On March 07 2012 07:20 MegaManEXE wrote: Why are new maps so fucking bad holy shit wow
Which maps? As far as I'm concerned old maps are shit, so.... (but I will give you that most maps overall are shit anyway, regardless of whether they're now or old)
It's becoming a game exclusively for tablet players and bland generic anime maps
Also pretty much everything is overmapped and overspaced it feels like
I miss the days when every map felt unique and the challenging ones were challenging for the right reasons, now it's just whoever can vomit all over an anime song and get it ranked or who can pick the highest bpm song and crank up all the difficulty settings and spacing and get it approved
Meanwhile good maps that are actually fun to play sit in pending and never get ranked cause the BATs are useless and bad at this game
All the best mappers stopped mapping anyways, that's part of the problem too
On March 07 2012 07:56 MegaManEXE wrote: Retarded spacing, boring/nonexistent patterns, terrible rhythms
It's becoming a game exclusively for tablet players and bland generic anime maps
Also pretty much everything is overmapped and overspaced it feels like
I miss the days when every map felt unique and the challenging ones were challenging for the right reasons, now it's just whoever can vomit all over an anime song and get it ranked or who can pick the highest bpm song and crank up all the difficulty settings and spacing and get it approved
Meanwhile good maps that are actually fun to play sit in pending and never get ranked cause the BATs are useless and bad at this game
All the best mappers stopped mapping anyways, that's part of the problem too
Sorry I'm just venting
What do you mean by "It's becoming a game exclusively for tablet players" Do some maps/ patterns give advantage to tablet users?I am a mouse keyboard user btw.
On March 07 2012 07:56 MegaManEXE wrote: Retarded spacing, boring/nonexistent patterns, terrible rhythms
It's becoming a game exclusively for tablet players and bland generic anime maps
Also pretty much everything is overmapped and overspaced it feels like
I miss the days when every map felt unique and the challenging ones were challenging for the right reasons, now it's just whoever can vomit all over an anime song and get it ranked or who can pick the highest bpm song and crank up all the difficulty settings and spacing and get it approved
Meanwhile good maps that are actually fun to play sit in pending and never get ranked cause the BATs are useless and bad at this game
All the best mappers stopped mapping anyways, that's part of the problem too
Sorry I'm just venting
I'm getting sick of every fucking map either being anime, touhou, or vocaloid too :/ I love DnB, IDM, Dubstep, Breakcore, etc. almost all of which work quite well with music games, and yet I see almost nobody mapping these kinds of music. Part of the reason I love Galvenize's map's so much is because many of them are DnB. The few breakcore and IDM maps that are out there are generally stupidly hard, to the point where only the best players can even attempt to pass them, which makes me sad, because they could easily have another difficulty that isn't so damned hard.
I can agree with the sentiment that things are becoming too tailored to tablet players (fucking everyone plays tablet now) and they are purposely making things hard. However what I consider a fun map changes with my skill level. When something is too hard for me, it's not as fun, when it's too easy, it's not fun either. I used to love Halo Glare [Into The Dark], but now that map is absurdly easy for me, and I can see the flaws in the mapping that I couldn't see when it was the perfect difficulty. Some of the older maps I have that experiment with difficulty through other means are annoying as hell. I can't deal with low AR, I can't deal with stupidly small circles either, and maps that have crazy life drain are just plain annoying most of the time. I personally think difficulty should generally come from the actual mapping patterns, snap distance, and such. Small tweaks to things like the AR and life drain and circle size should be allowed, but I feel like the massive range in most of those options is not necessary. I mean, you should not be able to make an insane map with the largest circle size, slowest AR, and lowest life drain, but a crazy pattern that's practically unreadable because there are 30 circles on screen at once overlapping eachother etc. Neither should you be able to slap max life drain, minimum circle size, and AR10 on a map... ever. That's far too punishing to even be allowed.
As for the comment about being over-spaced, I'd disagree, simply because I don't think you can definitively say what the spacing for a song should be. Personally, I am constantly looking for maps with large jumps and bigger spacing as I get better.
Could you give some examples of maps that you consider extremely well mapped, or give me a list of mappers who you think are better than many of the current ones?
On March 07 2012 21:43 abuse wrote: :o
P.S. Video was 146MB large without any editing or compressing, and the FPS while recording was 360+ Bandicam <3
What are your computer's specs? I'm running on a shitty little $350 laptop, so what someone else might be able to handle easily with their tower (or even expensive laptop), I'd still be screwed trying :/ The whole point about using FRAPS is that the FRAPS codec is designed for fast high quality video, which of course results in very large file sizes. I also like the ability to convert the video to whatever I want with minimal quality impact from the FRAPS codec. Bandicam seems to be designed as a one stop "compress as you record" system, but it doesn't give me the options I would choose (H264 with AAC audio). MJPEG is bad, Mpeg1 is just not that good compared to just about anything, and Xvid, while not terrible, suffers from reduced luma, causing colors to look washed out, where H264 doesn't suffer from that issue. Of course, H264 is a slow encoder, so it's somewhat understandable, but I'd rather quality over ease anyway.
Plus, my video is roughly the same size as yours, while being about twice as long, meaning it would be more like half that size for the same length. I can't say anything about the quality because your video is set to private, so I cant watch it.
What are your computer's specs? I'm running on a shitty little $350 laptop, so what someone else might be able to handle easily with their tower (or even expensive laptop), I'd still be screwed trying :/ The whole point about using FRAPS is that the FRAPS codec is designed for fast high quality video, which of course results in very large file sizes. I also like the ability to convert the video to whatever I want with minimal quality impact from the FRAPS codec. Bandicam seems to be designed as a one stop "compress as you record" system, but it doesn't give me the options I would choose (H264 with AAC audio). MJPEG is bad, Mpeg1 is just not that good compared to just about anything, and Xvid, while not terrible, suffers from reduced luma, causing colors to look washed out, where H264 doesn't suffer from that issue. Of course, H264 is a slow encoder, so it's somewhat understandable, but I'd rather quality over ease anyway.
Plus, my video is roughly the same size as yours, while being about twice as long, meaning it would be more like half that size for the same length. I can't say anything about the quality because your video is set to private, so I cant watch it.
My pc is crappy, any other program other than bandicam makes stuff unplayable
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5200+, MMX, 3DNow (2 CPUs), ~2.7GHz Memory: 4GB RAM Video Card: ATI Radeon HD 2600 XT
and well I dont think you need top notch codecs for recording an osu video haha, I'm happy with my bandicam, 3 minutes to record, 1 minute to upload to youtube and it's done. ^^
What are your computer's specs? I'm running on a shitty little $350 laptop, so what someone else might be able to handle easily with their tower (or even expensive laptop), I'd still be screwed trying :/ The whole point about using FRAPS is that the FRAPS codec is designed for fast high quality video, which of course results in very large file sizes. I also like the ability to convert the video to whatever I want with minimal quality impact from the FRAPS codec. Bandicam seems to be designed as a one stop "compress as you record" system, but it doesn't give me the options I would choose (H264 with AAC audio). MJPEG is bad, Mpeg1 is just not that good compared to just about anything, and Xvid, while not terrible, suffers from reduced luma, causing colors to look washed out, where H264 doesn't suffer from that issue. Of course, H264 is a slow encoder, so it's somewhat understandable, but I'd rather quality over ease anyway.
Plus, my video is roughly the same size as yours, while being about twice as long, meaning it would be more like half that size for the same length. I can't say anything about the quality because your video is set to private, so I cant watch it.
My pc is crappy, any other program other than bandicam makes stuff unplayable
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5200+, MMX, 3DNow (2 CPUs), ~2.7GHz Memory: 4GB RAM Video Card: ATI Radeon HD 2600 XT
and well I dont think you need top notch codecs for recording an osu video haha, I'm happy with my bandicam, 3 minutes to record, 1 minute to upload to youtube and it's done. ^^
Also, made the vid public now, my bad
Well, it's nice that it works for you, I might try it, but chances are I won't like the results, I'm really picky about this sort of thing lol. I'm not sure if your chip is faster than mine, since mine's a mobile chipset, but yours is clocked significantly faster than mine.
As for codecs, as far as I'm concerned there's no reason to ever use anything other than H264 for videos on a computer unless they need to run on something that isn't capable of viewing H264... Its just me being anal about quality, because I can't stand watching shitty video, and H264 is capable of looking better than Xvid, and compressing as well or better than basically all it's competition. I mean, even the scene groups releasing TV rips have switched from Xvid to H264 and anime has been encoded in H264 practically since it was released.
I'm sure if I sit down and tweak the everloving shit out of my setup I'd be able to get even smaller filesizes with nearly transparent quality, because uploading a 150 MB file at 50kb/s takes close to an hour. My internet is balls at home...
EDIT: Also, I just watched part of your video, and was wondering, was the framerate like that when you played? with the dropped frames and spikes in frametimes? To me that would be absolutely unplayable. I need my music games to be fucking flawless when I play them. Even watching the frametimes for my replay makes me sad because it can't manage a perfect 60 FPS at all times.
To clarify: frame times are the amount of time it takes for your computer to render and display a frame of video. At a perfect 60 FPS the frame time would be 1/60th of a second for every frame. Of course, this is unrealistic to expect that every frame takes exactly that much time, so there's a certain amount of jitter, that is to say, there's a certain amount of difference between how long it takes to render each frame. What bothers me is when one frame suddenly takes far longer than the other frames to render, leading to one frame being displayed on the monitor longer than it should be. When that happens it throws me off, so I need my frame times to be as steady as possible in order to play properly. For some people it's a minor inconvenience, but for me it's a massive issue. Sometimes I'll literally quit playing osu if something is causing random frames to take a lot longer than they should to display.
EDIT: Also, I just watched part of your video, and was wondering, was the framerate like that when you played? with the dropped frames and spikes in frametimes? To me that would be absolutely unplayable. I need my music games to be fucking flawless when I play them. Even watching the frametimes for my replay makes me sad because it can't manage a perfect 60 FPS at all times.
I didn't play while recording, I recorded the replay. No need to play anything while recording in osu since there's 1st person replays The FPS is 350+ constantly without any spikes even while playing though
I record with fraps set to fps limit 60, no limit in osu!.
I encode to h264, 30fps, 720p. Takes like 2-3mins 1min encoding time to 1min play time, I'm not using a gpu encoder. Looks beautiful before I upload to Youtube and filesize is about 40-50mb/min. Youtube reencodes everything and it ends up looking not even close to as good but still decent. Also forcing a small file size on a long song like that, a lower bit rate exponentially raises encode time.
On March 08 2012 02:24 Xafnia wrote: I record with fraps set to fps limit 60, no limit in osu!.
I encode to h264, 30fps, 720p. Takes like 2-3mins 1min encoding time to 1min play time, I'm not using a gpu encoder. Looks beautiful before I upload to Youtube and filesize is about 40-50mb/min. Youtube reencodes everything and it ends up looking not even close to as good but still decent. Also forcing a small file size on a long song like that, a lower bit rate exponentially raises encode time.
Well the way I was encoding wasn't bitrate based, but target filesize based. Like I said, I figured I could get around a lot of the problem by tweaking my settings, this was more to prove that I could use this setup. I didn't specify what FPS I wanted in H264, and arbitrarily picked 150 MB as a target size. Considering that anime is generally encoded at 330MB per 22 minute episode that works out to 15,360 kbits per minute or 256 kilobytes per second combined between video and audio, far less than what I was recording at.
And once again, computer power affects encoding time, even more so with non-gpu encoding. I fully expect my system to suck at encoding, and recording, I'm basically trying to tailor things to my system as much as possible.
I'd ask about advanced options in H264, but I have a feeling nobody has experimented with them in osu, or at least none of you guys have.
It's nice to know that it is possible to quickly encode, but I'm a complete stickler for quality, so I'll probably have to spend a lot of time trying and retrying to get this right.
On March 08 2012 02:24 Xafnia wrote: I record with fraps set to fps limit 60, no limit in osu!.
I encode to h264, 30fps, 720p. Takes like 2-3mins 1min encoding time to 1min play time, I'm not using a gpu encoder. Looks beautiful before I upload to Youtube and filesize is about 40-50mb/min. Youtube reencodes everything and it ends up looking not even close to as good but still decent. Also forcing a small file size on a long song like that, a lower bit rate exponentially raises encode time.
Well the way I was encoding wasn't bitrate based, but target filesize based. Like I said, I figured I could get around a lot of the problem by tweaking my settings, this was more to prove that I could use this setup. I didn't specify what FPS I wanted in H264, and arbitrarily picked 150 MB as a target size. Considering that anime is generally encoded at 330MB per 22 minute episode that works out to 15,360 kbits per minute or 256 kilobytes per second combined between video and audio, far less than what I was recording at.
A small filesize is forcing a lowbitrate.
70mb before upload. Quality pre-upload is amazing. Deleting BG will reduce filesize significantly, using more than 30fps is pointless as youtube caps fps at 30 afaik. Setting it higher is increasing filesize for no gain in quality.
Anime is like a codecs dream. low fps, still frames, movement is linear and uni-directional.
I think that most anime maps are repetitive and boring.But at least most of them are properly mapped.When I play english songs, even though song is awesome map making is so horrible that I cant even stand like 10 seconds.No music relevance at all.Too large or too small notes.Very long waiting times etc So basically for me anime songs are shit but good mapped, english songs are really good but shitty mapped I especially hate anime songs singed by 6 year old girls.It s so fucking annoying to listen that shit sometimes.
On March 07 2012 18:06 prototype. wrote: Show those mappers how it's done EXE o.ob
I'm not a good mapper lol, well I'm good at mapping normals and hards but I'm pretty shit at mapping insanes
I just have very particular opinions and tastes in maps D:
On March 07 2012 18:37 Silentenigma wrote: What do you mean by "It's becoming a game exclusively for tablet players" Do some maps/ patterns give advantage to tablet users?I am a mouse keyboard user btw.
What I meant is that it feels like a lot of maps are just getting spaced wider and wider to artificially make things harder when all it really does is just make things annoying to FC because of the wide spacing. They're possible with mouse, but it's widely known that tablet makes certain kinds of jumps easier for most players (I won't say all because it does come down to personal skill at some point).
Maps should be hard for the right reasons, not cranking the approach rate up to 10 on a 120 bpm song just to make it feel faster, or increasing the distance snap to 1.8x when the jumps don't even fit the music. Some recent examples that come to mind would be U - Ha-tenya and DJ Genericname - Dear You, the spacing in those is just unnecessarily large and is artificial difficulty.
I'm getting sick of every fucking map either being anime, touhou, or vocaloid too :/ I love DnB, IDM, Dubstep, Breakcore, etc. almost all of which work quite well with music games, and yet I see almost nobody mapping these kinds of music. Part of the reason I love Galvenize's map's so much is because many of them are DnB. The few breakcore and IDM maps that are out there are generally stupidly hard, to the point where only the best players can even attempt to pass them, which makes me sad, because they could easily have another difficulty that isn't so damned hard.
I can agree with the sentiment that things are becoming too tailored to tablet players (fucking everyone plays tablet now) and they are purposely making things hard. However what I consider a fun map changes with my skill level. When something is too hard for me, it's not as fun, when it's too easy, it's not fun either. I used to love Halo Glare [Into The Dark], but now that map is absurdly easy for me, and I can see the flaws in the mapping that I couldn't see when it was the perfect difficulty. Some of the older maps I have that experiment with difficulty through other means are annoying as hell. I can't deal with low AR, I can't deal with stupidly small circles either, and maps that have crazy life drain are just plain annoying most of the time. I personally think difficulty should generally come from the actual mapping patterns, snap distance, and such. Small tweaks to things like the AR and life drain and circle size should be allowed, but I feel like the massive range in most of those options is not necessary. I mean, you should not be able to make an insane map with the largest circle size, slowest AR, and lowest life drain, but a crazy pattern that's practically unreadable because there are 30 circles on screen at once overlapping eachother etc. Neither should you be able to slap max life drain, minimum circle size, and AR10 on a map... ever. That's far too punishing to even be allowed.
As for the comment about being over-spaced, I'd disagree, simply because I don't think you can definitively say what the spacing for a song should be. Personally, I am constantly looking for maps with large jumps and bigger spacing as I get better.
Could you give some examples of maps that you consider extremely well mapped, or give me a list of mappers who you think are better than many of the current ones?
I like anime/Touhou music, I just dislike the way that those songs are being mapped nowadays. Don't care much for dubstep but I like some techno/trance/DnB, stuff that would go good in Bemani games. My first rhythm game was DDR Extreme so I like a lot of the stuff from that and anything that sounds similar.
I realize fun is subjective and I'm a bit old fashioned in that sense because I'm washed up now. Three years ago I could safely say I was one of the top 100 or 200 players in the game, now a combination of maps getting harder and players getting better means I'm probably not even in the top 1000 players skillwise. I like some old maps that are/were considered "hard", like Chocobo, Crazy Motorcycle Chase, Hardware Store, Cirno's Perfect Math Class, Himiko, ignorethis' U.N. Owen Was Her, Time to Air, etc. The maps I find fun are slower stream maps like Justice to Believe or Mystearica's Agony, as well as maps that have interesting and creative design or rhythm, like Alace/Darri/Al-Azif maps, as well as tobebuta's F and Life is Game maps, to name a few. I like some fast maps too, I just am pretty bad at high bpm so I tend to avoid playing them.
IMO difficulty should come from the song, if the song is slow there's no reason to overmap it or crank up the approach rate or use small ass circles just to make things artificially harder. It just seems like people are intent on making "that one map that Cookiezi can't pass" so they make everything just over-the-top ridiculous, like that Big Black map that was recently approved. For overspacing I'll use this as an example: http://osu.ppy.sh/s/40071 How this map ever got ranked like this is beyond me, the spacing and difficulty settings are absurd for a song that's fairly relaxing in nature. Difficulty should come from patterns and spacing sure, but it should also suit the song, and there's obviously such a thing as going completely overboard with the spacing. Another example I'll bring up is val's Homework Crisis map; I really like how he mapped his easy through insane level difficulties, but the Let's Jump one is just retarded in terms of spacing. Some people find that stuff fun, I don't, it's just a difference in taste. I know you guys here like a lot of newer maps because that's what you "grew up" with on osu, so to speak, while I'm more fond of older maps that follow distance snap rules fairly religiously. That kind of spacing is more intuitive to me and the jumps make sense. Not that I can't play hugely spaced things like Gold Dust (I have a page of 95-96% scores on it, just can't FC it for obvious reasons), I just heavily dislike that kind of spacing when to me the song doesn't call for that kind of difficulty spike.
Personally I think approach rate being adjustable, I never understood why it isn't when the speed of incoming notes is adjustable to the player in pretty much every other rhythm game out there. Some people play Stepmania better at C700 or C800 or higher, other people can only play C400 or C500. I happen to enjoy playing AR6 and 7 the most, while pretty much everybody I talk to nowadays can't stand playing anything under AR8.
And finally, you wanted a list of maps I like, well here you go. There's a lot of older maps and a number of newer maps as well. For the record I spent like 3 hours compiling all these, THAT'S HOW SERIOUS I AM ;D
Final note: I'm not trying to completely shit all over new maps (I posted that other post in a fit of rage) nor am I trying to convince you guys to all get on the "old maps are great yeah!" bandwagon since I know we've played osu during two completely different time periods so our tastes are different. All I'm trying to make a case for is that I believe there is a huge misconception with newer players that all old maps are bad because they play the wrong ones and assume all the old maps are like that when they're not. Not all old maps are like the old Airman map, and on the flip side I also understand that not all new maps are as dumb as the new Airman map. For me it's more that the best of the old maps are mostly better than the best of the newer maps, but an average/bad map nowadays is definitely better than an average/bad map from 2009 and early 2010. Also if I legitimately was able to keep your attention and you read the entire post then you deserve a cookie because I rambled a lot.
On March 07 2012 18:06 prototype. wrote: Show those mappers how it's done EXE o.ob
I'm not a good mapper lol, well I'm good at mapping normals and hards but I'm pretty shit at mapping insanes
I just have very particular opinions and tastes in maps D:
On March 07 2012 18:37 Silentenigma wrote: What do you mean by "It's becoming a game exclusively for tablet players" Do some maps/ patterns give advantage to tablet users?I am a mouse keyboard user btw.
What I meant is that it feels like a lot of maps are just getting spaced wider and wider to artificially make things harder when all it really does is just make things annoying to FC because of the wide spacing. They're possible with mouse, but it's widely known that tablet makes certain kinds of jumps easier for most players (I won't say all because it does come down to personal skill at some point).
Maps should be hard for the right reasons, not cranking the approach rate up to 10 on a 120 bpm song just to make it feel faster, or increasing the distance snap to 1.8x when the jumps don't even fit the music. Some recent examples that come to mind would be U - Ha-tenya and DJ Genericname - Dear You, the spacing in those is just unnecessarily large and is artificial difficulty.
I'm getting sick of every fucking map either being anime, touhou, or vocaloid too :/ I love DnB, IDM, Dubstep, Breakcore, etc. almost all of which work quite well with music games, and yet I see almost nobody mapping these kinds of music. Part of the reason I love Galvenize's map's so much is because many of them are DnB. The few breakcore and IDM maps that are out there are generally stupidly hard, to the point where only the best players can even attempt to pass them, which makes me sad, because they could easily have another difficulty that isn't so damned hard.
I can agree with the sentiment that things are becoming too tailored to tablet players (fucking everyone plays tablet now) and they are purposely making things hard. However what I consider a fun map changes with my skill level. When something is too hard for me, it's not as fun, when it's too easy, it's not fun either. I used to love Halo Glare [Into The Dark], but now that map is absurdly easy for me, and I can see the flaws in the mapping that I couldn't see when it was the perfect difficulty. Some of the older maps I have that experiment with difficulty through other means are annoying as hell. I can't deal with low AR, I can't deal with stupidly small circles either, and maps that have crazy life drain are just plain annoying most of the time. I personally think difficulty should generally come from the actual mapping patterns, snap distance, and such. Small tweaks to things like the AR and life drain and circle size should be allowed, but I feel like the massive range in most of those options is not necessary. I mean, you should not be able to make an insane map with the largest circle size, slowest AR, and lowest life drain, but a crazy pattern that's practically unreadable because there are 30 circles on screen at once overlapping eachother etc. Neither should you be able to slap max life drain, minimum circle size, and AR10 on a map... ever. That's far too punishing to even be allowed.
As for the comment about being over-spaced, I'd disagree, simply because I don't think you can definitively say what the spacing for a song should be. Personally, I am constantly looking for maps with large jumps and bigger spacing as I get better.
Could you give some examples of maps that you consider extremely well mapped, or give me a list of mappers who you think are better than many of the current ones?
I like anime/Touhou music, I just dislike the way that those songs are being mapped nowadays. Don't care much for dubstep but I like some techno/trance/DnB, stuff that would go good in Bemani games. My first rhythm game was DDR Extreme so I like a lot of the stuff from that and anything that sounds similar.
I realize fun is subjective and I'm a bit old fashioned in that sense because I'm washed up now. Three years ago I could safely say I was one of the top 100 or 200 players in the game, now a combination of maps getting harder and players getting better means I'm probably not even in the top 1000 players skillwise. I like some old maps that are/were considered "hard", like Chocobo, Crazy Motorcycle Chase, Hardware Store, Cirno's Perfect Math Class, Himiko, ignorethis' U.N. Owen Was Her, Time to Air, etc. The maps I find fun are slower stream maps like Justice to Believe or Mystearica's Agony, as well as maps that have interesting and creative design or rhythm, like Alace/Darri/Al-Azif maps, as well as tobebuta's F and Life is Game maps, to name a few. I like some fast maps too, I just am pretty bad at high bpm so I tend to avoid playing them.
IMO difficulty should come from the song, if the song is slow there's no reason to overmap it or crank up the approach rate or use small ass circles just to make things artificially harder. It just seems like people are intent on making "that one map that Cookiezi can't pass" so they make everything just over-the-top ridiculous, like that Big Black map that was recently approved. For overspacing I'll use this as an example: http://osu.ppy.sh/s/40071 How this map ever got ranked like this is beyond me, the spacing and difficulty settings are absurd for a song that's fairly relaxing in nature. Difficulty should come from patterns and spacing sure, but it should also suit the song, and there's obviously such a thing as going completely overboard with the spacing. Another example I'll bring up is val's Homework Crisis map; I really like how he mapped his easy through insane level difficulties, but the Let's Jump one is just retarded in terms of spacing. Some people find that stuff fun, I don't, it's just a difference in taste. I know you guys here like a lot of newer maps because that's what you "grew up" with on osu, so to speak, while I'm more fond of older maps that follow distance snap rules fairly religiously. That kind of spacing is more intuitive to me and the jumps make sense. Not that I can't play hugely spaced things like Gold Dust (I have a page of 95-96% scores on it, just can't FC it for obvious reasons), I just heavily dislike that kind of spacing when to me the song doesn't call for that kind of difficulty spike.
Personally I think approach rate being adjustable, I never understood why it isn't when the speed of incoming notes is adjustable to the player in pretty much every other rhythm game out there. Some people play Stepmania better at C700 or C800 or higher, other people can only play C400 or C500. I happen to enjoy playing AR6 and 7 the most, while pretty much everybody I talk to nowadays can't stand playing anything under AR8.
And finally, you wanted a list of maps I like, well here you go. There's a lot of older maps and a number of newer maps as well. For the record I spent like 3 hours compiling all these, THAT'S HOW SERIOUS I AM ;D
Final note: I'm not trying to completely shit all over new maps (I posted that other post in a fit of rage) nor am I trying to convince you guys to all get on the "old maps are great yeah!" bandwagon since I know we've played osu during two completely different time periods so our tastes are different. All I'm trying to make a case for is that I believe there is a huge misconception with newer players that all old maps are bad because they play the wrong ones and assume all the old maps are like that when they're not. Not all old maps are like the old Airman map, and on the flip side I also understand that not all new maps are as dumb as the new Airman map. For me it's more that the best of the old maps are mostly better than the best of the newer maps, but an average/bad map nowadays is definitely better than an average/bad map from 2009 and early 2010. Also if I legitimately was able to keep your attention and you read the entire post then you deserve a cookie because I rambled a lot.
just want you to know your effort is not going to waste. i am in the process of going through all of them :D (though i've played quite a few of them already from when i was playing older packs in my newbie days)
I wonder what it would look like if I recorded an FPVOD using my galaxy s ii... it says the camcorder is 1080p, but I have no clue what the file size would be or what it would look like on anything other than my phone...
On March 07 2012 18:06 prototype. wrote: Show those mappers how it's done EXE o.ob
I'm not a good mapper lol, well I'm good at mapping normals and hards but I'm pretty shit at mapping insanes
I just have very particular opinions and tastes in maps D:
On March 07 2012 18:37 Silentenigma wrote: What do you mean by "It's becoming a game exclusively for tablet players" Do some maps/ patterns give advantage to tablet users?I am a mouse keyboard user btw.
What I meant is that it feels like a lot of maps are just getting spaced wider and wider to artificially make things harder when all it really does is just make things annoying to FC because of the wide spacing. They're possible with mouse, but it's widely known that tablet makes certain kinds of jumps easier for most players (I won't say all because it does come down to personal skill at some point).
Maps should be hard for the right reasons, not cranking the approach rate up to 10 on a 120 bpm song just to make it feel faster, or increasing the distance snap to 1.8x when the jumps don't even fit the music. Some recent examples that come to mind would be U - Ha-tenya and DJ Genericname - Dear You, the spacing in those is just unnecessarily large and is artificial difficulty.
I'm getting sick of every fucking map either being anime, touhou, or vocaloid too :/ I love DnB, IDM, Dubstep, Breakcore, etc. almost all of which work quite well with music games, and yet I see almost nobody mapping these kinds of music. Part of the reason I love Galvenize's map's so much is because many of them are DnB. The few breakcore and IDM maps that are out there are generally stupidly hard, to the point where only the best players can even attempt to pass them, which makes me sad, because they could easily have another difficulty that isn't so damned hard.
I can agree with the sentiment that things are becoming too tailored to tablet players (fucking everyone plays tablet now) and they are purposely making things hard. However what I consider a fun map changes with my skill level. When something is too hard for me, it's not as fun, when it's too easy, it's not fun either. I used to love Halo Glare [Into The Dark], but now that map is absurdly easy for me, and I can see the flaws in the mapping that I couldn't see when it was the perfect difficulty. Some of the older maps I have that experiment with difficulty through other means are annoying as hell. I can't deal with low AR, I can't deal with stupidly small circles either, and maps that have crazy life drain are just plain annoying most of the time. I personally think difficulty should generally come from the actual mapping patterns, snap distance, and such. Small tweaks to things like the AR and life drain and circle size should be allowed, but I feel like the massive range in most of those options is not necessary. I mean, you should not be able to make an insane map with the largest circle size, slowest AR, and lowest life drain, but a crazy pattern that's practically unreadable because there are 30 circles on screen at once overlapping eachother etc. Neither should you be able to slap max life drain, minimum circle size, and AR10 on a map... ever. That's far too punishing to even be allowed.
As for the comment about being over-spaced, I'd disagree, simply because I don't think you can definitively say what the spacing for a song should be. Personally, I am constantly looking for maps with large jumps and bigger spacing as I get better.
Could you give some examples of maps that you consider extremely well mapped, or give me a list of mappers who you think are better than many of the current ones?
I like anime/Touhou music, I just dislike the way that those songs are being mapped nowadays. Don't care much for dubstep but I like some techno/trance/DnB, stuff that would go good in Bemani games. My first rhythm game was DDR Extreme so I like a lot of the stuff from that and anything that sounds similar.
I realize fun is subjective and I'm a bit old fashioned in that sense because I'm washed up now. Three years ago I could safely say I was one of the top 100 or 200 players in the game, now a combination of maps getting harder and players getting better means I'm probably not even in the top 1000 players skillwise. I like some old maps that are/were considered "hard", like Chocobo, Crazy Motorcycle Chase, Hardware Store, Cirno's Perfect Math Class, Himiko, ignorethis' U.N. Owen Was Her, Time to Air, etc. The maps I find fun are slower stream maps like Justice to Believe or Mystearica's Agony, as well as maps that have interesting and creative design or rhythm, like Alace/Darri/Al-Azif maps, as well as tobebuta's F and Life is Game maps, to name a few. I like some fast maps too, I just am pretty bad at high bpm so I tend to avoid playing them.
IMO difficulty should come from the song, if the song is slow there's no reason to overmap it or crank up the approach rate or use small ass circles just to make things artificially harder. It just seems like people are intent on making "that one map that Cookiezi can't pass" so they make everything just over-the-top ridiculous, like that Big Black map that was recently approved. For overspacing I'll use this as an example: http://osu.ppy.sh/s/40071 How this map ever got ranked like this is beyond me, the spacing and difficulty settings are absurd for a song that's fairly relaxing in nature. Difficulty should come from patterns and spacing sure, but it should also suit the song, and there's obviously such a thing as going completely overboard with the spacing. Another example I'll bring up is val's Homework Crisis map; I really like how he mapped his easy through insane level difficulties, but the Let's Jump one is just retarded in terms of spacing. Some people find that stuff fun, I don't, it's just a difference in taste. I know you guys here like a lot of newer maps because that's what you "grew up" with on osu, so to speak, while I'm more fond of older maps that follow distance snap rules fairly religiously. That kind of spacing is more intuitive to me and the jumps make sense. Not that I can't play hugely spaced things like Gold Dust (I have a page of 95-96% scores on it, just can't FC it for obvious reasons), I just heavily dislike that kind of spacing when to me the song doesn't call for that kind of difficulty spike.
Personally I think approach rate being adjustable, I never understood why it isn't when the speed of incoming notes is adjustable to the player in pretty much every other rhythm game out there. Some people play Stepmania better at C700 or C800 or higher, other people can only play C400 or C500. I happen to enjoy playing AR6 and 7 the most, while pretty much everybody I talk to nowadays can't stand playing anything under AR8.
And finally, you wanted a list of maps I like, well here you go. There's a lot of older maps and a number of newer maps as well. For the record I spent like 3 hours compiling all these, THAT'S HOW SERIOUS I AM ;D
Final note: I'm not trying to completely shit all over new maps (I posted that other post in a fit of rage) nor am I trying to convince you guys to all get on the "old maps are great yeah!" bandwagon since I know we've played osu during two completely different time periods so our tastes are different. All I'm trying to make a case for is that I believe there is a huge misconception with newer players that all old maps are bad because they play the wrong ones and assume all the old maps are like that when they're not. Not all old maps are like the old Airman map, and on the flip side I also understand that not all new maps are as dumb as the new Airman map. For me it's more that the best of the old maps are mostly better than the best of the newer maps, but an average/bad map nowadays is definitely better than an average/bad map from 2009 and early 2010. Also if I legitimately was able to keep your attention and you read the entire post then you deserve a cookie because I rambled a lot.
I never downloaded any packs before 150, so a lot of those maps you listed I don't have. But, playing the ones I do have (have all those banvi ones) I like your taste in maps. Some were already on my favorites. And thus I will deem all the others I don't have worthy of a download and a play.
Thanks for the work. Always hated the 'maybe i'm missing epic maps' from not downloading the oldest packs.
And just my opinion, approach rates should be adjustable by each player. If needed, you can make slowing them from the mappers settings make your play unranked, but it would sometimes be nice to let people change the speed. People will have different preferences, and restricting them is silly. I don't know much about the exact numbers, but one i played seemed like a nice map, but the approach was sooooo fking slow i ragequit and deleted it. lol