05:28 *Shiirn fiddles
05:28 Anxient: >.>
05:28 Shiirn: i think i did good
05:28 Anxient: yeah
05:28 Anxient: you did really good with this map
05:28 Shiirn: i modified it a bit
05:28 Anxient: aight then
05:28 Shiirn: YEAH WE
05:28 Shiirn: LL
05:28 Shiirn: ITS UNSALVAGABLE
05:28 Anxient: WOY
05:28 Anxient: WOT
05:29 Shiirn: -millhioreF
05:29 Shiirn: well he said
05:29 Shiirn: "some say its unsalvagable but i disagree"
05:29 Anxient: dudenice.png
05:29 Shiirn: but nobody has said that to me
05:29 Shiirn: fucker
05:29 Shiirn: s
05:29 Anxient: well remember that everything is everyones own opinion lol
05:29 Anxient: he isnt the king of beatmapping lol (might be disrespectful lol)
05:30 Anxient: coz if this is unsalvegable i dont know what decon star is
05:30 Anxient: anyway moving on
05:30 Anxient: im probably gonna nazi the whole map okay
05:30 Shiirn: uhhhhhhhhhhhhhhhhhhh
05:30 Shiirn: pls
05:30 Shiirn: no
05:30 Shiirn: not now
05:30 Shiirn: i have like
05:30 Shiirn: 5 people pming me
05:30 Shiirn: lol
05:30 Anxient: lol
05:30 Anxient: want me to forum mod?
05:31 Shiirn: uhhh
05:32 Shiirn: if you dont mind me denying some things with explanations like the evil motyherfucker i am who is throwing his weight around to rank bad maps
05:32 Anxient: dude
05:33 Anxient: ive dealt with more people annoying than you (and some dont even speak with reason)
05:33 Anxient: ill (probably) be fine
05:33 Anxient: just keep your explanations really simple
05:33 Anxient: like GOD tier simple
05:33 Shiirn: MONKEY SEE PATTERN
05:33 Shiirn: MONKEY LIKE PATTERN
05:33 Anxient: WOT
05:33 Shiirn: BECAUSE PATTERN MAKE MONKEY TRACK PREY
05:33 Anxient: ;A;
05:34 Shiirn: AND TEN THOUSAND YEARS LATER
05:34 Anxient: LOLOLOLOLOLOLOLOOLOOLOL
05:34 Anxient: anyway just keep your explanations in simple english lol
05:34 Anxient: you know what i mean
05:34 Anxient: well im gonna start

things i hope you applied
00:11:228 (2,1) - putting this downwards http://puu.sh/n86KM/77af9d0dc1.jpg, coz its a flowbreak worthy part and has similar rhythm as 00:10:915 (1,2) -

the actual check
00:13:936 (1,2,1,2,1,2,3) - #i_shouldnt_have_shown_xxr_routing
00:15:290 (2) - move this further away from 3 because 3 has a strong beat, so its better to have 2 stick to regular distance and have 3 be extended for emphasis. http://puu.sh/n86UW/c3964ccd29.jpg
00:15:707 (5,6) - these notes are nearly touching lol which are an not-ok in my book. to fix this i moved 00:15:499 (4,5) - to 373:367. also grants extra emphasis for 00:15:811 (6) - http://puu.sh/n875y/ddf0baceab.jpg
00:16:749 (4,1) - stack lol
00:17:270 (2,1) - maybe fix the blanket on sliderend? http://puu.sh/n878Q/fddeb9667c.jpg
00:20:395 (1,2,3,4) - maybe have these follow the same DS you used for 00:19:353 (1,2) - coz the part isnt very emphasized. like the beats are soft. heck, 00:19:353 (1,2) - this part is more emphasized actually lol. have a really bad fix http://puu.sh/n87mu/2e0d4444c2.jpg
00:20:811 (1,2,3) - honestly i cant think of any reason as to why you made the part... like this lol there are no beats to represent those 5/8 sliders. i choose to attack this part coz this a major part (and not minor either lol like those sliderends being hitcircles and shortening sliders). using this rhythm wouldve done just fine http://puu.sh/n87Gy/8a6d140228.jpg. you can do your fancy curve sliders using some SV altering but pls change this part. (incase you dont wanna redo these sliders, using SV 1.5x would do just fine (might be disorienting but hey this map is confusing as it is already LOLOLOL)
00:22:686 (1) - ctrl g this lol i dont see a reason as to why you used a flow break. flow is extremely important in double bpm maps (but im sure you knew that)
00:22:686 (1,2) - also fix sliderblanket http://puu.sh/n87U0/41fd3a1ff9.jpg
00:23:311 (3,4,1) - i was wondering what was wrong with this part lol. use the same DS. i dont see why its different (lower even), especially when it has more sounds in it
00:24:665 (2) - if i were to put a flow break in this part i wouldve done it in 00:24:561 (1) - instead of 00:24:665 (2) - lol but since you did neither, ill just go ahead and tell you to make this part super flowy http://puu.sh/n888j/0dbde249f9.jpg
00:26:020 (1) - ctrl g this for emphasis (well it players better when i was simulating it) 00:26:228 (1) - also gives this the extra kick :l
00:27:061 (1,2,3,4,5,6) - i dont understand all the hate in this part lol
00:28:832 (4,5,6) - 5 is in the wrong spot lol. do this instead http://puu.sh/n892L/d476e3034b.jpg
00:31:645 (7) - ctrl g coz it makes the other parts more fun to play imo 00:31:853 (1) -
00:31:645 (7) - also NC ths i dont know why this is continue combo
00:31:853 (1,1) - same goes for here. why NC :l http://puu.sh/n88AX/4931ca3994.jpg
00:32:686 (1,2,3,4) - if anything i would have this stream go down lol because theres nothing in the song that suggests a upward stream (and the stream is nearly vertical so this would be appropriate with some really strong increasing pitch)
00:40:186 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - i dont understand why people hate this part too lol i mean it creats pretty good buildup :l
00:47:374 (3) - i dont think its a good idea to use a sliderend to emphasize a strong beat.
00:57:061 (2,3,4,5) - id prefer if you ctrl g'd (as in reverse the position of slider start coz i dont understand why you put the flowbreak here other than the finishes. if you wanna keep this, okay but this looks really painful to play.
00:59:978 (1,2) - lemao overlap
01:03:311 (1,2,3,4,5) - this part is fine tho. its cool.
01:33:103 (5) - ctrl g this lol why flowbreak
pls no unfriend
Topic Starter
Shiirn

Anxient wrote:

just gonna drop my two cents
this guy looks like axarious
box
comfortable not really

things i hope you applied
00:11:228 (2,1) - putting this downwards http://puu.sh/n86KM/77af9d0dc1.jpg, coz its a flowbreak worthy part and has similar rhythm as 00:10:915 (1,2) -

the actual check
00:13:936 (1,2,1,2,1,2,3) - #i_shouldnt_have_shown_xxr_routing
00:15:290 (2) - move this further away from 3 because 3 has a strong beat, so its better to have 2 stick to regular distance and have 3 be extended for emphasis. http://puu.sh/n86UW/c3964ccd29.jpg
00:15:707 (5,6) - these notes are nearly touching lol which are an not-ok in my book. to fix this i moved 00:15:499 (4,5) - to 373:367. also grants extra emphasis for 00:15:811 (6) - http://puu.sh/n875y/ddf0baceab.jpg
00:16:749 (4,1) - stack lol
00:17:270 (2,1) - maybe fix the blanket on sliderend? http://puu.sh/n878Q/fddeb9667c.jpg
00:20:395 (1,2,3,4) - maybe have these follow the same DS you used for 00:19:353 (1,2) - coz the part isnt very emphasized. like the beats are soft. heck, 00:19:353 (1,2) - this part is more emphasized actually lol. have a really bad fix http://puu.sh/n87mu/2e0d4444c2.jpg
00:20:811 (1,2,3) - honestly i cant think of any reason as to why you made the part... like this lol there are no beats to represent those 5/8 sliders. i choose to attack this part coz this a major part (and not minor either lol like those sliderends being hitcircles and shortening sliders). using this rhythm wouldve done just fine http://puu.sh/n87Gy/8a6d140228.jpg. you can do your fancy curve sliders using some SV altering but pls change this part. (incase you dont wanna redo these sliders, using SV 1.5x would do just fine (might be disorienting but hey this map is confusing as it is already LOLOLOL)
00:22:686 (1) - ctrl g this lol i dont see a reason as to why you used a flow break. flow is extremely important in double bpm maps (but im sure you knew that)
00:22:686 (1,2) - also fix sliderblanket http://puu.sh/n87U0/41fd3a1ff9.jpg
00:23:311 (3,4,1) - i was wondering what was wrong with this part lol. use the same DS. i dont see why its different (lower even), especially when it has more sounds in it
00:24:665 (2) - if i were to put a flow break in this part i wouldve done it in 00:24:561 (1) - instead of 00:24:665 (2) - lol but since you did neither, ill just go ahead and tell you to make this part super flowy http://puu.sh/n888j/0dbde249f9.jpg
00:26:020 (1) - ctrl g this for emphasis (well it players better when i was simulating it) 00:26:228 (1) - also gives this the extra kick :l
00:27:061 (1,2,3,4,5,6) - i dont understand all the hate in this part lol
00:28:832 (4,5,6) - 5 is in the wrong spot lol. do this instead http://puu.sh/n892L/d476e3034b.jpg
00:31:645 (7) - ctrl g coz it makes the other parts more fun to play imo 00:31:853 (1) -
00:31:645 (7) - also NC ths i dont know why this is continue combo
00:31:853 (1,1) - same goes for here. why NC :l http://puu.sh/n88AX/4931ca3994.jpg
00:32:686 (1,2,3,4) - if anything i would have this stream go down lol because theres nothing in the song that suggests a upward stream (and the stream is nearly vertical so this would be appropriate with some really strong increasing pitch)
00:40:186 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - i dont understand why people hate this part too lol i mean it creats pretty good buildup :l
00:47:374 (3) - i dont think its a good idea to use a sliderend to emphasize a strong beat.
00:57:061 (2,3,4,5) - id prefer if you ctrl g'd (as in reverse the position of slider start coz i dont understand why you put the flowbreak here other than the finishes. if you wanna keep this, okay but this looks really painful to play.
00:59:978 (1,2) - lemao overlap
01:03:311 (1,2,3,4,5) - this part is fine tho. its cool.
01:33:103 (5) - ctrl g this lol why flowbreak
pls no unfriend

all denied


jk responding placeholder
Zexous
[Blankets To Be Improved Cause You're Blind In Your Left Eye Or Something]
I'm putting a spoilerbox here because there are a whole lot but it's a high density map so w/e
Also this is extremely nazi so don't get mad and you don't have to fix all of these cause some are really really minor
SPOILER
Pay attention to the specific objects I'm referring to in case you're confused cause there are a lot
If you need help figuring out how to fix it cause of your fucked eye I can help in-game
NOTE: when I say "wide", I'm referring to the gap between objects
  1. 00:02:895 (3,4) -
  2. 00:04:874 (3,4) -
  3. 00:05:395 (1,4) -
  4. 00:06:020 (6,2) -
  5. 00:08:832 (4,5) - Don't know if this was meant to blanket 5 but if it was, fix it
  6. 00:09:040 (5,6) - This 6 is too straight for a nice blanket but you could move it a little further away and make it a bit nicer
  7. 00:10:603 (5,6) -
  8. 00:10:915 (1,2) - Wider in the middle
  9. 00:11:228 (2,1) - I know this is meant to blanket the sliderend but it looks awkward as shit
  10. 00:11:957 (2,3) -
  11. 00:12:270 (4,5) -
  12. 00:14:978 (1,2) -
  13. 00:16:332 (2,3) -
  14. 00:17:270 (2,1) -
  15. 00:18:728 (1,2) -
  16. 00:19:353 (1,2) - Curve a little
  17. 00:21:853 (3) - Curve it less
  18. 00:22:895 (1,2) - Fix this, but also I just wanted to note you should equalize the spacing between this and 1, and 4 and 1 (so either close up this one's spacing, or widen up the spacing between 4 and 1) to make it look nicer
  19. 00:25:395 (1,2) -
  20. 00:28:624 (2,4) - Slightly more curvature could make this perfect
  21. 00:28:728 (3,6) - This is also off, but I'm confused as to why this wouldn't just be a copy paste of ^
  22. 00:29:561 (1,2) -
  23. 00:32:999 (1,3) - Bit too wide on the right
  24. 00:37:895 (1,3) - Should curve 3 a little, also a tad bit wide on the left
  25. 00:43:936 (5,1) -
  26. 00:44:561 (4,1) -
  27. 00:49:145 (1) - Should be a little less curved
  28. 00:52:061 (2,4) -
  29. 00:53:103 (5,1) -
  30. 00:54:145 (3,5) -
  31. 00:54:561 (5,7) - Slightly wider on the left
  32. 00:54:874 (7,2) - Same
  33. 00:54:874 (7,3) -
  34. 00:55:395 (3,1) -
  35. 00:55:603 (1,3) - Should be little less curved
  36. 00:59:978 (1,2) - Oh man now these are gonna be a pain in the ass to fix but it's a blanket mod so I shall point out the imperfect blankets
  37. 01:00:395 (2,3) -
  38. 01:00:707 (3,4) - This one can actually be fixed by just curving 3 a little more at the sliderend
  39. 01:01:645 (3,1) - Too wide on left
  40. 01:02:686 (5,1) -
  41. 01:13:311 (1,2) - Too wide on left
  42. 01:13:624 (2,3) - ^
  43. 01:13:936 (4,5) - ^
  44. 01:16:645 (1,3) - ^
  45. 01:17:374 (5,3) - Should be less curved
  46. 01:17:582 (2,4) - Too wide on right
  47. 01:19:978 (1,2) - Too wide on left
  48. 01:20:290 (2,3) - Should be less curved
  49. 01:20:395 (3,5) - Bit too wide in the middle
  50. 01:27:374 (5,7) -
  51. 01:27:478 (6,1) -
  52. 01:27:999 (2,4) - Too wide on left
  53. 01:28:103 (3,3) - ^
  54. 01:28:520 (3,5) - Bit too wide on right
  55. 01:28:728 (4,6) - Slightly too wide in the middle
  56. 01:29:040 (6,1) - Wide on left
  57. 01:29:561 (2,4) - Curve the 2 a little less on the right, sliderend is too close
  58. 01:30:395 (1,5) - Curve 5 less
  59. 01:30:915 (5,7) - Curve 7 less
  60. 01:31:540 (1,3) - Sliderhead is too tight/the rest is too wide
  61. 01:32:270 (6,1) - Too wide on right
  62. 01:32:790 (3,5) - Curve it less on the sliderend cause the sliderend is too close
  63. 01:33:311 (1,3) - Bit too wide near the sliderend
  64. 01:33:728 (3,5) - Little hard to fix cause the playfield edge is right there, but rotate this a little CCW and curve it a little less
  65. 01:33:624 (2,4) - Too tight near sliderend
  66. 01:34:353 (1,3) - Much too tight near sliderhead
  67. 01:34:249 (6,2) - Curve this less near the sliderend
  68. 01:34:561 (2,4) - ...but doing ^ that will fuck this up, so fix appropriately if necessary
  69. 01:35:395 (4,6) - Too wide on left
  70. 01:36:020 (2,4) -
  71. 01:37:270 (2,2) - For the most part the 1/1 blankets the 1/2 fine but you should move the 1/1 down (and rotate) so the sliderend is also blanketed
  72. 01:39:353 (3) - Should curve a little more
  73. 01:42:374 (5,6) - Too wide near sliderend
  74. 01:44:249 (1,2) - Too tight near sliderend
  75. 01:46:020 (7,2) - ^
  76. 01:47:478 (4,5) - 5 sliderend is too close
  77. 01:47:478 (4,6) - Sliderend is too tight
  78. 01:48:207 (7,1) - ^
  79. 01:50:915 (1,2) - Too wide near sliderhead
  80. 01:51:645 (1,2) - ^
Spare
nice plays well :D
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