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Omoi - Snow Drive(01.23)

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Anxient

- Rain - wrote:

Anxients
00:10:358 (1,2,3) - Might seem jaring for a new player going from the vocals to the back beat then back to the vocals, maybe 2 3/2 sliders would work better? - spread would be weird considering that if i did that it would be another easy diff
02:18:929 - Feels Very empty considering there is clear things that could be mapped here - im keeping the consistemcy with the pause i put 02:16:116 -
02:44:643 (2,3) - Considering how this has been expressed before in the song, i feel like consistency in rhythm choices would help a new player more than having changes just to make it feel new, it would make more sense to me to use this change in the last kiai rather than here. - you call it variety, i call it increasing the difficulty. a map's no fun if it doesnt get harder imo :p plus i think its pretty fine as is. no need to change anything

Sorry for the short mod, didnt have much time

sdafsf wrote:

anxient's normal
00:57:500 (1,2,1,2,1,2) - this section is all the same rhytm and yet you decided to chose 3 different ways to represent it. for the last combo you even mapped a different sound. it should be consistent imo - keeping the first one, made the third variety consistent with the 2nd variety
01:27:902 (2) - there is not sound on this red tick. i would choose a rhythm that closely follows the music in a normal diff. - nice
01:28:974 (2) - ^
01:30:045 (2) - ^ - catch
02:43:572 (1) - this section is mapped too differently to this imo 03:35:000 (1) - . if one kiai has to be more intense it should be the last kiai. the only kiai you chose to map in a very hard and intense way was the middle one which is a poor decision imo.i would either make them all consistent or make the last kiai the hardest(preferable even the arigato kiai). - buffed kiai 3.1, left the arigatou kiai alone coz i wanted it to feel like a finale (not too hard, dropping the diff)
03:59:643 (1) - make this end hitsound louder - nah
bad mod sorry :(. i didnt really find anything bad so i tried hard to find things i dont like - you did pretty great :thinking:
Battle
naming our diff easy is going to make people complain about there not being enough recovery time on the spinner btw
Anxient
How about naming BNH's Normal Normal and the Hard diff advanced?
Topic Starter
Kroytz
On behalf of HappyRocket, a circle at the end of two-pre kiai spinners were removed to accommodate for the recovery time on Easy.
New HQ background since the old one was LQ apparently (requires redownload) (also thank you Anxient)
Spread is more balanced now with Anxient's Normal introduced.
Diff names are acceptable according to Desperate-kun-san.

Good to go~ :)
I Must Decrease
With the spread issue fixed, I think it is time to give this set another shot.


fuck my life
Lemanita
yey a bubble
Rizia
did some nc change
it should be good to go again now
requalified
_DT3
Woah nice, let's hope no DQ this time
Topic Starter
Kroytz
Thanks Irreversible and thank you everyone for making sure that the spread is properly balanced now~! :)
hi-mei
completely agree with the checklist

i guess the amount of nerves u spent on it deserves the qalification
gz ...
anna apple
Congrats on qualify, kroytz, too bad some people shiirn have to try and take your accomplishment and use it for their own attention.
Okoratu
can you people stop trying to slit each other's throats verbally

thanks

the comments about this version of the song are unnecessary, if you like another version of this more map it

why do people have to be so needlessly provocative
what do both sides gain from one baiting the other really hard and the other one wanting to kill the other one like really
if you have stuff to say about the map then actually say it instead of provoking nonsense

don't just derail the thread completely for your own purposes thanks
-sandAI
Kroytz do you think it would be possible to 'keysound' vocaloids? Taking seperate sounds and just assigning hitsounds to them? Pretty pointless but it would be pretty funny to see. Gratz on requalification, hope it sticks through D:
hi-mei
uh i guess i missed something from raikozen aka graveyard mapper for relax mod

the reason why u responded that offensively, is that shiirn was 200% right about this mapset


objectively, this mapset is getting ranked only because theres a lot way more shit maps got ranked in past year, so considering things like Quaver or Haitai, this one isnt that bad, lets be honest here.

tho i like this map (for warmup with relax, cuz most of stuff in top 2 diffs isnt intuitive and it basically fucks your right hand).
Xinnoh
gj on ranked again, can I just ask a question about your Extreme?

02:44:108 (5,6,1) - Why did you choose to cut the spacing in half on these jumps?
For the other kiai sections the jumps in this section tend to be increasing on 5,6 with the exception of 01:45:179 (5,6) - . But this is the only spot where distances decreases on this syllable. Either interpretation is fine for either following the syllables or the vocal volume, but it's a bit odd to have both.

6,1 is also half the size of the other jumps which doesn't make too much sense. You made the jump of 6,1 relatively larger on both the 1st and 3rd repetition of this part, which matches the change in chord on large white tick. But here the spacing is smaller? Doesn't make too much sense to me here.
SnowNiNo_
i think the spacing u mention in second kiai is mainly for structure consistent
but nah im not the mapper xd
Akali

-himei wrote:

uh i guess i missed something from raikozen aka graveyard mapper for relax mod
Are you jealous or something? Provide reasons for DQ or mod the map when it's in pending, what's the point of attacking someone's whole resume (with such an idiotic statement on top of that). I don't really like the set and hate the song but who cares, some people enjoy it, work was put into it and it's good enough.
Topic Starter
Kroytz
@-Vanilla: It's possible to keysound the vocals, I actually tried it for a bit but stopped because it didn't really do anything to compliment the music... Keysounding to vocals are a bit weak decision I'd think since a key is a stagnant sound whereas the vocal has much more waver to it. Although, you could probably keysound in harmony to the vocals and that might be better but a little extra work for something that again won't do much.

@-himei: I think your comment is a bit offensive to other mappers... You say it's "objective" as if your opinion is factual but it's just an opinion as to what you think of this set in comparison to other ranked maps in the past year.

@Sinnoh: NiNo is correct. It's more of a design thing similar to the 4th chorus where it triangulates, but this one is just a star pattern. The beginning of the "nai" vocal is the start of every star pattern in this section.

Hope this helps~
Kujinn
Just wondering, why every diff (apart from NiNo's) decided not to map the last 20 secs? I personally think it would've make a better ending than a long slider.
Xinnoh
Make sense, thanks for answering. Have fun dealing with the rest of the attention seekers.
sahuang
02:51:340 - to 02:51:608 - top diff uses 1/6 while other extras use 1/4 or 1/8 snapping
02:51:608 - to 02:51:875 - there are also 1/4 and 1/6 snappings for extra diffs..i think you should make them consistent.



moph
00:09:837 (3) - im wondering why you dont choose to NC this cuz sv has changed a lot and the length of slider is much shorter than (1). Kinda confused to read for 00:09:301 (1,2,3,4) - lol
00:22:143 (1,2,3,4,5,6,7,8) - this seems very weird tbh, all beats here sound similar but you use a very different spacing for 00:22:143 (1,2,3,4) - and 00:22:679 (5,6,7,8) - . Besides, from 00:27:500 - it makes sense for you to use 0.75x since usic is recurring but its less intense. But your ds and sv suddenly decreased so much....examples are 00:29:643 (1,2,3,4,1,2,3,4,5,6) - and 00:21:072 (1,2,3,4,5,1,2,3,4,5,6,7,8) - a huge difference imo. 00:29:643 (1,2,3,4) - should at least ctrl+G 00:29:911 (2,4) - lol
00:35:000 (1,2,3,4,5,6,7,8) - flow is hard to follow, also if you look at what ure doing 00:26:429 (1,2,3,4,5,6,7,8) - the stack kinda breaks the flow.
01:13:572 (6) - NC
02:28:572 (1,2) - 02:29:643 (1,2) - spacing is inconsistent
02:51:072 (1) - this is a very obvious 1/4 stream tbh
03:56:429 (1,2,3,4,1,2) - spacing is way too small for kiai, you used large spacings for 03:55:090 (5,1,2,3,4,5) - etc anyways

Nino
01:18:393 (1) - why nc
02:37:947 (5,1) - nazi blanket
03:17:724 (3) - should break it to 2 circles cuz its different from 03:17:456 (1,2) - if u listen carefully
03:24:889 - 03:25:291 - why ignored lul

Extreme
00:22:947 (1,2,1) - kinda weird you do such small spacing here compared to 00:22:143 (1,2,1,2,1,2,1,2) - ,the extremely small spacing isnt reasonable
00:28:572 (1,2,1,2,1,2,1,2) - 00:30:715 (1,2,1,2,1,2,1,2) - such big spacing difference as well
01:39:286 (1,2,3,4) - i dont think they deserve big jumps tbh,no vocal and drum isnt really clear and strong/ Compared to 01:39:822 (1,2,3,4) - the first 4 notes are out of place imo.
02:12:902 (3,4) - same concern about ds
02:38:215 (1,2,3,4) - same,they dont deserve same spacing as 02:38:750 (1,2,3,4) -
03:25:625 (3) - No NC for this???
03:29:643 (1,2,3,4,1,2,3,4) - same,,copy paste here is dumb imo cuz it doesnt follow music at all
03:43:304 (2) - obviously you should use same 1/8 slider as 03:42:500 (1,2,1) -
03:52:143 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - jumps just for aesthetics but nothing with music...strongly feel they are out of place here. You should follow music but not just 1/2 spamming.

raikozen
00:03:944 (1,2) - stack 2 to slider end?There's an emphasis on 00:05:015 - tbh
02:05:000 (1,2,3,4) - the 1/6s are really unpredictable and hard to hit here, especially when u stack them all
02:18:929 (1,2) - delete them according to ur rhythm choice 02:18:393 -
02:38:215 (1,2,1,2,1,2,1,2) - same reason of improper jumps as mentioned in extreme
02:51:340 (2,3) - check out snapping issue mentioned at the beginning
03:52:143 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - same as in extreme, the jumps are obviously overdone even if its 224bpm...basically its only following drums and not music at all. Also when ure following drums there's literally no spacing difference for jumps so it's very dumb
[Shiny]
lol the "No Video" link in this beatmap is not working
moph

My Angel Azusa wrote:

moph
00:09:837 (3) - im wondering why you dont choose to NC this cuz sv has changed a lot and the length of slider is much shorter than (1). Kinda confused to read for 00:09:301 (1,2,3,4) - lol
I mean I think its far from unreadable but if DQ'd sure will change. 00:09:301 (1,2) - is where the SV increased (where the NC is) and 00:09:837 (3,4) - just goes back to the SV before so its not hard to read

00:22:143 (1,2,3,4,5,6,7,8) - this seems very weird tbh, all beats here sound similar but you use a very different spacing for 00:22:143 (1,2,3,4) - and 00:22:679 (5,6,7,8) - . The first part 00:22:143 (1,2,3,4) - is well, mapped to the song. The jump between 00:22:277 (2,3) - is to emphasize (3) for obvious reasons. The second bar 00:22:679 (5,6,7,8) - however is expressing the repetition in the song, as the music repeats for another bar the movement also reflects that, mimicking the last set of movements from the previous bar which is why there isn't a jump. I figured this would be more interesting than repeating the same pattern.

Besides, from 00:27:500 - it makes sense for you to use 0.75x since usic is recurring but its less intense. But your ds and sv suddenly decreased so much....examples are 00:29:643 (1,2,3,4,1,2,3,4,5,6) - and 00:21:072 (1,2,3,4,5,1,2,3,4,5,6,7,8) - a huge difference imo. 00:29:643 (1,2,3,4) - should at least ctrl+G 00:29:911 (2,4) - lol
uh they're different because the song is very different between the two sections. 00:21:072 (1,2,3,4,5,1,2,3,4,5,6,7,8) - percussion wise this section always has something every 1/1 and 00:29:643 (1,2,3,4,1,2,3,4,5,6) - only has percussion every 2/1. It is a pretty noticeable difference and acts as a calmer section before the song picks up again. That is why there is a significant DS to express that point. 00:29:643 (1,2,3,4) - is also spaced lower than than 00:27:500 (1,2,3,4) - because its pitched lower, thought this would fit well with the music.

00:35:000 (1,2,3,4,5,6,7,8) - flow is hard to follow, also if you look at what ure doing 00:26:429 (1,2,3,4,5,6,7,8) - the stack kinda breaks the flow.
how is the flow hard to follow exactly? If you're wondering why 00:35:536 (5,6,7,8) - is stacked, that's because the drums happens in pairs and 00:35:536 (5,7) - should be emphasized more which is the whole point to the starting and stopping motion. 00:26:965 (5,6,7,8) - is different as every note has the same drum which is why there is movement to each note.

01:13:572 (6) - NC
shit.

02:28:572 (1,2) - 02:29:643 (1,2) - spacing is inconsistent
Whole point is that the pattern goes forward backwards backward with increased spacing to kinda add build up for the following part. I think it fits additionally in the second half the vocal raises in pitch so the music builds up too

02:51:072 (1) - this is a very obvious 1/4 stream tbh
I'd pretty sure this is 1/6 lol. Sounds a bit off but definitely not 1/4 as I count 7 beats. Additionally I don't think a stream fits here.

03:56:429 (1,2,3,4,1,2) - spacing is way too small for kiai, you used large spacings for 03:55:090 (5,1,2,3,4,5) - etc anyways
I thought lower spacing would be a nice way to tie off the map after that intense section. If DQ'd I'll make the spacing larger but imo not an issue.
Topic Starter
Kroytz
Appreciate the 'mod' but it feels like most of what was pointed out was really nitpicky. In my opinion, mods should look to improve what the mappers have established, not say that something is bad without understanding why the mapper did what they did.


Extreme
00:22:947 (1,2,1) - kinda weird you do such small spacing here compared to 00:22:143 (1,2,1,2,1,2,1,2) - ,the extremely small spacing isnt reasonable Was intended for structural output. New measure can be emphasized or not emphasized I chose not to, would rather it let it flow while looking aesthetic.
00:28:572 (1,2,1,2,1,2,1,2) - 00:30:715 (1,2,1,2,1,2,1,2) - such big spacing difference as well This is okay...
01:39:286 (1,2,3,4) - i dont think they deserve big jumps tbh,no vocal and drum isnt really clear and strong/ Compared to 01:39:822 (1,2,3,4) - the first 4 notes are out of place imo. This is just music theory about 4th measures being stronger than previous measures which is something I do thematically in this diff.
02:12:902 (3,4) - same concern about ds Same
02:38:215 (1,2,3,4) - same,they dont deserve same spacing as 02:38:750 (1,2,3,4) - thematic phrasing ive mentioned before
03:25:625 (3) - No NC for this??? this one was kind of toss-up. it wasn't NCd because the kicks were already NC'd and using too many I felt didn't look pretty regardless of the reading which I think is capable for the player since the slider is very slow.
03:29:643 (1,2,3,4,1,2,3,4) - same,,copy paste here is dumb imo cuz it doesnt follow music at all kinda personal bias on your part, I'd say it fits well for me music theory 2/4s last measure of phrase stuff.
03:43:304 (2) - obviously you should use same 1/8 slider as 03:42:500 (1,2,1) - the repeat to capture a different feel for the instruments. repeat softs make it agreeable with the other sliders I didnt want that.
03:52:143 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - jumps just for aesthetics but nothing with music...strongly feel they are out of place here. You should follow music but not just 1/2 spamming. these patterns are a thematic approach like I did with the star pattern in the 2nd chorus.
Yuii-
02:03:661 (3,1) - This still hasn't been fixed, and it does not affect any of the before/previous patterns as mentioned in p/5684862 . This circle should be place elsewhere because it truly was a mistake from Raikozen, which was mentioned a couple of months ago and still has not been fixed.
_handholding
Raikozen
02:51:072 (1,2,3) - This isn't an accurate representation of the music at all and I'm saying this from a somewhat objective view point. If you listen to the music, especially at 25% then 3 sliders of equal length doesn't reflect the different sounds in the song. If this was an attempt at undermapping/overmapping some parts to simplify the rhythm then I'd still say there are better ways to go about it.

02:59:643 (1,2,3,4,5,6,7,8) - ghost stream?
03:06:875 (1,2,3,4) - ^

There are some other parts but it's these ones in particular that irk me though I'm not a mapper so maybe my opinion doesn't matter too much ¯\_(ツ)_/¯
Topic Starter
Kroytz
The circle isn't a mistake Yuii... Most likely a stylistic thing as he does it elsewhere like over here 00:58:304 (1,1) -

@Kisses: The repeat sliders begin on the starting noise of whatever instrument that is being played. There are other beats on the inside of it but this has been changed twice before to better fit the music and it's okay as it is right now even from an 'objective' point of view. As far as the two ghost streams, I don't think is bad at all since they're both on ending measures of their phrases so it gives more emphasis to the start of the new phrase. Usually the 4th measure is more accentuated.
I Must Decrease

Yuii- wrote:

02:03:661 (3,1) - This still hasn't been fixed, and it does not affect any of the before/previous patterns as mentioned in p/5684862 . This circle should be place elsewhere because it truly was a mistake from Raikozen, which was mentioned a couple of months ago and still has not been fixed.
oo good catch, i didn't notice that. I would agree that is rather out of place.
sahuang
You still didn't respond to my snapping concerns lol
Topic Starter
Kroytz
Rizia and I had looked over them from a while back and fixed them together already. Since everyone was following for different sounds or specific rhythm choices we tried to compromise them to their diffs.

p/5666395
SnowNiNo_

My Angel Azusa wrote:

Nino
01:18:393 (1) - why nc for emphasis
02:37:947 (5,1) - nazi blanket xdd
03:17:724 (3) - should break it to 2 circles cuz its different from 03:17:456 (1,2) - if u listen carefully mainly for structure consistent tho and the drum sound isnt the sound im following :p
03:24:889 - 03:25:291 - why ignored lul mainly for emphasis on the drum sound, for impact in gameplay xd
sahuang
I know that my mod will be completely rejected by weird excuses cuz the map is qualified lol

Anyways since I quit std go on with ranking it
Rumia-
what would you expect on modding qualified map
its not the matter if its rejected or not , the thing that matter is it helpful or pointless
doesnt relate anything with you quitting std with this qualification anyways you dont need to tell everyone
sahuang
I mean for helpful mod(maybe just 1 suggestion) ppl would take it more seriously when it's not qualified than when it's qualified since it's common sense

Also quit=no interest to further argue about some points
Rumia-
as far as im concern this map was left out untouched for 2 whole weeks before qualification and no one really bother to give in any suggestions (the fact that before the bubble it took more time) , and now its on qualified status , as a mapper you , it is a status you would want to defend until it get ranked , since disqualification leads to more and more people involved which is troublesome either to bn or to the mapper side and mappers would avoid that.
Monstrata
Post-qualified mods are different from pre-qualified mods. If your mod isn't objectively improving map quality, it's likely to be rejected. Stuff like improving blankets, stacks, NC's etc... can subjectively benefit the map, but mappers are only going to apply those in pre-qualified state because they are so marginally helpful, if not irrelevant to actual mapping quality. In pending, there's the mindset "well, this map isn't qualified yet, so I might as well fix this. It's barely noticeable in gameplay, but I might as well, since ?? pointed it out".

I will stay neutral about this map because there's enough drama in mapping already. Just realize that there are indeed logistical drawbacks to getting maps dq'ed from a mapper's perspective. "There's nothing wrong with a dq" isn't accurate, because not all mappers are able to mobilize BN's effectively. (Actually, barely any mappers are nowadays, even big mappers like me/Sotarks). Yes, disqualifications can benefit the map and the mapper, but please don't expect mappers to treat post-qualified mods like pre-qualified mods.
Stjpa
actually i didnt plan on getting involved here but im reading hate on this map literally everywhere but no one is even doing anything so eh...i guess here i am lol


A major issue about the last diff is just that it doesn't make any sense from an objective perspective. Yes it sounds rude and harsh, but honestly that's just the truth and there's no other way to say it. To go more in-depth on that, the whole map uses (screen)jumps really randomly (and by that I mean randomly, or just inconsistent, whatever you prefer).

  1. 00:18:929 (1,2,3,4,5,6) - Let's just go in-depth for on this pattern as an example. Just by looking at this and listening to the music I can't figure out at all what you are trying to emphasize in the music. The most intuitive thing would be the melody as it's by far the most dominant, however that doesn't fit as you are using big spacing from 1 to 2 which is totally fine, but on 3 the spacing gets extremely low in comparison to the previous two objects. Afterwards you are using 4 circles to...yeah, I really have no idea what you are trying to express with those. Would be completely fine if there was something special like you have 00:20:804 (4,5,1) - here (where the melody also hits the red tick to make the explanation short) but that's not the case. So to summarize this pattern, which was only an example of all the thousand similar patterns you have in this difficulty, it's purely random and totally ignoring the music as you are not doing what the music suggests. I'm not saying that the whole map is flawed as you did it correctly at some points, but a lot of patterns are really similar and thus not really expressing the music.
  2. 00:24:286 (1,2,3,4,1,2,3,4) - In what way is this pattern a lot more intense than everything before? From the objective perspective it seems like you tried to emphasize the different pitches correctly, however that's only partly the case. 00:22:143 (1,1,2,1,2,1) - here you did completely fine, it's extremely noticable that the pitch went a lot higher and another weird noisy sound appears but for some reason you totally escalate with the spacing two measures later and basically make it non-sense as the music gets a lot calmer...and any explanation like "the section is pretty much about to end so I want to emphasize that) doesn't really work as it's not really noticable in the music (and no where near expectable when listening to the song the first time anyway) so there's that.
  3. 00:30:715 (1,2,3,1,2,3) - So I can clearly see that you tried to emphasize the higher pitch by using a pattern with higher density, which is totally fine, however you aren't even nearly doing the same 00:32:858 (1,2,3,4,5) - here which is like super confusing because it's just inconsistent, not only density-wise but even spacing-wise it's completely different with not really being anyhing different in the music that gives the player the feeling that the sudden change is justified.
  4. 00:36:072 - For the ghost stream that actually is already weird enough and not justified at all (yes, your explanation for them aren't satisfying at all and don't really make sense Kroytz), it's even more weird that you aren't highlighting the drums that for some reason land on some red ticks, so basically another major issue where you pretty much just ignore the music.
  5. 00:43:572 (1,2) - Hm, ignoring the 1/2 vocals here, mapping the 1/2 melody 00:44:375 (3,4) - here and then all of a sudden give the vocals some love 00:47:858 (1,2,3) - here...
These issues are pretty much in the whole map. However, the by far biggest issue in this diff are the screenjumps. 00:48:929 - in the section starting here you start placing jumps in a way that is not understandable for anyone who listens to the music properly when playing. Because of all the screenjumps you placed here all the emphasis you tried to use in the kiais, which are unarguably the most intense sections in the song by far, completely lose its emphasis and meaning as they are mapped the same way as in non-kiai parts even though they are stronger. Is that intuitive? Not really. Does it make sense? Not at all, and I'm sure you can agree on it, at least a lot of other people who aren't bad at modding / mapping or whatever can. This is just a very big flaw in the maps concepts which is crucial as maps are supposed to reflect the music, which doesn't happen here when you do something like this.

I have no idea if other people even tried to explain the actual issues or anything like that as I always tried to stay away from this set, but reading "omg snow drive sucks so hard why is it qualified" from several people and no one really trying to do anything against it (or more like trying to help the mapper understand the concerns of the community) gets really annoying over time.
Other issues that are worth to mention I found just by glancing over the rest of the diff (I'm pretty sure I don't need to mention more patterns with the issues I mentioned above because I'm sure neither you or Raikozen are not able to understand it and to adapt other patterns) would be:
  1. 00:57:233 (4) - This is imo pretty much the same as the white tick on the slidertail of 00:52:679 (4) - so there should be another 1/1 gap to emphasis the strong upcoming melody instead of the vocals in this case, the 1/2 just feels really random to me because there's like exactly the same thing before but you just start adding objects to it when there's no reason to except than trying to build emphasis which can't really happen when you start going inconsistent.
  2. 01:09:286 (1,2,3,4,5,1,2,3,4,5) - Extremely counter-intuitive that these two bursts lack hitsounding (and thus feedback) so hard when you even mapped a stream with normal hitsounding to a non-existent thing, don't you think?
  3. 01:19:733 (4) - Not mapped to the vocals when you do it every time later on?
  4. 02:05:358 (2,3,4) - I'm wondering how this is supposed to be readable without an extra NC / good readable pattern. Stacked 1/3's are an extreme pain to read and since there's no special NC the player will still expect the rhythm to be either 1/2 or 1/4 just like usual, so in this case the player would tap 1/4s because there's no way to predict / read the 1/3's properly.
  5. Sometimes there are also patterns like 02:10:893 (1,3) - with no real (or clear) concept behind them, so they feel really forced when playing because the pattern is kinda special but there's no music making it fit or anything else that makes it more intuitive
  6. 02:23:750 (1,2,1,2) - lol
  7. 02:51:072 (1,2,3,1) - Since most objects were 1/4 anyway there's nothing wrong with doing the same same here (let alone that there are some 1/4 repeats with a really similar spacing) and 1/8's on this BPM are extremely punishing, so it's just really unneccesary to do this imo.
Tbh I'm too lazy to look at the rest as it's 5.30am already (but mostly there are just questionable rhythms that are inconsistent I guess), so I'll just summarize my (and actually the communities) concern about the final diff: The spacing is really counter-intuitive and already noticably wrong when playing, the diff has no real spacing concept which it should have as it's built around jumps and often the rhythms aren't mapped to the vocals but then do it all of a sudden in the next measures. The other things are probably more subjective, however the objective stuff shouldn't be ignored anyway.
Stjpa

GaterRaider wrote:

@Stjpa:
i guess its time for a break; playing isnt fun at all anymore, i suck at mapping so i cant enjoy it either and modding is meh
You should stick to your profile description since your mod is a whole lot of rambling garbage that you felt the need to put a summary at the bottom. Yes it sounds rude and harsh, but honestly that's just the truth and there's no other way to say it.
And why do you think that I'm not following my userpage? I'm not playing nor mapping at all, and just modding or looking at maps when there's something going on, so I'm actually not doing anything wrong.

GaterRaider wrote:

I don't know how mappers put up with shit like this. If you can't express yourself with a thousand words maybe you shouldn't post here. You talk about things not making sense from an objective perspective and list up a bunch of stuff that are your personal opinion and nothing more, no matter how hard you try to spin it any other way. I don't know in which echo chamber you live in to have seen hate on this map literally everywhere. Maybe you should step out of your bubble for a bit and ignore the circlejerk you see by a few select people in this thread.
So what exactly are you trying to tell? It's true that the things are not exactly objective issues, because then the map would have issues that break the RC which is not the case, they are intersubjective issues which is basically the same. Instead of being extremely passive-agressive on how wrong my mod is and so on I'd actually like you to counter-argument on why my mod doesn't make any sense. If you think that not following the music properly and randomly placed object in the context of the music is good and should be ranked you definitely have the wrong definition of maps. Literally everywhere was a little exaggeration indeed, but I'm in multiple mapping / modding discords that contains a lot of experienced modders / mappers and the majority of them dislikes the map for the reasons I pointed out.
Shiranai
GaterRider: Basically almost all mods is based on personal opinion, in this case this map still on qualified section so every community member have rights to voice their opinion or concern. Attacking someone like that rather too rude lol.
nhlx
ok, so:
i'll try to be as polite as possible, but it might not be possible sometimes

Stjpa wrote:

  1. 00:18:929 (1,2,3,4,5,6) - Let's just go in-depth for on this pattern as an example. Just by looking at this and listening to the music I can't figure out at all what you are trying to emphasize in the music. The most intuitive thing would be the melody as it's by far the most dominant, however that doesn't fit as you are using big spacing from 1 to 2 which is totally fine, but on 3 the spacing gets extremely low in comparison to the previous two objects. Afterwards you are using 4 circles to...yeah, I really have no idea what you are trying to express with those. Would be completely fine if there was something special like you have 00:20:804 (4,5,1) - here (where the melody also hits the red tick to make the explanation short) but that's not the case. So to summarize this pattern, which was only an example of all the thousand similar patterns you have in this difficulty, it's purely random and totally ignoring the music as you are not doing what the music suggests. I'm not saying that the whole map is flawed as you did it correctly at some points, but a lot of patterns are really similar and thus not really expressing the music.
i guess i won't blame you if you won't hear it for the first time, but theres actually a quite quiet 1/2 percussion beat in this part

and 00:20:804 (4,5,1) you can hear theres the other tone so i emphasize that

Stjpa wrote:

00:24:286 (1,2,3,4,1,2,3,4) - In what way is this pattern a lot more intense than everything before? From the objective perspective it seems like you tried to emphasize the different pitches correctly, however that's only partly the case. 00:22:143 (1,1,2,1,2,1) - here you did completely fine, it's extremely noticable that the pitch went a lot higher and another weird noisy sound appears but for some reason you totally escalate with the spacing two measures later and basically make it non-sense as the music gets a lot calmer...and any explanation like "the section is pretty much about to end so I want to emphasize that) doesn't really work as it's not really noticable in the music (and no where near expectable when listening to the song the first time anyway) so there's that.

ok i might kinda agree that this is a bit overhauled, but it also reflects the same pitch change as previously, i do that in other things you pointed out as well

Stjpa wrote:

00:30:715 (1,2,3,1,2,3) - So I can clearly see that you tried to emphasize the higher pitch by using a pattern with higher density, which is totally fine, however you aren't even nearly doing the same 00:32:858 (1,2,3,4,5) - here which is like super confusing because it's just inconsistent, not only density-wise but even spacing-wise it's completely different with not really being anyhing different in the music that gives the player the feeling that the sudden change is justified.
the reason for that is that i bulit up for hitfinish on 00:31:786 (1) -

Stjpa wrote:

00:36:072 - For the ghost stream that actually is already weird enough and not justified at all (yes, your explanation for them aren't satisfying at all and don't really make sense Kroytz), it's even more weird that you aren't highlighting the drums that for some reason land on some red ticks, so basically another major issue where you pretty much just ignore the music.
this is the one objective thing i kinda agree on, i just noticed theres no 1/4 in melody there LOL but still the whole section builds up nicely to the next post-stream section so it's actually negligible if there is a stream there or not since it's still a transition to another part of the music without the noises in the previous one, and the stream shows how you can distinguish that from the previous part

Stjpa wrote:

00:43:572 (1,2) - Hm, ignoring the 1/2 vocals here, mapping the 1/2 melody 00:44:375 (3,4) - here and then all of a sudden give the vocals some love 00:47:858 (1,2,3) - here...
are you deaf? there are no 1/2 vocals in there, this is a perfect place to use two 1/1 sliders

well... and later on i map melody cuz there are no vocals in there?

and then i emphasized vocals cuz they are the most dominant thing? i legit dont wanna be obnoxious at this point but holy fucking shit could you like rehear stuff before you say something?

Stjpa wrote:

These issues are pretty much in the whole map. However, the by far biggest issue in this diff are the screenjumps.

Stjpa wrote:

screenjumps.
LE RAIKONEZEN JUMP TRAININGE MAPER XD TRASH 20 IQ MAPPER ONLY SPAM JUMPS IN EDITROR SO COCKEIZI PLAYS IT

you might not have noticed, but whole map is bulit around these screenjumps, and that's the style i followed in this map. this map is made to make it feel massive and spacious, so it gives the extra vibe to the expirienced player who plays it, since the song itself has some great buildup points in my opinion, and it fits well also

Stjpa wrote:

00:48:929 - in the section starting here you start placing jumps in a way that is not understandable for anyone who listens to the music properly when playing. Because of all the screenjumps you placed here all the emphasis you tried to use in the kiais, which are unarguably the most intense sections in the song by far, completely lose its emphasis and meaning as they are mapped the same way as in non-kiai parts even though they are stronger. Is that intuitive? Not really. Does it make sense? Not at all, and I'm sure you can agree on it, at least a lot of other people who aren't bad at modding / mapping or whatever can. This is just a very big flaw in the maps concepts which is crucial as maps are supposed to reflect the music, which doesn't happen here when you do something like this.
how ununderstandable that i put 1/2 jumps on a fucking 1/2 vocal section? also could you stop going full turbo shiirn autism with your "kiai emphasis" bullshit since it makes zero fucking sense making it a golden unspoken rule of mapping that is forbidden to be broke. if there are jumps that fit and might be bigger than some kiai jumps, why cant i just use them and why would i have to follow some nonsense principal?

Stjpa wrote:

  1. 00:57:233 (4) - This is imo pretty much the same as the white tick on the slidertail of 00:52:679 (4) - so there should be another 1/1 gap to emphasis the strong upcoming melody instead of the vocals in this case, the 1/2 just feels really random to me because there's like exactly the same thing before but you just start adding objects to it when there's no reason to except than trying to build emphasis which can't really happen when you start going inconsistent.
so you call the non-vocal part and vocal part the same? seriosly i start like i cant even treat you seriously anymore

Stjpa wrote:

01:09:286 (1,2,3,4,5,1,2,3,4,5) - Extremely counter-intuitive that these two bursts lack hitsounding (and thus feedback) so hard when you even mapped a stream with normal hitsounding to a non-existent thing, don't you think?
there is a change from normal to drum hitsounding in 01:09:420 (3,4,5) - and a hitclap on 01:09:956 (5) -

and no, they arent counter intuitive. if you're a bad player and you can't play those, that's your bad, not mine

Stjpa wrote:

01:19:733 (4) - Not mapped to the vocals when you do it every time later on?
holy FUCKING SHIT

do i need to put a fucking 130 decibel megaphone right in front of your ear so you can hear that a vocal note starts over here?


Stjpa wrote:

02:05:358 (2,3,4) - I'm wondering how this is supposed to be readable without an extra NC / good readable pattern. Stacked 1/3's are an extreme pain to read and since there's no special NC the player will still expect the rhythm to be either 1/2 or 1/4 just like usual, so in this case the player would tap 1/4s because there's no way to predict / read the 1/3's properly.
ok let me show you how this works:

in most maps, if there's a burst at the end of the slider, it's most likely 1/4 and it has TWO notes (remember capsed numbers, they are important!)
if there are THREE ( :O ) notes in a 1/4 song that isnt a gimmicky map with doubles all the way, it means it's most likely 1/3!

what a shocker right? if you're a good player you will be able to read that on first try, in the worst case you'll just need one restart to understand it

Stjpa wrote:

Sometimes there are also patterns like 02:10:893 (1,3) - with no real (or clear) concept behind them, so they feel really forced when playing because the pattern is kinda special but there's no music making it fit or anything else that makes it more intuitive 02:23:750 (1,2,1,2) - lol 02:51:072 (1,2,3,1) - Since most objects were 1/4 anyway there's nothing wrong with doing the same same here (let alone that there are some 1/4 repeats with a really similar spacing) and 1/8's on this BPM are extremely punishing, so it's just really unneccesary to do this imo.
in the first one, you can hear the pitch coming back and forth, and so does that slider.
in the second one, have you ever seen ohigan fuzzyclap?
in the third one, i'll learn you how to count!
how many ticks are there in one slider overe there? let's count:
one, two, three, four, five, six! whole six ticks. that means it's 1/6, not 1/8

and by the way it used to be 1/8 but it was changed due to complains of other people

i just have no idea how not to be pissed of at someone who makes zero sense, not even subjective, and for sure not objective one. sorry

if it plays bad for you, that just means you're just not good enough at the game, and that's it
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