If this gets ranked I'm going to quit mapping.
why do people still post these? it's not like anyone cares about what you're (obviously not) gonna do if this gets ranked. if this gets ranked, at most it'll get a bad rating and people complaining about how "mapping has gone downhill". it's not like osu! is gonna end and every single map is going to be HW-styled. dear god this community can be a pain in the ass sometimes.Zel wrote:
If this gets ranked I'm going to quit mapping.
That burn though :OBlue Dragon wrote:
why do people still post these? it's not like anyone cares about what you're (obviously not) gonna do if this gets ranked. if this gets ranked, at most it'll get a bad rating and people complaining about how "mapping has gone downhill". it's not like osu! is gonna end and every single map is going to be HW-styled. dear god this community can be a pain in the ass sometimes.Zel wrote:
If this gets ranked I'm going to quit mapping.
when AHO, val0108 or nakagawa-kanon used to rank some of their maps, people would say that "every map would be like that and mapping is ruined". I guess it doesn't look that bad now lol
tl;dr stop fucking crying and if you don't like it, either do some actual modding and constructive criticism or just don't post/complain at all if you're unable to give proper input
new techniques is just restrict to famous or respected mappers, if the creator isn't hollow wings in this beatmap, like a people that have 0 maps ranks, this would obvious for the grave and at least suggested to remapBlue Dragon wrote:
when AHO, val0108 or nakagawa-kanon used to rank some of their maps, people would say that "every map would be like that and mapping is ruined". I guess it doesn't look that bad now lol
they weren't "acceptable" at the time. that's the exact point i'm trying to make and you missed it.Tarrasky wrote:
new techniques is just restrict to famous or respected mappers, if the creator isn't hollow wings in this beatmap, like a people that have 0 maps ranks, this would obvious for the grave and at least suggested to remapBlue Dragon wrote:
when AHO, val0108 or nakagawa-kanon used to rank some of their maps, people would say that "every map would be like that and mapping is ruined". I guess it doesn't look that bad now lol
random spacing with random sliderspeeds with random vectors/transiction, looks exactly like a inexperienced first try beatmap from someone that just have the correct timing, let's not be ignorant, this beatmap is obvious hw stating that he/she can rank every map
let's not compare acceptable maps (val, nakagawa-kanon) with pure overrated sliderspeed
Of course random people wouldn't be able to get away with maps like this, you know why?Tarrasky wrote:
new techniques is just restrict to famous or respected mappers, if the creator isn't hollow wings in this beatmap, like a people that have 0 maps ranks, this would obvious for the grave and at least suggested to remapBlue Dragon wrote:
when AHO, val0108 or nakagawa-kanon used to rank some of their maps, people would say that "every map would be like that and mapping is ruined". I guess it doesn't look that bad now lol
random spacing with random sliderspeeds with random vectors/transiction, looks exactly like a inexperienced first try beatmap from someone that just have the correct timing, let's not be ignorant, this beatmap is obvious hw stating that he/she can rank every map
let's not compare acceptable maps (val, nakagawa-kanon) with pure overrated sliderspeed
new techniques is just restrict to famous or respected mappers, if the creator isn't hollow wings in this beatmap, like a people that have 0 maps ranks, this would obvious for the grave and at least suggested to remap...
Aight my b. Remap.Blue Dragon wrote:
why do people still post these? it's not like anyone cares about what you're (obviously not) gonna do if this gets ranked. if this gets ranked, at most it'll get a bad rating and people complaining about how "mapping has gone downhill". it's not like osu! is gonna end and every single map is going to be HW-styled. dear god this community can be a pain in the ass sometimes.Zel wrote:
If this gets ranked I'm going to quit mapping.
when AHO, val0108 or nakagawa-kanon used to rank some of their maps, people would say that "every map would be like that and mapping is ruined". I guess it doesn't look that bad now lol
tl;dr stop fucking crying and if you don't like it, either do some actual modding and constructive criticism or just don't post/complain at all if you're unable to give proper input
Zel wrote:
Aight my b. Remap.
Blue Dragon wrote:
do some actual modding and constructive criticism or just don't post/complain at all if you're unable to give proper input
Why?II Jelli II wrote:
this should be objectively unrankable
that's brilliantP A N wrote:
how about make a H slider and W slider to put your name in the map :^). it would be good !
P A N wrote:
how about make a H slider
because the slider velocity and shapes are completely unjustified by the music, the shapes are what a person uses the editor for the 1st time would create, they are effectively unplayable if you play the sliders properly instead of just moving to hit the sliderticks. May as well just rank every map in graveyard that has correct timing and is finished if this can get ranked.Kite wrote:
Why?II Jelli II wrote:
this should be objectively unrankable
I saw you always say "1st time editor slider shape"II Jelli II wrote:
because the slider velocity and shapes are completely unjustified by the music, the shapes are what a person uses the editor for the 1st time would create, they are effectively unplayable if you play the sliders properly instead of just moving to hit the sliderticks. May as well just rank every map in graveyard that has correct timing and is finished if this can get ranked.
110 wrote:
M4M
????!!!!
打不动怒跪
原来不粘在一起滑条也可以读不懂 见识了
虽然很鬼畜但也无法反驳
[background]人确实位置太歪了 感觉中心缺东西一样 四周的黑幕中可以加点阴暗中的东西裙子变更长了!太保守了!(????)腿饰也美丽OAO 我还要做sb呢,bg太花没法搞lyric,我才不会告诉你真正的原因是因为我懒得涂了。
[Notch Hell]
部分高潮部分可以再调大点 啥大一点?
00:01:687 (1) - 转盘太长了,容易转的累 分两个或者break一部分 不。
00:17:945 (4) - 到00:18:236 (1,2) - 的距离调匀 02:49:977 (2) - 到02:49:493 (5,6) - 同样 ds在这不需要微调啦。。。这图虽然是在ds基础上排版但主要架构还是几何。
00:37:493 (2,3,4,5,1) - 这个地方太难读了 几乎都被挡死了 我觉得00:37:784 (5,1) - 变成折返好一些 这个梗不会动。
01:04:300 (2,3) - 包得不够好稍微改下 这得多nazi。。。算了稍微调了一下。
01:08:171 (5) - 感觉先直再弯更好 或者Ctrl+G 不。
01:12:816 (1,2) - 平行齐一些 差不多得了。
01:46:106 (1,2) - 放在01:46:300 (3) - 左上 不。
02:00:816 (1) - 接到02:00:623 (3) - 头 02:01:493 (2,3) - 也跟着改 不。
02:04:106 (1) - 这里这样画感觉更好 嗯。。。不改。
02:14:461 (4) - 这样叠起来 不。
02:19:397 (1,2) - 看前后感觉这里最好02:19:881 (2) - Ctrl+G 这里还是这样比较好,前后有不意味着必须一样。
02:23:074 - 这个音可以加个在02:23:171 (4) - 上 04:14:558 - 这里也可以考虑下
02:51:235 (6) - 终点往上提折返 让终点和02:51:913 (1) - 一起和02:51:526 (2,3) - 的尾巴呈正三角 爷爷,这边有stack然后不遮挡,ds差不多就行了,不需要那么规整。。。structure已经锁住了没必要大改。
03:22:881 (1) -自我感觉良好中突然觉得应该加个锚点 对了 还要和03:24:429 (1) - 平行 滑条形状没什么特殊情况不会动了。
03:31:784 (7,8) - 感觉这里应该是2个1/4滑条 。。。没必要。
03:46:300 (1) - 台上一些三面和滑条等距离舒服也不影响后面 哈?
03:46:784 (4) - 第一个转折点看着难受 无所谓,你滑不完的。
03:53:074 (3) - 既然已经stack了 不妨第一个弧都稍微错开好点? 没必要,这个和需要判断节奏的梗不同。
05:06:235 (2,3) - Ctrl+G 我也这么想过,不过为了在这里降低难度,每个长滑条之后的note我都给stack在滑条尾了,所以就这样吧。
05:06:623 (1) - 包好自己 稍微调了一下。
05:23:655 (1,2) - blanket的不好 这个就这样吧。
这是我的orz https://osu.ppy.sh/s/430208
__Ag wrote:
M4M
01:25:203 (1) - 我觉得这个方向不太好接,每次到这里都会难拉,也许ctrl+j+h再拖回原来的位置会好很多 其实就是跳的远了一点而已,没那么难。
02:00:429 (2) - 叠在高速滑条尾巴上不太好吧,ctrl+G 不不,这里停顿足够反应这个stack,反向反而难读。
02:05:074 (1,2) - 这个也挺容易误导,柑橘叠在02:04:106 (1) - 这个头上会好些 。。。不好。
03:11:074 (4,5,6) - 这接衔不是很好,3到4和4到5到6的感觉有点违和 好像是有点,把6反向了。
04:02:461 (5,6) - 叠到04:02:074 (3) - 这个的尾巴上吧 不。
美丽,其实真的不会摸
09kami wrote:
09kami wrote:
m4m
link : https://osu.ppy.sh/s/440423
[Notch Hell]
02:04:106 (1) - 这个滑条既然没有人声 那么白线和后面的蓝线就不能忽略 建议改成拉到白线 然后蓝红线加一个滑条 这里。。。你可以理解成“没必要不忽略蓝线”,在适当的地方阶段性地缓冲超长滑条带来的移动疲劳感。
02:13:977 (3,4,1) - 这里我知道你是想跟节奏 但考虑到人声的特效改成两个白线开头的滑条怎么样 因为他不区别于类似于02:07:397 (2,3,4,5,6) - 这个地方的人声 这里前面有一些节奏做铺垫 但前面那段的人声结束后又是连贯的人声 这里我更想突出02:13:977 (3,4) - 这个跟着电音的跳,所以我节奏这么下。
02:01:590 (3,4,5) - 同上 ^
03:53:074 (3,4,5) - 同上 ^
05:07:397 (2,3) - 同上 ^
02:19:397 (1,2) - 改成白线开头的两个滑条 理由同上 ^
02:17:461 (7,8,9) - 这一段是漏音吗?还是故意空了蓝线的音 7貌似下比较重的音效 但我感觉蓝线那个音还是不忽视比较好 即使有音我也选择不跟,这里明显要着重强调电鼓。
02:08:364 (8) - 这个位置感觉有点不善良 和其他的比起来 怎么会,这个梗不难。
02:19:010 (2) - 尝试改成下图 嗯,不改。
http://puu.sh/oehBF/c7d619609f.png
02:53:752 (2,3,4,1) - 这个我没猜错的话....应该是梗吧 梗的话就不用改了 不过还是建议23 41这样放 前面你没看到过一个一模一样的梗么。。。
03:52:300 (1) - 这个滑条好丑 绝对不止我一个人这么想 因为就算03:53:074 (3) - 包起来 打的时候还是只能看到前面那个滑条 重新扭过 嗯,不改,就是要这么摆。
04:12:042 (4) - 红点后面的那段滑条和04:12:429 (1) - 的角度有点稍微错开 没对齐是故意的? 这么nazi的地方就算啦。
04:15:526 (1) - 尝试改成下图 不。
http://puu.sh/oehXK/c53a0f1bd5.jpg
04:18:623 (1) - 这个红点转圈的滑条我感觉挺好的啊 我看前面的评论说这里不好 搞不懂 不用太在意。
05:14:364 (1) - 我还是第一次见这种符合RANK规则还把全图占满的滑条 最后一个kiai不全是。
05:29:848 (1) - 尝试改成下图 不。
http://puu.sh/oeieH/6a5a1331c7.png
thanks for modding!LigerZero wrote:
no kudosu....
tags added "corpse voyage best vol.1 c80" added "corpse voyage" but no "best vol.1" and "c80", there are lots of albums or collections contain this song, can't cover all of them right? so i just added the original one in tags even in previous halozy maps as always. thanks for reminding me that thou, also add "ヴォヤージュ" followed.
rip to anyone using quack as combo breakerPho wrote:
i hear ducks in the track o.o
So i guess that you at least fc'd that beatmap in order to test the playability and readability?Hollow Wings wrote:
1. all sliders are readble, playble, and rankble.
Maybe for you;II Jelli II wrote:
because the slider velocity and shapes are completely unjustified by the music
The shapes are actually interesting and refined if you take a closer look.II Jelli II wrote:
the shapes are what a person uses the editor for the 1st time would create
They are perfectly playable, people are just not used to extreme velocities like this because it's not part of the pp mapping meta.II Jelli II wrote:
they are effectively unplayable if you play the sliders properly instead of just moving to hit the sliderticks
If people bothered pushing their mapsets forward and bend them into a rankable state, yeah I agree, graveyarded map should be ranked.II Jelli II wrote:
May as well just rank every map in graveyard that has correct timing and is finished if this can get ranked.
Please do, there will never be enough of this amazing song ♥Monstrata wrote:
This has inspired me. Also I absolutely love this song now lol. Going to make my own version someday.
please do itMonstrata wrote:
This has inspired me. Also I absolutely love this song now lol. Going to make my own version someday.
FYI - I get your point and everything (although I do not aggree) but I wanted to tell you that your comparison isn't entirely true. FD4D was appreciated a LOT by almost everyone. People went crazy about it and loved it. Pretty much everyone wanted to see it ranked. Read through it: t/66915&start=0[Taiga] wrote:
You forget one thing - this is HW map and his transfer of vision into map. Calling something "unjustify" is pure subjective point of view.
What one person see as high quality and fun to play, other see as shit and unplayable.
It was about almost all maps where people found new patterns.
Back to FD by Nakagawa-Kanon people was amazed by map what was impossible for like... almost everyone (talking about FD4D - you can read posts from 4 years ago).
Slider velocity and shape are pure subjective POV. As far as they are not against ranking criteria, in my opinion, they are perfectly rankable.
Objectively - it is already proven that this map is perfectly playable.
[Taiga] wrote:
You forget one thing - this is HW map and his transfer of vision into map. Calling something "unjustify" is pure subjective point of view. True, they call it unjustified because they dont see the reasons which justify those objectively.( I might just be one of them.)
What one person see as high quality and fun to play, other see as shit and unplayable. It was about almost all maps where people found new patterns.
Back to FD by Nakagawa-Kanon people was amazed by map what was impossible for like... almost everyone (talking about FD4D - you can read posts from 4 years ago).
Slider velocity and shape are pure subjective POV. They have to fit the music at least. SVs between too fast and too slow is subjective and rankable. However whats too fast and too slow is subjective but people can agree on that i think. Slider shapes has to make objective sense. As far as they are not against ranking criteria, in my opinion, they are perfectly rankable.
Objectively - it is already proven that this map is perfectly playable. Thats what people need to realize. The line between amateur work and an inventory masterpiece can be very thin, at least in this case. People tend to not see that because they are inexperienced in mapping which makes ther opinion worth less. They need to explain why to be considered.
Edit: i'm down for a m4m with you HW if you dont mindAlheak wrote:
Some people here sound like contemporary arts apologetics hypocrites defending someone who just smeared shit on a canvas saying it represented the downfall of the western society or something. I personally think the point is invention. It's just an attempt tho.
Don't get me wrong tho, this map plays nicely, until the long sliders that is.
You say they are readable, playable and rankable. Technically, they are indeed, though it doesn't make them reasonnable or appropriate, also I can't agree with your second point saying they're in some way following the music. 03:56:945 (1) - it's curved according to the beat. How does this not follow the music?
The only thing they seem to follow is the held note by the vocalist, but their speed and shape are just completely unrelated to the song, the cursor mouvements you have to make are awkward and not fitting, nothing can justify them, or if you think they do, please explain it objectively, and don't throw out the "but it feels that way to me" card, anybody could just do the same for every shitmap there is then. 04:00:042 (1) - this follows the other instruments with the shapes. Just slow down to 25% and you'll see. Shapes like 04:06:235 (2) - follow the beat with the curves. I respect you as a mapper but please, dont state things without taking a closer look . However i can't really say if get things right until HW says it.
I believe mapping is a personnal expression, but if you're aiming for rank, you'll have to consider the opinion of the community even if you don't like it. I think he does consider opinions if people understand his intetions or something like that.
Ranking your map is about providing for the community, yet you are creating things only you and a few hand picked people actually seem to like and can play (i hope), so what point is there if you're just doing it for yourself?
Ultimately, BNs will have the last word as usual, and seeing the majority of the mods here, the cantonese circlejerk seems to be as strong as ever, so you won't have much problem with the ranking process.edgy? I cant really tell.
well i decided to do it with Slider tick rate 2 and EZ.. it went wellWojowu wrote:
I find this map to be extremely fun to play, but due to my skill level I have to play with HT. I'd like to see some good player play this map with increased slider tick rate
I have taken a close look, and not just once, and I repeat, those sliders are not following anything.Manysi wrote:
03:56:945 (1) - it's curved according to the beat. How does this not follow the music? 04:00:042 (1) - this follows the other instruments with the shapes. Just slow down to 25% and you'll see. Shapes like 04:06:235 (2) - follow the beat with the curves. I respect you as a mapper but please, dont state things without taking a closer look .
So you are just blindly defending this? You have actually no idea of what you are talking about?Manysi wrote:
However i can't really say if get things right until HW says it.
TBH, this is just me, but I feel the sliders are justified because the movement of the mouse in the wide and curving arcs at fast speeds makes me feel a bit more empathetic towards the vocals and the vocalist herself, portraying more thought and effort then just a very default rhythm that she could've done in the drums with a boring 'pp meta' map.Alheak wrote:
If HW is truly making a gimmick out of those beats and notes, it has to be consistent, especially with this much emphasis put on them. It's not just a detail, you can very easily break a combo here. This alone should make you question whether or not those notes deserve the emphasis they get.
Thats not what i meant, you don't have to take every word literally. I said i'm not 100% sure but this is most likely the case with some sliders and only HW can confirm because he/she had the thought process.Alheak wrote:
So you are just blindly defending this? You have actually no idea of what you are talking about?Manysi wrote:
However i can't really say if get things right until HW says it.
Forlornly wrote:
The sliders are readable and followable. The third and last batch of sliders is actually easier than the second batch imo.
As for whether or not the sliders follow the music -- they certainly follow the music rhythm-wise, but the shapes are completely arbitrary, pretty though they are. I don't have a problem with that, and in fact I very much like it that way, but the fact is that the way the sliders are shaped have nothing to do with the music.
Also, I find that
02:11:558 (9) -
02:12:816 (2,3,1) -
02:13:880 (2) -
02:14:654 (1) -
04:04:300 (2,3,1) -
04:05:364 (2) -
04:06:138 (1) -
are too hard to hit in comparison with the rest of the map. They require awkward speed changes in cursor movement. they are just spaced to fit the increased sv.
S A V E R Y wrote:
Hi for now
Somebody call DoKito...00:50:558 (2,3,4) - I think three sliders are enough to 1/8 snap... i'm sure they fit 1/4 tick better.
04:58:881 (1) - Add whistle in sliderborder don't wanna give additional hs effect because the current slider-slidertrack filled hearing already. same as below ones.
05:01:977 (1) - ↑
05:05:074 (1) - ↑
05:06:623 (1,2,3,1) - ↑
05:11:268 (1) - ↑
05:14:364 (1) - ↑
05:18:042 (1) - ↑
05:19:010 (1,2,3,1) - ↑
05:23:655 (1,2,1,2,3,4,1) - ↑
05:29:461 (7,1,2,3,1,2,3,4,1,1,1) - ↑
05:42:235 (1,2,3,4) - ↑
05:43:881 (2,3,4,5,1,2,3,4,1,4,5,1) - ↑
Lily Bread wrote:
as request
01:08:171 (5) - 拆开多好,这样来回一直折返感觉2010 style 拆开不好。
01:30:429 (2,1) - 有折返箭头遮挡嫌疑 稍微改了一下。 http://puu.sh/ozYw6/01be0f6591.jpg
01:39:139 - 这里单独拆个圈出来就很棒啦。可以和后面 - 01:39:332 (1,2,3,4,5,6,7,8) - 凑成一组 没太必要。
02:17:558 - 把这个音填上也是一种选择嗯。你这一段滑条做得比较夸张,那圈的音也填满的话感觉好一点 不好,这里还是主要凸显主旋律。
04:09:042 - ^ ^
good luck
Gandalfr wrote:
1st part.
Hi. Only suggestions
00:27:235 (6) - control G. because is a bit far from 00:27:042 (5) - tail. it's ok if they are near from each other.
00:27:913 (1) - control H and x232 y348. I guess will have better flow. the composing here is locked so i still wanna keep the organization.
00:29:461 (1) - huh... try with out back track, and use circle here 00:29:655 - place is up to you, but I recommend stack in 00:29:752 (3,4) - head. i don't wanna easily do any stack stuff at this part, for all spaced jumps are basically requiring much attention to read, giving simple structure style can be the best choice.
00:30:139 (6) - i guess will be better using control G and stacking 00:30:042 (5) - in 00:30:139 (6) - head. ... nope.
00:30:623 (2) - same here. try using control G and stacking 00:30:526 (1) - on 00:30:623 (2) - head i think you need to get why i set jump before that kick slider... same to all same mods as well.
00:31:010 (1) - iguess. the next notes are a bit hard to read. so I think.. you have to use it with oout back track, using a note here 00:31:203 (2) - place is up to you, but, see next suggestion. [#FF0000]this is the exact way how this pattern i wanna make.[/color]
00:31:203 (2,3,4,5,1,2,3) - I suggest you this pattern https://osu.ppy.sh/ss/5038117 00:31:203 (2,3) - x164 y326 stacked notes. 00:31:397 (4,5) - stacked in 00:31:881 (3) - tail. 00:31:591 (1,2) - x286 y187 and use control G in 00:31:881 (3) - ^
00:32:365 (3) - use first at 00:32:075 (1,2) - and try this https://osu.ppy.sh/ss/5038146 ... nope.
00:33:429 (6) - I recomend you use first at 00:33:236 (5) - and try this http://osu.ppy.sh/ss/5038173 ^
00:34:978 (6) - owo... can you use control G here? ^
Good luck. 2nd part in a few days.
Deppyforce wrote:
hi im a m4m mod from hw's queue
00:25:977 (2) - try change to a low sv slider instead instead plays nicer imo but i love the slider's shape, it fit the song as well. so i still keep the sv.
00:38:364 (1,2,3,4) - should be spaced cuz theyre stronger than 00:37:590 (3,4) they are already spaced.
00:49:977 (1,2) - switch nc makes more sense imo i think you are right, but the current nc setting makes lots of sense as well... that's difficult to choose... i still keep it here for now.
01:03:139 (5) - ctrl+h flows better xd uh... that's not necessary imo.
01:12:816 (1,2) - nazi but its not parallel changed a bit.
01:53:074 (1) - tbh it feels a bit empty while playing cuz the whole slider part has no hitsounds, u might wanna hitsound the slidertick
(same for all these long sliders i've tried add tick hitsounds in kiai's long sliders, and it turns out really bad feeling to me, so i removed them all.
02:11:364 (8,1) - not perfect overlap lol lol i decide to ignore tiny nazi like this orz... ------ ①
02:20:171 (3,4) - make it parallel done.
02:41:074 (1,2) - i think http://puu.sh/oA3hH/4ca4820b45.jpg fits better hmmm i don't think so... both in used way i've given in the whole map about streams, and the emphasis way to express the only strong tick with heated beat.
03:07:203 (4) - shouldnt this be a slider? no...
03:22:881 (1,2,1) - pls make it parallel changed a bit.
03:44:171 (4,5,1) - 5 ->1 spacing should be bigger than 4 -> 5 i can accept this, changed 5's position.
03:55:590 (1) - overlap looks weird maybe move to x321 y41 the current is better imo...
04:44:752 (5) - maybe change to 2 circles so its constant with 04:43:880 (4,5) these sliders are not necessary to be set as consistent rhythm style, because i'm using them following the electric main malody track's beats with their tapping ticks.
04:58:881 (1) - lol u can make http://puu.sh/oA46u/df6ebe9d69.jpg parallel if u care ①
05:29:848 (1) - im being rly nazi but it would look nice if u dont overlap the slidertail ①
sry if this is too nazi but u know this map is not normal lol lol orz...
gl
SnowNiNo_ wrote:
你的m4m queue
- [Notch Hell]
GL~ 居然是华人,生面孔呢居然完全不认识。。。
- 00:19:301 (1) - 個人覺得這邊不用nc, 因為跟其他地方inconsistent, 看這4個點就蠻清楚了00:14:654 (3,3,3,1) - 然而其实并不能很好地看清楚,因为这里是很多1/4和1/4折返混杂在一起的地方,在适当的物件放置nc能让玩家更好或者说更轻松地读图。
- 00:31:591 (1) - 同上, 看這4個地方會清楚點 00:26:945 (4,4,4,1) - 嗯。。。不好。
- 00:56:364 (1) - 同上 ^
- 01:15:332 (2,3) - 變速滑條上個NC? 这里因为变化不大加上挺流畅的所以就不加了。
- 02:01:977 - 聽起來你在kiai都是跟VOCAL的, 所以你應該把02:02:074 (4) - 移到02:01:977 - , 畢竟這邊從vocal換到背景音樂有點太突然了 这边这个背景音就是故意加进去加强的,以及其实在vocal和base轨之间切换这种事在下节奏时一点也不稀奇呢。
- 02:04:687 (3) - 這邊也是 跟vocal的話應該是1/2來回滑條 ^
- 02:17:848 (1,2) - 這邊可以用好一點 这里其实就这样吧,不可能完全包很好,有些甚至并不是特意去包的仅仅是靠在旁边而已。如果每个在长滑条旁边的物件我都要去包的话那这些长滑条的形状变化就太大了。。。
- 02:20:171 (3,4) - 這邊也是 这个已经改了。
- 02:47:848 (1) - 跟00:19:301 (1) - 一樣 同上。
- 02:59:655 (5) - 可以把滑條停在03:00:429 - 然後03:00:816 - 擺個NOTE 我觉得这里折返是最佳选择。
- 03:46:300 (1) - 擺中間比較好看 压到别的东西了,这个不改。
- 03:53:848 (1,1) - 弄好看一點稍微调了一下。
- 04:03:139 (1,2) - 這可以做blanket, 跟02:11:655 (1,2,3) - 一樣 这里不了,因为跳很大,还是注重以下打击感。
- 04:05:945 (4) - 跟02:01:977 -一樣 [/url]稍微调了一下。
- 04:16:784 (3) - 這也應該移到白線跟VOCAL 这边没在跟vocal。
xChorse wrote:
Hi, M4M from your queueNotch Hell wall of stacks (These aren't major, but they look off with HR)00:22:010 (2,3) - Fix stack all fixed. but may still happen the stack bug somehow, may ignore this nazi issue if so.
00:22:301 (4,5) - ^
00:23:848 (4,5) - ^
00:25:107 (2,3) - ^
00:28:978 (1,2) - ^
00:30:042 (4,5) - ^
00:35:172 (1,2) - ^
00:49:784 (2,1) - ^ (Doesn't even matter since it's slower than the others)
00:53:752 (1,2) - ^
00:54:817 (4,5) - ^
00:59:945 (1,2) - ^
01:42:139 (4,1) - ^
02:45:235 (1,2) - ^
02:51:429 (1,2) - ^
03:26:655 (4,5) - ^
00:14:655 (3) - CTRL+G since most of the short sliders somewhat went in the direction of the next slider nope for i'm actually doing the opposite.
01:03:139 (5,1) - Maybe make 0103526 (1) - on the other side of the slider since the slider's flow makes the cursor want to move the other way imo the flow here is set as an anti one on purpose, to emphasis the special pause beat here.
Stack 01:07:976 (4) - on 01:05:655 (6) - tail ... nope.
Move 01:16:106 (2) - to x:365 so the spacing between it and 01:16:300 (3,5) - are the same for it's not that emphasis beat here as 01:15:913 (1,2) - does, jump at 01:16:106 (2,3) - with shifting from the previous one can be better to fit the song.
Move 04:07:977 (1) - to x:71 y:70; 04:08:945 (7) - to x:303 y:150 ;04:09:139 (8,9) - to x:37 y:249 This emphasizes the shape of the slider (04:06:235 (2) -) which is similar to what you've been doing with the other long sliders. lol... i think it's not that necessary to do that trick on purpose, i set those notes only to slow down the aiming after really really hard long slider patterns, thats all.
Eh, found as much as I could. I hope this helped Good luck!
UndeadCapulet wrote:
(short) M4M from your queue:too proNotch Hell
04:33:719 (1) - to 04:46:300 (9) - is stunning.
- Maybe have the 01:03:139 (5) - and 02:54:623 (5) - be .75x sv. It would match with the sv of 00:25:977 (2) - , and idk I just think it would fit well ^^' well i already give feedback to similar mod as this above...
- 02:08:558 (1) - This slider design is a bit misleading because it looks like you can just do this motion, but the sliderball doesn't allow that. I've ss'd most sliders in this map at least once while playing, but never this one. Maybe I'm just bad though. uh? why sliderball doesn't allow that... you can even just move to the arrow and ticks if you really good at reading and aiming, maybe it's just some kind of special trick which is hard to you.
- 03:43:590 (1,2,3,4,5) - I don't think this pattern needs to be spaced so large here. I think you should match it up more with 01:52:106 (1,2,3,4,5) - 's spacing, and how 01:52:881 (5) - stacks with the repeat. Make 04:57:912 (1,2,3,4,5) - the larger spaced one to lead into the final chorus. i give larger ds here for two reason: one is jump at 03:44:364 (5,1) - requires a really good aiming with anti-flow and anti-jump as the special pattern, which need larger ds to distinguish it from other common jumps; and the other one is players may get used to the map's style in the middle of the diff even he can play it so far, larger jumps can notice him that later part can be still different from previous, like twice long sliders in the last kiai, etc.
- 05:06:623 (1,2,3) - The 1/4 gap is higher spaced than the 1/2. Before you had circles to fill the 1/2 gap, so the 1/4 jump was more natural. Some players will stick to the song's rhythm, but other players will just see this as all 1/2 and break. I think you should move the 3 sliderhead closer to 2's tail, or use spacing closer to 05:19:010 (1,2,3) - . that 1/4 jump is just following that special electrical beat with larger distance, it's no more different to what you did to 1/2 jumps and make those jumps in large distance. thou the pattern is like some ds pattern, it already been noticed in 1st kiai with similar one, you noticed this at second time, that's good news to me, because you've get used to it already.
---
deetz wrote:
queue m4m if i finish this fast enough to get a slot lololol
[notch minecraft]
03:03:526 (4) - NC to indicate white tick? hmm i still think that nc is available, but i removed that to emphasis the later vocal beat with nc, which may give a better tapping sense to players in this quiet part after really heated ones.
03:04:881 (2) - just my opinion but this could look a bit nicer if it was shifted a few pixels to the right so that it would "catch" 1's tail lol... well not really effect to me, moved 1 grid to the right thou orz.
04:12:042 (4,1) - again just my opinion, but consider making the visual distance between these two the same. this would be most easily achieved by moving this closer together well... i'll leave this, this time orz...
04:43:784 (3,4,5,1) - it would require a lot of restructuring but consider not stacking these because the sound here is more consistent than before (ex: 04:41:074 (1,2,3,4,5,1) - kicks on red ticks vs. 04:43:397 (1,2,3,4,5,1,2,3,4,5) - kicks on blue ticks as well) maybe you didn't get the reason i set rhythm here, just look into the slider's tapping ticks and listen to the guitar track.
04:47:074 (2,1,2,3) - just curious as to why all of these are straight, it's the same section musically as 01:40:687 - and 03:32:171 - from what I can tell, but the sliders in those sections are more interesting. lol... that may just be set by various style, won't ever strict into "set all patterns in same style to keep that consistent".
05:06:429 (3) - also curious for your reasoning behind stacking this, you might be able to bring out the vocals more by placing 3 below the slider i used to think notes among long sliders should be read very very easily to balance the difficulty, but i think your idea is really good to fit the song, so i moved that note to 474,254, the aiming should be better to express the vocal track now.
05:34:493 (1) - consider changing this slider to another design, it looks very similar to the "meow" sliders and it could cause those to stand out less imo maybe no one have noticed those sliders in different part has a really secret series theme in them... well i still choose to keep this thou.
g
hope this is helpful somehow
Rohulk wrote:
Hi, I have a suggestion.
With HR the stacked 155 BPM streams are perfectly stacked, as opposed to nomod, where they aren't. This makes it almost impossible to read the stacked streams with HDHR and would require memorizing... May I suggest you increase the stack leniency or manually make the streams not stacks in those cases? i think i can agree with you, and i'm sure this suggestion is useful. changed stack leniency into 3.
Thank you.
JJburstOwO wrote:
m4m
00:36:526 (6) - 左右翻转一下 不要。
00:50:558 (2,3,4) - 1/8 不。
02:01:977 - 我总觉得4滑条在这个位置,个人感觉这里压vocal爽一点 我也纠结过这点,然而下节奏的时候就决定了,就是要现在这么来。玩家在打高速滑条的时候,往往会十分在意滑条尾有没有拖到,给一个重音在滑条尾,然后再跳出去,更能让玩家集中精力在移动上。另外,即使现在这么下节奏和排版也没什么不对,此处重音之后跟的音差也十分大,跳出去没什么不妥,打击感也不错。
02:14:364 - ^
02:19:784 - ^
02:25:203 - ^
02:26:848 - ^
我觉得都压人声比较好
后边kiai不提了
03:10:300 (5) - 弧度往下 不。
04:02:461 (5,6) - 这个放到78位置上,78放4上,04:02:848 (8) - 调一下方向顺着flow转到9 不,此梗坚决不改。
05:23:655 (1) - 好像有点歪?8蹭到右边了 稍微动了下。
05:29:848 (1) - 别蹭到 不,就是要蹭到。
扑通
太神了
Suzuki_1112 wrote:
m4m~~~~~~~~~
[Notch Hell]
00:49:997 (1) - 感觉没必要NC,00:50:558 (2) - 这里可以NC吧 你说的对,但我不打算改,理由可以看看上面某个feedback。
02:00:623 (2,3) - 尾部不要在一起呀,不然怎么反应 02:00:816 (1) 呀。。 这个尾巴在一起又不是不能读。。。你读1/4还会去看尾么,看头都来不及了。
感觉这图跟人声啊,但是 03:21:332 (5,1) - 没有跟人声,不如考虑跟前面 01:29:848 (1,2,3,1) - 一样? 这边因为鼓的轨没了,所以我想挑一个比较安静的轨来跟,和前面的部分区分开来。
怎么感觉 04:58:881 (83,1) - 里的滑条都无法判定一样额= = 可以在kiai里加多点连打么 这个滑条完全能判定啊,我没打算用别的节奏。
----------------------我是分割线hhhhhhhhhh------------------------------------------------------------------------------------------
sorry啦就这么点了,毕竟这种程度的图摸不起QWQ
望早日Rank~
thanks for modding!squirrelpascals wrote:
Hi, M4M!
• 00:01:590 (1) - This would look nicer if placed it in the center, imo lol symm setting is not really my taste www.
• 00:18:913 - put a double here? (you put one here 00:19:687 (1,2) and here 00:20:461 (2,3) also) i put tapping ticks only with electrical beats supported, not do them in general consistent style, so there may be differences.
• 00:38:364 (1,2,3,4,1) - Why is it spaced like this? Spacing it like this means that there is a change in the music at 00:38:558 (3) and 00:38:752 (1) if you've scanned the map 1st, you would know why.
• 00:40:881 (6) and 00:51:139 (1) and 00:52:688 (1) - Why are the ends of these sliders so short? I would move the red tick more to the left because it looks like the arrow points in a different direction of the slider why not then? i would do the current one because it still stay in stable direction judgments.
• 01:31:397 (1) - lessen the curve at the end for the same reason above ^
• 01:17:461 (1) - ctrl + g? because of the large spacing nope for this jump is actually easy to combo, in this quiet part with slow sv sliders.
• 01:41:655 (3) - put this at x176 y261 because its hard to read and isn't the same as 01:42:816 (2,3) and 01:44:364 (2,3) - why they should all the same? and the current setting is better than other distance and flow ones.
• 01:53:074 (1) and 03:44:558 (1) - I respect your decision to use a fast sv, but with certain sliders such as this one, that have quick and sharp turns, it's a lot easier for a player to sliderbreak. ( 01:56:171 (1) is nicer with this because it has the corners in the middle of the slider for aesthetic but they're not as big so they play nicely) • And for the same slider, the repeat arrow HAS to point toward the slider, it can't point outwards the slider gets nearly no problem to following the rhythm and patterns in the song, also, how the arrow comes that has to point toward the slider? it's easy to see arrows give same direction everywhere in ranked section maps even with zig-zag tricks or overlapped tracks, like what i've done in this map as well.
• 01:55:300 (4,1,2) - blanket changed a bit.
• 02:04:106 (1) - there's no vocals here; wouldn't recommend using a long slider i'm not following vocal track here.
• 02:14:461 (4) - because of the synths in the background it sound like this should be 2 circles nope for it's not necessary to tap the second one in that low volume of beat.
• 02:19:881 (2) - start this slider at 02:19:784 ? You're mapping to vocals here 02:25:300 (3) - Start at 02:25:203 for the same reason. 02:26:074 (2) - Start at 02:25:977 . 02:26:848 (4) - Start at 02:26:752 - This will make this part much more satisfying to play the real satisfying way to play is following the exact detail situation of the specific pattern: this slider has a really large jump after it, with slider in that "7" shape down to the corner, then i give the current direction. as for other similar ones, let them be others.
• 03:10:300 (5,1) - Space less? for you didn't notice 01:18:816 (5,1) - then i think this one is fine as well in playing.
• 03:22:881 (1) - I would make this multiple sliders because of the vocals this is a quiet part so i choose quiet track, differed from the previous part.
• 03:53:558 (4) - Make this 2 circles because of the synths? Or start it at 03:53:461 to go with the vocals nope as similar reason as above.
• 03:56:171 (3,1,2) - Space these because of the gap in the timeline? that'll be too hard, and i've set similar pattern in 1st kiai as well.
03:59:848 (8) - move tail to x312 y188 for a better blanket hmm... nope.
• 04:04:687 (1,2,3) - The spacing of 2 is really hard to hit. Stack 2 on 3 like the other sliders? it's easy to hit if you can play so far.
• 04:05:945 (4) - Same mod as 03:53:558 (4) ^
• 04:18:623 (1) - Most insane slider nodes ever haha hmm i think that's just common.
• 04:30:816 - Make this clickable? nope for wanna mainly follow the violin track.
• 04:32:558 (1,2,3,4,5,1,2,3,4,5) - Why not make these normal streams? Spacing doubles like this implies something significant in the music is happening there do you still remember the violin track? i'm following them here as well.
• 04:45:332 (3,4) - put at x28 y268? nope...
• 05:29:848 (1) - Make the end look like this? nope, i do that slider's shape on purpose.
One last note: I think it would be really helpful to add a slidertick skin element to the map, to help players follow the sliders more. Since fast sliders like this are a pretty new concept to osu!. that's ok to me, but i think players can do it by their skins themselves, and with the default skin, the map can be read without doubt, too.
Interesting map, good luck
i wanna take a shot: is the serie s of the sliders goign from round,simple sliders to edge-based sliders????Hollow Wings wrote:
maybe no one have noticed those sliders in different part has a really secret series theme in them... well i still choose to keep this thou.
Yuutai wrote:
02:08:558 (1) - The jump here is awkward, the slider starts with the starting circle half off the grid and the slider makes you do a kind of ">" motion very rapidly which is not that cool. The rest of the pattern feels like one big flow of an caligraphy artist, but this part is as if his pencil broke. idk which jump you are caring, but i think the previous one works well with anti-flow jump, and the later one is also good with fluent one.
05:08:171 (1) - Almost the same jump in the same area here although I admit this ones a bit more flowy due to the fact that you don't have to stop pressing as it is one slider instead of circle then slider. Still feels kinda awkward to play, but this one's probably more a thing of practice, although a slightly less sharp turn would make this more in line with the rest. idk if you have idea at what anti-flow patterns can really emphasis, not all fluent aiming style can express the music well.
Apart from that, this map is shaping up to be one of the most rewarding and fun maps for practicing sightread and unusual patterns, hope you can get it ranked!
AncuL wrote:
nice preview point placement move the preview point to 01:52:106 - ? nope lol... i set previous poin at the start of the song, as i always did, becasue it's the amazing song's begining. (i've explained that once, well now again)
;w;Hollow Wings wrote:
居然是华人,生面孔呢居然完全不认识。。。
oh rly?blizzardice wrote:
fast slider
号被 wrote:
啊啊!天生对这种高速滑条图就没抵抗力。而且这图在我看来简直太完美,唯一另外一个给我这种完美感的图还是当年的血玫瑰。来提点建议,希望能帮到你!Notch Hell
- 02:13:977 (3,4,1,2) - 为啥这里要做这么大一个跳啊。。
- 02:24:816 (2) - 我觉得这根滑条跟你这图里别的滑条完全不是一个风格啊,而且感觉不太好看。
- 04:06:235 (2) - 这个滑条最上面那个拐角,个人认为存在感太强烈了但是却没有对应的节奏显得比较突兀。
- 05:11:268 (1) - 这个第一段跟最后一段的弧线是不是改平行一点比较好?我个人认为用第一段迁就一下最后一段
祝早日rank!掀起map界的又一轮腥风血雨XD
This is HW we're talking about.Strato wrote:
Isnt it unrankable? Lol
Remilia_CO wrote:
号被 wrote:
啊啊!天生对这种高速滑条图就没抵抗力。而且这图在我看来简直太完美,唯一另外一个给我这种完美感的图还是当年的血玫瑰。来提点建议,希望能帮到你!Notch Hell
- 02:13:977 (3,4,1,2) - 为啥这里要做这么大一个跳啊。。 这里并没有在跟vocal而是在跟电音。
- 02:24:816 (2) - 我觉得这根滑条跟你这图里别的滑条完全不是一个风格啊,而且感觉不太好看。 这图滑条啥风格。。。
- 04:06:235 (2) - 这个滑条最上面那个拐角,个人认为存在感太强烈了但是却没有对应的节奏显得比较突兀。 全图如此。
- 05:11:268 (1) - 这个第一段跟最后一段的弧线是不是改平行一点比较好?我个人认为用第一段迁就一下最后一段 稍微调了一下。
祝早日rank!掀起map界的又一轮腥风血雨XD
PolkaMocha wrote:
This is HW we're talking about.Strato wrote:
Isnt it unrankable? Lolsmall modM O T H E R O F S L I D E R B R E A K
Quick little mod owo
01:58:203 (3,4) - These don't blanket very well. Maybe improve them a bit? for some stuff like that, i prefer locked organizations, so i think those nazi problems can be ignored.
02:07:687 (4,5) - ^ ^
02:13:203 (1,2) - Although I understand the flow, having this circle behind the slider might make it less playable.
02:30:235 (1) - Shouldnt the slider end on 2:33:139 to follow the vocals better? i think electric beats took over the main track than vocal one, so i decide to shfit the track i've followed before to this. most of people mentioned this, but i think i'll always insist it.
03:50:752 (1) - When playing, the start and the end of this one are very unclear. Maybe touch the shape up a bit to make that a little more clear? hmm? this slider has really clear border to judge direction and position.
04:04:687 (1,2) - Again with the whole circle under slider situation. ^
04:38:752 (1,2,3,4,5,6) - This pattern is not very good for a stream. It looks more like duplets when playing.it worked pretty well.
05:01:977 (1) - Considering the slider velocity, this back and forth shape is nearly impossible. Maybe fix so it doesn't cross over itself as much? i can't see why this is nearly impossible.
05:20:558 (1) - Having this slider cross over itself so lose to the tail of it might make it appear shorter and harder to play. that really make less differences between two ways in playing.
05:29:848 (1) - I would personally like this one better if the spiral didn't touch itself and instead blanketed itself. i did that on purpose.
05:31:106 (3) - This slider isn't fitting the music. If you shortened (2) so (3) could start on the downbeat, it would make more sense. if you missed 02:25:300 (3) - and 04:16:784 (3) - you should not tell this, and actually they do followed the music if you really notice which track i'm tracing.
05:31:881 (2,4) - Same with these ^
05:36:042 (1) - The blanketing at 5:36:332 could be improved. well, did a bit arrangement.
05:53:074 - I feel this spinner is dragged out too far. All audible noise stops way before this. i last that spinner to exact position i can hear that tick piano beats disappeared.
thanks for modding!quaternary wrote:
Originally thought this was a shitmap but I think the storyboard makes it work.
In my opinion the slider section at 03:19:802 - is a little bit too slow. And as a whole, the octagon sliders are a little lopsided (especially 03:18:042 (1) - ) that is a quiet part to other sections, so slower sliders are chosen.
Kind of excited for this to be approved, actually.
thanks for modding!Chaoslitz wrote:
As requested (Sorry for delay lol)
Modding in English so everyone can understand[General][Notch Hell]
- Unused file: t.png fixed.
- 02:04:106 (1) - Don't know what this is following... You may try to follow 01:54:816 (1,2,3,4) to map the background music? all objs didn't following the main vocal are all tracing another main track in instruments as the electric piano beats did, 02:04:106 (1) - and 01:54:816 (1,2,3,4) both did that for i think those parts are the ones piano override vocal track which should be prior expressed.
- 01:20:364 (1) - 03:11:848 (1) - If you are following the vocal I don't suggest you to place a reverse on downbeat the start of that slider is following vocal beat, and hold within that reverse slider. that arrow followed the main downbeat in base track, but it's not that strong to the vocal, that's the rhythm's reason here.
- 03:21:332 (5) - Missing NC oops, fixed.
- 03:22:881 (1) - You are mapping to the vocal so it isn't good to use a long slider to skip it lol. 1/1 reverse works well for this is a really quiet part with less base beats supported, so i choose under map here to show differences to other parts in that similar pattern in the song itself.
- 03:25:977 to 03:30:623 - Why a denser rhythm is used compare to the first stanza? similar reason as above.
- 03:55:590 (1,2,3) - Again I don't understand what it is following electric piano like what i've said above.
I should have another testplay later i've got like 100+ replays already.
跪了什麼都摸不到 爷爷。。。
The sliders in kiai parts is still controversial in both aesthetics and playability, but at least it is fine for me