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Tomita Miyu, Onishi Saori, Ohzora Naomi, Hanazawa Kana - Gab

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Topic Starter
wcx19911123

Nozhomi wrote:

I can't agree on Insane 00:51:659 (1,2,3,4,5,6,7,8) - those patterns. They're copy paste from last diff (or that's the opposite that's doesn't really matter), but I don't think they're quite readable for that diff and too different from rest of this section (stuff like 00:50:230 (1,2,3,4,5,6,7,8) - ). I can understand in last diff for some diversity and people can read it (even if I think this pattern is quite awful) but I don't think it fits the Insane here. Just apply same spacing for all these objects and avoid that terrible overlap with the slider.
I might fix this when next bn who decides to push this set forward comes
19:15 wcx19911123: hello o.o/
19:15 Nozhomi: hola
19:16 wcx19911123: I saw your opinions to the Insane diff in my map
19:16 wcx19911123: I might adjust it a bit
19:17 wcx19911123: just to see if you could fix the bubble, or I need to contact zero wind
19:18 Nozhomi: dunno if 100% worth a rebub, but you can contact Zero Wind if you feel unsure about that
19:18 wcx19911123: I see
19:19 wcx19911123: is that ok if I fix it when next bn who want to push it forward come?
19:20 Nozhomi: ye, it's fine as long you fixed that
19:20 wcx19911123: ok :3
19:21 Nozhomi: just make sure you reply somewhere you did it and should be k for other people
19:21 wcx19911123: I'll do it :3
Rizia
checked the map and everything is fine
waiting the creator to update some stuff
Topic Starter
wcx19911123
fixed something in Insane about Nozhomi's suggestion
updated
Rizia
qualified
Curisu
Seijiro
=_="
Senko-san
What the actual

I know you have a lot of ranked maps already so I'm sure you can find a way to map the top diff thats actually readable and also represents the chaos/randomness of the song, but as it stands right now I don't agree with this being qualified

but im just some random with no ranked maps so what do i know
Lasse
shouldn't this have more red lines from 00:58:802 - to 01:05:945 - to adjust for the 9/8 ish stuff or whatever?
at least there was a lot of discussion about it on p/5816800
Gaia
extra
00:12:284 (6) - since 00:11:302 (8,1) - is following piano this should also be following it so it should be on the red tick 1/4 before
00:13:088 (1,2,3,4,5,6,7,8,9) - lacking a lot of structure and aesthetics imo
00:14:516 (1,2,3,4,5,6,7,8,9) - the song doesn't support this kind of stream at all, feels like u put this here just for the sake of being gimmicky
00:15:945 (1,2,3,4,5,6) - spacing is pretty much screwed up right here
00:17:998 (5) - switch rhythms the snare on the end of a kickslider doesn't emphasize the note properly
00:19:070 (4,5) - even further than before so makes even less sense //actually it looks like a 1/2 spacing if you ask me
circle->circle spacing is not the same as slider -> slider or slider -> circle, you can't map them the same way and expect them to play the same.
00:29:159 (2,3,4) - of all the possible patterns you chose this weird flowing overlapped pattern :/
00:30:230 (1,2,3,4) - this rhythm can be improved imo also there's no triple on 00:31:034 (4) - but there is vocal on 00:31:213 -
00:33:445 (2) - spacing - looks like a 1/4
00:34:695 (2) - extended slider skips a snare..
00:36:123 (2,3,4) - weird slider emphasis again
00:38:802 (1,2,3,4,5) - once again i think this lacks structure, pattern really isnt cohesive , some symmetry copy pasta would work wonders here
00:45:855 (1,2,3,4,5) - why do you do this when you can just make them flow all in the same direction, the flow here is really obstructed cuz of the way u laid out the sliders
00:46:659 (6,7,8,9,10,11,12,13) - ya no, 00:48:088 (4,5,6) - this is alright since it's slider -> circle and circle -> slider but the one in question is not, so it should be mapped differently
00:50:230 (1) - overlap can easily be avoided for better aesthetics
00:50:230 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i get that you want to have some variation among the different character's voices but map wise this is very random. at the very least probably want to add NCs with each different pattern// also i'd like to say that 00:51:659 (1,2,3,4,5,6,7,8) - doesnt fit with the previous 2 patterns since these 2 have very minimal (close to none) cursor movement rather than the previous pattern where it had constant cursor movement
00:53:088 (1,2,3,4,5) - this is mapped to vocals, 00:53:802 (6,7,8,9) - this is not?
00:55:230 (7,8,9) - 1/2 slider fits vocals more
00:59:873 (7,8,9,1,2,3) - why do you flip the two supposedly mirrored patterns in such an awkward way ? this can easily be a very clean pattern with ctrl+j or ctrl+h..
01:01:480 (7,8,9) - breaks consistency of your leftside/rightside pattern, ctrl+h and put it to the top right corner would be a lot nicer
01:13:088 (1,2,3) - flow can be better
01:19:873 (7,1) - ^
01:20:230 (1,2,3,4) - these should at least compliment eachother more, right now it's 2 independent patterns with the same rhythm
01:22:641 (8,9) - too sudden, gap is way too big for a 1/4 anyways
01:23:088 (1) - and then this just kills all spacing again
01:26:302 (2) - sliderend can probably be lowered in volume too, right now it's just 'tick' even tho there really isnt anything there

honestly i think this is lacking structure in the most part, a lot of really random placements i personally don't make sense out of.
Mir
eyes emoji
Metaku

Gaia wrote:

extra
00:12:284 (6) - since 00:11:302 (8,1) - is following piano this should also be following it so it should be on the red tick 1/4 before
00:13:088 (1,2,3,4,5,6,7,8,9) - lacking a lot of structure and aesthetics imo
00:14:516 (1,2,3,4,5,6,7,8,9) - the song doesn't support this kind of stream at all, feels like u put this here just for the sake of being gimmicky
00:15:945 (1,2,3,4,5,6) - spacing is pretty much screwed up right here
00:17:998 (5) - switch rhythms the snare on the end of a kickslider doesn't emphasize the note properly
00:19:070 (4,5) - even further than before so makes even less sense //actually it looks like a 1/2 spacing if you ask me
circle->circle spacing is not the same as slider -> slider or slider -> circle, you can't map them the same way and expect them to play the same.
00:29:159 (2,3,4) - of all the possible patterns you chose this weird flowing overlapped pattern :/
00:30:230 (1,2,3,4) - this rhythm can be improved imo also there's no triple on 00:31:034 (4) - but there is vocal on 00:31:213 -
00:33:445 (2) - spacing - looks like a 1/4
00:34:695 (2) - extended slider skips a snare..
00:36:123 (2,3,4) - weird slider emphasis again
00:38:802 (1,2,3,4,5) - once again i think this lacks structure, pattern really isnt cohesive , some symmetry copy pasta would work wonders here
00:45:855 (1,2,3,4,5) - why do you do this when you can just make them flow all in the same direction, the flow here is really obstructed cuz of the way u laid out the sliders
00:46:659 (6,7,8,9,10,11,12,13) - ya no, 00:48:088 (4,5,6) - this is alright since it's slider -> circle and circle -> slider but the one in question is not, so it should be mapped differently
00:50:230 (1) - overlap can easily be avoided for better aesthetics
00:50:230 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i get that you want to have some variation among the different character's voices but map wise this is very random. at the very least probably want to add NCs with each different pattern// also i'd like to say that 00:51:659 (1,2,3,4,5,6,7,8) - doesnt fit with the previous 2 patterns since these 2 have very minimal (close to none) cursor movement rather than the previous pattern where it had constant cursor movement
00:53:088 (1,2,3,4,5) - this is mapped to vocals, 00:53:802 (6,7,8,9) - this is not?
00:55:230 (7,8,9) - 1/2 slider fits vocals more
00:59:873 (7,8,9,1,2,3) - why do you flip the two supposedly mirrored patterns in such an awkward way ? this can easily be a very clean pattern with ctrl+j or ctrl+h..
01:01:480 (7,8,9) - breaks consistency of your leftside/rightside pattern, ctrl+h and put it to the top right corner would be a lot nicer
01:13:088 (1,2,3) - flow can be better
01:19:873 (7,1) - ^
01:20:230 (1,2,3,4) - these should at least compliment eachother more, right now it's 2 independent patterns with the same rhythm
01:22:641 (8,9) - too sudden, gap is way too big for a 1/4 anyways
01:23:088 (1) - and then this just kills all spacing again
01:26:302 (2) - sliderend can probably be lowered in volume too, right now it's just 'tick' even tho there really isnt anything there

honestly i think this is lacking structure in the most part, a lot of really random placements i personally don't make sense out of.
Don't worry, it's a high level technique
Topic Starter
wcx19911123
Lasse

Lasse wrote:

shouldn't this have more red lines from 00:58:802 - to 01:05:945 - to adjust for the 9/8 ish stuff or whatever?
at least there was a lot of discussion about it on p/5816800
thanks. I would confirm this assp to make sure if this is a mistake to be fixed
Gaia

Gaia wrote:

extra
00:12:284 (6) - since 00:11:302 (8,1) - is following piano this should also be following it so it should be on the red tick 1/4 before
if you hear it carefully you can find that the piano is at 00:11:570 -
00:13:088 (1,2,3,4,5,6,7,8,9) - lacking a lot of structure and aesthetics imo
this is a 1/4 part with regular spacing, and I added jumps at 00:13:088 - 00:13:445 - 00:13:802 - 00:14:516 - to follow the downbeat
00:14:516 (1,2,3,4,5,6,7,8,9) - the song doesn't support this kind of stream at all, feels like u put this here just for the sake of being gimmicky
the vocal at 00:14:516 - and 00:14:873 - are much heavier than the rest around them, that's why I added the jumps
00:15:945 (1,2,3,4,5,6) - spacing is pretty much screwed up right here
00:15:945 (1,2) - and 00:16:302 (3,4) - are regular spacing here and I added some jumps to follow the heavy downbeat at 00:16:302 - 00:16:659 -
00:17:998 (5) - switch rhythms the snare on the end of a kickslider doesn't emphasize the note properly
I'm following piano sound at 00:17:909 - and 00:17:998 - by clicking objects cuz the sound are heavy enough, 00:18:088 - the drum in this part is more quiet than the mixed piano and vocal so I used the slider end to follow
00:19:070 (4,5) - even further than before so makes even less sense //actually it looks like a 1/2 spacing if you ask me
circle->circle spacing is not the same as slider -> slider or slider -> circle, you can't map them the same way and expect them to play the same.
this jump is much smaller than some other jumps in the map, the pattern is a steam with a jump in the heavy downbeat, it's clearly to read, I don't see why you would think it's 1/2 gap. about the playability, the spacing seems to be huge but actually it‘s much easier than some chaos part in the diff
00:29:159 (2,3,4) - of all the possible patterns you chose this weird flowing overlapped pattern :/
00:28:802 (1,4) - this 2 sliders has a huge gap in the time, if you test the map in play mode you probably not realize that they are overlapped due to the ar
00:30:230 (1,2,3,4) - this rhythm can be improved imo also there's no triple on 00:31:034 (4) - but there is vocal on 00:31:213 -
I mainly follow the downbeat at here. switch to vocal after the reverse slider would mislead the regular feeling
00:33:445 (2) - spacing - looks like a 1/4
the spacing is small but the rhythm would be read as a 1/4 beat here. cuz the note is in white beat line, it should be really werid if the note being at 00:33:355 - , players won't expect that. they might probably read the slider end at 00:33:355 - , but the length of the slider is easy to tell so this won't happens either
00:34:695 (2) - extended slider skips a snare..
the long vocal is heavier than the drums here, and I'm follow the vocal mainly here
00:36:123 (2,3,4) - weird slider emphasis again
it's following the downbeat here
00:38:802 (1,2,3,4,5) - once again i think this lacks structure, pattern really isnt cohesive , some symmetry copy pasta would work wonders here
they have good structure here, spacing, rhythm and the type of objects are following the song and easy to read
00:45:855 (1,2,3,4,5) - why do you do this when you can just make them flow all in the same direction, the flow here is really obstructed cuz of the way u laid out the sliders
kicksliders' center is slider head not the middle of the slider body or anything else. cuz the mouse don't need to move when clicking. so I put the head of them in a nice flow, the flow won't be worse even if the direction of them are mess
00:46:659 (6,7,8,9,10,11,12,13) - ya no, 00:48:088 (4,5,6) - this is alright since it's slider -> circle and circle -> slider but the one in question is not, so it should be mapped differently
I'm following the drum with the jump here. I know that you know different object type with the same spacing effect the difficulty of jumping, but the spacing also does. the spacing for the 1/4 circle jump is not hard to play
00:50:230 (1) - overlap can easily be avoided for better aesthetics
00:49:873 (5,1) - the time gap is 1/1 between them, the overlap won't mislead the readablity
00:50:230 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i get that you want to have some variation among the different character's voices but map wise this is very random. at the very least probably want to add NCs with each different pattern// also i'd like to say that 00:51:659 (1,2,3,4,5,6,7,8) - doesnt fit with the previous 2 patterns since these 2 have very minimal (close to none) cursor movement rather than the previous pattern where it had constant cursor movement
for each vocal I used a polygon to follow by decreasing the number of edges, this is a obvious pattern. btw the distance of movement is the same, only the direction is different here
00:53:088 (1,2,3,4,5) - this is mapped to vocals, 00:53:802 (6,7,8,9) - this is not?
00:53:891 - here is no vocal sound
00:55:230 (7,8,9) - 1/2 slider fits vocals more
I'm following not vocal only but also drum or bass here, steam is a bit more harder to play so it's better to keep the same pattern as previous one
00:59:873 (7,8,9,1,2,3) - why do you flip the two supposedly mirrored patterns in such an awkward way ? this can easily be a very clean pattern with ctrl+j or ctrl+h..
they are not awkward at all.. unless you think a little overlapping is awkward
01:01:480 (7,8,9) - breaks consistency of your leftside/rightside pattern, ctrl+h and put it to the top right corner would be a lot nicer
I used the same patterns to 00:58:802 (1,2,3,4,5,6) - , 00:59:873 (7,8,9,1,2,3) - and 01:00:945 (4,5,6,7,8,9) - . the consistency doesn't been broken
01:13:088 (1,2,3) - flow can be better
the center of short slider is in the slider head, in this case the direction of the slider won't change flow effectively
01:19:873 (7,1) - ^
this is one is no problem at all.. the flow is fine
01:20:230 (1,2,3,4) - these should at least compliment eachother more, right now it's 2 independent patterns with the same rhythm
they are not 2 independent patterns. I used the 2nd slider blanket the 1st slider and speed up to the 2nd one. the regular pattern is easy to see and the structure of entirety is nice in this part
01:22:641 (8,9) - too sudden, gap is way too big for a 1/4 anyways
I already added many 1/4 jump in steam before, this one is not sudden at all. on the other hand, the spacing is small enough to make this jump being in the average of difficulty of the whole set. the jump is following the heavy downbeat
01:23:088 (1) - and then this just kills all spacing again
this anti-jump is made as transition to warn players the next part is much more different(in this case the rhythm density is lower here)
01:26:302 (2) - sliderend can probably be lowered in volume too, right now it's just 'tick' even tho there really isnt anything there
you can hear the wave sound in the music is turning louder at first and then calm down, I add the hitsound to follow it cuz I stop the slider at the loudest part of the wave

honestly i think this is lacking structure in the most part, a lot of really random placements i personally don't make sense out of.
I have my thought and mind in everywhere of this diff.. I can try my best to explain to you if you can't find the reason why I did this. but it's a bit arbitrary to say it's random imo

Metaku wrote:

Don't worry, it's a high level technique
sorry, this is my fault. I admit that this kind of saying is wrong. I apologized to this before, and I'm trying my best to explain why I mapped like this
man is not god, everyone would probably make mistakes sometimes, so did I
I think it should be fine if the one admit the mistake and want to change it by doing the right things and promise same thing won't happen twice
in this case, it would be a bit rude to use the fault to attack people imo. anyway I'd be glad if you can throw your opinions to the map instead of doing this
Myxo
Taking it down for the time signature issue. The Ranking Criteria says that the wrong time signature needs to be changed if it lasts for more than 2 bars, and it lasts for 4 bars here, so it is required to reset the metronome.

Since there is also some discussion here, it's good that it gets taken down. Gaia seems to have some valid concerns, so maybe you can look through it again.
Little

Lasse wrote:

shouldn't this have more red lines from 00:58:802 - to 01:05:945 - to adjust for the 9/8 ish stuff or whatever?
at least there was a lot of discussion about it on p/5816800
lol not really. The time signature in the song itself doesn't actually change there. It's just a temporary change in subdivision of beats. If we had the sheet music, I would show you that it is still 4|4 there. :)
I guess you can choose to use timing sections there to align with 9|8 though, if you want to make it more focused on the user(player) experience rather than musical correctness.
Topic Starter
wcx19911123
confirmed with qat about the timing sections
21:35 wcx19911123: hello o.o/
21:35 Desperate-kun: hey
21:36 wcx19911123: do you remember that gabriel map?
21:36 Desperate-kun: yeah
21:36 wcx19911123: it's qualified and someone pointed out something about timing
21:37 wcx19911123: I'm not sure about (that)[https://osu.ppy.sh/forum/p/5867936]
21:37 Desperate-kun: you mean the 9/8 time signatures
21:37 wcx19911123: yep
21:37 Desperate-kun: yeah, it would be better to change it. you cannot put the correct time signature because osu doesn't allow it, but you can put metronome resets
21:38 Desperate-kun: wait a moment
21:38 wcx19911123: k
21:39 Desperate-kun: yeah, ranking criteria says If an incorrect time signature would last for more than 2 bars, add another timing section to fix it.
21:39 Desperate-kun: so here it's 4 bars
21:39 wcx19911123: I see..
21:39 Desperate-kun: i will disqualify so it can be fixed
21:40 wcx19911123: ok
21:42 wcx19911123: what should I do later? do I have to still find 2 bns to do the process o.o?
21:42 Desperate-kun: yeah but it can be the same BNs as before
21:42 wcx19911123: ok, thanks
21:43 wcx19911123: didn't realize the timing sections before.. my fault orz
21:43 Desperate-kun: my internet is slow right now
21:43 Desperate-kun: i hope this works xD
21:44 wcx19911123: mine is always slow lol
21:44 Desperate-kun: oh yes it worked
21:44 Desperate-kun: yeah happens
21:44 wcx19911123: btw there's some people think that my map is full of random stuffs.. how about you think of this o.o?
21:47 Desperate-kun: i already told you, i think the calm sections have some random jumps that don't fit in
21:48 Desperate-kun: and some sections where the music is messy, seem random in the map, but it's fine
21:48 Desperate-kun: because it fits to the music
21:48 wcx19911123: I see
21:48 wcx19911123: anyway not full of mess right?
21:49 Desperate-kun: nono but if a lot of people thinks it needs improvement you should try to clean it up a bit
21:49 wcx19911123: ok, I'm doing that always
Metaku
@wcx19911123 Don't worry I'm just memeing lol. I think the map itself is pretty okay tbh
Gaia
what i meant by structure is that patterns in a map should be cohesive and compliment eachother, this map however has a bunch of (similarly rhythmed) patterns one after another and as a whole falls short . take the buildup section right before the chorus for example, those can easily be mirrored correctly and play beautifully and yet you chose to lay them out individually without thinking of the other patterns

in terms of aesthetics, yes some overlaps don't affect gameplay, but if you think about it you had the entire map to place your objects but you still chose to place the object on top of another in a inefficient way :s
but well this is kinda subjective so i won't pursue it too much, it's just that it bugs me a lot (and probably others too)

rhythm though i think is a pretty solid argument on my point, musical consistency is really important in the gameplay point of view. if you're following piano in 1 measure and then switching to vocals in the next, then drums after etc, it's gunna be really confusing and hard to play. i really suggest you go through what i said above and reconsider some rhythm choices.
note emphasis is cool but it's a lot cooler if you did it right, sliderheads have much more emphasis than sliderends and from what i saw u had quite a bit of strong notes on sliderends. but what irritates me the most is 00:34:695 (2) - since snares have a lot of emphasis and strikes out as prominent in the song. you have a song that has snares consistently on every 2/4 and yet this part you skipped one of the snares for an extended slider, and therefore places emphasis incorrectly on a different note

i tried my best to leave out as much subjectivity as possible so yea
Lasse

Little wrote:

timing
which is why I wrote "9/8 ish", never said it's actually 9/8.I thought that would be the best way to quickly summarize the discussion from the other thread and how it concluded lol
Topic Starter
wcx19911123
@Gaia
a nice structure map is always better to play indeed, I admit this. however, not all structure maps can fit the song well. there's many kind of songs in the world, some are beautiful and some others are a bit mess to listen. for this song, you can easily hear that the song has many parts full of mixed vocal and piano, the structure of the song itself is not normal. that's why I mapped the diff in this way. I'm not only make map looks great or plays well, I also make them fit the song

I did overlapping objects somewhere to keep the flow constantly, to make the feeling of playing the diff smooth. in this case, sometimes I have to overlap them a bit. 100% stacked objects are much harder to read so I didn't do this. it might be the reason that you think the overlapping objects are unnecessary

the rhythm is very complex in the diff indeed, that's what I did on purpose to make the rhythm more colorful(sorry I don't know better word..) to fit the overall feeling of the song. as I said at beginning, what I did is not only make a nice map but also want to fit the song. you can't say this song is a usual one, right?
if you listen carefully to the map you could find that I'm mainly following the vocal from 00:33:088 - to 00:41:659 - . there's no long vocal except at 00:34:695 - and 00:40:945 - . I sacrifice some regular patterns of reason to emphasis that long vocal, this is why I did that

I think I explained the mainly reasons now, hope you can consider with this
_handholding
Map is objectively good. Ready for qualify
Seijiro
I don't remember seeing "you just need to have a map objectively rankable" in the Ranking Criteria tho :roll:
Subjectivity is an important part of the process and this seems to have been forgotten with time...
Warpyc
tbf he wrote "objectively good" not "objectively rankable"

Still not true though :^)
Topic Starter
wcx19911123
all diffs updated, fixed the time signature issue, it's same as a qualified version now

if Gaia has further opinions to this, I can discuss with him to explain my thought. however it won't effect the ranking progress at all

to next bns: remember to double check the objects snapping(including notes and sections), slider speed changing, kiai and hitsounds switch(including sample and volume), I checked them myself though, hope I didn't miss anything
Curisu
About the timing:

Little wrote:

lol not really. The time signature in the song itself doesn't actually change there. It's just a temporary change in subdivision of beats. If we had the sheet music, I would show you that it is still 4|4 there. :)
I guess you can choose to use timing sections there to align with 9|8 though, if you want to make it more focused on the user(player) experience rather than musical correctness.
Totally agree with this. After reconfirmed the timing of the map, I think this is still a 4/4 theoretically, while we failed to notice that there was a discussion few days ago about time signature on s/556393 which had already reached a consensus.
Anyway 9/8(in the form of duplicated uninherited timing section) itself has better performance w/ NC mod on, which is reasonable tho.

Gonna pushing this map forward again :)
Gaia

wcx19911123 wrote:

I'm not only make map looks great or plays well, I also make them fit the song
alright so your theme is something totally wacky and gimmicky and that's valid, but you've also sacrificed "looking great" and "playing well" in order to achieve that. What separates a well mapped gimmicky map apart from this one? Structure. Yes the structure i kept emphasizing over and over again. You've been mapping for longer than most of the people here, you should know what you're doing, yet it's quite clear that this map lacks cohesiveness in many different ways.

wcx19911123 wrote:

I did overlapping objects somewhere to keep the flow constantly, to make the feeling of playing the diff smooth. in this case, sometimes I have to overlap them a bit. 100% stacked objects are much harder to read so I didn't do this. it might be the reason that you think the overlapping objects are unnecessary
oh. alright lets see then.
00:13:088 (1,2,3,4) -
well these are a bunch of kicksliders so they don't really play this way, but still structurally they can be drastically improved with more symmetry

00:28:802 (1,2,3,4,5) -
this one i just don't get whatsoever, what i put is the most ideal, no flowbreak at all pattern, but there are tons of different ways you couldve done this and yet you chose for a pretty weird flow break + overlap pattern

00:36:838 (6) -
diagram kinda speaks for itself i think, this flowbreak here is not fun to play imo

00:39:338 (3,4,5) -

00:44:516 (5,6,7,8,9) -

00:45:855 (1,2,3,4,5) -
another one where i don't really get

but why don't u just do OR

00:50:230 (1) - ofcourse the place you HAD to place this is on top of the previous slider, instead of something like which playability wise would be the same

--- etc etc i just picked some random ones that stood out to me at a quick glance

wcx19911123 wrote:

if you listen carefully to the map you could find that I'm mainly following the vocal from 00:33:088 - to 00:41:659 - . there's no long vocal except at 00:34:695 - and 00:40:945 - . I sacrifice some regular patterns of reason to emphasis that long vocal, this is why I did that
if you're following vocals then my argument is still valid, 00:30:766 (3,4,5) - for example has the emphasis on the downbeat, but you started the slider on the upbeat, ended on the downbeat for incorrect emphasis, and even overmapped a triple for some reason

00:31:838 (1,2,3) - if you're following vocals then why aren't those blue ticks mapped?
00:53:802 (6,7,8,9) - there's vocal on the blue ticks. you're the one that needs to listen closely. i don't even need earphones or slowing it down to hear that.
00:55:230 (7,8,9) - I'm following not vocal only but also drum or bass here, steam is a bit more harder to play so it's better to keep the same pattern as previous one heyhey doesn't this contradict what you just told me earlier? follow drums here ignore vocals here, follow vocals there ignore snares with an extended slider there; sorry but mapping is not that convenient



wcx19911123 wrote:

if Gaia has further opinions to this, I can discuss with him to explain my thought. however it won't effect the ranking progress at all
It really warms my heart to see someone call me to address some concerns on their map only to completely disregard it for the sake of disagreeing with me. I could go on a lot longer but I'm not interested in wasting my time on something I know isn't gunna be considered at all

if you actually care about quality then you should start thinking . think about the stuff you're saying first before thinking about the stuff i'm saying. :gabrielthinking:
Topic Starter
wcx19911123
Gaia

Gaia wrote:

wcx19911123 wrote:

I'm not only make map looks great or plays well, I also make them fit the song
alright so your theme is something totally wacky and gimmicky and that's valid, but you've also sacrificed "looking great" and "playing well" in order to achieve that. What separates a well mapped gimmicky map apart from this one? Structure. Yes the structure i kept emphasizing over and over again. You've been mapping for longer than most of the people here, you should know what you're doing, yet it's quite clear that this map lacks cohesiveness in many different ways.

wcx19911123 wrote:

I did overlapping objects somewhere to keep the flow constantly, to make the feeling of playing the diff smooth. in this case, sometimes I have to overlap them a bit. 100% stacked objects are much harder to read so I didn't do this. it might be the reason that you think the overlapping objects are unnecessary
oh. alright lets see then.
00:13:088 (1,2,3,4) - well these are a bunch of kicksliders so they don't really play this way, but still structurally they can be drastically improved with more symmetry
your fixed version looks better, but it actually only looks better, the quality of playability is reduced. you already know how kickslider works and then you increased their spacing for a better looking. this would lead a higher difficulty to play and a worse flow(the angle of jumping is increased too). I want to make here as a ugly looking to fit the song but still has good flow

00:28:802 (1,2,3,4,5) - this one i just don't get whatsoever, what i put is the most ideal, no flowbreak at all pattern, but there are tons of different ways you couldve done this and yet you chose for a pretty weird flow break + overlap pattern
you said the pattern doesn't break flow cuz I overlapped them.. in fact your fixed version is full of obtuse angle and make the flow much worse

00:36:838 (6) - diagram kinda speaks for itself i think, this flowbreak here is not fun to play imo
the flow doesn't break at all, it's a acute angle jumping, it plays much better than what you think

00:39:338 (3,4,5) -
no, your spacing between the 2 sliders are too small to play. reducing the spacing suddenly only for a better looking is exactly the flow breaker

00:44:516 (5,6,7,8,9) -
the flow is good here. the center of 00:44:515 (5) - is at its head(x:288 y:232). the direction of sliderbody won't effect the flow at all only if the slider is short enough(people don't need to move their mouse to hold the slider)

00:45:855 (1,2,3,4,5) -
your version has the similar flow as mine here(slider 3 to 4 doesn't break flow at all due to their length). why I didn't choose a better looking is that I want to use mess pattern(but still has good flow) to fit the song

00:50:230 (1) - ofcourse the place you HAD to place this is on top of the previous slider, instead of something like
which playability wise would be the same
the playability is the same however the readability is not. stack a note over a slider's head would mislead, the readability is lower

--- etc etc i just picked some random ones that stood out to me at a quick glance

wcx19911123 wrote:

if you listen carefully to the map you could find that I'm mainly following the vocal from 00:33:088 - to 00:41:659 - . there's no long vocal except at 00:34:695 - and 00:40:945 - . I sacrifice some regular patterns of reason to emphasis that long vocal, this is why I did that
if you're following vocals then my argument is still valid, 00:30:766 (3,4,5) - for example has the emphasis on the downbeat, but you started the slider on the upbeat, ended on the downbeat for incorrect emphasis, and even overmapped a triple for some reason
do you really read what I said? I said that "I'm mainly following the vocal from 00:33:088 - to 00:41:659 -"!! 00:30:766 (3,4,5) - this one is for downbeat, please

00:31:838 (1,2,3) - if you're following vocals then why aren't those blue ticks mapped?
you'd better read my words again.. this one is following downbeats

00:53:802 (6,7,8,9) - there's vocal on the blue ticks. you're the one that needs to listen closely. i don't even need earphones or slowing it down to hear that.
the vocal is at 00:53:801 - , 00:53:979 - , 00:54:069 - and 00:54:158 - only. if you know japanese well and you would say there's also a vocal at 00:53:890 - . but osu is a worldwide game, the sound at 00:53:801 - and 00:53:890 - is so similar that mostly people won't believe it's a different sound

00:55:230 (7,8,9) - I'm following not vocal only but also drum or bass here, steam is a bit more harder to play so it's better to keep the same pattern as previous one heyhey doesn't this contradict what you just told me earlier? follow drums here ignore vocals here, follow vocals there ignore snares with an extended slider there; sorry but mapping is not that convenient
00:55:319 - this one I added to nothing, the rest of the steam is following the obviously sound in the song. however why I did this it to reduce the difficulty of readability and playability. the total difficulty would raise a bit if I left 00:55:319 - empty cuz the rhythm would be much more complex. 00:54:515 (1,2,3,4,5) - 00:55:229 (7,8,9,10,11) - I made this 2 steams looks similar is to avoid it



wcx19911123 wrote:

if Gaia has further opinions to this, I can discuss with him to explain my thought. however it won't effect the ranking progress at all
It really warms my heart to see someone call me to address some concerns on their map only to completely disregard it for the sake of disagreeing with me. I could go on a lot longer but I'm not interested in wasting my time on something I know isn't gunna be considered at all
I doesn't ignore you, I explained my thought why I did this to you in detail

if you actually care about quality then you should start thinking . think about the stuff you're saying first before thinking about the stuff i'm saying.
I'm sorry but your mostly of opinions are wrong, especially the flow part. you also didn't read my explanation carefully(see your words at 00:30:766 (3,4,5) - and 00:31:838 (1,2,3) - , those words can improv this)
if you still doing this, persist your ideas without considering my explanation. I think this discussion is endless and useless

:gabrielthinking:
Vivyanne
since no one is actually thinking a lot about how the map plays, can i try to fill that in?
this is a collected opinion given by other dutch players too. these were the ones that were commonly given.

as first, you seem to have some deep thoughts about the map about emphasis, but when your emphasis is unnoticable in gameplay, what's the point? what i mean with this is that the more intense parts in the song feel way too similar to the weaker parts in the song. this gives the problem of the map becoming really boring to play since there's no big change anywhere and thus the supposedly intense part which everyone waits for is a big turn down. the spacing for the whole map seems to be really consistent, eventhough the song clearly has its ups and downs, especially in the player's mind.

as second, the aesthetics are very, well, not appealing. shapes can be seen that you decided to use, yeah, but that doesn't mean a player can relate them to the song itself or the rest of the map. the constant change of angles and shapes makes it very confusing for the player to relate anything to the song. yea i do agree on the song being chaotic, so the map should be a bit chaotic, but that doesn't mean that no noticable structure should be a thing. there is probably a highly thought off structure, but in gameplay it really doesn't show and makes player turn the map down too. also only the first and last slider look nice.

as third, if there is this concept in the map, perhaps it would've been the best to make it a little more obvious for players instead of going for a thing that only experienced mappers could understand. most maps with crazy concepts still get very liked by the players because, you know, they can see the concept of it and agree on it being quite amazing. given that players can see no contrast between any of the objects placed in the map players tend to just straight up quit the map before even playing it for longer than 10 seconds as when notes are placed like they don't feel like anything, players don't want to touch it.

as fourth, rythmatically seen, the map plays really really bad. especially the part from 00:10:230 (1) - feels really really bad to play. why does it play bad? because the piano (i think) you are trying to follow is mapped with constant differences in rythm for a single stream which gamplay-wise don't make any sense at all. 00:11:569 (1,2,3,4,5,6,7) - i think this part sums up the player confusion pretty well. going from double - triple - double with no real indication strongly in the song makes it awkward and very confusing for players. 00:13:087 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - this also plays really inconsistently since in the same stream you switch in rythm usage 3 times with again no strong indication for the sudden pattern change. having to change tapping all the time with (mind you, for PLAYERS) no strong indication plays pretty damn bad.

tl;dr: players cannot relate anything in the map to the song or something else in the map, therefor it plays bad and feels really inconsistent for no reason.

i think that the opinion of players is also important in the ranking process as they are the ones who are put up with the content given by the process. if players want to make a standup about something being bad, i feel like they should be able to express their opinions as long as reasoning is given. as most of the players who have given their opinion want to stay anonymous, i decided to collect them and post them here. if you're wondering about ranks of the players: the worst rank was 7k so i think they should all be on the level of playing maps like these.

i hope my wording is good enough for me not to sound like a douchebag. if you want me to make changes to my wording, please contact me

good luck
Irreversible
Gaia, most of your concerns about the flow with small sliders are just plain wrong. Typically, you don't extend the flow line until the end of the short slider, because you're not following it's path until the end and yet can get 300. The way you drew the flowlines are weird additionally because they are so curvy and I haven't really seen anyone playing it like this.



This one as an example opposed to what you implied.
Voli
you guys wrote more about this single map than i did for uni in an entire semester
Topic Starter
wcx19911123
@HighTec

there is difference in the map, including the spacing(for example 00:15:944 - 00:18:622 - and the kiai part are different). the feeling of playing includes many stuffs, not only the density of rhythm or overall spacing. different types of objects affect a lot too(with same density of rhythm and same spacing, a pattern of slider to slider is much easier than a pattern of circle to circle). do you remember this difference? look at the map and you might probably find that I used similar spacing for both angle and devil parts, if you play it carefully you'll realize that the object type choosing is different. I use mroe sldiers for the angle part and more circles for devil part. the difference is not obvious because I don't want to difficulty changing too much in a single diff(well that's probably why you think it is consistent)

the shape using is a bit strange indeed. cuz I want to show something unique to fit the song. I used chaotic patterns only when the song being chaotic itself, not full of the song(for example the kiai part is pretty good in a structure way cuz the song itself also is)

I'm sorry if you can't a find the concept of this map, maybe because I'm not very experience one to do a structure stuff. some place you feels bad to play is because I reduced the playability or readability a bit to emphasis the chaos feeling in the song. players always play the map only, they might not be able to connect the map to the song. that's why I want to use a unique(or strange or bad, anything you agree) structure to do that to make players realize the connection of the song and map. well I might not doing the best in this way, but I tried my best

as you pointed out that after 00:10:230 - the map is bad to play, I admit that but what I'm doing is to fit the chaos in that part of song. you can hear that there is full of mixed piano and vocal everywhere and without any regular patterns. that's what I did exactly same in the map. I know it would not play well to some people, but I'm trying my best to build a connection between the song and the map. anyway you won't complain about the kiai parts, right?

thanks for your opinions, players' opinions are also important to mapping. however I already found a few players to test this long before and some of them think it's totally fun. mostly people would complain and throw their opinions here just because they think this map is bad. however I met someone think it's nice but none of them would come here to state their thought. this is something called confirmation bias(the one who think it's bad has greater motivation to throw opinions here rather than the one who think it's fine)

I believe not all players have same ideas with you, sadly those ones might not be able to be here orz.. so don't worry

edit: since you're a player, I pretty much like to see you playing this in game and to find something to be improved in my own way. if you don't mind please catch me in game or leave a replay here. it would be best if you let me know your playing style also(clicking style: 2 fingers in average or use 1 constantly except dentisy rhythm, equipments: mouse or tablet, what type of keyboard). thanks in advance
_handholding
I checked to see if these points have been mentioned before but if they have then sorry for repeating.

00:20:944 (3) - This reverse slider doesn't seem to capture anything in the actual song itself. If you're trying to map the talking then it doesn't seem to reflect that really well since they're are different voices and change in tone. In the end it feels like you are playing this slider to nothing

00:51:658 (1,2,3,4) - I just find this extremely hard to read because over the way the circles overlap the kickslider and you didn't have any other pattern like this within the map

00:52:372 (5,6,7,8) - When playing these your cursor stays almost exactly still but you have patterns which forces you to move your cursor at 00:50:229 (1,2,3,4,5,6,7,8,1,2,3,4) . It just feels weird to have 00:52:372 (5,6,7,8) done so differently to the other 3 patterns when no drastic changes occur in the song. It's also rather stale to play imo.
Curisu
May be it's time to voicing a third opinion.

First of all, though as the guest mapper of this map, I am not being a spokesperson for wcx here - all of my speaking here is on my own subjective and objective opinion.

Few hours ago we made a long discussion on IM about the current status of the map. During our discussion I did 2 things: reviewing [Tenshi] diff as a modder and reviewing Gaia's mod post. I'd like to make a brief presentation about that in form of answering Gaia's latest post mainly - again, it does NOT equals to endosing wcx blah blah blah.

00:13:088 (1,2,3,4) - Highly valid. In fact this is the biggest problem imo -
Actually during my review, I point out the whole bar immediately due to these reason:
  1. By using a very crowd 1/4 kick-slider stream, my comprehension is that this section tries to lossy following the piano (In fact, the piano could NOT be perfectly followed, we had same opinion towards that)
  2. The piano was played on a high-speed, fast pace environment, and those object ought to be well flowed (imo have not seen any reason to break the flow here) base on that.
  3. 00:13:265 (2,3) is the main trouble - it breaks the consistency via a significantly higher distance and anti-flow.
  4. 00:13:979 (6,7,8,9) is the other problem - also I'd seen zero reason to use different rhythm here, rather than a series of kick-sliders on 1/2.
We hardly reached a consensus on the first problem: initially he insisted on keeping this because he'd like to consciously making this section a little bit mess, while I kept my doubt that a 4.0 ds w/ this placement really works. We'd like to have a deeper discussion about that.
About the second one, his explanation is that by raising the density of second half of the bar, the stronger piano is fitted. This theory seems enough convincing for me.

00:28:802 (1,2,3,4,5) - Negative.
The original placement itself works imo. I'd noticed that Gaia was concerning about the curve of this pattern (the red arrow in his pic), which breaks the flow. My comprehension is that he was using 2 different curves (00:28:622 (7,1) is the first one, and 00:29:158 (2,3,4) the second) while making a sharp turning at 00:29:158 (2), which emphasize this note. The blanket itself could be improved tbh, tho I think that I'd got this idea.
I would also pointing out that you may place 00:29:515 (4) a little bit lower to perfectly flowed with 00:29:158 (2,3) in your suggestion :)

00:36:838 (6) - Valid for your flow break identification.
Having neutral pov about this section cause I dunno this flow break works.

00:39:338 (3,4,5) - Negative.
I'd have to disagree with this because the current placement performs DIFFERENTLY with a 180-degree-flipped placement. For me the current placement correctly flowed and works, while both version has its own theory tho.
Hmm a "would it kill you" statement seems a little bit aggressive btw.

00:44:516 (5,6,7,8,9) - Neutral.
At first I did not get Gaia's meaning. If I'm right, his pic means flow/flow break can NOT be used synchronously in this case.
My suggestion is that if wcx thinks that 00:44:515 (5,7,9) has same weight in this pattern, then he ought to change it. Otherwise he may keep this because I'm not so sure about that he weigh three sliders same in his theory.

00:45:855 (1,2,3,4,5) - Negative.
If I were wcx, I would also using the pattern you stated according to my mapping philosophy. However I think both placement have similar effect (it did NOT contradict with the 4th one above, the 180-degree-flipped slider thing), due to the nature of kick slider. I am gonna making no more explanation for this, but it would be my great pleasure if you need a further discussion via in-game PM.

00:50:230 (1) - No comment.
I find myself failed to understand the logic behind your opinion maybe due to the lack of a good explanation of your logic for me or I'm missing some important knowledge.

Those vocal-following thing - Negative.Edit: Disagree. See my last post.
Seems invalid because wcx mentioned that he is following the vocal from 00:33:088 to 00:41:659.

Also mentioning this

wcx19911123 wrote:

however it won't effect the ranking progress at all
Wow actually I was also shocked when I saw this. Then I asked wcx about that statement, knowing that what he mean is that he was repeating the information that was confirmed in his PM with Desperate-kun. Seems that there is some degree of misunderstanding due to language barrier :(

A reminder in the end for your guys - Focusing on the map itself :)
Gaia
while i could write another long post about how i disagree with your disagreement that would just be a waste of time lol

I'm still not convinced but it seems like I can't get you to change your mind either so I'll just leave it at that.

@irre i think u missed the little part about how since they're kicksliders they don't actually play like how i illustrated but rather i was focusing on the structure of the pattern there
Curisu
@Gaia


Gaia wrote:

while i could write another long post about how i disagree with your disagreement that would just be a waste of time lol

I'm still not convinced but it seems like I can't get you to change your mind either so I'll just leave it at that.
  1. This is NOT a disagreement towards your mod post as a whole. Seems that you did not assume that I was opening the discussion for good purpose, but for defending wcx.
  2. I have opened this discussion because I was founding that the discussion between your guys had become ineffective.
  3. Thus, we would never walking out from this deadlock if you were thinking I (maybe other ppl) am just bullshitting here, having nothing in my mind and having zero value.
Back to the modding/map itself:
Actually I'm a mapper that weigh heavily on structure consistency like an ocd, while I still treated this map as his personal style. I'm not sure that this is a universally accepted definition but for me modding is
  1. 1) Finding typical and technical mistake
  2. 2) Try to improve the quality of the map by standing on mapper's shoes.
All my identification is just based on this theory as a third person. You may noticing that I was using "Negative" instead of "Disagree", because by "Negative" I was meaning "This suggestion may works, but the original one also works, because the placement is acceptable if I'm thinking in the mapper's mapping philosophy". That was my fault for not clearly describing that initially.

Gotta some irl issues so not going to focus on it from now.


Edit: Grammar nazi
Topic Starter
wcx19911123
@Gaia
you mentioned the flow at first place and turned to talk about structure. the flow line itself is wrong because nobody plays tickslider with touching the slider end, you admited this and come out a result that the structure can be improved. I don't see the connection between flow and structure in your words, it seems lack of logical. that's why I thought your opinions are useless

at last, since we can't reach a consensus, I think this discussion can't be continued now ._.

Kisses

Kisses wrote:

I checked to see if these points have been mentioned before but if they have then sorry for repeating.

00:20:944 (3) - This reverse slider doesn't seem to capture anything in the actual song itself. If you're trying to map the talking then it doesn't seem to reflect that really well since they're are different voices and change in tone. In the end it feels like you are playing this slider to nothing
this one is following the vocal well, it does catch the thing in the song

00:51:658 (1,2,3,4) - I just find this extremely hard to read because over the way the circles overlap the kickslider and you didn't have any other pattern like this within the map
I‘m following the vocal at 00:52:104 - , the pattern looks like a bit unique because the song itself also does. anyway the readability is bit hard here but the playability is totally acceptable because I used a slider at 00:52:015 - , there's no clicking object at 00:52:104 -

00:52:372 (5,6,7,8) - When playing these your cursor stays almost exactly still but you have patterns which forces you to move your cursor at 00:50:229 (1,2,3,4,5,6,7,8,1,2,3,4) . It just feels weird to have 00:52:372 (5,6,7,8) done so differently to the other 3 patterns when no drastic changes occur in the song. It's also rather stale to play imo.
let me explain the part, I used different shape to follow each character in the song with regular polygon and the edges are reducing(square, triangle, line and dot)
Gaia
well alright that was a formatting mistake on my part. most of the stuff i said still stands .

wcx19911123 wrote:

. that's why I thought your opinions are useless
LOL allllrighty then

edit: I really appreciate Curisu for trying to moderate things here and just get things going in general, so thx for that. While I do agree that not all my points may be applicable here, i can guarantee you that not everything here is completely irrelevant either.
It's alright, I won't bother you guys again, it's just that if I were a bn this isnt something I'd be looking for. Best of luck in finding someone who does.
Curisu

Gaia wrote:

edit: I really appreciate Curisu for trying to moderate things here and just get things going in general, so thx for that. While I do agree that not all my points may be applicable here, i can guarantee you that not everything here is completely irrelevant either.
Emm actually I would never consider all my opinion here is "correct" either, I was posting that because I was trying to re-explaining these things up from a different perspective. One thing that got me focused is that we may having some differences in modding philosophy which were causing misunderstanding (a disscusion on the differences itselves are hardly relevant to the topic of the thread tho). However, these misunderstandings should be raised up and solved, which was actually the job of a good discussion.

From my own observation, I would also remind you that you may need to explain your idea more precisely in modding post, i.e. explain the logic behind your suggestion while describing your suggestion more accurately, especially when the map itself is highly controversial. I do believe that most of us can only see small portion of the sea of mapping, and that is why a good establishment of your idea is so important.

Once again, thanks for your great efforts in improving the quality of this map :)
Topic Starter
wcx19911123
Inversal
Let me ask something here for some more knowledge please.(because I'm noob at mapping and modding) (to be my instructions about mapping)

Feel free if you don't want to fix (But I expect you to answer more than to fix :D)

01:10:051 (1) - Why you NC'ed here instead of here? 01:10:229 (3) -
01:15:765 (1) - Here too Z

I might not have enough mapping knowledge and experience to consider this kind of rhythm selection. But this one (Last diff) is quite awkward to play I thought.

And some more I want to ask. (For some more knowledge)

00:20:944 (3) - Why you mapped this as a return slider?
00:29:962 (5) - ^
00:38:087 (4,5,6,7) - I think these one should be a jump like you did on 00:49:515 (3,4,5,6) -
00:46:658 (6,7,8,9,10,11,12,13) - These ones are not represents the pitches like 00:18:801 (1,2,3,4,5,6,7,8) - And what is the point for mapping that?
00:47:551 (2) - Should not be a return slider

Please give me some answer senpai.

RIP grammar to me.
Topic Starter
wcx19911123
Inversal :3

Inversal wrote:

Let me ask something here for some more knowledge please. (to be my instructions about mapping)

Feel free if you don't want to fix (But I expect you to answer more than to fix :D)

01:10:051 (1) - Why you NC'ed here instead of here? 01:10:229 (3) -
01:15:765 (1) - Here too Z
stacked objects with different color would mislead imo(different color in approach circles make it harder to count, the readability would reduced)

I might not have enough mapping knowledge and experience to consider this kind of rhythm selection. But this one (Last diff) is quite awkward to play I thought.

And some more I want to ask. (For some more knowledge)

00:20:944 (3) - Why you mapped this as a return slider?
I put circles at 00:20:229 - and 00:20:587 - , they're all heavy beats and also 00:20:944 - is. if I use a steam instead of the reverse slider, the density of the rhythm would be increased suddenly, that's not good for playability. if I use the single circle there, the part of vocal sounds very lonely to me, so I filled it without clicking object
00:29:962 (5) - ^
this one is similar rhythm, the laugh sound is so obvious that it's not good to ignore it. using reverse slider can make the rhythm more complex but won't increase the difficulty of playability
00:38:087 (4,5,6,7) - I think these one should be a jump like you did on 00:49:515 (3,4,5,6) -
you are the first one mentioned this!! actually I wanted to increase the spacing here a bit but forgot it lol anyway the song sounds a bit more intense at 00:49:515 (3,4,5,6) - than at here. I'll consider to adjust the spacing a bit but still would make it less than 00:49:515 (3,4,5,6) -
00:46:658 (6,7,8,9,10,11,12,13) - These ones are not represents the pitches like 00:18:801 (1,2,3,4,5,6,7,8) - And what is the point for mapping that?
I‘m following vocal at here and piano at 00:18:801 (1,2,3,4,5,6,7,8) -. a jump between at 00:47:015 - is to follow the downbeat(also the tone of vocal is a bit higher at 00:47:015 (10,11,12,13) - than at 00:46:658 (6,7,8,9) - )
00:47:551 (2) - Should not be a return slider
the end would not fit better with the song compare with a clicking object indeed, however I just reduced the difficulty at this slider cuz it's coming out just after a steam, it would be a hard part if I change it into a tickslider and a circle, but the song here is not that intense to me to do that

Please give me some answer senpai.
tbh, I think you have potential in modding :3 (or maybe also in mapping I guess)
I'd like to have a check to your map, if you would like please contact me xD
Zero__wind
Timing is fixed
and all the other discussions above addressed
Let's try again
Rizia
requalified
Nao Tomori
gratz on requalify!
Curisu

Thanks guys

Edit: ninja'd by Nao lol
Sonnyc
I liked the way how you managed a consistent mapping idea between insane and extra.
milr_
Great your mapping style
Enon
Wat
Suisei Hosimati
Thank god this drama ends
7ambda
This map is so fun. Thanks for the reading challenge.
Shiirn
welcome back soulfear

or mystearica, who taught you how to map streams, a deafblind?
Melter
just wanted to say something

tenshi

the spacing seems relevantly the same throughout the whole map, there is really no reason to make a slow part the same spacing as kiai.

00:12:730 (9) - this slider kinda ignores a beat 00:12:819 - where you can map but you didn't do it for the rest of that section
00:15:229 (9,10,11) - these sounds are not that intense theres really no reason to almost have a fullscreen jump
00:16:212 - theres a pretty strong sound here you ignore
00:16:301 (3) - barely any change of intensity here but it's so heavily spaced? i don't understand
00:22:194 (2,3) - this part is so calm yet you ramp up the spacing similar to previous parts
00:23:087 (1,2) - same thing, but this time barely an intensity change.
00:24:515 (1,2) - same thing, this time with not a lot of an intensity change and you made the clap less emphasized
00:33:801 (4,5) - i get that this map revolves around high spacing, but this is a pretty large jump on a sound that is not very intense
00:35:587 (5) - same thing, this spacing from previous object is very large, and theres not really a prominent sound here.
00:36:837 - 00:37:015 - it would be better to make these clickable
00:37:551 - this should also be clickable as you did 00:36:658 -
00:37:729 (2) - this spacing is absurdly large from 00:37:194 (1) - , this part is still relatively calm
00:39:337 (3) - you decide to map this which is the same sound as 00:33:712 - , but at 00:33:712 - you don't map it? where is the consistency in your map
00:40:229 (1,2,3,4,5) - this is very calm and you ramp up the spacing as if it was the kiai.
00:44:515 (5) - did you forget to nc?
00:45:765 - you missed a pretty important guitar strum here that you mapped every other time in this section
00:46:926 (9,10) - absolutely no need for a large jump like this in a calm part in this song, you have done this before but in more intense parts.
00:47:283 (13,1) - essentially same thing as above
00:48:087 (4,5,6) - same thing with spacing not matching intensity
00:49:872 (5,1) - can you make this clearer for people to actually play? maps are for playing not looking at
00:50:229 - 00:52:908 - you completely just leave your overmapped 1/4s to map the lyrics, which are the same beats as the previous section, theres no sense in doing that, you're risking consistency and the player would expect to play 1/4s again for virtually the same sounds.
00:52:015 (3,4) - you do this spacing nowhere else in the map, and it makes no sense to just suddenly put it here. why?
00:52:372 (5,6,7,8) - intensity same as things such as 00:50:944 (5,6,7,8) - yet you space it so close
00:53:890 - you miss a lyric here that you have mapped before
00:55:319 - and now you mapped this, which has no lyric on it but you mapped the previous sound which had no lyric on it.
00:55:944 - 00:58:265 - there is literally nothing to justify the large spacing in this calm part of the song
01:05:944 - 01:23:088 - there is one huge problem in the kiai. the kiai is the most intense part in this song yet it's the least dense, lowest spacing, etc. there is absouletly no reason to mix up your spacing emphasis on this part, when its clearly the most intense part in the whole song. this makes the map horrible unconsistent
00:58:265 (5) - there is barely a sound here to make so intense
01:22:372 (5) - at least nc this to show that you are going to use a stream jump
01:22:729 (9) - same thing as above

01:22:997 (12,1) - this looks absolutely horrible

just looking a the top diff alone, the spacing makes no sense, the emphasis makes no sense, the aesthetics are not the best, which make the map look horribly inconsistent. honestly to me this is far from ready from dq, and this was a short mod too. only took me a few minutes.
squishyguppy
No thanks frostwich ;)
7ambda
If this gets dq'd, then please move kiai to 00:10:230.
Nao Tomori

frostwich wrote:

just wanted to say something
something
:?:
tenshi

the spacing seems relevantly the same throughout the whole map, there is really no reason to make a slow part the same spacing as kiai.

00:12:730 (9) - this slider kinda ignores a beat 00:12:819 - where you can map but you didn't do it for the rest of that section
00:15:229 (9,10,11) - these sounds are not that intense theres really no reason to almost have a fullscreen jump
00:16:212 - theres a pretty strong sound here you ignore
00:16:301 (3) - barely any change of intensity here but it's so heavily spaced? i don't understand
00:22:194 (2,3) - this part is so calm yet you ramp up the spacing similar to previous parts
00:23:087 (1,2) - same thing, but this time barely an intensity change.
00:24:515 (1,2) - same thing, this time with not a lot of an intensity change and you made the clap less emphasized
00:33:801 (4,5) - i get that this map revolves around high spacing, but this is a pretty large jump on a sound that is not very intense
00:35:587 (5) - same thing, this spacing from previous object is very large, and theres not really a prominent sound here.
00:36:837 - 00:37:015 - it would be better to make these clickable
00:37:551 - this should also be clickable as you did 00:36:658 -
00:37:729 (2) - this spacing is absurdly large from 00:37:194 (1) - , this part is still relatively calm
00:39:337 (3) - you decide to map this which is the same sound as 00:33:712 - , but at 00:33:712 - you don't map it? where is the consistency in your map
00:40:229 (1,2,3,4,5) - this is very calm and you ramp up the spacing as if it was the kiai.
00:44:515 (5) - did you forget to nc?
00:45:765 - you missed a pretty important guitar strum here that you mapped every other time in this section
00:46:926 (9,10) - absolutely no need for a large jump like this in a calm part in this song, you have done this before but in more intense parts.
00:47:283 (13,1) - essentially same thing as above
00:48:087 (4,5,6) - same thing with spacing not matching intensity
00:49:872 (5,1) - can you make this clearer for people to actually play? maps are for playing not looking at
00:50:229 - 00:52:908 - you completely just leave your overmapped 1/4s to map the lyrics, which are the same beats as the previous section, theres no sense in doing that, you're risking consistency and the player would expect to play 1/4s again for virtually the same sounds.
00:52:015 (3,4) - you do this spacing nowhere else in the map, and it makes no sense to just suddenly put it here. why?
00:52:372 (5,6,7,8) - intensity same as things such as 00:50:944 (5,6,7,8) - yet you space it so close
00:53:890 - you miss a lyric here that you have mapped before
00:55:319 - and now you mapped this, which has no lyric on it but you mapped the previous sound which had no lyric on it.
00:55:944 - 00:58:265 - there is literally nothing to justify the large spacing in this calm part of the song
01:05:944 - 01:23:088 - there is one huge problem in the kiai. the kiai is the most intense part in this song yet it's the least dense, lowest spacing, etc. there is absouletly no reason to mix up your spacing emphasis on this part, when its clearly the most intense part in the whole song. this makes the map horrible unconsistent
00:58:265 (5) - there is barely a sound here to make so intense
01:22:372 (5) - at least nc this to show that you are going to use a stream jump
01:22:729 (9) - same thing as above

01:22:997 (12,1) - this looks absolutely horrible
ALL NO CHANGE 😠😠😠😠

just looking a the top diff alone, the spacing makes no sense, the emphasis makes no sense, the aesthetics are not the best, which make the map look horribly inconsistent. honestly to me this is far from ready from dq, and this was a short mod too. only took me a few minutes.
pw384

frostwich wrote:

blah
"Consistency" is never a must and as a mapper with 4-year experience I've been really tired of those good-looking and thoroughly "consistent" map. I'd like to say that such map that seems "abnormal" nowadays or weird but challenging and fun to play is quite refreshing for us, or at least me.

Congratz on the ranking!
Pachiru

384059043 wrote:

"Consistency" is never a must and as a mapper with 4-year experience I've been really tired of those good-looking and thoroughly "consistent" map. I'd like to say that such map that seems "abnormal" nowadays or weird but challenging and fun to play is quite refreshing for us, or at least me.

Congratz on the ranking!
I agree with him~
milr_

Shiirn wrote:

welcome back soulfear or mystearica.
Melter
this is a joke right
Shiirn

384059043 wrote:

frostwich wrote:

blah
"Consistency" is never a must and as a mapper with 4-year experience I've been really tired of those good-looking and thoroughly "consistent" map. I'd like to say that such map that seems "abnormal" nowadays or weird but challenging and fun to play is quite refreshing for us, or at least me.

Congratz on the ranking!

you can be special without being stupid



a distinction that seems to fly right over the head of most of the asian community at times
_handholding
Shiirn, I would like to remind you such comments aren't necessary. If you feel you need to express your distaste it would be more appreciated if you did so in a nicer way. It's even more important for someone such as yourself given your fame and your amount of influence in the community
Nozhomi

384059043 wrote:

frostwich wrote:

blah
"Consistency" is never a must and as a mapper with 4-year experience I've been really tired of those good-looking and thoroughly "consistent" map. I'd like to say that such map that seems "abnormal" nowadays or weird but challenging and fun to play is quite refreshing for us, or at least me.

Congratz on the ranking!
You have to keep consistency on your own mapping. You can create something weird or challenging but doing it with consistency, not by changing your own stuff for the sake of supposed "fun" or anything. If you have no reason to do (for the sake of music), then don't do it.

Anyway it's ranked so whatever~
Nao Tomori
Though his reasoning for this is very simple... Song is loud chaotic etc etc so map follows suit...
Shiirn
That's exactly what thematic choice is, if I ever heard it explained by an idiot.

Chaos and the like can be represented in spacing and patterns. It can be organized and consistent so that it is fair to the player and mapping community. It shouldn't be represented in horrible rhythms and random spacing. That's no different from a clumsy newbie making up a bullshit excuse.
Seijiro
If only arguing more would do any good...
I already expressed my opinion through my multiple mod posts and I believe this is like an insult to truly good maps that are in ranked section.

Be it freedom of opinion, but holy, a newbie may be able to achieve a similar result in no time probably.
l1mi
00:53:622 (4) - Can someone explain this note on the insane diff, whats the thought process behind that DS?

Im not sure it was even intentional and not much to complain about, its 0,2% of the map or something but it kinda opens up for other mappers to do the same and it would be pretty annoying if every map put in stuff like that on regular basis. Especially on an insane difficulty.
vipto
Congrats to you and the Chinese mapping community for forcing this very well done map through every single mechanism the ranking process has to stop maps like this from being ranked.
asd23929964
手手真的在發抖
:P :P :P
VINXIS
mad
lcfc
U Mad
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