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Star Shooter
221 posts
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No kudosu yet.
I know it's a bit much, but I hope I does help ^^
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Beat Clicker
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Okay let's continue...
Celektus wrote:
Hyper
Overall


- the best diff so far most Rhythm choices make sense to me and work fine, the visual concepts are better and there is less stuff I personally wouldn't agree with

Suggestions


- both this 00:02:176 (3) - and this one 00:03:724 (2) - are copy pasted and thus look alike but the song isn't quite rhythmicly reflecting that
so it clashes a bit with the players expectation. work alright mostly but could be better (I don't really get why that's a problem but I replaced the second slider with circles)

- these 2 00:06:047 (1,2) - don't make too much sense they don't emphasize what you map before it. I think a circle right in the middle between both might work (Yeah... I don't think I want to get to 1/4 rhythms here yet)

- in context these 2 00:13:789 (1,2) - feel to me like they don't flow into each other too good so look at least into it (Used ctrl+G on them)

- 00:14:563 (1,2,3,1,2,1,2,3,4,1,2,1,2,1,2,3,4,5) - this whole section is the biggest problem i have with this diff. I just feel like nothing is emphasized,
it's just on Rhythm. I beg you to remap it which is hard but maybe other Modders can agree or disagree with this (I'll keep this)

- it starts for me with this slider 00:14:563 (1) - the ones before followed this slower Rhythm of the piano and then i think on the red tick inside the Repeat is actually when the streamy bit starts.
I wouldn't say it's 100% the red tick so look twice. Maybe this point indicates what wrong for me with the whole section that the repeats start on sounds that should belong to other things... I might look into that again I hope that's helpful somewhat (I changed it a little)

- 00:32:369 (1) - I first didn't notice this since I haven't enabled your hitsounds, but that's actually a nice touch ^^

- 00:48:100 (1,2) - so these repeats should be longer to follow the Rhythm, but I'm sure you had a reason as to why you didn't do that.
the thing for me is that there obviously is something missing and you can clearly hear it so maybe conciser remapping this maybe with non repeat sliders (Left it, I use this for the strings part)

- 00:56:827 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - this section like in the hard follows the Rhythm of the drums good enough and is consistent with it, so just in case I wouldn't try to hard to emphasis it since it makes perfect sense

- i think the spacing of these 2 01:21:918 (2,3) - might be a bit too much or their SV makes them a bit harder to follow at this skill level *(Lowered sv and shorten spacing)

- 01:27:372 (1,2,3) - similar here I'm not sure about the SV, but my reason isn't really justified enough so think about it yourself (Lowered to sv 0.75 again)

- 01:30:645 (3,4,5,6,7,8) - these singletapps are really awkward to play and quite unexpected since they didn't appear before in the map. I would suggest stacking them,
not sure how big of a difference it will make so conciser other solutions (Replaced whole thing with 2 slider thanks for pointing out)

- I like this pattern 01:38:281 (1,2,3,4,1) - o.o ([Insert PogChamp here] Thank you!! :) )


Insane
Overall


- great diff visual concepts could be better but most patterns are solid and play well. I only have some exceptions

Suggestions


- I find this patterns 01:04:463 (1,2,3,4,1,2,3) - a bit too hard to hit and overall really awkward. In my eyes it's and out of nowhere difficulty spike (Replaced with sliders)

- 01:29:554 (1,2,3,1,2,3,1,2,3,4,5,6,7,8) - in this I think are a lot of thing that need more justification like I don't get to what the doubles follow for example 01:29:554 (1,2,3,1,2,3) - (Changed to focus on melody)
or what any of this does 01:30:645 (1,2,3,4,5,6,7,8) - (Changed all to repeat sliders, not sure if it's good though)

- this pattern is way too hard to hit 01:55:736 (1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,4) - It makes no sense to have it at the end for me and could be adjusted (Changed the whole pattern, although the last 8 circles is still a bit tricky)

Difficulty got toned down a lot thanks


Extra
Overall


- the problems with rythm emphasis are at this point mostly gone but other things now take the map down a bit, which is mostly about the consistenscies like the visuals or the kinda of flow the patterns have
to propreply solve issiuse with this you will need more competent modders in visual concepts or flow concepets. As far as i can say the map has not really any overall ones which would help a lot

Suggestions


- 00:28:498 (1,2,3,4,5,6) - since this is already really emphasized woth these hitsounds and does get musicaly more intens it could also get more intense spacing wise or otherwise (Done)

- I especially feel not good about this pattern 00:51:918 (1,2,3,4) - it never appears again and since it suggests tapping to it makes it feel weird compared to all the other singletapps in the map.
I would at least scale them closer to eachother or even stack them... or something else (Scaled closer)

- 01:04:463 (1,2,3,4,1,2,3,4,1) - this is also one of those kind of patterns that I really have a problem with. It is just so weird to hit and makes no sense to me.
It has symetrie to it but compared to the rest of the map it doesn't add up. this needs to be either changed in favor of the theme of the map or be the themem (the 2nd option is way harder to pull of tho) (Moved them around a bit)

- 01:27:372 (1,2,1,2,1,2,1,2) - this one is kind of a good idea but again needs a theme supporting it through out the map (Did the same thing to this as well)

- these Slider jumps 01:31:190 (1,2,3,4) - they really don't fit in my mind and are a bit overdone (Not jumps anymore)

- these are a bit overdone too 01:32:827 (1,2,3,1,2,3,1) - and also don't refelct the rythm as good as the repeats did i think (I'll stick with the same sliders but changed the last three closer)

- 01:44:827 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - again needs more reson to support it (I really like this pattern sorry)

- I think repeats or a actual stream would be better than this 01:48:100 (1,2,3,4) - (Replaced with repeat sliders)

- 01:51:372 (1,2,3,4,1,2,3,4,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2) - you should only use either sliders or repeat sliders I my opinion (Changed to... something)

- it just goes into this pattern with out any gradual change 01:56:554 (1,2,1,2,1,2,1,2,1,2) - the music clearly increases at here 01:56:963 (2) - I think this needs to go more into it and the patterns before it should be less spaced.
Also the not apparent enough theme problem applies to this too (Changed some positions)


Valkyrie
Overall


- The first point i wanna adress is that I feel like there needs to be something between Valkyrie and Extra spread wise.
Next thing is that the diff is visualy really consistent this time and the flow overall works fine. my only complaints would be how you handle difficulty.
the first Jumps before the 1/6 stream and the stream istself come so out of nowhere and the visual concept of the jumps itself could be better i think since it confues me. the stream is fine on it's own but not in context

- I don't feel like I can say as much about this diff in generel other then a few suggestions of what i think might be too much and broad things. a more experienced modder might find a few things

Suggestions


- these patterns 01:02:827 (1,2,3,4) - 01:00:645 (1,2,3,4) - 00:58:463 (1,2,3,4) - have no specific reason to be the way they are and feel overdone (Changed to circles only)

- this technically works 01:22:463 (1,1,1) - but I feel like it would be better without them being (I like this pattern)


Overall closing thoughts
I really like the map and I will look out for how you improve it. the easier diffs in my opinion have a bit of a lack of emphasis and are in general a bit overlooked but should be either easy to improve or won't even need much to get them ranked. I'm looking forward to what you have to say about my points and If you would like to talk with me about stuff more extensively please pm me or MrMenda.


Thanks so much for mod :)
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Combo Commander
390 posts
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no kds because I didn't check, so I came across your map

Image General

  • Tags: remove "penoreri preserved valkyria valkyrie sound voltex gravity wars" from tags, you already have them in your artist - song title - difficulty name and source respectively. Instead, add "sdvx" as a short form for sound voltex, "konami" for the company that owns sdvx and "-Jordan-" into your tags because he collab'ed in your map.


maybe I'll check this some other time, oh well. good luck for now!~ am a big fan of sdvx haha
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Beat Clicker
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Xinying wrote:
no kds because I didn't check, so I came across your map

Image General

  • Tags: remove "penoreri preserved valkyria valkyrie sound voltex gravity wars" from tags, you already have them in your artist - song title - difficulty name and source respectively. Instead, add "sdvx" as a short form for sound voltex, "konami" for the company that owns sdvx and "-Jordan-" into your tags because he collab'ed in your map.


maybe I'll check this some other time, oh well. good luck for now!~ am a big fan of sdvx haha


Changed...

I replied late sorry
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Star Shooter
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Earned 1 kudosu.
randomod

advice:
watch the following pishi videos:
for your rhythm:
basic rhythm
irregular rhythm
overmapping
for your consideration:
fun vs good
for your jumps:
basic spacing
flow + circles
spacing emphasis
jumps
If this is too much for you, that's totally fine - just don't ignore them. No matter whether it's all in one day, one a day, one a week, or one a month, you should seriously watch and interpret all of these videos. They are all relevant to the problems I see in your mapping.

Overall:
Pure white combo colors are unrankable.
Taiko, CtB, and standard tags are conflicting!
Preserved Valkyria is not needed in tags, as that is already the song title.
Valkyrie is unneeded in the tags.
Your hitsounding is very unrankable.


Valkyrie
General:
Right off the bat, I see you using the Normal sampleset. This is sometimes acceptable, but the default normal-hitnormal is an extremely strong sound, and using it during a song that doesn't have much in the way of regular drum makes the hitsounds abrasive, as if they are competing with the song instead of adding to it.
Also, here's a good simplification of the word 'structure:'
1) Make shapes out of patterns of notes. That is, to say, star patterns (pentagons), monstrata maps (triangles), etc. use this method of structure to make the map solid.
2) Stack notes. Use the same spot for multiple hit circles.
3) Place notes relative to others. This means blanketing, distance snap, etc.
Of course, there are reasons to break these - spacing emphasis among those. These are the basics, though. These will help you tie your patterns together so your maps are more cohesive.
This entire map seems to lack in all 3 of these - especially making shapes. This patterning is found almost nowhere in the map - rather than a structured map, it seems more like a constant stream of notes.
Beyond this, the rhythm has some pretty serious issues. You will need to work on making sure you are actually mapping what the song provides instead of what's in your mind (map to the song instead of warping the song to your own intentions).
And please, for the love of God, do not map high difficulties if it compromises your use of basic ideas like flow, rhythm, spacing emphasis, and structure to this degree.
Specific
00:03:143 (1,2,1) - The problem here is the difference between spacing on the map and spacing in the song. These 3 notes are close to equidistant, and yet 2-3 is half the timing of 1-2.
00:10:692 (1,3,6,1) - Just to exemplify those rules of structure I brought up, these 4 notes, for example, look very messy.
00:12:434 (1,2,3,4,5,6,1) - Similar to the previous point, this seems thoughtlessly placed: try stacking the start of the stream on 00:11:982 (5) - perhaps?
00:14:563 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - There are very few ways to make a stream this long look good, especially with such prominent spacing changes. On top of this, many of the spacing changes, such as 00:18:434 (1,2,3,4,5) - , are noticeably off and inconsistent. You could make nice circular shapes, but things like 00:18:047 (5,6,7,8,1,2,3,4,5,6,7,8,1) - look more like a potato.
00:19:208 (1,2,3,4) - As I said before, patterning will help things like this immensely.
00:19:982 (1,2,3,4,5) - Try stacking the start of this stream on the end of 00:19:595 (3) -, or blanketing it around the head of the same slider.
00:20:369 (6,7,8,9,10) - Similar folly, but with 00:19:789 (4) - .
00:20:756 (1,2,3) - People may see this as an extension of the previous very fast streams, it may be beneficial to find some other way to differentiate this from the other streams: it could be just making it straight, or raising its spacing, or one of many other things.
00:20:950 (3,4,5) - While this looks good, 00:21:531 (1) - seems almost entirely unrelated to it, which gives the danger of making the map seem separated from itself.
00:21:724 (2,3,4,5,6,1,2,3,4,5) - Try to pick one spacing for this part, there is almost no variation in intensity here. I can imagine raising spacing on 00:22:498 (2,4) - these two, because there are very strong cymbal crashes here, but otherwise, it's pretty plain.
00:24:724 (1,2,3) - This triple generally seems to be spaced a bit too far and curved a bit too much, and doesn't fit in in the section.
00:23:563 (1,2,3,4,5,6,7,1,2,3,4) - More on patterning: this looks pretty random, but would be much nicer if you found a certain shape to make this into. Maybe a star pattern would work?
00:26:079 (4,1,2,3,4) - Yes, the rhythm here is alright, but 00:26:175 (1) - is very strong - are you sure you want it to just sit in the middle with 0 playing emphasis on it at all?
00:27:723 (1) - ^
00:29:272 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,1,2,3,4,5,6,1,1,2,3,4,5,6,1) - I cannot stress enough how bad of an idea making one of the softest parts into the most difficult thing to play in this whole map is.
00:33:918 (2) - This slider shape could really use some fixing. To put it bluntly, it is aesthetically rated as very bad.
00:35:466 (1) - ^
00:39:982 (2,3,1) - Considering the low SV, such high spacing on this triple doesn't seem to have any effect.
00:39:337 (1,1) - Do these slider shapes have any relation with each other? They really should.
00:40:885 (1,2,3,1,2,3,4) - Here we see multiple different rhythms, and yet the spacing on each is the same. This is counter-intuitive to reading and to playing in general.
00:43:208 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7) - There are some intermittent soft piano notes here, but every other note in this stream does not exist in the song in any meaningful, noticeable way, and is thus only implied - mapping a 232.5 bpm 25 note stream to what is largely nothing is a very poor way to represent the song in any capacity to the player.
00:47:118 (1,2) - Stacking these, or at least moving them closer together, would probably look better.
00:56:826 (1,2,3,1) - The player is exiting a 220 bpm spaced stream, it will be extremely hard to instantly cancel that motion and go the exact opposite direction, then do the exact thing again 5 times in a row before a single slider. The jump spam here is extremely hard on the player for what seems to me like no reason, and the spacing between notes does not follow any sort of emphasis or consistency.
01:01:463 (3) - Despite what the timeline says, the end of this slider is stronger than the head of it, and sliders should start on strong notes and end on notes of equal or lesser strength.
01:03:509 (2) - This slider starts on nothing, repeats on nothing, and ends on a strong note.
01:05:009 (1,2,1,2) - At this speed, and with these angles, it is extremely hard to hit these kick sliders and get 300s. Try ctrl+G ing 01:05:145 (2) - and 01:05:418 (2) - so that both sliders move in the opposite direction.
01:05:963 (2) - As I stated further up in this mod, this slider needs a makeover.
01:10:600 (6,7,8) - Mapping a star and then mapping 3 notes like this in a partial pentagon perfectly overlapping with the previous pattern is both hard to read and changes the pattern for what seems like no reason. As the notes being played do not change, why would you change the spacing you use to represent them? (Though I am personally against the very high spacing you used to represent these.)
01:11:554 (1,2,1,2,3,4,5) - Referencing the structure pointers from the start of this mod: you could make some great shapes out of this! Maybe blanket a circle on the outside of 01:13:054 (5) - .
01:16:872 (3) - This note does not exist. It is an extension of 01:16:736 (2) - which should be mapped with a slider.
01:16:872 (3,1) - There is almost no difference in spacing between this and 01:17:145 (1,2) - despite one being twice as fast.
01:17:690 (2) - I could hardly even hear the note this was mapped to on 25% speed. The player will definitely not detect it - this circle is effectively mapped to nothing. Yes, a sliderend would be acceptable, but otherwise, this doesn't deserve a note.
01:17:145 (1,2,3,1,2,3,4) - All of this part could use all of the rules of structure: stacking 01:16:736 (2,3) - well, maybe making an equilateral triangle out of 01:17:145 (1,2,3) - , etc.
01:18:100 (1,2,3,4) - This is an example of good patterning: this is made into a perfect square. However, it doesn't seem to relate to the preceding or antecedent parts at all. It doesn't flow out of or into them, either.
01:18:645 (1,2,3,4,5,6,7) - The intensity in this section increased with the introduction of a new instrument - why did spacing decrease?
01:19:463 (6,7) - Try to center this in your pentagon at 01:20:009 (2,3,4,5,6) - . Otherwise, the pentagon looks less balanced and these notes seem to belong much less.
01:20:827 (1,3) - Maybe make these parallel, or curve one and blanket it around the other? There are plenty of ways to make these 2 sliders look better.
01:23:281 (2,3,1,2,3,4,1,2) - Half of these notes (namely 01:23:554 (1,1,2) -) are mapped to nothing. Also, you should try to pick a single track and follow that. Changing the line you are following is often necessary, but flip-flopping between them is the worst possible way to do that, especially when you're just looking for an excuse to spam jumps.
01:25:190 (1,2,3,4,1,2,3,4,1,2,3,4) - I have a lot to say about this jump section. Unfortunately, there are no good things within that.
1) They're very similar distances - you use absolutely no spacing emphasis here.
2) Despite this, they are very visibly different distances - thus, the structuring is poor.
3) Even if you were attempting to use spacing emphasis, some of the absolute strongest notes in this section actually have the shortest spacing (yes, I checked).
4) If you're following drums here, I honestly can't tell. Some notes are mapped to the bells, some notes are mapped to the strings, some are mapped to the drums, some are mapped to nothing at all.
01:26:827 (1,2,3,4,5,6,7,8,1) - I find it very hard to calmly express my discontent with the existence of this widely spaced 225 bpm stream to nothing. There are no sounds behind it. The drums don't change, the strings only hit a few choice notes here too. No matter how many lines you are following at once, they do not add up to form this.
01:29:009 (1,2,3,4) - Though the idea behind the pattern itself is creative, only 01:29:009 (1,3) - are mapped to the strings. 01:29:145 (2) - has a head mapped to the drums and an end mapped to nothing, and 01:29:418 (4) - is just mapped to nothing.
01:29:554 (1) - Held notes with nothing to emphasize with sliderends should extend to 1/4 beat before the next note.
01:31:736 (1,2,3,4) - These sliders probably deserve to have some relation to each other.
01:29:827 (2,3,1,2,3) - This implies clockwise circular flow, and yet you give entry to a stream at 01:30:645 (1,2,3,4,5,6,7,8) - in a way that both entirely contradicts this and forces the player to make several uncomfortable velocity changes.
01:32:827 (1,2,3,4,5,6) - Isn't this the same spacing you used for the end of the previous stream? The beat snap divisors are different, so find a different way to express this.
01:34:371 (6,5) - Stack these for maximum structure.
01:35:009 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Up until the last 2 notes, this is actually a pretty good stream shape! Good job.
01:36:918 (1,2,1) - After lots of overmapped streams, I am shocked that you ignored one of your few real opportunities to throw a stream in there.
01:37:190 (1,2) - overlaps like this look pretty bad. Move the circle away from the slider.
01:37:600 (3) - This slider probably needs some reworking.
01:37:600 (3,1,2,1) - Again, you miss a stream opportunity!
01:40:099 (3,5,2,2) - See my dank stacking tips for aforementioned maximum structure.
01:42:100 (1,2,1,2) - Considering 01:42:236 (2,1) - is probably one of the stronger parts of this jump series, why do they have by far the shortest jump length?
After this point, I don't see all that many issues that I haven't pointed out plenty of times already.

From this point on, I sometimeswill not be explaining the reasoning behind the faults I find. They were all very clearly explained in my mod on the Valkyrie diff.


Afterlife
General:
If you plan on ranking this (my honest opinion: you won't do so without plenty more experience and some remapping), having 2 custom diff titles is unrankable.
This honestly seems so much better than your top diff. It looks better, it's more structurally sound, streams are nicer, the map is generally hundreds of times better.
A pure white combo color is unrankable.
Placing 2 very similar combo colors (light grey and unrankably bright white, in this case) next to each other is unadvisable. Changing the order of your combo colors would be better received and would help distinguish between combos in your map.
A lot of this map is atrociously underspaced. It makes for a map that is both harder to follow and much less visually appealing. This image demonstrates that this diff is indeed very concentrated on the center. Use the full space you are given!
Overlaps generally make things both aesthetically abrasive and hard to read when not executed well. Many skilled mappers avoid them entirely.
Specific:
00:01:402 (1,3) - When blanketing, the inner object should be equidistant from all parts of the sliderbody it is blanketing.
00:02:466 (3,1) - In structuring maps and making them all pretty, it is bad practice to:
1) Make the angle of entry for this sort of slow-moving slider more than 45 degrees different from the angle at which the slider begins. In this case, it is closer to 315 degrees off.
00:03:143 (1,2) - The distance between these 2 objects in timing is 1/2, yet it is further apart in spacing than 00:01:402 (1,2) - which is twice the time spacing.
00:02:466 (3,4,1) - Similar issue, where 00:02:466 (3,4) - is a longer distance but 00:02:756 (4,1) - is a longer time.
00:04:305 (4,2) - Make sure all of your overlapping looks deliberate! This looks messy.
00:05:466 (1,2,3) - 00:05:853 (3) - is by far the strongest note here, but 00:05:466 (1,2) - is, for whatever reason, a larger spaced jump.
00:06:143 (1,2,3,4,5,6,7,8) - Try to make stream curves consistent, they look much better that way.
00:07:595 (1) - This is an extremely intense note in the song, why is spacing so low?
00:13:401 (2,1,2,3,4,1) - This would look much cleaner as a hexagon rather than an amoeba.
00:17:079 (3) - The end of this slider is stronger than the start of it.
00:20:756 (1,2,4) - Make these equidistant and you'll be much happier with them.
00:21:143 (3) - Stack this one on the head of 00:20:176 (2) - .
00:21:531 (1,2) - Try to be consistent in your slider placements. Rotations usually look best at 90 degrees, and sliders that overlap like this are very abrasive to look at.
00:22:305 (3) - This overlaps a bit too much with 00:21:918 (2,3) - . Move it out a lot.
00:23:756 (2,3) - These seem a bit too similar in visual distance to 00:23:079 (1,2) - for their different timing.
00:24:724 (1,2,3,4,1,2,3,4,5,1,2,3,4,5) - As I have stated so many times, patterning is SO important!
00:24:724 (1,2,3) - Why is this wider in spacing than 00:25:595 (3,4) - ?
00:26:079 (1,2,3,4,5,1,2) - This very heavily overlaps. Also, why do you directly contradict implied flow with 00:26:853 (1,2,3,4,5) - ?
00:27:627 (1,2) - This falls into the same trap as the Valkyrie difficulty in that the 2 here is much stronger, but 1 is the start of the burst. Find a way to make that 2nd note really stand out.
00:28:401 (7,1) - More abrasive overlap is in here under 00:27:627 (1,2,3,4,5) -
00:29:143 (3) - ^
00:28:885 (1,2,3,1) - Try to make this into the sort of square pattern you had a few times in your top diff, those were nice.
00:29:272 (1,2,1,2,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,1) - Again, having one of the absolute hardest parts of the map being the calmest part of the map is an awful idea.
00:33:143 - Considering the extremely strong note here, you should probably cut 00:32:369 (1) - short and add a hit circle there.
00:33:918 (2,1) - These sliders could use some work.
00:40:111 (2) - Try to make the starting bend and ending bend of this slider more consistent lengths.
00:41:176 (3,4,1,2) - Again, this spacing is very confusing to the player.
00:42:918 (3,2) - Be deliberate in your overlaps.
00:48:100 (1,2,3,4,1,2,3,4,1,2,1,2,3,4,5,1,2,3,4,5,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,1,2) - This is generally a mess of consistency. Try to make 2 measures and keep the rhythm you used for those 2 measures in mind as you go.
00:51:236 (2,3,4,5,2,1,2,3) - Overlaps!!
00:57:100 (2,2) - This is an actual good overlap.
00:59:009 (1,1,1,1,1,2) - Try to keep your slider choices consistent. Throwing in these short, sharp-anchored sliders when almost none exist in the rest of the map is a poor idea.
00:59:827 (1,2,1) - Contradicts implied flow very heavily, but why?
01:01:327 (2,4,2,4) - A few things:
1) Avoid the overlap.
2) Try to make distance the same. These sliders are the same shapes, and the same sounds, but in their own patterns, they are hugely different visual distances from each other.
01:02:827 (1,3) - blankets pls
01:14:963 (2,3,4,1) - The slider here feels entirely disassociated with the rest of the pattern. Maybe stack it on 01:14:963 (2) - or something, and use more consistent circular flow.
01:17:690 (1) - Mapped to nothing.
01:19:872 (1,2,3,1,2,3,4,1) - This pattern seems entirely random, with no visible reasoning or structure behind it.
01:26:009 (3) - This contradicts everything in this intense jump pattern up to this point.
01:27:372 (1,2,3,4,1,2,3,4) - It's clear what you were going for here, but it looks like it was freehanded. You can use create polygon circles for this and come out with a much cleaner result.
01:38:645 (3) - This should be a circle, not a slider. The end has no note on it.
01:40:600 (2) - The end of this slider is much stronger than the head of the slider.

That's all I have for this diff without being any more redundant than I have been already. The diff struggles from circles-placed-with-no-regard-for-relative-position disorder, and most of the same issues Valkyrie has, and I skipped over a lot of stuff I probably should have pointed out, but it was all the same stuff. You obviously have some good ideas, and your streams look pretty nice, but you need to work on a lot of basic concepts (it'll probably be easier to work on them when you map stuff you can play).

Aight, I might mod more diffs later.
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Mun wrote:
randomod

advice:
watch the following pishi videos:
for your rhythm:
basic rhythm
irregular rhythm
overmapping
for your consideration:
fun vs good
for your jumps:
basic spacing
flow + circles
spacing emphasis
jumps
If this is too much for you, that's totally fine - just don't ignore them. No matter whether it's all in one day, one a day, one a week, or one a month, you should seriously watch and interpret all of these videos. They are all relevant to the problems I see in your mapping. I actually watched all of these... but I might watch them again since it might be important

Overall:
Pure white combo colors are unrankable. Change to blue
Taiko, CtB, and standard tags are conflicting! Wait... I deleted those diffs months ago
Preserved Valkyria is not needed in tags, as that is already the song title.
Valkyrie is unneeded in the tags. Tags were changed upon last mod
Your hitsounding is very unrankable. Please explain
Just gonna ask... when did you download this, and when's the last time you update?


Valkyrie
General:
Right off the bat, I see you using the Normal sampleset. This is sometimes acceptable, but the default normal-hitnormal is an extremely strong sound, and using it during a song that doesn't have much in the way of regular drum makes the hitsounds abrasive, as if they are competing with the song instead of adding to it. Changed all to soft, also toned down the volume
Also, here's a good simplification of the word 'structure:'
1) Make shapes out of patterns of notes. That is, to say, star patterns (pentagons), monstrata maps (triangles), etc. use this method of structure to make the map solid.
2) Stack notes. Use the same spot for multiple hit circles.
3) Place notes relative to others. This means blanketing, distance snap, etc.
Of course, there are reasons to break these - spacing emphasis among those. These are the basics, though. These will help you tie your patterns together so your maps are more cohesive.
This entire map seems to lack in all 3 of these - especially making shapes. This patterning is found almost nowhere in the map - rather than a structured map, it seems more like a constant stream of notes.
Beyond this, the rhythm has some pretty serious issues. You will need to work on making sure you are actually mapping what the song provides instead of what's in your mind (map to the song instead of warping the song to your own intentions).
And please, for the love of God, do not map high difficulties if it compromises your use of basic ideas like flow, rhythm, spacing emphasis, and structure to this degree.
Specific
00:03:143 (1,2,1) - The problem here is the difference between spacing on the map and spacing in the song. These 3 notes are close to equidistant, and yet 2-3 is half the timing of 1-2. Moved 2 to slider
00:10:692 (1,3,6,1) - Just to exemplify those rules of structure I brought up, these 4 notes, for example, look very messy. Changed the first 6... hopefully that helps?
00:12:434 (1,2,3,4,5,6,1) - Similar to the previous point, this seems thoughtlessly placed: try stacking the start of the stream on 00:11:982 (5) - perhaps? I stacked on 4... is that good?
00:14:563 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - There are very few ways to make a stream this long look good, especially with such prominent spacing changes. On top of this, many of the spacing changes, such as 00:18:434 (1,2,3,4,5) - , are noticeably off and inconsistent. You could make nice circular shapes, but things like 00:18:047 (5,6,7,8,1,2,3,4,5,6,7,8,1) - look more like a potato. Used a bit of time but got it to be a circle
00:19:208 (1,2,3,4) - As I said before, patterning will help things like this immensely. ... patterning? What exactly is your definition of patterning? (I did change it a bit after changing the stream)
00:19:982 (1,2,3,4,5) - Try stacking the start of this stream on the end of 00:19:595 (3) -, or blanketing it around the head of the same slider. coincidentally, I did that after changing as well
00:20:369 (6,7,8,9,10) - Similar folly, but with 00:19:789 (4) - . I think this might break my new pattern
00:20:756 (1,2,3) - People may see this as an extension of the previous very fast streams, it may be beneficial to find some other way to differentiate this from the other streams: it could be just making it straight, or raising its spacing, or one of many other things. It's actually already further than the 1/6 streams, but if you insist
00:20:950 (3,4,5) - While this looks good, 00:21:531 (1) - seems almost entirely unrelated to it, which gives the danger of making the map seem separated from itself. I honestly cant change much, I tried, and it ended up being a potential harm to the pattern
00:21:724 (2,3,4,5,6,1,2,3,4,5) - Try to pick one spacing for this part, there is almost no variation in intensity here. I can imagine raising spacing on 00:22:498 (2,4) - these two, because there are very strong cymbal crashes here, but otherwise, it's pretty plain. The intensity... for me, I like to look at... listen to the pitch and in my opinion lower pitch has lower intensity, so that's the reason I have decreasing spacing, however, I did change 2 and 4
00:24:724 (1,2,3) - This triple generally seems to be spaced a bit too far and curved a bit too much, and doesn't fit in in the section. Spacing is fine by me but I changed it to a straight triple
00:23:563 (1,2,3,4,5,6,7,1,2,3,4) - More on patterning: this looks pretty random, but would be much nicer if you found a certain shape to make this into. Maybe a star pattern would work? Fixed
00:26:079 (4,1,2,3,4) - Yes, the rhythm here is alright, but 00:26:175 (1) - is very strong - are you sure you want it to just sit in the middle with 0 playing emphasis on it at all? I spaced the last four notes further
00:27:723 (1) - ^ ^
00:29:272 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,1,2,3,4,5,6,1,1,2,3,4,5,6,1) - I cannot stress enough how bad of an idea making one of the softest parts into the most difficult thing to play in this whole map is. Put a few more reverse sliders in... not sure if it helps but I don't think you'll like it
00:33:918 (2) - This slider shape could really use some fixing. To put it bluntly, it is aesthetically rated as very bad.
00:35:466 (1) - ^ I am going to be honest here, I think these are fine.
00:39:982 (2,3,1) - Considering the low SV, such high spacing on this triple doesn't seem to have any effect. Changed spacing
00:39:337 (1,1) - Do these slider shapes have any relation with each other? They really should. Mixed feelings about this idea but I changed
it

00:40:885 (1,2,3,1,2,3,4) - Here we see multiple different rhythms, and yet the spacing on each is the same. This is counter-intuitive to reading and to playing in general. Changed slightly
00:43:208 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7) - There are some intermittent soft piano notes here, but every other note in this stream does not exist in the song in any meaningful, noticeable way, and is thus only implied - mapping a 232.5 bpm 25 note stream to what is largely nothing is a very poor way to represent the song in any capacity to the player. Can't hear much except for the drums... feels undermapped but can't do much
00:47:118 (1,2) - Stacking these, or at least moving them closer together, would probably look better. Moved real close
00:56:826 (1,2,3,1) - The player is exiting a 220 bpm spaced stream, it will be extremely hard to instantly cancel that motion and go the exact opposite direction, then do the exact thing again 5 times in a row before a single slider. The jump spam here is extremely hard on the player for what seems to me like no reason, and the spacing between notes does not follow any sort of emphasis or consistency. Moved all the circles
01:01:463 (3) - Despite what the timeline says, the end of this slider is stronger than the head of it, and sliders should start on strong notes and end on notes of equal or lesser strength. I just replaced it with circles
01:03:509 (2) - This slider starts on nothing, repeats on nothing, and ends on a strong note. 1. turn up the volume, 2. it doesn't end on a strong sound
01:05:009 (1,2,1,2) - At this speed, and with these angles, it is extremely hard to hit these kick sliders and get 300s. Try ctrl+G ing 01:05:145 (2) - and 01:05:418 (2) - so that both sliders move in the opposite direction. Somehow I feel like flipping 1 would be better
01:05:963 (2) - As I stated further up in this mod, this slider needs a makeover. Why you dislike my sliderart ;-;
01:10:600 (6,7,8) - Mapping a star and then mapping 3 notes like this in a partial pentagon perfectly overlapping with the previous pattern is both hard to read and changes the pattern for what seems like no reason. As the notes being played do not change, why would you change the spacing you use to represent them? (Though I am personally against the very high spacing you used to represent these.) This might sound stupid, but I do like this pattern
01:11:554 (1,2,1,2,3,4,5) - Referencing the structure pointers from the start of this mod: you could make some great shapes out of this! Maybe blanket a circle on the outside of 01:13:054 (5) - . Made a small blanket for 3 circles
01:16:872 (3) - This note does not exist. It is an extension of 01:16:736 (2) - which should be mapped with a slider. Done
01:16:872 (3,1) - There is almost no difference in spacing between this and 01:17:145 (1,2) - despite one being twice as fast. Moved
01:17:690 (2) - I could hardly even hear the note this was mapped to on 25% speed. The player will definitely not detect it - this circle is effectively mapped to nothing. Yes, a sliderend would be acceptable, but otherwise, this doesn't deserve a note. I feel like 1 is less necessary than 2 even
01:17:145 (1,2,3,1,2,3,4) - All of this part could use all of the rules of structure: stacking 01:16:736 (2,3) - well, maybe making an equilateral triangle out of 01:17:145 (1,2,3) - , etc. Did the triangle, made some stuff that you didn't ask for, yeah
01:18:100 (1,2,3,4) - This is an example of good patterning: this is made into a perfect square. However, it doesn't seem to relate to the preceding or antecedent parts at all. It doesn't flow out of or into them, either. Yeah I just changed all of those from your last comment
01:18:645 (1,2,3,4,5,6,7) - The intensity in this section increased with the introduction of a new instrument - why did spacing decrease? Fixed
01:19:463 (6,7) - Try to center this in your pentagon at 01:20:009 (2,3,4,5,6) - . Otherwise, the pentagon looks less balanced and these notes seem to belong much less. Fixed
01:20:827 (1,3) - Maybe make these parallel, or curve one and blanket it around the other? There are plenty of ways to make these 2 sliders look better. You just missed my intention, did you
01:23:281 (2,3,1,2,3,4,1,2) - Half of these notes (namely 01:23:554 (1,1,2) -) are mapped to nothing. Also, you should try to pick a single track and follow that. Changing the line you are following is often necessary, but flip-flopping between them is the worst possible way to do that, especially when you're just looking for an excuse to spam jumps. Fixed with sliders
01:25:190 (1,2,3,4,1,2,3,4,1,2,3,4) - I have a lot to say about this jump section. Unfortunately, there are no good things within that. Tried to fix it with sliders... might still not fix the problem though...
1) They're very similar distances - you use absolutely no spacing emphasis here.
2) Despite this, they are very visibly different distances - thus, the structuring is poor.
3) Even if you were attempting to use spacing emphasis, some of the absolute strongest notes in this section actually have the shortest spacing (yes, I checked).
4) If you're following drums here, I honestly can't tell. Some notes are mapped to the bells, some notes are mapped to the strings, some are mapped to the drums, some are mapped to nothing at all.
01:26:827 (1,2,3,4,5,6,7,8,1) - I find it very hard to calmly express my discontent with the existence of this widely spaced 225 bpm stream to nothing. There are no sounds behind it. The drums don't change, the strings only hit a few choice notes here too. No matter how many lines you are following at once, they do not add up to form this. Fixed
01:29:009 (1,2,3,4) - Though the idea behind the pattern itself is creative, only 01:29:009 (1,3) - are mapped to the strings. 01:29:145 (2) - has a head mapped to the drums and an end mapped to nothing, and 01:29:418 (4) - is just mapped to nothing. It was then I realized... slider fixes a lot
01:29:554 (1) - Held notes with nothing to emphasize with sliderends should extend to 1/4 beat before the next note. Well I'm glad that you and me hae something in common... like sliders that ends in blue ticks or something
01:31:736 (1,2,3,4) - These sliders probably deserve to have some relation to each other. They technically already are related, but I thought of something
01:29:827 (2,3,1,2,3) - This implies clockwise circular flow, and yet you give entry to a stream at 01:30:645 (1,2,3,4,5,6,7,8) - in a way that both entirely contradicts this and forces the player to make several uncomfortable velocity changes. Flipped 1,2,3
01:32:827 (1,2,3,4,5,6) - Isn't this the same spacing you used for the end of the previous stream? The beat snap divisors are different, so find a different way to express this. I think you wanted me to make it so the spacing is further, but the intensity (for me) is telling me that it's a place to slow down (at least for this 6 circles)
01:34:371 (6,5) - Stack these for maximum structure. Did it for the maximum structure.
01:35:009 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Up until the last 2 notes, this is actually a pretty good stream shape! Good job. Actually went and remapped the last 5 objects, it doesn't look symmetrical so copied the first part and fixed spacing
01:36:918 (1,2,1) - After lots of overmapped streams, I am shocked that you ignored one of your few real opportunities to throw a stream in there. I actually turned up my volume for this, thanks for noticing
01:37:190 (1,2) - overlaps like this look pretty bad. Move the circle away from the slider. ok
01:37:600 (3) - This slider probably needs some reworking. I think it's fine
01:37:600 (3,1,2,1) - Again, you miss a stream opportunity! Used short sliders instead, linking 1/4 and 1/3 is not a good idea
01:40:099 (3,5,2,2) - See my dank stacking tips for aforementioned maximum structure. I followed your dank stacking tips for a foreshadowed maximum structure.
01:42:100 (1,2,1,2) - Considering 01:42:236 (2,1) - is probably one of the stronger parts of this jump series, why do they have by far the shortest jump length?
After this point, I don't see all that many issues that I haven't pointed out plenty of times already.

From this point on, I sometimeswill not be explaining the reasoning behind the faults I find. They were all very clearly explained in my mod on the Valkyrie diff. Thanks for nerfing this down to 7.47 (not actually that bad to be honest)


Afterlife
General:
If you plan on ranking this (my honest opinion: you won't do so without plenty more experience and some remapping), having 2 custom diff titles is unrankable. I'm changing don't worry
This honestly seems so much better than your top diff. It looks better, it's more structurally sound, streams are nicer, the map is generally hundreds of times better. Main reason is that this diff is the last one I mapped
A pure white combo color is unrankable. Changed it
Placing 2 very similar combo colors (light grey and unrankably bright white, in this case) next to each other is unadvisable. Changing the order of your combo colors would be better received and would help distinguish between combos in your map. Yeah I changed to blue so don't worry
A lot of this map is atrociously underspaced. It makes for a map that is both harder to follow and much less visually appealing. This image demonstrates that this diff is indeed very concentrated on the center. Use the full space you are given!
Overlaps generally make things both aesthetically abrasive and hard to read when not executed well. Many skilled mappers avoid them entirely.
Specific:
00:01:402 (1,3) - When blanketing, the inner object should be equidistant from all parts of the sliderbody it is blanketing. Now it's nice and warm
00:02:466 (3,1) - In structuring maps and making them all pretty, it is bad practice to:
1) Make the angle of entry for this sort of slow-moving slider more than 45 degrees different from the angle at which the slider begins. In this case, it is closer to 315 degrees off. Don't quite understand what you meant... I just attempted to blanket the first slider... is that good?
00:03:143 (1,2) - The distance between these 2 objects in timing is 1/2, yet it is further apart in spacing than 00:01:402 (1,2) - which is twice the time spacing.
00:02:466 (3,4,1) - Similar issue, where 00:02:466 (3,4) - is a longer distance but 00:02:756 (4,1) - is a longer time. Fixed
00:04:305 (4,2) - Make sure all of your overlapping looks deliberate! This looks messy. Okay I changed something but I still can't really tell what you are trying to deliver
00:05:466 (1,2,3) - 00:05:853 (3) - is by far the strongest note here, but 00:05:466 (1,2) - is, for whatever reason, a larger spaced jump. ok this one i get Fixed it
00:06:143 (1,2,3,4,5,6,7,8) - Try to make stream curves consistent, they look much better that way. Fixed
00:07:595 (1) - This is an extremely intense note in the song, why is spacing so low? I flipped a lot for this you're welcome
00:13:401 (2,1,2,3,4,1) - This would look much cleaner as a hexagon rather than an amoeba. I made a star instead
00:17:079 (3) - The end of this slider is stronger than the start of it. Might be weird to tap now but I fixed it
00:20:756 (1,2,4) - Make these equidistant and you'll be much happier with them. e... equal distance? Ok then
00:21:143 (3) - Stack this one on the head of 00:20:176 (2) - . Moved
00:21:531 (1,2) - Try to be consistent in your slider placements. Rotations usually look best at 90 degrees, and sliders that overlap like this are very abrasive to look at. I actually used 45 degrees for this, and I don't think there's a problem
00:22:305 (3) - This overlaps a bit too much with 00:21:918 (2,3) - . Move it out a lot. Just moved a bit
00:23:756 (2,3) - These seem a bit too similar in visual distance to 00:23:079 (1,2) - for their different timing. fixed
00:24:724 (1,2,3,4,1,2,3,4,5,1,2,3,4,5) - As I have stated so many times, patterning is SO important! guess I missed a star here
00:24:724 (1,2,3) - Why is this wider in spacing than 00:25:595 (3,4) - ? Fixed
00:26:079 (1,2,3,4,5,1,2) - This very heavily overlaps. Also, why do you directly contradict implied flow with 00:26:853 (1,2,3,4,5) - ? Fixed
00:27:627 (1,2) - This falls into the same trap as the Valkyrie difficulty in that the 2 here is much stronger, but 1 is the start of the burst. Find a way to make that 2nd note really stand out. Used sliders
00:28:401 (7,1) - More abrasive overlap is in here under 00:27:627 (1,2,3,4,5) -
00:29:143 (3) - ^ Changed these two
00:28:885 (1,2,3,1) - Try to make this into the sort of square pattern you had a few times in your top diff, those were nice. Squared
00:29:272 (1,2,1,2,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,1) - Again, having one of the absolute hardest parts of the map being the calmest part of the map is an awful idea. Added one reverse slider
00:33:143 - Considering the extremely strong note here, you should probably cut 00:32:369 (1) - short and add a hit circle there. Done
00:33:918 (2,1) - These sliders could use some work. Why is it that you think my sliderart is bad
00:40:111 (2) - Try to make the starting bend and ending bend of this slider more consistent lengths. Fixed
00:41:176 (3,4,1,2) - Again, this spacing is very confusing to the player. Fixed
00:42:918 (3,2) - Be deliberate in your overlaps. Fixed
00:48:100 (1,2,3,4,1,2,3,4,1,2,1,2,3,4,5,1,2,3,4,5,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,1,2) - This is generally a mess of consistency. Try to make 2 measures and keep the rhythm you used for those 2 measures in mind as you go. Fixed the rhythm density, but kept the last 2 measure the same
00:51:236 (2,3,4,5,2,1,2,3) - Overlaps!! I only changed a bit
00:57:100 (2,2) - This is an actual good overlap.
00:59:009 (1,1,1,1,1,2) - Try to keep your slider choices consistent. Throwing in these short, sharp-anchored sliders when almost none exist in the rest of the map is a poor idea. Fixed
00:59:827 (1,2,1) - Contradicts implied flow very heavily, but why? Flipped 1
01:01:327 (2,4,2,4) - A few things:
1) Avoid the overlap. ok
2) Try to make distance the same. These sliders are the same shapes, and the same sounds, but in their own patterns, they are hugely different visual distances from each other. fixed
01:02:827 (1,3) - blankets pls blanketed
01:14:963 (2,3,4,1) - The slider here feels entirely disassociated with the rest of the pattern. Maybe stack it on 01:14:963 (2) - or something, and use more consistent circular flow. stacked
01:17:690 (1) - Mapped to nothing. There's a piano note here
01:19:872 (1,2,3,1,2,3,4,1) - This pattern seems entirely random, with no visible reasoning or structure behind it. It's mapped to the increasing volume
01:26:009 (3) - This contradicts everything in this intense jump pattern up to this point. Fixed
01:27:372 (1,2,3,4,1,2,3,4) - It's clear what you were going for here, but it looks like it was freehanded. You can use create polygon circles for this and come out with a much cleaner result. Fixed
01:38:645 (3) - This should be a circle, not a slider. The end has no note on it. Putting a circle here would be abnormal to the pattern
01:40:600 (2) - The end of this slider is much stronger than the head of the slider.

That's all I have for this diff without being any more redundant than I have been already. The diff struggles from circles-placed-with-no-regard-for-relative-position disorder, and most of the same issues Valkyrie has, and I skipped over a lot of stuff I probably should have pointed out, but it was all the same stuff. You obviously have some good ideas, and your streams look pretty nice, but you need to work on a lot of basic concepts (it'll probably be easier to work on them when you map stuff you can play).

Aight, I might mod more diffs later.
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