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GRANRODEO - Can Do (TV Size)

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Lami
M4M

  • Easy
  1. 01:04:087 (2,3,4) - hmm.. circle + 1/2 slider * 2
    it more fit on music maybe.

    Normal
  2. 01:07:837 (5) - 1/2 slider? for express drum

    Hard
  3. 00:19:687 (5) - ctrl+G? more fluid flow with (3)

    Insane
  4. 00:24:637 (3) - 1/2 slider? beat is still continue..
  5. 01:02:137 (1) - slow sv...?

    Akashi's Extra
  6. 01:12:337 (1) - remove NC? little NC spam.
  7. 01:26:137 (1,2,3,1,2,3,1) - imo, it's so evil partten, consider with overall diff.

    Kuroko's Extra
  8. 00:35:437 (1) - remove NC?
  9. 00:41:737 (1,2) - it's little unreadable in first play.
    player can get "this is slider" from only music.
    maybe, just read it one circle at first time.
  10. 01:02:137 (8) - NC? you prefer NC in here, as from other diffs

    Murasakibara's Extra
  11. 00:08:137 (1,2,3,4) - consider to reduce jump
    because it's bigger than 00:09:487 (2,3,4,5,6) - , even if they have relax beat.
  12. 01:00:937 (1,2,3,4,5) - more good choice if you use circle jump here.
    because it may be warm-up for kiai-time.
    since it have enough big cs, player can enjoy in here, if use some circle jump.

    Aomine's Extra
  13. 00:10:537 (1,1) - increase 1/4 length? because other partten used 1/4 rhythm gap..
  14. 00:27:937 (4,5) - how about - http://puu.sh/r6s5V.jpg
  15. 00:35:137 (4,5,6,7) - how about (2) - http://puu.sh/r6sah.jpg
  16. 01:03:637 (2,3) - little independent feeling with others.
    other partten almost linked 1/4 gap.
    but not here, despite of we saw kiai-firework lately.

    Kise's Extra
  17. 00:13:837 (7) - i think it's better choice for expressing symmetrical, if it moved to center.

    Midorima's Extra
  18. AR10? player can feel so hard acc in low AR.
  19. 00:21:337 (1) - move to left a little,
    kinda seem like too much DS in here, even if they have bulid down distance.
  20. 01:27:337 (1) - hmm.. just one circle?

    Kagami's Extra
  21. 00:04:237 - hitsound enough work as well in here? - http://puu.sh/r6swf.png
  22. 00:17:887 (2) - about x236 y134?
  23. more natural flow and can express emphasis on (3)
  24. 00:22:087 (7) - consider to NC??
    better for visual (divide partten), emphasis finish..
  25. 00:39:937 (5) - NC??
  26. 01:20:137 (1,2,3,4,5,6,7,8) - just suggestion
    consider to use horizontal placement, instead of current.
    because this section already enough to have vertical jump.
nowdays, we need new creative chellenge.
CaffeAmericano
Hello from your queue

Kagami

  • 00:00:637 (1) - I think it would be nice touch to distinguish this slider from 00:01:537 (6,3,6) - just cause it sounds different in music. I mean you used different angle, but that’s too subtle imo

    00:04:237 - Volume doesn’t match between red and green line

    00:21:937 (6,7,8,9) - I think slider would reflect the music better since ½ guitar stops here, and you’ve been mapping to guitar in the preceding part ( 00:20:137 (1,2,3,4,5,6,7,8,1,2,3,4,5) - )

    00:24:937 (1,2) - 00:27:337 (1,2) - Is it intentional that one is perfectly stacked while other is not?

    00:39:487 (2,4) - Aren’t these sound little too faint to have similar DS with nearby notes with white tick? Same thought on Midoima, Kise, Aomine, etc


    00:43:837 (5) - All the extended sliders you use seem to emphasize a distinct sound (e.g. 00:41:437 (6) - 00:45:787 (4) - vocal, 01:02:737 (1) - Guitar). Except 00:43:837 (5) -. Not sure what this emphasizes
Midorima

  • How about cs 6 :^)
Aomine

  • This diff has a lot of kick slider tails snapped to blue ticks with very faint/no sound. I guess that’s fine since that’s the “gimmick” of this diff and it’s done consistently. But I’m little grumpy that actual 1/4 beats like 00:26:962 - 00:27:262 - are ignored.
Murasakibara

  • 00:58:537 (1,2,3,1,2,3,1,2,3,1,2,3) - consider rotating sliders (individually) clockwise to make the flow at 01:00:637 (3,1) - little more natural.

    00:11:737 - 00:31:537 - 00:38:137 - 00:39:337 - Imo, I think these are the only four locations that arguably breaks the rotational/circular flow. Consider making the flow more circular :3 I think it would be cool to add breaks in flow where there’s a big change in music, but I guess it depends on how strongly you want to the theme of each difficulties
Kuroko

  • 00:46:987 (3,1) - Reverse arrow hidden. Maybe it’s fine since they are two beats apart? But I thought I’d point this out since ar is low
Akashi

  • 00:01:837 (1) - Is it just me or is there NC here without change in combo color ?~? ( http://osu.ppy.sh/ss/6063783 )
    00:06:937 (1) - This slider shape looks weird to me

    00:21:337 (1,2,3,4) - I feel like this should be distinguished more from 00:20:137 (1,2,3,4,1,2,3,4) - than just larger DS

    00:46:087 (1) - slow slider made more obvious than just NC would be helpful for players especially with high ar on this diff
Insane

  • I’d love to see more 1/4 rhythm clicking on this diff for a better spread.

    00:46:087 (4) - Consider making flow break stronger
Set has really nice idea. Good luck!
Rizen
I'm no metadata specialist, but I found some links regarding it

The GRANDRODEO official website does not have "(TV Size)" in the title of their Can Do song, however this version is probably the full version

However, the Kuroko no Basuke Original Soundtrack does have "(TV Size)" in the title

The back of the album for this original soundtrack seems to list "(TV Size)" too as evident here:

Topic Starter
Monstrata
Thanks for metadata!. Yep, GRANRODEO's official album doesn't have a tv-size version of this song, but the tv-size version is included in the Kuroko no Basuke OST.
Pentori
m4m

[General]
just make sure those BG's have the correct dimensions when you get around to it
this song uses an anacrusis where the downbeat (00:00:937 - ) lands after the music starts so you only really need one timing point at -263 and everything should work out. you might want to fix combo's too after this change

[Easy]
00:00:637 (1) - this feels all offset because the downbeats are actually on 00:00:937 . if you shifted forward 00:00:637 (1,2,3,4,1,2) - by a 1/1 beat and worked out something else with 00:04:237 (3) - it'd play a whole lot better
01:26:137 (3,4) - small spacing error

[Normal]
00:00:637 (1,2,3,4,1) - eh this all feels offset too because something like 00:03:337 - should be clicked. maybe you can work something out
00:04:237 (3,4,5) - aaaa spacing errors if u want to keep the stack with 00:03:037 (1,4) - u could just move 00:04:237 (3) - down and adjust blanket
00:42:187 (2,3) - 3/2 gap is quite awkward here especially when the vocals offer beats on the 1/1 (noobs click vocals), why not avoid it by making 00:42:637 (3) - a 1/2 reverse and moving it to 00:42:487
00:44:587 (2,3) - ^ same story here. in this instance you could make 00:44:587 (2) - a 1/1 slider
00:47:437 (3) - and yeah
01:25:537 (2,3) - blanket could use some work

[Hard]
00:08:737 (3,4,5,1) - with stacking enabled this looks like a wonky triangle. maybe u can try make this look better
00:21:637 (2,4) - nazi stack
00:39:637 (2,3) - needs a bit more curve on the blanket

[Insane]
dont u think OD 7 is better here for spread and star rating
01:23:137 (3,4) - ctrl g this maybe for circular flow
01:26:737 (3) - nc for polarity changes

ok let the games begin
[Akashi's Extra]
rip hp 10. you basically made this map impossible to HR
00:05:137 - 00:31:837 - 00:32:137 - unused timing points
aimod has a cry when you have stack leniency 2. better to change it to 3, it doesn't affect anything
00:01:837 (1) - lol what how is this nc the same colour
00:14:437 (2,3,4) - how come you did nothing theme related here? i could easily see this decreasing in sv
00:18:037 (3,4) - kinda awkward how 00:18:187 - was ignored bcos the pattern looks like kick + circle eg. 00:16:987 (3,4)
00:21:487 (2) - make this a kick slider for that trill in the melody?

[Kuroko's Extra]
so these nc's help with readability. i guess it goes against the theme, but it makes it more playable
> stack leniency 3
00:16:987 (3,4) - you probably need nc on 00:17:137 (4) - so the player can tell which beat is the slider through sliderslide colour
00:21:487 (2,3,4) - manual stack on 00:20:737 (5) - for that extra misdirekshun
00:41:737 (1,2) - this type of thing was literally on the bn exam LOL. at least nc 00:42:187 (2) - so you have some argument toward its readability
00:43:387 (2) - ^
01:04:237 (5) - nc
01:24:037 (3) - ^

[Murasakibara's Extra]
this diff doesn't really have a gimmick so hp 0 is unwarranted. maybe like 6 or 7
00:19:687 (5,3) - stack
00:29:737 (1,2,3,4,1,2,3) - why dont u nc spam here? you did it in hard where 00:30:187 (3) - and 00:31:087 (3) - were ncs
01:21:337 (1,2) - hm idk about this spacing because 01:21:337 (1) - should be the beat with highest intensity. maybe you could stack 01:21:487 (2,4)
01:26:737 (1,2,3) - quite awkward to change polarity using the same patterns, especially since the player has to click the 1/3s where other diffs only click the white ticks. i still can hear 1/3s drums here, so why not map the 1/3 all the way?

[Aomine's Extra]
00:22:087 - 00:22:537 - unused points
00:10:087 (6) - nc for this monstrosity of an sv
00:16:237 (6) - you originally had 2 kick sliders representing this and replacing it with a longer slider without a clear change in the music felt kinda eh.. the change at 00:18:787 (1) - makes sense because of the held guitar but elsewhere it doesn't really
00:19:687 (6) - nc
00:25:237 (2,3,4,5,6,7) - isn't there a constant guitar strum? why does this deserve a pattern like this when others dont?
01:03:337 (1,3) - stack

[Kise's Extra]
00:10:087 (6) - the extended slider is kinda awkward here because of the huge distance that looks like 1/2. why not just make 00:10:087 (6) - a 1/1 and manipulate sv to look identical to 00:10:537 (1) . in this way you get more symmetry and the drum on 00:10:387 - is used in your rhythms
01:26:437 (2) - ctrl g this? the sliders on the left side slide upwards and the right side slides downward so it'd be good to follow this theme
01:26:737 (3) - i'd also nc this because polarity

[Midorima's Extra]
use a low hp setting. not 0
00:19:537 (4) - nc?
00:25:237 (2,3,4,5,6,7) - similar to what i said in aomine's extra, the guitar is constantly playing but u only chose to make it harder here because there are no vocals here. honestly you could just map 1/1 here to stay consistent with stuff like 00:22:537 (1,2,3,4)
00:36:937 (1,2) - mm with similar reasoning to above why not just make these 1/2 sliders. you follow the guitar in all these sections 00:34:537 (1,2,3,4,5,6,7,8) - with constant 1/2 but then switching to 1/1 for vocals is really controversial
00:50:737 (3,1) - this looks like its going to the next object bcos of follow point but theres a hidden stack :v. since 00:51:337 (1,2) - is a 3/2 gap why not swap ncs. also consider 00:53:737 (1,2)

[Kagami's Extra]
hp 7
00:13:837 (7) - perhaps you could change the pattern to represent this high pitch guitar, given that you represented the pitch dropping with 00:14:437 (2,3,4,5,6,7)
00:51:037 - pretty loud sound on this beat i reckon you should include it. all other diffs did
01:21:637 (3,1) - making the movement to the corner of the screen feels really awkward because of the sharp angle and direction of movement. perhaps you could move 01:21:937 (1,2) - in line with 01:21:487 (2) - for a nicer angle
01:26:737 (1) - nc

wish you the best with this set!
Topic Starter
Monstrata

kunka wrote:

Hi
From your Q.
General

  1. Add tags: "opening" Sure!
  2. BG: Size is not fixed. Please revise it. I will try, but they are all below 1366x768 so they should be fine.
  3. Offset: (Personal opinion) In the case of me, I move 00:00:637 - to 00:00:937 - . and I delete the 00:04:237 - . This is because it can keep 4beats by carrying it out. There is a 5/4 time signature here though.
Murasakibara's Extra

  1. 00:22:087 (7,8,9) - You pick up a guitar sound in 00:21:337 (1,2,3,4) - . So, 3notes has a sense of incongruity here. I recommend that I switch to 1/1 slider to match a guitar sound in the same way. I want to map the vocals too.
  2. 00:56:887 (4) - I recommend 2circle. 00:56:737 (3) - and the pronunciation of the 00:56:887 (4) - are the same and think that 3 circles are suitable most. Hmm sure!
  3. 01:14:587 (3,4) - Because the 01:14:737 - is a strong snare sound, I recommend ctrl+G True. Fixed this another way to keep the flow..
Kuroko's Extra

  1. 00:00:637 (1,2,3,4,1,2,3,1,2,1,2,1,2) - wwww
  2. 00:04:237 (1,2,3) - I recommend that I shift in the same way as 00:01:237 (4,1,2,3,1,2,1,2,1,2) - a little. I want the full overlap. It makes it so the player can't be completely sure if the slider is 1/2 or 1/1 (but they are all 1/2 so its not tricky). http://puu.sh/r53xd.jpg
  3. 00:12:937 (1,2) - 00:14:737 (3,4) - ^
  4. 00:22:087 (7,8,9) - It's the same as Murasakibara's Extra. Also keeping, same reason.
  5. 00:41:737 (1,2) - I can't recommend the placement that the end-point of the slider is hard to judge personally. Altered it a bit
  6. 00:42:937 (1,2) - ^ ^
  7. 01:02:737 (1) - ^ Furthermore, there is it until a change of the SV...Because it is difficult to play very much, I recommend move. This is fine.
  8. 01:26:137 (1,2) - ^ Same, it's hard to read yes, but once you know how it plays, its rather intuitive.

    This diff is constructed by hard overlap and low AR. It is map which it is hard to playing by synergy very much. I recommend a change to the placement that a slider end-point can judge as much as possible.
Akashi's Extra

  1. 00:34:987 (3,4,5,6) - I don't understand a reason using the different distance. I think that this becomes the factor of the confusion. This is for beat-pairing structures.

    It's too original map.
    Because it is snapping which I can't judge, I cannot suggest it. sorry.
Insane

  1. 00:01:837 (1) - Why is it a reverse slider? And it is an unnatural blank 00:02:287 (2) - . I think that 1/2 slider is enough. 1/2 repeat is fine...
  2. 00:03:037 (1) - ^ ^
  3. 00:05:287 - I don't feel the need of the blank. I recommend the addition of the circle. Theres nothing on the red tick though.
  4. 00:12:187 - 00:16:387 - ^ ^... Using 1/1 gaps is a good thing.
  5. 00:48:637 (4) - I recommend a circle in the same way as 00:43:837 (3) - Good point. Fixed.
  6. 01:18:337 (4,5) - I recommend 1/2 slider. It matches it as 01:18:637 (6) - and a pair of the vocal follow. In addition, I think that I can break off congested area of objects of the 01:17:737 (1,2,3,4,5,6) - Circles are there for drums since drums are every 1/2 beat there.
Hard

  1. 00:21:337 (1,1) - stack miss? Fixed
  2. 01:12:937 (1) - Would you widen little a bit distance? like this 01:11:737 (1) - I think this is fine... The spacing is all the same anyways.
  3. 01:15:337 (1) - I don't feel need of stack. Would you move it? I think the stack plays well.
Normal

  1. 00:21:937 (4,5) - Rhythm is artificiality. Because the 00:22:087 - is a strong sound, it is good for the start of the slider. Same reason as earlier. Vocal + drum here.http://puu.sh/r55UI.jpg
  2. 00:59:137 (2,4) - The 00:58:537 (1,3) - is a main vocal. and The 00:59:137 (2,4) - is a chorus. So, I recommend different rhythm. Would you change to 1/2 reverse slider? It can pick up a snare sound of 00:59:287 - and the 01:00:487 -I want to keep symmetry here. http://puu.sh/r564O.jpg
Easy

  1. 00:00:637 (1,2,3,4,1,2) - The rhythm is strange. I recommend a shift of 1/2s. http://puu.sh/r56it.jpg This links the suggestion of the offset of the General. Ehh... idk. I think rhy thm is perfectly fine here...
  2. 00:29:737 (1) - out-of-the-box ww Yes :D
I can't suggest the diff of the high degree of very difficulty. sorry and gl ;)
Thanks for the mod!!
Yuii-
That symmetrical map is almost perfect. It was a very well executed style. Reminds me of some guy you know :^)

Looking forward to see what will be the final version of the extras!
Topic Starter
Monstrata

Kalibe wrote:

lets do this lol

General*

- some bgs have wrong resolution, you should check it and make 1366x768 like in other diffs. As long as they are below 1366 x 768 its fine.
- hmm you have in tags basuke, the basketball and kuroko no . You should probably also add basket imo. Yea.
- dunno if i'm right, but i checked some webs of cd for this song and i didn't see any (TV Size) thing in title, so maybe add it in tags? It's on the OST.

[Easy]

- 00:29:737 (1) - Not really a fan of using many repeaters in a row in Easy diffs though.. like u could just remove two repeaters and start next 3/2 slider here 00:31:087 - :c I love this xD.
- 01:13:687 (2,3) - Overall i have no problem with this pattern, but it could be flows better i guess. Maybe give a chance to this example? I like mine better. Tbh with 1/1 gaps like this, flow becomes more of a visual thing than a playability thing.https://osu.ppy.sh/ss/6053046
- 01:22:537 (1,2,3,4,1,2,3) - triggered! Made it perfectly symmetrical.http://puu.sh/r5tc0/39edb0b4b5.jpg

[Normal]

- wow i don't really like rhythm at start tbh xd.. soo
* 00:00:637 (1,2) - > 00:01:837 (3,4) - sounds literally the same, so i guess using two 1/2 sliders or 1 + 1/2 with repeater will be good option, for that one i prefer using second option 1 + 1/2 repeater feels better. I don;t want to use 1/2 sliders yet. And i think the rhythm is really intuitive already....
* 00:03:037 (1) - repeater is pretty loud and would be really cool to hit that one too, so 00:03:037 (1) - removing this and adding 00:03:037 - circle and next 1/2 slider? It's not any louder imo...
- 00:05:137 (4,5) - 00:20:737 (2,3) - check spacings xd Fixed.
- 00:16:837 (4,5) - Well.. i see here u changed rhythm consistency, but u didn't want to have it consistent in the whole part? i would just ctrl g this, but it's up to you. I want to highlight the guitar here.
- 01:16:087 (2,3) - you sure u don't want to blanket those? I don't really like wave slider blankets xP.https://osu.ppy.sh/ss/6053168
- 01:21:337 (1) - no NC no NC no NC, u NC'ed every second downbeat -> second downbeat is here 01:22:537 (1) - xd Emphatic reasons.

[Hard]

- 00:19:687 (5) - Why u don't extend slider to 1/1 to fit with guitar sound, like u did here 00:22:087 (4) - ? This was mainly to give some room for me to transition to a different area on the map. 1/2 fits here, as does 1/1, so I took the opportunity to transition to the left side of the screen.
- 00:34:237 (4) - Minor, but how about rearraging slider by using Ctrl J + Ctrl G -> https://osu.ppy.sh/ss/6053255 then flow from 00:34:237 (4,1) - will be convenient w It's pretty cool, but I prefer the angle on mine better. It's a bit sharper.
- 00:41:437 (5,2) - stackkk Fixed
- 01:02:737 (1) - I don't really think that NC is really nessesary, even if it changes SV, you did NC before 01:02:137 (1) - at the same place, so i think that one should be enough >< Keeping it because the guitar sound is still really different from the notes before, and after.
- 01:23:737 (1,2,3) - maybe instead of three 1/2 stack, try to move (1) on 148/46 cause vocal starts here 01:23:887 (2) - and having separated vocals / drums sounds emphasis is neat :3 Oh, good idea.

[Insane]

* od 8 in 4.28 diff is :S // I would just reduce it to 7.5 =w=

- 01:12:937 (1,3) - reep stack again Fixed
- 01:26:737 (3) - maybe add nc cause snaps changing, you did it in Hard so try here too? Hmm... I think people playing on this level can differentiate between 1/3 and 1/2. I mainly did that on Hard for a visual cue. I'll fix on Insane too since it's a lower diff. But i'm going to keep on higher diffs even if it looks inconsistent.
- well good diff lol

[Akashi]

- uhh this will be hard to mod, feel free to deny all suggestions lol -> ok let's NC modding

- hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou. Well, the idea is that the map should be as unforgiving as possible since Akashi is kind of this "perfect" guy who has to win and be the best at everything so losing is not an option. Basically I'm forcing players to keep their combo and not to break if they want to pass.
- 00:18:037 (3,4) - polarity sucks here so much zzz... how about nc (4) to avoid mass confusion?It's just a kickslider. It should feel like a 1/1 gap. I just wanted an anti-jump here.Silencing the ends though.
- 00:21:937 (5) - same thing about ncing this to keep 1 - 2 - 3 - 4 circle pattern. Ahhh my bad, fixed.
- 00:31:087 (7) - NC for downbeat. Fixed, but did a different NC rhythm (3/2 instead)
- 00:34:837 (2,3,4,5,6,7) - what's going on with the spacing? which one got emphasis and which not, this is really weird actually xd This one's not so much spacing as beat-pairing. Also it plays pretty well since the anti-jumps are in the same direction as the pairs, so you get this snappy feeling from having to play this really wide and short angled jump.
- 00:38:437 (2) - I personally prefer to ctrl H slider. Because i see alternation between sliders 00:37:387 (3,7) - 00:37:687 (5,1) - with exactly the same direction, so that one should be ctrl h'ed to keep commutativity. Normally i'd agree. I think the parallels are slightly more difficult to follow since they give a poorer angle for 3>4 (everything is going left > right instead of lr / rl/ lr which gives players more breathing room through movement and angle changes).
- 00:45:487 (2,3) - can't really understand why you decide to map 1/4 when there aren't any sounds on blue ticks lol. Normal 1/2 snap is fine too ;w; It's really to set up the 3rd slider being much slower. Also these just function as kicksliders so you'd just click.I silenced the slider-ends though.

[Kuroko]

- from personal suggestions 00:15:787 (3) - i would stack this not on head, but on tail of 00:15:937 (4) - plays funnier and it's still kinda misdirection I want the flow to be going left/right even though the sliders are pointing downward and whatnot.
- 00:19:387 (3,4) - why spacing so low here, even if specially that's not ok ;w; // give it a try and move 00:19:537 (4) - on 407/113 ? It plays really well imo. The spacing is low to make it unseeming that the next note should be there, but once you've played it, it's pretty intuitive since it puts pressure onto 00:19:687 (5) - through the jump/anti-jump distinction.
- 00:30:637 (1) - why is this nc'ed when this 00:30:187 (3) - isn't? :S Wops. Removed all NC's since NC"ing isn't necessary here.

[Murasakibara]

- 00:28:237 (4) - super cool if you make parallel to 00:28:537 (1) - and on the occasion do blanket with 00:28:987 (2) - I think parallel would hurt the flow though.https://osu.ppy.sh/ss/6053851
- 01:02:737 (1,1) - reep stack v2 Fixed
- 01:26:437 (3,3) - can you avoid overlap, it kinda bugs me a little :v Tried. I think the flow just works really well so let me keep lol.
- probably my fav one lol

[Aomine]

- 00:10:087 (6) - 00:19:687 (6) - well.. i'd nc that cuz many reasons like sv changing, long route and etc. Sure.
- 00:17:737 (1) - how about ctrl g, flow feels better from 00:17:437 (6) - if you try it! Cool.
- 00:25:237 (2,3,4,5,6) - ??? dunno what are you trying to map, but rhythm here sounds like before 00:24:037 (2,3,4) - so i'm confused now : S Going for the guitar 1/2 emphasis .
- 00:30:187 (3,5,7) - NC for SV changing? !!!! Nah, not necessary here. it's obvious that they are the same rhythm. Usually you NC SV changes if the player won't be prepared for the different length, but here its obvious.
- 01:03:337 (1,3) - stack v3 Fixed.
- 01:19:387 (3,4) - not a fan how's flow going here, i would do something like this: https://osu.ppy.sh/ss/6054022 I prefer mine. I like the flow here actually xD. Replace them with circles and you will see I think.
- 01:20:137 (1) -> 01:22:462 (2) - sik
- also higher ar will be great for high-speed mapzzzz 9.3 ~ 9.5 -> awesome! // ofc if it's specially then ok. Very true. Fixed.

[Kise]

- 00:13:237 (3) - idk i'll just move up that circle a bit to give the image of symmetry structure. I think its up sufficiently. I also want a triangle sturcture here.
- 00:36:787 (6,6) - i got triggered when i saw this aka reep stack v4 xd Fixed.
- 01:02:737 (4) - NC? Yes.
- 01:26:737 (3) - ^ due to snapping changes? Here, sure. Not for snapping changes, but because it looks nicer xD.

[Midorima]

- small cs, my eternal enemy
- 00:13:687 (5,6) - hmm.. everywhere u used constant 0.9 ds in all types of jumps, but here u decide to make 1.5... can you make it consistent or is it specially? : S It's for structure,...
- 00:28:537 (4) - forgot to NC that one. Fixed.
- 00:30:637 (3) - also if you nc this, it will makes more sense to get 1 - 2 // 1 - 2 sliders -> 1 - 2 circles. I want to keep this as is. Looks nicer.
- 01:27:337 (1) - please use only circle here, cause now slider end don't fit pretty well with song, even if you silenced it thou.. Fixed by making them all circles. I didnt like the kicksliders anyways.

[Kagami]

- 00:42:787 (6) - i personally really want to stack this on 00:42:637 (5) - due to vocal emphasis. I really dislike 1/2 stacks xP.
- except that i didn't find something that it needs to be mention.

that's all from me, hope i helped with something and good lukk !
Thanks for the mod!!
Topic Starter
Monstrata

[XV] wrote:

Kagami's Extra


  1. Fix HP Yea
  2. 00:04:987 (5) - Drum whistle not needed, as drums itself start from 00:05:737 - onwards and besides a guitar riff, there is no drum noise backing the drum whistle Changed to drum-hitnormal. I think there's still a sound, but its realy feint.
  3. Increase hs volume to 75% here 00:46:087 (5) - 65%
  4. I don't like this 01:21:337 (1,2,3,1,2) - Because the 1/2 drum pattern ends here 01:21:487 (2) - yet 01:21:637 (3) - that is not part of the same pattern (sound wise), is mapped in accordance with the drum pattern before instead of the vocals from here 01:21:937 (1,2) - It's there for the vocals. I made the spacing lower and the angle much wider to show the difference.
Thanks for the mod!!
Topic Starter
Monstrata

Lami wrote:

M4M

  • Easy
  1. 01:04:087 (2,3,4) - hmm.. circle + 1/2 slider * 2 I think making 01:05:287 - clickable is a better rhythm choice.
    it more fit on music maybe.

    Normal
  2. 01:07:837 (5) - 1/2 slider? for express drum I think it might be too inconsistent with the rest of the rhythm... Players won't expect it but hmm let me rthink about this more

    Hard
  3. 00:19:687 (5) - ctrl+G? more fluid flow with (3) I want the jump for emphasis onto 5 and the cymbal.

    Insane
  4. 00:24:637 (3) - 1/2 slider? beat is still continue.. I want to give a 1/1 gap here so I can transition to another section of the screen.
  5. 01:02:137 (1) - slow sv...? Slow SV is on 01:02:737 (1) -

    Akashi's Extra
  6. 01:12:337 (1) - remove NC? little NC spam. It's to show distinction between the 1/4 repeats and 1/4 stream.
  7. 01:26:137 (1,2,3,1,2,3,1) - imo, it's so evil partten, consider with overall diff. Yes! But I think it's still playable since the 1/3's are actually pretty close together.

    Kuroko's Extra
  8. 00:35:437 (1) - remove NC? Okay.
  9. 00:41:737 (1,2) - it's little unreadable in first play. Yea, It's really hard to read on first play, but I think with a reading map like this, not everything should be sightreadable anyways xD. If you can read everything on first play then I think the reading map wasn't successful enough in confusing the player (or the player is just too good xD).
    player can get "this is slider" from only music.
    maybe, just read it one circle at first time.
  10. 01:02:137 (8) - NC? you prefer NC in here, as from other diffs Here I want to keep for symmetry

    Murasakibara's Extra
  11. 00:08:137 (1,2,3,4) - consider to reduce jump Good point. Fixed.
    because it's bigger than 00:09:487 (2,3,4,5,6) - , even if they have relax beat.
  12. 01:00:937 (1,2,3,4,5) - more good choice if you use circle jump here. Made the jumps bigger.
    because it may be warm-up for kiai-time.
    since it have enough big cs, player can enjoy in here, if use some circle jump.

    Aomine's Extra
  13. 00:10:537 (1,1) - increase 1/4 length? because other partten used 1/4 rhythm gap.. i think 1/2 is fine, since those 1/4 sliders play like kicksliders so the rhythm is still 1/2.
  14. 00:27:937 (4,5) - how about - http://puu.sh/r6s5V.jpg Fixed, Did something different.
  15. 00:35:137 (4,5,6,7) - how about (2) - http://puu.sh/r6sah.jpg I think it makes too big of a spacing change between these 4 circles. I want to keep spacing more similar/
  16. 01:03:637 (2,3) - little independent feeling with others. Same as earlier, I think its fine since this is largely 1/4 kickslider usage.
    other partten almost linked 1/4 gap.
    but not here, despite of we saw kiai-firework lately.

    Kise's Extra
  17. 00:13:837 (7) - i think it's better choice for expressing symmetrical, if it moved to center. Yea I agree. Fixed.

    Midorima's Extra
  18. AR10? player can feel so hard acc in low AR. Increased AR a bit, but I want AR 10 to be for Akashi's diff.
  19. 00:21:337 (1) - move to left a little, I think the DS is fine.
    kinda seem like too much DS in here, even if they have bulid down distance.
  20. 01:27:337 (1) - hmm.. just one circle? Okay!

    Kagami's Extra
  21. 00:04:237 - hitsound enough work as well in here? - http://puu.sh/r6swf.png Wops, fixed.
  22. 00:17:887 (2) - about x236 y134? oh, thats pretty cool actually. Placed it in a similar coordinate.
  23. more natural flow and can express emphasis on (3)
  24. 00:22:087 (7) - consider to NC?? I think its fine to keep it like this.
    better for visual (divide partten), emphasis finish..
  25. 00:39:937 (5) - NC?? I think its better to keep it as is, since the pattern is really dependent on their positions, and its a symmetrical jump pattern..
  26. 01:20:137 (1,2,3,4,5,6,7,8) - just suggestion Yea, I agree. Remapped the last jump section.
    consider to use horizontal placement, instead of current.
    because this section already enough to have vertical jump.
nowdays, we need new creative chellenge.
Thanks for the mod!!!
Topic Starter
Monstrata

CaffeAmericano wrote:

Hello from your queue

Kagami

  • 00:00:637 (1) - I think it would be nice touch to distinguish this slider from 00:01:537 (6,3,6) - just cause it sounds different in music. I mean you used different angle, but that’s too subtle imo Good idea.

    00:04:237 - Volume doesn’t match between red and green line Fixed.

    00:21:937 (6,7,8,9) - I think slider would reflect the music better since ½ guitar stops here, and you’ve been mapping to guitar in the preceding part ( 00:20:137 (1,2,3,4,5,6,7,8,1,2,3,4,5) - ) I want to follow the vocals too and extend the 1/2 rhythm.

    00:24:937 (1,2) - 00:27:337 (1,2) - Is it intentional that one is perfectly stacked while other is not? Yea, intentional.

    00:39:487 (2,4) - Aren’t these sound little too faint to have similar DS with nearby notes with white tick? Same thought on Midoima, Kise, Aomine, etc Nah, I think theyre distinguishable.


    00:43:837 (5) - All the extended sliders you use seem to emphasize a distinct sound (e.g. 00:41:437 (6) - 00:45:787 (4) - vocal, 01:02:737 (1) - Guitar). Except 00:43:837 (5) -. Not sure what this emphasizes Fixed.
Midorima

  • How about cs 6 :^)
Aomine

  • This diff has a lot of kick slider tails snapped to blue ticks with very faint/no sound. I guess that’s fine since that’s the “gimmick” of this diff and it’s done consistently. But I’m little grumpy that actual 1/4 beats like 00:26:962 - 00:27:262 - are ignored Ehhh, idn about mapping them here... They are so feint lol. But they don't really work with the rhythms I've presented..
Murasakibara

  • 00:58:537 (1,2,3,1,2,3,1,2,3,1,2,3) - consider rotating sliders (individually) clockwise to make the flow at 01:00:637 (3,1) - little more natural. Its already quite natural..

    00:11:737 - 00:31:537 - 00:38:137 - 00:39:337 - Imo, I think these are the only four locations that arguably breaks the rotational/circular flow. Consider making the flow more circular :3 I think it would be cool to add breaks in flow where there’s a big change in music, but I guess it depends on how strongly you want to the theme of each difficulties Fixed the last two. The first two are fine imo.
Kuroko

  • 00:46:987 (3,1) - Reverse arrow hidden. Maybe it’s fine since they are two beats apart? But I thought I’d point this out since ar is low Yea, 2 beats is a lot of time.
Akashi

  • 00:01:837 (1) - Is it just me or is there NC here without change in combo color ?~? ( http://osu.ppy.sh/ss/6063783 ) Fixed xD.
    00:06:937 (1) - This slider shape looks weird to me Fixed.

    00:21:337 (1,2,3,4) - I feel like this should be distinguished more from 00:20:137 (1,2,3,4,1,2,3,4) - than just larger DS I think larger DS is sufficient...

    00:46:087 (1) - slow slider made more obvious than just NC would be helpful for players especially with high ar on this diff I think it's fine. It's definitely hard to check the first time, but it fits the note being played here.
Insane

  • I’d love to see more 1/4 rhythm clicking on this diff for a better spread. The song doesn't actually use a lot of 1/4 rhythm. Much of the spread comes from spacing and gimmicky-ness tbh. But I think they should be sufficient.

    00:46:087 (4) - Consider making flow break stronger It's good enough imo.
Set has really nice idea. Good luck!
Thanks for the mod!!
Topic Starter
Monstrata

Pentori wrote:

m4m

[General]
just make sure those BG's have the correct dimensions when you get around to it
this song uses an anacrusis where the downbeat (00:00:937 - ) lands after the music starts so you only really need one timing point at -263 and everything should work out. you might want to fix combo's too after this change It's not an anacrusis tho. There's a 5/4 time-signature change near the intro. If it were anacrusis, my NC pattern would look really messed up relative to the song.

[Easy]
00:00:637 (1) - this feels all offset because the downbeats are actually on 00:00:937 . if you shifted forward 00:00:637 (1,2,3,4,1,2) - by a 1/1 beat and worked out something else with 00:04:237 (3) - it'd play a whole lot better It's better like this. The downbeat is where it's supposed to be.
01:26:137 (3,4) - small spacing error Fixed

[Normal]
00:00:637 (1,2,3,4,1) - eh this all feels offset too because something like 00:03:337 - should be clicked. maybe you can work something out I don't see why that needs to be clickable. It's the same sound as everything else xP. Also yea, this isn't anacrusis so xp.
00:04:237 (3,4,5) - aaaa spacing errors if u want to keep the stack with 00:03:037 (1,4) - u could just move 00:04:237 (3) - down and adjust blanket Fixed.
00:42:187 (2,3) - 3/2 gap is quite awkward here especially when the vocals offer beats on the 1/1 (noobs click vocals), why not avoid it by making 00:42:637 (3) - a 1/2 reverse and moving it to 00:42:487 Using more 1/1 rhythms here would make the section too dense imo. This is a calmer section of the song compared to the verse or chorus.
00:44:587 (2,3) - ^ same story here. in this instance you could make 00:44:587 (2) - a 1/1 slider ^
00:47:437 (3) - and yeah
01:25:537 (2,3) - blanket could use some work Fixed.

[Hard]
00:08:737 (3,4,5,1) - with stacking enabled this looks like a wonky triangle. maybe u can try make this look better Good eye. Fixed.
00:21:637 (2,4) - nazi stack Fixed
00:39:637 (2,3) - needs a bit more curve on the blanket Fixed

[Insane]
dont u think OD 7 is better here for spread and star rating Mmm. Maybe 7.5 But i think OD 8 also fits. I've used OD 8 on a lot of my 4 star insanes.
01:23:137 (3,4) - ctrl g this maybe for circular flow I want to transition from clockwise to counterclock
01:26:737 (3) - nc for polarity changes Fixed. Snapping changes tho, not polarity xD.

ok let the games begin
[Akashi's Extra]
rip hp 10. you basically made this map impossible to HR Wait, wat? xD HP 10 on HR would still be HP 10 xD.
00:05:137 - 00:31:837 - 00:32:137 - unused timing points Fixed all. Well, they might become used when I copy hitsounds but i'll do that later.
aimod has a cry when you have stack leniency 2. better to change it to 3, it doesn't affect anything Stack 2 works better tho ;c
00:01:837 (1) - lol what how is this nc the same colour Fixed. Actually though, i figured out a way to do that without editing notepad. But its still unrankable so rip.
00:14:437 (2,3,4) - how come you did nothing theme related here? i could easily see this decreasing in sv Damn, good idea.
00:18:037 (3,4) - kinda awkward how 00:18:187 - was ignored bcos the pattern looks like kick + circle eg. 00:16:987 (3,4) Wanted to go for an anti-jump here. The kickslider gives a bit of a distinction at least.
00:21:487 (2) - make this a kick slider for that trill in the melody? Prefer not to. It's inconsistent with the pattern :P.

[Kuroko's Extra]
so these nc's help with readability. i guess it goes against the theme, but it makes it more playable
> stack leniency 3 Nah
00:16:987 (3,4) - you probably need nc on 00:17:137 (4) - so the player can tell which beat is the slider through sliderslide colour I think that'd make it readable though.
00:21:487 (2,3,4) - manual stack on 00:20:737 (5) - for that extra misdirekshun I think this is enough tbh lol. There's already enough going on with the recurring circle locations here that I think changing up the stacks will just make it uncomfortable.
00:41:737 (1,2) - this type of thing was literally on the bn exam LOL. at least nc 00:42:187 (2) - so you have some argument toward its readability This is fine though. It's hard to read the first time, but I don't ave an argument towards its readability because I wasn't intending for it to be readable the first time anyways. It's very straightforward on a second run though and I'm pretty sure very few people are going to sightread this map anyways so I'm not building the patterns with sight-readability in mind.
00:43:387 (2) - ^
01:04:237 (5) - nc
01:24:037 (3) - ^ Gonna have to say no to all xP. The map is supposed to be really difficult to read, and messing up NC rhythm just to make it easier to read seems counterintuitive to the map's intention.

[Murasakibara's Extra]
this diff doesn't really have a gimmick so hp 0 is unwarranted. maybe like 6 or 7 Fixed
00:19:687 (5,3) - stack Fixed
00:29:737 (1,2,3,4,1,2,3) - why dont u nc spam here? you did it in hard where 00:30:187 (3) - and 00:31:087 (3) - were ncs Changed up the NC rhythm here.
01:21:337 (1,2) - hm idk about this spacing because 01:21:337 (1) - should be the beat with highest intensity. maybe you could stack 01:21:487 (2,4) Hmm Okay I can fix it here since the previous jump patterns all used the same spacing structure.
01:26:737 (1,2,3) - quite awkward to change polarity using the same patterns, especially since the player has to click the 1/3s where other diffs only click the white ticks. i still can hear 1/3s drums here, so why not map the 1/3 all the way? I think it's 1/4's actually. There's no polarity shift btw... its a shift of snapping from 1/3 to 1/4 but players can usually identify these changes pretty well.

[Aomine's Extra]
00:22:087 - 00:22:537 - unused points Fixed
00:10:087 (6) - nc for this monstrosity of an sv Sure
00:16:237 (6) - you originally had 2 kick sliders representing this and replacing it with a longer slider without a clear change in the music felt kinda eh.. the change at 00:18:787 (1) - makes sense because of the held guitar but elsewhere it doesn't really I want to give a different rhythm here and integrate some 3/4 sliders
00:19:687 (6) - nc k
00:25:237 (2,3,4,5,6,7) - isn't there a constant guitar strum? why does this deserve a pattern like this when others dont? I do this when there are no vocals to follow, 00:22:537 (1,2) - for example, also uses the same rhythm, but vocals jump back in earlier.
01:03:337 (1,3) - stack Fixed

[Kise's Extra]
00:10:087 (6) - the extended slider is kinda awkward here because of the huge distance that looks like 1/2. why not just make 00:10:087 (6) - a 1/1 and manipulate sv to look identical to 00:10:537 (1) . in this way you get more symmetry and the drum on 00:10:387 - is used in your rhythms I just made it 1/1 instead using a high SV.
01:26:437 (2) - ctrl g this? the sliders on the left side slide upwards and the right side slides downward so it'd be good to follow this theme Good idea.
01:26:737 (3) - i'd also nc this because polarity NC'ing cuz it looks nice, but not for polarity reasons xD.

[Midorima's Extra]
use a low hp setting. not 0 Yea, I set them to 0 for testing.
00:19:537 (4) - nc? Doesn't fit.
00:25:237 (2,3,4,5,6,7) - similar to what i said in aomine's extra, the guitar is constantly playing but u only chose to make it harder here because there are no vocals here. honestly you could just map 1/1 here to stay consistent with stuff like 00:22:537 (1,2,3,4) Vocals take precedence here.
00:36:937 (1,2) - mm with similar reasoning to above why not just make these 1/2 sliders. you follow the guitar in all these sections 00:34:537 I think 1/1 circles provide more of an aiming challenge. With sliders, you get a lot more grace in terms of slider-head leniency. This is OD 10 for a reason though xD.(1,2,3,4,5,6,7,8) - with constant 1/2 but then switching to 1/1 for vocals is really controversial The spacing is really obvious though. Usually stuff like this is controversial when spacing doesn't suggest a different rhythm, but if you consider both cases, it's obvious what's being followed.
00:50:737 (3,1) - this looks like its going to the next object bcos of follow point but theres a hidden stack :v. since 00:51:337 (1,2) - is a 3/2 gap why not swap ncs. also consider 00:53:737 (1,2) That stack is totally readable though,... xP also, NC's are done to downbeat.

[Kagami's Extra]
hp 7 Yea
00:13:837 (7) - perhaps you could change the pattern to represent this high pitch guitar, given that you represented the pitch dropping with 00:14:437 (2,3,4,5,6,7) Mmmm tempting, but I think what I have is fine too.
00:51:037 - pretty loud sound on this beat i reckon you should include it. all other diffs did Well, on this diff I want to emphasize the vocals here. Using a slider makes the click on 3 less emphatic since you have to move after clicking, and I'd like a pause there.
01:21:637 (3,1) - making the movement to the corner of the screen feels really awkward because of the sharp angle and direction of movement. perhaps you could move 01:21:937 (1,2) - in line with 01:21:487 (2) - for a nicer angle Well, I redid the jumps from Lami's mod, so I think this might be invalid now. Well, I didn't have a problem with this to begin with, but I think the angle is a bit better now anyways since i'm using a slightly more diagonzl jump pattern instead of a vertical one.
01:26:737 (1) - nc Well, I guess since I ended up NC'ing all of them on all diffs, i'll do that here too lol.

wish you the best with this set!
Thanks for the mod!!!
Rizen
that pentapost ahaha
pishifat
SPOILER
2016-09-11 21:49 Monstrata: ACTION is editing [https://osu.ppy.sh/b/1062394 GRANRODEO - Can Do (TV Size) [Kagami's Extra]]
2016-09-11 21:49 pishifat: 00:00:637 (1) - is a pick up beat
2016-09-11 21:49 pishifat: idk name
2016-09-11 21:50 pishifat: downbeat is the 2
2016-09-11 21:50 Monstrata: anacrusis? it is?
2016-09-11 21:50 pishifat: yes
2016-09-11 21:50 pishifat: and all ur diffs map it gross
2016-09-11 21:50 pishifat: like they map it according to the gross metronome
2016-09-11 21:50 Monstrata: wait actually?!
2016-09-11 21:50 pishifat: !!!!
2016-09-11 21:50 Monstrata: it sounds just fine like uh
2016-09-11 21:51 Monstrata: is it actually?! waa
2016-09-11 21:51 Monstrata: 00:04:237 - i thought this was 5/4
2016-09-11 21:51 Monstrata: its like 5, 4, 3, 2, 1 like, in terms of pitch
2016-09-11 21:51 pishifat: 00:13:837 (7) - whats this then
2016-09-11 21:52 pishifat: u got it right when the drums came in
2016-09-11 21:52 Monstrata: hmm
2016-09-11 21:52 Monstrata: but thats different i think
2016-09-11 21:53 pishifat: wa
2016-09-11 21:53 pishifat: its repeating the same guitar thing when drums come in after your 5/4
2016-09-11 21:53 pishifat: like the entire phrase thingy
2016-09-11 21:54 pishifat: not seeing how it could be different
2016-09-11 21:54 Monstrata: 00:01:837 - but this sounds like a downbeat idk xd
2016-09-11 21:54 Monstrata: 00:04:237 (1,2,3,4,5,6,7) - and this sounds like a set of 5 white ticks
2016-09-11 21:54 Monstrata: mmm
2016-09-11 21:55 pishifat: so are u saying when the drums come in
2016-09-11 21:55 pishifat: drums are 4/4 and guitar is 4/4 1 beat behind it with a 5/4 later
2016-09-11 21:55 Monstrata: yep
2016-09-11 21:56 pishifat: music doesnt do that pls
2016-09-11 21:56 Monstrata: it doesn't? i thought there was some term for that xd like a polarity shift but with a measure
2016-09-11 21:57 pishifat: if it does exist
2016-09-11 21:57 pishifat: this isnt it
2016-09-11 21:58 Monstrata: thats so weird i can't actually like
2016-09-11 21:58 Monstrata: see it lol
2016-09-11 21:58 Monstrata: like the rhythm makes perfect sense for me xd
2016-09-11 21:59 pishifat: welp
2016-09-11 21:59 pishifat: Good luck!
2016-09-11 22:00 Monstrata: r i p xdd
2016-09-11 22:04 Monstrata: oh
2016-09-11 22:04 Monstrata: zzzzzzzzzz
2016-09-11 22:04 pishifat: ozu
2016-09-11 22:04 Monstrata: rhythm sounds completely different on right sight
2016-09-11 22:04 Monstrata: side*
2016-09-11 22:04 Monstrata: k i hear it now zzzzz
2016-09-11 22:04 Monstrata: whelp time to remap i guess lmao
2016-09-11 22:05 pishifat: G
2016-09-11 22:05 pishifat: that seems like it could be a problem
2016-09-11 22:05 Monstrata: its almost never a problem xd
2016-09-11 22:05 pishifat: almost :(
2016-09-11 22:06 Monstrata: i only remember it being a problem on
2016-09-11 22:06 Monstrata: ACTION is editing [https://osu.ppy.sh/b/513847 Wakeshima Kanon - world's end, girl's rondo [Insane]]
2016-09-11 22:06 Monstrata: 01:08:987 -
2016-09-11 22:06 Monstrata: was like "why are you putting jumps here, theres nothing???"
2016-09-11 22:06 pishifat: ror too
2016-09-11 22:07 pishifat: 1234
2016-09-11 22:07 pishifat: this also could explain
2016-09-11 22:07 pishifat: why ur hitsounds are so weird here
2016-09-11 22:07 Monstrata: oooh
2016-09-11 22:07 Monstrata: right
2016-09-11 22:08 Monstrata: yea that too
2016-09-11 22:08 pishifat: so many finishes going through right channel
2016-09-11 22:08 Monstrata: zzz maybe i should switch back to mono
2016-09-11 22:08 Monstrata: im so used to listening to these songs on stereo
2016-09-11 22:08 pishifat: lol
2016-09-11 22:08 Monstrata: that like listening on mono makes them sound so weird lol
2016-09-11 22:44 Monstrata: whelp, finished remapping lol. some of them i could just shift them 1 beat down, others, full remap rip me lol
2016-09-11 22:45 pishifat: g
2016-09-11 22:48 pishifat: what's your response gonna be for the
2016-09-11 22:48 pishifat: bleu guy diff
2016-09-11 22:48 pishifat: when people say its all overmapped
2016-09-11 22:50 Monstrata: i silenced all the slider-ends for the overmapped kicksliders so in terms of hitsound response, they'll sound like normal circles. in terms of them being overmapped, the increased SV fits the theme of using really fast sliders. also, the kicksliders are positioned in a way where you can also just aim at the head and still reliably get 300's
2016-09-11 22:50 Monstrata: well, thats like the tldr i guess lol
2016-09-11 22:51 pishifat: so ur silencing ends
2016-09-11 22:52 Monstrata: well, using soft normals so theyre not as apparent
2016-09-11 22:52 Monstrata: since im not actively trying to map those blue tcks
2016-09-11 22:52 pishifat: oh
2016-09-11 22:52 pishifat: i didnt even notice they were soft lol
2016-09-11 22:53 pishifat: all sound so loud still
2016-09-11 22:53 Monstrata: ah really
2016-09-11 22:54 pishifat: really really
2016-09-11 22:55 Monstrata: hmm
2016-09-11 22:55 pishifat: if you want to do the least work to make them quieter
2016-09-11 22:55 Monstrata: using soft-sampleset is the solution most ppl give for silencing slider-ends though, like 3/4 sliders etc...
2016-09-11 22:55 Monstrata: ok
2016-09-11 22:55 pishifat: different number sampleset
2016-09-11 22:55 pishifat: with lower volume softhitnormal
2016-09-11 22:57 Monstrata: o good idea
2016-09-11 22:57 Monstrata: yea. spamming green lines for sliderends is so annoying,
2016-09-11 22:57 pishifat: very
2016-09-11 22:59 pishifat: the low extra
2016-09-11 22:59 pishifat: very same
2016-09-11 22:59 pishifat: 00:21:337 (1,2,1,2,1,2,1,2) - on green
2016-09-11 22:59 pishifat: too many different things mapped as same thing
2016-09-11 23:00 pishifat: 00:41:737 (1) - 01:02:737 (1,1) - dont actually know if these are ok
2016-09-11 23:00 pishifat: ^onkuroko
2016-09-11 23:00 pishifat: 00:52:687 (2,3,4,5,6,7) - on low extra same
2016-09-11 23:00 pishifat: thats what i had written down from going through diffs
2016-09-11 23:02 Monstrata: low extra diff, i'll just fix those
2016-09-11 23:03 Monstrata: they were kinda done for the sake of being gimmicky anyways. didnt fit as well as the others
2016-09-11 23:03 pishifat: good plan
2016-09-11 23:03 pishifat: thing about overmappewd sliderends on this diff too
2016-09-11 23:03 pishifat: in case that wasnt clear
2016-09-11 23:05 Monstrata: ah right
2016-09-11 23:06 Monstrata: Kuroko overlaps uh, i think theyre readable second time. sightreadable, maybe not
2016-09-11 23:06 Monstrata: u think its fine, or should i still do a manual overlap?
2016-09-11 23:06 Monstrata: the whole diff is designed to be a reading challenge so idk if sightreadability should be factored in
2016-09-11 23:08 pishifat: those were only places i thought were actually unfair to read
2016-09-11 23:08 pishifat: cuz no other places with direct overlap after 1/2 beat
2016-09-11 23:08 pishifat: so i vote anything else
2016-09-11 23:08 pishifat: manual overlap seems too easy tho
2016-09-11 23:09 Monstrata: okay
2016-09-11 23:11 Monstrata: 01:02:737 (1,1) - On kuroko i think this should be fine tho just because theres nothing else on the screen
2016-09-11 23:11 pishifat: having 3 sliders does make it easier to guess there's another one too
2016-09-11 23:11 Monstrata: fixed the other one though. but here, i think people shoule be able to catch it
2016-09-11 23:12 Monstrata: well, theres a 3/2 gap between the first and second
2016-09-11 23:12 Monstrata: so its really just 2 sliders i think
2016-09-11 23:13 pishifat: either way
2016-09-11 23:13 pishifat: i think it makes it easier to predict
2016-09-11 23:13 pishifat: so its gud
2016-09-11 23:15 Monstrata: kk
2016-09-11 23:27 Monstrata: okay updated
2016-09-11 23:27 Monstrata: what do you think of HP 10 on Akashi's Extra btw
2016-09-11 23:27 pishifat: can i pass it
2016-09-11 23:28 Monstrata: i wanted to make it so it was basically an SD mod play
2016-09-11 23:28 Monstrata: yea its passable if you fc
2016-09-11 23:28 pishifat: lol
2016-09-11 23:28 Monstrata: well
2016-09-11 23:28 Monstrata: you can make some mistakes too
2016-09-11 23:28 pishifat: i think hp is dumb
2016-09-11 23:28 Monstrata: hp is very dumb xd
2016-09-11 23:29 Monstrata: wait hang on i messed something up on Kuroko's extra
2016-09-11 23:29 Monstrata: omg lmao
2016-09-11 23:29 pishifat: got 3/4 through
2016-09-11 23:30 pishifat: hp10 isnt that bad
2016-09-11 23:30 Monstrata: yea, Kite told me NC density is a really big factor too
2016-09-11 23:31 Monstrata: like, assuming HP 10 if you NC every note in a 10 second map, and put a 10 second spinner at the end, auto can't pass, but with no NC's auto has over 50% health or something
2016-09-11 23:32 Monstrata: wait lemme see if i still have the log haha
2016-09-11 23:32 Monstrata: feel like im misquoting
2016-09-11 23:32 Monstrata: something
2016-09-11 23:32 Monstrata: important
2016-09-11 23:32 Monstrata: lol
2016-09-11 23:32 Monstrata: anyways updated~
2016-09-11 23:34 Monstrata: http://puu.sh/r8oSh.txt
2016-09-11 23:34 Monstrata: Auto is a he
2016-09-11 23:34 pishifat: april fools day disagrees
2016-09-11 23:35 Monstrata: o
2016-09-11 23:35 Monstrata: looool
2016-09-11 23:35 Monstrata: drunken pippi (y)
2016-09-11 23:39 pishifat: did you end up changing to mono
2016-09-11 23:39 pishifat: cuz hitsounding comment from earlier
2016-09-11 23:40 pishifat: .
2016-09-11 23:40 Monstrata: OH
2016-09-11 23:40 Monstrata: the finishes?
2016-09-11 23:40 pishifat: ye a
2016-09-11 23:40 Monstrata: aaaah
2016-09-11 23:40 Monstrata: is it just kiai section?
2016-09-11 23:41 pishifat: the everywhere
2016-09-11 23:41 Monstrata: gimme like 2 places
2016-09-11 23:41 pishifat: 00:31:087 (3) - 00:40:387 (8) -
2016-09-11 23:41 Monstrata: tbh i suck at hearing cymbals idk why lmao
2016-09-11 23:42 Monstrata: oh hmm first one do you think i should switch to cymbal and not use those drum hitsounds then?
2016-09-11 23:43 pishifat: id do that ya
2016-09-11 23:43 pishifat: i am no monstrata tho
2016-09-12 00:17 Monstrata: okay
2016-09-12 00:17 Monstrata: fixed
2016-09-12 00:17 Monstrata: ended up doing all the hitsounds manually zzzz
2016-09-12 00:17 Monstrata: times like this where i regret mapping 11 difficulties
2016-09-12 00:17 pishifat: dam
2016-09-12 00:18 Monstrata: i spammed banchobot with timestamps and went from there lol
2016-09-12 00:26 pishifat: 00:21:337 (1,2,1,2,1,2,1,2) - on green
2016-09-12 00:26 pishifat: u didnt do anything about it
2016-09-12 00:28 Monstrata: oh. mmm i think it fits the pattern pretty well, like first its inward beatpairing, then it goes outward beatpairing. i wanna keep it
2016-09-12 00:28 Monstrata: oh
2016-09-12 00:28 Monstrata: for softer hitnormal
2016-09-12 00:28 Monstrata: lemme change it to DC:2 tho
2016-09-12 00:29 pishifat: as a pattern it makes sense
2016-09-12 00:29 pishifat: music just doesnt do that tho
2016-09-12 00:29 pishifat: 00:21:937 (1,2,1,2) - so different
2016-09-12 00:30 Monstrata: oh
2016-09-12 00:30 Monstrata: okay
2016-09-12 00:30 Monstrata: i can change the second 4 kicksliders
2016-09-12 00:30 Monstrata: lemme keep first 4
2016-09-12 00:30 pishifat: (whats a kickslider)
2016-09-12 00:30 pishifat: idk if you're using it as 1/4 slider or repeating thing
2016-09-12 00:34 Monstrata: http://puu.sh/r8r04.jpg
2016-09-12 00:34 Monstrata: this ok?
2016-09-12 00:34 Monstrata: and i've always thought 1/4 sliders = kicksliders anr 1/4 repeats = 1/4 repeat sliders
2016-09-12 00:34 Monstrata: LOL
2016-09-12 00:34 pishifat: better
2016-09-12 00:35 Monstrata: kk
2016-09-12 00:36 Monstrata: update?
2016-09-12 00:37 pishifat: do
2016-09-12 00:38 Monstrata: done

appleeaterx again????
Battle
but metadata isn't supposed to get kds z
pkhg
cant read kuroko with ar8 pls fix
Mint
appleeaterx again????
Kumiho
time to go for fc then become unable to once it gets ranked xdd
Mazziv
yes.
Plus4j
easy 6.7* lol
easy 300pp
Shiguma

appleeaterx wrote:

appleeaterx again????
pls qualify
Spork Lover

Shiguma wrote:

pls qualify
Winnie
Magical Star is still one of the more memorable openings though.
Topic Starter
Monstrata
1. Can Do
2. The other self
3. Magical Star

In order of memorable-ness, imo xD. They played Can Do during the final seconds of Seirin vs Rakuzan so there's that xD.
A r M i N
first i was like... hmmm ive never heared of those mappers before.
Then I clicked on the name...


I got pranked
DeletedUser_6709840

A r M i N wrote:

first i was like... hmmm ive never heared of those mappers before.
Then I clicked on the name...


I got pranked
Its a good prank, even I was dumb enough to fall for it
laura-
that's a very good map imo
good luck on ranking this
btw it would be cool if somewhere would be written what style the maps are, it's kinda obvious but i think it would be cool
Topic Starter
Monstrata

-Tatsuo wrote:

that's a very good map imo
good luck on ranking this
btw it would be cool if somewhere would be written what style the maps are, it's kinda obvious but i think it would be cool
Good idea. I'll include them in map description!
GRR SNARL GROWL

Spork Lover wrote:

Shiguma wrote:

pls qualify
Agatsu
can do it
Kibbleru
irc modded, but monstrata has logs due to an.. unfortunate accident that happened on my end
Topic Starter
Monstrata
~
[lucky:1337]http://puu.sh/rlEWk.txt[/lucky:1337]
Kibbleru
will edit to be qualifying tmrw cuz he asks me so

edit:
Topic Starter
Monstrata
happy birthday kibbleru! (obligatory kibbleru hl)
_DT3
Damn, gratz!

Monstrata wrote:

happy birthday kibbleru! (obligatory kibbleru hl)
Shunao
Gratz! 3 maps!
Haruto
oh snap 2 of my GDs have been qualified too xD
Congratulations m8 for this map and Naruto's OP map! Recongrats for Quaver too~
7ambda
This is one of the few tv-size anime maps I actually like.
Cellina
I thought single person can only qualify one map per day
Akiyama Mizuki
single bn can qualify one map a day sure
Pata-Mon
great mapset
Nostalgic_old
Hello Monstrata! I have a few questions about the map. Hope you don't mind.

[Akashi's Extra]
hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou. Well, the idea is that the map should be as unforgiving as possible since Akashi is kind of this "perfect" guy who has to win and be the best at everything so losing is not an option. Basically I'm forcing players to keep their combo and not to break if they want to pass.
Lastly, Akashi is a perfectionist, so HP 10 is selected to force the player to make as few mistakes as possible if they wish to even pass the map.
  • I'm still not a fan of hp 10.
  1. IMHO, hp should be reflective of or at least with respect to the difficulty of a map. The fact that I, as a mediocre player, lowered down the hp to 8 and I can pass it with my first try indicates the exaggeration of hp, which leads to my 2nd point.
  2. Isn't there a correspondence somewhat between the song/rhythm itself (not the anime) and difficulty setup? I totally don't mind playing some extreme cs/ar maps since they change the overall style of a map. That being said, I couldn’t agree adjusting hp as a direct tool to interfere in players' gaming experience or even manipulate the scoreboard by making it 10. It sounds kinda stupid and sketchy tbh to force players to keep their combo merely to show how perfectionist the character of the anime is.
  3. True, one subjective way to express Akashi's search of perfection/unforgiving is to deny players making mistakes. But what if people are confused about the hp setting because they have never watched this anime before. Your difficulty guide imo is not enough to justify the insanely high hp. If I mapper myself am a perfectionist is it justifiable to put hp 10 to all of my maps just for my own sake?
[Kuroko’s Extra]
  1. 00:01:537 (1,2,3,1,2,1,2,1,2) - I don’t quite get the arrangement of these sliders. 1,2,1,2,3,4,1,2,3 should best suit the music in terms of the direction of sliders positioned. Again, if those sliders are placed in this way for the sake of Kuroko’s ‘misdirection’ and confusing players you are simply ignoring the music.
Don’t get me wrong I find this mapset really cool and innovative. That being said, I’d like to hear your feedback on what I think. :)
Topic Starter
Monstrata

Nostalgic wrote:

Hello Monstrata! I have a few questions about the map. Hope you don't mind.

[Akashi's Extra]
hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou. Well, the idea is that the map should be as unforgiving as possible since Akashi is kind of this "perfect" guy who has to win and be the best at everything so losing is not an option. Basically I'm forcing players to keep their combo and not to break if they want to pass.
Lastly, Akashi is a perfectionist, so HP 10 is selected to force the player to make as few mistakes as possible if they wish to even pass the map.
  • I'm still not a fan of hp 10.
  1. IMHO, hp should be reflective of or at least with respect to the difficulty of a map. The fact that I, as a mediocre player, lowered down the hp to 8 and I can pass it with my first try indicates the exaggeration of hp, which leads to my 2nd point.
  2. Isn't there a correspondence somewhat between the song/rhythm itself (not the anime) and difficulty setup? I totally don't mind playing some extreme cs/ar maps since they change the overall style of a map. That being said, I couldn’t agree adjusting hp as a direct tool to interfere in players' gaming experience or even manipulate the scoreboard by making it 10. It sounds kinda stupid and sketchy tbh to force players to keep their combo merely to show how perfectionist the character of the anime is.
  3. True, one subjective way to express Akashi's search of perfection/unforgiving is to deny players making mistakes. But what if people are confused about the hp setting because they have never watched this anime before. Your difficulty guide imo is not enough to justify the insanely high hp. If I mapper myself am a perfectionist is it justifiable to put hp 10 to all of my maps just for my own sake?
It seems you just dont like HP 10. You said that on HP 8, even you as a mediocre player could pass it on your first try. That alone should be enough to say that HP 10 is necessary to get the draining effect across. You might think it sounds kinda stupid, but I really like it, and I think it captures the essence of Akashi's character, and both how and why he became what he was in the anime. You don't have to watch the anime to understand that HP 10 is prompting you to be a perfectionist.

[Kuroko’s Extra]
  1. 00:01:537 (1,2,3,1,2,1,2,1,2) - I don’t quite get the arrangement of these sliders. 1,2,1,2,3,4,1,2,3 should best suit the music in terms of the direction of sliders positioned. Again, if those sliders are placed in this way for the sake of Kuroko’s ‘misdirection’ and confusing players you are simply ignoring the music.
They're arranged to go with the pitch of the music. Pitch is going up = upward movement sliders. Pitch is going down = downward movement sliders. The tricky part is that I use the peaks and troughs of the melody as the final note in the set, rather than the initial note in the set, which adds a bit of misdirection to it, but I'm confident once you figure out how to play it, it's really straightforward.




Don’t get me wrong I find this mapset really cool and innovative. That being said, I’d like to hear your feedback on what I think. :)
-Yuni
this map is masterpiece wow you got my respect with this one, love the song as well.
pw384
Excellent! Where did you get the inspiration from lol
smau5
i never had so much fun playing a map! really cool, i hope it gets ranked.
Flask
nic mm kibblru
Kingkevin30

smau5 wrote:

i never had so much fun playing a map! really cool, i hope it gets ranked.
I don't hope for that.
Lami
kagami is best mapper
Brodogs
Just wanted to say this map is awesome.
Loctav
Could you please not name the difficulties in a way that they make people assume that they are mapped by other users, while they aren't? This is false attribution (I don't care why you did it, because I know why you did it)

If you want to have every difficulty to have a custom name, then you have a problem, because only one map might have a custom name. For all others, you have to probably figure out how to name stuff properly to reflect the hierarchy of the difficulties.

You shouldn't false-label things for the sake of circumventing a ruleset you disagree with. This is not how it works.

(also the AR8 difficulty is pretty aids, but I leave that to others to decide)

EDIT: I also consider the usage of a different BG on every difficulty as unnecessary.
Okoayu
My 2c along with a question:
what exactly makes the akashi's Extra diff require AR10?
I kinda disagree that centereing a diff around mouse drift is a good idea, it maks the entire diff kinda boring and along with that a pain to play for me
that Aomine diff abuses that the rc guideline only specifies that sliderheads and circles must be snapping to beats, it's like you're asking for us to include sliderends in the rewording. I'd personally classify this thing as overdone for the sake of having a lot of sliders
Along with that the general clutter in Kuroko diff doesnt compliment AR8 very well, it seems like you used AR8 solely for the sake of making the map more confusing than it alreasy would be without the lowered AR. I like lower AR Extras but I can't bring myself to agree with that diff because it pretty much is for the sake of being confusing, like that seems to be its main intention
Hpocks

Loctav wrote:

Could you please not name the difficulties in a way that they make people assume that they are mapped by other users, while they aren't? This is false attribution (I don't care why you did it, because I know why you did it
So none of those diffs were done by other people besides Monstrata? That is the first im hearing of this. It is pretty stupid for Monstrata to do this, honestly. Im ok with having like 7 unique extras as long as they have a spread of sorts (good luck ever naming THem, lol), going about it like this is misleading af.
Pata-Mon
I love this set
ganbare mons
mits
rip farm

EDIT: I also consider the usage of a different BG on every difficulty as unnecessary.
Why so? I personally found it pretty cool to see the change of background.
Frim4503
well, we talk about monstrata here. he always come up with something unique and his maps always get DQ at least once xD.
i think i kinda agree for ar in akashi diff.
idk about diff name, it's hard to do it without custom diffname.
and seem too plain if you only refer the bg.

hope we can figure how to fix this map and no drama pls
Arphimigon
The AR8 making that difficulty more confusing was actually the point though. Either way, how confusing you find it can vary wildly from person to person, and is only confusing if you aren't used to high density AR8 and are just that used to AR9+ with large spacing (like most maps).
Personally speaking, I find the difficulty very fun and not confusing at all, but that's because I spent the effort in training the ability to play those maps well.
Having maps which require different skillsets from the norm should be allowed or even encouraged, not discouraged simply because the majority can't do them, since that is the point, it's learning to do something which you couldn't previously do (and feeling epic once you get it).
Good luck with the mapset now!
(idk about the diffnames to be honest since I don't really care too much about the naming as long as the contents of the difficulty are nice so I won't talk about that, good luck again)

Edit: Unnecessary can still be a nice thing @loctav, the different BGs may not be needed, but at least it makes the mapset make more sense because it correlates each difficulty to a character, how about keeping the BGs but removing the names to show that? Or having "Extra (Kukuro)" or "Extra (Aomine)" be the diffnames instead of Aomine's Extra? Just a point to discuss is all
xChorse
Honestly these difficulties could just be renamed to classify the gimmicks of the maps (like you did with Stonebank - All Night's Hi-Speed Extra and some others) as that wasn't a problem in the mentioned mapset.

On that note, difficulty naming is pretty stupid in it's own, there's no reason to limit custom difficutly names to one per set. I can understand using the names of characters might mislead people thinking it's actually their difficulty. But an easy map can have a difficulty name like this

Different BG usage on every diff is unnecessary? Might as well call out all 1000 other maps that do this.
Shiro
Hey there,

This map has been brought up to me for a few reasons, and apart from the confusing difficulty naming (as Loctav pointed out), there are many things I'd like to address. I'll be focusing on the Extra difficulties here.

General
  1. The difficulty settings are extremely inconsistent. There should be a progression based on the difficulty of every diff (since you have many of them, a linear progression would be good), but instead, it feels like the difficulty settings were scrambled and assigned to the wrong diff. I understand that you were trying to achieve something by changing the difficulty settings per diff (for example, for the AR8 one), but it backfires because of how many difficulties you've mapped and how they relate to one another and gets lost in the sheer number of difficulties there are. I won't comment on each difficulty's settings (except one), so keep this in mind when going through the diff-specific mods.
Akashi
  1. The beginning is inconsistent. I like that you used two circles instead of a slider every measure for variety and highlighting the song's structure, but the spacing should follow, and it doesn't. You start off with jumps 00:00:937 (1,2,3) - but immediately switch to regular spacing 00:02:137 (1,2,3) - 00:02:137 (1,2,3) - then back to jumps 00:04:537 (1,2,1) - although the song doesn't change on these objects. Stick to either the jumps or the regular spacing for this structure to have better effect.
  2. 00:04:537 (1,2) - I assume you spaced these out more to follow the guitar going into higher pitch, but if that's the case, 00:04:237 (5) - should also be spaced out more, and the jump should be on 00:04:237 (5,1) - to follow the pitch change while 00:04:537 (1,2) - remains at a regular spacing to keep following the structure you introduced. Right now, the biggest emphasis in this pattern is on 00:04:687 (2) - which corresponds to absolutely nothing in the song - it's a structure tool you added, and it should not be emphasized like this.
  3. 00:04:837 (1) - Should be a simple circle. The guitar does not appear until 00:04:987 (2) - where a 1/4 slider does fit, so by introducing the other 1/4 slider too early, you're ruining the effect this would have had and I assume was intended for the guitar.
  4. 00:05:137 (1,2) - I like this movement. It goes really well with the guitar and it feels properly spaced. The only beef I have with this is the blanket is very imperfect and you are more than capable of fixing it. However, this spacing 00:05:437 (2,1) - is massively exaggerated and doesn't have the same cool effect as 00:05:137 (1,2) - . The other problem is how fast the slider is and the absolute antiflow of these two. I'm not too sure why the slider is so fast but you probably do have a reason for it, but the spacing should definitely not be this large. You should keep the spacing around the same as 00:05:137 (1,2) - because the guitar riff doesn't change between them. The addition of the drums doesn't justify this big a change in spacing.
  5. 00:08:437 (2,3,4,5) - This spacing is rather confusing (also 3,4,5 aren't equally spaced, I'm not sure that was intended). It would make more sense to space 00:08:437 (2,3) - out to make this less confusing and separate the 1/2 jump from the 1/4 sliderjumps more carefully.
  6. 00:08:887 (4,1) - Are completely overlapping each other.
  7. 00:09:487 (1,2,1,2) - This movement is cool, but 00:09:937 (2,1) - completely ruins it. The guitar doesn't change its phrase or anything at this point, so why change the spacing and introduce this big flow killer ? 00:10:087 (1) - would be much better reversed to keep the flow straight as it was during the sliderjumps. Also, the sudden speedup you introduce with 00:10:537 (1) - would work much better if it starts from a stack instead of a jump.
  8. 00:10:987 (3,5,3,5) - There's no reason for these to be 1/4 sliders.
  9. 00:11:287 (5,6,5,6) - You contradict yourself with your flow again.
  10. 00:16:087 (4,3,5,7) - Again, there's no reason for these to be 1/4 sliders. They should be regular circles.
  11. 00:18:037 (3) - Highlighting this one in particular because again, you're not following your own structure. 00:18:037 (3,4,5) - is clearly an antijump pattern but you decided to make the first object a 1/4 slider when it bears no difference with the other ones. Either make them all 1/4 sliders, or all circles, but you need to stay consistent.
  12. 00:18:787 (1,2) - This is very confusing. It looks like (1) is a 3/4 sped up slider and (2) is on the red tick, and the spacing really reads like that. In the previous occurence of this short bout of melody 00:09:487 (1,2,1,2) - you had 4 clicks going with the guitar but here you decided to ignore one, which is inconsistent and confusing. I understand why you decided not to use 1/4 sliders again considering the slider speed here, but at least make sure that all four guitar notes are properly hit.
  13. 00:20:137 (1,2,3,4,1,2,3,4,1,2,3,4) - Why are you ignoring the song here? Your spacing does not follow the guitar in any way and you even undermapped it. There are no other instruments there, so try to change this to better reflect it.
  14. 00:22:087 (2) - Thank you for not using a 1/8 kickslider.
  15. 00:23:737 (1,2) - These are really not following anything. If you want to follow the drums, continue the 1/1, otherwise try to follow the vocals, but this rhythm feels very off. The spacing feels very odd too and it's pretty clear that you only spaced them this way for the sake of the pattern.
  16. 00:25:237 (2,3,4,5,6,7,1,2,3,4) - This insane increase in density is very random and unexpected. I get that you were trying to follow the bass, but it feels wrong. This is a slow part of the song and your first patterns 00:22:537 (1,2,3,4,1,2,3) - did indicate this, but you decide to completely go against that and add these. It'd be much better to keep the density low here. Even if you were following the bass, you should have made them all 1/4 sliders for the sake of consistency. Again, this feels like you only did this for the pattern and it doesn't fit. See, what you did at 00:27:637 (2,3,4,5,6,7) - works very well with the bass and the switch from vocals to bass fits a lot because the vocals become too scarce, but there's no reason to switch beforehand.
  17. 00:29:737 (1,2,3,4,1,2,3,1,2,1) - This was cool.
  18. 00:32:437 (2,3,4,5,6,7,1,2,3,4) - Again, these 1/4 sliders are out of place and only exist for the pattern.
  19. 00:37:387 (3,4,5,6,7,1) - ^
  20. 00:40:237 (6,3) - This should be a jump, just like you did for 00:38:887 (4,5) -
  21. 00:40:687 (2,3) - This fits but why are 00:40:837 (3,4,5,6,7) - spaced so low ? You should have kept the jump pattern going, it would have been more pleasant to play and more fitting.
  22. 00:41:737 (1,2,3,4,1,2,3) - I would just like to point out that the least dense part of the map here, which corresponds to a fairly slow part of the song in terms of instrumentation (which you followed), has higher spacing than the whole verse before.
  23. 00:45:337 (1,2,3) - This is severely undermapped and very confusing. They look like they're 1/4 apart but there's a big gap between them. At least make them repeat sliders to fit the song better and be less confusing.
  24. 00:47:437 (5,6) - Should be two circles. At no other point during this part of the song you ever repeat that, so this feels very much out of place. Also, this might be my personal preference but why are you following the drums when the vocals at 00:46:537 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5) - are so much more interesting ?
  25. 00:50:137 (1,1,1) - This was cool but I think the second one should be 1/2. I see what you did with the rhythm progression (1/2 -> 3/4 -> 1/1), so this is up to you.
  26. 00:52:537 (1,2,3,4,5,6,7) - The spacing and density of these completely contradict what you seemed to be introducing with 00:51:337 (1,3) - . These two sliders pretty much show that you're going to follow the vocals and play on a very stop-and-go motion using extremely slow sliders jumping into one another, but you instantly ruin this effect with these circles.
  27. 00:54:937 (1,2,3,4,5) - Same!
  28. 01:02:137 (3) - That was surprising but it's fun. Also 01:02:137 (3,1) - plz fix stack thx u
  29. 01:03:337 (1) - That was surprising but not fun.
  30. 01:03:787 (3,5) - 01:06:187 (3,5) - 01:08:737 (4,5) - 01:09:937 (4,5) - 01:11:137 (4,5) - 01:11:887 (2,4) - 01:15:787 (2) - 01:18:037 (2,3) - 01:19:387 (3,5) - 01:22:987 (3,5) - 01:25:387 (3,5) - Again, those 1/4 sliders should be replaced with 1/2s.
  31. The entire chorus is chaotic. I have no idea what you're trying to follow. Neither the rhythms nor the spacing seem to be following anything the song does.
  32. 01:07:837 (6,7,8,9,1) - There's absolutely no reason to space these like you did, especially when you space them differently right after 01:17:437 (1,2,3,4,1) -
  33. 01:21:337 (1) - You're ignoring a very important beat in the song on the red tick after this.
  34. 01:21:937 (3) - Should be a circle too, to stay consistent with 01:21:637 (2,4) -
  35. 01:23:437 (6,1) - I don't see the reason why this has to be antiflow. (1) is not emphasized in any way in the song - in fact you even chose to make it a repeat slider. You should reverse this to keep the flow consistent here.
Kuroko
  1. You lied, this wasn't mapped by you, it was mapped by AngelHoney.
  2. Okay so overall, I understand that you were trying to make this difficulty hard to read with the overlaps and AR8, but this is... overdone. If you want to make it hard to read, make the patterns confusing, mix back and forths and straight jumps, antijumps and jumps, etc. but overlapping everything this way just won't work. This sort of stuff works 00:08:737 (1,2,3,4,1,2,3,4,5) - and doesn't even need AR8 to be difficult to read. I don't have much to say about this apart from the fact that it's completely cramped and, in my opinion, really unfit for this mapset. You're also breaking the rules many times with your fully overlapping sliders like 01:02:137 (8,1) - . I don't think this difficulty is rankable at all.
Murasakibara
  1. You lied, this wasn't mapped by you, it was mapped by Hollow Wings.
  2. Circle size is... yeah. You know. Also, the entire difficulty has vastly inflated spacing - using big circles is not an excuse for doing this. This could very easily be made better by choosing a more appropriate circle size and fitting spacing.
  3. Overall this is much better than the first diff in terms of structure and consistency !
  4. 00:26:137 (1,1,1) - I found these three very confusing because they end on a strong vocal, when you had spent the entire beginning of the diff focusing heavily on them. Replace them with 3/4+circle, I think it'd fit, and you'd keep the effect you were going for.
  5. 00:58:537 (1,2,3,1,2,3,1,2,3,1,2,3) - TENGAKU WOOOOOOOOOOOOOOOO I liked this pattern
  6. 01:12:937 (1,3) - Again these two sliders feel very unfitting because they go over strong vocals when you've made a point to follow the vocals mostly in this diff.
Aomine
  1. You lied, this wasn't mapped by you, it was mapped by Priti.
  2. This entire diff is heavily overmapped. My guess is you were trying to make it using as few circles as possible, but replacing 1/2 circles with 1/4 sliders doesn't work. Even if we replaced 1/4 sliders with circles, it would be overmapped, like for 00:10:837 (2,3,4,5,6,7) - where you're basically following nothing. The guitar and the drums both keep a steady 1/1 rhythm. Also, the spacing overall is very inflated, like 00:29:737 (1,2,3,4,5,6,7,8,1,2) - where you have nearly fullscreen jumps in a fairly neutral part of the song. It's not the chorus, it's not a solo, it's just the middle of the verse, or 00:34:837 (2,3,4,5,6,7,1) - which follow nothing in the song. The abuse of 1/4 sliderstreams make the actually fitting ones feel completely irrelevant and that's a big problem.
  3. 00:01:237 (2,3,4,5) - Why the circles with this odd spacing ? You should have made them 1/2 sliders like you did for the entire introduction.
Kise
  1. You lied, this wasn't mapped by you, it was mapped by Andrea. And it shares the same issue as a lot of his maps: the spacing and rhythms feel off because they're forced for the sake of symmetry while not actually following the song. The difference is yours is heavily overspaced, while Andrea's maps tend to be monotonous and with low spacing.
Midorima
  1. You lied, this wasn't mapped by you, it was mapped by Irreversible.
  2. AR9.3 OD10 is an insult to all creation.
Kagami
  1. You lied, this wasn't mapped by you, it was mapped by Taeyang.
Okay, honestly, I don't have the patience to point out everything wrong with all these diffs, so I'll summarize: every difficulty save from the first two ones suffer from a severe case of overspacing and blandness. I don't know the anime and I don't know if there's a sort of power ranking between the characters whose names you took, but it very much feels like you tried very hard to force star rating to establish one. I get that you were trying to make each difficulty fit the character's specific skill in the anime (as do the backgrounds) but that's too obscure. It doesn't work and it makes most of these difficulty play really badly and be unfitting. The rhythms you chose are very generic and barely fit the song (if at all sometimes), and because of that, playing through all diffs was a chore. I felt like I was playing the exact same difficulty under the influence or different illegal substances.

I understand that you were trying to give each difficulty its own theme based around a central mapping (the first difficulty) and using very similar rhythms and patterns, and I like the idea, but it's executed poorly and it just feels like a cheap excuse at mapping random things to the same song. It would work on a more complex song, but this is unfortunately very shallow, and what you did with the extra Extra diffs is out of place and very intrusive. All the difficulties feel the same, and I don't think they add anything good to the mapset. You'd be better off keeping the first difficulty, which I think is the best one, and adding the other ones as extra download to the description.

The first diff is salvageable if you take time to correct the structure and consistency issues. The rest of them I think would be better off removed and added as an external download for fun. This is a good idea, and it can be fun, but I don't think it should be ranked. Centering your map around a given gimmick is not a bad choice - in fact it often is a good one. It helps pin down the structure, gives the map a backbone and makes it more cohesive as a whole. However, this only works if the gimmick you chose reflects the song. In your case, none of the gimmicks you build your diffs around is part of the song. They're external factors taken from something that has no actual relation to the song itself. That's why they don't work.

Good luck with this set !
Shiirn
Unique identities can exist without needing to completely scrap the song in favor of mapping specific styles or concepts.


As a showcase, this map shows interesting concepts applied consistently. The fact that they're incredibly emphasized just means the music itself is basically background music. You follow the map, not the music.


Again, this is something I personally dislike because Monstrata is making a map with the music as a background suggestion that he's outright ignoring - the AR10, the OD10, the HP10, they're all concepts to make the map interesting or different. The maps are dedicated to satisfying their own concept, the music is largely irrelevant and that's what I find distasteful in Monstrata's recent forays into conceptual mapping. He's just ignoring the music and as a mapper I find that disgraceful. It's like he's forgetting that we're supposed to make maps for music, with the concepts and unique ideas being secondary or thematic with the song/track itself. (And I'm not talking the BS 'oh but X character is Y' excuses - thematic for genre, musical style, and structure. Monstrata is more than skilled enough to understand this.)

This is not to say he's a bad mapper - Monstrata is skilled and quite knowledgeable, I just feel he's applying it in all the wrong proportions. Each of these concepts can fit an entirely separate track, and can even make for excellent beatmaps, but they're just thrown into a shitty TV size song because it's a fine sacrifice to show off some amusing concepts. Quaver had a similar issue - it's got an interesting concept, but it uses the wrong kind of music to really make it feel appropriate. (fwiw Strahv is a great track to show off the crescendo theme, but the breakcore sections might be irritating)
Vindikas

Loctav wrote:

EDIT: I also consider the usage of a different BG on every difficulty as unnecessary.

WOW, wow, WOOOOW!!
Different BG are necessary... you KnB non-watcher!:o
Liiraye

xChorse wrote:

On that note, difficulty naming is pretty stupid in it's own, there's no reason to limit custom difficutly names to one per set. I can understand using the names of characters might mislead people thinking it's actually their difficulty. But an easy map can have a difficulty name like this

These are completely different scenarios. The issue with the names is that they refer to a name that hasn't made the map, while the "easy" map you linked is a single difficulty, not referring to any name. It's following the rules, and if you want to change that, make a contribution in the feature request forum. Discussing the rules here serves no point.
Antares-
actually i've noticed it's going longer and longer, sorry if it's confusing I'm writing it right off the top of my head

I'm reading DQ reasons besides that map right now and honestly I can't understand a few points of it - where I can see DQing map for pseudo-GDs (it should be pretty much insta-unrank tbh), rest is unreasonable. At this point it's disencouraging people from making unique maps and just making every map following literally the same. Can Do in actual state was pretty creative and fun to play. (lol fun in 2016) I was enjoying playing every difficulty and every single one was actually different. I think disencouraging mappers from going outside meta shouldn't be a case like that. So I'll try to say something about most of "reasons"

Loctav wrote:

If you want to have every difficulty to have a custom name, then you have a problem, because only one map might have a custom name. For all others, you have to probably figure out how to name stuff properly to reflect the hierarchy of the difficulties.
Seriously, that one sentence forced me to do that post, because it easily shows how you havent played any difficulty. It's almost impossible to rate hierarchy of difficulties here, because every difficulty needs different skill required to FC it and star rating doesnt really show that. Main example - Kuroko's AR8 patterns. It's one of those unique mapping ideas that are being destroyed, because "lol i can't play that so it's bad". Kuroko diff requires reading skills and it's pretty fun challenge for those who can do it. For those who can't do it, it's probably harder than other diffs like e.g. Kise's one. That's why you can't really sort them after difficulty.

Loctav wrote:

I also consider the usage of a different BG on every difficulty as unnecessary.
Every difficulty is mapped according to character's traits so I don't see any reason to remove it. There are many maps that are using different BGs without any reason to be honest and nobody care about it, this mapset at least had some reasons to do so

Okorin wrote:

I kinda disagree that centereing a diff around mouse drift is a good idea, it maks the entire diff kinda boring and along with that a pain to play for me
There is also CS2 included, I'm mouse player and consider this diff pretty cool. It's all subjective so I think removing difficulty, because a few people don't like it, is pretty silly (the same could be said to Kuroko diff i guess)

Shiirn wrote:

It's like he's forgetting that we're supposed to make maps for music, with the concepts and unique ideas being secondary or thematic with the song/track itself.
Map is technically fine to music besides 1/4 slider spam in one of diffs, I think making unique ideas for fun of playing those is good enough reason to do so. I forgot we can't have ranked unique or fun maps anymore, just every map has to be literally same jump/stream/technical pattern spam...

Arphimigon wrote:

Having maps which require different skillsets from the norm should be allowed or even encouraged, not discouraged simply because the majority can't do them, since that is the point, it's learning to do something which you couldn't previously do (and feeling epic once you get it).
agree 100%, nothing to add

Also I would like to address to GD naming - as hierarchy is almost impossible I think naming it like Arphi suggested would be pretty cool - Extra (character)
We don't have any better way to say those according to ranking criteria (one custom difficulty name), which I consider really stupid at situation like that, but rules are rules I guess... Deleting character name would destroy mapper's intention about mapping diffs to character traits so they should definitely stay.

Anyways, Monstrata, please don't destroy map, because unique ideas are hated in 2016... I love that mapset and every single diff, don't scrap it away for sake of ranking it please

TL;DR set is gud plz rank
Dawns
Doyak

Antares- wrote:

Loctav wrote:

If you want to have every difficulty to have a custom name, then you have a problem, because only one map might have a custom name. For all others, you have to probably figure out how to name stuff properly to reflect the hierarchy of the difficulties.
Seriously, that one sentence forced me to do that post, because it easily shows how you havent played any difficulty. It's almost impossible to rate hierarchy of difficulties here, because every difficulty needs different skill required to FC it and star rating doesnt really show that. Main example - Kuroko's AR8 patterns. It's one of those unique mapping ideas that are being destroyed, because "lol i can't play that so it's bad". Kuroko diff requires reading skills and it's pretty fun challenge for those who can do it. For those who can't do it, it's probably harder than other diffs like e.g. Kise's one. That's why you can't really sort them after difficulty.
That's why he said it's a problem. A mapset is "supposed to" have a hierarchy, yet it is generally allowed when it comes to GDs and we use same difficulty name "Extra" for each of them. But if he has to remove those GD-like names, he can't have multiple "Extra" diffs, and now the hierarchy becomes a problem.

Antares- wrote:

Loctav wrote:

I also consider the usage of a different BG on every difficulty as unnecessary.
Every difficulty is mapped according to character's traits so I don't see any reason to remove it. There are many maps that are using different BGs without any reason to be honest and nobody care about it, this mapset at least had some reasons to do so
I'm not against using different BGs for each diffs, but as he has to remove those GD-like diffnames, the BGs will lose the concepts.

Antares- wrote:

Shiirn wrote:

It's like he's forgetting that we're supposed to make maps for music, with the concepts and unique ideas being secondary or thematic with the song/track itself.
Map is technically fine to music besides 1/4 slider spam in one of diffs, I think making unique ideas for fun of playing those is good enough reason to do so. I forgot we can't have ranked unique or fun maps anymore, just every map has to be literally same jump/stream/technical pattern spam...
As he said, you still can make unique maps while following the song. I don't know how much this map is the case, but there are a lot of maps that has very unique patterns other than those "literally same jump/stream/technical pattern spam". Shiirn's maps are one of those too.
Antares-

Doyak wrote:

Antares- wrote:

Seriously, that one sentence forced me to do that post, because it easily shows how you havent played any difficulty. It's almost impossible to rate hierarchy of difficulties here, because every difficulty needs different skill required to FC it and star rating doesnt really show that. Main example - Kuroko's AR8 patterns. It's one of those unique mapping ideas that are being destroyed, because "lol i can't play that so it's bad". Kuroko diff requires reading skills and it's pretty fun challenge for those who can do it. For those who can't do it, it's probably harder than other diffs like e.g. Kise's one. That's why you can't really sort them after difficulty.
That's why he said it's a problem. A mapset is "supposed to" have a hierarchy, yet it is generally allowed when it comes to GDs and we use same difficulty name "Extra" for each of them. But if he has to remove those GD-like names, he can't have multiple "Extra" diffs, and now the hierarchy becomes a problem.
That's why I said it's unreasonable to force hierarchy - every difficulty is unique and depends different skill. Removing difficulties just because you can't name those is even more unreasonable.

Doyak wrote:

Antares- wrote:

Every difficulty is mapped according to character's traits so I don't see any reason to remove it. There are many maps that are using different BGs without any reason to be honest and nobody care about it, this mapset at least had some reasons to do so
I'm not against using different BGs for each diffs, but as he has to remove those GD-like diffnames, the BGs will lose the concepts.
then don't remove them, as I said it was intention behind that mapset

Doyak wrote:

Antares- wrote:

Map is technically fine to music besides 1/4 slider spam in one of diffs, I think making unique ideas for fun of playing those is good enough reason to do so. I forgot we can't have ranked unique or fun maps anymore, just every map has to be literally same jump/stream/technical pattern spam...
As he said, you still can make unique maps while following the song. I don't know how much this map is the case, but there are a lot of maps that has very unique patterns other than those "literally same jump/stream/technical pattern spam". Shiirn's maps are one of those too.
"I don't know how much this map is the case" - map is following the song pretty much. Just because it goes creative with pattern and difficulty choices doesn't instantly mean its bad.
Doyak
Well I just explained what Loctav and Shiirn said, that's not my opinion anyway.
Topic Starter
Monstrata

Loctav wrote:

Could you please not name the difficulties in a way that they make people assume that they are mapped by other users, while they aren't? This is false attribution (I don't care why you did it, because I know why you did it)

If you want to have every difficulty to have a custom name, then you have a problem, because only one map might have a custom name. For all others, you have to probably figure out how to name stuff properly to reflect the hierarchy of the difficulties.

You shouldn't false-label things for the sake of circumventing a ruleset you disagree with. This is not how it works.

(also the AR8 difficulty is pretty aids, but I leave that to others to decide)

EDIT: I also consider the usage of a different BG on every difficulty as unnecessary.
The diff's are clearly named based on the characters of the anime. I'd like to have more opinions before actually renaming them. I'm fine with the dq, but I'd like to hear a wider variety of opinions, because many people have commented on them being very fitting, and unique to this set. It's true that they might make people think the diff's are mapped by someone other than me, but the correlation between Background, Anime, and Naming really suggest that the "mapper" isn't actually a osu! user. Basically, considering the context, I think people with some logic to them will think the diff's were mapped by the characters, rather than by actual mappers. Since i'm throwing this out for discussion, I'm also prepared to make a change for this, depending on how discussion goes. This is something I sort of anticipated, so I've prepared a second nomenclature in case the community found this not acceptable.

I'm not trying to have a custom name for every difficulty, otherwise I would have just settled for "Akashi, Kuroko, Murasakibara... etc..." without including the "Extra" to denote a hierarchy of difficulties. All7 difficulties have their own gimmick and shouldn't be considered objectively more difficulty in any sort of Hierarchy. All of them are "Extra" level, hence all of them are named "Extra".

The BG's are very relevant to each diff's theme, I will be keeping them.

Thanks for the concerns Loctav! I'll get more opinions before requalifying, I don't want to rush this, since it's a really important set for me.

Okorin wrote:

My 2c along with a question:
what exactly makes the akashi's Extra diff require AR10? It's part of the theme. AR 10 rushes the player, and forced them to be constantly on their toes.
I kinda disagree that centereing a diff around mouse drift is a good idea, it maks the entire diff kinda boring and along with that a pain to play for me I think it's a great idea. Boring? I don't know. It uses only one kind of flow, which is really unique in mapping. Usually we try to avoid this because usually we don't have a reason for using only one type of flow, but here there is an overwhelmingly strong thematic reason for using only counter-clockwise flows.
that Aomine diff abuses that the rc guideline only specifies that sliderheads and circles must be snapping to beats, it's like you're asking for us to include sliderends in the rewording. I'd personally classify this thing as overdone for the sake of having a lot of sliders All slider-ends have been softened using a custom soft-hitnormal. They may seem overdone do you, but they fit the difficulty's theme very well. You aren't required to play out the sliders anyways, since all of them have been set up in a way where the player need only to click on the head without necessitating slider-body movement to get 300's. Furthermore, the kicksliders contribute to a more rushed feeling in the map through the constant presence of slider-balls.
Along with that the general clutter in Kuroko diff doesnt compliment AR8 very well, it seems like you used AR8 solely for the sake of making the map more confusing than it alreasy would be without the lowered AR. I like lower AR Extras but I can't bring myself to agree with that diff because it pretty much is for the sake of being confusing, like that seems to be its main intention That is the main intention yes. AR 8 is being used to make the difficulty even harder to follow because it creates more objects on the playfield for the player to keep track of. This is very important to Kuroko's theme, since he is know for being basically the "Phantom 6th man" on the team, and his lack of presence makes it hard for people to keep track of his location. I wanted this diff to have a lower AR so players get that same feeling of having to keep track of more of the playfield if they want to track Kuroko's movements in the game.
Thanks for the concerns, Okoratu!


Shiro wrote:

Hey there,

This map has been brought up to me for a few reasons, and apart from the confusing difficulty naming (as Loctav pointed out), there are many things I'd like to address. I'll be focusing on the Extra difficulties here.

General
  1. The difficulty settings are extremely inconsistent. There should be a progression based on the difficulty of every diff (since you have many of them, a linear progression would be good), but instead, it feels like the difficulty settings were scrambled and assigned to the wrong diff. I understand that you were trying to achieve something by changing the difficulty settings per diff (for example, for the AR8 one), but it backfires because of how many difficulties you've mapped and how they relate to one another and gets lost in the sheer number of difficulties there are. I won't comment on each difficulty's settings (except one), so keep this in mind when going through the diff-specific mods.
Akashi
  1. The beginning is inconsistent. I like that you used two circles instead of a slider every measure for variety and highlighting the song's structure, but the spacing should follow, and it doesn't. You start off with jumps 00:00:937 (1,2,3) - but immediately switch to regular spacing 00:02:137 (1,2,3) - 00:02:137 (1,2,3) - then back to jumps 00:04:537 (1,2,1) - although the song doesn't change on these objects. Stick to either the jumps or the regular spacing for this structure to have better effect. Actually, the jump on 00:01:087 (2) - is due to the stronger guitar sound here, and the jump on 00:04:687 (2) - is in preparation for the kicksliders and SV change.
  2. 00:04:537 (1,2) - I assume you spaced these out more to follow the guitar going into higher pitch, but if that's the case, 00:04:237 (5) - should also be spaced out more, and the jump should be on 00:04:237 (5,1) - to follow the pitch change while 00:04:537 (1,2) - remains at a regular spacing to keep following the structure you introduced. Right now, the biggest emphasis in this pattern is on 00:04:687 (2) - which corresponds to absolutely nothing in the song - it's a structure tool you added, and it should not be emphasized like this. Like I said above, the jump is used in anticipation of a transition, so your assumption is incorrect.
  3. 00:04:837 (1) - Should be a simple circle. The guitar does not appear until 00:04:987 (2) - where a 1/4 slider does fit, so by introducing the other 1/4 slider too early, you're ruining the effect this would have had and I assume was intended for the guitar. No, I want kicksliders here for that rushed feeling.
  4. 00:05:137 (1,2) - I like this movement. It goes really well with the guitar and it feels properly spaced. The only beef I have with this is the blanket is very imperfect and you are more than capable of fixing it. However, this spacing 00:05:437 (2,1) - is massively exaggerated and doesn't have the same cool effect as 00:05:137 (1,2) - . The other problem is how fast the slider is and the absolute antiflow of these two. I'm not too sure why the slider is so fast but you probably do have a reason for it, but the spacing should definitely not be this large. You should keep the spacing around the same as 00:05:137 (1,2) - because the guitar riff doesn't change between them. The addition of the drums doesn't justify this big a change in spacing. I fixed the blanket. The spacing is not actually that large. Consider that this is a slider to slider jump, and there is plenty of slider-leniency involved, since these sliders are arranged to go in opposite directions. You aren't required to play out the entirety of slider 2. Rather, the way I set up the flow through the blanket and overlap makes it encouraging for players to stop early and snap to the next slider.
  5. 00:08:437 (2,3,4,5) - This spacing is rather confusing (also 3,4,5 aren't equally spaced, I'm not sure that was intended). It would make more sense to space 00:08:437 (2,3) - out to make this less confusing and separate the 1/2 jump from the 1/4 sliderjumps more carefully. This is fine. I don't see a problem with spacing here... 3>4>5 not being equally spaced is fine too, because I'm using an SV change here. Its more of a visual pattern here.
  6. 00:08:887 (4,1) - Are completely overlapping each other. Yes. But this is AR 10. Also, I'm fine with the full overlap. It's defiinitely readable due to how few objects are on the screen.
  7. 00:09:487 (1,2,1,2) - This movement is cool, but 00:09:937 (2,1) - completely ruins it. The guitar doesn't change its phrase or anything at this point, so why change the spacing and introduce this big flow killer ? 00:10:087 (1) - would be much better reversed to keep the flow straight as it was during the sliderjumps. Also, the sudden speedup you introduce with 00:10:537 (1) - would work much better if it starts from a stack instead of a jump. No, I think the flowbreak is what makes this movement so cool lol. The break works really well emphatically too.
  8. 00:10:987 (3,5,3,5) - There's no reason for these to be 1/4 sliders. I want to use 1/4 sliders here. They work great as a beat-pairing tool, and are relevant to the difficulty's theme of duality too.
  9. 00:11:287 (5,6,5,6) - You contradict yourself with your flow again. Huh? No I don't... that's part of the pattern.
  10. 00:16:087 (4,3,5,7) - Again, there's no reason for these to be 1/4 sliders. They should be regular circles. No, 1/4 kicksliders work really well.
  11. 00:18:037 (3) - Highlighting this one in particular because again, you're not following your own structure. 00:18:037 (3,4,5) - is clearly an antijump pattern but you decided to make the first object a 1/4 slider when it bears no difference with the other ones. Either make them all 1/4 sliders, or all circles, but you need to stay consistent. I want the anti-jump here. The kickslider here isn't being used in some sort of beat-pairing, considering the lack of a "reply". It helps signal the anti-jump.
  12. 00:18:787 (1,2) - This is very confusing. It looks like (1) is a 3/4 sped up slider and (2) is on the red tick, and the spacing really reads like that. In the previous occurence of this short bout of melody 00:09:487 (1,2,1,2) - you had 4 clicks going with the guitar but here you decided to ignore one, which is inconsistent and confusing. I understand why you decided not to use 1/4 sliders again considering the slider speed here, but at least make sure that all four guitar notes are properly hit. Well, I wanted it to be a bit harder to read here, since I set up the blanket so that as much of 2's approach circle was obstructed as possible. Here, I want players to concentrate on judging the speed of the slider, and gauging when to actually click on 2, based on the rhythm and speed of slider 1. I want more slider-path and slider-speed > rhythm awareness here.
  13. 00:20:137 (1,2,3,4,1,2,3,4,1,2,3,4) - Why are you ignoring the song here? Your spacing does not follow the guitar in any way and you even undermapped it. There are no other instruments there, so try to change this to better reflect it. I'm not ignoring the song at all? This follows the strong notes, and creates a snappy flow.
  14. 00:22:087 (2) - Thank you for not using a 1/8 kickslider. Np
  15. 00:23:737 (1,2) - These are really not following anything. If you want to follow the drums, continue the 1/1, otherwise try to follow the vocals, but this rhythm feels very off. The spacing feels very odd too and it's pretty clear that you only spaced them this way for the sake of the pattern. Hmm, I agree. Changed this to a dotted rhythm.
  16. 00:25:237 (2,3,4,5,6,7,1,2,3,4) - This insane increase in density is very random and unexpected. I get that you were trying to follow the bass, but it feels wrong. This is a slow part of the song and your first patterns 00:22:537 (1,2,3,4,1,2,3) - did indicate this, but you decide to completely go against that and add these. It'd be much better to keep the density low here. Even if you were following the bass, you should have made them all 1/4 sliders for the sake of consistency. Again, this feels like you only did this for the pattern and it doesn't fit. See, what you did at 00:27:637 (2,3,4,5,6,7) - works very well with the bass and the switch from vocals to bass fits a lot because the vocals become too scarce, but there's no reason to switch beforehand. Since I increased density from the rhythm before, the density isn't as unexpected. Other than that, I just don't agree with your evaluation here, I think the beat-pairing here fits remarkably well.
  17. 00:29:737 (1,2,3,4,1,2,3,1,2,1) - This was cool. Thanks
  18. 00:32:437 (2,3,4,5,6,7,1,2,3,4) - Again, these 1/4 sliders are out of place and only exist for the pattern. They exist for the pattern yes. This is a gimmicky difficulty that has a really strong thematic reason for stuff like this. If you want a conventional difficulty, you won't find it here, sorry.
  19. 00:37:387 (3,4,5,6,7,1) - ^ ^
  20. 00:40:237 (6,3) - This should be a jump, just like you did for 00:38:887 (4,5) - Not sure what you mean here. I think you have the wrong thing highlighted...
  21. 00:40:687 (2,3) - This fits but why are 00:40:837 (3,4,5,6,7) - spaced so low ? You should have kept the jump pattern going, it would have been more pleasant to play and more fitting. The song is transitioning to a calmer section, I want spacing to reflect this.
  22. 00:41:737 (1,2,3,4,1,2,3) - I would just like to point out that the least dense part of the map here, which corresponds to a fairly slow part of the song in terms of instrumentation (which you followed), has higher spacing than the whole verse before.
  23. 00:45:337 (1,2,3) - This is severely undermapped and very confusing. They look like they're 1/4 apart but there's a big gap between them. At least make them repeat sliders to fit the song better and be less confusing. I want them to be harder to read though, in order to highlight the drums. Also yes, its "undermapped" in the sense where I don't consider vocals heavilty here, but the drums and percussion are what I want to highlight here with the kicksliders. I think they are very easy to play after you know the mechanic here, and they end up following the drums very effectively.
  24. 00:47:437 (5,6) - Should be two circles. At no other point during this part of the song you ever repeat that, so this feels very much out of place. Also, this might be my personal preference but why are you following the drums when the vocals at 00:46:537 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5) - are so much more interesting ? Here, its cuz of the two bass drums.
  25. 00:50:137 (1,1,1) - This was cool but I think the second one should be 1/2. I see what you did with the rhythm progression (1/2 -> 3/4 -> 1/1), so this is up to you. Yea, I prefer to keep for the rhythm progression you mentioned.
  26. 00:52:537 (1,2,3,4,5,6,7) - The spacing and density of these completely contradict what you seemed to be introducing with 00:51:337 (1,3) - . These two sliders pretty much show that you're going to follow the vocals and play on a very stop-and-go motion using extremely slow sliders jumping into one another, but you instantly ruin this effect with these circles. Hmm... I don't know about this. I think what I have is perfectly acceptable, and plays really well, but I think your point is reasonable too, so I'll get more opinions.
  27. 00:54:937 (1,2,3,4,5) - Same! ^
  28. 01:02:137 (3) - That was surprising but it's fun. Also 01:02:137 (3,1) - plz fix stack thx u Fixed
  29. 01:03:337 (1) - That was surprising but not fun. Sorry!
  30. 01:03:787 (3,5) - 01:06:187 (3,5) - 01:08:737 (4,5) - 01:09:937 (4,5) - 01:11:137 (4,5) - 01:11:887 (2,4) - 01:15:787 (2) - 01:18:037 (2,3) - 01:19:387 (3,5) - 01:22:987 (3,5) - 01:25:387 (3,5) - Again, those 1/4 sliders should be replaced with 1/2s.No for the same reasons as above.
  31. The entire chorus is chaotic. I have no idea what you're trying to follow. Neither the rhythms nor the spacing seem to be following anything the song does. Everything is following the song, I'm using a very specific beat-pairing rhythm here.
  32. 01:07:837 (6,7,8,9,1) - There's absolutely no reason to space these like you did, especially when you space them differently right after 01:17:437 (1,2,3,4,1) - I like them. I can't give you a reason why they have to be precisely that shape. But making them standardized only makes the map lose its touch and gimmicky characteristic. I think the way I spaced them fit the difficulty's gimmick really well, and contribute to that staggered aesthetic.
  33. 01:21:337 (1) - You're ignoring a very important beat in the song on the red tick after this. I just want to focus on the white ticks here.
  34. 01:21:937 (3) - Should be a circle too, to stay consistent with 01:21:637 (2,4) - No, it's consistent with 1.
  35. 01:23:437 (6,1) - I don't see the reason why this has to be antiflow. (1) is not emphasized in any way in the song - in fact you even chose to make it a repeat slider. You should reverse this to keep the flow consistent here. But it's a strong beat, and its a downbeat too... I think it's emphasized, though maybe not as strong as some of the other downbeats. Nevertheless, the flow-break here works really well for me.
Kuroko
  1. You lied, this wasn't mapped by you, it was mapped by AngelHoney.
  2. Okay so overall, I understand that you were trying to make this difficulty hard to read with the overlaps and AR8, but this is... overdone. If you want to make it hard to read, make the patterns confusing, mix back and forths and straight jumps, antijumps and jumps, etc. but overlapping everything this way just won't work. This sort of stuff works 00:08:737 (1,2,3,4,1,2,3,4,5) - and doesn't even need AR8 to be difficult to read. I don't have much to say about this apart from the fact that it's completely cramped and, in my opinion, really unfit for this mapset. You're also breaking the rules many times with your fully overlapping sliders like 01:02:137 (8,1) - . I don't think this difficulty is rankable at all. Sorry, i think this difficulty is perfectly rankable. I don't think you understand this difficulty, going by how you seem to be judging all these difficulties from the perspective of a standard and generic "Extra" difficulty mindset. They are all gimmicky in their own sense, please consider their gimmick more thoroughly before trying to standardize them for the purpose of standarizing.
Murasakibara
  1. You lied, this wasn't mapped by you, it was mapped by Hollow Wings.
  2. Circle size is... yeah. You know. Also, the entire difficulty has vastly inflated spacing - using big circles is not an excuse for doing this. This could very easily be made better by choosing a more appropriate circle size and fitting spacing. This fits the theme though uh,,,?
  3. Overall this is much better than the first diff in terms of structure and consistency !
  4. 00:26:137 (1,1,1) - I found these three very confusing because they end on a strong vocal, when you had spent the entire beginning of the diff focusing heavily on them. Replace them with 3/4+circle, I think it'd fit, and you'd keep the effect you were going for. They don't end on strong vocals though? The rhythm is clearly 3/2 emphasized here.
  5. 00:58:537 (1,2,3,1,2,3,1,2,3,1,2,3) - TENGAKU WOOOOOOOOOOOOOOOO I liked this pattern
  6. 01:12:937 (1,3) - Again these two sliders feel very unfitting because they go over strong vocals when you've made a point to follow the vocals mostly in this diff. Again, I think you are mishearing. The slider-end isn't an emphasized vocal...
Aomine
  1. You lied, this wasn't mapped by you, it was mapped by Priti.
  2. This entire diff is heavily overmapped. My guess is you were trying to make it using as few circles as possible, but replacing 1/2 circles with 1/4 sliders doesn't work. Even if we replaced 1/4 sliders with circles, it would be overmapped, like for 00:10:837 (2,3,4,5,6,7) - where you're basically following nothing. The guitar and the drums both keep a steady 1/1 rhythm. Also, the spacing overall is very inflated, like 00:29:737 (1,2,3,4,5,6,7,8,1,2) - where you have nearly fullscreen jumps in a fairly neutral part of the song. It's not the chorus, it's not a solo, it's just the middle of the verse, or 00:34:837 (2,3,4,5,6,7,1) - which follow nothing in the song. The abuse of 1/4 sliderstreams make the actually fitting ones feel completely irrelevant and that's a big problem.
  3. 00:01:237 (2,3,4,5) - Why the circles with this odd spacing ? You should have made them 1/2 sliders like you did for the entire introduction. i want some more variety. The spacing is a staggered zigzag type pattern.
Kise
  1. You lied, this wasn't mapped by you, it was mapped by Andrea. And it shares the same issue as a lot of his maps: the spacing and rhythms feel off because they're forced for the sake of symmetry while not actually following the song. The difference is yours is heavily overspaced, while Andrea's maps tend to be monotonous and with low spacing.
Midorima
  1. You lied, this wasn't mapped by you, it was mapped by Irreversible.
  2. AR9.3 OD10 is an insult to all creation.
Kagami
  1. You lied, this wasn't mapped by you, it was mapped by Taeyang.
Okay, honestly, I don't have the patience to point out everything wrong with all these diffs, so I'll summarize: every difficulty save from the first two ones suffer from a severe case of overspacing and blandness. I don't know the anime and I don't know if there's a sort of power ranking between the characters whose names you took, but it very much feels like you tried very hard to force star rating to establish one. I get that you were trying to make each difficulty fit the character's specific skill in the anime (as do the backgrounds) but that's too obscure. It doesn't work and it makes most of these difficulty play really badly and be unfitting. The rhythms you chose are very generic and barely fit the song (if at all sometimes), and because of that, playing through all diffs was a chore. I felt like I was playing the exact same difficulty under the influence or different illegal substances.

I understand that you were trying to give each difficulty its own theme based around a central mapping (the first difficulty) and using very similar rhythms and patterns, and I like the idea, but it's executed poorly and it just feels like a cheap excuse at mapping random things to the same song. It would work on a more complex song, but this is unfortunately very shallow, and what you did with the extra Extra diffs is out of place and very intrusive. All the difficulties feel the same, and I don't think they add anything good to the mapset. You'd be better off keeping the first difficulty, which I think is the best one, and adding the other ones as extra download to the description.

The first diff is salvageable if you take time to correct the structure and consistency issues. The rest of them I think would be better off removed and added as an external download for fun. This is a good idea, and it can be fun, but I don't think it should be ranked. Centering your map around a given gimmick is not a bad choice - in fact it often is a good one. It helps pin down the structure, gives the map a backbone and makes it more cohesive as a whole. However, this only works if the gimmick you chose reflects the song. In your case, none of the gimmicks you build your diffs around is part of the song. They're external factors taken from something that has no actual relation to the song itself. That's why they don't work.

Good luck with this set !
Thanks for the concerns Shiro. I think you've really approached this set the wrong way though. Your mod was trying to "normalize" the difficulty but for what reason? I don't want these diff's to just be typical Extra's (aside from Kagami's, because his theme is jumps). I want them all to contain some sort of interesting feature and theme to them, that I sustain throughout the entire difficulty. You may disagree with them, but many people seem to enjoy them, including me. I wish you'd went through the difficulty with the mindset of improving the gimmicks I have, since they clearly aren't fundamentally flawed.
Topic Starter
Monstrata

Shiirn wrote:

Unique identities can exist without needing to completely scrap the song in favor of mapping specific styles or concepts.


As a showcase, this map shows interesting concepts applied consistently. The fact that they're incredibly emphasized just means the music itself is basically background music. You follow the map, not the music.


Again, this is something I personally dislike because Monstrata is making a map with the music as a background suggestion that he's outright ignoring - the AR10, the OD10, the HP10, they're all concepts to make the map interesting or different. The maps are dedicated to satisfying their own concept, the music is largely irrelevant and that's what I find distasteful in Monstrata's recent forays into conceptual mapping. He's just ignoring the music and as a mapper I find that disgraceful. It's like he's forgetting that we're supposed to make maps for music, with the concepts and unique ideas being secondary or thematic with the song/track itself. (And I'm not talking the BS 'oh but X character is Y' excuses - thematic for genre, musical style, and structure. Monstrata is more than skilled enough to understand this.)

This is not to say he's a bad mapper - Monstrata is skilled and quite knowledgeable, I just feel he's applying it in all the wrong proportions. Each of these concepts can fit an entirely separate track, and can even make for excellent beatmaps, but they're just thrown into a shitty TV size song because it's a fine sacrifice to show off some amusing concepts. Quaver had a similar issue - it's got an interesting concept, but it uses the wrong kind of music to really make it feel appropriate. (fwiw Strahv is a great track to show off the crescendo theme, but the breakcore sections might be irritating)
I don't believe maps should only be made to follow the music. Why do you play a map? Why don't you just listen to the song? Because you want something more than just the music. You want to enjoy the song through gameplay elements that highlight different aspects of the song. Mapping is it's own art form.
Shiro

Monstrata wrote:

they clearly aren't fundamentally flawed.
Well, sorry to break it to you, but they are. You're artificially forcing a random gimmick based on something random to the song when it doesn't work that way.

I didn't expect you to even read the mod, honestly, so I'm honoured. Shame you're so stuck on not ever changing anything in your maps. Good luck, you won't see me in this thread again.
Topic Starter
Monstrata

Shiro wrote:

Monstrata wrote:

they clearly aren't fundamentally flawed.
Well, sorry to break it to you, but they are. You're artificially forcing a random gimmick based on something random to the song when it doesn't work that way.

I didn't expect you to even read the mod, honestly, so I'm honoured. Shame you're so stuck on not ever changing anything in your maps. Good luck, you won't see me in this thread again.
Thanks Shiro! I'm afraid I just have to disagree. You might think they are forced, but they aren't. I'm aware controversial maps will elicit negative opinions too, I'm not going to argue with you about why these concepts work as well as they do, I think we just have differing opinions.
Hydro7
I'm with Monstrata on this. I also agree with the diff names and the names in the description. It only adds to the theme of this mapset, it makes it THAT much more involving. Even players who didn't watch the anime can appreciate what's going on by just a simple glance at the diff guide.

Shiro wrote:

Shame you're so stuck on not ever changing anything in your maps
Shame that pure creativity is being suppressed imo. But that's just my two cents. This mapset is awesome, and I hope it gets to see the light of ranked status without any major changes that detracts from the theme of this mapset.
Arphimigon
I mentioned this before, but perhaps to please both, names like:
Extra (Aomine)
Extra (Kuroko)
etc
Would be cool! It would still show the characters, and not seem like a GDer is doing it.
Topic Starter
Monstrata

Arphimigon wrote:

I mentioned this before, but perhaps to please both, names like:
Extra (Aomine)
Extra (Kuroko)
etc
Would be cool! It would still show the characters, and not seem like a GDer is doing it.

HAHA. That's exactly what Irre said when I asked for his opinion. I might do that, and just get rid of the genitive case 's. What do people think of that structure?

Easy
Normal
Hard
Insane
Extra (Kuroko)
Extra (Akashi)
etc...

or

Easy
Normal
Hard
Insane
Kuroko (Extra)
Akashi (Extra)
Arphimigon
Leave the diffnames first imo so its more standardized and character names after since they are the additive gimmick to the difficulty <3
diraimur
to be honest i kinda like (extra) being added later more, but both should work.
Antares-
I think first one would be good compromise, second one could be DQ according to custom difficulty rule.

good luck with reranking :)
Lasse
I think character (extra) is way nicer than the other order since it puts the characters more into focus, which fits what you wanted to do with this set much better
Hydro7
If I were to chose honestly, my favorite naming is the current one, however if I only had to chose between those two styles, the second style is better, same reason as Lasse
Arphimigon
Changing my mind, Lasse is better, +1 to that
DONJGER
I really like Kuroko's difficult even if it was hard to read. The gimmick of the map was very fun and interesting to play and i believe ar8 helps this. Just my two cents.
diraimur

DONJGER wrote:

I really like Kuroko's difficult even if it was hard to read. The gimmick of the map was very fun and interesting to play and i believe ar8 helps this. Just my two cents.
i agri
Natsu
Akashi's Extra looks like a guest diff
Akashi (Extra) also looks like a GD
Extra (Akashi) this one is more clearly than the other two
Arphimigon
Just get the people with those usernames to make GDs *run*
(Not serious post)
Hydro7

Natsu wrote:

Akashi's Extra looks like a guest diff
Akashi (Extra) also looks like a GD
Extra (Akashi) this one is more clearly than the other two
Yeah there's two sides to this, the last one is more "proper", but the other two fit the theme of this mapset, and I'm all for the first two options lol
Zak
Would probably be a good idea to also change the description as it is initially misleading.
Spaghetti
Why not just do the character names? Custom difficulty names already indicate the map is an Extra anyways.
Liiraye
I think the issue is about looking like a GD rather than a diff made by monstrata.
Hydro7
Man I actually LIKED the fact that everything looked like a GD, but then again, if that's completely illegal, then rip :I
Izzywing

Spaghetti wrote:

Why not just do the character names? Custom difficulty names already indicate the map is an Extra anyways.
Isn't it only the highest SR diff that can have a custom name which is the problem?
Topic Starter
Monstrata
It seems,

Akashi (Extra)
Kuroko (Extra
Aomine (Extra)
etc...

Is a more popular choice. Personally, I'm fine with both, but I agree with Lasse that this emphasizes the characters of each difficulty, while still making it obvious that these are no longer GD's as they don't follow the conventional GD format of _____'s Extra/Insane/Easy etc...

I'll make the update later, i'm going to leave it as is and see if anyone else wants to say anything before I make the change. Stuff like can be fixed easily, but I'd rather not rush things.
Kingkevin30

Monstrata wrote:

I don't believe maps should only be made to follow the music. Why do you play a map? Why don't you just listen to the song? Because you want something more than just the music. You want to enjoy the song through gameplay elements that highlight different aspects of the song. Mapping is it's own art form.
I disagree, i never preffered any kind of gimmicky style in comparison to one that is actually making use of the song itself.
What i want out of a Map is a CONSISTENT increase of difficulty that emphazises the music's feel&intensity.

In CTB we've seen a similar problem where people just begin to use the maps as a tool to create overly difficult pattering, that has
almost nothing to do with the actual song....and i just find that really frustating and annoying
Reddit
Retarded 40 sec overmapped toddler map: SeemsGood
Map with different unique styles for each diff: DansGame
diraimur

Kingkevin30 wrote:

Monstrata wrote:

I don't believe maps should only be made to follow the music. Why do you play a map? Why don't you just listen to the song? Because you want something more than just the music. You want to enjoy the song through gameplay elements that highlight different aspects of the song. Mapping is it's own art form.
I disagree, i never preffered any kind of gimmicky style in comparison to one that is actually making use of the song itself.
What i want out of a Map is a CONSISTENT increase of difficulty that emphazises the music's feel&intensity.

In CTB we've seen a similar problem where people just begin to use the maps as a tool to create overly difficult pattering, that has
almost nothing to do with the actual song....and i just find that really frustating and annoying
I can understand that being a bigger problem in CTB since there aren't many mappers there, however I believe such thing is not an issue in STD as there are many mappers that try to map to song than try to gimmick, and its nice to have both available, so I personally don't see a big issue since it technically doesn't hurt anyone in STD.
Booze
Maybe you could name the diffs like this: https://osu.ppy.sh/b/683576 ?
Shiirn
The fact of the matter is, Monstrata, you're arguing for sensible points that you don't actually follow yourself. It's perfectly fine to carry a concept into a map that you feel applies well to the music and enhances the track. There are hundreds of maps that do this, the most simple of which are those with "slightly weird" difficulty settings. Hell, I've done it myself many times. There's nothing wrong with this and it's even a good thing to do.

But when you bring in several different gimmicks in several different difficulties that are completely unrelated, it becomes pretty obvious you're not actually relating them to the music itself. You're not "Showing different interpretations of the music", you're shoehorning in gimmicks without a single iota of respect or care for the music itself. These difficulties could be placed on any other "normal" song (intro, startup, buildup, drop, breakdown, outro format) and fit just as well (that is, poorly).

If you had one of these difficulties you could probably make the argument that you're just "having a special interpretation", but when you have seven completely different ones, it's pretty clear you're just enjoying throwing out some unrelated and irrelevant gimmicks. I just wish you'd be willing to actually talk it out instead of pulling out tissue-thin reasoning and doing your traditional "Mention something that's obviously right but when you actually relate it to the discussion at hand, it turns out it's entirely irrelevant" counter-modding.


This isn't unrankable, as there's never really been a rule against "blatant creativity", but it's kind of disappointing. I'd even be a fan if it was on something that wasn't a boring, generic as hell TV Size. But it's such a damn waste of concepts on music that doesn't even fit it. I was actually a fan of your concept behind Alien, and to an extent, quaver had a decent idea with poor, ignorant execution. But throwing all this stuff onto a random OP is beneath you, and the concepts are so irrelevant to the music (screw your anime-reference reasoning, srsly) it's saddening.
Topic Starter
Monstrata

sukiNathan wrote:

cool ideas
Thanks!

DrVoorhees wrote:

Oh god I love this.
Thanks!

Frim4503 wrote:

looking forward to see this complete
i think this will be a great map :)

good luck monstrata
*shoot
Appreciate it!

sahuang wrote:

WoW
Would be great if this can be ranked later :)

Yea hopefully soon :D

Dashie wrote:

monstrata i love you for this <3
Hehe ;3

Desperate-kun wrote:

This concept is pretty great, best of luck with this!
Thanks for the support Desp!

RoseusJaeger wrote:

This is amazing

Glad you enjoyed it!

Kibbleru wrote:

cool concept

are these diff names okay though?
Looks like we gotta change the diff names though~

Xilver wrote:

sukiNathan wrote:

cool ideas
Akashi diff espeically is a really fitting/cool concept, good job c:
Glad you liked it! Akashi and Kuroko were my two favourite diffs to map :D. I think they were the most successful too haha

VINXIS wrote:

dam ths is gud
thnaks!

Owens wrote:

Man you have so much imagination ! That's incredible, best mapper. Good luck ranking this !
Btw, maybe you can rename diffs for, Aomine's Speed, Midorima's aim etc.. just an idea
Thanks! And yea, looks like i'll have to rename diffs a bit.

Yuii- wrote:

That symmetrical map is almost perfect. It was a very well executed style. Reminds me of some guy you know :^)

Looking forward to see what will be the final version of the extras!
Hehe thanks yuii ;3

-Tatsuo wrote:

that's a very good map imo
good luck on ranking this
btw it would be cool if somewhere would be written what style the maps are, it's kinda obvious but i think it would be cool
Thanks!! Yea i included them now~

F1r3tar wrote:

This is one of the few tv-size anime maps I actually like.
I'm honored

Pata-Mon wrote:

great mapset
Thanks~

-Yuni wrote:

this map is masterpiece wow you got my respect with this one, love the song as well.
>//< tyty

384059043 wrote:

Excellent! Where did you get the inspiration from lol
Heh, I guess the song + im a big fan of the anime/manga :D

smau5 wrote:

i never had so much fun playing a map! really cool, i hope it gets ranked.
Glad you enjoyed it!!

Brodogs wrote:

Just wanted to say this map is awesome.
Just wanted to say thanks!

Pata-Mon wrote:

I love this set
ganbare mons
tyty!!

DONJGER wrote:

I really like Kuroko's difficult even if it was hard to read. The gimmick of the map was very fun and interesting to play and i believe ar8 helps this. Just my two cents.
Thanks for the support ;3

Shiirn wrote:

The fact of the matter is, Monstrata, you're arguing for sensible points that you don't actually follow yourself. It's perfectly fine to carry a concept into a map that you feel applies well to the music and enhances the track. There are hundreds of maps that do this, the most simple of which are those with "slightly weird" difficulty settings. Hell, I've done it myself many times. There's nothing wrong with this and it's even a good thing to do.

But when you bring in several different gimmicks in several different difficulties that are completely unrelated, it becomes pretty obvious you're not actually relating them to the music itself. You're not "Showing different interpretations of the music", you're shoehorning in gimmicks without a single iota of respect or care for the music itself. These difficulties could be placed on any other "normal" song (intro, startup, buildup, drop, breakdown, outro format) and fit just as well (that is, poorly).

If you had one of these difficulties you could probably make the argument that you're just "having a special interpretation", but when you have seven completely different ones, it's pretty clear you're just enjoying throwing out some unrelated and irrelevant gimmicks. I just wish you'd be willing to actually talk it out instead of pulling out tissue-thin reasoning and doing your traditional "Mention something that's obviously right but when you actually relate it to the discussion at hand, it turns out it's entirely irrelevant" counter-modding.


This isn't unrankable, as there's never really been a rule against "blatant creativity", but it's kind of disappointing. I'd even be a fan if it was on something that wasn't a boring, generic as hell TV Size. But it's such a damn waste of concepts on music that doesn't even fit it. I was actually a fan of your concept behind Alien, and to an extent, quaver had a decent idea with poor, ignorant execution. But throwing all this stuff onto a random OP is beneath you, and the concepts are so irrelevant to the music (screw your anime-reference reasoning, srsly) it's saddening.
If you think concepts have to be tied only to music, then you are severely limiting yourself creatively. When we listen to music, we can draw from much more than just its musical context. We can consider for example, the lyrics, and their ability to provoke thought and ideas. We consider the contexts in which music is used. A song by itself may just be depressing, or yearnful, but when paired with a heartbreaking anime scene, it can move us to tears just by hearing the song. A song can make us nostalgic, perhaps it's an old song. The melody itself may not seem nostalgic, but when you consider the context of time, suddenly a song you heard as a kid growing up, becomes more poignant. The song may be drawn from a depressing anime, or a hopeful one. It may be drawn from a singer battling cancer, it may be a singer who is submitting to that cancer. BOOM BOOM SATELLITE's song "Lay your hands on me" was especially impactful to me in that sense, because I understood the context in which it was written. I hadn't even watched the anime, and already I had formed an emotional and empathetic connection to the song that was motivated by more than simply the song's melody and track.

The concepts found in this map are woven around the theme of anime-referencing, which you seem to just toss out. That's unfortunate. This is not any random OP, this OP is very important to the anime. The characters are all central to the anime too, and each gimmick accurate reflects the personalities, and strengths of each character. Unfortunately it's you that has the tissue-thin reasoning that gimmicks can only be influenced by music. Thanks for your concerns, but since you aren't willing to acknowledge anime-referencing, we won't be able to reach a consensus as that is the core of this entire mapset. Simply put, we don't agree on a fundamental level. I hope you'll consider deeper contexts, themes, motifs etc... in your future mapping. I was honestly looking forward to more creative and interesting things from you.
Blueprint
Just so happen to finish kuroko no basket recently so I can relate
I really love what you have done with this map (I read Difficulty Guide!! haven't play tested yet)
Shiirn
That's a lot of flowery bullshit you got there, but you're still forcing your impressions on the player by intentionally warping the purpose of the map to form your own creative purposes, completely out of touch with the music itself. I'm going to fundamentally disagree with that concept because I feel that we should be working with the music, not treating it as a tool only to be exploited for our personal impressions.

I have no personal issue with the actual concepts in the map, they're heavy-handed as shit but they're executed as well as you could make them without making them unplayable piles of garbage. I just disagree with your reasoning behind forcing the player to go on your ride -

This map is not "Can Do", it's "Monstrata's gimmick mania centered around a basketball TV size". If you fundamentally cannot see any problem with the fact that this map is entirely about you and that I personally find it disrespectful to make the map all about your decision to base the map around these gimmicks, then that's fine. I can respect your decision. I just want it to be clear.

The difficulty naming conventions should be cleared up, and while I wish you could additionally add in the concept the difficulty is based around, I feel like [Perfectionist Extra - "Midorima"] or whatever would be really long-winded and dumb.
Topic Starter
Monstrata
The map is about Akashi, Kuroko, Murasakibara, Aomine, Kise, Midorima, and Kagami, since they mapped it. Cya~
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