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FELT - After rain 4ns5u

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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.

Naotoshi wrote: 2v95j

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.

well the rhythm isn't subjective, the visuals are yes. I hear the intro around 20 times and I still don't get what is the mapper trying to follow, it's super inconsistent, I'll try to mod this today later, because you really need to keep consistency with your own rhythms.

About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.

Natsu wrote: 1f6re

About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.

You think about this, and realize that there was no disagreement with the response. the mapper tries to this person to reach an agreement for an entire month. what do you do in this case? give up on the map?

bor wrote: 5s722g

Natsu wrote: 1f6re

About the veto, as far I understand the mapper would need new BNs if there are not agreement between the parts.

You think about this, and realize that there was no disagreement with the response. the mapper tries to this person to reach an agreement for an entire month. what do you do in this case? give up on the map?
Find new BNs to veto xexxar's veto, that's what we are supposed to do in this situations, anyways I back up xexxar's mod (not the visual part, but the rhythm pats).

Natsu wrote: 1f6re

Find new BNs to veto xexxar's veto, that's what we are supposed to do in this situations, anyways I back up xexxar's mod (not the visual part, but the rhythm pats).

if xexxars veto is valid in the first place :^) I mean qat already spoke about this. kind of silly to talk in circles just saying "yo dude do this" and then "qat said do this so i did" meme.
bns are not easy to find for some people
Mod:
Osu
Insane:
-00:06:927(3)Move down a little bit
-00:12:488 (2)It should be closer to the No.1 slider
-00:14:511 (3, 5)Move down a little bit, I can't reach it when i test it

Taiko:
Skylish's Windlish Oni:
-00:14:511(1)You shouldn't use big circle, it isn't Osu! standard
:^)
Hi friends. I get there is a discussion going on and that people aren't satisfied with the rhythms, but it would be nice if you guys replied to this post instead: UC has written very extensive reasoning and examples for the rhythms used in the introduction. Instead of saying you disagree with the rhythms, you could instead comment on UC's reasoning and agree/disagree with his reasoning there. That way the BN's and mappers involved can make more significant headway in discussing the controversial rhythms used in map. The post can be found on: p/5861117

Here's a quote for the rhythm parts if anyone's lazy:

UndeadCapulet wrote: 1t2uc

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:


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.


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!
If you think mapping the introduction will bore the player, you've failed as a mapper. Make it interesting, it's not hard.

If you (UndeadCapulet) need to constantly explain every note to someone, you have failed as a mapper, because if your map's themes or concepts need to be explained constantly, they're clearly not coherent and don't belong in the ranked section.

If your concept has people questioning what it even is to begin with, you've failed. There's a big difference between people "Not understanding" and "Not liking". It's quite possible to understand a map's concept and hate it. But when you can't understand the concept to begin with, (if there even is one other than "I think the intro rhythm is boring and would rather have my own entirely different one and just make it kind of consistent") there's no second step. It can't be liked or hated if it's not understood.

If your map needs a spoken or written tutorial, you've fucked up. Just change it and save everyone the headache.


And for what it's worth "Nobody bothered ing Xexxar at all but he didn't show up for a month so clearly he doesn't care" is a hilariously asshole way of going about bying a veto. I expected better from you guys.

Shiirn wrote: 4dp13

If you think mapping the introduction will bore the player, you've failed as a mapper. Make it interesting, it's not hard.

If you (UndeadCapulet) need to constantly explain every note to someone, you have failed as a mapper, because if your map's themes or concepts need to be explained constantly, they're clearly not coherent and don't belong in the ranked section.

If your concept has people questioning what it even is to begin with, you've failed. There's a big difference between people "Not understanding" and "Not liking". It's quite possible to understand a map's concept and hate it. But when you can't understand the concept to begin with, (if there even is one other than "I think the intro rhythm is boring and would rather have my own entirely different one and just make it kind of consistent") there's no second step. It can't be liked or hated if it's not understood.

If your map needs a spoken or written tutorial, you've fucked up. Just change it and save everyone the headache.
saying a mapper has failed if people can't understand their purpose is a misguided approach. Sure I can use the wording you've used and find any newer mapper say "understand this" to a lot of widely accepted maps and get a response of "no". Though this wouldn't invalidate the mapper in any way. If anything its easier to argue if the modder doesn't understand the map they failed as a modder, though this can be logically falsified. Just because you don't understand it doesn't mean other people cannot. This is why explaining what a map is doing happens ever. As for them being explained constantly, don't you think people cannot read prior posts? Don't you think people who dislike the map or don't understand its concepts are much more likely to post asking about them than people posting on this map "hey I like this and fully understand your reasoning behind the map. this is really cool" because hey you can rate this map without even entering the thread itself. Asking someone to give up on their idea means you failed as a modder. Modders are supposed to take the mappers ideas and make them better when all you want to do is throw them away.


And for what it's worth "Nobody bothered ing Xexxar at all but he didn't show up for a month so clearly he doesn't care" is a hilariously asshole way of going about bying a veto. I expected better from you guys.
you also seem to misunderstand the issue with xexxar as people are claiming they tried to him for a month, only he is the one claiming nobody ed him. And if anything is asshole-ish its veto-ing a bubble on a map, abandoning it, and then trying to dq the map after a discussion about the parts that were in question already occured. Another asshole-ish thing to do would be posting on a thread without reading replies or understanding the situation and assuming something. So thanks so much for your time you really benefited this map thread.
Just on a side note, the whole rebubble-over-veto-thing has already been brought up to the people in charge, so try to keep the discussion about the map instead!
We clearly need way more time to discuss this beatmap

also the entire process was kinda screwed up from both sides and at this point everyone's claiming something different.

The way I see it: Xexxar screwed up communicating that he still has issues with this particular map and participating in this discussion over here
Naotoshi and Zero__wind as well as Bonsai didn't bother asking the person who popped if they still have issues with the beatmap before nominating it themselves

We will hopefully push an update to the BNG rules soon so that this scenario is simply disallowed from happening.

The intro rhythms still seem to be overinterpreting this part of the song so it's being taken down for further discussion
i hope you people can behave yourselves
I think the issue here is people are mistaking creating rhythms out of thin air over giving actual logic behind rhythm choices. The map takes simples rhythms that repeat over and over again and then takes paragraphs and paragraphs of text in order to convey what was created. This just seems so counter productive to me as to actually representing the song through your map.

In addition, it just seems very unintuitive to have such complex ideas for a very simple part of the song. And to me what makes this quite weird is how the start is just such a stand-out part compared to the rest of the song, while that part of the song is actually quite boring.

And lastly, I have to disagree with bor here. When no one understands what you're going for until you write paragraphs about it, you have failed to convey your ideas correctly. If this happens you should reconsider what you were going for in the first place and how best to get that through to other people in an effective way. So yeah, make people understand what you want to express in your rhythms not with mod replies, but with your actual map. I don't think the rhythms at the start are as bad as some other people, but the inconsistencies just clash with the rest of the map and is so out of place. Just my thoughts on the matter (they are quite a mess and disorganized sorry about that) and hopefully this can get cleared up as the rest of the map is quite nice

The undermapping of the start is fine, but since the beginning is so identical the entire way having more consistency with what you mapped vs what you ignored in the start would greatly help give a clearer idea of what is being done. In addition, the increase in note density during the intro doesn't fit too well since the song stays the same the whole way. You seem to jump over certain piano sounds and sometimes not.
Topic Starter
@Shiirn re-read my posts please, I never said anything about the intro being boring, I wouldn't have mapped this song if I thought that lmao.. all I said is in the big picture of the map this section is too weak/not-intense for heavy 1/2 rhythming

@celerih really don't know what you're talking about, the intro rhythms are the least complex rhythms in the mapnvm just saw the edit

@oko so with this whole veto debacle, I don't rly know what I need to do regarding gathering bn's. Is it assumed the veto is in place? (and uh that doesn't veto both nao AND zero's bubble right? that'd be really weird..)
And I'd be happy to discuss the intro rhythms more to make improvements/justify what I currently have, but so far there hasn't been any suggestions for better rhythms, just general complaints. I have nothing to go off of, so I don't really know where to go from here.
I really don't want to go into what parts of the map I don't like, because I don't particularly like a lot of it (however i really like 00:55:029 (1,2,3) - these sliders + their repeats)

04:00:183 (1) - This is pretty unacceptable though. Even disregarding the absolutely ridiculous SV and length, this isn't even justifiable with the music, as there is still vocals/background notes that can be mapped to, much better than a fucking 26.5/1 measure long slider with a SV of 0.19 at 70bpm. Please remap(?lol) this.
yea lets write more paragraphs instead of taking 30 mins of ur time and changing these cancerous parts
hey pretty nice map dude!

positive vibes
after I see this map i must say I really enjoy it. almost every aspect of this map makes logical sense to me and I felt obligated to share this to you because I'm upset this is not currently ranked.

this map is very special to me because its something the ranked section doesn't normally see, its a breath of fresh air from all the generic smog rolling in from these popular uninspired mappers. thank you so much for complimenting such a beautiful song with an outstanding piece of art.

this is one i can enjoy watching in editor and playing in game

thanks so much ~




shot 48 stars but i wish i could shoot so many more
this thread.. just smh

Also UC,good work i didnt expect less from you c:
gratz on loved when you get 30 favs
A pop for an app map always pops all the existing bubbles no matter it has got one or two
so from what I know about ranking process, there have to be additional BNs participating in the whole renominating procedure.

About map I've got not much to say.
  1. I don't think the rhythm in intro part being problematic, the mapper has been consistently presenting the strongest notes with highest pitch in the whole part.
  2. Non-mainstream never directly makes a map bad.
Let's keep the thread clean and constructive.

Zero__wind wrote: 1y6q53

  1. I don't think the rhythm in intro part being problematic, the mapper has been consistently presenting the strongest notes with highest pitch in the whole part.
  2. Non-mainstream never directly makes a map bad.
I don't agree with you on a point, the intro rhythm. (let's ignore the map design for this time, because I think that's something pretty personnal)

You can clearly hear in the beginning that there is the same melody from here 00:00:181 - to here 00:24:171 - but the mapper decided to change the rhythm on 4 measures. I agree the fact that he made that to avoid repetitive beats, and boringness, since the song is similar during the intro, so that's a good choice from him to try different stuff.
But to me, the real problem is that the intro rhythm use is not consistant, compared to the song. Instead of using a new rhythm pattern evertime, then why not using different visual patterns?

For instance, I'll take this pattern: 00:15:600 (3,4,5,1,2,3,4) - there is the same rhythm for this highlighted pattern. But why on the red tick is mapped here: 00:15:600 (3) - but not here: 00:17:743 - maybe there is a reason or else? On this map, it's kinda hard to see mapper's thoughts since in my opinion, the map is confusing.

That's just one of the multiple exemples in the intro, but I think that you got my point of view.

Other than that, I don't want to add anything else, since I don't like the visual of the map, but it's very personal, I can understand that people could like it. There is something that I like in the diff, is on the kiai. I like the way how the mapper got the map intensified during the kiai.

Don't see anything wrong here, I'm not trying to force changes or else, I'm just expressing my point of view.
Have a good day~
Topic Starter
Thank you Pachiru, I have something to work off of now~

So most songs are designed into 8-measure sections. And typically these sections are divided into two halves, with the second half being more or less identical to the first half. The intro to this song is built this way. 00:13:886 - is where the section restarts and matches the pitch of 00:00:172 - . But the 4 measures in each half are clearly distinct, just listen to each downbeat and you can tell there's difference in pitch, and then stuff like 00:06:171 (3,4,1) - only appears in the second measure of each half, etc.

So I designed my rhythms to be consistent between each half, or at least I tried to. But I had also implemented more dense rhythms overall in the second half to transition into the vocals and show how more and more instruments were being introduced. I think this is where the confusion came from. Instead of two repeating instances of 4 different measures, most people saw eight different measures with little connecting them together.

So I've changed the second half to fit closer to the first half. I'm not going to make each measure totally identical, because they aren't. But the differences in each measure should be more apparent now, and the overall rhythm structure should be more coherent between the two halves.

I hope the new rhythms are acceptable.

EDIT: http://puu.sh/vfSSX/e24e0307ac.jpg Pachiru has given the ok to my changes/justifications, I hope others do too ;w;
Diff

  1. 00:06:171 (3,4) - things like this are super weird, I feels like your rhythm choices are arbitrary made, without much consistency, for example why 00:06:814 (4) - deserves to be mapped, while other similar ones are mapped as slider tails or just ignored? I think you really should be more consistent with your own rhythms and make an agreement with modders, because this is the main issue that people have with your map.
  2. 00:12:171 (1) - The NC seems unnecessary to me, it doesn't highlight any big change in the music or a new measure
  3. 00:29:100 (3) - are you really mapping her breath instead of the piano at the white tick? if your argument is that you're following vocals, then why this 00:53:100 (4) - isn't a 1/2 slider
  4. 00:41:957 (2) - would you consider to use a 1/4 slider and then a circle at the red tick? to represent the vocals better as the other sliders do. If you notice the hold sound of the vocals stops at 00:42:171 - , also in
  5. 01:25:029 (3) - The finish hitsound doesn't fit the song or your rhythm at all. To be honest I didn't notice the nice change in the music at 01:25:457 (4) - because of the previous unfitting hitsound.
  6. 01:35:529 (6,7,8,1) - 8 should be stacked and 1 should be the jump, I really don't understand why 6 and 7 are stacked and 8 doesn't (8 is the weaker beat there), just adding that this doesn't represent the song at all.
  7. 01:56:727 (1,2,3) - The other thing that I really dislike about this map is the spacing being the same for different snaps in the same combos, I get that you want to make a tricky map, but I think your ways aren't the best, 02:07:013 (1,2,3,1,2,3) - 02:09:584 (1,2,1,2,3,1) - 02:53:084 (3,4,5) -
  8. 02:14:727 (2,3,4) - there are more examples, even at this one 3 is the stronger beat, but somehow you decide to make the jump at 4
  9. 02:29:941 (5,6,7) - 02:34:013 (1,2,3) - you also should consider mapping the 1/3s in a different way than the 1/8s.
  10. 04:00:183 (1) - I love slider art, but let's be honest, musically talking this is not justified by anything in the song. This one 05:18:598 (1) - works well
  11. 04:23:754 (1) - I don't like how this sounds, the change in the music starts at 04:23:968 - not before
  12. 05:03:384 (3) - I really don't like your hitsounds, mainly because I feel they aren't done according to the map. For example why 05:03:384 (3) - have a super strong cymbal in the repeat? and what make it sounds worst is the fact that these strong hitsounds aren't active beats in your map.
    I don't know, I really have this feeling with the hitsounds, map and song, like they don't act like a whole, but as a different things merged into a beatmap
    Personally I don't think the hitsounds work well with your rhythms choices (sometimes).
  13. 00:46:243 (3) - why is this 1/4 repeat slider compared to 00:32:529 (2) - (from xexxar's mod) I also think you are being super inconsistent without a logic reason
Reply to my mod, suggestion by suggestion, btw I'm also online in game if you want to discuss with me there.
Topic Starter

Natsu wrote: 1f6re

Diff

  1. 00:06:171 (3,4) - things like this are super weird, I feels like your rhythm choices are arbitrary made, without much consistency, for example why 00:06:814 (4) - deserves to be mapped, while other similar ones are mapped as slider tails or just ignored? I think you really should be more consistent with your own rhythms and make an agreement with modders, because this is the main issue that people have with your map. your example is clearly a distinct and important highpitched note that only shows up here and 00:20:529 (4) - , please pay closer attention to the song before complaining about rhythm issues
  2. 00:12:171 (1) - The NC seems unnecessary to me, it doesn't highlight any big change in the music or a new measure dunno how that got there, fixed
  3. 00:29:100 (3) - are you really mapping her breath instead of the piano at the white tick? if your argument is that you're following vocals, then why this 00:53:100 (4) - isn't a 1/2 slider second timestamp is transitioning into the next section so i dont think extending the weak ending vocal is a good idea there
  4. 00:41:957 (2) - would you consider to use a 1/4 slider and then a circle at the red tick? to represent the vocals better as the other sliders do. If you notice the hold sound of the vocals stops at 00:42:171 - prefer mine to chain the vocal line together better, your suggested rhythm is too much clicking for me
  5. 01:35:529 (6,7,8,1) - 8 should be stacked and 1 should be the jump, I really don't understand why 6 and 7 are stacked and 8 doesn't (8 is the weaker beat there), just adding that this doesn't represent the song at all. this is just a special arrange to fit this point of the song that doesn't come up anywhere else, it emphasizes the 01:36:171 (1) - beat in a really nice way for me
  6. 01:56:727 (1,2,3) - The other thing that I really dislike about this map is the spacing being the same for different snaps in the same combos, I get that you want to make a tricky map, but I think your ways aren't the best, 02:07:013 (1,2,3,1,2,3) - 02:09:584 (1,2,1,2,3,1) - 02:53:084 (3,4,5) - i dont try to make a map tricky or anything like that, i just map to the song and then players with poor reading skill complain ww, the arranges you linked are simple enough to read with approach circles and are needed for cursor pacing for me so i won't be changing them
  7. 02:14:727 (2,3,4) - there are more examples, even at this one 3 is the stronger beat, but somehow you decide to make the jump at 4 i think the waiting of the cursor to click 3 is enough emphasis, and the snap to 4 fits well with the guitar vocals and drums for me
  8. 02:29:941 (5,6,7) - 02:34:013 (1,2,3) - you also should consider mapping the 1/3s in a different way than the 1/8s. not necessary, basic rhythm sense makes the 1/3 easy to expect bc it appears in the same parts of the song over and over
  9. 04:00:183 (1) - I love slider art, but let's be honest, musically talking this is not justified by anything in the song. This one 05:18:598 (1) - works well see p/5937014 for explanation of that slider, i will never ever change this for any reason ever ;-;
  10. 04:23:754 (1) - I don't like how this sounds, the change in the music starts at 04:23:968 - not before it clearly starts on the red tick, check at 25% speed if you must
  11. 00:46:243 (3) - why is this 1/4 repeat slider compared to 00:32:529 (2) - (from xexxar's mod) I also think you are being super inconsistent without a logic reason was originally to lead into the change in vocal rhythming, but either way seems to work well, so i'll change this
Reply to my mod, suggestion by suggestion, btw I'm also online in game if you want to discuss with me there.
I didn't hitsound this map, Naitoshi did (which you can see if you read the map description), so I suppose that's your issue with the hitsounding feeling separate from the beatmap. But that's a common and unavoidable thing among all collaborative efforts, and I've had enough positive opinions about the hitsounding to not be bothered by it. Will edit this post later after I get Naitoshi's comments on your specific hitsound modding.

We seem to have different understandings of the song and of mapping in general, so most things were denied. I hope my wordings made some form of sense to you, bc I'm really bad at wording things ;; Let me know if I need to explain anything further.

Thanks for the more detailed check either way!
edit: im dumb

Xexxar wrote: 5a2638

wait, naotoshi bubbled a map he hitsounded?

"Do not nominate your own map, a collab map you participated in or a map you made a storyboard for. The entire modding process is focused around others ensuring that your map is ready for ranking, so doing this counteracts common sense."

that includes hitsounds lol
You're just trying to find things to point out his alleged incompetence. At least be observant about it...

natz

Natsu wrote: 1f6re

Diff

  1. 01:25:029 (3) - The finish hitsound doesn't fit the song or your rhythm at all. To be honest I didn't notice the nice change in the music at 01:25:457 (4) - because of the previous unfitting hitsound. I disagree, it's quiet enough so I'm not sure how it correlates at all with the next part.
  2. 05:03:384 (3) - I really don't like your hitsounds, mainly because I feel they aren't done according to the map. For example why 05:03:384 (3) - have a super strong cymbal in the repeat? because there is a cymbal finish? and what make it sounds worst is the fact that these strong hitsounds aren't active beats in your map.I don't know, I really have this feeling with the hitsounds, map and song, like they don't act like a whole, but as a different things merged into a beatmap
    Personally I don't think the hitsounds work well with your rhythms choices (sometimes). I believe it doesn't matter as long as they're consistent with the timestamps given by the rhythms
Reply to my mod, suggestion by suggestion, btw I'm also online in game if you want to discuss with me there.
when will you guys learn that memes are not welcome?

MrSergio wrote: 4q6o5v

when will you guys learn that memes are not welcome?
seriously guys,focus on helping the mapper
love how the map looks like honestly, we have not enough stuff like that, patterning like this is cool

the only thing that i thought was that i thought there was missed beats around places like 03:01:441 -

still a cool map nonetheless lol good luck :)

Mazziv wrote: 5y461z

MrSergio wrote: 4q6o5v

when will you guys learn that memes are not welcome?
seriously guys,focus on helping the mapper
^ definitely agree
why i don't think xexxar's veto should be held up basically

anyway

looks like all the discussion is done so rebubbling this...
(assuming natsu doesn't also decide to veto? it's been 2 weeks again)
zero__wind would count against xexxar if he decides to keep his amazing veto despite not ing it~



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