@Charles4452

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any good new mappers these days? or at least better than average? please don't tell me those mappers like skystar or sth they are not new at all

Uhh, okay... Let's see...
Mappers are listed by first appearance in ranked.
Note that the list isn't always "I think they're good".
It's sometimes "I think they're not bad right now." or "They haven't forgotten how to map yet."
Honestly most of the time it's "I haven't gotten offended yet." or "I was upset at them but then they did something else."
BLAHBLAHBLAH
You should probably check these mappers out.
Side (Dec. 6, 2015)
Nerova Riuz GX (Nov. 19, 2015)
sukiNathan (July 11, 2015)
Bonzi (May 31, 2015)
Smoothie World(May 22, 2015)
Naitoshi (April 11, 2015)
Saut (Feb. 13, 2015)
deetz (Jan. 15, 2015)
Nozhomi (Dec. 26, 2014)
appleeaterx (Nov. 23, 2014)
Hahaha after making this list I see it's "SHOWS POTENTIAL" more than anything else.
They've got some good stuff so go look at them, here's hoping they keep it up.

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You made the tutorial for not being HanzeR. Then, what would be the way to use the gimmicks right?

bbj0920_osu’s Profile Photobbj0920
First, let the player know that you're going to be using circle stream jumps very early on. IMO the best way is to shape a stream very suspiciously... http://bombch.us/BsVC
Or just introduce them REALLY early on. At the start of a map the player will be trying to figure out what style the map is in, so let them know ASAP.
Don't introduce them like, two minutes into the map. Think first 30 seconds, preferably first 15.
Second, start with the easier variant, circles into sliders. Sliders are naturally more lenient, so the player can finish up the circle normally, then hit the slider far later. http://bombch.us/BsVN
Once the player has completed one of these they'll be on edge for the rest of the set and will be prepared for the circle to circle variant.
Third, try to keep circle stream jumps from blue to white/red, not the other way around. They work best in even groups, not odd groups.
Do these mostly: http://bombch.us/BsVV
Do these infrequently / never: http://bombch.us/BsVX
Fourth, set your OD lower than usual. The player is going to be purposely hitting circles late, so set the OD lower to compensate. Don't circle stream jump on OD 9 unless your BPM is really really damn low.
The earliest map with this gimmick that I know of has OD 5 (!) which is way too low, but you get the idea.
Use OD 7 if you're having trouble choosing. OD 7 only hurts PP, and the circle stream jumps will be breaking PP anyway.
Oh and one last thing, don't circle stream jump into a buzz slider.
Buzz sliders already have to be hit early to avoid combo breaking off of a repeat.
If I break one more time on the jump into buzz in sionKotori's dopamine diff I SWEAR I'm going to brkraowuehawehakwejha https://osu.ppy.sh/ss/4087219

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A few months ago you commented on mapping eras. What do you think of KIRBY Mixes with respect to when they were mapped in terms of playability and/or mapping style?

They were pretty tough to play (still are). The maps ask the player to do weird movements as well as incredibly consistent movements. This usually meant spaced streams at WEIRD angles, or spaced streams in rectangle shapes with sharp corner turns.
If you hate square jumps you haven't tried square streams yet.
Mapping style wise, most of the KIRBY Mixes follow strict symmetry similar to other maps in the era. A pattern will play out, then the repeat in the song will mirror it horizontally.
Spacing used to be all over the place in the KIRBY Mix maps, until people started getting more strict with spacing. That posed a problem, it's hard to make weird movement if spacing is consistent! However, new combos could be used to 'reset' spacing... so... in later KIRBY Mixes, every time the spacing changes there's a new combo...
There are a LOT of new combos. Way too many. It was basically abusing a loophole.
It ended up working out, though, and it's a practice still done by many mappers today.
So KIRBY Mixes would present the player with tough challenges that asked you to focus more on movement than usual, and the maps complied with the rules and guidelines just enough to get ranked.

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Related users

How do you manage to do maps with 10-30+ BPM changes? I'm slightly new to mapping (been doing it for fun past few months) and I know I shouldn't be doing this yet, but I like metal stuff, it just has too many BPM changes, it's so difficult to do for me. Tips?

A pretty gimmicky way to time something like that is to tune a bunch of individual offsets.
Like, let's say the song fluctuates around... 200 bpm? If you add like 50 resets throughout the map to keep fixing it back to 200, eventually you can just set the bpm to be smooth through those 50 sections (avoiding the resets).
It's not perfect of course, but it sets a good baseline for later modifications. Chances are you'll see a trend in your settings and know what to do from there.
Liked by: BeatofIke

Were you involved in the development of Undertale in any way?

o shit u got me im a paid shill 4 vidjagames
...
no not involved with it at all, I just like it a lot and I want to play more games like it.
I realized I needed to like, tell people on osu! about it, not so people would map it, but so they would avoid getting spoiled, since the game has some pretty big music-based spoilers...
Once people start mapping it, the spoilers will inevitably start leaking through.
Hell it's already pretty bad, there's 110 submitted undertale maps and like, the majority of them are spoilers (the qualified one is not).
Liked by: Shoga

tell at least 3 mappers you know that is good (or intelligent, amazing, etc.) but have almost never been noticed by those people in the community?

Oh if we're talking like, obscure to the point that even their fans were quiet, then uh...
kazumikos
Mr Color
Symbolic
Obscure as in will-explode-with-popularity-once-people-notice
[ HalLoWeeN ]
deetz
sukiNathan
Liked by: Shoga rurururu what

I'm not much of a fan of these 8-bit or whatever, Indie games. Does Undertale offer anything special over the other ones I've tried of a similar visual style?

Yes it does, and uh, it's something you really, really don't want spoiled for you.
The best way to find out is to play the free demo for it. http://undertale.com/demo.htm
If the demo didn't make any sense, play the demo again and it will.
It's a ~45 minute demo so it won't take too much time.

So who is the developer of UNDERTALE

idk some dog that likes to call himself shitty
... No but seriously here's the six aliases that I know of.
Toby Fox, Toby "Radiation" Fox, Radiation, tobyfox, toby fox, toby's Fox
also go buy that game it's super good

How do you find the "correct" pattern to place?

ok whats music doin
it goin be boopity bop
ok i want be, then boo is sliderstart ity is gonna be slider repeats or somth then bop is circle up in the corner somewheres
ok put be down make boop blanket the be oo ya good stuff bop way up there hey pp amirite lol
now gon playtest
oh it sucks
nvm redo
...
Fit the music first. Deconstructing the song into individual instruments is a good way to do that.
Then place the objects so they look nice and are easy to see.
Then playtest it and see if it SUCKS or not.
Always keep in mind how a player with no knowledge of the song is going to approach any situation.

Who are the best music artists you've found via osu?

Middle Island
Nekomata Master
Raujika
sakuzyo
And a lot more that I can't think of right now, but mainly these four. I have bought a bunch of albums based around these, and with these names and albums comes an awareness of other artists, like Feryquitous.
Liked by: Pi

mapper review everyone

I think for newer mappers I'd review them as their current work / potential future, not just a flat-out review.
For older mappers I could try reviewing their legacy.
I'd also like to try reviewing map sets in general, though that's a little more specific.

Which activities or hobbies make you lose track of time?

Ironically enough, timing.
I'll get a pm, go into it, time the map, reply to the PM and see that 21:45 suddenly turned into 22:45 in the chat window.
Felt like 5 minutes, but it took an hour. It happens way too often.
Liked by: what BeatofIke

Why you don't map Anime OPs?

There's plenty!
I don't watch much anime either so my, uh, experience with openings is very little.
If there's one that needs to be done, though, it's "Stand Proud".
I'm surprised nobody has done it yet.

Why did you map like an old mapper?

Larto? It was 2011 when I tried his style (Vodka), so he wasn't considered an old mapper; he retired in 2012.

Do you listen to VINXIS?

VINXIS hears a knock on the door.
"Who could that be?"
The door opens.
In it, there is a black cat with no eyes.
"YuO maek da EDM??" the cat stutters.
"Uh... yes, it is very 'dope'" VINXIS replies.
"SIGN UP 4 monsterCUT ples!!!!" the cat yells.
With that, a contract flies out of the cat's giant mouth into VINXIS' face.
"Today's my lucky day!" VINXIS exclaims as he signs the contract.

I think you could have mentioned that DJPop popularized streams and helped define the mapping meta

DJPop's big thing wasn't popularizing streams, no.
It was mapping to the damn song.
DJPop mapped to the damn song. If that meant streams, then you'll bet your ass there's going to be some streams.
Spacing meta? No. Readability meta? Hell no! But mapping to the song? Absolutely.

http://ask.fm/Charles4452/answer/127819407859 When is your favorite mapping year then?

Doyak’s Profile PhotoDoyak
That's a really hard question, I'll need to back up through the years first.
2007 - Wasn't around for this, but it established the basis in its short span. Extor dominated quality then.
2008 - Wasn't around for this either. Few established styles means people had to pull it out of nothing but loose Ouendan ties. James and darri showed how it's done (and a ton others). Some really great maps, but unmistakably dated.
2009 - The strangest year to look through. A few mappers have the game almost completely figured out by now and are making insanely good stuff (see nullpointLOL's guest on Whip the Blip), but others are making virtually unplayable garbage.
2010 - Styles are starting to smoothen themselves out, spacing is a lot more consistent overall and you can expect a solid map on just about any set. Lots of people bitching about nonsense at this time, though, as users get old enough to experience a climate change (why is the old thing I like changing??)
2011 - The year of DNB, Shiirn and galvenize show up and basically demonstrate 1/2 filler. Nakagawa-Kanon shows how to map cleanly and intuitively. Extremely important year, set the tone for jump maps to come.
2012 - The year of gimmick (surprise!), this is when the mass populace figured out how slider stream jumps worked (many Chinese mappers had it figured out years ago, like v2b and tsuka).
2013 - Things started rough. Gimmicks were being used a lot, but failed to take into account readability and for the most part gameplay. This died out halfway through when RLC looked at Nakagawa-Kanon maps and got a boner. The ensuing map storm resulted in newer mappers trying to map clean, structured style. That's all, though, more of the same. Saw some great mappers retire due to yet another climate change.
2014 - Definitely the worst year for mapping, very few real developments here (with the exception of Miss You, and nobody has managed to build off of that map's 'success'). Started to see the climb of artificial difficulty in maps as Twitch streaming became more popular. Many great mappers who didn't retire last year retired here.
2015 - Mappers who started in 2014 are getting more comfortable as they gain fame, and as such are starting to lose their idea of quality. Some mappers are cranking out maps extremely quickly, with little regard for self-improvement. The boundaries of difficulty are being pushed not for a fun experience, but to see if Doomsday can upload a video to his Youtube channel of the pass.
So out of all of these, which one is it going to be?...
Gonna have to say 2011. Maps from that year still hold up.

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Don't you think Frost's maps are a bit overrated..?

Frostmourne? Nah, one of the few mappers whose main goal seems to be "offend nobody".
You play a map, you're going to have a pretty good time no matter who you are.
Will it be memorable? Probably not, unless you really like the song in question, but the lack of memorability is a common side effect of making a map inoffensive.

What do you think mapping style nowadays?

Seems oddly focused on difficulty and jumps rather than being fun.
Really strange to see. I feel some maps have an imaginary quota to reach like, ~needs to be 5.5 stars otherwise nobody will play it~ sort of thing.
The thing that going for that sort of difficulty causes is repetitive triangle jumps.
I don't like repetitive triangle jumps, so I don't like most maps nowadays.

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