never mind
so far i explained the best i could why the usage of tick 4 in this song is not a bad thing, why i need it this way and why the optional ways are not going to improve the quality of my map or at least keep the same quality (they would actually reduce it).I can't see it decreasing the map's quality, objectively speaking
from my perspective, it looks like i'm dealing with people who don't hesitate to force me to limit my creativity in order to prevent me from using a setting that is not used often nowadays. i already proved with facts that what i'm doing is not going to negatively affect my beatmap at all.You haven't stated them as facts really, just what you were trying to do. Basically they only here the hitsounds if they hit the ticks you could legit just add them in the mp3 via audacity if you were so bothered; but then you'd realise how stupid it actually is.
they work the same way as repeats and slider ends, repeats and slider ends are treated with the same importance as circles and slider heads on hitsounding, so the slider ticks are fine having the same treatment (they already have, beatmaps get ranked with slider tick with strong sounds)Monstrata wrote:
Slider-tick's are a passive hitsound.
you can still hit the slider ticks if you miss the slider head/tail. you can also hit them as they were circles, the gap between the slider ticks doesn't needs to be hold/hit, but it doesn't makes sense because it's easier to just hold.Monstrata wrote:
They play exactly on time, unlike slider/circle heads which are based off when you actually "hit" them.
because it has bad side effects that slider ticks don't.Monstrata wrote:
Why not use storyboarded hitsounds instead of slider-tick hitsounds then? It's the same effect.
the ranking criteria sugests mappers to avoid using storyboarded hitsounds.Monstrata wrote:
You get a sound to play at a specific point in time without having to do slidertick hitsounding.
remapping in a way that it would fit the hitsouds, would result on a lot of extra streams/triplets, and they wouldn't provide the gameplay i wanted...already explained before.Kisses wrote:
I can't see it decreasing the map's quality, objectively speaking
i did what i wanted to do and proved that everything i did is rankeable mentioning what's written in the ranking criteria, doesn't gets more clear than that.Kisses wrote:
You haven't stated them as facts really, just what you were trying to do.
no need to create fairy tales, i'm not trying to mock anyone's preference, i just want my preferences to be taken more seriously.Kisses wrote:
Basically they only here the hitsounds if they hit the ticks you could legit just add them in the mp3 via audacity if you were so bothered; but then you'd realise how stupid it actually is.
no need to change the topicKisses wrote:
Also why do you keep bringing up creativity? This isn't an attempt at being creative just adding sounds in places that aren't part of your rhythms.
it's probably hopeless to get you or anyone else to teach me how to map at this point (7 years of osu!) but my map would be bubbled already if i agreed to change the tick rate earlier, so there is not much to say about my notes, actually.Kisses wrote:
Also also, you talk about bring up the topic of creativity and how placing active hitsounds on passive objects adds to that yet the rhythm you've limited your ownself with the rhythms you've used. Eg 01:47:635 (1,2,3) - and 01:48:317 (5,6,7) - are triplets despite the song having a double at 01:47:635 (1) - and there being absolutely no sound at 01:48:431 (6) . Oh and a triplet at 01:48:772 (1) though this is mapped as a 1/2 for reasons im not too sure . You mapped these for a generic style rhythm when you could have had a much more interesting one but fallback to your hitsounding for creativity???
i modded a map a few weeks ago, the mapper was not using custom slider ticks, i suggested custom slider ticks, he didn't seem bothered and agreed imediately, none of the modders complained, the map got ranked already, didn't see anyone complaining about them later.Kisses wrote:
There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. A lot of people think it's stupid so yeah, I think that says a lot
thank you for your feedbackKisses wrote:
This is the first (and probs) the last time I'll reply to someone quoting them this way. I hope you feel special ~
thank you for your helpBehonkiss wrote:
Here's a long overdue return favor for your M4M 2 months back
(i have to admit that i was really mad at you because didn't look like you were going to honor our deal lol.
i wanted some feedback from veteran mappers before finding bn's. unfortunately there are not many of them available for now but at least i got you and another veteran to check this map )
00:00:818 It would be more interesting to place these circles in different spots rather than stacking. (i mapped the intro using a "boring" style intentionally, i wanted it to feel outdated)
00:06:272 Same here. (^)
00:12:409 Maybe add more circles or change this one to a slider or spinner to fill the empty spot after it? (the piano is no longer present and thre is no other instrument to follow starting here, the long background sound started way earlier so i can't follow it)
00:17:863 (4) Suddenly stacking these two after the previous two circles feels unnatural. (i disagree, they are the same sounds so it makes sense to stack, i didn't do the same on other similar parts because i wanted some variation)
01:11:953 (2) I'd raise this vertically a little more to make the progression from circles 1 to 3 more visually appealing. (i will move the previous note by a few pixels so the curve on 123 will be more compatible with the curve on 234)
03:13:090 (2) It also looks visually unappealing to have the sliders overlap like this. I'd try and make them blanket each other instead. (i like them )
03:17:408 (4) Same here. (^)
05:03:090 (1) I'd get rid of the new combo here and apply it to the slider right afterward. (the flute starts here so i can't do this)
and I am very thankful for you and everyone trying to help me.Monstrata wrote:
Well, I tried to be helpful.
It's okay if it's ignored if the map was made in a way that there is no better option (slider ticks, in the case of my map), it's a guideline after all.Monstrata wrote:
The storyboarded hitsound guideline is largely ignored.
yes i understand that you didn't had the options that i have in my map, i would never tell you to remap and to make them as slider ticks if i modded that map because the way you mapped is fine.Monstrata wrote:
THe only important thing is setting the volume to be lower than the regular clap/whistle/etc... volume if you are putting the storyboarded hitsound in a location where there is no object (A gap in between two objects). Other than that there is no drawback that I'm aware of, as someone who has used storyboarded hitsounds for pretty much the same reason you're currently using slider-tick hitsounding. You can refer to the Normal and Hard on https://osu.ppy.sh/s/608723 where it's not possible to keysound every piano note on the map without causing the note density to be too high for the difficulty. (Song is full 1/2 piano rhythms, but obviously you can't map them all on Normal or Hard).
Kisses wrote:
There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. So basically val0108 is a bad mapper,right... Please if you are not aware of something, at least do some research. Mapping slidertick. with custom was done A LOT, it's not a case of two maps that were overlooked.Kisses wrote:
A lot of people think it's stupid so yeah, I think that says a lot A lot of people say that spacing 1/2 circles spaced everywhere in a song, mapping sliders that cover the entire screen with big sv, etc, are a bad idea, and yet, people still rank maps that do so. It's just the matter of making a mapping decision and check if that decision can be ranked or not.
Net0 wrote:
Slider tickrate at 4 used in order to allow the mapper to custom hitsound ticks that are on 1/4 snap...
I can't see why people are having so much trouble to understand something as simple as this. People did the same idea with high bpm maps and tick set on 2 to map consecutive 1/2 snare/kicks on 3/2 sliders. (in maps with simplified density rhythm ofc) .In this case it's the same concept applied to 1/4 sounds passivelly mapped with his rhythm, but instead of current percussion passive mapping (which would basically mean mapping reverses everywhere) he's doing an old melody rhythm map that uses custom tick hitsounding to add more to the experience.Kisses wrote:
There have only been 2 instances that I'm aware of that have been ranked with slidertick hitsounds. They were both seen as bad but BNs passed them because the were the lower diff in the sets and either the BNs didn't fully check them or didn't care enough. So basically val0108 is a bad mapper,right... Please if you are not aware of something, at least do some research. Mapping slidertick. with custom was done A LOT, it's not a case of two maps that were overlooked.Kisses wrote:
A lot of people think it's stupid so yeah, I think that says a lot A lot of people say that spacing 1/2 circles spaced everywhere in a song, mapping sliders that cover the entire screen with big sv, etc, are a bad idea, and yet, people still rank maps that do so. It's just the matter of making a mapping decision and check if that decision can be ranked or not.
thank you guys, appreciate your supportStefan wrote:
Did anyone provide a solid reason what are the disadvantages about TR4? Yeah, saying "it doesn't fit" and "it doesn't make sense" and "just use storyboard hitsounds" may be called but the mapper didn't randomly choose it.
Using storyboarded hitsounds would be hella stupid to people who prefer to play with their own hitsounds or disable the storyboard - causing something is missing/being off. I mean it'd also be silly to the taiko convert but this is less relevant. As well I see no reason how TR4 is bad compared to TR2/1. Yes, TR2 would have the same effect like TR4 except of these certain parts that are in question but because TR4 wouldn't be much different than TR2 I don't see how you guys try to convince the mapper that TR4 is a bad choice. Especially since I haven't heard anything valueable that is a solid reason to refrain from TR4.
i'm not happy to hear that my hitsounds didn't sound good enough for you, but i can't make everyone happy.Kisses wrote:
It's not about the tickrate specifically it's about the hitsounding, for me anyways