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hapi - THE MEDLEY OF POKEMON RGBY+GSC -3PBs- 1s1i51

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Topic Starter
06:37:878 (1) - This slider was on a blue tick at 06:37:799 - , so I just moved it on the white tick like it should be (that's strange)
07:29:748 (1) - Shape of the slider changed (linear)

Also fixed some blankets and shapes
And the problem with the soft-hitclap.wav was fixed (with the delay)
ON ething before rebub
There needs to be proper timing in Miku's Jiggly part
140 is completely out of sync
Even though you don't map it, breaks need to be timed properly
I would do it for you, but my PC litterally froze due to 6k objects and man ytiming points, so I can't really help ;w;
Call me when you have correct timing
Topic Starter

Baraatje123 wrote: 1l4p34

ON ething before rebub
There needs to be proper timing in Miku's Jiggly part
140 is completely out of sync
Even though you don't map it, breaks need to be timed properly
I would do it for you, but my PC litterally froze due to 6k objects and man ytiming points, so I can't really help ;w;
Call me when you have correct timing
Timed !

Yuii- wrote: 1v4x3c

09:40:462 - This break is way too long and uncomfortable, maybe you can add some well built triplets on 09:54:176 - .
I found the timing, but I still think it shouldn't be mapped, it's just some triplet, there's no sound or anything behind those, I think it's like something to make you wake up after the lullaby, and if I map the triplets, a part of the mapping would be on the lullaby. So no change here ! (except the timing like said above)

EDIT : The jiggly BG on this break was resnaped (because of the new timing)

Baraatje123 wrote: 1l4p34



2
So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.

Zak wrote: 4n1t15

So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.
p/4625118 :)


i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..

edit: shit i just realised i was not updated while testing.. FailFish
I believe ranking this will likely be put on hold until the issue is resolved properly.
nice
Topic Starter
:'c
aaaaa finally, go go go <3

Wafu wrote: d5i1

Zak wrote: 4n1t15

So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.
p/4625118 :)
So unrankable because of score?

:(
We've been bringing attention to the issue so hopefully sometime soon it'll get fixed

Zak wrote: 4n1t15

We've been bringing attention to the issue so hopefully sometime soon it'll get fixed
Ah ok! Good luck!

But cant you just divide this into like, 3 marathon maps? (I understand if it is your personal preference, but just wondering)
Shohei Ohtani
wow it's a good thing the staff is bringing this issue as quickly as possible to promote the advancement of a map thats been trying to get ranked for over a fucking year

Musty wrote: 544wq



i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..

edit: shit i just realised i was not updated while testing.. FailFish
I think that depends on if this game is written in 32-bit Java.

Knuffeldraak wrote: 137128

Musty wrote: 544wq



i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..

edit: shit i just realised i was not updated while testing.. FailFish
I think that depends on if this game is written in 32-bit Java.
Osu is written in C#
If not then fuuf Wikipedia
Topic Starter
dead
WoofWoff
GJ
Infeh
Maybe one day we can see this masterpiece ranked~
Hello lovely map
when is it getting qualified ):

Gabe wrote: 1n5x2f

when is it getting qualified ):
Topic Starter

andrei7 wrote: 441o5n

Gabe wrote: 1n5x2f

when is it getting qualified ):
Not for the moment because there's an issue with the score, so it has to be fixed before the rank
p/4625118

(the problem is no one is paying attention to this, so it'll not be ranked soon...)
Topic Starter
Btw does someone have a screen of it ?

EDIT : I've got nothing special :/
Topic Starter
Yeah I know I'm talking to myself but it's too annoying, I wished I could rank this map but now I'm hopeless...
Wasn't it because of CtB auto-convert?

Baraatje123 wrote: 1l4p34

Wasn't it because of CtB auto-convert?
Yes
Topic Starter

Zak wrote: 4n1t15

Baraatje123 wrote: 1l4p34

Wasn't it because of CtB auto-convert?
Yes
I also didn't have any problem with the CtB. Wasn't it something with 32 or 64 bits ?

Wafu wrote: d5i1

Zak wrote: 4n1t15

So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.
p/4625118 :)
Why can't the issue get fixed
This is quite ridiculous, it needs to wait before it gets ranked because of a bug for over 2 months
It's a problem when you use mods, a no mod SS counts fine, adding any mod breaks it.

Also this isn't exactly a "bug" it's more so the cap for scoring, I just don't know how much work it will take for someone to either redo score calculation to not have that cap or make a workaround that will only be used on such high score maps.
Topic Starter
well...... it's less than 2.1 billion

That's because it got lowered eventually
Did it all go normally? Or did the score go down at the end?
Topic Starter

Baraatje123 wrote: 1l4p34

That's because it got lowered eventually
Did it all go normally? Or did the score go down at the end?
Yes it does... Well fuck



That is the problem
Once that's fixed it should be fine
If I could throw stars at that thread in Help to accelerate the fixing progress I would totally do it :(
Relevant necropost.

I posted this in the Help thread as well, but I would just would like to say that The Unforgiving marathon has the same score bug in CTB if someone were to FC with HR or HDDT, and the score would be pushed above the maximum.
The only solution is cutting this by 2 parts.

hapi - THE MEDLEY OF POKEMON RGBY+GSC -3PBs- (Part A) - 13 min This thread
hapi - THE MEDLEY OF POKEMON RGBY+GSC -3PBs- (Part B) - 13 min New BeatMap

You already have bubbles to app this, so you could rank both at the same time, just talk with some red guys to do it :I
Or we can wait and see if score v2 fixes this.

peppy was enthusiastic about it, so we miggt see it soon. Hopefully.
ScoreV2 doesn't fix CtB though.
Then yeah, splitting is a good idea.
Topic Starter

DaxMasterix wrote: 5p1e6x

The only solution is cutting this by 2 parts.
I think splitting the map would break the flow, since people will not be able to play the map in once, and I think that's quite sad, since the problem is only on CTB...
If you ask, ban CtB :v
I really don't know why CtB has this problem if the other modes don't have it, It's kinda weird, but, It's just an advice, if you don't want to cut it off It's ok, I really hope this "bug" will be fixed soon or in a near Future, the entire Community will be happy with that and you will make history 8-)
Apparently the devs don't want to fix it from what I've read. Also the reason it happens in CtB and not Standard is that you get more points on CtB, so it actually reaches that cap.

The only ways I can think of that would fix things are either cutting the map or reducing OD as that also reduces the possible score.
Topic Starter
One solution is to finish the map at 21:39:713 -

That'd be sad, but there's nothing else do to, and I don't really want to cut the map in 2 diffs :/
damnit! SO MUCH WORK ON THIS DOE

LETS PRAY FOR A SOLUTION GUYS
Topic Starter
Soooo do you want me to cut at 21:39:713 - ?

Or should I split it in 2, and then have 2 diffs ?

http://strawpoll.me/7105941

Kenterz wrote: 6q6h

Soooo do you want me to cut at 21:39:713 - ?

Or should I split it in 2, and then have 2 diffs ?

http://strawpoll.me/7105941
You should cut it on the break of 13:39:214 to 13:54:648 , IMO Exactly on 13:42:414 . So you will have a diff with 13:42 minutes and other with 12:36 Minutes
But also, I would preffer 2 maps with 1 diff than 1 map with 2 diffs. Just my likely.
Good luck! :D
holy shit, this is bad. This also means that Because Maybe full version won't ever be ranked ...

well, good luck on it. IMO cutting at 21:39 seems more reasonable since it's the "ending" of the song (well, it's the credits song for RBY) and NTD03 "26ROAD" is actually the outro.
Can't believe how stupid this is :cry: (and no it's not gonna be fixed)
Pretty sure Cutting at 21:39 still unrankable because HR+DT+HS+FL break the score barrier ROLF.


IMO Cutting in 2 Differents diff and keeping them in THE SAME MAPSET(so this one) is the best solution if you cut the first diff at 09:33:284 - begin the second at 10:09:417

This way you have:
A First diff with 9:30 minutes drain/5,08 Star
And a second diff with 15:30 Minutes drain at 5,33 star
Doing that you still keep the complete 26min playable, and the player as more possibility then just chosing between a part 1 or a part 2 of equal lenght/diff.

But If you don't like this idea then Cutting at 21:39 is fine tho, we just loose 5 min of playtime :/
Anyway whatever you do, please DON'T Cut the song In equal lenght part, is the worst thing ever, please don't do that :V
Topic Starter

Mindwaves wrote: z5j24

Can't believe how stupid this is :cry: (and no it's not gonna be fixed)
Pretty sure Cutting at 21:39 still unrankable because HR+DT+HS+FL break the score barrier ROLF.
No it doesn't :3
Topic Starter
Updated. Now it is rankable

(so I don't know if it breaks the 2 bubbles or only one)
Updated. Now it is rankable
Nice.
But you probably need to cut/fade out the mp3 now?
Having 5 Useless minutes at the end of your songs is not very rankable if i remenber correctly^^


Ah and also delete this too 21:39:713 (1) please.
If you really want to keep the full transition you can just extend this spinner21:37:213 (1) - and make it end at 21:39:713 instead, it's wayyy more natural.
Topic Starter

Mindwaves wrote: z5j24

Updated. Now it is rankable
Nice.
But you probably need to cut/fade out the mp3 now?
Having 5 Useless minutes at the end of your songs is not very rankable if i remenber correctly^^


Ah and also delete this too 21:39:713 (1) please.
If you really want to keep the full transition you can just extend this spinner21:37:213 (1) - and make it end at 21:39:713 instead, it's wayyy more natural.
Done

Now it should be ready
why nobody already bubble bubble ranked this
This need to be ranked

Kenterz wrote: 6q6h

Done

Now it should be ready
if you changed mp3 already and going for approval, please say that anyone that ed the map before you changed it should re

edit:
suuuuch a big fan *-*

TequilaWolf wrote: 6p6q6d

suuuuch a big fan *-*

That dedication though
Let's see if my PC can handle it now

[diff]
00:03:832 (1,2,3,4,5,6) - Even spacing please
00:08:569 (6,7,8,9,1) - ^^
00:31:463 (2,3) - You put high spacing on patterns like this, but not on this one, despite the sound being the same (00:33:990 (2,3) - for example)
01:09:990 (2,3) - The slidershape of (3) makes this look rather awkward. Why not Ctrl G (3)?
01:36:990 (6) - Shouldn't the SV change be at the big whit tick?
11:48:873 - THIS SCARED THE FUCK OUT OF ME HOLY SHIT UNOWN WHY?
12:49:373 (10) - There is a strong beat at the red tick, why is it skipped?
14:05:040 (6) - NC, you know why
14:49:373 (1) - Wouldn't 2 circles work better here? It feels weird to give such emphasis to a sliderend
14:52:040 (1) - ^^
16:30:636 (3,4,5,6,7,8,9,10) - Too much overkill for a marathon?
17:43:936 (3,4,5,6,1) - Even spacing please
18:30:446 (1,1,1,1) - Silence the ends please. 3/4 extended sliders at 240 BPM feels really weird (The sound at the tail I mean)
18:42:446 (1,1,1,1,1,1) - ^^
18:52:446 (1,1,1,1) - ^^
19:10:446 (1,1,1,1,1,1,1) - ^^
19:18:446 (1,1,1) - 19:22:446 (1,1,1,1,1,1) - 19:29:446 (1,1,1) - 19:36:446 (1) - 19:38:446 (1) - 19:40:446 (1) - 19:43:446 (1,1,3,1,1,1,1,3,1,1) - 20:03:446 (1) - 20:05:446 (1,1,1) - 20:09:446 (1,4) - 20:11:446 (1,3) - Yeah, these too

Call me
Topic Starter

Bara- wrote: q1m68

Let's see if my PC can handle it now

[diff]
00:03:832 (1,2,3,4,5,6) - Even spacing please
00:08:569 (6,7,8,9,1) - ^^
00:31:463 (2,3) - You put high spacing on patterns like this, but not on this one, despite the sound being the same (00:33:990 (2,3) - for example)
01:09:990 (2,3) - The slidershape of (3) makes this look rather awkward. Why not Ctrl G (3)?
01:36:990 (6) - Shouldn't the SV change be at the big whit tick? The sound of the new section of the map isn't on the big white tick, it's better that way imo
11:48:873 - THIS SCARED THE FUCK OUT OF ME HOLY SHIT UNOWN WHY?
12:49:373 (10) - There is a strong beat at the red tick, why is it skipped?
14:05:040 (6) - NC, you know why
14:49:373 (1) - Wouldn't 2 circles work better here? It feels weird to give such emphasis to a sliderend
14:52:040 (1) - ^^
16:30:636 (3,4,5,6,7,8,9,10) - Too much overkill for a marathon? I don't think so
17:43:936 (3,4,5,6,1) - Even spacing please
18:30:446 (1,1,1,1) - Silence the ends please. 3/4 extended sliders at 240 BPM feels really weird (The sound at the tail I mean)
18:42:446 (1,1,1,1,1,1) - ^^
18:52:446 (1,1,1,1) - ^^
19:10:446 (1,1,1,1,1,1,1) - ^^
19:18:446 (1,1,1) - 19:22:446 (1,1,1,1,1,1) - 19:29:446 (1,1,1) - 19:36:446 (1) - 19:38:446 (1) - 19:40:446 (1) - 19:43:446 (1,1,3,1,1,1,1,3,1,1) - 20:03:446 (1) - 20:05:446 (1,1,1) - 20:09:446 (1,4) - 20:11:446 (1,3) - Yeah, these too

Call me
Thank you :3

Bara- wrote: q1m68

nice

It's finally bubbled :D
Great stuff!
Let's do this again!
Speedrank is still possible guy you just have to believe.
maybe change the 9,2 or 9,3? the end is p awkward with ar9 imo
This map, so nostalgic.

Kenterz! Don't give up!
also why is vocaloid in the tags? :?:
Topic Starter

CSLM wrote: 4j4g5s

Kenterz! Don't give up!
I've got some exams, but I'll try to rank it again a bit later

Mazziv wrote: 534u12

also why is vocaloid in the tags? :?:
Jigglypuff part

Kenterz wrote: 6q6h

Mazziv wrote: 534u12

also why is vocaloid in the tags? :?:
Jigglypuff part
LOL

Do you actually still need BNs? bc iirc I liked this map so ye 8-) (I have exams myself tho)

Bonsai wrote: 3t3x5k

Kenterz wrote: 6q6h

also why is vocaloid in the tags? :?:

Jigglypuff part
LOL

Do you actually still need BNs? bc iirc I liked this map so ye 8-) (I have exams myself tho)
aww yis,if kenterz doesnt have a pocket BN for this map,i hope you two can work together on getting this ranked C:
Topic Starter

Bonsai wrote: 3t3x5k

Do you actually still need BNs? bc iirc I liked this map so ye 8-) (I have exams myself tho)
Yes I need BNs :ccc
:)
oh yeah I this map

#2
PogChamp
LETS GO BOYS
Topic Starter

Mazziv wrote: 534u12

LETS GO BOYS
why not girls too

(so hyped btw)

Kenterz wrote: 6q6h

Mazziv wrote: 534u12

LETS GO BOYS
why not girls too

(so hyped btw)

i cant wait to see this ranked! i highly appreciate your work on this marathon map! i hope to see a part 2 of it ( ͡° ͜ʖ ͡°)
Topic Starter

Mazziv wrote: 534u12

i cant wait to see this ranked! i highly appreciate your work on this marathon map! i hope to see a part 2 of it ( ͡° ͜ʖ ͡°)
The part 2 was the end, and it's quite short

But hapi did others pokemon marathons, I'll see... For the moment you can check my 1 hour Touhou marathon :3
Topic Starter
It's long...

I don't like to spam BATs, that's maybe the reason
push!
Yeah don't hesitate to push, this map has been in pending way too long already!

Kenterz wrote: 6q6h

It's long...

I don't like to spam BATs, that's maybe the reason
BN*

:^)
Topic Starter

_Gezo_ wrote: o6e3e

Kenterz wrote: 6q6h

It's long...

I don't like to spam BATs, that's maybe the reason
BN*

:^)
Well, I can see that the medley is now cut, due so the score does not reach 2 ^31 (or 2147483648) via ctb (it's been a while since I checked this map, so I wasn't aware of that lol)
Anyways, good luck with this map XD
Topic Starter
:3

EDIT : so it's dying again
pls rank tis map bby pls
Topic Starter

Xendogenesis wrote: 71b55

pls rank tis map bby pls
I'm trying, it's not easy :c

Kenterz wrote: 6q6h

Xendogenesis wrote: 71b55

pls rank tis map bby pls
I'm trying, it's not easy :c
yes pls bn wake up :(
not ranked yet.. lol



fuck 240bpm part
quick question: noticed golden sun is on the tags but don't really see any track from that game, so why is it there

Maruyu wrote: 1202z

quick question: noticed golden sun is on the tags but don't really see any track from that game, so why is it there
Golden Sun is the name of one of the tracks in the medley, but this is a cut version so the song is gone.. may want to remove it from the tags along with ntd03, unless you wanna keep these for the people who want to find the source of the separate songs lol
Topic Starter

Blue Dragon wrote: 353cq

Maruyu wrote: 1202z

quick question: noticed golden sun is on the tags but don't really see any track from that game, so why is it there
Golden Sun is the name of one of the tracks in the medley, but this is a cut version so the song is gone.. may want to remove it from the tags along with ntd03, unless you wanna keep these for the people who want to find the source of the separate songs lol
I'll keep it in the tags, since it's in the full version
lLinutionHD
You are ready for when the map?
Yoo dude sorry for taking so long, my general modding-motivation just hit a low and combined with my hands needing rest and me not being at home much currently it just piled up ;_; welp here I go
  1. 00:01:621 (3,6,5,1,2) - It seems a bit weird to me that some of the sliders are ed by drumrolls in the song and some aren't, maybe make the sliderbodies drum-sampleset since the drum-sliderslide fits perfectly, so it seems like all of them are ed? Maybe even a soft-sliderwhistle on top of it?
    If you don't want all of them to seem like drumrolls then I'd rather see a bit more differentiation, bc 00:05:095 (1,2) being mapped the same doesn't seem that fitting to me, I'd rather suggest this rhythm; which would only leave 00:02:253 (6) as an "overmapped drumroll" which seems to me like it could easily do with just being circles too, since 00:02:884 (2,3,3,4) are only circles too
  2. Generally I feel like drum-sampleset would fit a large portion of the map better as most of the songs are rather noisy and the soft-hitnormals are veery hard to hear in very many sections, please reconsider your sampleset-choices again
  3. 00:13:621 (5,6,7,1) - idk if you have autostacking enabled in editor but these are almost touching, is that intended?
    Looking at 00:22:699 (9,1,2,3) it seems like you don't have it enabled - looks very uneven
  4. Is there any system behind the used spacing for 1/4s in the first section? Currently you switch between x0,75 x0,65 x0,85 x1,0 x0,8 a lot but I can't really see why as it doesn't increase or decrease with any musical cues, this makes it all seem slightly chaotic to me
  5. 00:22:937 (3,4) and 00:23:884 (8,1) - How about ctrl-g'ing this to follow the new synth here? Seems weird to me that you even skip a 1/2 with 00:23:411 (5) when you didn't emphasize that sound in the previous and following objects, either do it at all or at none
  6. 00:39:200 (1,2,3) - ctrl-g'ing here would make more sense to me too as the background-melody has a holding note starting at 00:39:200 whereas 00:39:516 and 00:39:674 are two separate kicks
    I kinda dislike how you ignore those kicks quite often, bc after starting to give them a special pattern at 00:37:306 (3,4,5) I expected them to be consistently emphasized from there on, but you only repeat that sometimes, like at 00:47:411 (4,5,6) again, while leaving it out at many places even though it's the same thing, like at 00:42:358 (4) -00:49:621 (2) -
    The kicks also lose their emphasis at 00:52:463 (4,5,6,7) because they are merely part of a longer circle-chain, I'd suggest making 00:52:148 (2,3) a slider to differentiate better
  7. 00:54:990 (9,10,1) - Look at this ingame or enable hit-animations in the editor, it looks very uneven to me, I'd suggest something like this
  8. 00:35:411 (1,2) - 00:40:463 (1,2) - 00:45:516 (1,2) - 00:50:569 (1,2) - 00:55:621 (1,2) - 00:58:148 (1,2) - Why is the spacing of those so vastly different? I'm not saying that you need to stay 100% consistent with the spacing through the entire map, but switching from x0,9 to x0,3 is very noticable but I see no reason in the song for that and I can't recognise any system behind it either, to be quite honest it just seems random to me
  9. 01:22:779 (5) - Again making this two circles would be cool in order to incorporate the kicks here
  10. 01:31:621 (5,6) - I see no reason for this offbeat to have such a big jump on, seems like you just ran out of patterns or idk - 01:32:884 (5,6) would suit a jump much better since there's kicks here
  11. 01:36:990 (6) - I'd like to suggest replacing this with two low-spaced circles in order to create a better transition between these two sections, for some reason the way it currently is seems weird to me, maybe because the strong beat indicates the new section at 01:37:306 but you already made the huge change happen at 01:36:990 (6) which makes 01:37:306 (1) not special in any way
  12. 01:39:358 - It might not be very audible but almost every pkmn-fan probably knows that the original song has a note here so it feels weird to me that it's empty
  13. 01:39:832 (1,2,3,4) - I lack differentiation here, there's a lot of different stuff going on in the melody but you just mapped it as a slider-chain - suggestion
    If you like that rhythm, I'd also suggest the same rhythm at 01:49:937 (1,2,3,4) bc right now the clicking rhythm is the same at 01:48:674 (1,2,3) and 01:49:937 (1,2,3) even though the melody is different
  14. 01:41:727 (4,5) - this could use more spacing, rn it's spaced like a normal beat but it's a really strong, special beat which you also emphasized at 01:39:200 (3,4) with the 180°-turn, so why not emphasize it here too?
    If you emphasize this more, also emphasize those strong beats more at 01:44:569 (3,1,2,3,4,5,6,7,8,1) -
  15. 01:43:463 (6,1) - Why is this stacked? You didn't use stacks for anything like this before o:
  16. 01:47:727 (2,3,4) - I don't understand why you spaced (2,3) so low but (3,4) so high, they are both strong notes in the melody but on top of that there is still the regular 4/4-rhythm which emphasizes downbeats more than upbeats, you did the opposite in the map here, why?
  17. 02:00:832 (4) - I don't really see the point of this offbeat-slider, there's nothing on 02:00:832 justifying it imo
  18. 02:02:253 (5) - suggesting circles for better differentiation again
  19. 02:09:516 (3,4) - I don't understand this spacing again, the jump generally feels really huge as it's the biggest in the whole section, but also it's again an offbeat being emphasized most even though it has no sound on it that seems to justify it being more emphasized than the onbeat, 02:09:516 (3)
  20. 02:19:779 (4) - 02:24:832 (4) - suggesting two circles again bc kicks
  21. 02:37:937 (1,2,3,4) - Why are those jumps so big? I can't spot any strong beats on them and it builds a really weird contrast with 02:38:569 (6,7) which forces the player to slow down very much after moving so quick there, seems weird and unjustified to me
  22. 02:47:963 - 02:49:227 - Seems like very nice opportunities to place some 1/4s and you mapped them in the following places too, why not here?
  23. 02:45:516 (1,2,3,4,5,1,2,3,4,5) - You placed circles at 02:46:463 (4,5) even though there is nothing different happening in the song, but then use mostly sliders in the next section again even though it is full of 1/2-kicks that haven't been in the song before, and you even use the same spacing - Those two combos are vastly different in the song but not represented in the map at all
    02:51:990 (2,3,4,5,6,7) - Now this is mapped like there would be full-1/2-kicks but actually the only 'additional' kick in the song is at 02:52:306 (4) which I don't see represented in the map at all either, it's just one continuous circle-chain that doesn't seem to emphasize anything at all
    I see a major lack of differentiation in patterns like these and it makes the map seem disconnected from the song at places, kind of lackluster :(
  24. 02:56:963 (2,3,4,5,6,7,8,9,10,11,12,13) - uhmm you might want to use the 'convert slider to stream'-method for streams like these bc that just looks really messy
  25. 02:59:095 (5,4) - Is there any special reason for this overlap? Since you've never really used a pattern like that anywhere else it's very unexpected and special, but I can't see anything special in the music to justify that
  26. 03:24:200 - this is the only time in this section where you put a melody-note on a slidertail, why? :(
  27. 03:32:095 (6,1) - This is extremely hard to play since the spacing is really huge + the player has to do 180°-turn on the head of (1), you didn't emphasize any other beat like this one, just compare it with 03:33:358 (6,1) - 03:34:463 (5,1) - 03:35:727 (5,1) - 03:37:148 (6,1) - etc etc, please nerf that one
  28. 03:50:253 (5,6,7,8,9) - Why is there such a huge spacing-increase when nothing in the music is happening?
  29. 04:15:516 (3) - Maybe replace this one with circles to differentiate from notes having melody and notes having none again?
  30. 04:19:463 - kinda sad that this melody-note gets ignored, how about this?
    pretty much the same applies for 04:32:411 -
  31. 04:22:779 (1) - again lacking differentiation here
  32. 04:43:621 (4,5,6) - There's 1/4s going on here, why not map them?
  33. 04:53:411 (3,4) - again a differentiation-issue, would recommend replacing (3) with circles
  34. 05:19:621 (1,2,3,4) - aaaaa differentiation
  35. 05:50:884 (8,9,1) - Why do you emphasize (9) so much but (1) not at all when it seems like this whole patterns is trying to build up to (1)?
  36. 05:54:200 (3) - again I don't see why this is the only offbeat-slider in this section
  37. Something that I noticed in a lot of places but never as clear as here: 06:00:674 (5,6,1) - You tend to use sliders flowing smoothly into each other with very low spacing a lot which doesn't give any emphasis at all on beats that deserve that deserve emphasis very well, it doesn't fit to the relatively large spacing you give other surrounding beats
    another good example is 06:05:884 (5,6,1) -: (4,5,6) requires a loot of turning around and moving in sharp angels which emphasizes a lot even though the spacing is rather low, as opposed to (6,1) which is spaced a bit more but requires no special movement from the player at all since it just flows into each other, but I think it's very clear that (1) deserves more emphasis than (6)
    basically the same at 06:01:937 (4,5,1) -, I don't see the reason for it to be spaced/emphasized that way
    for some reason you tend to use such low emphasis almost all of those major crashes, for example at 06:22:463 (5,1) - too
I think I'll end this mod for now, there are just a lot of general repeating issues, mainly differentiation and seemingly random emphasis at times; All in all I also lack an aesthetic structure of the map in general, for the most part there aren't really any recognizable patterns used at all and it seems like the objects are simply placed in order to play good without much thought behind it, but it doesn't play especially good either since the usage of angles and spacing seems rather unpolished as well, spacings for similar things vary highly without any musical cue or any recognizable system behind it, and after looking at 1/4 of the map I didn't really spot anything recognizable in the map that would make me it except for the fact that it's a long map, every section seems extremely similar and beat placement doesn't use the provided rhythms as much as it could at many places..
Let's see what your reply looks like and maybe I can help you further, but right now it just seems like there are a lot of small things lacking in quality which piles up to the map in general not feeling very great, it feels like it could use a lot more thought and concept behind it instead of just kinda mapping along to the music
I hope this didn't demotivate you too much, be sure to hit me up ingame if you have any questions!
Topic Starter

Bonsai wrote: 3t3x5k

Yoo dude sorry for taking so long, my general modding-motivation just hit a low and combined with my hands needing rest and me not being at home much currently it just piled up ;_; welp here I go
  1. 00:01:621 (3,6,5,1,2) - It seems a bit weird to me that some of the sliders are ed by drumrolls in the song and some aren't, maybe make the sliderbodies drum-sampleset since the drum-sliderslide fits perfectly, so it seems like all of them are ed? Maybe even a soft-sliderwhistle on top of it?
    If you don't want all of them to seem like drumrolls then I'd rather see a bit more differentiation, bc 00:05:095 (1,2) being mapped the same doesn't seem that fitting to me, I'd rather suggest this rhythm; which would only leave 00:02:253 (6) as an "overmapped drumroll" which seems to me like it could easily do with just being circles too, since 00:02:884 (2,3,3,4) are only circles too
  2. Generally I feel like drum-sampleset would fit a large portion of the map better as most of the songs are rather noisy and the soft-hitnormals are veery hard to hear in very many sections, please reconsider your sampleset-choices again Hmmm... I don't feel like drums are better than soft hitsounds. They feel good with the drumrolls from the very beginning of the map, but not with the rest of the map. There's not the same drumrolls, these others one are represented by a hitsound already, and I don't feel like the drum would fit with the melody. Moreover I don't feel like not hearing the soft hitnormals very much is not a problem when playing (at least when I was playing it), there's still hitsounds to help you synchronize with the song.
  3. 00:13:621 (5,6,7,1) - idk if you have autostacking enabled in editor but these are almost touching, is that intended?
    Looking at 00:22:699 (9,1,2,3) it seems like you don't have it enabled - looks very uneven I disagree, I think this last pattern is quite cool. And yes, I don't have auto stacking enabled, so there's some little pattern like that which aren't the greatest possible. I'll try to fix other patterns like this
  4. Is there any system behind the used spacing for 1/4s in the first section? Currently you switch between x0,75 x0,65 x0,85 x1,0 x0,8 a lot but I can't really see why as it doesn't increase or decrease with any musical cues, this makes it all seem slightly chaotic to me There's no reason behind this except aesthetic and pattern diversity. I don't find this annoying when playing
  5. 00:22:937 (3,4) and 00:23:884 (8,1) - How about ctrl-g'ing this to follow the new synth here? Seems weird to me that you even skip a 1/2 with 00:23:411 (5) when you didn't emphasize that sound in the previous and following objects, either do it at all or at none
  6. 00:39:200 (1,2,3) - ctrl-g'ing here would make more sense to me too as the background-melody has a holding note starting at 00:39:200 whereas 00:39:516 and 00:39:674 are two separate kicks
    I kinda dislike how you ignore those kicks quite often, bc after starting to give them a special pattern at 00:37:306 (3,4,5) I expected them to be consistently emphasized from there on, but you only repeat that sometimes, like at 00:47:411 (4,5,6) again, while leaving it out at many places even though it's the same thing, like at 00:42:358 (4) -00:49:621 (2) -
    The kicks also lose their emphasis at 00:52:463 (4,5,6,7) because they are merely part of a longer circle-chain, I'd suggest making 00:52:148 (2,3) a slider to differentiate better
  7. 00:54:990 (9,10,1) - Look at this ingame or enable hit-animations in the editor, it looks very uneven to me, I'd suggest something like this
  8. 00:35:411 (1,2) - 00:40:463 (1,2) - 00:45:516 (1,2) - 00:50:569 (1,2) - 00:55:621 (1,2) - 00:58:148 (1,2) - Why is the spacing of those so vastly different? I'm not saying that you need to stay 100% consistent with the spacing through the entire map, but switching from x0,9 to x0,3 is very noticable but I see no reason in the song for that and I can't recognise any system behind it either, to be quite honest it just seems random to me Like above, it's for some pattern diversity. It's kinda part of my mapping style. Since every spacing from 0.3 to 0.9 looks fine, I use randomly some of them
  9. 01:22:779 (5) - Again making this two circles would be cool in order to incorporate the kicks here
  10. 01:31:621 (5,6) - I see no reason for this offbeat to have such a big jump on, seems like you just ran out of patterns or idk - 01:32:884 (5,6) would suit a jump much better since there's kicks here "Well I don't know where to put this so... Let's make a jump here" I moved it on 01:30:990 (1) - 's head
  11. 01:36:990 (6) - I'd like to suggest replacing this with two low-spaced circles in order to create a better transition between these two sections, for some reason the way it currently is seems weird to me, maybe because the strong beat indicates the new section at 01:37:306 but you already made the huge change happen at 01:36:990 (6) which makes 01:37:306 (1) not special in any way GENIUS
  12. 01:39:358 - It might not be very audible but almost every pkmn-fan probably knows that the original song has a note here so it feels weird to me that it's empty It's the same note here, and it's barely inaudible. I added a note and stacked it with the previous one, then this feeling will be conserved
  13. 01:39:832 (1,2,3,4) - I lack differentiation here, there's a lot of different stuff going on in the melody but you just mapped it as a slider-chain - suggestion
    If you like that rhythm, I'd also suggest the same rhythm at 01:49:937 (1,2,3,4) bc right now the clicking rhythm is the same at 01:48:674 (1,2,3) and 01:49:937 (1,2,3) even though the melody is different (no I don't like this rythm xD, and I just added the slider without repet since there's a note 1/2 beat atfer the repet)
  14. 01:41:727 (4,5) - this could use more spacing, rn it's spaced like a normal beat but it's a really strong, special beat which you also emphasized at 01:39:200 (3,4) with the 180°-turn, so why not emphasize it here too?
    If you emphasize this more, also emphasize those strong beats more at 01:44:569 (3,1,2,3,4,5,6,7,8,1) - I don't feel like making jump in a 1/2 beat stream with the same spacing is a good idea
  15. 01:43:463 (6,1) - Why is this stacked? You didn't use stacks for anything like this before o: Why not ? :3
  16. 01:47:727 (2,3,4) - I don't understand why you spaced (2,3) so low but (3,4) so high, they are both strong notes in the melody but on top of that there is still the regular 4/4-rhythm which emphasizes downbeats more than upbeats, you did the opposite in the map here, why? Because I don't map the jumps according to the melody but according to the pattern I'm seeing in my head (my mapping style from today is much more diversied, so you can't really notice this kind of things)
  17. 02:00:832 (4) - I don't really see the point of this offbeat-slider, there's nothing on 02:00:832 justifying it imo There's not a sound from the melody but from a drum (this is why you can hear 2 claps)
  18. 02:02:253 (5) - suggesting circles for better differentiation again
  19. 02:09:516 (3,4) - I don't understand this spacing again, the jump generally feels really huge as it's the biggest in the whole section, but also it's again an offbeat being emphasized most even though it has no sound on it that seems to justify it being more emphasized than the onbeat, 02:09:516 (3)
  20. 02:19:779 (4) - 02:24:832 (4) - suggesting two circles again bc kicks
  21. 02:37:937 (1,2,3,4) - Why are those jumps so big? I can't spot any strong beats on them and it builds a really weird contrast with 02:38:569 (6,7) which forces the player to slow down very much after moving so quick there, seems weird and unjustified to me
  22. 02:47:963 - 02:49:227 - Seems like very nice opportunities to place some 1/4s and you mapped them in the following places too, why not here?
  23. 02:45:516 (1,2,3,4,5,1,2,3,4,5) - You placed circles at 02:46:463 (4,5) even though there is nothing different happening in the song, but then use mostly sliders in the next section again even though it is full of 1/2-kicks that haven't been in the song before, and you even use the same spacing - Those two combos are vastly different in the song but not represented in the map at all
    02:51:990 (2,3,4,5,6,7) - Now this is mapped like there would be full-1/2-kicks but actually the only 'additional' kick in the song is at 02:52:306 (4) which I don't see represented in the map at all either, it's just one continuous circle-chain that doesn't seem to emphasize anything at all
    I see a major lack of differentiation in patterns like these and it makes the map seem disconnected from the song at places, kind of lackluster :(
  24. 02:56:963 (2,3,4,5,6,7,8,9,10,11,12,13) - uhmm you might want to use the 'convert slider to stream'-method for streams like these bc that just looks really messy
  25. 02:59:095 (5,4) - Is there any special reason for this overlap? Since you've never really used a pattern like that anywhere else it's very unexpected and special, but I can't see anything special in the music to justify that
  26. 03:24:200 - this is the only time in this section where you put a melody-note on a slidertail, why? :(
  27. 03:32:095 (6,1) - This is extremely hard to play since the spacing is really huge + the player has to do 180°-turn on the head of (1), you didn't emphasize any other beat like this one, just compare it with 03:33:358 (6,1) - 03:34:463 (5,1) - 03:35:727 (5,1) - 03:37:148 (6,1) - etc etc, please nerf that one
  28. 03:50:253 (5,6,7,8,9) - Why is there such a huge spacing-increase when nothing in the music is happening?
  29. 04:15:516 (3) - Maybe replace this one with circles to differentiate from notes having melody and notes having none again?
  30. 04:19:463 - kinda sad that this melody-note gets ignored, how about this?
    pretty much the same applies for 04:32:411 -
  31. 04:22:779 (1) - again lacking differentiation here
  32. 04:43:621 (4,5,6) - There's 1/4s going on here, why not map them?
  33. 04:53:411 (3,4) - again a differentiation-issue, would recommend replacing (3) with circles
  34. 05:19:621 (1,2,3,4) - aaaaa differentiation
  35. 05:50:884 (8,9,1) - Why do you emphasize (9) so much but (1) not at all when it seems like this whole patterns is trying to build up to (1)?
  36. 05:54:200 (3) - again I don't see why this is the only offbeat-slider in this section
  37. Something that I noticed in a lot of places but never as clear as here: 06:00:674 (5,6,1) - You tend to use sliders flowing smoothly into each other with very low spacing a lot which doesn't give any emphasis at all on beats that deserve that deserve emphasis very well, it doesn't fit to the relatively large spacing you give other surrounding beats
    another good example is 06:05:884 (5,6,1) -: (4,5,6) requires a loot of turning around and moving in sharp angels which emphasizes a lot even though the spacing is rather low, as opposed to (6,1) which is spaced a bit more but requires no special movement from the player at all since it just flows into each other, but I think it's very clear that (1) deserves more emphasis than (6)
    basically the same at 06:01:937 (4,5,1) -, I don't see the reason for it to be spaced/emphasized that way
    for some reason you tend to use such low emphasis almost all of those major crashes, for example at 06:22:463 (5,1) - too
I think I'll end this mod for now, there are just a lot of general repeating issues, mainly differentiation and seemingly random emphasis at times; All in all I also lack an aesthetic structure of the map in general, for the most part there aren't really any recognizable patterns used at all and it seems like the objects are simply placed in order to play good without much thought behind it, but it doesn't play especially good either since the usage of angles and spacing seems rather unpolished as well, spacings for similar things vary highly without any musical cue or any recognizable system behind it, and after looking at 1/4 of the map I didn't really spot anything recognizable in the map that would make me it except for the fact that it's a long map, every section seems extremely similar and beat placement doesn't use the provided rhythms as much as it could at many places..
Let's see what your reply looks like and maybe I can help you further, but right now it just seems like there are a lot of small things lacking in quality which piles up to the map in general not feeling very great, it feels like it could use a lot more thought and concept behind it instead of just kinda mapping along to the music
I hope this didn't demotivate you too much, be sure to hit me up ingame if you have any questions!
First thanks for the mod :3

Sooooo as you can see in the map description, it is a 2014 map. So my mapping wasn't really as great as today. There's many patterns that are kinda "random" like you said. However, I don't feel like it is really annoying when you play the map. I even find the map great to be played, there are some tricks (random tricks) and normal parts. Like you said, the patterns wouldn't be recognized as a memory. But the map is really long, and then, it is only the first part.
The second part (after wigglypuff) is recognizable because of the SB and some patterns (like 14:39:374 (3,1,4) - for exemple), and also the VERY slow and creepy part at 13:13:673 - ). Then, there's a part with battle musics. There's not much recognizable pattern but the boost of the speed can make the whole part memorable (which is quite better than 1 or 2 patterns). Then the 240 BPM part, which is extremely fast, and with better patterns (since I remapped this part) ; this part is the core of the map, everyone is fearing it, so I guess everybody who played it this. Finally there's the slow part, that is kinda relaxing, and could be ed as this feeling.

Actually there's two feeling burning inside me.
The feeling to remap everything (except the 240 BPM part), since there's a lot of random pattern, and it could be also great to the first part. But then it would mean restarting from 0, and it have already been more than 2 years that it was first ed, and I'm really inept to rank map kinda quickly.
Then, I also got the feeling of keeping it as how it is right now. For the reasons I explained with the differents parts, but also because these awkward patterns are not like unrankable, it's just a bit sad ; but It's funny to play (at least imo). It'd be also great to keep this old work that was mapped more than 2 long years ago.

I need your opinion about this. I'm not ing it for the moment (in case you would say "how okay then let's rank it" idk xD)



And also I fixed the suggestions where there's no comments (except some suggestions at the end)

EDIT : So I just have to remap it. I can't just wait for another BN who is agree to rank it with this bad quality, even if it's rankable.

EDIT² : popped because hey I'd like to other things but this map is taking all the place in my pending maps :)
I'll remap, even if it will take a long period of time (engineering school) and maybe rerank it, if I'm not a stupid slow ranker again
Aw, that's unfortunate. Good luck with remapping, and don't give up! I'd love to see this map in the qualified section.
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