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FELT - After rain 4ns5u

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naitoshi is cute


[General]

I liked how you did the HW style preview point where you put it at the start of the song, feels very ominous/melodic

I feel like you could be fine with OD7 to prevent notelock on the 1/3 parts


[muffled voice]

I really don't know what exactly to adress here. I'm guessing this style of visuals is done on purpose (taken from HW i'm guessing) so i'll try to focus on other things

00:04:441 (2,3) - feels weird how this is mapped at 1/4th and the previous part is mapped at 1/2th despite being practically the same melody
00:12:155 (3,4) - could probably move this to the right more to equal the spacing a bit
00:19:013 (4) - extend this to the red tick?
00:25:655 (3,4) - could probably want to make this have the same spacing as 00:24:155 (1,2) - and maybe avoid the overlap it does with 00:27:155 (5) - by moving it more down?
00:29:084 - try this rhythm instead? emphasizes the vocals more and the repeat slider makes more sense in of fitting to the vocals at 00:29:727 - than at 00:31:013 -
http://puu.sh/r9KNd/b5ca95ea5f.jpg (4 starts at 00:29:084 - )
00:42:798 (4) - 00:43:441 (5) - these type of sliders are unfitting and don't belong with the rest, i suggest just going for straight/curve
00:48:155 - vocals get really powerful here, i suggest increasing the spacing a bit to emphasize that intensity
01:16:441 (3,4,5,6) - this type of spacing doesn't really make sense because the piano is pretty much as intense as the parts before it but this is really tiny compared to 01:09:584 (3,4,5,6) - or 01:13:013 (3,4,5) -
01:22:441 - pretty powerful part here too, suggest increasing spacing as well too (esp since naitoshi seemed to increase hs volume on this part aswell)
01:49:441 (1,2,3) - honestly im not sure there's even a 1/3 in this part of the song, i don't really hear it (applies to other instances where you used the same stacked pattern)
also not to mention that stacking a 1/3 after not using any in the map at all is pretty bad and really hard to sightread
03:02:941 (3,4,5,6,7) - this type of spacing is really confusing for the kind of rhythm you used. i suggest overlapping 3 a bit with the slider before it to indicate the 1/4th and space 3 out from 4 to indicate the shift back to 1/2
03:35:298 (7) - pretty unfitting shape, i can't really hear anything you'd want to emphasize with a different shape in this part so this just looks kinda bad, suggest just doing curve or straight
03:47:298 (3) - i'd curve this, this looking straight is kind of weird http://puu.sh/r9Ltp/f07b479f1e.jpg
04:00:155 (1) - i have nothing wrong with the speed of the slider, rather the shape and how organized it looks compared to the rest of the map which has a rather disorganized feel to it, could probably want to make the shape have that same feeling aswell
04:58:977 (2) - can't really hear what this is mapped to honestly
05:01:441 (1,2,3,1) - ok for this one i'm 100% sure there's no 1/3 here whatsoever, clear 1/2 beats playing in the background
and really because i've addressed this, you REALLY want to check all your 1/3rd in this map to make sure they're actually mapped to anything in the song, because honestly i couldn't hear most of them.
05:18:584 (1) - ctrl g maybe? creates nice emphasis


alright, that's what i got. aside from the 1/3 stuff this map is really unique/special, and your use of emphasis was really good to emphasize a powerful song like this.

this was quite the experience to mod, starred. gl with ranking and thanks for modding my map c:
Topic Starter

Xilver wrote: 1l325z

naitoshi is cute my waifu


[General]

I liked how you did the HW style preview point where you put it at the start of the song, feels very ominous/melodic thanks :D ofc like everything else in mapping hw's preview points are best

I feel like you could be fine with OD7 to prevent notelock on the 1/3 parts mm id rather keep it at od6, slow slow stream beats wont notelock like you say


[muffled voice]

I really don't know what exactly to adress here. I'm guessing this style of visuals is done on purpose (taken from HW i'm guessing) so i'll try to focus on other things ty, i appreciate this :3

00:04:441 (2,3) - feels weird how this is mapped at 1/4th and the previous part is mapped at 1/2th despite being practically the same melody yes the intro rhythms are all weirdlike but they are the most important feeling beats to me, and also all exist to introduce reading concepts used throughout the map, so i probably wont change any rhythms in this intro
00:12:155 (3,4) - could probably move this to the right more to equal the spacing a bit haha well i dont really think any larger ds would fit well here xp
00:19:013 (4) - extend this to the red tick?
00:25:655 (3,4) - could probably want to make this have the same spacing as 00:24:155 (1,2) - and maybe avoid the overlap it does with 00:27:155 (5) - by moving it more down? actually it used to match that ds before but multiple experienced modders brought up that it obscures the repeat arrow so i changed it to this, and as for overlap well, i never really mind that because of the play experience x3
00:29:084 - try this rhythm instead? emphasizes the vocals more and the repeat slider makes more sense in of fitting to the vocals at 00:29:727 - than at 00:31:013 -
http://puu.sh/r9KNd/b5ca95ea5f.jpg (4 starts at 00:29:084 - ) i prefer my rhythm because of active/ive rhythming stuff with the vocals, hard to describe w/out long paragraphs of text x:
00:42:798 (4) - 00:43:441 (5) - these type of sliders are unfitting and don't belong with the rest, i suggest just going for straight/curve hmm after much consideration i suppose you're right, though i don't really care about visuals very much, simple curves overall would fit better, changed for all instances of this
00:48:155 - vocals get really powerful here, i suggest increasing the spacing a bit to emphasize that intensity i dont think that's necessary because i already increase direction changes a lot here for emphasis
01:16:441 (3,4,5,6) - this type of spacing doesn't really make sense because the piano is pretty much as intense as the parts before it but this is really tiny compared to 01:09:584 (3,4,5,6) - or 01:13:013 (3,4,5) - it has to do with the piano's pitch, it's much lower here than before, it's alwso why there's a jump at 01:13:441 (5,6) -
01:22:441 - pretty powerful part here too, suggest increasing spacing as well too (esp since naitoshi seemed to increase hs volume on this part aswell) again, i use a lot of direction changes here for similar effect
01:49:441 (1,2,3) - honestly im not sure there's even a 1/3 in this part of the song, i don't really hear it (applies to other instances where you used the same stacked pattern) will only say this once instead of throughout, but all 1/3 i've used does exist in the song as quiet drum beats, even the one you were 100% sure about, perhaps turn you hitsound volume to 0 and check again at 25% but i've had others confirm already
also not to mention that stacking a 1/3 after not using any in the map at all is pretty bad and really hard to sightread haha this is somewhat fair, but it's not like there was 1/4 before this, and imo any rhythm is readable when stacked, which is why you see patterns like the axion stacked stream show up
03:02:941 (3,4,5,6,7) - this type of spacing is really confusing for the kind of rhythm you used. i suggest overlapping 3 a bit with the slider before it to indicate the 1/4th and space 3 out from 4 to indicate the shift back to 1/2 well, this is just simple ar reading, when notes are this close together it isn't confusing at all imo
03:35:298 (7) - pretty unfitting shape, i can't really hear anything you'd want to emphasize with a different shape in this part so this just looks kinda bad, suggest just doing curve or straight
03:47:298 (3) - i'd curve this, this looking straight is kind of weird http://puu.sh/r9Ltp/f07b479f1e.jpg ok, tho curving more for play experience than visuals
04:00:155 (1) - i have nothing wrong with the speed of the slider, rather the shape and how organized it looks compared to the rest of the map which has a rather disorganized feel to it, could probably want to make the shape have that same feeling aswell lol well idk what to say in response to this, i like this slider's design tho x:
04:58:977 (2) - can't really hear what this is mapped to honestly uh i swear there were drum beats there .-. well i cant hear them anymore so changed to something that's way nicer feeling anyway
05:01:441 (1,2,3,1) - ok for this one i'm 100% sure there's no 1/3 here whatsoever, clear 1/2 beats playing in the background
and really because i've addressed this, you REALLY want to check all your 1/3rd in this map to make sure they're actually mapped to anything in the song, because honestly i couldn't hear most of them.
05:18:584 (1) - ctrl g maybe? creates nice emphasis haha this is def where we differ as mappers since i suggested the opposite on your map, i prefer this antijump style pattern for emphasis into the slow slider


alright, that's what i got. aside from the 1/3 stuff this map is really unique/special, and your use of emphasis was really good to emphasize a powerful song like this.

this was quite the experience to mod, starred. gl with ranking and thanks for modding my map c: thank you for the star, and for trying your hardest with modding my map :>
late m4m ;d

[muffled voice]
you seem to really like using weird overlaps throughout the map, so i won't make suggestions on them
  1. 00:36:155 - throughout this section, you heavily focus on the vocal line, so making this hittable would help it be consistent in that
  2. 00:47:298 (6) - kinda feel like the tension(?) in the voice here is kinda underwhelmed when you make it a simple 1/1 rhythm
  3. 01:04:441 (5,6,7,8) - maybe make this a perfect rhombus? keeps the aesthetics clean like how you did 01:01:013 (5,6,7,8) - and 00:57:584 (5,6,7,8) -
  4. 01:13:441 (5,7) - should just stack these tbh, the hitburst can still be seen over 7 and it looks weird af
  5. 01:46:013 (4,5,1) - makes more sense to have 5 closer to 4 for downbeat emphasis, but your spacing overall is pretty wonky
  6. 02:09:584 (1,2) - it would make the transition into 1/3 more readable if you were to enlarge this jump a bit
  7. 02:24:799 (2) - okay please stack this on the tail its tilting me hard
  8. 02:34:013 (1,2,3,1) - why not make a cute little stream instead of a boring stack O W O W O W O
  9. 03:05:298 (1) - i really think you should make this shorter and add circles to emphasize the vocals, and to at least make the drum at 03:05:298 (1) - feel more powerful. like, its okay at 03:10:013 (2) - because the vocal actually holds for that long, but here, its shorter
  10. 03:18:584 (3) - might as well extend by 1/8 to mimic 03:04:870 (8) - 's effect as a lead-in to the next note
  11. 03:32:727 (1) - same as above
  12. 03:42:155 (8,9) - these look so out of place relative to the curved sliders you usually use lol
  13. 04:00:155 (1) - mm, last journey home flashbacks
  14. 05:05:298 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - would've been cool if these kept expanding outward or showed some kind of gradual trend, but for now it just feels a bit repetitive
  15. 05:16:870 (3,4,5) - this feels a bit jarring to me, because 05:17:298 - feels too weakly emphasized.. and the jump angle is awkward to play when its a linear movement but unequal spacing between objects
cool map gl
Topic Starter

toybot wrote: 3r152n

late m4m ;d

[muffled voice]
you seem to really like using weird overlaps throughout the map, so i won't make suggestions on them appreciated :3
  1. 00:36:155 - throughout this section, you heavily focus on the vocal line, so making this hittable would help it be consistent in that changed
  2. 00:47:298 (6) - kinda feel like the tension(?) in the voice here is kinda underwhelmed when you make it a simple 1/1 rhythm well, i think lifting the key up after 1/1 gap fits with the way the vocals build up like this
  3. 01:04:441 (5,6,7,8) - maybe make this a perfect rhombus? keeps the aesthetics clean like how you did 01:01:013 (5,6,7,8) - and 00:57:584 (5,6,7,8) - perfect rhombus doesnt make the objects overlap enough for piano emphasis imo (i did try to centre it better tho)
  4. 01:13:441 (5,7) - should just stack these tbh, the hitburst can still be seen over 7 and it looks weird af mm idk i dont really like how stacking here plays ^^'
  5. 01:46:013 (4,5,1) - makes more sense to have 5 closer to 4 for downbeat emphasis, but your spacing overall is pretty wonky lol but most of my downbeats have antijumps to them for emphasis..
  6. 02:09:584 (1,2) - it would make the transition into 1/3 more readable if you were to enlarge this jump a bit haha it certainly would but i dont really think prioritizing readability is a very good idea ever, like for here the direction change and rhythm consistency should be enough for readability, and the current cursor motion is much more fun than larger spacing
  7. 02:24:799 (2) - okay please stack this on the tail its tilting me hard lol but this style of object placement is becoming more and more popular even
  8. 02:34:013 (1,2,3,1) - why not make a cute little stream instead of a boring stack O W O W O W O well the chorus is winding down rly weaklike, i dont think a stream would fit here and prefer the direct contrast of the 02:29:941 (2,3,4) - and 02:34:013 (1,2,3,1) - stacks
  9. 03:05:298 (1) - i really think you should make this shorter and add circles to emphasize the vocals, and to at least make the drum at 03:05:298 (1) - feel more powerful. like, its okay at 03:10:013 (2) - because the vocal actually holds for that long, but here, its shorter mmmm this rhythm is really important to me, it emphasizes the start of this whole verse really well and i dont think ill ever change it ;-;
  10. 03:18:584 (3) - might as well extend by 1/8 to mimic 03:04:870 (8) - 's effect as a lead-in to the next note well that would be ok, but there are pretty noticeable beats on both of those tails that im mapping, so those parts are different in some way
  11. 03:32:727 (1) - same as above
  12. 03:42:155 (8,9) - these look so out of place relative to the curved sliders you usually use lol oops i was supposed to have changed those already after xilver's mod ^^'
  13. 04:00:155 (1) - mm, last journey home flashbacks lol, its more based on an old ver of yuko's coloring.
  14. 05:05:298 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - would've been cool if these kept expanding outward or showed some kind of gradual trend, but for now it just feels a bit repetitive on purpose, its the same repeated circles jump style ive used throughout the map like at 02:07:870 (1,2,3,4,1,2,3,4,1,2) - etc
  15. 05:16:870 (3,4,5) - this feels a bit jarring to me, because 05:17:298 - feels too weakly emphasized.. and the jump angle is awkward to play when its a linear movement but unequal spacing between objects that spacing thing you talk about is so untrue in so many ways i dont know why people say that.. and i do this smaller spacing for low-pitched drums a lot so i think its fine
cool map gl thank you for modding, you got me to change an intro rhythm which i thought would never happen o:

Nao Tomori wrote: 1f93x

irc
01:41 *Nao Tomori is editing [https://osu-ppy-sh.tvgratuite.org/b/1104145 Itagaki Soutarou - Mugenranbushou(Game size) [Abhor's Normal]]
01:45 UndeadCapulet: 01:25:412 (1,2,3) -
01:46 Nao Tomori: 01:22:148 (6) -
18:01 Nao Tomori: after rain
18:01 UndeadCapulet: :o
18:02 Nao Tomori: irc or vs
18:02 Nao Tomori: vc*
18:02 UndeadCapulet: i'd prefer voice but that's harder to log, so up to you i guess
18:02 Nao Tomori: kk
18:03 Nao Tomori: i'll just use phil's discord cuz
18:03 Nao Tomori: lazy to click on ur name
18:03 Nao Tomori: x d
18:03 UndeadCapulet: im in only2 channel xd
18:03 Nao Tomori: thats so far down
18:03 Nao Tomori: come up here
18:06 Nao Tomori: 00:04:227 -
18:06 UndeadCapulet: 00:06:798 (5) -
18:06 UndeadCapulet: 00:03:584 (1,2) -
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18:40 Nao Tomori: 00:32:513 (3) -
18:42 Nao Tomori: 00:41:298 (1) -
18:44 UndeadCapulet: http://puu.sh/tZ1wh/241e330127.jpg
18:44 UndeadCapulet: 00:27:155 (5,1) -
18:45 Nao Tomori: 00:47:298 (6) -
18:45 UndeadCapulet: http://puu.sh/tZ1zK/c6702cc30a.jpg
18:49 Nao Tomori: 00:48:798 (2) -
18:50 Nao Tomori: 00:52:870 (3,4) -
18:50 UndeadCapulet: 00:49:870 (6) -
18:52 UndeadCapulet: http://puu.sh/tZ27f/b8f25aa297.jpg
18:55 Nao Tomori: 01:27:584 (1) -
18:59 Nao Tomori: 01:04:441 (5,6,7,8) -
19:03 Nao Tomori: 01:01:013 (5,6,7,8) -
19:04 Nao Tomori: 01:12:155 (1,2) -
19:06 Nao Tomori: https://osu-ppy-sh.tvgratuite.org/ss/7299948
19:06 UndeadCapulet: http://puu.sh/tZ31J/f0eb9cda8c.jpg
19:08 Nao Tomori: 01:15:370 (9) -
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19:27 UndeadCapulet: http://puu.sh/tZ4pS/c079b5de0c.jpg
19:28 Nao Tomori: 01:38:727 (7) -
19:30 *UndeadCapulet is editing [https://osu-ppy-sh.tvgratuite.org/b/934012 FELT - After rain [muffled voice]]
19:31 Nao Tomori: 01:44:298 (4,5,1) -
19:31 Nao Tomori: 01:45:584 (3) -
19:32 UndeadCapulet: http://puu.sh/tZ4KQ/d9cba7d2d4.jpg
19:32 Nao Tomori: 01:46:013 (4,5) -
19:33 Nao Tomori: 01:48:584 (6) -
19:34 UndeadCapulet: http://puu.sh/tZ4U5/6992fb7510.jpg
19:38 Nao Tomori: 01:51:584 (1) -
19:38 Nao Tomori: 01:46:441 (1) -
19:39 UndeadCapulet: http://puu.sh/tZ5hN/acf437b3d5.jpg
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19:44 Nao Tomori: 01:57:584 (4,5,6) -
19:45 Nao Tomori: 01:58:870 (1) -
19:51 Nao Tomori: 02:03:584 (1,3) -
19:52 Nao Tomori: 02:10:013 (1,2,3) -
19:55 Nao Tomori: 02:15:370 (4) -
19:56 Nao Tomori: 02:13:441 (4,5,1) -
19:57 UndeadCapulet: http://puu.sh/tZ6v8/13b6f410c8.jpg
19:59 Nao Tomori: 02:24:798 (2) -
19:59 Nao Tomori: 00:23:084 (5,6) -
20:00 UndeadCapulet: http://puu.sh/tZ6Hx/b5f3c70adf.jpg
20:00 Nao Tomori: 02:26:084 (6) -
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20:11 Nao Tomori: 03:07:655 (6,7) -
20:13 Nao Tomori: 03:17:298 (5) -
20:14 Nao Tomori: 03:16:441 (3,5) -
20:15 Nao Tomori: 03:19:870 (3) -
20:16 Nao Tomori: https://osu-ppy-sh.tvgratuite.org/ss/7300372
20:17 Nao Tomori: 03:23:727 (5) -
20:20 UndeadCapulet: http://puu.sh/tZ7ZX/90ac4e93ac.jpg
20:21 Nao Tomori: 03:26:727 (3) -
20:22 Nao Tomori: 03:27:370 (5,6) -
20:26 Nao Tomori: 03:39:584 (1,3) -
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20:27 UndeadCapulet: http://puu.sh/tZ8tq/1c8f777593.jpg
20:30 UndeadCapulet: http://puu.sh/tZ8H3/b5b73d3ad0.jpg
20:32 Nao Tomori: 03:42:155 (8,9) -
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20:45 UndeadCapulet: http://puu.sh/tZ9Gd/e504356b87.jpg
20:46 UndeadCapulet: 02:34:441 (1) -
20:48 Nao Tomori: 04:29:298 (1,2,1) -
20:53 Nao Tomori: 04:48:155 (1,3) -
20:54 UndeadCapulet: http://puu.sh/tZafK/640e1f2d03.jpg
20:55 Nao Tomori: 04:58:441 (1,2,3) -
20:55 Nao Tomori: 04:55:013 (1,2) -
20:58 Nao Tomori: 05:09:905 (6,7) -
20:59 Nao Tomori: 05:14:513 (2) -
21:03 UndeadCapulet: http://puu.sh/tZaNz/0f33fafda8.jpg
21:03 Nao Tomori: 05:14:941 (4,1,2) -
21:04 UndeadCapulet: http://puu.sh/tZaVl/9794fa570b.jpg
21:06 UndeadCapulet: http://puu.sh/tZb3F/70b0745496.jpg
21:08 UndeadCapulet: http://puu.sh/tZbaF/9fab7a1363.jpg
21:15 *UndeadCapulet is listening to [https://osu-ppy-sh.tvgratuite.org/b/201700 Leftymonster - START]
21:15 UndeadCapulet: 00:18:143 (1) -
21:23 *Nao Tomori is listening to [https://osu-ppy-sh.tvgratuite.org/b/271 Sakai Kanako - Cheer! ~Makkana Kimochi~]
21:29 Nao Tomori: 03:22:378 -
fixed some stacking issues

aka unstacked

Topic Starter
Thank you so much Nao! <3
nice dude
HOW DO YOU PRONOUNCE YOUR NAME?! YOHANES?!

Naitoshi wrote: 6z3c2v

HOW DO YOU PRONOUNCE YOUR NAME?! YOHANES?!
...


Umm, not sure. Maybe Yohanes?
oh this is going somewhere, nice
even though I don't understand it, most of this map feels really nice to play, but wtf is 04:00:155 (1) supposed to be doing
might sound douche-ish but I'd really like an explenation for what this slider's meaning or functino is, this section seems like something that could either by mapped regularly like the rest of the map, or just be left as a break, but I don't see how this slider fits at all tbh

also, 04:36:155 (1,2) felt rather underwhelming to play and I don't think you've done anything like this sort of antijump anywhere else in the map so it felt out of place for me here - I don't know if that would fit to any other structure(?) that you've got but stacking would feel really nice imo

also, why no KiaiTime for the section at 03:05:298 - ? seems just as intense as the other Kiai-secitons

and altho it might make sense with the lyrics, I personally don't really like the diffname, I don't recognize anything "muffled" in the song and feel like something else could describe the feeling of this song&map better. Just bc something makes sense doesn't mean it's fitting, but that's up to you of course, I just wanted to voice my opinion on it ;)
Topic Starter
opinions are always welcome, and you weren't at all rude, dw~

about that slider
Yeah I've had multiple concerns about it, but I really think it fits better than anything else.

The instrumental at 04:00:155 - is the same as in the intro, except at much lower volume. And in the intro I already used super minimalistic rhythming because following the constant piano rhythm wouldn't really fit the song's tone at all. So to map this section normally I'd need to use even less note density, which wouldn't really fit at all or be engaging in any way. Or use a break, but I also don't think that fits here because:

This section has something that the intro doesn't have: the background vocals. Really really long hold vocals, which add a sense of... "suspense" isn't the right word, but I can't think of anything better right now.. basically they add a lot of "intensity" but it's still a quiet part .-.

Wording things is hard.. but yeah the superslow sliderhold is to match the intensity of the background vocals and how much emotion Mika is putting into her vocal performance here. I've had a lot of alternative suggestions, like breaking it up into multiple sliders, but I don't really want to do that either because this part feels really connected and cohesive to me, multiple clicking feels off imo.

(also this slider serves as a reference to an old version of this map, which had a really slow "M" sliderart in it at a similar part of the song. It only got taken out because dumb sliderslide hitsounding rules)

EDIT: here are some puush links of people who think the slider fits well, so it doesn't seem like it's just me:



as for 04:36:155 (1,2) - , it matches up with 02:19:013 (1,2) - (tho maybe those should be a bit closer?). the arrangement is like that to fit the weak stressed-feeling vocals, and the instrumental beats that are very 1/2 based here

and i didn't add full kiai at 03:05:298 - because I'd rather save it for the chorus lines. There are flashes on the really strong downbeats, but I never really interpreted this part of the song as kiai-like

and i like my diffname :P mika has a very breathy vocal style, and "muffled voice" sort of fits that for me, as well as being based on the song lyrics

Thanks for reading through the thread before posting! And glad to here the map felt mostly nice to play :3

1g1z4l

muffled voice
  1. 00:00:156 (1,2,3,4) - Why does 00:00:156 (1,2) - have a different stack to 00:01:441 (3,4) ? what are you going for?
  2. 00:03:584 (1) - Underlaps like these break down the structure of your map, can sometimes throw players, most of the time don't look appealing (this isn't an exception) and just looks really random, though that ties along with the breaks down the structure part.
  3. 00:06:798 (5,1) - This is the part where it would be a good idea to use small spacing instead of a stack. It would make sense with the other patterns such as 00:08:513 (3,4) - and when you have things like these done consistently the whole map becomes easier to read and less frustrating to the player
  4. 00:13:870 (1) - And increase in spacing would have been nice. I really don't understand the thought behind the placement when you put it 2/3 thirds in between 00:13:012 (4) - and 00:12:155 (3) . Again stuff like this makes the map look random and unpolished
  5. 00:17:084 - If you're gonna map this then you should at least map 00:16:870
  6. 00:15:584 (4,5,6,1) - I just don't see how this pattern would be readable. I mean I guess some people are good enough to sight read but most people would have to really focus since the spacing and structure don't reflect the rhythm at all
  7. 00:17:941 (2,3) - Now I can't tell if this is a mis-stack or deliberate small spacing. If it's the small spacing it would be bad because it's different to all the other 1/4 spacings such as 00:08:513 (3,4) . If it's a stack then similar point to what I said before
  8. 00:33:155 (4,5) - recommend using same spacing as 00:08:513 (3,4) or vice versa. This goes for a lot of other rhythms like this
  9. 01:09:370 (2,3,4,5) - These are all part of the same piano riff so why is (2) not grouped up with (3,4,5) ? same for 01:12:798 (2,3,4,5) -
  10. 01:11:513 (8) - random finish is random
  11. 01:31:655 (4,5) - and then you use different spacing for the circle slider pattern. The reason you've done this doesn't seem to be clear within the song either
  12. 01:31:013 (3,4) - Another set of finishes that feel uned by the song
  13. 01:34:441 (5,6,7,8,1) - Yeah this is just straight up unreadable. can you you choose to express this part of the song with this specific pattern?
  14. 01:36:584 (2) - ^ on top of those high space jumps you jump again to this note which puts a lot of strain of you and this a minor beat.
  15. 01:46:013 (4,5,1) - the flow is really un-intuitive. It's bad. Going from 5 to 1 is really uncomfortable and really rigid, it also doesn't seem to fit in the the concept of the rest of the map
  16. 01:51:584 (1) - ^
  17. 01:49:441 (1,2,3) - A lot of people are going to misread this as 1/4 beats, you have to do something to make this pattern more distinguishable imho
  18. 01:56:655 (4) - Unused timing point
  19. 01:56:298 (1,2,3) - The 1/6 pattern you have before was stacked and this isn't. This in a way kind of shows the important of consistency in patterns because you have spaced 1/4 patterns, spaced 1/6 patterns. stacked 1/4 patterns, stacked 1/6 patterns, patterns with different spacings and it's all thrown in together where the music doesn't change so it becomes a bit of a cluster fuck and really difficult to read. I also feel that spaced streams fit the song
  20. 02:10:013 (1,2,3) - Ok last thing about spacing of patterns. I just want to use this as an example to put the nail in the coffin. When you play 02:07:655 (3,1,2,3,4,1,2,3,4,1,2) - you're going to assume 02:10:013 (1,2,3) are 1/4 beats too because of the structural spacing and instinctively play them that way too. Because the drums are somewhat quiet the player isn't really going to pick up on that
  21. 02:15:370 (4) - fancy sliders are nice in all but.... you just threw this in randomly, none of the other sounds similar to this have sliders this extravagant
  22. 03:46:013 (3) - The song doesn't do anything fancy or change drastically at all so why the SV change? Really, really unexpected to play and doesn't seem to fit the song
  23. 03:49:870 (1) -^ also you could at least NC 03:50:727 (3) - to signal to the playing you're speeding things up again
  24. 04:00:155 (1) - Ok so first off, from the player's perspective, this is boring to play. Playing a single slider with such a low SV for an extended amount of time can be boring in itself but even more so when there are a lot of other stuff ing in the background, which leads on into the second point. What is this mapping exactly? There are a lot of stuff going on in the background, there are vocals and the piano so why are you mapping to something non existent (if it does exist I can't hear it clearly and I'm sure a player would be scratching their head as to what it is as well.
  25. 04:23:727 (2) - This is nice idea to capture the build up but ending this so close to 04:24:156 (1) on the timeline makes it very, very easy to slider break
  26. 04:26:084 (2) - i wanted to point out this individually, this spacing is really huge and it is, to me, a really minor beat
  27. 05:18:584 (1) - In my experience of mapping spinners are more fun to play as an outro, something to consider
  28. 04:51:584 - This is the only place in the map where you have a finish hitsound on a ive beat (slider end). Recommend to make this beat clickable.
  29. 04:49:013 (2,3,4,5,6,7,8,9,10) - This whole pattern has high spacings and youre dragging your cursor all across the screen. It doesn't feel natural and fluid especially compared to a lot of your other patterns
    Spacing
    Spacing emphasis seems to be non existent or just inconsistent. More emphatic notes such as 00:22:441 (4) receive no spacing emphasis whilst minor notes such as 00:25:655 (3) and 00:53:727 (5) and 01:54:798 (4) get really high *relative" spacing
[]A lot of stuff I said can be repeated for similar objects. I brought up consistency a lot at first because I do think it's important in songs such as these. Sorry if I came across as rude in my mod btw. Well, GL!
I disagree
Topic Starter

Kisses wrote: 45e28

1g1z4l

muffled voice
  1. 00:00:156 (1,2,3,4) - Why does 00:00:156 (1,2) - have a different stack to 00:01:441 (3,4) ? what are you going for? the start of the song is incredibly quiet so i use a slow buildup of motion and rhythm throughout the intro. this is just the most direct example of that, using a perfect stack to start the map with absolutely zero motion. if you look at 00:13:870 (1,2,3,4) - there are similar differences in spacing, but since this part of the map has achieved more motion, there's more motion here
  2. 00:03:584 (1) - Underlaps like these break down the structure of your map, can sometimes throw players, most of the time don't look appealing (this isn't an exception) and just looks really random, though that ties along with the breaks down the structure part. you use the word "structure" here, i can only assume you mean visual structure, but all i aim for in mapping is gameplay stuffs that expresses the song. if that results in something looking "ugly", then so be it. but if you look carefully you'll see lots of consistency in gameplay concepts. here for example, i want the player to move back from the slidertail into the head to emphasize the strong downbeat here. but since there's also little motion overall in this intro, the result is this placement
  3. 00:06:798 (5,1) - This is the part where it would be a good idea to use small spacing instead of a stack. It would make sense with the other patterns such as 00:08:513 (3,4) - and when you have things like these done consistently the whole map becomes easier to read and less frustrating to the player stack here is for the super weak quiet high pitched piano key that isnt remotely similar to 00:08:513 (3,4) - . but it is the same as 00:20:513 (7,1) - , which i do keep consistent
  4. 00:13:870 (1) - And increase in spacing would have been nice. I really don't understand the thought behind the placement when you put it 2/3 thirds in between 00:13:012 (4) - and 00:12:155 (3) . Again stuff like this makes the map look random and unpolished
  5. 00:17:084 - If you're gonna map this then you should at least map 00:16:870 i see where you're coming from here, but that would be too much note density overall and those other sounds are more like echoes for me anyway so personally dont want to map them
  6. 00:15:584 (4,5,6,1) - I just don't see how this pattern would be readable. I mean I guess some people are good enough to sight read but most people would have to really focus since the spacing and structure don't reflect the rhythm at all i assure you this is super easy to sightread as i have gotten lots of testplays and nobody breaks here. it's not even remotely difficult lol..
  7. 00:17:941 (2,3) - Now I can't tell if this is a mis-stack or deliberate small spacing. If it's the small spacing it would be bad because it's different to all the other 1/4 spacings such as 00:08:513 (3,4) . If it's a stack then similar point to what I said before it is deliberate, lol, it's a custom stack since the map uses sl2, and i prefer for the stack to follow along with the sliderbody motion
  8. 00:33:155 (4,5) - recommend using same spacing as 00:08:513 (3,4) or vice versa. This goes for a lot of other rhythms like this prefer the hard stop here to lead into the next vocal line, i dont agree with using the exact same circle overlap style just for visuals, it detracts from the gameplay
  9. 01:09:370 (2,3,4,5) - These are all part of the same piano riff so why is (2) not grouped up with (3,4,5) ? same for 01:12:798 (2,3,4,5) - your idea also works but i prefer to separate here to denote the volume of the keys better, and to also represent vocals to an extent
  10. 01:31:655 (4,5) - and then you use different spacing for the circle slider pattern. The reason you've done this doesn't seem to be clear within the song either i can only assume your complaint is about visuals again which is not an issue for me as expressed before. this placement is to make clear iit starts at a 3/4 gap and then to emphasize the right angle that's formed here
  11. 01:34:441 (5,6,7,8,1) - Yeah this is just straight up unreadable. can you you choose to express this part of the song with this specific pattern? this is also really easy to read lol.. and it is also already really different from any other pattern, and also i love it :3
  12. 01:36:584 (2) - ^ on top of those high space jumps you jump again to this note which puts a lot of strain of you and this a minor beat. i dont understand, this is a 1/2 gap at 90bpm its not a jump
  13. 01:46:013 (4,5,1) - the flow is really un-intuitive. It's bad. Going from 5 to 1 is really uncomfortable and really rigid, it also doesn't seem to fit in the the concept of the rest of the map flow is a government conspiracy, im specifically looking for a harsh motion here to emphasize vocals
  14. 01:51:584 (1) - ^ the existence of this arrangement as well should make it clear this in consistent and intentional, no?
  15. 01:49:441 (1,2,3) - A lot of people are going to misread this as 1/4 beats, you have to do something to make this pattern more distinguishable imho this is a valid concern and one that multiple other modders have brought up, but imo it should be fine for reading. the concept of "any rhythm in a stack is readable" is becoming more and more popular especially in the chinese mapping scene. i've been considering stacking these onto the next slider as well to make it more obvious it's a 1/3 quad, but.. i like the jump motion too much ^^'
  16. 01:56:655 (4) - Unused timing point it actually is used to turn kiai off
  17. 01:56:298 (1,2,3) - The 1/6 pattern you have before was stacked and this isn't. This in a way kind of shows the important of consistency in patterns because you have spaced 1/4 patterns, spaced 1/6 patterns. stacked 1/4 patterns, stacked 1/6 patterns, patterns with different spacings and it's all thrown in together where the music doesn't change so it becomes a bit of a cluster fuck and really difficult to read. I also feel that spaced streams fit the song these drum beats are clearly way louder than the earlier 1/6 pattern so the spacing changes as well, and the spaced stream nature is to express the powerful vocals and give the downbeat power as well
  18. 02:10:013 (1,2,3) - Ok last thing about spacing of patterns. I just want to use this as an example to put the nail in the coffin. When you play 02:07:655 (3,1,2,3,4,1,2,3,4,1,2) - you're going to assume 02:10:013 (1,2,3) are 1/4 beats too because of the structural spacing and instinctively play them that way too. Because the drums are somewhat quiet the player isn't really going to pick up on that anyone with basic rhythm sense and understanding of song composition will expect 1/3 here because there was 1/3 at the same points throughout the kiai. it's also clearly distinct by the object arrangement and nc job
  19. 02:15:370 (4) - fancy sliders are nice in all but.... you just threw this in randomly, none of the other sounds similar to this have sliders this extravagant except it's a direct contrast to the play motion of 01:48:584 (6) - , which had a loud symbol crash, and this part doesnt even though it's the same vocal line
  20. 03:46:013 (3) - The song doesn't do anything fancy or change drastically at all so why the SV change? Really, really unexpected to play and doesn't seem to fit the song like all the other .5x sv changes i use, this is stressing the heavily stressed high pitched vocal and is consistent with the rest of this section
  21. 03:49:870 (1) -^ also you could at least NC 03:50:727 (3) - to signal to the playing you're speeding things up again 1.0x is the basic sv of this section which you can see with many surrounding objects, and NC's dont make sv changes any more readable and would just clutter up the nc job
  22. 04:00:155 (1) - Ok so first off, from the player's perspective, this is boring to play. Playing a single slider with such a low SV for an extended amount of time can be boring in itself but even more so when there are a lot of other stuff ing in the background, which leads on into the second point. What is this mapping exactly? There are a lot of stuff going on in the background, there are vocals and the piano so why are you mapping to something non existent (if it does exist I can't hear it clearly and I'm sure a player would be scratching their head as to what it is as well. see p/5815260 for the explanation of this slider (after i make a quick edit to it orz)
  23. 04:23:727 (2) - This is nice idea to capture the build up but ending this so close to 04:24:156 (1) on the timeline makes it very, very easy to slider break at a regular bpm this is just a 1/6 slider which isnt hard at all to move to another object from
  24. 04:26:084 (2) - i wanted to point out this individually, this spacing is really huge and it is, to me, a really minor beat lol you're not wrong, but a 1/1 gap here fits the drums best so i used a big spacing to keep the buildup feeling powerful, this isn't hard to play or anything so it's good for me
  25. 05:18:584 (1) - In my experience of mapping spinners are more fun to play as an outro, something to consider i dont really like spinners for fade-out effects. they're a valid technique, just not for me :P
  26. 04:51:584 - This is the only place in the map where you have a finish hitsound on a ive beat (slider end). Recommend to make this beat clickable. actually i really like ending sections with slidertails like this, and there are other places in the map that have strong sounds on slidertails followed by a gap in objects
  27. 04:49:013 (2,3,4,5,6,7,8,9,10) - This whole pattern has high spacings and youre dragging your cursor all across the screen. It doesn't feel natural and fluid especially compared to a lot of your other patterns i actually don't entirely disagree here. this isn't hard to play or anything but lowering spacing would probably fit better
    Spacing
    Spacing emphasis seems to be non existent or just inconsistent. More emphatic notes such as 00:22:441 (4) receive no spacing emphasis whilst minor notes such as 00:25:655 (3) and 00:53:727 (5) and 01:54:798 (4) get really high *relative" spacing hm i think the main problem is that you consider any 1/2 gap in this map to be a "jump", despite this being 70bpm and that being a really long gap in notes, so nothing really plays like jumps at all
[]A lot of stuff I said can be repeated for similar objects. I brought up consistency a lot at first because I do think it's important in songs such as these. Sorry if I came across as rude in my mod btw. Well, GL! you didn't come off as rude at all, dw~
I understand my map looks like a bit of a mess, especially to anyone who hasn't talked to me before, but I'm fairly confident that I have a lot of internal consistency, albeit maybe not in obvious visual ways. I appreciate the time you took to write all of this up, but since we seem to have very different mapping philosophies, a lot of it was rejected. I hope you understand where I'm coming from, and that all of my wordings made some form of sense to you ;w;

Thanks for modding!
removed whistles and nerfed some spacing in accordance with kisses's mod.

Naitoshi wrote: 6z3c2v

I disagree
I disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagreeI disagree
recheck as requested

General
clear

muffled voice
00:44:298 (5,1) - this jump feels a bit too big in this part as there's nothing important on the head of 00:44:727 (1) - , better try to make the spacing smaller
01:39:370 (9) - maybe move it a bit more to the right so that the whole pattern 01:38:727 (7,8,9,1) - express the crescendo better
02:07:655 (3,1) - exchange NC to to avoid misunderstanding? the current setting makes 02:07:227 (2,3) - feel like 1/4
03:25:441 (3) - NC for slowdown? just like 04:47:727 (1) -
03:56:727 (1) - need normal finish addition
05:12:798 - add a circle here? I think it makes the rhythm more coherent and easier to grab, but you need to reduce spacing to 05:13:013 (5) - if you add circle

not much
Topic Starter

Zero__wind wrote: 1y6q53

recheck as requested

General
clear

muffled voice
00:44:298 (5,1) - this jump feels a bit too big in this part as there's nothing important on the head of 00:44:727 (1) - , better try to make the spacing smaller i agree, fixed
01:39:370 (9) - maybe move it a bit more to the right so that the whole pattern 01:38:727 (7,8,9,1) - express the crescendo better messed with the pattern a bit, hope it's better now
02:07:655 (3,1) - exchange NC to to avoid misunderstanding? the current setting makes 02:07:227 (2,3) - feel like 1/4 should be fine imo since the 02:07:013 (1,3) - stacking makes seeing approach circles easy, i don't really like nc'ing for reading stuff but instead to show off instrumental patterns like the drum patterns in 02:07:870 (1,2,3,4,1,2,3,4,1,2) -
03:25:441 (3) - NC for slowdown? just like 04:47:727 (1) - actually i want to remove the 04:47:727 (6) - nc lol.. i don't think sv change nc's are ever needed (or even that helpful), and for these slowdowns the sliders are always right next to the next downbeat slider so it's easy to see the approach circle, so it's easy to tell there's an sv change. 04:47:727 (6) - had a new combo for a special effect, but now it kinda seems out of place, so i think i'm gonna remove nc there ^^'
03:56:727 (1) - need normal finish addition added
05:12:798 - add a circle here? I think it makes the rhythm more coherent and easier to grab, but you need to reduce spacing to 05:13:013 (5) - if you add circle i think this shows off the drums in the best way, and none of my testplays have messed this up, the large spacing makes the 3/8 rhythm pretty clear, really want to keep this ;w;

not much
ty for recheck <3
Bubbled #2
and moved to pending
Topic Starter
Thank you so much Zero! I really appreciate it <3
await bowser farts
ayy
zero is cute
lmao nice

#1 after unrankable 2b slider magic fixed
Topic Starter
oops
.
what the FUCK cap
oh wow how could this happen
#2
Topic Starter
i messed up bad ^^'
A few issues with the timing, the piano intro's offset is not correct. Its wrong up until the Kiai, so you should probably add another timing point.

nvm, there are issues with timing the piano intro itself.

Offset of the first Timing Point would be 172, but when you listen closely, 00:00:600 - and 00:00:814 - don't align with the music. This of course will be a huge issues, since its throughout the entire piano intro. But, it does re-align (with an offset of 172) here 00:01:886 - .
popped for timing to add a red line that is then replaced 1 second later
aside from nao saying "its only 1 ms off, its fine," I've given you an accurate enough timing, as accurate as nao requested, to the piano parts.

here you go

nao u fuk
Topic Starter
holy

fixed the timing, thanks a ton for this <3

moved the third red line to 04:00:183 - though so 03:56:727 (1) - matches drums and is more playable (Monstrata's suggestion)
#3

thanks ongaku babe <3
Rechecked timing
Bubble #65535

Nao Tomori wrote: 1f93x

#3

Zero__wind wrote: 1y6q53

#65535
Can you like, not troll with these
blame him i was just counting my bubbles on this

Kisses wrote: 45e28

Nao Tomori wrote: 1f93x

#3

Zero__wind wrote: 1y6q53

#65535
Can you like, not troll with these

#35
im counting too \o/
Thank you for looking at the timing, Ongaku! :p

Gabe wrote: 4i6g6f

Thank you for looking at the timing, Ongaku! :p
Hello there! I have some issues regarding this mapset that I want to address.

Please note that I typically word individual things that I point out in a question format to help try to showcase how there may be a lack of thinking that went into the construction of a specific part. By all means you may disagree and see reasons that I do not see for why something is placed the way it is, but it serves as my method for highlighting sections that are confusing to me.

[Rhythm]
  1. 00:00:172 (1,2,3,4,5,1,2,3,4,5,1) - i dont understand why there is such a great difference in rhythms here when the song is practically the exact same. What are you following? this doesnt really make sense.
  2. 00:09:171 - these random gaps in rhythm dont really make sense. you may say its to highlight the 5th note but its highly questionable and just makes it feel awkward.
  3. 00:10:457 (1,2,3,4) - why is there so much random variance in this song's rhythm? consistency would be better here
  4. 00:19:029 (5) - why is this a slider that randomly ends on blue tick unlike any other slider in this section.
  5. 00:32:529 (3) - why is this a 1/4 slider instead of 1/2 considering how you held vocals before.
  6. 00:35:100 (2) - same here, you're not really following the piano so awkwardly trying to randomly capture these parts doesnt really make sense
  7. Overall from 00:27:600 (1) - to 00:41:314 (1) - there is a strong lack of clarity as to what you're following.
  8. 00:46:243 (3) - why is this 1/4 repeat slider compared to 00:32:529 (2) -
  9. 00:53:100 (4) - why is this 1/4 when you could better follow the vocals with 1/2
[Visuals]
  1. 00:00:172 (1,2,3,4,5,1) - why are these overlapping so poorly, what purpose is there in this? It just looks bad and can be easily avoided with no difference in gameplay.
  2. 00:13:886 (1,2,3,4,5,6) - can you explain how these haphazard and ugly usage of inconsistent spacing helps improve your map.
  3. 00:17:957 (2,3) - what purpose does not having these stacked conventionally help with your map?
  4. 00:23:314 (6,1) - can you explain to me why awkwardly overlapping these sliders improves your map design over having parallel construction.
  5. 00:51:600 (1) - why is this awkwardly overlapping itself?
[Overall]
  1. I can continue but overall I believe this map is fundamentally flawed. Specifically deg your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable and not something fit for the ranked section of osu! You are going to claim that these overlaps are critical to the design and play style of your map, however I have a hard time believe that poorly constructed and inconsistent amounts of overlaps and slightly inconsistent distance between notes visually adds any difference in the play of your map.
  2. Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - .
  3. There doesn't seem to be reason for what is a slider and what isn't. During the kiai you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it.
  4. 01:56:298 (1,2,3,1,2) - also why are you blasting 2 kiai fountains


Based off the powers bestowed upon me by captain loctav I am vetoing this map because I believe it to be unsuitable for ranking.

Ways in which you can improve your map:

[Improvement]
  1. Try to utilize more rhythms during sections of identical rhythms. This is very obvious during the beginning which has a very consistent 1/4 piano beat. You can do things like showcase specific highlights of this section through spacing and changes in flow or other things, rather than changing your rhythm to have awkward gaps to highlight that a powerful note is coming
  2. Try to have more consistency in your aesthetics. The lack of aesthetic consistency and all around is not good, it's akin to feminist philosophy that ugly is beautiful, which simply isn't true. Way's you can improve your mapping include trying to give reasoning and more polished design to the amount of spacing between objects and usage of overlaps should be frowned upon UNLESS they're executed cleanly and with reason. Some examples of how they can be clean involve full object overlaps of slider ends, or overlapping a specific amount by being consistent with the amount that the object is overlapped.
  3. Avoid using slider designs one time in a map. In order to promote consistency, a good habit is to limit yourselves to the same sliders and sliders designs for certain sounds in the song. Having arbitrarily different sliders in your map randomly is a poor decision that can be looked at as lack of mapping skill or laziness.
  4. Try to make your 1/3rd rhythms more iconic and clearly displayed in the map. Perhaps lowering the spacing would allow for the objects to more closely resemble that of a stream rather than give off the appearance of 1/4 rhythm circles.
  5. Overall the distance snap of your objects is very strange and could use some more consistency. Try to have sounds of similar intensity have similar spacing, 01:51:155 (4,5,1) - patterns like these don't really make sense as the vocals are equally powerful on all notes, so there really is no reason for 1 to be so underemphasized.
  6. Not that you need to religiously follow one instrument, but your map should try to observe a hierarchy of focus and be consistent with what it values as an important. This means that, since the vocals seem to be your focus, slider ends shouldn't land on vocals, since they're weak beats that the player won't fully be able to appreciate on a slider end.
I hope this helps with your future mapping. Good luck.
I disagree with the visual style. Vetoed! Have fun!

Nao Tomori wrote: 1f93x

I disagree with the visual style. Vetoed! Have fun!
hi this maps style isnt consistent with my own so therefore its bad! gl!

Xexxar wrote: 5a2638

Nao Tomori wrote: 1f93x

I disagree with the visual style. Vetoed! Have fun!
hi this maps style isnt consistent with my own so therefore its bad! gl!
its NOT my style, ALL CHANGE !! >:(
quick irc
15:04 Monstrata: lets see
15:07 Monstrata: 00:49:886 (6,7) -
15:07 Monstrata: could be spaced a bit more imo
15:07 Monstrata: 00:49:457 (4,5) - cuz of this jump
15:07 UndeadCapulet: ok, will move so 00:49:886 (6,7,1) - is more equal distance
15:07 Monstrata: 01:04:029 (4) - maybe Ctrl+G so it's more obvious this is a bigger gap?
15:08 Monstrata: 01:05:314 (1,2) - ^ would tranition nicely into these sliders too cuz of upward movement instead
15:08 UndeadCapulet: ooh, nice!
15:09 UndeadCapulet: second one, don't really wanna ctrl-g since it's the end of the verse, i like the slowdown
15:09 Monstrata: oh no that was just extension of earlier
15:09 UndeadCapulet: oh ok
15:09 UndeadCapulet: lol
15:10 Monstrata: 01:52:870 (3,4,1) - seems kinda ugly if you don't blanket but ehh.
15:10 UndeadCapulet: haha, there isn't a single blanket in the map so if anything it'd just stand out weird :P
15:10 Monstrata: 01:56:727 (1,2) - can you tell me why this is a jump btw
15:10 Monstrata: or why 2 seems emphasized
15:10 UndeadCapulet: oh well
15:11 UndeadCapulet: that was originally like http://puu.sh/uvHqU/ba8a7b557d.jpg but everyone hated it
15:11 UndeadCapulet: so i just moved it somewhere that was more natural and obviously 1/2
15:11 UndeadCapulet: i still prefer the old arrangement tho
15:11 Monstrata: but can you justify the jump somehow?
15:12 Monstrata: 02:09:584 (1,2) - how about spacing this bigger than the others? since 02:09:798 - is pretty significant too
15:12 Monstrata: also bigger spacing will help make the 1/3's after it easier to read cuz spacing won't be as similar
15:13 UndeadCapulet: for that i really wanna keep the 02:07:870 (1,2,3,4,1,2,3,4,1,2) - crawling motion to build into the new vocal verse
15:16 Monstrata: 03:19:870 (3,4) - something like http://puu.sh/uvHOy.jpg
15:16 Monstrata: would still fit your aesthetics i think?
15:16 Monstrata: but imo it would improve aesthetic
15:17 UndeadCapulet: that's a lot more of a backwards motion from the slidertail for me
15:17 UndeadCapulet: uh brb family
15:18 UndeadCapulet: ok back
15:19 Monstrata: wtf that long slider xd
15:21 Monstrata: 04:36:170 (1,2) - mmm kinda unsure about this antijump use xP
15:21 Monstrata: 05:12:598 - also triplets?
15:23 UndeadCapulet: haha idk why so many people point those antijumps out, they match up with 02:19:013 (1,2) - to express the weak vocals and light 1/2 rhythming
15:23 UndeadCapulet: and i really like the 3/4 gaps there, people don't misread that or anything ;w;
15:23 Monstrata: hmm weak vocals
15:24 Monstrata: but theres a strong snare sound there and vocal pitch goes up, though i guess you could argue pitch doesn't dictate emphasis
15:24 Monstrata: however, it's also hitsounded to emphasize the snare
15:24 UndeadCapulet: i think i do the "high pitched but lower volume super stressed vocals" as smaller spacing a lot
15:25 Monstrata: so your reason is, you're emphasizing the vocals with anti-jumps then
15:25 UndeadCapulet: yeah owo
15:25 Monstrata: okay
15:26 Monstrata: that i can accept at least
15:26 Monstrata: because anti jumps is a valid form of emphasis, just not one that people seem to enjoy
15:27 UndeadCapulet: mhm
15:28 Monstrata: okay i guess thats all from me generally, now to look at xexxar's mod i guess
15:29 Monstrata: 00:00:172 (1,2,3,4,5,1,2,3,4,5,1) - i dont understand why there is such a great difference in rhythms here when the song is practically the exact same. What are you following? this doesnt really make sense.
15:29 Monstrata: can kinda agree. rhythm is quite inconsistent
15:29 UndeadCapulet: yeah the intro is easily the most questionable part of the map
15:29 Monstrata: 00:09:171 - blank is fine it hink, emphasizing the higher pitch piano thing?
15:30 UndeadCapulet: mhm
15:30 Monstrata: 00:10:457 (1,2,3,4) - this is fine tho i think. its consistent its the other parts that are not
15:30 UndeadCapulet: intro is designed around really quiet feeling with light rhythms to emphasize only the most important beats
15:30 UndeadCapulet: and introduce gameplay concepts the rest of the map use
15:30 Monstrata: introducing gameplay elements i can get behind. but
15:30 Monstrata: emphasizing only important beats
15:31 Monstrata: the song is repeating itself
15:31 Monstrata: so if thats your focus, then shouldn't you emphasize the same beats?
15:33 Monstrata: mm
15:33 Monstrata: anyways
15:33 Monstrata: answer xexxar's mod first
15:33 Monstrata: if anything you still have one bubble
15:33 UndeadCapulet: once you reach 00:13:886 (1) - the rhythms become consistent again
15:33 UndeadCapulet: yep

Will wait for Xexxar's mod to be replied to first, as there are some things I agree with. Depending on what Capulet addresses (hopefully the concerns I agree with) I can maybe help with this set in the future after discussion has trailed off (because lets face it, this isn't a type of map where discussion will reach a conclusion/relinquishing of veto)
w e w
Topic Starter
Thanks for you concerns, Xexxar! And thanks for dividing everything up into main issues, it was well-worded and easy to read :>

Since your post ended up being about a lot of general things, it'd be better for me to discuss things more generally as well instead of going line by line. Hope that's okay, feel free to let me know if there was a bulletpoint you especially wanted a response to.

Also, since it's mostly general, some things may just be able to be summarized as "uh i disagree". I only have general responses to your general replies, so they might not feel satisfying (also, wording words is hard orz). Let me know if I need to elaborate further on anything.

If I'm reading things right, there are 4 main issues you have with the map: unappealing visuals, rhythm inconsistencies, 1/3 readability, and the intro. With that said:

Visuals
For whatever reason, lots of mappers today strictly follow the philosophy that if a map isn't superduper pretty with every object falling into an obvious geometric pattern and all negative space being even, then the map must be really bad. I don't understand this philosophy, and in practice it seems to only produce maps that I don't enjoy playing.

When deg a video game, a game designer is supposed to have an understanding of what the core appeal to their game is. For a game like Final Fantasy 15, aesthetics and visuals certainly matter, because a big part of the game is driving around scenic vistas gawking at how pretty the world is. But osu! isn't a game like that; osu! is a game where players click circles to the beat of a song. It is a game 100% driven by its input mechanics, so that's what a level designer (in this case, a mapper) should be focusing on.

As far as my own opinion on map quality, I would rather play maps made by soulfear than maps made by, say, Cherry Blossom. Because soulfear's maps have more engaging rhythming, spacing, and cursor motions, and overall fit the song better to me, despite obviously looking like shit (I picked CB's name at random, I have nothing against him personally). I really don't like the mentality that just because a map is ugly, it must be low quality. It results in people losing focus on how hitobjects actually interact with each other and instead just brushing off maps that I think are high quality.

The thing you said about "if the gameplay is the same, go with the pretty option", I can agree with this. However, I reallllllllly don't think there's a way to preserve my preferred motions I'm looking for while making the map fit your visual standards. If you need an example of how I tend to respond to visuals suggestions, check out toybot's mod where I changed quite a bit, and also check out Kisses' mod where I denied everything.

I hope we can agree to disagree on this aspect of mapping. (tbh I've had other mappers say they like my visual style, which really shows that visuals are pretty much totally subjective lol)

Inconsistency
Consistency is definitely something important in mapping. Songs are naturally repetitive, so concepts in a map should also repeat to express the song properly, and make the map feel cohesive and defined. Concerns like this are the ones I value the most in modding, so thank you for focusing on this more than visuals (though it would've been great if you hadn't focused on visuals at all ww).

I put a great deal of care into keeping rhythms and spacing consistent throughout the map, repeating for same-sounding sections of the song. You use the example of 01:58:870 (8) - vs 01:48:584 (6) - being a rhythm inconsistency, but I don't really see why, when 01:48:584 (6) - is ending a vocal verse and is matched by 04:33:170 (6) - , while 01:58:870 (8) - is in the middle of a vocal verse and has no relation. There is consistency, just not whatever you were looking for.

My response to Kisses' mod goes through nearly every note in the map. It discusses rhythm consistency, spacing consistency, and general concepts. If you have more specific examples of things I messed up on, I would love to hear them, since I don't really see your issue here. But check my reply to Kisses' reply first, since it talks about nearly everything.

Also, before Nao bubbled the map we spent like 4 hours going through pretty much every note, and Nao was happy with the justifications.

1/3 Readability
Multiple people have brought up their concerns about the 1/3 patterns in this map, for understandable reasons. It's the hardest beat snap to sightread, and frequently sours a first play. If there were ever a spot testplayers missed, it was 01:56:298 (1,2,3,1) - . However, I'm comfortable with my 1/3 patterns being totally readable. A mapping philosophy that is gaining more and more traction, especially in the chinese scene, is that any rhythm is readable in a stack. This is because the approach circles are totally overlapped, so all the player has to do is look at them, and click accordingly. So for the 01:49:441 (1,2,3,1) - pattern you worry about, there is a 1/1 gap before it, giving the player plenty of time to move their cursor into position, and click the 1/3 circles.

The next 1/3 pattern is the spaced stream at 01:56:298 (1,2,3,1) - . Several testplayers miss here on their first play, but due to misaiming the stream itself, they still hit the rhythm properly, and they hit the whole stream on their second play. This rhythm is totally readable. Songs have a natural repetition to them, so people can easily sense that before this downbeat, these circles will be 1/3.

These two 1/3 arrangements repeat throughout the map (another way my map is actually consistent!), the stack for quiet drums, the spaced stream for loud powerful drums. Players can properly sense these coming because of general rhythm sense as explained above, even in areas like 02:09:584 (1,2,1,2,3) - where 1/2 and 1/3 spacing is almost identical. You say the map is unreadable, I can't help but just say you need to improve your reading :c

Not a satisfying answer I'm sure, but sometimes "you are just too weak" actually applies..

Intro
This is definitely the most questionable part of the map imo, I have no problems with somebody popping over this.

The start of the song is a constant spam of piano at 1/2 beat (well, 1/4 at double bpm but you know what I mean). But mapping this wouldn't feel satisfying in the big picture of the map, because this section of thee song is really, really quiet and weak feeling. So instead I mapped this section with the idea to:
  1. introduce gameplay concepts that will appear throughout the map
  2. start with super minimal rhythming and slowly build in note density
  3. emphasize high pitched beats like 00:06:171 (4,5) - , 00:09:600 (5) - , etc.
I can try to walk through some of the intro to explain my thought process.

Spacing is generally really low because I want as little motion as possible for this super quiet intro to contrast the bigger motions in the kiai sections. So you talk about ugly overlaps in the intro, that's why they're there.

00:00:172 (1) - to 00:13:029 (4) - is half a verse, and then it repeats starting at 00:13:886 (1) - with the introduction of a new instrument. The rhythms from the second half of the verse mirror the first half, with the exception of the added instruments. 00:00:172 (1,2,3,4) - matches 00:13:886 (1,2,3,4) - , 00:06:171 (4,5,1) - matches 00:19:886 (6,7,1) - , and so on. The second half is slightly more dense than the first half for previously explained reasons, but the previously emphasized beats are still the overall focus, unless something new shows up.

00:00:172 (1,2) - Is a really quiet start to a song, so I perfect stack. No cursor motion reflects the quiet start, as well as the 1/1 rhythm gap. Also, now the player knows this map has perfectly stacked objects.

00:02:743 (5,1) - The first introduction to a common theme in the map: Downbeats frequently reverse play direction. It's overlapped because the overall spacing is so slow, but I still need the heavy direction change here, so this is the resulting placement.

00:05:529 (3) - The first 1/2 beat shows up here, so to keep note density low I avoid mapping 00:04:029 - . It also helps to emphasize 00:06:171 (4) - when we get back to white tick clicking.

00:06:814 (5,1) - These are both really weak high tick piano beats, so they are stacked together to reduce motion, and the spacing from 00:06:171 (4) - is smaller. Lower spacing for weak stressed high pitches is a very common theme of the map.

00:08:529 (3,4) - First instance of multiple 1/2 clicks, note density is slowly increasing more and more.

00:09:600 (5) - Slidershape reduces motion here to emphasize the high pitch for similar reasons as above.

00:10:457 (1,2,3,4) - End of the first half of the verse, things get simplified to build into the next half, where the song begins to repeat itself. Another common theme of the map.

00:16:243 (5,6) - The first 1/2 jump, emphasizing the new instrumental. The player is now aware of 1/2 jumps. Spacing is slowly building in intensity as well. Also, this introduces sliders that feed back into the prior circle, another common theme.

00:16:457 (6,1) - As a quick example, this motion matches 00:02:743 (5,1) - , but larger. The whole intro works with this concept.

---

And so on. Mapping every piano beat would be very unfitting in the big picture imo, so I did this kind of thing instead. If you have suggestions for better rhythming, feel free to suggest them, I totally understand these rhythmings being questionable.

Hope I understood you properly, and I hope I made some form of sense in my ramblings.

Sorry to see you didn't enjoy my map. But I definitely don't think it's "fundamentally flawed", we just disagree about what should be focused on in mapping. If you can put the visual differences aside, I'd be happy to discuss further.

---

Also, to anyone following this thread, I'm considering changing the rhythms at 04:31:027 (1,2,3,4,5,6) - or 02:13:870 (1,2,3,4,5,6) - to be more consistent with each other. I originally wanted the second kiai to blend the two halves of the first kiai together (since it's half as long), but the better experience may just be to fully match everything. Would love to hear other opinions!
tl;dr:

soulfear wrote: 54a5a

No,thank you 8-)

Naitoshi wrote: 6z3c2v

tl;dr:

soulfear wrote: 54a5a

No,thank you 8-)
fuckin rekt
Just shoot 10 kds and go for loved
Topic Starter
nah loved is lame

UndeadCapulet wrote: 1t2uc

loved is lame
Couldn't you colorhax the 1/3? i found it frustrating to read as well.

For example when you do 1/4 stacks right next to 1/3 stacks (02:29:941 (2,3,4) - and 02:34:013 (1,2,3,1) - ) it's extremely hard to read.
Topic Starter
nah colourhax is lame

it shouldn't be necessary, as i said in the response to xexxle, anyone with basic rhythm sense should expect the 1/3 you pointed out even with the 1/4 right before it, because the song is structured so the 1/3 appears at similar points in the song over and over

and its not like colourhax actually makes things more readable anyway, since most players turn off mapspecific colours so they can use their skin colours
hmm

i said all of this in pm already but w/e

i think in the very beginning until 00:27:600 - a few accents set through circles seem a bit unfitting (as in trying to interpret the song in a way that isn't really straightforward)
00:04:457 (2,3,4,5) -
00:17:957 (2,3,4,5) -
00:20:529 (7) -
00:25:243 (2,3) -
are the most obvious places where the complexity created by using circles on 1/4 or even just the general rhythm choice create something way more complex than what the song provides in of where it's highs are focused and in relation to the rhythm you used previously

only thing i find pretty cluttered looking is 00:36:171 (5,6) - because you never did or really do this kind of thing again after a slider
01:56:298 (1,2,3,1,2,3) - poses a rather unplasant reading spike which isn't really kept intuitive through spacing or hitobject usage in general, https://puu.sh/uxvt9/659fa89626.png might just work (less preferably https://puu.sh/uxvvj/bae9c942f7.png)

i like reverse emphasis done okayish (02:30:584 (1) - ending in a stronger sound but followed by a longer than usual break to make it stand out)
the more i listen to them the harder of a time i have grasping if the 1/6 are actually there or not but that might be cuz it's like 4 am or something

04:00:183 (1) - is lame (having it explained previously won't make it any less lame to me, it p much ignores any distinct piano features like the notes on downbeats like 04:03:611 - 04:13:897 - 04:20:754 - or whichever you wanna pick)

04:23:754 (1) - doesn't really follow anything imo the more interesting sounds start at 04:23:968 - , so starting that thing there instead of mapping a hold slider on sounds you didn't previously follow would make more sense to me

last thing i didn't really like is the way you partially visually obstruct reverse arrows on sliders with either circles or sliders, depending on the skin you use to play the map these are either clearly visible or just barely at all
Topic Starter

Okorin wrote: rm2n

hmm

i said all of this in pm already but w/e

i think in the very beginning until 00:27:600 - a few accents set through circles seem a bit unfitting (as in trying to interpret the song in a way that isn't really straightforward)
00:04:457 (2,3,4,5) -
00:17:957 (2,3,4,5) -
00:20:529 (7) -
00:25:243 (2,3) -
are the most obvious places where the complexity created by using circles on 1/4 or even just the general rhythm choice create something way more complex than what the song provides in of where it's highs are focused and in relation to the rhythm you used previously
messed around with most of these, though i want to keep the high pitched beats that you pointed out as circles, i think they're really important. overall though the intro rhythms should be more logical than before

only thing i find pretty cluttered looking is 00:36:171 (5,6) - because you never did or really do this kind of thing again after a slider changed the 1/4 slider to 1/2
01:56:298 (1,2,3,1,2,3) - poses a rather unplasant reading spike which isn't really kept intuitive through spacing or hitobject usage in general, https://puu.sh/uxvt9/659fa89626.png might just work (less preferably https://puu.sh/uxvvj/bae9c942f7.png) removing 01:56:941 (2) - after all this time, as much as i like the play it provides, in the end it makes for more consistent rhythming and easier 1/3 learning

i like reverse emphasis done okayish (02:30:584 (1) - ending in a stronger sound but followed by a longer than usual break to make it stand out)
the more i listen to them the harder of a time i have grasping if the 1/6 are actually there or not but that might be cuz it's like 4 am or something

04:00:183 (1) - is lame (having it explained previously won't make it any less lame to me, it p much ignores any distinct piano features like the notes on downbeats like 04:03:611 - 04:13:897 - 04:20:754 - or whichever you wanna pick) ;-; i love how this slider expresses this section, i dont ever wanna change it.. even if it means this map can never be ranked, i will fight for it

04:23:754 (1) - doesn't really follow anything imo the more interesting sounds start at 04:23:968 - , so starting that thing there instead of mapping a hold slider on sounds you didn't previously follow would make more sense to me im fairly sure the crescendo-type sound starts at 04:23:754 -

last thing i didn't really like is the way you partially visually obstruct reverse arrows on sliders with either circles or sliders, depending on the skin you use to play the map these are either clearly visible or just barely at all haha, fair enough concern i suppose, but i think people worry about repeat arrow covering more than they should. all the arrows are visible on default skin, which is all rc judges, and except for maybe 04:51:170 (10) - the arrows are mostly visible or given plenty of time to be noticed while the player holds the sliderbody. i think it should be fine
Thank you for checking oko!

@Xexxar oko says if you don't come back to discuss then your veto won't hold up
I hope the new intro rhythms are better for you
keep going we are so close!!!!

#36
#37
02:56:727 - crash cymbal d
Hi, heres some things I noticed :)

00:27:171 (3) - The somewhat overlapping slider here could confuse some, just something to note.

Couldn't spot anything else, good luck! :)
Topic Starter
@bor d
@CircleFairy shouldn't be an issue, tho thanks for the check~
recheck no kd

some minor stuff

rpeview point unsnapped, reset to 00:00:064 - instead
02:29:298 (1) - remove NC for consistency? it currently seems too frequent comparing its former and latter phrases
04:46:455 (1) - ^

ok I think I generally checked this map for too many times
call me back
Topic Starter

Zero__wind wrote: 1y6q53

recheck no kd

some minor stuff

rpeview point unsnapped, reset to 00:00:064 - instead preview point doesn't need to be snapped, prefer mine to avoid as much song select fade-in as possible
02:29:298 (1) - remove NC for consistency? it currently seems too frequent comparing its former and latter phrases done for both
04:46:455 (1) - ^

ok I think I generally checked this map for too many times thank you so much for all your help zero ;;
call me back
so this is bubble #1 right?
thats #2 from zero wind since mine is still on here
last icon was a bubble pop :thinking:
Whatever. Intro rhythms are fine to me.

This is unnecessary bubble imo cuz it was bubble 2 before xexxar attacked and he can only pop one bubble. So zero is just replacing second one.

#2 then.

Gabe wrote: 4i6g6f

last icon was a bubble pop :thinking:

UndeadCapulet wrote: 1t2uc

@Xexxar oko says if you don't come back to discuss then your veto won't hold up
I hope the new intro rhythms are better for you
can't it since i'm not oko, but assuming this is true, then it should be bubble #2, i think.

edit: lmao i didn't even notice that i got ninja'd by 40 seconds
Hi sis

Edit: Sis.... I'm gonna have to punish you for your vernacular
well its number 2 bubil now anyways xD
bubil shmubil

just some quick things to be safe:
  1. 03:56:727 - Is the break here intentional? It felt kinda weird for me when playing because it takes away all the tension here even though this seems like a very tense spot to me, and iirc the following slider is intended to keep up the tension too instead of a long break, so yeah, imo getting rid of that short break would be more fitting, and would also make sense with 04:51:598 - not being a break, but whatever you want, just saying :P
  2. 05:18:598 (1) - Since this slider is starting on a red tick and all the sliderticks are thus on red ticks too, I find it somewhat weird that it ends on a white tick.. imo it kinda conflicts with the slidertick's rhythm, bc after holding that slider for seven seconds and only hearing sliderticks I 'forgot' that the slider started offbeat, and just 'felt' the sliderticks as onbeat, so the tail felt offbeat.. I hope that makes sense lol, I'd suggest ending the slider at 05:25:455 - bc then it would be eight beats long which feels nice imo, but whatever fits your sliderhape I guess
my Modding Assistant crashes whenever I try to check this map lol
Topic Starter
both fixed, guess that break showed up while fiddling with red points o.O

thank you~
I've had an irc-conversation with UC about that long slider and diffname and other stuff about a month ago which made me approve of them, the thing Oko mentioned about reverse-arrows' visibility isn't an issue to me at all bc playing on default worked out completely well, yadda yadda yadda I think this is ready!
Topic Starter
Thank you so much Bonsai, I really appreciate it <3

And thank you everyone for ing/discussing this map! Pushing this forward has been a lot of fun :D
:eyes:
04:00:183 (1) - lol what

Some parts of the map are okay, but others (specially this one) feel disgusting to play, and look lazy as heck.
This slider didn't make me feel like I was into the song, it felt like not playing a map and listening to some good vocals that could have been mapped but weren't.
"Lazy" is the only word I can use to describe this slider.
Gratsssssssssss!!!!!!!!!!!!!!!!!
bubble pops reset icon counts, the process here was correct, I'm assuming Xexxar's veto was argued against sufficiently and he didn't bother coming back to defend his pov for a month so it is argued he didn't attempt discussing in order to compromise thus invalidating the veto

Sophia wrote: 3x3i3d

04:00:183 (1) - lol what

Some parts of the map are okay, but others (specially this one) feel disgusting to play, and look lazy as heck.
This slider didn't make me feel like I was into the song, it felt like not playing a map and listening to some good vocals that could have been mapped but weren't.
"Lazy" is the only word I can use to describe this slider.
I agree
No one informed me that there was progress being made on the map (all of this happened in 3 days without once messaging me) and yes, I still have issues with this map. I was under the impression I have a right to veto a map for what I believe to be fundamental flaws but I guess not? I supplied my reasons and sure, the mapper defended their points but I still heavily disagree with the overall design on this map, and nothing minor could be changed to fix the overarching flaws within this map. I will be ing Loctav because this is clearly a breach of the BNG Rules.



EDIT: It appears I was ed once 16 days ago by Okorin via a @highlight on discord saying that my bubble pop would be void if I didn't respond to the mapper's response. (which note, I did discuss via ingame chat with him.) At the time I was very busy with academics and just said "I'll probably give up then" since I didn't want to waste my time debating with a mapper who would inevitable be unable to meet a common ground with me (the map is fundamentally flawed in my eyes and therefore I believe it shouldn't be ranked).



As far as I know this has not happened before, so this is something that will need to be addressed.

Monstrata wrote: 5o4w3u

A lot of progress was made between bubble-pop and qualification. From what I gathered, you were asked for your opinion and to recheck the map multiple times, but failed to do so for whatever reason. What you veto'ed on may well have been addressed and resolved, but either way, you didn't contribute any further to the discussion after veto'ing despite the discussion and changes that were made after your post, so your veto became invalidated. The decision was made by a member of a QAT :P.

Xexxar wrote: 5a2638

No one informed me that there was progress being made on the map and yes, I still have issues with this map. I was under the impression I have a right to veto a map for what I believe to be fundamental flaws but I guess not? I supplied my reasons and sure, the mapper defended their points but I still heavily disagree with the overall design on this map, and nothing minor could be changed to fix the overarching flaws within this map. I will be ing Loctav because this is clearly a breach of the BNG Rules.
its not the mappers responsibility to hold your veto.



edgy trash talk
plus if you are modding just to change someones aesthetics I think you clearly don't have a good handle on what makes a map good but hey that's just my opinion
A lot of progress was made between bubble-pop and qualification. From what I gathered, you were asked for your opinion and to recheck the map multiple times, but failed to do so for whatever reason. What you veto'ed on may well have been addressed and resolved, but either way, you didn't contribute any further to the discussion after veto'ing despite the discussion and changes that were made after your post, so your veto became invalidated. The decision was made by a member of a QAT :P.

Monstrata wrote: 5o4w3u

The decision was made by a member of a QAT :P.
ah yes a qat, the voice of god

Xexxar wrote: 5a2638

Monstrata wrote: 5o4w3u

The decision was made by a member of a QAT :P.
ah yes a qat, the voice of god
its not like qat is in charge of bns is it.
Since I'll remake it clear:

Issues with this map:

[Rhythms]
As already mentioned in my previous mod, there is no logical structure to beat placement at the beginning of the song. we have basically the same rhythm every measure but you effectively randomly change your rhythms with no structure or purpose.

04:00:183 (1) - I didn't even mention this last time but, this isn't mapping to the song... it's just lazy mapping and is not acceptable.

[Aesthetics]
Just because you consistency use aesthetics that aren't consistent does not mean your map is acceptable. I've already stated that I do not find this acceptable and there is clearly no way for us to come to an agreement on this without a complete remap.




Again, my overarching reasons for why I believe this map to be flawed are still visible and have not been addressed:

Xexxar wrote: 5a2638

[Overall]
  1. I can continue but overall I believe this map is fundamentally flawed. Specifically deg your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable and not something fit for the ranked section of osu! You are going to claim that these overlaps are critical to the design and play style of your map, however I have a hard time believe that poorly constructed and inconsistent amounts of overlaps and slightly inconsistent distance between notes visually adds any difference in the play of your map.
  2. Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - .
  3. There doesn't seem to be reason for what is a slider and what isn't. During the kiai you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it.
  4. 01:56:298 (1,2,3,1,2) - also why are you blasting 2 kiai fountains
I HEAVILY disagree with the design of this map, this is not something I believe to be suitable for ranking and and making it 100% clear that I am and still have been VETOing this map with my bubble pop.
deal with it you didnt speak up for your map for an entire month so that means your interest was most likely lost and thus the veto was lifted later on

not speaking up for your veto after a month means it's invalid (:
I actually agree with Xexxar

Rhythm / visuals / flow can be improved here.

00:00:172 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,1,2,1,2,3,4,5,1) - what is this rhythm? Honestly its a 3 (THREE!!!!) star map
Its not supposed to be technical, or something.

The melody is consistent, and as i suppose, the thythm shud be the same? Honestly, I can clearly understand Xexxar's points, he is right in the fact that... uh at least rhythms can be reconsidered.

example of spacing issue:
01:04:457 (5,6,7,8) - the (8) equals (5) or (6) sound wise, the spacing between 7,8 shud be equal to 5,6 at least.

I mean... uh. Cmon, Im not even exaggerating, this map is still in questionable state.
This map is a mess. Rhythms and spacing are all over the place, hitobject usage and placement doesn't make sense, there's no cohesiveness.


I don't think it really matters, this map is about as forgetful as it gets and people will pretty much only play it for the song anyway, so I don't think it needs to be of particularly high quality, but in its current state this map is forgoing basic mapping standards and even official guidelines that can be found in the RC, and apparently there's people who care about that.

I don't really care about veto'ing rights or who ignored this map for a month or didn't but as it stands this map should probably not be pushed towards ranked quite yet.
Since I qualified I feel like I should state my opinion too here:

I am/was usually known for being quite stubborn when it comes to issues with consistency and the 'logic' of a map, yet I nominated it. That's because I tried to get rid of the narrow mindset that every single object must have a justification for its own existance and tried to look at the overall map. When I first had a glance at it in the editor I just went "what" but then testplayed it and it was an extremely enjoyable experience of this song. It's not like as soon as two single objects aren't consistent with each other that the map isn't following the song anymore, it still follows it on a bigger dimension than single objects. Hence I do not see much sense in arguing about "this was a slider here but is circles here!!!" - Not even minding what I just said, this is simply adding variety to a five-minute-map, yet is still variety that fits to the song and isn't just random.

Concerning some other issues that have been brought up in the last few posts here:
-Maps don't need to be sightreadable at all. Even so, I found the patterns that were brought up to be quite intuitive on my first play, but even if it wasn't I woudn't have minded, because I don't mind playing a map that I enjoy more than once. I don't think anyone creates their maps in order to be played once and then deleted. If you don't like the map enough to play it again, fine, but that's your issue alone.
-Please don't bring starrating into this. Just because it's 3* doesn't mean its target audience is 3*. Which it clearly isn't.
-"Specifically deg your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design ..." - Honestly I never would've thought anything like that about this map. It's in a style that most aren't used to nowadays, but that's all there is to it. Whether you like a certain style or not is pmuch the most subjective thing in osu!mapping, but imo there is clearly a cohesive style to be recognized here throughout the whole map, a style which I find to work very well with the song. There are enough other maps that cater to your taste if you don't like this one, but please realize that this is extremely subjective.
-About that long slider: I originally thought it would just be lazy too but I read through UC's dozen of repeated explanations in previous mod-responses and asked further in irc. I realized that he wanted to express that section in a way that wouldn't have worked any other way, because breaks or regular rhythm just don't have the same effect as such a slider. This way, it actually differs from other sections that have similar vocal rhythms, and I find that justified since this section ins indeed very different to the others, it has a lot of tension and that tension is better built with that slider than with 'regular' mapping, or a break here (and instead mapping out the other break). I don't think anyone who cares enough to make a whole map of whatever lenght would just throw in some random slider bc they are lazy and don't care about how the map turns out to be. Assuming that someone doesn't care about their map like that is quite disrespectful imo.
So to generalize your statement
playability > any rules that foricing map to be cohesive and have a logical background under things that exists.

I guess, we went thru this conversation so many times, and at the end its always a consensus between a map that looking good in-game and a map that looking good in editor.

For now, maybe its a good map for players, but it breaks so much fundamental stuff that got established over the past years.

So yea, Im still super concerned about this particular map, Its just not the way we do ranked maps nowadays.
Nope, to generalize my statement: "Its just not the way we do ranked maps nowadays" is not a reason for a map to be bad. That's how you stop the mapping-meta from ever changing/progressing. I'm the last person to say "it plays fine so idc whether it makes sense", I'm saying that a map can make sense in more ways than just "this single object represents this single beat". And I find it to look good in editor too, that's why I mentioned several times that that aspect is extremely subjective.

Don't try to intrepret my statement into something else for your sake, read and try to understand what I actually mean.


edit:

hi-mei wrote: 4k160

Dude you said EXACTLY the opposite to me 6 months ago when same drama appeared in my map.
just for the record, I never said anything like that lol

Bonsai wrote: 5l2nj

I'm saying that a map can make sense in more ways than just "this single object represents this single beat".
Literally nobody in playerbase gonna notice how beautiful these irregularities are.

Also on a more serious note, you do forget that people also learn mapping from ranked maps.
And I would not give this map to someone new to mapping.
I don't mind much the visuals, since that's a personally thing in some cases, but the intro rhythm is a mess
It's full of weird overlap and it doesn't follow a specific pattern :thinking:
The circles are like they are placed randomly, and sometimes there is stacks, and sometimes not, without specific reason
And the rhythm pattern in the begining is :?: :?: :?: :?:

Bonsai wrote: 5l2nj

-About that long slider: I originally thought it would just be lazy too but I read through UC's dozen of repeated explanations in previous mod-responses and asked further in irc. I realized that he wanted to express that section in a way that wouldn't have worked any other way, because breaks or regular rhythm just don't have the same effect as such a slider. This way, it actually differs from other sections that have similar vocal rhythms, and I find that justified since this section ins indeed very different to the others, it has a lot of tension and that tension is better built with that slider than with 'regular' mapping, or a break here (and instead mapping out the other break). I don't think anyone who cares enough to make a whole map of whatever lenght would just throw in some random slider bc they are lazy and don't care about how the map turns out to be. Assuming that someone doesn't care about their map like that is quite disrespectful imo.

The difference between this and a break is that in this I'm holding a key.

Which doesn't correspond to any of the louder, more beautiful sounds that I'm listening to the song.

I've read his explanations as well and that's still my opinion. You can say the tension is better built with that slider, but utilizing the vocals would also show the tension (as the "intensity" of this section comes from the vocal strain of the vocalist), paired with something that is, say, progressively louder hitsound volume, and would make more sense musically as well as being better for playing instead of this "fake break".

Instead, we have a "break that isn't a break". That's my opinion at the core of it all - this slider feels like an excuse of a break. Break or this slider, same thing. It doesn't feel like I'm playing the song. It feels like I'm waiting until the next section of the song comes along because the mapper had no ideas on how to map it so he tossed a long slider because why not.

I'll uphold my thought that this is incredibly lazy just as you can keep the thought that this is good and fine and rank this regardless of my feelings, but since I think I'm the first one to call this slider lazy directly I felt like I owed a little explanation as to why I hate this slider so much.

PS: I understand these points are subjective and in the end the mapper should represent the song however he wants, I just personally disagree very heavily with it.
@xexxar
I think it's offensive that you're forcibly trying to apply a new veto because your old veto was already dealt with, you cannot veto the same map twice in a row only( and most of those points you raised all were already addressed if you just look at the mapper's explanation)

It's kinda irony how you say other BN's are breaking the rules since it's the other way around,
you are kinda breaking the BNG rules trying to renew your veto lol, why are you ing loctav???????



@

Xexxar wrote: 5a2638

stuff
"there is no logical structure to beat placement at the beginning of the song. we have basically the same rhythm every measure but you effectively randomly change your rhythms with no structure or purpose....( truncated )"

"I can continue but overall I believe this map is fundamentally flawed. Specifically deg your mapset to literally be ugly with awkward overlaps and blatantly inconsistent patterning and design is questionable....( truncated )"
I think the design is pretty acceptable for ranking, the song constantly shifts intensity and keeps doing different things, so the mapper decided to have somewhat variable visuals/rhythms based around that aspect of the song, making everything clean and structured would simply simplify the song, and is just a really meta-ish stupid decision.

"Usage of inconsistent rhythms and awkward 1/3rd rhythms that are nearly impossible to sight read due to your spacing being everywhere, the player has no reason to expect that 01:49:441 (1,2,3) - is 1/3rd when its patterning is literally designed to show the opposite. 01:56:298 (1,2,3,1) - difficult to read as you have 01:56:941 (2,3) - immediately after which is the same spacing as 01:58:655 (7,8) - and 01:56:584 (3,1) - ."
01:49:441 (1,2,3) - 01:56:298 (1,2,3,1) - those are indeed visually very counterintuitive from each other, however, those are rhythmically consistent and the mapper wants to challenge the player to depend less on the visuals and actively memorize the rhythms of the song, which is a really exotic concept I like cause it actually makes osu! a fucking rhythm game, your veto is basically "I can't read this pls chang"

"why are you blasting 2 kiai fountains "

Notice how those are spaced streams 01:56:298 (1,2,3,1) - and the song's vocals rises. So the first Kiai is for extra emphasize for that, the other Kiai is rhythmically consistent, check 01:49:870 -, Also it's not really good to say "why" when you try to veto something it makes it sound that you don't understand it rather than disagreeing with something.


"There doesn't seem to be reason for what is a slider and what isn't. During the kiai, you don't really follow anything in particular, and objects that are sliders in one section change to circles in the next. 01:58:870 (8) - vs 01:48:584 (6) - for example. The map seems to be everywhere and doesn't have any real structure behind it."
in a song like this rhythms can get really variable and constantly keep changing, the mapper simply decided to went for the vocals for the last part, the guitar/harp'ish chord and the vocals constantly changes intensity, so choosing one over the other is fine imo, and that's not even the same rhythmical phase lol.


"04:00:183 (1) - I didn't even mention this last time but, this isn't mapping to the song... it's just lazy mapping and is not acceptable."
the slow slider is just for the player to enjoy the vibe of the song, as people say people play this map mostly for the song :^) @zare
mapping it less dense or putting a break or anything would just make it less special cause the rest of the map is already interesting. so boring becomes the new interesting.
I don't think you understand the map on a high enough baseline to even judge it or there's a huge perspective difference.



okay, good luck with your map it plays really well.

Just my 2 cents.
Xexxar trying to reapply his veto is probably the most logical thing happening on this thread. The intro rhythms have been explained over and over, forcing this map into generic clean boring ass patterning like the amazing full symmetry pachiru maps we all have seen 30 million times is retarded and purely subjective, the slider itself has been explained repeatedly and extensively and is not lazy mapping. Again, if Xexxar's veto should have held up then that is fine, but according to a member of the QAT it was invalidated. So please consider this before acting like idiots on the thread and trying to force your perspective of the song onto this map.
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