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Omoi - Snow Drive(01.23)

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ColdTooth
call me if you want an advanced diff, as im willing

i also have tiny concerns on normal w/ od4 and hp4, although don't take that seriously because i must suck at mapping
Monstrata
Maybe don't aim to rank/qualify a map on specific dates so there's not so much stress in fending off otherwise helpful remarks. Bitter/self-righteous people will try extra hard to argue their points if you seem to be rejecting them in order to fit a schedule..
Bursthammy

Monstrata wrote:

Maybe don't aim to rank/qualify a map on specific dates so there's not so much stress in fending off otherwise helpful remarks.
Battle
Meteo L-Drago
why at christmas 2017 tho? doesnt really make any sense tbh. i know that its a reference because of "snow" drive but still.
ConsumerOfBean
its still winter you dont need to wait another 11 months and forget about the map rank it already lul
Zyl
Random Mod


There are too much controversial things about the normal diff...


BHR's Normal



  1. 00:08:230 (1) - Out of screen, i don't really know if i'm the only one...
  2. 00:17:858 (1) - Keep it on the screen.
  3. 00:29:643 (1,2) - Is weird that you followed the song almost perfect right here, but ¿Why you ignore the emphasis with the same sound right here 00:31:786 (1) - & here 00:33:929 (1) - ?
  4. 00:37:143 (2) - Keep it on the screen.
  5. 00:39:286 (2) - I don't feel that need a repeat here 00:39:554 (2) - .
  6. 00:50:000 (3) - And another one off the screen.
  7. 00:53:215 (1) - Looks really bad.
  8. 01:00:715 (2) - ¿Why did you ignored those beats?.
  9. 01:03:929 (1) - Looks awful.
  10. 01:11:429 (2) - Keep it on the screen, men did you know that, those sliders off the screen are unrakable, right?
  11. 01:18:929 (1) - You should map that part.
  12. 02:07:143 (1) - Keep it on the screen...
  13. 02:25:224 (2) - ^.
  14. 02:25:893 (3) - ^.
  15. 03:18:929 (2) - It feels weird.
  16. 03:33:929 (2) - Keep it on the screen...
  17. 03:36:608 (3) - ^.
  18. 03:38:215 (1) - ^.
  19. 03:58:304 (2,3,4,5,6) - This is just too much.

Btw the "Snow Drive Extreme" 1. Haves 2 custom names on the mapset(which is unrankable), 2. the mapping is horrible ¬¬. the whole map haves a Double-A mapping skills, except for that diff.

Also, maybe the modders are link "angry", because why you think that you could rank this on 1/23, men a rank takes like 1 week, ¡2 sometimes! or the simple thing of your "toxic" way to reply to the modders, making them to look stupid, when they are just trying to help you, and you maybe think that you have a perfect mapset, yeah the mapset is good but can improve, try to be a better person and do not think that anything is perfect if you made it, if the people helps you, you should say thanks, if that wasn't helpful you should say: No, thanks, and don't give them a reply them with the purpose of making feel them dumb, that's all.

Good luck on ranking... if this anytime will rank...

Also... the mp4 files... yeah osu! don't recognize them...
Battle
Well, since I haven't replied to like the mods for a while and this is all on my part I might as well reply lol

None of the timestamps you placed regarding offscreen sliders are actually offscreen. What constitutes for an offscreen slider are the ones that are offscreen in gameplay, not editor.
Besides that point, stuff like 01:00:715 (2) - is left purposely unmapped to add emphasis to a certain section, for this the pause creates emphasis on the measure by leaving it unmapped.
00:29:643 (1,2) - is clearly different from all the other rhythms of this section, you can hear that the overall mood of the song has slowed down for this section, which is shown with the different rhythm.
Aaaaaaaand the whole slider looking bad thing is subjective so lol

I dunno about the last thing since it's on rocket's part but that's all from me
Anxient
mapping is hard
3312
vakekok
[Anx's N]
tbh theres kinda too much overlaps even tho i kno its like 4/1 buts its still kinda taxing for new players to read idk
also im kinda confused on where you're focusing at,sometimes you focus on vocal and suddenly you focus on the drums/snares/idk
01:12:500 (3) - nc since the girl strts talking again in here
01:35:804 - y dont put a note here,feels kinda fitting if you put a note here tbh
01:41:965 (3,1) - feel kinda clunky for new players to play
02:07:679 (2,3,1) - why didnt you make it straight like what u did w 02:08:750 (2,3,1) - n 02:09:822 (2,3,1) -
02:12:500 (3,4) - would be better if you can try to blanket this but idk doesnt rlly look like possible
02:43:572 (1,2,3,1,2,3,4) - kinda feels weird that you only put a long reverse slider (1/1 1/2 idk) 02:43:572 (1) - in a part with the same sound repeated several times
03:00:715 (1,2) - parts like this are better if mapped like this imo
Yukiyo
Kroytz forced asked me to look at Anxient's Normal so here I am

-> check all blankets again

-> read this
IRC log where I started modding
2017-02-09 16:44 Kroytz: okay yukiyo
2017-02-09 16:44 Kroytz: unfortunately its still a mod req but, on a single difficulty. normal level. its for snow drive ><;;
2017-02-09 16:44 Kroytz: i got a different request
2017-02-09 16:44 Kroytz: do you thinkyou can help?
2017-02-09 16:44 Yukiyo: normal difficulty?
2017-02-09 16:44 Yukiyo: Ugh
2017-02-09 16:44 Kroytz: goes by quickly at least~
2017-02-09 16:44 Kroytz: free KD tho? ;D
2017-02-09 16:45 Yukiyo: I don't think I can keep up with high level disscussions on normals
2017-02-09 16:45 Yukiyo: i dont kd
2017-02-09 16:45 Kroytz: eh
2017-02-09 16:45 Kroytz: I guess
2017-02-09 16:47 Yukiyo: do ppl even blanket these days?
2017-02-09 16:47 Kroytz: yes
2017-02-09 16:47 Yukiyo: well I guess anxient doesn't
2017-02-09 16:47 Kroytz: ahah..ha..ha.
2017-02-09 16:48 Yukiyo: [http://puu.sh/tVuNL/b130075868.jpg LOOK AT THIS ABOMINATION]
2017-02-09 16:48 Kroytz: yeah I saw that too lol
2017-02-09 16:48 Yukiyo: 01:02:858 (2,3) -
2017-02-09 16:49 Yukiyo: why does that even
2017-02-09 16:49 Yukiyo: it shifts the focus on the white beat of the slider
2017-02-09 16:49 Yukiyo: when accounting for the vocals that's bs
2017-02-09 16:49 Kroytz: ask him not meeeeeeee
2017-02-09 16:49 Yukiyo: imo
2017-02-09 16:49 Yukiyo: you asked me to look
2017-02-09 16:50 Kroytz: I mean like, in mod post thing yknow
2017-02-09 16:50 Yukiyo: I can post this log
2017-02-09 16:52 Yukiyo: 01:15:447 (3) - missing the great big white tick ;(
2017-02-09 16:52 Yukiyo: 01:22:411 (3,3) - using the same space here feels awkward
2017-02-09 16:52 Yukiyo: and gives
2017-02-09 16:53 Yukiyo: ... it's jus something you haven't done before
2017-02-09 16:53 Yukiyo: ok I'll do the rest via post
2017-02-09 16:53 Yukiyo: xd
2017-02-09 16:53 Yukiyo: sorryy
2017-02-09 16:53 Kroytz: ty~ ^^;
2017-02-09 16:53 Yukiyo: XDDD
2017-02-09 16:53 Kroytz: XD

02:06:072 (1,2) - why not use the actual 1/3 rhythm here should not cause any problems if placed correctly it's a normal step it up (and that of a 230bpm song at that)
02:26:429 (1,2,3,4) - this embodies alot less intensity than 02:24:286 (1,2,3,4) - ... make them the same, vocally speaking the same stuff is happening
02:26:429 (1,2,3,4,1,2,3,4) - Why are those the same rhythms while the second combo totally changes up vocals and increases intensity
02:57:500 (3) - I think a reverse silder would be a better way of capturing the long held sound as the player is not pressing anything while still getting the drums. Also it creats rhthym parellilsm with 02:56:429 (1) - which are both held notes and in this sense equal.
03:17:858 (1,2,3,1,2,3) - Too many repeat sliders for the amount of build up intensity imo

There seem to be alot of inconsistency in similar parts with different rhythm though I am not a professional when it comes to normals

Isuck
Anxient

3312 wrote:

vakekok
[Anx's N]
tbh theres kinda too much overlaps even tho i kno its like 4/1 buts its still kinda taxing for new players to read idk - not really confusing i think. i used the same positions of previous notes repeatedly, but nothing like overlaps.
also im kinda confused on where you're focusing at,sometimes you focus on vocal and suddenly you focus on the drums/snares/idk - focus on whatever is most prominent is how i roll tbh. always worked for me.
01:12:500 (3) - nc since the girl strts talking again in here - applied
01:35:804 - y dont put a note here,feels kinda fitting if you put a note here tbh - trying to play it safe and avoid issues that involve spinner gap on lower diffs. if a BN/QAT specifically says thats its fine to map this, ill do it.
01:41:965 (3,1) - feel kinda clunky for new players to play - changed the angle
02:07:679 (2,3,1) - why didnt you make it straight like what u did w 02:08:750 (2,3,1) - n 02:09:822 (2,3,1) - as much as i love straight sliders, i feel even this part would feel too stiff if i didnt add something to BREAK THE SNOW
02:12:500 (3,4) - would be better if you can try to blanket this but idk doesnt rlly look like possible - its possible, and i just fixed it. hoo hah!
02:43:572 (1,2,3,1,2,3,4) - kinda feels weird that you only put a long reverse slider (1/1 1/2 idk) 02:43:572 (1) - in a part with the same sound repeated several times - if i kepy with the 1/1+1/2, it would feel repetitive as all hell, and definately not exciting to play.
03:00:715 (1,2) - parts like this are better if mapped like this imo - id be ignoring alot of drum kicks if i did that. drums take more priority than the synth imo.
big thank!

Yukiyo wrote:

Kroytz forced asked me to look at Anxient's Normal so here I am

-> check all blankets again

-> read this
IRC log where I started modding
2017-02-09 16:44 Kroytz: okay yukiyo
2017-02-09 16:44 Kroytz: unfortunately its still a mod req but, on a single difficulty. normal level. its for snow drive ><;;
2017-02-09 16:44 Kroytz: i got a different request
2017-02-09 16:44 Kroytz: do you thinkyou can help?
2017-02-09 16:44 Yukiyo: normal difficulty?
2017-02-09 16:44 Yukiyo: Ugh
2017-02-09 16:44 Kroytz: goes by quickly at least~
2017-02-09 16:44 Kroytz: free KD tho? ;D
2017-02-09 16:45 Yukiyo: I don't think I can keep up with high level disscussions on normals
2017-02-09 16:45 Yukiyo: i dont kd - he lied.
2017-02-09 16:45 Kroytz: eh
2017-02-09 16:45 Kroytz: I guess
2017-02-09 16:47 Yukiyo: do ppl even blanket these days?
2017-02-09 16:47 Kroytz: yes
2017-02-09 16:47 Yukiyo: well I guess anxient doesn't - coz i suck at it.
2017-02-09 16:47 Kroytz: ahah..ha..ha.
2017-02-09 16:48 Yukiyo: [http://puu.sh/tVuNL/b130075868.jpg LOOK AT THIS ABOMINATION] - hey i fixed that >:[
2017-02-09 16:48 Kroytz: yeah I saw that too lol
2017-02-09 16:48 Yukiyo: 01:02:858 (2,3) - i-is it really a problem?
2017-02-09 16:49 Yukiyo: why does that even
2017-02-09 16:49 Yukiyo: it shifts the focus on the white beat of the slider
2017-02-09 16:49 Yukiyo: when accounting for the vocals that's bs
2017-02-09 16:49 Kroytz: ask him not meeeeeeee
2017-02-09 16:49 Yukiyo: imo
2017-02-09 16:49 Yukiyo: you asked me to look
2017-02-09 16:50 Kroytz: I mean like, in mod post thing yknow
2017-02-09 16:50 Yukiyo: I can post this log
2017-02-09 16:52 Yukiyo: 01:15:447 (3) - missing the great big white tick ;( - ok sweetie
2017-02-09 16:52 Yukiyo: 01:22:411 (3,3) - using the same space here feels awkward - same tbh
2017-02-09 16:52 Yukiyo: and gives
2017-02-09 16:53 Yukiyo: ... it's jus something you haven't done before
2017-02-09 16:53 Yukiyo: ok I'll do the rest via post
2017-02-09 16:53 Yukiyo: xd
2017-02-09 16:53 Yukiyo: sorryy
2017-02-09 16:53 Kroytz: ty~ ^^;
2017-02-09 16:53 Yukiyo: XDDD
2017-02-09 16:53 Kroytz: XD
2017-02-09 ??:?? Anxient: XD

02:06:072 (1,2) - why not use the actual 1/3 rhythm here should not cause any problems if placed correctly it's a normal step it up (and that of a 230bpm song at that) - it felt like using 1/3 in a 230 bpm song would be too fast (rhythm wise anyway). Like ermahgerd so sudden yo!
02:26:429 (1,2,3,4) - this embodies alot less intensity than 02:24:286 (1,2,3,4) - ... make them the same, vocally speaking the same stuff is happening - they are though? i mean sure the repeat is in different places but thats because of the vocals.
02:26:429 (1,2,3,4,1,2,3,4) - Why are those the same rhythms while the second combo totally changes up vocals and increases intensity - changed it up a bit.
02:57:500 (3) - I think a reverse silder would be a better way of capturing the long held sound as the player is not pressing anything while still getting the drums. Also it creats rhthym parellilsm with 02:56:429 (1) - which are both held notes and in this sense equal. - it would feel to repetitive if i did that, no?
03:17:858 (1,2,3,1,2,3) - Too many repeat sliders for the amount of build up intensity imo - although i disagree , i agree i went overboard on the repeat sliders. changed some up.

There seem to be alot of inconsistency in similar parts with different rhythm though I am not a professional when it comes to normals - reeeee

Isuck - rlynow
thanks yall http://puu.sh/tVwNY/5f94077a47.osu

remap inc
Saileach
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?
02:18:929 - Feels Very empty considering there is clear things that could be mapped here
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.

Sorry for the short mod, didnt have much time
sdafsf
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
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.
01:28:974 (2) - ^
01:30:045 (2) - ^
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).
03:59:643 (1) - make this end hitsound louder
bad mod sorry :(. i didnt really find anything bad so i tried hard to find things i dont like
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~ :)
Xexxar
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 ...
squishyguppy
Congrats on qualify, kroytz, too bad some people shiirn have to try and take your accomplishment and use it for their own attention.
Okoayu
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.
Xexxar

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
Super Creek
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
Super Creek
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
Pachiru
Is it possible to avoid those toxic answers? That would be nice I guess, and there is no reason to be angry, just do a discussion without being angry ^^
Topic Starter
Kroytz
@Pachiru: I can't speak for Raikozen, but when you have someone question your entire mapping integrity in great length, and then make claims that it is 'objectively shit', it's not hard to see as to why one should feel upset - especially when that user made direct offenses to him.

Stjpa wrote:

Yes it sounds rude and harsh, but honestly that's just the truth and there's no other way to say it
^ straight up rude btw.

Also, @GaterRaider congratz on your first forum post~! Seven years without a single comment is quite admirable in some way :3
pkhg

Raikozen wrote:

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
u better map actual sounds rather things that are barely hearable (if they really exist)

00:18:929 (1,2,3,4,5,6) - agree with stjpa, just take a look at arieeru's map. rhythm makes a lot more sense than urs tbh

didnt read the entire thing cuz too lazy but the map still can be improved a lot gl
Stjpa
Maybe you should start reading my stuff carefully and properly, it's noticable that you didn't do that in your first answer already


Raikozen wrote:

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
The lower spacing of 00:19:197 (2,3) - is still not really justified, you emphasized the melody with bigger spacing but totally ignore it here which I find still questionable as you didn't answer that. The transition from 2 to 3 seems completely fine since there's a percussion, ok fine, but 1) why is it not hitsounded at all to give the player feedback that there's a percussion and 2) why is 00:19:733 (5,6) - mapped even stronger without really having anything it could emphasize?


Raikozen wrote:

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
I don't really understand how it can even reflect the same pitch when the pitch is noticably lower and the previous pitch was like 2-3 seconds ago, so basically not relevant at all anymore.


Raikozen wrote:

the reason for that is that i bulit up for hitfinish on 00:31:786 (1) -
Fair enough, but there's still no reason to map the second build-up less intense when the intention of you is still the same there. Previously you cared about percussion and tried to give it extra emphasis, but 00:31:518 (3) - here you suddenly stop doing it. Not only that, 00:32:858 (1,3) - these have pretty much the same issue. And the overall spacing shouldn't be that much lower, it seems that the melody has a little lower pitch, but the spacing is going so much lower with barely a noticable change when not listening to it multiple times.


Raikozen wrote:

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
That's a reasoning you could use in any map if there's an actual stream leading into a new section. And there's still no reasoning on why you would avoid mapping to the strong drums in the background then.


Raikozen wrote:

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?
No vocals? I clearly hear 00:43:706 - an S here and an U 00:43:840 - here, so there are actually vocals lol.


Raikozen wrote:

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
You are exactly repeating what I was saying and I gave you the reasoning on why it's not working as intended. If a map is built around (screen)jumps then they need to be special and emphasized, which can't happen here if you are using them in the whole map and thus not really giving the feeling of the structure you claim to use. Yes the song has great build-ups for sure, but you can emphasize everything differently (not only different spacing) so make everything feel more intuitive and unique.


Raikozen wrote:

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?
I'm not saying that jumps outside of the kiai can't be larger than or equal to kiai jumps, however it's simply not possible here because the kiais are by far stronger because of the stronger melody and higher pitched voice so mapping them just the same is not mapping the difficulty accordingly to the music and reflecting it properly. Is that really that non-sense? I don't think so, and a lot of others don't think so either, so you have to do it properly because this is still a community-driven game.

Raikozen wrote:

there is a change from normal to drum hitsounding in 01:09:420 (3,4,5) - and a hitclap on 01:09:956 (5) -
When using the default skin which is common sense when discussing about hitsounding, it's way too hard to notice it which doesn't make sense considering the ghost-stream has a lot better hitsounding that gives good feedback even though there's no stream in the music...


Raikozen wrote:

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?
My bad that I worded it wrong. What I meant is that you aren't using a 1/1 slider for the long vocals like you did 01:20:000 (1,1,4) - and so on


Raikozen wrote:

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!
This is common sense for you maybe, but not for some modders (like me in this example) or any player who doesn't analyze every damn map to learn different mapping techniques or anything like that.


Everything else I didn't comment was just irrelevant or stuff that isn't nearly as important as the stuff I commented.
Naxess
Greetings

00:36:072 - This is not constant 1/4 in the song, but this is 00:39:822 - , which in turns ruins the coherence of the last stream. There's also the parts that Kisses mentioned. EDIT: Since this was answered, I'll add that reflecting the song itself is more important than making for a good transition. You can always accomplish both goals without resorting to the way it is currently done.

00:37:143 - 00:37:947 - 00:38:215 - 00:38:483 - Other snares are seemingly ignored between the repeats, 00:37:545 - 00:38:884 - . Try this instead.

00:49:733 (5,6) - 00:51:875 (3,4) - 00:53:483 (3,4) - 00:54:018 (3,4) - Snare to low-pitched vocal parts look misspaced, in comparison to the notes with actual impacts, 00:53:215 (1,2) - 00:53:884 (2,3) - , for example.

00:58:304 (1,1) - 00:59:375 (1,1) - It was argued that these were a cause for 02:03:661 (3,1) - , yet they their context is very different, and that's what makes it out of place.

00:59:911 - This is placed half a beat too early according to the prior pattern 00:58:840 - 00:57:768 - and should be moved to 01:00:045 - , in which case 01:00:179 (1,2) - can be removed and stream started on 01:00:313 - , where the drum-kicks are initiated, as a way to make the rhythm more recognizable after 00:59:241 - 00:58:170 - .

01:05:268 - Unlike 01:03:527 - 01:04:197 - 01:04:599 - , there's a vocal here which may want to be stressed, since they're being followed so closely anyway. Make the slider a 1/2 and place a circle here. Refer to 01:07:545 (2,3) - . Same goes for 02:21:340 - and any other occurrences.

01:11:563 - Filling this musical gap in with a circle is rather uncalled for. No impact here, but there is at 01:11:295 - , try using that cue to prevent multiple sliders after each other, and to keep this consistent with 01:12:500 (1) - 01:13:572 (1) - .

01:15:179 (1,2) - Since this is so close to 01:15:581 (4,1) - , the latter pattern loses the contrast it was supposed to have, and in turn makes it stand out less. Generally this is solved by using a different type of note, a slider in this case, but that wouldn't follow the vocals as well, right? That's where the spacing concept becomes a problem.

01:29:911 - See no reason to stray from the vocals here. Nothing in the song seems to suggest it. In turn, 01:30:045 (2,3,4,5) - looks very out of place for this section, considering that the majority or other notes here are sliders.

01:39:822 (5,7) - These are distinct sounds, yet they're just like any other note before and after them. It may be that they have a little more spacing than other notes, but this wouldn't be noticeable, due to the low potential of contrast in spacing we established earlier. Look at 01:39:286 (1,2) - , for example.

02:07:411 (3,4,1) - Every two beats, there's a stronger vocal compared to the rest, indicated by the new combos. However their spacing is questionable when making these comparisons. Preferably it would both be visually indicated as well as accentuated. Applies for 02:07:947 (3,4,1) - 02:08:483 (3,4,1) - etc.

02:09:822 - Considering that every two beats have a new combo, this is probably unintentional.

02:12:902 - This vocal is different, and extends over 02:13:036 (1) - , yet the combo placement and spacing seems to contradict that. Could always turn 02:12:902 (4,1) - into a slider otherwise. Vocals are followed throughout the map, after all.

02:19:063 (2,1) - Similarly to 02:18:527 (1,2) - , this is also a group, and should not be continued nor NCed in this way. In comparison, the spacing of 02:19:465 (1,2) - is not warranted, as the two impacts worked with are actually at 02:19:599 (2,1) - .

02:32:858 - This is actually 1/3 snapping up until 02:33:929 - , not 1/4, and applies to all difficulties.

03:16:518 - Considering that a vocal beings here, try changing (2) to a 1/2 slider and have (3) start from 03:16:518 - , extending it to 03:16:920 - .

Qualified maps receive a lot of publicity, so it only makes sense that they would also receive more feedback as a result. "No one said anything before it was qualified!", is therefore kind of missing the point. Most of the time, it's not that no one said anything, it's that no one saw the things in question. The post-qualification process allows the community to share their opinions of the map before it reaches the ranked section. A kind of test version, if you will. Should the reasons be sound, valid and important to the quality of the map, as judged by the Quality Assurance Team after being reported to them, it will be disqualified for further processing. It may be difficult to regain a qualification after this, but that's the whole point. It is necessary to make sure no other issues remain in the mapset before it is, once again, qualified.

Also, Raikozen, please stay calm when responding to mods. It's very rude of you to attack the modder (and other modders at the same time, apparently) for their reasons, rather than the reasons themselves. We're sharing our opinion of the map, in order to help you help yourself improve upon it, so don't take it personally. If you don't agree with something, tell them why, do not insult them for not seeing what you're doing. I would highly suggest you read over the Code of Conduct before making any more responses.

Raikozen wrote:

if it plays bad for you, that just means you're just not good enough at the game, and that's it
This is also a really bad attitude. Just because a modder can't play the map, does not mean they can't bring valid arguments.
hi-mei

Naxess wrote:

This is also a really bad attitude. Just because a modder can't play the map, does not mean they can't bring valid arguments.
Its not true. If you cant play the map, that means that your arguments are losing its value, so if you mod that way, the arguments you provide will be more theoretical rather than practical, which means its more subjective than objective. Which means, the way you understand mapping in theory can be way different from others (or the mapper in question rn), tho the mapping theory can be explained widely, so... uh.
In other words, if you cant play the map, your mod will be just as vague shit at some points, which is a waste of your/mappers time and it doesnt contribute to the map itself.
Seijiro
I wonder when you guys will learn that subjective opinions are perfectly fine in the ranking process...
As long as the person states his reasons and provides examples of what he's saying, it's perfectly fine, so stop with your memery already.

If others don't like your work they have all the rights to tell you so (in a polite way, obviously)
Spoiler: it has always been like this
vipto

MrSergio wrote:

I wonder when you guys will learn that subjective opinions are perfectly fine in the ranking process...
As long as the person states his reasons and provides examples of what he's saying, it's perfectly fine, so stop with your memery already.

If others don't like your work they have all the rights to tell you so (in a polite way, obviously)
Spoiler: it has always been like this
Word.
hi-mei

MrSergio wrote:

I wonder when you guys will learn that subjective opinions are perfectly fine in the ranking process...
As long as the person states his reasons and provides examples of what he's saying, it's perfectly fine, so stop with your memery already.

If others don't like your work they have all the rights to tell you so (in a polite way, obviously)
Spoiler: it has always been like this
You probably dont understand (and im baffled of that tbh, considering ur position in staff), that for now, we got an RC with VERY distinct things in it.
The mod on stuff, that DOES NOT break the RC, can be considered as subjective and its up to mapper, if he should apply it or not.


By forcing your opinion you breaking the current Code of Conduct:



^ unless it breaks the RC ^^^^


Also, for those who's trying to basically nuke this map (or maps in general, like Stjpa's mods usually), the Code of Conduct also contains this:
When pointing out "issues", inspect each thoroughly consider exactly what it is about the particular "thing" you dislike. Then, try to offer a potential solution or improvement and consider exactly how that suggestion will improve the map. If necessary, try multiple suggestions to see which work best - The more help you can offer the mapper, the better.

Means, the mod, that consists of things like "this is shit cuz ... uh i think its shit" are wrong initially.

I think that most of the current BNG didnt even read the Code of Conduct >_>
Nozhomi
Since there's some discussion here, I would try to add small stuff about Raikozen's Everlasting Memory diff :

  1. 00:10:358 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,5) - Spacing shoun't increase like that. The intensity on vocal remain constant here, so increase spacing don't fit music as it should. Smth more organized like on the previous diff works with it much better.
  2. 00:36:072 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8) - I don't understand how you built this stream. I feel like these reverse are placed randomly in the middle. Drums follow a certain pattern, like you can hear drums are stronger at 00:37:947 - , so this would be a nice place for your kicksliders. Also I don't know why you changed the spacing for 00:39:018 (3,4,5,6,1) - .
  3. 03:35:000 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - This is something I talked with BOUYAAA. You did this part with only 3 objects patterns, but if you try to emphasis vocal here, it doesn't work since it works on a tempo of 4 beats + a silent one. So spacing like 03:35:402 (1,2) - are just overdone jumps who don't fit the song as intended.

Also take a look on some of Stjpa suggestions, and some of these makes sense and should be adressed correctly imo.
Winnie
I feel its always the same people who come on in and give their critique after a map is qualified. 95% of the time its the same people the other 5% like myself just sit and laugh as the argument unfold. I would love to help but I'm shit garbage and useless to anyone. Then again I do spent 2 hours a day reading a lot of mods for fun anyways. GL friends :)
defiance
You know I think it's common sense that you should be a bit respectful during modding and respect people opinions. Even if you don't agree with them. The language used recently kind of makes me lose hope on how modding is supposed to help people improve their maps now and later. Now it seems people are taking offense to them. Even if the person just wants to argue, you should still be respectful.

Yeah, drama is interesting to look at and nice to discuss your opinions on it. This. This is too far.

At least have some decency, this is a circle clicking game, not real life.
xLolicore-
I don't think Raikozen's attitude would help in ranking stuff, but I do wish your mapset the best Kroytz :/
Topic Starter
Kroytz
I'd like to know who deleted my response to Naxess - I don't think what I said was out of line and if they were I apologize but I was only trying to reason for some things pertaining to Raikozen's diff since it seems like all this attention is only welcoming a hate train. (I can see why the post deletion for Raikozen but honestly I've seen worse threads with worse responses slide through).

The post deletions also make it feel like our opinions/statements are unwelcomed here so it's a bit unfair and disheartening to see that happen to the creators. It's almost like we're not even given a chance to address the concerns of others.
pkhg
avoid bad words
Arusamour
one thing for sure: raikozen said too much. swearing to that extent was a little silly, i must say.

second thing for sure: i am puzzled as to how many of you guys are so stumped on his over-reaction and not the content. he's trying to provide information, yet you boys create ruckus like children and then deem it drama. also, "like children"? oh wait, many of you guys are full-grown adults... haha never mind that.

arguments strive interesting conversations but i can't say that was one. If you can't provide valuable points, stop adding nonsense to the equation.

fuck fuck dick wank.
Irreversible
Loctav
Heads up: If I see a single insult from anybody that is involved in mapping this mapset, I'll just nuke it and you can carry this discussion to the grave.
If I see a single BN getting rude again, I'll just throw them out.
Discuss reasonable, stay on topic, stay on the matter, basically read this red text Irre posted and stop behaving like you just graduated from your local kindergarten. Thank you very much.

@-himei if you dont know how the modding process work, please get lost or discuss that somewhere else. Just because it is not breaking the RC doesnt mean that no debate about the matter is permitted or that stuff still can't be wrong. And apparantly someone nailed something on your forehead, because this is like the 9023490390349509305935902123843298th time that someone told you this and you are still too dense to get it. Can you just quit it altogether and stop teaching people about an ecosystem that you clearly never understood yourself? On a second note, you can discuss your displease about how the modding ecosystem works in its own thread, not in map threads that are only reserved for discussions about the map self. If you fail to abide that, we will have to make sure that you simply never post in this threads again - ever.
Stjpa
Just to clear things up from my side: I never intended to come off passive-aggressive in my mods so if they did I'm sorry for that, I know what stuff was rather rude so I learned from that as well

However most of my concerns still stand, so we will see if things will get solved on the normal way or not. If Raikozen prefers Kroytz to handle all that I'm open for a discussion via Discord

Also, I can still do a full mod instead of only discussing the "bigger concerns" just in case you want it
Shiirn
Attacks and dissenting opinions towards a map are not necessarily personal attacks on the mapper. This is something everyone should try to remember, as it's very easy to feel as if your opinions are being disregarded when presented with conflicting ones.

Your maps are not you. They are not an extension of you, no matter what you may feel on the matter. They are something that are created, and once ranked have officially "grown up" - they're no longer under your control. Ranking a map is by definition ceasing all development and putting out a final, unchangeable copy. You'd best be ready for that.

Maps do not have feelings. Mappers do. People get pissed off when they feel their opinion is being disregarded, or when they feel people aren't giving them the respect "they deserve" by implying, or in many cases, outright saying, that they feel the mapper did something incorrectly.

The main conflicts people are bringing up with this map proper are based on what constitutes "proper representation of the song". The biggest nail of discord there is that the song itself is extremely messed up and hard to follow. As such, different levels of experience in music, listening, or even possibly physical gear (headphones, speakers, etc) can be causing massive changes in what each person hears in this track.


This is why I went to so much effort to point out how horrible this track was - not the map, not the mappers, the song itself. A song that has this much conflict over what even constitutes the basic rhythms and melodies really shouldn't have a difficulty over 6.5*. And that's being generous.
Mun

Shiirn wrote:

Your maps are not you.
Pira

Mun wrote:

Shiirn wrote:

Your maps are not you.
So I'm not shit woot
Ascendance

pkhg wrote:

avoid bad words
allein
please enjoy game
xtrem3x
A little observation ...

> p/5872808
> p/5876534

Kudosu during Qualified (excent of kudosu) ??

And a personal opinion on Raikozen beatmap (I know it's not worth much because I'm a taiko player) but I see it too excessive even to think that cookiezi can pass it in S, those jumps are very wide.
Okoayu
Hi, after looking through all the points brought up about raikozen's diff there are quite a lot of logical arguments that should be discussed properly so I'm pulling this out of qualified for the time being.

Make sure to go over all mod posts again as they contains a lot places where the map simplifies the song for little to no reason
Anxient
idk which ones has been responded to, and which ones hasnt been responded to, so heres every mod post that has touched this forum thread post-ranking.


good luck kroytz and co.!
Topic Starter
Kroytz
Mm most have been responded to before, but the posts got deleted. Not sure what's gonna happen here but uh... we'll see I guess.
idke
raikozens diff is ok leave it alone just let me farm my 700pp already
hi-mei

Loctav wrote:

@-himei if you dont know how the modding process work, please get lost or discuss that somewhere else. Just because it is not breaking the RC doesnt mean that no debate about the matter is permitted or that stuff still can't be wrong. And apparantly someone nailed something on your forehead, because this is like the 9023490390349509305935902123843298th time that someone told you this and you are still too dense to get it. Can you just quit it altogether and stop teaching people about an ecosystem that you clearly never understood yourself? On a second note, you can discuss your displease about how the modding ecosystem works in its own thread, not in map threads that are only reserved for discussions about the map self. If you fail to abide that, we will have to make sure that you simply never post in this threads again - ever.
Im sorry.
You probably dont know what is going on here, aside from the discussion about the map in question. Check your email.


Shiirn wrote:

Attacks and dissenting opinions towards a map are not necessarily personal attacks on the mapper. This is something everyone should try to remember, as it's very easy to feel as if your opinions are being disregarded when presented with conflicting ones.

Your maps are not you. They are not an extension of you, no matter what you may feel on the matter. They are something that are created, and once ranked have officially "grown up" - they're no longer under your control. Ranking a map is by definition ceasing all development and putting out a final, unchangeable copy. You'd best be ready for that.

Maps do not have feelings. Mappers do. People get pissed off when they feel their opinion is being disregarded, or when they feel people aren't giving them the respect "they deserve" by implying, or in many cases, outright saying, that they feel the mapper did something incorrectly.

The main conflicts people are bringing up with this map proper are based on what constitutes "proper representation of the song". The biggest nail of discord there is that the song itself is extremely messed up and hard to follow. As such, different levels of experience in music, listening, or even possibly physical gear (headphones, speakers, etc) can be causing massive changes in what each person hears in this track.

This is why I went to so much effort to point out how horrible this track was - not the map, not the mappers, the song itself. A song that has this much conflict over what even constitutes the basic rhythms and melodies really shouldn't have a difficulty over 6.5*. And that's being generous.
With the time the map becomes as an embodiment of its mapper's soul's expression. When somebody continuously tries to change it/nuke it, or just inhibit the ranking of it, the whole discussion becomes personal.
You cant deny anything from ^
It is truth for any map and any mapper that got some experience in mapping and the mapping itself for him (you, me, everyone) becomes an
expression of his feelings
that is personal. It is true for eveyone here who stopped mapping to the "beat" after realizing what mapping is in its advanced form.
AshbeII
Someone needs to watch more pishifat videos about jumps

But really can't the jumps be moved on actual beats and the spacings made more acceptable? that's all that people here want and I'm sure you can do that while mantaining your maps identity
Shiirn

-himei wrote:

With the time the map becomes as an embodiment of its mapper's soul's expression. When somebody continuously tries to change it/nuke it, or just inhibit the ranking of it, the whole discussion becomes personal.
You cant deny anything from ^
It is truth for any map and any mapper that got some experience in mapping and the mapping itself for him (you, me, everyone) becomes an
expression of his feelings
that is personal. It is true for eveyone here who stopped mapping to the "beat" after realizing what mapping is in its advanced form.
Modders who hate your maps are not clawing through the fabric of reality to tear at your soul. Your creation is intangible, it cannot be damaged or destroyed unless you let it be.

Just because it's important to you doesn't mean that you need to be a neurotic sociopath to protect it from things that cannot hurt it.

The same applies here. Personal attacks are pointless; attacking the map has purpose as the moment you push your map for ranking you are by your own choice putting it under review by opinions that are not your own. Being able to be objective and logical about your own emotions is literally what "maturity" is about.


If you truly wanted to have a map be a personal bastion of your feelings and soul, you would not try to rank it. They're mutually exclusive.
Sieg
fun and challenging style, don't hurt mapper's spirit please
hi-mei

Shiirn wrote:

Modders who hate your maps are not clawing through the fabric of reality to tear at your soul. Your creation is intangible, it cannot be damaged or destroyed unless you let it be.

Just because it's important to you doesn't mean that you need to be a neurotic sociopath to protect it from things that cannot hurt it.

The same applies here. Personal attacks are pointless; attacking the map has purpose as the moment you push your map for ranking you are by your own choice putting it under review by opinions that are not your own. Being able to be objective and logical about your own emotions is literally what "maturity" is about.


If you truly wanted to have a map be a personal bastion of your feelings and soul, you would not try to rank it. They're mutually exclusive.
You are missing the point that most of us (mappers) are ranking stuff to show everyone our perspective of view of music, and the feeling we are experiencing while listening to the song.
Same applies to you in first place.
and to me as well.
We can not just express all the stuff we are experiencing during the listening to the music in words or something. Mapping is the answer at most points of it, but huh... talking about "when you about to rank your map, get ready for it to be destroyed/modified at parts"
I think theres a borderline for "making things to become personal offense" and "improving the map".
Basically, as we all know here, the more attention map gets, the more opinions people expressing here about it, and the more chances for it to basically die, just because theres no distinct borderline of "what is good/bad", aside from RC/Code of conduct, which are vague at some points.
Which is confusing for mapper, cuz, you never know what is "optional enough" to skip or "bad enough" to change,, because, eventually, the more people comes, the more stuff you must respond to, the higher chance that you wont handle everything alone.
so in conclusion I can say that people here should distinguish the stuff that is bad, optional and their own opinion.
by making mods here, some (or maybe most) of you combining these 3 ^ into 1
which doesnt contribute anything good for mapper, for your reputation and for map itself.
idke
this discussion about mapping is more verbose and pretentious than the memes itself
Seni
mapping is literally the worst thing ever
Seijiro
You can express all the things you want, but ranking something means making it "official content of the game"
If you want to try out stuff do it, but don't pretend to make it for ranking x)

-himei wrote:

theres no distinct borderline of "what is good/bad", aside from RC/Code of conduct, which are vague at some points.
The BNg exists for that purpose. Like it or don't like it you have to pass their opinion and in this case, the community's too.

Is it bad? Ok
Is it optional? We can consider it
It is personal opinion? By all means it is accepted

Now, can you like... focus on the map instead of debating mapping itself here?


-himei wrote:

you never know what is "optional enough" to skip or "bad enough" to change,, because, eventually, the more people comes, the more stuff you must respond to, the higher chance that you wont handle everything alone.
Make a really good map to begin with and people will come praise you instead of complaining :p
If you can't "express" your vision in an easy-to-understand manner then you failed.
It's like... "are people not understanding what I'm saying or is it me who can't explain things?" kind of thing.

Anyway, I believe it is pointless to keep arguing on the meaning of or how people complains
Saileach
Press F to pay respects
Chippy
From my modding queue~~~

-Couldn't find anything wrong, great map! (o u o)b
chainpullz

MrSergio wrote:

If you can't "express" your vision in an easy-to-understand manner then you failed.
It's like... "are people not understanding what I'm saying or is it me who can't explain things?" kind of thing.
Quoting for emphasis even if it's a general statement not particularly directed at this map. It applies to much more than just mapping and is an important lesson everyone has to learn eventually so I feel it has value even if this "isn't the place for it."

To add a further example from experience as a software engineer, the time of your developers is generally one of your more valuable assets. Code that works but no one understands will just lead to net losses later on.

Aesthetics and clarity of expression aren't going to make or break a map but the lack of them is just going to lead to a lot of wasted time if/when anyone has to mod your map.
WORSTPOLACKEU
I have gone over this map many times and my opinion is that lots of stuff that is mentioned by Stjpa and other modders don't really improve the map in any way. Especially the kiai thing, what should he do there if he already built the map around that and used it in non-kiai version?

Maybe his "you're too bad to play the map so you don't know" actually could be applied here since I even asked some players about stuff that is mentioned in mods and I don't know, we don't see a problem and there is no need for further improvement? Unless you want to improve this map to infinity, which could be done for every map in existence.

Personally, I don't understand some things that are mentioned because when I play this map I do not see the problem while playing or in edit.
If needed later on I can mention those mods and talk about them but I just don't feel like it is needed right now

Imo there's a reason why there are playtests from appropriate players regarding all kinds of maps, yeah very experienced mappers can probably see most of the problems if there are any but they will not feel the same "awkward" movement while playing or think there IS one where it is not.
I base this assumption on the fact that I see many situations like that in maps that are mapped by very experienced mappers that are not really good players, these maps tend to have really awkward movements in random places because the mapper is focusing solely on the song sounds but not playability. I see this mostly in the case of jumps, where mappers just place random antijumps or after following a certain logic with the jumps like changing the direction at the same beats and randomly deciding to stop it and making antijump which is in a very random spot because "song changes" but that makes that part play really bad and it can be done in different ways to make the song play better.

This is the reverse case imo in some situations, sacrificing being 100% with the song to match the difficulty and make the diff less awkward in playing.
I think if there is anything that doesn't suit the song perfectly it is there for a reason, Raikozen is not a person who wouldn't think of why he put a certain rhythm or note in a certain spot.

I hope you will stop trying to improve this to infinity because it will not yield any results, this map can be better in everyones eyes in different ways but will it really be better if you change that little thing to your liking instead of Raiko's liking? Probably not seeing how the map is right now.
squishyguppy

Loctav wrote:

@-himei .
-himei your discussion here is pointless please take it somewhere else
Nao Tomori

WORSTPOLACKEU wrote:

Stuff
you missed the point entirely.

a map playing "well" (or comfortably, which is what you mean ofc) has absolutely nothing to do with its quality. it's really really easy to make a map that has a high star rating and plays perfectly comfortably since it uses exclusively sharp angles and has no major spacing changes, etc etc etc. that's what raikozen did here. there's nothing WRONG with doing that either.

the issue with this map that most people who modded it are talking about is from the theory side of it, where what "should be emphasized" is not and what "should be followed" is not. talking about how it plays is entirely irrelevant since any player that can play 8 star maps with some level of ability won't be put off by high spacing sharp angles or overmapped streams. therefore, people are talking about how raikozen could, in their opinion, use objects to represent the song better from a theory perspective.
Okoayu
especially naxess' mod pinpoints a few things that that have only been explained in weird ways (aka by kroytz instead of raikozen for a reason i don't get) or in ways that ended up getting removed from here

just throwing my own opinion into the mix tho, can't hurt lol. The layout of this map is questioned even by people that can't really play it (all i struggle with for example is streaming the 220 without warmup) that well because the map itself is very simplistic so judging the way it plays doesn't require you to do much besides being familiar with how movement through patterns works (unrelated: spaces to the list are just to separate separate throughts better and increase readability)

  1. 00:13:572 (1,2) - i think going along the way 00:11:161 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,6) - suggested which is going for following vocals would actually make that more predictable, you currently have 00:13:974 (2) - which is off-beat from that so using two 1/2 sliders would make more sense with your overall structure you had so far, also applies to 00:14:643 (1,2) - 00:15:715 (1,2) - doing this will enable you to have 00:16:786 (1,2) - stand out specifically and highlight that the vocals there are doing something different

  2. 00:18:125 (1,2) - this is minor but the overlap is so much that it could make the pattern harder to read depending on the skin you're using, could try having the sliderhead of 2 more noticably outside of 1

  3. 00:21:340 (2,3,1,2,3,4) - 00:24:286 (1,2,3,4,1,2,3,4) - idk throughtout this section you do seemingly arbitrarily lengths of 1/2 circles before using sliders again, like i get what layer of the music you're following with 00:20:000 (1,2,3,4,5) - , but for some of these it just seems you're mixing multiple layers of the song until it's unclear what rhythm you're actually trying to highlight, i'd advise to follow the melody primarily and only switch to the drum layer when it does something extravagant like it does in 00:26:965 (1,2,1,2) -

  4. 00:23:215 (1,2) - 00:25:358 (1,2) - seem out of place considering that you don't do 1/1 slider in the section otherwise, they stand out by being different where the song doesn't really do anything different

  5. 00:35:536 (3,4) - 00:31:518 (3) - shouldn't these be circles according to how you handled focuses on drums previously? using sliders for these seems kind-of wasted potential to me

  6. 00:36:072 - to 00:40:358 - maps everything as one long stream with highlights on white ticks (aka the reversing sliders) which is kind-of disregarding that the song provides highs on 00:36:340 - 00:36:741 - 00:37:143 - 00:37:545 - 00:38:884 - , some of these are just left in the middle of sliders that start on white ticks for the sake of easy gameplay (assumption from my side) i think you could do more with this if you included a clearer focus on what you're primarily following through rhythm here

  7. 00:59:911 (3) - according to your previous structure this one would probably make more sense as two circles as that would at least allow you to have 01:00:045 - as something that the player has to click.

  8. 01:10:358 - starting here i am unsure what you're mapping the circle-only patterns to, you seem to fall back to mixing multiple layers of the song arbitrarily (at least i can't hear a clear thing that does constant 1/2 at the same intensity in these parts, because not even the vocal layer does that, so whatever you were going for with that it's not very clear) so having something that is in some way predictably following the song through rhythm would probably be better here. I think this is the main thing people take issue with, you mix multiple layers in order to have more circles in seemingly not that obvious ways so people don't really get what you're doing throughout most sections that involve lots of circles with almost the same spacing which leads people to believe you aren't trying to represent the song in any clear shape or fashion.

  9. most of the chorus feels just like any of the previous sections with some slightly higher SV or is even easier, i don't know if this is what you were going for because the way i see it you generally intended the chorus to be more intense.

  10. 01:47:858 (1,2,1,2) - isn't vocal intensity increasing while spacing is decreasing throughout this?

  11. 02:10:893 (1,2,3) - this would be such a cool place for a break similarly to how you did 00:52:411 (3,4) -

  12. 01:44:643 - a lot of your patterns are very circular, most obvious in the circle only patterns which just keep going on in the same direction for like 5 seconds sometimes. you could make a lot of the other patterns stand out more on their own if you e.g. change directions whenever the vocalist starts the phrase over in 01:45:447 - 01:46:250 - 01:47:054 - , right now everything with the exception of 01:46:920 (3,1,2) - which go back-forth, the entire pattern is clockwise and kind-of misses a chance to highlight that the vocalist is starting over the same phrase a lot by making all of these feel similar.
A lot of these things (especially the ones with general explanations) repeat throughout the map in the respectively similar sections, but pinpointing every example of this is way too tedious and wasted efforts if you happen to disagree with the reasoning i provided since the map is somewhat consistent within itself i'll assume you know where else you do this and how to go about fixing this stuff up if you agree with something
Kujinn
Sup.

[moph's Expert]
  1. From the song, 02:10:893 (3) - sounds like it could be a 1/1 slider and 02:12:500 (1) - could've been 2 1/2 sliders.
[Snow Drive Extreme]
  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) - This should really be following the vocals, there's no emphasis on the OOO~ part. I think you should revisit your Everlasting Memories Diff, there are some useful stuff like what you did to emphasis the OOO~.
[Raikozen's Everlasting Memories]
  1. 00:10:358 (1,2,3,4) - Why is it that you have 3 circles and a 1/1 slider here and decide to increase spacing between notes where there is no build up of intensity?
  2. 00:11:831 (1) - remove nc
  3. 00:11:965 (2) - nc
  4. 00:12:634 (1) - remove nc
  5. 00:12:768 (2) - nc
  6. 00:24:286 (1,2,3,4,1,2,3,4) - I think you should decrease the spacing between these notes since music became less intense.
  7. 00:30:715 (1) - change this sliders position, its better to give it more emphasis by not having it flow with 00:29:643 (1,2,3,4) -
  8. There's a strong sound here 00:37:545 - and here 00:37:947 - , you could map them as kicksliders?
  9. 00:44:643 (1,2) - blanket?
  10. I don't understand why you have huge jumps here 01:11:429 (1,2,3,4,1,2,3,4) - but not as big here where it makes sense to have large jumps 01:17:858 (1,2,3,4,1,2,1,2) -
  11. 01:43:974 (2) - x268 y23
  12. 02:51:072 (1,2,3) - try something else, it isn't very creative and music doesn't really support it.
  13. 02:59:643 (1,2,3,4,5,6,7,8) - a stream? why?
  14. 03:05:000 (1) - could be 1/2 and a circle, works better imo
  15. 03:25:625 (1) - why not end slider on blue tick?
  16. 03:35:000 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - lower distance between notes, jumps are quite large, music hasn't change from the last two kiai
  17. 03:43:572 (1,3) - that's a pretty ugly slider tbh and blanket
  18. 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) - look at suggestion I gave kroytz about this section.
Raikozen's diff does need a lot of work. In my opinion, I think it lacks creativity. Nothing in this diff stands out other than large spacing between notes. I really do feel it needs a remap.

Edit: sorry it seems like I'm just repeating what's already been said. I didn't really take the time to read previous mods.

Peace ~
Sparx555
Raikozen's Stop! Stop Winny Upload!!
00:22:947 (1) and 00:31:518 (3) - should be two circles because of the drums, and the density of 00:21:072 (1,2,3,1,2,3,4) and 00:24:286 (1,2,3,4,1,2,3,4) should be reduced so they stand out instead of just being more circles. (it looks like you're following the drums here at least? Not sure)

00:30:983 (2) - and 00:31:518 (3) - NC to drums.

01:08:215 (1) - This is a strong sound in the music which should be emphasized, shouldn't put it under a sliderend when you use the same kind of pattern here 00:55:224 (6) for a weak sound.

01:09:688 (1,2,3,4,5) - This rythym is definitely wrong, the drums go like this: https://osu.ppy.sh/ss/7575845 (actual position of circles is just an example).

01:10:893 (1,2) - Every other set of 1/2 sliders in this part of the song starts on a big white tick up until 01:15:715 - where the vocals change a bit. It would make more sense to replace these sliders with circles, and the circles on 01:11:429 (1,2,3,4) - with sliders.

01:16:250 (1) - There should be a circlafter this to match 01:14:108 (1,2) - .

01:39:286 (1,2,3,4,5,6,7,8) - The other kiais use more linear 1,2 patterns, only this one uses 8 with circular flow like this. The other way seems better for emphasizing the drums.

01:50:536 (3) - This long slider is very out of place, every other 1/1 slider is emphasizing a vocal note but this one ends on one. A rythym more like https://osu.ppy.sh/ss/7576134 would fit better.

02:09:822 (5,6) - Using the same curved/straight slider for both of these looks better I think. https://osu.ppy.sh/ss/7576151

02:18:929 (1) - No drum here.

02:19:331 (2) - No drum here.

02:24:286 (1) - You're ignoring a noticable drum sound on the red tick with this slider.

02:47:590 (4) - ctrl+j for extra symmetry aesthtics tbh https://osu.ppy.sh/ss/7576198

02:52:679 (3,4) - Not making the player stop for a stack here would play better after 02:51:072 (1,2,3,1,2,1) - I think.

03:55:358 (1,2,1,2) - Make these parallel?

First attempt at modding. Hope to see this in ranked eventually, it's pretty cool. :D
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