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SYRSA - I'm Moovin' Nis [Osu|Taiko]

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Total Posts
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Topic Starter
Galkan
This beatmap was submitted using in-game submission on 13 sierpnia 2012 at 20:43:56

Artist: SYRSA
Title: I'm Moovin' Nis
Tags: Team Fortress 2 TF2 Engineer DarkStoorm klubek VALVe Spycrab Scoutellite Dutvutan
BPM: 97,49
Filesize: 8704kb
Play Time: 02:20
Difficulties Available:
  1. Combat Mini-Sentry (1,58 stars, 103 notes)
  2. Distaikoneer (4,83 stars, 762 notes)
  3. klubek's Dispenser (4,9 stars, 374 notes)
  4. Sentry level 3 (4,77 stars, 269 notes)
  5. Teleporter level 2 (3,18 stars, 168 notes)
Download: SYRSA - I'm Moovin' Nis
Information: Scores/Beatmap Listing
---------------
My second beatmap, it's been almost 2 years since the first one!

Here we have a fine piece of fanmade song made to honour one of fellow defence classes in Team Fortress 2, the Engineer!
GOTTA MOVE THAT GEAR UP!

Extra Insane difficulty and additional skin elements provided by klubek.
Taiko difficulty provided by DarkStoorm.
Full skin's yet to be done, will be provided by MLGnom.

Edit #1 : dkun's mod applied + additional skin elements added.
Edit #2 : Minor fixes on Easy, Normal and Taiko difficulties.
Edit #3 : 7odoa's mod for Taiko and ShaggoN's advices (forum and pm) for Hard & Insane applied. Hard has been slightly revamped.
Edit #4 : Dragvon and Roddie's hitsound additions.
Edit #5 : wmfchris and Gabe's mods applied + additional skin elements added.
Edit #6 : iMercurial advices applied.
Edit #7 : OnosakiHito's mod for Taiko difficulty applied + second slight revamp on Hard.
Edit #8 : Minor fixes on Easy and Insane difficulties.
Edit #9 : h-728's suggestions applied.
Edit #10 : Minor fixes on all difficulties.
Edit #11 : Loctav and STBlack's suggestions applied.
klubek
GOTTAMGOTTAMGOTTAMGOTTAM
Spy sappin mah beatmap!
dkun
modding key

this is unrankable.
this should be highly considered.
this is just a normal suggestion/praise.

General
  1. Nice solid map overall~
  2. I suggest hitsounding with a low volume whistle to compliment the song itself.
  3. I only found things to critique on in these two difficulties.
Sentry level 3
  1. Mostly everything you're going to see here is going to be a straight out suggestion.
  2. You use a bit of a mix between curved and linear sliders and patterns. I would say stick with one or the other. What I mean by this, is to change how combos are positioned in some shape or fashion to aesthetically appeal out.
  3. 00:30:197 (4,5) - Perhaps change this around by not stacking it on each other.
  4. 00:35:890 (5) - Keep in symmetry with the rest of the combo, one left and make the rest follow suit.
  5. 00:46:968 (10) - Totally personal preference, but... http://puu.sh/mwOi
  6. 01:52:818 - kiai flick totally not needed.
  7. 01:55:279 - ^ (remove the other kiai "flicks"
  8. 02:08:203 - MAP THIS BREAK OUT
  9. End kiai at the end of your last note.

Teleporter level 2
  1. 00:05:119 (1,2,3) - Y U NO SYMMETRICAL (http://osu.ppy.sh/ss/275592) [FIX THE REST OF THE COMBO]
  2. 00:17:427 (5) - Add a new combo to follow the lyrics and the rest of your combos.
  3. 00:22:351 (5) - ^
  4. 00:30:351 (4,5,6,7,8) - Space this out.
  5. 00:40:198 (3,4) - From the last combo, I would guess that 4 is supposed to be directly above 3.
  6. 01:21:431 (5) - Make this slider symmetrical, at least.
  7. Same kiai and break remark as the other diff.
Agka
{Timing}
Offset from196 to
http://puu.sh/mPQm 229?

{Overall}
Overall, ugly sliders, really and hitsound it.
remove countdown.
you must close the kiai time at some point, you can't just leave it at the ending of the difficulty. I mean... http://puu.sh/mQ8t

[Teleporter Level 2]
00:10:042 (1,1) - two followed spinners? are you sure? D:
01:58:356 (1,7) - stack

I can tell you didn't see the slider velocity nor the distance snapping because it's on their default values... goes as well for song setup.

[Sentry level 3]
distance snap 0.8x? why? want to map maps with circles close to each other, and that overlap?
a few patterns are square and remind me a lot of 2007/2008/2009 maps... besides circle size being small.

[klubek's Dispenser]
01:48:510 (1,2,3,4,5) - overmap. depends on you if it's good or bad
01:49:894 (1,2,3,4,5,6) - overmap and there's more but I won't point those out

[Distaikoneer]
booooooy. This is overmapped taiko to hell and back. Like, made difficult for the sake of difficult. Besides, you do NOT add breaks. NEVER EVER OF THE EVERS so fill up 01:26:662 - to 01:36:201 like yesterday.
Oh well, here, have a cleaned up version (combo colors, centered objects) of the exact same thing. The next people that mods taiko will be thankful :p
00:13:119 (1) - NO. NO NO NO NO REMOVE THE FINISH
http://puu.sh/mQaf

on the sliders, I can fix them for you but you must tell me. :p
Topic Starter
Galkan

Agkaemon wrote:

{Timing}
Offset from196 to
http://puu.sh/mPQm 229?
Timing has been checked twice already and is correct. There is no need to change it.

Agkaemon wrote:

{Overall}
Overall, ugly sliders, really and hitsound it.
remove countdown.
you must close the kiai time at some point, you can't just leave it at the ending of the difficulty. I mean... http://puu.sh/mQ8t
I am not good at making nice-looking sliders, any ideas? I'd rather like to get some good examples how they should look instead. Hitsounds will be done once map is modded at least few times to avoid some work getting wasted. I am not removing the countdown, either. If you say that, you apparently never played TF2 and can't get the "feeling" of map (did you even read description?). Thanks for pointing the kiai thing out, I forgot to change it on the easier dificulty.

Agkaemon wrote:

[Teleporter Level 2]
00:10:042 (1,1) - two followed spinners? are you sure? D:
01:58:356 (1,7) - stack

I can tell you didn't see the slider velocity nor the distance snapping because it's on their default values... goes as well for song setup.
I have absolutely no problem with those spinners. Neither do have people who did some testplays. Unless you have some better idea how to map this part? Stack part - didn't notice that earlier, thanks for keeping the symmetry. What do you mean by "goes as well for song setup"? I didn't change that on purpose ('cause it looks decent for that kind of song) and if you have better solution for difficulty settings - propose them!

Agkaemon wrote:

[Sentry level 3]
distance snap 0.8x? why? want to map maps with circles close to each other, and that overlap?
a few patterns are square and remind me a lot of 2007/2008/2009 maps... besides circle size being small.
There is one place I used 1.0 DS and might consider using it on the other parts of the difficulty. I just need a suggestion where would they suit at best! This difficulty doesn't have any overlaps, what do you mean? About patterns, they are quite simple, I dislike big complex things at general - and if the circle size was bigger, map would be less playable and enjoyable, this is Hard, remember?

Agkaemon wrote:

[klubek's Dispenser]
01:48:510 (1,2,3,4,5) - overmap. depends on you if it's good or bad
01:49:894 (1,2,3,4,5,6) - overmap and there's more but I won't point those out

[Distaikoneer]
booooooy. This is overmapped taiko to hell and back. Like, made difficult for the sake of difficult. Besides, you do NOT add breaks. NEVER EVER OF THE EVERS so fill up 01:26:662 - to 01:36:201 like yesterday.
Oh well, here, have a cleaned up version (combo colors, centered objects) of the exact same thing. The next people that mods taiko will be thankful :p
00:13:119 (1) - NO. NO NO NO NO REMOVE THE FINISH
http://puu.sh/mQaf

on the sliders, I can fix them for you but you must tell me. :p
Those two dificulties are meant to be [Insane]. How can you call them overmapped? Can you even pass them? Although I will ask of DarkStoorm's opinion on the matter of Taiko difficulty.

Thanks for the effort, but your post didn't help me improve the map very much. Good luck next time!
ShaggoN
Blue: Sugestion. Not necessary, but should take good effects.
Green: Notification or cosmetic thing. May, but don't have to be fixed.
Orange: Should be fixed.
Red: Have to be fixed.

eh...skopiowałem to dlatego po angielsku xD

[Combat Mini-Sentry]
  1. 02:18:050 (3) - Daj nowe combo tutaj może.
[Teleporter level 2]
  1. 00:29:736 (5), 00:34:659 (5) - Tu też.
[Sentry level 3]
  1. 02:00:818 (8), 02:05:741 (5) - No i tutaj.
[klubek's Dispenser]
  1. 00:59:891 (2,3,4) - Za ten spacing tutaj to na bank Ci przejadą glebogryzarką po dupie D:
W zasadzie tyle. Zajebiście wszystko zrobione, nie ma co modzić. AHA, no i sorki że tyle to zajęło >_>
Snow Note
(All Suggestion,Feel free to use it ;) )
[Distaikoneer]
-61 Note unsnapped
-Set Slider Velocity to 2.8
-Set OD&HP to 5
-100% Volume is too high for me,80% is enough.

About the map,it is fine for me.
Sorry for my poor mod,Good luck!
klubek

ShaggoN wrote:

[klubek's Dispenser]

* 00:59:891 (2,3,4) - Za ten spacing tutaj to na bank Ci przejadą glebogryzarką po dupie D:
Faktycznie, dzięki! =w=
Up~

Download: Scoutellite - I'm Moovin' Nis (Galkan) [klubek's Dispenser].osu
DarkStoorM
Topic Starter
Galkan
A short reminder: one of the reasons it's still at WIP is the lack of hitsounds. This is going to be fixed this week. Thanks Dragvon in advance :>
Also, increase the circle size to five, then rate and mod, please :3
Zapy
Yeah I didn't find any major issues though I'd recommend changing the bpm to 97,50 exactly and setting offset to 216

Sentry level 3

02:18:358 (1) - New combo perhaps

Yeah, couldn't find anything else. The mapset, skin and other metadata seems fine too.

Good luck with the map!
Dragvon

Hitsounding

Kay, since this would turn too big for posting, I will just post the remade diffs here. And may or not comment something.

[Combat Mini-Sentry]
Download: Scoutellite - I'm Moovin' Nis (Galkan) [Combat Mini-Sentry].osu
May lack regular notes because... Well it's an easy diff lol.

[Teleport level 2]
Working on it.


[Sentry level 3]
Download: Scoutellite - I'm Moovin' Nis (Galkan) [Sentry level 3].osu

[klubek's Dispenser]

Working on it.

Roddie
Here you go. Hitsounds provided by me for all four osu! Standard difficulties.

I hope you like them, man.

http://puu.sh/yAl4
wmfchris
[General]
- Cool taiko BG that's EPIC

- You need to prepare the "are you ready" and "go" picture to produce a full set of skin element.
- You'll need reverse arror picture in the song file too.
- You'll need preview time for taiko diff (same as other diffs)
- The tags are inconsistent.


Taiko mod as requested.
[Taiko]
- Close the countdown (indicated in rules) and letterbox during breaks
Do not used excess timing sections (the red one). The should be unique for all diffs and using them to change the speed/whatever is prohibited (The exception is like changing the downbeat but this is not the case here and it's still unique for all diffs)

00:05:734 - this note doesn't sound like an accent so remove the finish
00:08:196 - ^
00:10:658 - ^
00:11:273 - ^ [Not going to mention these finishes afterwards but imo you'll need to remove all]
00:15:581 - These notes should be snapped in 1/3 as music indicated
00:29:120 - ddkkd since there's no melody at 2nd tick
...

Guess I'll stop modding here because I think it's qutie overmapped. In the main melody is 1/2 so try to build patterns with 1/2 and a few 1/4, 1/8 throughout the map gives a feeling that is too fast and does not fit the song very well.

Another problem is that some notes are 1/3 based (I guess it's the man shouting whatever without any tone, they notes are 1/6) but you mapped them with 1/4 / 1/8 and that does not fit the song again.

Just another small problem: short spinner is loud and probably distracting so it's not recommended.

So I think you'll need to remap it a bit and if you have any problem just find me.
Aurele
Mod from #modreqs.
Red : Unrankable stuffs or something you should really change.
Black : Suggestion.


[Combat Mini-Sentry]

  1. 00:10:042 (1,2) - These two slider looks pretty weird. I'm suggesting you to change it like that
  2. 00:14:966 - Add a new combo here.
  3. 00:42:044 & 00:44:506 - These slider looks weird. Make something more curve. For an exemple : http://puu.sh/AWmg
  4. 01:02:968 - Delete the clap. It sounds pretty bad and it completly don't keep the consistency.
  5. 01:05:430 (3) - Same reason ^
  6. 01:06:046 - Delete the Clap to replace it by a Whistle, to keep the consistency.
  7. 02:03:280 - NC here. the combo is kinda long. xD
  8. 02:18:050 - NC here. ^

[Teleporter level 2]

  1. I'm suggesting you to change the diff name for Teleporter Lv2 or Teleporter Level2
  2. Delete the Combo colours. The other diffs doesn't have combocolours.
  3. 00:19:889 - Make this slider more curve. Like this : http://puu.sh/AWww
  4. 00:22:351 - Same ^
  5. 00:29:736 - Add a new combo here. The current one is too long.
  6. 00:34:659 - Same as ^
  7. 00:42:044 (1) - & 00:44:506 (3) - Make these two slider more curve. Like this : http://puu.sh/AWzq
  8. Add a circle at 00:58:045, 00:58:661, 01:00:507, 01:01:122, 01:02:968, 01:03:584, 01:05:430, 01:06:046. If not, it sounds really empty.
    If you do that, add a clap at these notes : 00:58:661, 01:01:122, 01:03:584, 01:06:046.

[Sentry level 3]

  1. Once again, I'm suggesting you to change the difficulty's name for Sentry Lv3 or Sentry Level3
  2. One Unsnapped point at : 02:14:919
  3. Change the difficulty's setup for this
  4. 00:07:581 - Nc here.
  5. 00:12:196 - Delete the circle or move it @x:256 y:192
  6. 01:48:510 (4,5,6,7,8,9,10) - This is so close. Look at 01:50:971 (1,2,3,4,5,6,7,8,9). This is perfect.
  7. 02:18:358 (1) - New Combo.

[kulbek's Dispenser]

  1. HP Rate is too high.

[Distaikoneer]

Just to say like that... this is the weirdest Taiko Diff I've seen, Don't be offended. As Chris said, the Taiko bg is awesome.
  1. Resize the Taiko Bg for 1024x768 like the other Bgs.
  2. There's lots of unsnapped circles on this difficulty.
    Unsnapped circles
    Snapping
    02:03:434 (222) - Unsnapped circle.
    02:03:511 (223) - Unsnapped circle.
    02:03:588 (224) - Unsnapped circle.
    02:04:357 (231) - Unsnapped circle.
    02:05:434 (238) - Unsnapped circle.
    02:05:588 (239) - Unsnapped circle.
    02:06:511 (247) - Unsnapped circle.
    02:06:665 (248) - Unsnapped circle.
    02:07:588 (256) - Unsnapped circle.
    02:07:742 (257) - Unsnapped circle.
    02:08:819 (261) - Unsnapped circle.
    02:09:588 (266) - Unsnapped circle.
    02:09:896 (267) - Unsnapped circle.
    02:09:973 (268) - Unsnapped circle.
    02:10:511 (272) - Unsnapped circle.
    02:10:819 (273) - Unsnapped circle.
    02:11:588 (280) - Unsnapped circle.
    02:11:742 (281) - Unsnapped circle.
    02:12:050 (282) - Unsnapped circle.
    02:12:665 (287) - Unsnapped circle.
    02:12:742 (288) - Unsnapped circle.
    02:12:819 (289) - Unsnapped circle.
    02:12:896 (290) - Unsnapped circle.
    02:12:973 (291) - Unsnapped circle.
    02:13:127 (292) - Unsnapped circle.
    02:13:742 (297) - Unsnapped circle.
    02:13:896 (298) - Unsnapped circle.
    02:13:973 (299) - Unsnapped circle.
    02:14:050 (300) - Unsnapped circle.
    02:14:204 (301) - Unsnapped circle.
    02:14:819 (307) - Unsnapped circle.
    02:14:896 (308) - Unsnapped circle.
    02:14:973 (309) - Unsnapped circle.
    02:15:127 (310) - Unsnapped circle.
    02:15:204 (311) - Unsnapped circle.
    02:15:281 (312) - Unsnapped circle.
    02:15:896 (316) - Unsnapped circle.
    02:16:204 (317) - Unsnapped circle.
    02:16:281 (318) - Unsnapped circle.
    02:16:358 (319) - Unsnapped circle.
    02:16:896 (326) - Unsnapped circle.
    02:16:973 (327) - Unsnapped circle.
    02:17:050 (328) - Unsnapped circle.
    02:17:127 (329) - Unsnapped circle.
    02:17:204 (330) - Unsnapped circle.
    02:17:281 (331) - Unsnapped circle.
    02:17:358 (332) - Unsnapped circle.
    02:18:050 (337) - Unsnapped circle.
    02:18:127 (338) - Unsnapped circle.
    02:18:204 (339) - Unsnapped circle.
    02:18:281 (340) - Unsnapped circle.
    02:18:358 (341) - Unsnapped circle.
    02:18:435 (342) - Unsnapped circle.
    02:19:050 (350) - Unsnapped circle.
    02:19:127 (351) - Unsnapped circle.
    02:19:204 (352) - Unsnapped circle.
    02:19:281 (353) - Unsnapped circle.
    02:19:435 (354) - Unsnapped circle.
    02:20:204 (359) - Unsnapped circle.
    02:20:358 (360) - Unsnapped circle.
    02:20:512 (361) - Unsnapped circle.
  3. There's no Preview Point for this Difficulty. Add a PP at 00:27:274
  4. Replace these red timing by a Green Timing point.
    Here's the code :
    Timing Section
    [TimingPoints]
    196,615.421505486617,4,2,0,80,1,0
    108510,-100,4,2,0,80,0,1
    113433,-100,4,2,0,80,0,0
    118356,-100,4,2,0,80,0,1
    123279,-100,4,2,0,80,0,0
    128356,-100,4,2,0,80,0,1
    140587,-100,4,2,0,80,0,0

Here's a star.
Good luck!
Topic Starter
Galkan
Most of issues has been fixed, I will update the map once I get the Taiko diff from DarkStoorm (after 2 mods!). Two things I've disagreed with are the colours - they were meant to be added on other difficulties (thanks for reminding) and circle size on [Sentry level 3], although I might reconsider changing that in future. Nonetheless, thank you for modding!
klubek

Gabe wrote:

[kulbek's Dispenser]

  1. HP Rate is too high.
klubek*
Sorry, I think it's ok at 8. Thanks anyway~

wmfchris wrote:

- You need to prepare the "are you ready" and "go" picture to produce a full set of skin element.
- You'll need reverse arror picture in the song file too.
Hmmm, I will try to add these elements.
Mercurial
I never played Team Fortress 2, but I support strongly the beatmaps of games.

General

  • Remove "Team Fortress 2" from tags and add it on Source, since this song is related to the game mentioned before.
    Actually, comboburst.png has a higher resolution than the rankable size -> 500x767 (currently 512x767)
    comboburst2.png is not used.
    Kiai times Inconsistency: http://puu.sh/BS0o http://puu.sh/BS0E
    You MUST specify about what diff name match with normal diff names.
    Ex: Combat Mini-Sentry -> Easy
    Teleporter Level 2 -> Normal... etc.

Combat Mini-Sentry

  • 00:14:996 (1) NC
    00:38:659 (4,1) I don't like to semi-stack notes on Easy diffs, I like this way http://puu.sh/BS5f
    00:41:141 (4,1) Same as above.
    00:44:506 (3) NC for consistency.
    00:59:276 (4) NC
    01:01:738 (3) NC
    01:04:199 (2) NC
    01:21:431 (3) NC
    02:03:280 (3) NC
    02:18:050 (3) NC

Teleporter Level 2

  • LOL -> http://puu.sh/BSd6
    00:07:581 (5) NC
    00:24:812 (T) Break time here.
    00:32:197 (1) Reverse Arrow totally covered by 00:30:967 (4). This is unrankable.
    01:16:508 (3) NC
    01:21:431 (5) NC
    01:48:510 until 01:52:818 - Very hard to deal on a Normal Diff.

Sentry Level 3

  • 00:12:196 (1) This note in the center is better to deal with. http://puu.sh/BSfr
    Very unplayable for a Hard Diff, sorry but I can't mod this diff.

Dispenser

  • DAT BG, HAHAHAHAHA.
    00:38:659 (2,3,1) http://puu.sh/BSl8 <- I like this way.
    01:23:893 until 01:36:201 - Get low the volume to 30%, it sounds better to me.
    01:36:201 until kiai - If you follow the previous timing, please, raise up the volume to 40%
Moar work is needed, but meh, Good Luck! /o/
Topic Starter
Galkan

iMercurial wrote:

General

Remove "Team Fortress 2" from tags and add it on Source, since this song is related to the game mentioned before.
This song is NOT from Team Fortress 2, nor even created by Valve. It's a fanwork, which was uploaded to YT (link).

iMercurial wrote:

Actually, comboburst.png has a higher resolution than the rankable size -> 500x767 (currently 512x767)
comboburst2.png is not used.
Kiai times Inconsistency: http://puu.sh/BS0o http://puu.sh/BS0E
Fixed.

iMercurial wrote:

You MUST specify about what diff name match with normal diff names.
Ex: Combat Mini-Sentry -> Easy
Teleporter Level 2 -> Normal... etc.
I don't have to, they're already sorted in game and at site, map is meant to give TF2-like impression ;-) Even with that, you can tell the differences by numbers.


iMercurial wrote:

Combat Mini-Sentry

  • 00:14:996 (1) NC
    00:38:659 (4,1) I don't like to semi-stack notes on Easy diffs, I like this way http://puu.sh/BS5f
    00:41:141 (4,1) Same as above.
    00:44:506 (3) NC for consistency.
    00:59:276 (4) NC
    01:01:738 (3) NC
    01:04:199 (2) NC
    01:21:431 (3) NC
    02:03:280 (3) NC
    02:18:050 (3) NC
Notes aren't stacked, only hitbursts give such feeling.
New combos destroy the symmetry! =(

iMercurial wrote:

Teleporter Level 2

Changed/fixed.


iMercurial wrote:

  • 00:32:197 (1) Reverse Arrow totally covered by 00:30:967 (4). This is unrankable.
    01:16:508 (3) NC
    01:21:431 (5) NC
    01:48:510 until 01:52:818 - Very hard to deal on a Normal Diff.
(4)'s comboburst is fading away to the point the slider is already fully visible before clicking.
New combos destroy the symmetry! =(
And those "flowers" I've created are not THAT hard as they may seem to you =|

iMercurial wrote:

Sentry Level 3

  • 00:12:196 (1) This note in the center is better to deal with. http://puu.sh/BSfr
    Very unplayable for a Hard Diff, sorry but I can't mod this diff.
I've put that note to the left on purpose, look what happens a while later ;-)
I'd also appreciate what exactly do you call as "unplayable" and/or how you'd like to repair it.

Well, thanks for helping anyways!
Mercurial
Touhou has about thousands and thousands of remix, and source is still touhou. That's my point.

Anyway, Good Luck there n.n

About difficulties, I want you to read this -> t/64222&start=0 There are rules and this MUST be followed, without exceptions.
Topic Starter
Galkan

iMercurial wrote:

Touhou has about thousands and thousands of remix, and source is still touhou. That's my point.
I always wanted to know why people do this, 'cause it's pointless. Source should remain Source.

iMercurial wrote:

About difficulties, I want you to read this -> t/64222&start=0 There are rules and this MUST be followed, without exceptions.
But they're already distinguishable -> MINI: Easy, Level 2: Normal, Level 3: Hard. I'll ask further, though.

iMercurial wrote:

Anyway, Good Luck there n.n
Thanks ^_^ d
klubek

iMercurial wrote:

00:38:659 (2,3,1) http://puu.sh/BSl8 <- I like this way.
It's not better for me~

iMercurial wrote:

01:23:893 until 01:36:201 - Get low the volume to 30%, it sounds better to me.
01:36:201 until kiai - If you follow the previous timing, please, raise up the volume to 40%
For 01:26:355 to 01:48:510, (kiai) part 30%/40% is too low. Well, I can change to 50% from actual 55% for the whole part (and add a spinner to that section from 01:23:893).

Fixed first part with kiai, now kiai ends on 00:37:121.
Fixed spacing at 02:08:819 and 02:10:049 combo.
OnosakiHito
requested taiko mod from my queue~

Privet polski brat!

[Taiko]

00:25:659 (117) - move to 00:25:505 -
00:26:043 (119) - move to 00:26:120 -
Else you can leave it "noteless" from 00:24:812 to 00:25:966 - has not a bad feeling at all and makes placing issues because of voice meanless.
01:53:433 - don't need to break the kiai here.
02:03:280 - breaking kiai time here is fine, since at 02:08:203 - is this kiai getting an higher effect then. But maybe it's better to break it hear 02:07:588 - ?

Yeah, that's all I could find. Patterns are mostly the same but that's due to the song.
Nicely mapped, really. GJ~
HelloSCV
Hi~ From my Queue
Almost Modding is Suggestion so you can ignore this


SPOILER
General
02:22:973 move kiai to 02:22:358 here

klubek's Dispenser
Kiai #1: Starts on 00:27:274, ends on 00:37:121
Kiai #2: Starts on 01:48:510, ends on 01:52:741
Kiai #3: Starts on 01:52:818, ends on 01:55:202
Kiai #4: Starts on 01:55:279, ends on 02:12:434
Kiai #5: Starts on 02:12:511, ends on 02:14:896
Kiai #6: Starts on 02:14:973, ends on 02:25:435
Sentry level 3
Kiai #1: Starts on 00:27:274, ends on 00:37:121
Kiai #2: Starts on 01:48:510, ends on 01:52:664
Kiai #3: Starts on 01:52:818, ends on 01:55:125
Kiai #4: Starts on 01:55:279, ends on 02:12:357
Kiai #5: Starts on 02:12:511, ends on 02:14:819
Kiai #6: Starts on 02:14:973, ends on 02:22:973
Teleporter level 2
Kiai #1: Starts on 00:27:274, ends on 00:37:121
Kiai #2: Starts on 01:48:510, ends on 01:52:664
Kiai #3: Starts on 01:52:818, ends on 01:55:125
Kiai #4: Starts on 01:55:279, ends on 02:12:357
Kiai #5: Starts on 02:12:511, ends on 02:14:819
Kiai #6: Starts on 02:14:973, ends on 02:22:973

Combat Mini-SentryKiai
Kiai #1: Starts on 00:27:274, ends on 00:37:121
Kiai #2: Starts on 01:48:510, ends on 01:52:664
Kiai #3: Starts on 01:52:818, ends on 01:55:125
Kiai #4: Starts on 01:55:279, ends on 02:12:357
Kiai #5: Starts on 02:12:511, ends on 02:14:819
Kiai #6: Starts on 02:14:973, ends on 02:22:973

Combat Mini-Sentry
OD -2
00:14:966 (3) - NC
00:17:427 (4) - ^
00:34:659 (3) - ^
02:18:050 (3) - ^

Teleporter level 2 ( this is Normal diff right? )
CS +1 AR -2
00:44:506 (3) - NC
01:18:970 (4) - ^
02:14:973 (5) - ^
02:20:512 (5) - ^

Sentry level 3
CS +1 AR -1
01:07:430 (4) - check distance
01:19:277 (2,3) - unstack
01:19:893 (5,6) - ^
01:26:355 ~ 01:46:048 i think this break time is so long how about add some notes or sliders?
01:48:510 (4) - NC

Klubek's Dispenser
You using so many slider speed change point reduce less then 3 plz
00:08:196 (2) - try this http://puu.sh/EwE3
00:31:890 (8,1) - ^ http://puu.sh/EwEq
00:30:197 (2,3) - stack each other
02:19:588 add volume 50%
02:22:050 ^ 30%
02:25:435 change volume 70% -> 10%

Moovin~ Moovin~ Good luck! xD
klubek

HelloSCV wrote:

~Kia suggestions~
Nothing to change.

HelloSCV wrote:

You using so many slider speed change point reduce less then 3 plz
But it makes sense so I will stay with 4~

HelloSCV wrote:

00:08:196 (2) - try this http://puu.sh/EwE3
00:31:890 (8,1) - ^ http://puu.sh/EwEq
Nope, don't like it~

HelloSCV wrote:

00:30:197 (2,3) - stack each other
Fixed!

HelloSCV wrote:

02:19:588 add volume 50%
02:22:050 ^ 30%
02:25:435 change volume 70% -> 10%
Oh, sounds better. Thanks, fixed! :)
Topic Starter
Galkan

HelloSCV wrote:

Combat Mini-Sentry
OD -2
00:14:966 (3) - NC
00:17:427 (4) - ^
00:34:659 (3) - ^
02:18:050 (3) - ^

Teleporter level 2 ( this is Normal diff right? )
CS +1 AR -2
00:44:506 (3) - NC
01:18:970 (4) - ^
02:14:973 (5) - ^
02:20:512 (5) - ^

Sentry level 3
CS +1 AR -1
01:07:430 (4) - check distance
01:19:277 (2,3) - unstack
01:19:893 (5,6) - ^
01:26:355 ~ 01:46:048 i think this break time is so long how about add some notes or sliders?
01:48:510 (4) - NC
Your new combos break the symmetry, suggestions make the map look and play a lil' bit worse (in the past difficulty settings used to be like you suggested, so I've changed them) and break time's length suits the map (and is not against the rules, it's just a guideline), so I'm sorry to announce I didn't use any of your suggestions. Good luck next time!
yeahyeahyeahhh
General:
Source -> Team Fortress 2
Tags -> Add TF2 in the tags?

Nothing really found though.
Topic Starter
Galkan

yeahyeahyeahhh wrote:

General:
Source -> Team Fortress 2
Tags -> Add TF2 in the tags?

Nothing really found though.
This song is NOT from Team Fortress 2!
I'll add this tag later, thanks for checking =)
h-728
from queue

[General]
  • unify the Kiai Time
    SPOILER

    AIBat v2.0 wrote:

    Kiai
    Inconsistency in Kiai Times:

    - [Combat Mini-Sentry] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:664
    Kiai #3: Starts on 01:52:818, ends on 01:55:125
    Kiai #4: Starts on 01:55:279, ends on 02:12:357
    Kiai #5: Starts on 02:12:511, ends on 02:14:819
    Kiai #6: Starts on 02:14:973, ends on 02:22:973

    - [Distaikoneer] :
    Kiai #1: Starts on 01:48:510, ends on 02:20:358

    - [klubek's Dispenser] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:741
    Kiai #3: Starts on 01:52:818, ends on 01:55:202
    Kiai #4: Starts on 01:55:279, ends on 02:12:434
    Kiai #5: Starts on 02:12:511, ends on 02:14:896
    Kiai #6: Starts on 02:14:973, ends on 02:25:435

    - [Sentry level 3] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:664
    Kiai #3: Starts on 01:52:818, ends on 01:55:125
    Kiai #4: Starts on 01:55:279, ends on 02:12:357
    Kiai #5: Starts on 02:12:511, ends on 02:14:819
    Kiai #6: Starts on 02:14:973, ends on 02:22:973

    - [Teleporter level 2] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:664
    Kiai #3: Starts on 01:52:818, ends on 01:55:125
    Kiai #4: Starts on 01:55:279, ends on 02:12:357
    Kiai #5: Starts on 02:12:511, ends on 02:14:819
    Kiai #6: Starts on 02:14:973, ends on 02:22:973
[Combat Mini-Sentry]
  • Circle Size -1 OD -2
    00:09:427 (4,1) - don't jump
    00:12:504 (2,3) - ^
    00:14:966 (3) - reduce the time of reverse, and separate to a few sliders.
    00:17:427 (4) - ^
    01:18:969 (2) - NC
    01:21:431 (3) - ^
    02:15:588 (2) - ^
    02:18:050 (3) - ^
    02:20:512 (4) - ^
[Teleporter level 2]
  • Circle Size -1 AR -2
    00:06:042 (2,4,2,4) - don't stack too much. it's not be kind for newbie player
    00:32:197 (1) - I can't see the reverse arrow well
    00:37:121 (1,2,3,4,5,6) - continual circles seem a little hard. how about replace 3,4 with a slider?
    00:39:582 (1,2,3,4,5,6) - ^
    00:58:045 (4,5) ~ use same distance as before.
    01:14:046 (2) - NC
    01:16:508 (3) - ^
    01:18:970 (4) - ^
    01:21:431 (5) - ^
    02:10:665 (7,1) - don't jump
[Sentry level 3]
  • is this Hard? or Insane?
    I think this is Hard, so how about circle size -1 or even -2
    00:08:811 (3,4,5) - keep a certain distance
    00:12:196 (1) - spinner - a circle - spinner, it seems difficult. how about remove this circle and extend previous spinner to here?
    00:12:504 (1,1) - take more interval after the spinner. I suggest to remove 00:14:658 (1).
    00:19:889 (1,2) - why do you changed the distance between in these notes and 00:18:504 (6,7,8)?
    00:20:351 (4,5) - is this a jump? seems a little confusing
    00:20:658 (6,7) - ^
    00:22:812 (4,5) - ^
    00:23:120 (6,7) - ^
    00:23:428 (7,8,9) - keep a certain distance
    00:34:659 ~ hmm, not bad, but why the notes are so few? I can't understand the difference of the melody between here and 00:32:197 (1,2,3).
    01:04:199 (1,2,3) - too close
    01:51:279 (3,4) - this is hard to aim.
[klubek's Dispenser]
  • HP -1
    00:10:042 - I think it's better you don't change SV here
    00:11:889 (7,8) - I don't like this stacking
    00:13:119 (3) - I can't see both the start and end point of this slider. move the end point to other place
    00:14:196 (6,7,8) - how about stack 6 and 7, and separate 8?
    00:18:042 (5,6) - more farther
    00:21:428 (6,7) - ^
    00:23:890 (6,7) - ^
    00:26:043 (1,2,3) - don't stack?
    00:51:891 (1) - remove this note or break time after this note, and put more notes.
    00:57:584 (3,4) - I don't like this stacking
    00:57:891 (4,5) - ^
    01:04:969 (3,4) - I think it's hard to read rhythm..how about replace with one slider?
    01:16:508 ~ I don't think this break time is not necessary. put notes in this section.
    01:26:355 - same as 00:10:042
    01:42:663 - add note
    01:48:510 ~ it's really heehaw...
    01:49:741 - add note
    01:59:895 - ^
    02:04:818 - ^
    02:19:281 - ^
    02:20:819 (9,10) - I don't like this stacking
that's all. good luck
Topic Starter
Galkan

h-728 wrote:

[General]
  • unify the Kiai Time
    SPOILER

    AIBat v2.0 wrote:

    Kiai
    Inconsistency in Kiai Times:

    - [Combat Mini-Sentry] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:664
    Kiai #3: Starts on 01:52:818, ends on 01:55:125
    Kiai #4: Starts on 01:55:279, ends on 02:12:357
    Kiai #5: Starts on 02:12:511, ends on 02:14:819
    Kiai #6: Starts on 02:14:973, ends on 02:22:973

    - [Distaikoneer] :
    Kiai #1: Starts on 01:48:510, ends on 02:20:358

    - [klubek's Dispenser] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:741
    Kiai #3: Starts on 01:52:818, ends on 01:55:202
    Kiai #4: Starts on 01:55:279, ends on 02:12:434
    Kiai #5: Starts on 02:12:511, ends on 02:14:896
    Kiai #6: Starts on 02:14:973, ends on 02:25:435

    - [Sentry level 3] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:664
    Kiai #3: Starts on 01:52:818, ends on 01:55:125
    Kiai #4: Starts on 01:55:279, ends on 02:12:357
    Kiai #5: Starts on 02:12:511, ends on 02:14:819
    Kiai #6: Starts on 02:14:973, ends on 02:22:973

    - [Teleporter level 2] :
    Kiai #1: Starts on 00:27:274, ends on 00:37:121
    Kiai #2: Starts on 01:48:510, ends on 01:52:664
    Kiai #3: Starts on 01:52:818, ends on 01:55:125
    Kiai #4: Starts on 01:55:279, ends on 02:12:357
    Kiai #5: Starts on 02:12:511, ends on 02:14:819
    Kiai #6: Starts on 02:14:973, ends on 02:22:973
Spotting the kiai time as first "issue" looks like you've not played maps to the very end. Besides, guest difficulties do not have to have exact same kiai sections, while Taiko difficulties offer bonus points for kiai sections, meaning they can't be placed so often.

h-728 wrote:

[Combat Mini-Sentry]
  • Circle Size -1 OD -2
    00:09:427 (4,1) - don't jump
    00:12:504 (2,3) - ^
    00:14:966 (3) - reduce the time of reverse, and separate to a few sliders.
    00:17:427 (4) - ^
    01:18:969 (2) - NC
    01:21:431 (3) - ^
    02:15:588 (2) - ^
    02:18:050 (3) - ^
    02:20:512 (4) - ^
I personally have used only first 4 suggestions, as they actually make map better both visual- and gameplay-wise. Your new combos break the symmetry.

h-728 wrote:

[Teleporter level 2]
  • Circle Size -1 AR -2
    00:06:042 (2,4,2,4) - don't stack too much. it's not be kind for newbie player
    00:32:197 (1) - I can't see the reverse arrow well
    00:37:121 (1,2,3,4,5,6) - continual circles seem a little hard. how about replace 3,4 with a slider?
    00:39:582 (1,2,3,4,5,6) - ^
    00:58:045 (4,5) ~ use same distance as before.
    01:14:046 (2) - NC
    01:16:508 (3) - ^
    01:18:970 (4) - ^
    01:21:431 (5) - ^
    02:10:665 (7,1) - don't jump
Since you're another person asking for it, I changed both difficulty settings and this "overlapping" part. It was fading away to the point the reverse arrow was already visible, though. Stacking is not that big problem, it's still pretty easy to read and allows new player to learn how to read a slightly advanced patterns :) Same for continual circles as inserting slider there sounds irrhytmical. Distance fixed. New combos break the symmetry while this little jump is there due to last combo pattern.

h-728 wrote:

[Sentry level 3]
  • is this Hard? or Insane?
    I think this is Hard, so how about circle size -1 or even -2
    00:08:811 (3,4,5) - keep a certain distance
    00:12:196 (1) - spinner - a circle - spinner, it seems difficult. how about remove this circle and extend previous spinner to here?
    00:12:504 (1,1) - take more interval after the spinner. I suggest to remove 00:14:658 (1).
    00:19:889 (1,2) - why do you changed the distance between in these notes and 00:18:504 (6,7,8)?
    00:20:351 (4,5) - is this a jump? seems a little confusing
    00:20:658 (6,7) - ^
    00:22:812 (4,5) - ^
    00:23:120 (6,7) - ^
    00:23:428 (7,8,9) - keep a certain distance
    00:34:659 ~ hmm, not bad, but why the notes are so few? I can't understand the difference of the melody between here and 00:32:197 (1,2,3).
    01:04:199 (1,2,3) - too close
    01:51:279 (3,4) - this is hard to aim.
Yes, that's meant to be Hard and since again you're another person to ask for it, I'm changing the circle size. All pointed distances fixed, they were remainings from my previous pattern ideas. Spinner issue is already answered, scroll up for my answer to iMercurial's mod. Only first pointed jump look quite disturbing to gameplay, I might consider changing it in the future, the rest is fine. It's Hard, after all 8-) And last but not least, for that issue you've pointed at 00:34:59, there is indeed no difference in the tempo of melody, but having long, fast part is painful to the player's hand and I wanted this part to be just a little slower.

h-728 wrote:

that's all. good luck
I didn't use all of your suggestrions but nonetheless thanks for your effort and for star :)
klubek

h-728 wrote:

[klubek's Dispenser]

HP -1
00:10:042 - I think it's better you don't change SV here
00:11:889 (7,8) - I don't like this stacking
00:13:119 (3) - I can't see both the start and end point of this slider. move the end point to other place
00:14:196 (6,7,8) - how about stack 6 and 7, and separate 8?
00:18:042 (5,6) - more farther
00:21:428 (6,7) - ^
00:23:890 (6,7) - ^
00:26:043 (1,2,3) - don't stack?
00:51:891 (1) - remove this note or break time after this note, and put more notes.
00:57:584 (3,4) - I don't like this stacking
00:57:891 (4,5) - ^
01:04:969 (3,4) - I think it's hard to read rhythm..how about replace with one slider?
01:16:508 ~ I don't think this break time is not necessary. put notes in this section.
01:26:355 - same as 00:10:042
01:42:663 - add note
01:48:510 ~ it's really heehaw...
01:49:741 - add note
01:59:895 - ^
02:04:818 - ^
02:19:281 - ^
02:20:819 (9,10) - I don't like this stacking
Sorry, but I don't like your suggestions. I tried, but I think diff is still better without them.
Chewin
Hi Gelkan, mod request from my modding queue

Red : You must fix it
Blue : You should fix it
Black : Just suggestions

[General]
Inconsistency in Kiai Times, always in the "Distaikoneer" diff. Use these kiai time sections: http://puu.sh/JkVk like the other diffs

[Combat Mini-Sentry]
00:12:504 (2) - w/o using distance snap move this slider 1 grid down to improve the banket with 00:10:042 (1)
00:14:966 (1,2,3,4,1,2,3) - The 1/4 sliders are very hard to play for beginners. Consider to fix this :\
00:22:351 (1,2,3,4) - Moving these circles in this way the map flows better because it's symmetric: http://osu.ppy.sh/ss/374082
256,80,22351,5,2
328,144,22966,1,8
328,240,23582,1,2
256,304,24197,1,8
00:46:814 move this break time till the long white tick:
01:48:510 (1,4) - 1 grid right 1 grid down for symmetry plz

[Teleporter Level 2]
00:46:814 Same above about break time
00:59:276 (1,2,3) - Select them and move to x:384 y:264 for consistency with 00:56:814 (1,2,3,4)
01:21:431 (5) - New combo
01:50:356 (7,1) - Spacing. I don't agree with this antijump since this is just a normal diff.

[Sentry Level 3]
00:19:889 (1,2,3,4,5,6,7,8,9,10,11) - What.
00:46:814 Same above about break time
00:41:121 (1,2) - Exchange NC for consistency with the previous part.
02:05:741 (5) - New combo
This map looks like an old map

[kublek's Dispenser]
Increase the stack leniency plz

That's all, good luck :3
Topic Starter
Galkan

Chewin wrote:

Hi Gelkan, mod request from my modding queue
I am Galkan...

Chewin wrote:

[General]
Inconsistency in Kiai Times, always in the "Distaikoneer" diff. Use these kiai time sections: http://puu.sh/JkVk like the other diffs
Yes. This is TAIKO difficulty, hence it may NOT have same sections as osu! ones.

Chewin wrote:

[Combat Mini-Sentry]
00:12:504 (2) - w/o using distance snap move this slider 1 grid down to improve the banket with 00:10:042 (1)
00:14:966 (1,2,3,4,1,2,3) - The 1/4 sliders are very hard to play for beginners. Consider to fix this :\
00:22:351 (1,2,3,4) - Moving these circles in this way the map flows better because it's symmetric: http://osu.ppy.sh/ss/374082
256,80,22351,5,2
328,144,22966,1,8
328,240,23582,1,2
256,304,24197,1,8
00:46:814 move this break time till the long white tick:
01:48:510 (1,4) - 1 grid right 1 grid down for symmetry plz
I moved the first pointed slider one grid down, it indeed looks better. About the next issue, I've contacted few people (MATs) and they said those sliders are fine, also previous modder noticed this part was way too easy, even for that diff. I'll consider the spacing change later, since actually it's symmetrical as for NOW. Moving break time is both useless and not giving any significant change (also it was done automatically by editor). Last symmtery issue is fixed now.

Chewin wrote:

[Teleporter Level 2]
00:46:814 Same above about break time
00:59:276 (1,2,3) - Select them and move to x:384 y:264 for consistency with 00:56:814 (1,2,3,4)
01:21:431 (5) - New combo
01:50:356 (7,1) - Spacing. I don't agree with this antijump since this is just a normal diff.
I've alredy explained the break time case, spacing issue fixed. New combo destroys the symmetry. I've consulted a BAT about "antijump" and it seems to be all okay, it's not that hard to read it anyways.

Chewin wrote:

[Sentry Level 3]
00:19:889 (1,2,3,4,5,6,7,8,9,10,11) - What.
00:46:814 Same above about break time
00:41:121 (1,2) - Exchange NC for consistency with the previous part.
02:05:741 (5) - New combo
Saying "what" is not helpful at all, elaborate next time. Break time's already covered up. New combos done, especially for the second one, because you're another person asking for it.

Chewin wrote:

[kublek's Dispenser]
Increase the stack leniency plz
KLUBEK!!!

Chewin wrote:

That's all, good luck :3
Thanks for tips, but I've used too few of them, to reward you a kudosu. Please read the previous modposts in future to get a clue what has been pointed out already and DO NOT MAKE TYPOS IN PEOPLE'S NICKNAMES.
Chewin
I don't care about other mod posts.
I mod following my modding criteria, and if someone mod something that has been pointed out already there should be a reson, no?
And if you fixed at least ONE thing from my mod post, well, you should kudosu the post.
I'm really surprised how the people can be so selfish to don't give kudosu even though other players have tried to mod your maps and help you.
You should to be more grateful with WHO has tried to give you an help.

Just sayin'.
And sorry If I called you Gelkan and not Galkan. OOOH PLZ BAN ME WHAT A BAD THING! Bah.
With this selfish attitude I can bet that people won't mod your maps anymore.
Topic Starter
Galkan
You've already shown lack of respect by clearly miswriting nicknames. If you don't even care of THAT simple thing, refrain from addressing people.

You are itching for kudosu like that was the whole point of modding process (tip: if you mod maps to farm kudosu and not for actual improvement of mapset, you're doing it wrong). If you look closesly, I've put an actual reason why I did or did not agree on every modpost's line, but you say you don't care (again), that you don't read them. Fine, as you want ('Cause YOUR "modding criteria" seems to be the most important, huh?).
That said, it all depends on how much mapper finds modder's advices useful - if we had to award only WILL that someone tried to help and modded one's map, we'd have plenty of "ok" +20 SP maps with 3-4 significant modposts. Read Armin's signature for further details.

Seriously, for such small design issues, people can sometimes be sincere and humble to refrain from chasing after those little points - world won't explode if you don't receive one.

And after all of that, you call ME selfish.
Real smooth.
Chewin
Idgaf of kudosu lol, I just try to help people to improve their maps with my mod. This isn't a reason to don't give a kudosu to who helped you.
And with "kudosu the post" I wasn't refering to my mod post, but I'm talking in general.
If someone tried to help you well, you should thank him with a kudosu.
You still are offended because I called you Gelkan for my mistake? Oh god, it was just a mistake.
You are making become everything so damn serious.
Well, that's all, and if I just modded small stuff it's just to don't write "remap all the map", lol.
Andrea
Please stop the discussion here, guys. >_<
Loctav
As requested by Galkan
Since I always throw fullmods, there we go.

(God I hate TF2, lol)
Because of the current level of this map, I can only give you general advises (especially in the standard diffs), unfortunately. Sorry for this.


[Combat Mini-Sentry]

The spacing varies too much. on easiest diff, you should stay on a constant spacing level with only slight or maybe a few exceptions. But here, it varies from 0,83 to 1,21. This is inappropiate
Also the map looks very clustery too me. It overlaps way too much and the patterns are very inconsistent and unevenly shaped. You should work more on the details. I'll point up a few stuff but I won't be able to show you every single thing since this would possibly result in a remap.
No offense but it seems to me like you ran out of ideas over time. Sorry my friend.

Holy. Set OD on 3. How can you have OD6 on the easiest map? x__x

00:12:504 (2) - This slider is uneven. If you watch the sliderlines, you'll notice. Copypaste (1) for this to fix.
00:14:966 (1,2,3,4,1,2,3,4) - spacing issue (see beginning). Try resnapping with distance spacing x0.8.
00:22:351 (1,2,3,4) - this looks messy to me, especially because previous pattern is shaped so even. Just mirror 00:19:889 (1,2,3,4) -
00:29:736 (3) - this is also unevenly shaped. Try copypasting 00:27:274 (1) -
00:34:659 (3) - ^
00:38:352 (3,4) - spacing issue. (this mention will always refer to the beginning's text). Try resnapping with x0.8
00:39:582 (1,2,3,4) - shape the pattern like in 00:37:121 (1,2,3,4) -
00:42:044 (1) - this looks so clustery, everything overlaps like hell.
02:18:050 (3,4) - this kind of overlap is just ugly. Try to not make them overlap. Also this way of slidershape looks very odd to me.

Overall, the map needs a big overhaul with way more evenly shaped patterns and shapes. I'm sure if you redo every combo step by step and try to place and shape them more detailed, this diff can be way better.

[Teleporter level 2]

The clusterness issue remains here too. The patterns overlap too much and you should consider increasing the whole distance spacing to something else (like 1,2x)
Just stay constant with it.
Also keep in mind that you should map in a certain "track" you want to "lead the cursor along" (for the so-called 'flow'). This doesnt exist here.

AR 4, OD 4.

00:14:966 (1,2,3,4) - this is way too lined up and stacked together. Try to shape bows, zigzags or stars or some other geometric shapes with the patterns.
00:19:889 (1) - moving stuff like this more to the left would result in a higher flow because the bow of the slilder would give a good track for this movement.
00:59:276 (1,2,3) - & 01:01:738 (1,2,3) - this is considered as inconsistent spacing. I'd suggest that you redo the whole map with the spacing you used in 01:01:738 (1,2,3) -
01:11:584 (1,2) - if you shape (2) more around the right bow of (1) and make the bows of (1) more 'bowy', then this could look good.
01:48:510 (1,2,3,4,5,6,7) - these kind of patterns are almost not readable. especially at this kind of AR
02:04:511 (4) - this kind of bows are too sharp and non-symmetric that the whole slider looks messy. Reduce grid size and make the bows on those kind of sliders more even.

[Sentry level 3]

Same issue as in the previous diffs. The patterns and sliders are generally unevenly shaped and can be placed way more flowy. I'll bring up some examples, else I start pointing almost every hitobject up.
Also the spacing issue remains. You apparantly have no system behind your spacing and most stuff seems random to me.


00:07:581 (1,2) - flip (2) and place it more above the end of (1). This keeps the flow.
00:08:811 (3,4,5) - doing this in a bow shape would work pretty good:

00:12:196 (1) - why is this not in the centre of the spinner? It looks so displaced there.
00:15:889 (4,5,6,7,8) - this is way too inconsistent. Keep one distance spacing here. The closely put together objects look messy, anyways. I just noticed that the whole section is in this kind of cluster.
00:41:121 (7) - shaping this way more around (6) makes it look cooler.
02:00:818 (1,2,3) - line them up

[Distaikoneer]

00:09:735 (18,19,20,21,22) - this is overmapped. There is nothing in the song that reasons this pattern. Remove 00:09:811 (19,20,21) -.
00:17:427 (62,63,64,65,66,67,68,69,70,71,72) - this is inconsistent compared to 00:14:966 (47,48,49,50,51,52,53,54,55,56,57) -. I'd do the same instead of varying it.
00:19:889 (77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93) - this makes no sense. The first triplet is freely invented and don't fit. The doubles also are unreasonable:
Remove 00:20:274 (80) -
00:20:197 (79,81) - these are kats
00:20:812 (84) - kat here
00:21:120 (87,88,89,90,91) - do kdd k dk kd (with this weird 1/8 1/6 snapping x__x)

00:22:428 (96) - remove this one, because of overmapping.
00:29:197 (131) - ^
00:30:889 (140) - ^
00:33:813 (157) - ^
00:36:274 (172) - ^
00:41:736 - you forgot a kat here
00:44:660 (237) - this is a kat, apparantly.
00:45:275 (242) - ^
00:45:891 (247) - ^
00:46:660 - you forgot a kat here
00:47:352 (255) - overmapped.
00:49:813 (265) - overmapped.
01:32:447 - you forgot a don here
01:28:970 (514) - this sounds so offplaced. I don't even know where you placed this on.
01:30:201 (520) - ^
01:49:125 (11) - this is a kat.
01:51:125 (23) - this sounds so offplaced. I don't even know where you placed this on.
01:57:356 (56) - overmapped.
02:10:819 (134) - another weird offplacement.


The main problem here is, that you change the focus of the map way too often. It confused me a lot that you switched from the (I call it) "vocal" to the "piano" in the kiai. Some stuff felt very random and improvised.
Unfortunately I don't like this diff. Sorry that I can't help you more with it than pointing you up some general issues I saw. I would recheck the whole diff if you can find even more randomness on your own.

[klubek's Dispenser]

00:07:581 (1,2) - kill the overlap, it's not overlapping enough to look good and the slight one just look messy. Try this: http://puu.sh/OyEC
00:10:042 (1,2,3,4) - Nazi: perfect stack them! (no grid snap + distance snap 0,0x)
00:12:504 (1,2,3,4,5) - ^ Overall: Stack all the sliderstuff perfectly. Else it looks stupid. lol
00:29:120 (9,10) - increase spacing to 1,26x, too
00:31:428 (6,7) - another weird overlap that looks messy. Try this: http://puu.sh/OyGL
00:32:197 (1) - what is that? Bow them more beautiful, like this: http://puu.sh/OyIZ
248,256,32197,6,2,B|168:252|164:176,1,120.000004577637,2|0
240,176,32659,1,0
316,168,32813,2,2,B|308:100|232:96,1,120.000004577637,2|0
00:42:044 (1,2,3) - try this to make the pattern look better: http://puu.sh/OyKy
01:13:123 (7) - this is so unsymmetrical and messy. Try to place the slider points more symmetrical
01:32:509 (3) - this sliderpoints make me cry. Redo the slider. Maybe something wobby
01:35:586 (4) - ^ (god, lol)
01:39:586 (3) - the bow of this one looks imperfect. Make it symmetrical.
01:48:510 (1,2,3,4,5) - purely overmapped. This is unreasonable and doesnt even appear in the music.
01:49:894 (1,2,3,4,5,6) - ^
02:00:049 (1,2,3,4,5,6) - ^
02:07:434 (1,2,3,4,5,6,7,8,9,10,11) - ^


The best diff in this mapset. Yet, most patterns seem randomly shaped to me and need a lot of refinement.

-------

Overall, I didn't like the set very much. Most stuff just look so raw and random to me that I lost any ambitions to point everything up over time. Sorry, that I can't help you more. I hope you recognize the main issues I see in this map and can fix it somehow.
Good luck anyways, Galkan-dono~
DarkStoorM

Loctav wrote:

[Distaikoneer]
Unfortunately I don't like this diff.
No problem. Next time I will just make a diff without any patterns :\ (D D D D D D D D D D D D D hell yeah)
I don't want to start another discussion here, but this diff is already easy as hell, but OK.
I will just fix everything and remove half of notes (LOLO overmapped!!!!111one REMOVE THIS). Ahh~, gimme a break.
(last try)

No offense, but I prefer randomness more than the boring ranked scheme. I will just stick to NRNA maps ;\
Dunno why I even started mapping this, lol

[/care]
STBlack_old
From my dead queue
modding just because engi is my fav class

General
Artist must be Syrsa
He was Scoutellite, then Dutvutan, now he is Syrsa

Combat Mini-Sentry:
AR -2
OD -2

00:14:966 (1,2,3) this can be hard for easy
00:17:427 ^
02:22:973 move this green point to 02:22:358

Teleporter level 2:
00:58:661 - 5 too far from 4
01:01:122 ^

klubek's Dispencer
This diff is like starting from hard and it's getting like insane until the end xD
00:46:968 remove nc ?
00:51:891 - idk maybe remove this ?
Topic Starter
Galkan
I won't quote Loctav's post (due to its size), but I'll say I have fixed almost everything he has pointed out. Big thanks (but my spacing was never random, lol)! My apologies for not rewarding you kudosu on time, my PC was broken down X_X

STBlack wrote:

General
Artist must be Syrsa
He was Scoutellite, then Dutvutan, now he is Syrsa
Haha, and I thought he uses two nicknames at the same time, thanks for clarification! :)

STBlack wrote:

Combat Mini-Sentry:
AR -2
OD -2

00:14:966 (1,2,3) this can be hard for easy
00:17:427 ^
02:22:973 move this green point to 02:22:358
Gosh, how I wish you could play the fixed version... I couldn't update it on time :-| And kiai sections are already on proper places, there's no need in moving them!

STBlack wrote:

Teleporter level 2:
00:58:661 - 5 too far from 4
01:01:122 ^
Those are jumps! I'm not changing these ones, sorry!

Now I am waiting for klubek to update his difficulty and mapset is ready to go again!
Thanks for your time :-)
klubek
Fixed~
Thanks a lot Loctav, I fixed a lot from your suggestions! Just two things - about these sliderpoints, it's nice when sometimes appears slider with no symmetrical points especially when it fits (while engie says "moovin~ moovin~"), not that another boring diff with same sliders. Ofc, it's messy when you look on it in editor, but during the game it's fine :) About overmapped.. I don't see a problem here since it's insane diff. Maybe that longest stream, I will think about it~

STBlack wrote:

klubek's Dispencer
This diff is like starting from hard and it's getting like insane until the end xD
00:46:968 remove nc ?
00:51:891 - idk maybe remove this ?
Yeah! Looks like from hard to insane ^^ tho 1/3 sliders are harder to read than later streams for first play~
Didn't remove that nc and that note but thanks anyway! :)
rEdo
[Combat Mini-Sentry]
00:05:119 (1,2,3,4) - inconsistency between (4) and red (1), also this pattern looks null... how about you try this?
00:12:504 (2) - this looks bad, why won't you just copy the previous slider, rorate it by 180° and place at x:256 y:141?
00:14:966 (1,2,3,4,1,2,3,4,1) - this is also pretty meh, and doesn't really fit for an easy difficulty. maybe try something like this? also, stick to the 0.8x distance snap.
00:37:121 (1,2,3,4,1,2,3,4) - if you wish to keep these, you should decrease the distance snap on these notes.
00:59:891 (1) - weird new combo... maybe use it at 01:01:738 (3) - instead?
01:03:584 (1) - ^
01:03:584 (1) - add a hitclap
01:04:199 (2) - delete the hitclap at its end
01:06:046 (4) - add a hitclap
01:06:661 (1) - add a finish
01:16:508 (1,2,3) - this is... just bad. please, STICK to one distance snap and don't even think of turning it off. look, that's a good example how you should use these sliders.
01:46:048 (1) - this is kind of short for an easy.
01:58:356 (1) - you should use them finishes a lot more often! otherwise the map is too null.
02:08:203 (1) - ^

[Teleporter level 2]
00:19:889 (1,2,3,4,1,2,3,4) - maybe move that whole lot of notes a bit to the left, so the third notes are at x:256? looks a lot better like that. click for an example how to do that.
00:42:044 (1) - perhaps you're missing hitclaps here?
00:46:660 (4) - nazi! move it a little bit lower, plays a lot better with the flow.
01:01:738 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,5) - that's a HUGE distance snap increase you've got there. remap this part.
01:48:510 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - don't you think that the distance snap is too huge on these too?
02:10:665 (7,1) - that's an another weird jump, I'd suggest something like this. click here for a sample.

[Sentry level 3]
 
this time it's not a list of things you should fix, oh no. there would be just too much stuff to nitpick. I gave up on modding this difficulty, since it's 2 minutes of the same mistake repeating over and over again. don't even ask for modding when you're mapping this negligently. STICK TO THAT SINGLE DISTANCE SNAP, GOD DAMMIT! especially at the patterns of the same combo color. the variety of it that you used just makes no sense and completely doesn't fit the song.
sorry, but in my opinion you should just remap the entire thing. with the correct usage of distance snap this time.


[klubek's Dispenser]

00:15:889 (6,7,8) - maybe try something like this? the slider ends at the same place as blue (5). when it's about 00:18:350 (6,7,8,9) - you can simply rorate the pattern you've just made. you can grab the sample here.
00:22:043 (7) - move it somewhat further.
00:24:505 (7) - ^
00:56:814 (1,2,3,4) - this is kind of meh... I understand the idea, but it just doesn't fit the song at all. I'd reassign the patterns like these.
01:10:046 (3,4,5,6,7,8,9,10) - that's a really sudden and unexpected distance snap change, you should fix that.
01:16:046 (8,9,10) - these three notes in comparison to the previous ones look like they were in a 1/2 snap, don't you think?


this map still has a long way to go, and a lot of work to be done with it. maybe I'm harsh, but the hard criticism is what is necessary for you in order to create a quality beatmap.
I guess that's it. the only thing I've got left to say is... good luck with it, guys! :)
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