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Thousand Leaves - Kissing the Tears

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Topic Starter
TheKingHenry
This beatmap was submitted using in-game submission on 28. toukokuuta 2018 at 9:19:46

Artist: Thousand Leaves
Title: Kissing the Tears
Source: 東方地霊殿 ~ Subterranean Animism.
Tags: 東方 Touhou Project Bach ハートフェルトファンシー Heartfelt Fancy Blind Night Sorrow ZUN metal instrumental guitar solo comiket 77
BPM: 180
Filesize: 9693kb
Play Time: 05:43
Difficulties Available:
  1. Acquiescence (6,31 stars, 2584 notes)
Download: Thousand Leaves - Kissing the Tears
Information: Scores/Beatmap Listing
---------------
In the solo, 1/6 marked with purplish red combo color and lower spacing
Re-download as of 17/3/2017, BG updated and mp3 updated (provided by GoldenWolf)
Re-download as of 28/3/2017, hitsounds fixed (by GoldenWolf)
Updated BG again 4/30/2018, re-download ¯\_(ツ)_/¯
Metadata
Alheak
Hello, from our modding queue

  1. Apparently now we have to put the actual game in which the song is from in the source field, so in this case 東方地霊殿 ~ Subterranean Animism
  2. Unless you have a good reason, OD8.9 is unnecessarily specific, you should probably round it up to 9
  3. Would be great to have a 1920x1200 bg and 192kbps mp3 if you can get those
  4. blanket-based aesthetics can be great, but be careful not to pack your objects too tightly, you could prevent a lot a of small unnecessary overlaps
  5. 04:00:384 (4,1,2) - the largest spacing should be between (4,1), not (1,2) since (1) is emphasized, and even if (2) has a higher pitch, it doesn't have the crash on it and doesn't play on a downbeat, it's a bit unintuitive
  6. 04:05:134 (1) - i think you could rework this shape a bit, especially since your other sliders are quite nice
    don't hesitate to add lots of anchor points to have more control over it, even red ones, they don't have to be used strictly for sharp angles
  7. 04:41:801 (1) - ^
  8. 04:54:467 (1,2,3,1,2,3) - even if the guitar is not playing very precisely, those are not snapped correctly, the rhythm here is more like this:
    Also just a suggestion but since you're no longer following the guitar on 04:57:801 (1) - , it could be a good idea to map the drums first and the guitar passively as slider ends for the transition:
Rest seems fine to me, quality map and consistent

Good luck!
Topic Starter
TheKingHenry

Alheak wrote:

Hello, from our modding queue

  1. Apparently now we have to put the actual game in which the song is from in the source field, so in this case 東方地霊殿 ~ Subterranean Animism okay
  2. Unless you have a good reason, OD8.9 is unnecessarily specific, you should probably round it up to 9 true I guess
  3. Would be great to have a 1920x1200 bg and 192kbps mp3 if you can get those bg is just matter of searching or not, couldn't find 1920x1200 for this one, used 1920x1080 instead but tbh I don't know about that mp3, for that matter I don't even know what bitrate my current one is. Since imo this doesn't sound that terrible I'm gonna postpone this and see if it's needed later on (with perhaps more comments about it)
  4. blanket-based aesthetics can be great, but be careful not to pack your objects too tightly, you could prevent a lot a of small unnecessary overlaps Going through this I don't think there's lot of unnecessary overlaps; for that matter unnecessary is heavily opinionated word. Most of overlaps here are not accidental anyways, and prob the only one slightly bothering me is 05:40:301 (2,3,1,2) - but it's necessary for the pattern made there and in the end isn't really terrible. For the too tight placing, I actually already made some changes earlier to those calmer sections with small spacing, made the have the same spacing compared to the calmer section preceding the solo (lining up with the first and smallest spacing in that section). I don't feel like any other parts really suffer from too tight object placement, atleast not unintended.
  5. 04:00:384 (4,1,2) - the largest spacing should be between (4,1), not (1,2) since (1) is emphasized, and even if (2) has a higher pitch, it doesn't have the crash on it and doesn't play on a downbeat, it's a bit unintuitive while that's commonly rational, I'm strictly following the guitar here. All distance changes are smooth (thus you can see there's not emphasis at all meant for the important drum beats whatsoever for example, that would break the spacing system in this section) it just happens that there's cymbal at the "highest" point of that section. Tho nevertheless what you say makes sense since for casual listener it's pretty hard to distinguish if the highest pitch is even on the 2nd one of the white tick.So made some lil changes
  6. 04:05:134 (1) - i think you could rework this shape a bit, especially since your other sliders are quite nice
    don't hesitate to add lots of anchor points to have more control over it, even red ones, they don't have to be used strictly for sharp angles
  7. 04:41:801 (1) - ^ I'll see what I can do with this,for the upper one I don't really see what I could improve while stilll maintaining this current slider, the curves are smooth and it lines up with the surrounding objects. Tbh the space is pretty limited on the latter one too, making large scale changes impossible to execute while maintaining the relationship with the surrounding objects. Tried to make it smoother anyways
  8. 04:54:467 (1,2,3,1,2,3) - even if the guitar is not playing very precisely, those are not snapped correctly, the rhythm here is more like this: Agree they are not snapped correclty. Neither are yours. The guitar is actually accelerating slightly, first landing somewhere randomly late, snappable with smth like 1/16, the next couple iterations make mostly sense using your rhythm there, but then it has picked up the pace more so that it fits more what I have here mapped currently. Why I have 1/3 based rhythms is because that way the distances are equal, making it more logical to play. Tho having that 3/4+3/4+1/2 rhythm sounds imo better too and makes more sense to what the guitarist feels like playing (pretty common rhythm choice tbh) so testing it for now, dunno how well it reads or plays
    Also just a suggestion but since you're no longer following the guitar on 04:57:801 (1) - , it could be a good idea to map the drums first and the guitar passively as slider ends for the transition: Not bad idea tbh, but it would make the pattern unnecessarily messy for the kind of section it's supposed to be, losing the build-up emphasis the simplistic pattern is supposed to have. No changes
Rest seems fine to me, quality map and consistent

Good luck!
Thanks for the mod!
GoldenWolf
Heyo this is late week surprise mod

Here is a 5120x2880 version of your background, I'll let you crop and resize as you see fit.
The first redline at 00:00:135 - is not actually needed so you can delete it.
Your current mp3 is 152kbps, but also is variable bitrate which is really, really not recommended to use for osu!, or any rhythm game for that matter since variable birates causes noticeable offset shifts throughout the song. Here is a 192kbps with constant bitrate version of your mp3. Make sure to use 369 as offset for this mp3 aswell (Again, the redline for the first 5 notes is not needed, you can use objects before the first redline).
It seems that some of the custom hitsounds you're using have a slight delay of 6 and 10ms, since hitsounds have to have no delay, here are the fixed versions:
normal-hitfinish.wav
normal-hitclap.wav

So, considering the relatively close spacing and some really tight blankets, I would actually recommend using CS 4.2. It doesn't increase the difficulty noticeably, but does make the blankets look much better in my opinion.

00:15:868 (5,6,1) - I don't wanna point out every bad stack or blankets because that's not that helpful, so here's one example and I'd suggest you to go through your map and fix the ones you can find. That's mostly just polishing though, altough there are some that could really use that (00:34:202 (5,6,7) - 02:35:535 (5,6,1) - ).

The map is otherwise really consistent and doesn't have any major gimmick or confusing patterns (aside from the solo and its 1/6s as I will cover below), so there won't be much else to point out.

Onto the main part of the mod now

I have no issue with using 1/6s if the song has them, neither with using combo color to tell which are which. But, the current issue is that you can't really entirely rely on the red combo color for the 1/6s since you already use it throughout the map on choruses and even for slowdowns. That makes it quite ineffective to use in the solo to tell 1/6s apart from 1/4s. Altough they are less spaced than 1/4s, the difference is not enough to accurately tell before you're already playing it. Since the intent behind your coloring was to tell the player there is a 1/6 before they have to play it, well, it kinda fails here.
I highly recommend using even less spacing for the 1/6s. It doesn't really add much to have them as closely spaced from the 1/4s as they currently are, it just makes them confusing to read when the overall structure and intent of the map really doesn't seem to go in that direction. Even more so when there are no 1/6s before the 4th minute, so no way to prepare the player for them beforehand.

Onto some the 1/6s you missed, and other mishaps.
03:55:368 (1) - This is a 1/6.
04:02:368 (1,2) - I think you could use 1/4 kicksliders here, since they are note on the blue ticks.
04:03:202 (3,4) - This is also a 1/6.
04:05:702 (1,2) - For what it's worth, this should be a 1/3. The attack of the second note comes kinda late, but it's still far from being snapped onto the redtick. I'd say it should be snapped as a 3/8, which sounds closed to what the guitarist is actually doing.
04:08:035 (1,2) - This is a 1/6 too.
04:08:952 (3,1,2) - Another interesting case where there are 3 notes starting from the first blue tick and before the second one (So 4 notes total from one blue tick to another), which is effectively a 1/6 starting on a blue tick. I'd suggest using a repeat slider like this so the player starts the next stream on the main finger again. Or I guess you could also just ignore it since it is a bit iffy to play in any case.
04:10:368 (1) - It would probably be a good idea to use a different combo color like white for this slowdown slider.
04:15:035 (1,2,3,4,5,6,7) - Probably not a good idea to use the red combo color on 1/4s while you're still in the solo. I'd say use the orange one and then the red for the repeat sliders, just so the player doesn't misread it as a 1/6s.
04:46:702 (1,1) - It is quite unintuitive. You could just make the slider a 1/1 to still fully emphasize the held note, but also to have the stream start on the expected tick. There is not strong enough sound on the white tick to warrant it to be clicked at all cost either. Same goes for 04:52:035 (1,1) - this one.
04:51:035 (1,2,3,4,5,6) - Considering you used longer sliders for held guitar notes, you could do that here too. Those circles feel like fillers currently.
04:54:368 (1,2,3) - So, I know the guitar isn't very accurate in this section, but those are clearly 4 notes on 1/2 snapping. This one isn't up for debate. The rest is kinda iffy, but it mostly fit on 3/4 snapping. 1/3 is too early for most of them. Also 04:57:035 (1) - this one is completely off by 40ms, can't do much about it without fixing the mp3. A redline wouldn't help much either since it's one really off isolated note.

Anyway, that's it for me. Good luck!
Topic Starter
TheKingHenry
GoldenWolf's mod

GoldenWolf wrote:

Heyo this is late week surprise mod Heyo this is a late week surprise mod-answer

Here is a 5120x2880 version of your background, I'll let you crop and resize as you see fit. Did some improvements with this, TLDR Komeiji's head is now fully visible lol
The first redline at 00:00:135 - is not actually needed so you can delete it. done
Your current mp3 is 152kbps, but also is variable bitrate which is really, really not recommended to use for osu!, or any rhythm game for that matter since variable birates causes noticeable offset shifts throughout the song. Here is a 192kbps with constant bitrate version of your mp3. Make sure to use 369 as offset for this mp3 aswell (Again, the redline for the first 5 notes is not needed, you can use objects before the first redline). done, thank you
It seems that some of the custom hitsounds you're using have a slight delay of 6 and 10ms, since hitsounds have to have no delay, here are the fixed versions:
normal-hitfinish.wav
normal-hitclap.wav
loading doesn't work? Maybe it's my shitty internet at it again

So, considering the relatively close spacing and some really tight blankets, I would actually recommend using CS 4.2. It doesn't increase the difficulty noticeably, but does make the blankets look much better in my opinion. true, changed

00:15:868 (5,6,1) - I don't wanna point out every bad stack or blankets because that's not that helpful, so here's one example and I'd suggest you to go through your map and fix the ones you can find. That's mostly just polishing though, altough there are some that could really use that (00:34:202 (5,6,7) - 02:35:535 (5,6,1) - ). Since I'll be going through this multiple times in the future too, fixing things whenever I find something, didn't use that much time now. I'm pretty sure there can atleast be several triplets in the need of fixing due how the system fucks em up when rotating, although I already fixed stuff while mapping

The map is otherwise really consistent and doesn't have any major gimmick or confusing patterns (aside from the solo and its 1/6s as I will cover below), so there won't be much else to point out.

Onto the main part of the mod now

I have no issue with using 1/6s if the song has them, neither with using combo color to tell which are which. But, the current issue is that you can't really entirely rely on the red combo color for the 1/6s since you already use it throughout the map on choruses and even for slowdowns. That makes it quite ineffective to use in the solo to tell 1/6s apart from 1/4s. Altough they are less spaced than 1/4s, the difference is not enough to accurately tell before you're already playing it. Since the intent behind your coloring was to tell the player there is a 1/6 before they have to play it, well, it kinda fails here.
I highly recommend using even less spacing for the 1/6s. It doesn't really add much to have them as closely spaced from the 1/4s as they currently are, it just makes them confusing to read when the overall structure and intent of the map really doesn't seem to go in that direction. Even more so when there are no 1/6s before the 4th minute, so no way to prepare the player for them beforehand. Added new reddish combo color for the 1/6 parts, used the current red same way as currently (except not in the solo for the 1/6 anymore obviously). For the spacing I'm not going to do any changes yet (since it's going to be pretty difficult to do due the strict structure) but I'll wait if I get some good player opinions. I'll probably slightly lower 1/6 and slighlty increase the 1/4 around it so the contrast is bigger and the changes negate themselves structure wise. For that matter comparing the spacing to any other than the surrounding spacings will just fuck things up since for 1/4 the solo contains very wide variety of spacings. Important is the clear contrast at the specific moment where the change happens.

Onto some the 1/6s you missed, and other mishaps.
03:55:368 (1) - This is a 1/6. No it's not. It's just slightly off-timed (too fast) 1/4. You can hear there's only 4 sounds during 03:55:368 (1,2) - tho slightly faster than the tempo. It resets with the next 1/6 03:55:702 (1,2,3) - (as in the guitarist is taking lil space for himself for the faster parts)
04:02:368 (1,2) - I think you could use 1/4 kicksliders here, since they are note on the blue ticks. Actually there isn't, it's just that due the nature of the shredding here, it also produces "sound" when the guitarist stops the previous sound. Thought I guess kicksliders would still be cool so implemented.
04:03:202 (3,4) - This is also a 1/6. No it's not. Similarly to earlier, guitarist is just slightly fluctuating. The amount of notes played is still 8 for 04:03:035 (1,2,3,4,1,2,3,4) -
04:05:702 (1,2) - For what it's worth, this should be a 1/3. The attack of the second note comes kinda late, but it's still far from being snapped onto the redtick. I'd say it should be snapped as a 3/8, which sounds closed to what the guitarist is actually doing. Doesn't snap with that either, it's too early and the actual sound comes clearly after the osu!tick sound with that snapping as well. I agree the guitar sound comes slightly before the red tick it's currently snapped, but on the other hand it starts out weak, and player percieves the sound only after it's slightly stronger (more like, where it's at its strongest) and that ofc is then slightly later. It would prob be snappable using smth like 1/16, but I don't think it's necessary when there's clear supporting drum sound at the red tick as well. For 04:05:952 (2) - then, it's actually pretty well snapped this way and makes most sense too. No changes
04:08:035 (1,2) - This is a 1/6 too. No it's not. As above explained somewhere ^ Tho so far the most unpleasant place, as in the guitarist is basically playing at the speed of about 5 notes for 04:08:035 (1,2,3,4) - to get some space to then shit out the longer 1/6 lol
04:08:952 (3,1,2) - Another interesting case where there are 3 notes starting from the first blue tick and before the second one (So 4 notes total from one blue tick to another), which is effectively a 1/6 starting on a blue tick. I'd suggest using a repeat slider like this so the player starts the next stream on the main finger again. Or I guess you could also just ignore it since it is a bit iffy to play in any case. Yeah while the amount of notes, as in above cases as well, is 10 for 04:08:868 (2,3,1,2,3,4,1,2,3,4) - which would then logically be 1/4, the guitarist is fluctuating between something like 1/6 and 1/3. Tho basically he's just beginning 04:09:035 (1) - way too early and then playing 04:09:035 (1,2,3,4,1,2,3,4) - slighly slower than the tempo so that it begins to line, but so that he still has little extra time for 04:09:702 (1,2,3) - where as you can hear he begins little earlier than 04:09:702 (1) -
04:10:368 (1) - It would probably be a good idea to use a different combo color like white for this slowdown slider. Implemented this along the additive combo color. Tho to maintain the order, I used grey for this and white for 04:11:035 (1) -
04:15:035 (1,2,3,4,5,6,7) - Probably not a good idea to use the red combo color on 1/4s while you're still in the solo. I'd say use the orange one and then the red for the repeat sliders, just so the player doesn't misread it as a 1/6s. While I see no way they would misread them when they have like triple the spacing of every 1/6 in the map, but due the additive combo color this is fixed anyways.
04:46:702 (1,1) - It is quite unintuitive. You could just make the slider a 1/1 to still fully emphasize the held note, but also to have the stream start on the expected tick. There is not strong enough sound on the white tick to warrant it to be clicked at all cost either. Same goes for 04:52:035 (1,1) - this one. I see no reason. The sound at the white tick is actually very strong compared to the following ones, not only guitar clearly emphasising it after the held note rising the tension but it also has distinct drum sound there. For that matter, imo this way it also plays better. Same drill with the other, where the perhaps confusing slightly different spacing is negated with the fact that the player is already familiar with the pattern.
04:51:035 (1,2,3,4,5,6) - Considering you used longer sliders for held guitar notes, you could do that here too. Those circles feel like fillers currently. Spamming slow sliders there when the music is still rolling on would make it lame instead of creating the desired effect the decent usage of them is supposed to implement. For that matter I don't see how they are fillers when I clearly followed the rhythm guitar playing which has three-note-oriented patterning there, thus triangles
04:54:368 (1,2,3) - So, I know the guitar isn't very accurate in this section, but those are clearly 4 notes on 1/2 snapping. This one isn't up for debate. The rest is kinda iffy, but it mostly fit on 3/4 snapping. 1/3 is too early for most of them. Also 04:57:035 (1) - this one is completely off by 40ms, can't do much about it without fixing the mp3. A redline wouldn't help much either since it's one really off isolated note. Yeah agree on most things here. For that matter, I already discussed this in my answer to Alheak's mod and I don't know why I still have them 1/3, I'm pretty sure I already uploaded changes. Nevertheless changes inc here. However, while I agree that there are clearly 4 1/2 notes at 04:54:368 (1,2,3) - you should note that the lead guitar im following does not have those. All instruments cover 04:54:368 (1) - but at 04:54:535 - there's only rhythm guitars and drums, neither of which I'm following. Lead guitar then continues somewhere with retarded snapping, but from 04:55:035 (1) - on as you said it would make sense with the 3/4 patterning (I was supposed to have already). Thus rest of the notes 3/4 patterning implemented. For the first one I'm gonna use the same 3/4 for now, since while there are sounds, mapping them here would then make the next 3/4 hella confusing due the 1/2 before it. And for the player the rhythm feels logical this way anyways even though it's not perfectly snapped.

Anyway, that's it for me. Good luck!
Since going through this will prob take some time, which I unfortunately don't have at the moment or this weekend for that matter, I'll do this some day next week (hopefully). I'll kudosu your comment when I'm done so you know when to check what I said. For now, thanks for the mod! done
Thanks for the mod!
If you would try to re-upload the fixed hitsounds or something I would appreciate it. If not, I can just try fix 'em myself then
GoldenWolf
Ah yes that's a bug happening with puush, CTRL+S on the page and it should work.
Topic Starter
TheKingHenry

GoldenWolf wrote:

Ah yes that's a bug happening with puush, CTRL+S on the page and it should work.
Yeah got it now, thank you! In all honesty tho, why didn't I just test that before asking lol
Mir
Hi, M4M return.

[ Acquiesience]
  1. 00:12:702 (2,4) - I don't think these were so close to each other beforehand, consider spacing them out more.
  2. 00:14:035 (2,4) - Suddenly stacked? Gonna stop mentioning your placement of these now since it seems kinda random depending on how much space you have. Pattern is okay but kind of repetitive to play for so long and gets kind of boring to the player too though so consider variation a bit.
  3. 00:20:368 (1,3,4,5,6,1,2,3,4,1) - Forcing everything to blanket makes this look very cramped and untidy.
  4. 00:40:035 - No kickslider for the melody?
  5. 00:43:035 - From here you just start ignoring the melody with the kicksliders when before you would have mapped kicks where there was a melody note. Also to keep the rhythm somewhat constant as the song suggests you can make 00:48:368 - kicksliders.
  6. 00:53:702 - I really don't like the jump spam. It's boring and repetitive and just because the song is repetitive and boring doesn't mean you have to make the map like that too. Maybe add some new patterning instead of the same one for 20 seconds. Also 01:06:535 (6,8) - are very hard to read stacked perfectly. I suggest offstacking the latter in every case. I won't mention anything about kiais again because they're all the same and that alone should say something about how interesting you make the map.
  7. 01:36:368 - The above points still apply to the area before this timestamp. After this timestamp the patterning becomes SUPER cramped like it's just.. you don't even have to move to hit a lot of this area and that brings the map's difficulty consistency down a lot and makes for massive diffspikes that could be avoided had you mapped this part with more spacing.
  8. 03:33:702 - Okay continuing from here because the rest of my mod applies to the whole map essentially. Again spacing is too low, the only SR you're getting is from your jump-spam kiais and your streams.
  9. 03:56:035 - Would be cool to continue using the kicksliders to emphasize noteable guitar sounds like you did with 03:55:368 (1,2,1). It literally seems like you just dropped the idea a couple of notes in.
  10. 04:16:368 - These streams change direction way too often and it becomes unnecessarily difficult to stay on them. I recommend changing direction every time the guitar changes pitch so 04:17:702 - 04:19:035 - basically every downbeat. And then I suggest that you please put some hold reverses because streaming 180 bpm constantly for this whole kiai is so difficult. Even Blue Zenith has kicksliders and reverses to give some sort of respite to the player. You're demanding a little too much imo.
  11. 04:42:452 - Skipping this note? It's a really noticeable guitar.
  12. 04:37:702 (1,2) - Having these skip so many beats for a longer guitar note brings down intensity extremely far and since there's a lot more interesting things going on in the song it feels empty to just hold this one note. I get that it's a strong note but it's really not fun to just hold sliders when there's more stuff going on in the song here. You can emphasize it still with shorter 1/1 sliders but not these super long ones.
  13. 04:47:701 (1,2,3) - Could be misread as a streamjump. Consider NCing 2 or something.
  14. 04:53:702 (1,2,1,2,3) - This polarity switch doesn't work at all because the gap from 04:53:702 (1,2) - is smaller than the gap you're changing polarity to fit with. Removing 04:54:202 (2) - would work or making a reverse on the first 04:54:368 (1,2,3) - would do the trick as well.

Nothing much else to say for me at least since the map needs a lot of work fundamentally and it's currently lacking a lot at least in my eyes from reaching a rankable state. I don't mean this in a bad way since we've all been there lol, so no hard feelings I hope. Good luck.~
Topic Starter
TheKingHenry

Mir wrote:

Hi, M4M return.

[ Acquiesience]
  1. 00:12:702 (2,4) - I don't think these were so close to each other beforehand, consider spacing them out more. I don't know what you mean not being so close to each other beforehand. These ones have always been like this and I don't think you can mean preceding patterns either due smth like 00:02:035 (2,4) - so don't really know what you are basing that assumption on. This beginning section is built upon patterns where the passage from slider to circle is always the same while the passage from the circle to the next slider (and the next similar pattern) is revolving. Similarly from slider to slider too when the phrase changes. No changes atleast now
  2. 00:14:035 (2,4) - Suddenly stacked? Gonna stop mentioning your placement of these now since it seems kinda random depending on how much space you have. Pattern is okay but kind of repetitive to play for so long and gets kind of boring to the player too though so consider variation a bit. Pattern idea above. Kinda contrary to your comment about boring, the idea of changing the angle and distance (and thus also how the circles of these patterns are placed compared to each other like stacked or not and shit) is not only to utilize space but also bring slight variety while still using the same idea. Like, I don't know if people's attention spans are just so short or what, but I can't understand how you can get bored in 20 seconds even if the pattern would be the exact same (which it even isn't here). If the music is distinctly same all the time, hell yeah I'll map it distinctly same (unless it spans on so long that the overall thematical arc of the music demands changes). This is only a single riff here.
  3. 00:20:368 (1,3,4,5,6,1,2,3,4,1) - Forcing everything to blanket makes this look very cramped and untidy. I agree that I kinda tend to force way too many blankets. On the other hand, I don't see how that is a problem here. Most of the objects are located in time so that they aren't appearing in the screen at the same time, not really even in the editor. Doesn't thus really feel cramped imo
  4. 00:40:035 - No kickslider for the melody? True, added, tho gotta note that it's not really that strictly kickslider for melody, only because there are sounds to support it. Thus since there were also sounds at this place, applied kicksliders to all these locations as well
  5. 00:43:035 - From here you just start ignoring the melody with the kicksliders when before you would have mapped kicks where there was a melody note. Also to keep the rhythm somewhat constant as the song suggests you can make 00:48:368 - kicksliders. Okay so I feel like you have misunderstood something here. I'm not following the melody all the time. More like, most of the time. What I am following most of the time is the rhythm guitar and the drums combined. Basically, I'm mapping all of the drums and most of the rhythm guitars and patterning them with circles and kicksliders so that when there's both drums and rhythm guitars or alternatively distinct rhythm guitar 1/4 such as 00:45:952 (2,3,4,5,6,7,8,9) - I'm following it with circles. As in, the parts where there are drum hits but not rhythm guitars I'll map kickslider instead. For the melody however then. The melody begins in all of these section (like, these sections are basically identical musically and very much identical in my map throughout the whole map) with longer sounds which are kinda like in symphonical metal synths would be: atmosphere, not main engine. They are the melody, sure, but they are not bringing to the table the interesting things, the things that are constantly doing something different. I sure could follow the occasional sounds the melody guitar is making, but it wouldn't really work since it would just be random jump away from the emphasis structure I'm using for the most of the part. Then, as you can see, places such as 00:49:035 (1,2,3) - the melody is actually doing something more than one sound and I'm following it. Then it continues having sounds more often for 00:49:702 (1,2,3,4,5,6,7,8,9,10,11,12,1) - which I then keep emphasising (except not that one then for stupid reason lul). Then the fill comes and the drill starts again.
  6. 00:53:702 - I really don't like the jump spam. It's boring and repetitive and just because the song is repetitive and boring doesn't mean you have to make the map like that too. Maybe add some new patterning instead of the same one for 20 seconds. Also 01:06:535 (6,8) - are very hard to read stacked perfectly. I suggest offstacking the latter in every case. I won't mention anything about kiais again because they're all the same and that alone should say something about how interesting you make the map. First of all, I don't think being "the same" is bad. Sure copy-pasting 20 secs is going to suck, but what I've done here (and during the whole map basically) is using same pattern again, differently. Granted due using DS in the kiai jumps the difficulty also ends up the same. Nevertheless, the patterns always changed angle and usually also direction. Like, if I'd have 2 streams of about the same DS going to different direction during the similar section at different parts of the map you wouldn't bat an eye, but because it's jumps using DS it's boring and repetitive. How so? I don't think accurately replicating the musical expression time after time is inferior to somewhat haphazardly using jumps just to apply variation. For the reading part I don't actually know, I don't think it's "very hard to read"but I'll hopefully get some good players testplay opinions on stuff eventually and that'll help clear stuff like that.
  7. 01:36:368 - The above points still apply to the area before this timestamp. After this timestamp the patterning becomes SUPER cramped like it's just.. you don't even have to move to hit a lot of this area and that brings the map's difficulty consistency down a lot and makes for massive diffspikes that could be avoided had you mapped this part with more spacing. Difficulty consistency isn't really intrinsic value, even tho the hate for diffspikes has really brought us into that point. Main point is to have consistent difficulty in comparison to the music imo. And thus since what we have here is clearly calmer section, so is the map. Arguably the spacing can be slightly too low (and if so deemed it's then going to get buffed slightly (again)), but nevertheless it's never going to so much up that "diffspikes" wouldn't exist here. The point here is to have strong contrast since that's what the music has.
  8. 03:33:702 - Okay continuing from here because the rest of my mod applies to the whole map essentially. Again spacing is too low, the only SR you're getting is from your jump-spam kiais and your streams. Well perhaps the only SR I'm getting is from the jump spams (kiais) and streams (you prob mean solo), when those are the most intense section in the song, lol? Read as above. For that matter, I don't really deem SR relevant anyways here (approval map and no need to think about spread) and thus my main goal is to express the music.
  9. 03:56:035 - Would be cool to continue using the kicksliders to emphasize noteable guitar sounds like you did with 03:55:368 (1,2,1). It literally seems like you just dropped the idea a couple of notes in. Lol yeah agree with the feel now that you said it, but those sliders are not meant to emphasize guitar, they are meant to help the player with the 1/6 (every 1/6 is atleast followed with a slider, sometimes also preceded). Thus I see no reason to continue with it (except ofc with the later 1/6, as it is done)
  10. 04:16:368 - These streams change direction way too often and it becomes unnecessarily difficult to stay on them. I recommend changing direction every time the guitar changes pitch so 04:17:702 - 04:19:035 - basically every downbeat. And then I suggest that you please put some hold reverses because streaming 180 bpm constantly for this whole kiai is so difficult. Even Blue Zenith has kicksliders and reverses to give some sort of respite to the player. You're demanding a little too much imo. First for the direction change. That's not really bad idea, but emphasis-wise heavy drum hits every beat make more sense, and for that matter, while the guitar's bigger pitch change occurs like, once in a measure, the emphasis of the guitar is also heavily on every beat, repeating the same pattern 4 times before the pitch change (and also more emphasis with the fluctuation in volume every beat). Then for the length, it's "only" 134 circles (7 and half measures) if you can say so lol. It's not like there aren't even longer streams on maps, even some on maps of lower difficulty (like hell, even I can stream that long just can't aim this stream) so the length isn't really that big of an problem. And that's not the point here. First of all, if it's the music, it's the music. It's basically the climax part of the song, and thematically the music is exactly what deathstream is. Aaaaand using your example of Blue Zenith, there's clear difference in having one clear deathstream climax in the solo than having the whole map of streams. First of all, for only one stream you usually have a lot more stamina. In BZ most of the map is draining you dry but since the amount of streams is fairly constant, there's not really good point for one balls-to-the-walls deathstream anywhere. Instead there are kicksliders here and there so that the whole map is tough on streams but instead doesn't have a spike in length. See the difference?
  11. 04:42:452 - Skipping this note? It's a really noticeable guitar. Yeah, you are right but this patterning here is intentional. Tbh that sounds more like the guitarist is just retarding (beginning earlier than 04:42:202 - and ending earlier than 04:42:452 - having total 4 notes instead of 3 which would make sense) But since that's rhythmically kinda awkward and this kind of pattern expresses better the feeling of stopping slightly before continuing again (especially when I then change for the drums at 04:42:535 (1) - and then with the slowed down slider to lead to the next phrase). It also sounds more like what's mapped here when you are having, like, 100% speed and just skimming through (like player would do). Tho the sound is there let's see how it would work as a kickslider additive
  12. 04:37:702 (1,2) - Having these skip so many beats for a longer guitar note brings down intensity extremely far and since there's a lot more interesting things going on in the song it feels empty to just hold this one note. I get that it's a strong note but it's really not fun to just hold sliders when there's more stuff going on in the song here. You can emphasize it still with shorter 1/1 sliders but not these super long ones. Could be but the idea of the solo is to follow the melody guitar. And no it doesn't mean you have to be stupid while following it, but when what it's playing is the most interesting one, sure. From a rhythm game point of view, the constant drums or other shit can sure be more interesting here, but from music points of view this guitar is just demanding attention here. There would no point following the less important sounds here just to have couple more clicks to do. Following slighlty longer held sliders is what expresses the music best here.
  13. 04:47:701 (1,2,3) - Could be misread as a streamjump. Consider NCing 2 or something. uh no way that would happen lol, there's no precedence to jumpstreams anywhere, this is calmer section of the kiai having lower spacing and 2 is not even very emphasised note, just located on red tick, leading to the "actual" drumroll from 04:48:035 (1) - Like damn if you read this as a jumpstream I don't think you can blame the map anymore. Also NCing 2 would then either lead to only one combo for 04:47:868 (2,3,1,2,3,4) - which would work, both emphasis-wise (pattern) and music-wise (04:47:701 (1) - should be in the same combo in that case) or then 04:47:868 (2,3) - would be their own combo, which just would be unnecessary combo spam here
  14. 04:53:702 (1,2,1,2,3) - This polarity switch doesn't work at all because the gap from 04:53:702 (1,2) - is smaller than the gap you're changing polarity to fit with. Removing 04:54:202 (2) - would work or making a reverse on the first 04:54:368 (1,2,3) - would do the trick as well. Yeah agree it doesn't work as well as it could. Tho instead of making full reverse slider which would just destroy the tension build-up I just slidered the first two so that there is still some kind of hook (but the circle is on the red tick)

Nothing much else to say for me at least since the map needs a lot of work fundamentally and it's currently lacking a lot at least in my eyes from reaching a rankable state. I don't mean this in a bad way since we've all been there lol, so no hard feelings I hope. Good luck.~
Thanks for the mod!
MBmasher
mod q

Acquiescence
00:38:368 (1) - This represents a different part of the music, shouldn't you use a different combo colour then? Like orange at 00:40:368 (1)
00:49:035 (1) - ^
01:21:035 (1) - ^
01:31:702 (1) - ^ and others
04:04:202 (1,2,3,4,5,6,1) - How is the player meant to know that this is a 1/6 rhythm, honestly the only thing I can think of is to use a 1/6 repeating slider.
04:06:035 (1,2,3,1) - ^
04:08:368 (1,2,3,4,5,6,1) - ^
04:09:702 (1,2,3,1) - ^

Wow, amazing map, gl!! :D
Topic Starter
TheKingHenry

MBmasher wrote:

mod q

Acquiescence
00:38:368 (1) - This represents a different part of the music, shouldn't you use a different combo colour then? Like orange at 00:40:368 (1)
00:49:035 (1) - ^
01:21:035 (1) - ^
01:31:702 (1) - ^ and others You have a point, but the orange (and red) colors are mostly meant to indicate fillers, places more intense than others and places where it has something that changes drastically the way it plays, perhaps in a way that is hard to read. See in respective order: 01:23:034 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,1,2,3,4,5,6,7,8,1) - 01:04:368 - onwards (all latter parts in kiais) and 00:05:368 (1) - for example. They are not meant to indicate change in object of following in the map. Also note that fills usually get colors both for being fills and being more intense (see spacing usually). Also the solo, being more intense, uses orange and deep purple colors only, to differentiate from the other parts. Solo kiai is again slightly different matter. I also tried to use new combo color in the solo for the 1/6, but I'll prob talk more bout that below. So tl:dr since the part you highlighted didn't really fit into any of the categories I used for the "special" colors, I didn't do it that way. Imo it's clear and simple enough with casual coloring, and will most likely not change anything with the colors
04:04:202 (1,2,3,4,5,6,1) - How is the player meant to know that this is a 1/6 rhythm, honestly the only thing I can think of is to use a 1/6 repeating slider.
04:06:035 (1,2,3,1) - ^
04:08:368 (1,2,3,4,5,6,1) - ^
04:09:702 (1,2,3,1) - ^ This point was already mentioned before, and I said I'd like to have few high end players for testplays before deciding anything too major on this one. Most likely I'm going to increase the spacing contrast in the transitions from 1/4 to 1/6 (see there's none the other way).

Wow, amazing map, gl!! :D
Thanks for the mod!
Invertable
late xd

00:05:368 (1) - You can put inherited point with 5% volume on slider end so you don t hear that tick same goes for 00:16:035 (1) - etc. if i forgot some you can check it out xd

00:05:702 (1) - I would avoid overlapping here just for the emphasize

00:48:202 (11,12) - This would be better if it was 1/4 slider cause you put a slider before these and this slider 00:48:035 (10) - was on the new melody just like these 00:48:202 (11,12) - so 2 1/4 slider would fit much better and you would get bigger emphasis on 00:48:368 (1)

00:48:368 (1,1) - Stack just for the polish

01:47:035 (1) - to 01:57:702 (1) - hmmm this part is so under mapped the music doesnt lose its intensity at all at this part but u mapped it so easy and peaceful i suggest you buff this part. Same goes for the part after it that has the same music and its also under mapped. If you will keep it like that just lover the volume at least cause you need to calm that part down.

04:54:368 (1) - Shouldn t this end on white tick or idk should you have a circle on a white tick

Nice map nothing much to mod here tho xd
Topic Starter
TheKingHenry

Invertable wrote:

late xd

00:05:368 (1) - You can put inherited point with 5% volume on slider end so you don t hear that tick same goes for 00:16:035 (1) - etc. if i forgot some you can check it out xd It's not really that audible even currently, probably depends on skin tho. More like, I thought I did this already lol? Doing now

00:05:702 (1) - I would avoid overlapping here just for the emphasize Good idea, thought of doing it tbh, but it's kinda necessary, since I want it to differentiate from the rest of the gaps between the sliders like 00:05:702 (1,3) - for example

00:48:202 (11,12) - This would be better if it was 1/4 slider cause you put a slider before these and this slider 00:48:035 (10) - was on the new melody just like these 00:48:202 (11,12) - so 2 1/4 slider would fit much better and you would get bigger emphasis on 00:48:368 (1) Much like I explained to someone above (Mir it was?) I'm not actually following the melody for the most part, this here for example is just coincidence. What I'm following here is the rhythm guitar. You can hear the sound at 00:48:035 - clearly asks for kickslider, the latter sound is just accompanying the sound before. But for 00:48:202 (11,12) - there's 2 distinct grit sounds that make more sense with circles. I agree with your point of the emphasis on 00:48:368 (1) - though. Who knows, maybe I'll tune something later on.

00:48:368 (1,1) - Stack just for the polish True I guess I could use the same triple stack for both. That would change drastically the way it feels tho, since it would end up back and forth the same instead of flowing continuously to new stuff because they are so close-by. For the same reason it wouldn't also look necessarily that neat

01:47:035 (1) - to 01:57:702 (1) - hmmm this part is so under mapped the music doesnt lose its intensity at all at this part but u mapped it so easy and peaceful i suggest you buff this part. Same goes for the part after it that has the same music and its also under mapped. If you will keep it like that just lover the volume at least cause you need to calm that part down. Agree it doesn't really change drastically (this kind of music rarely does, since the sound world is somewhat limited). It does get quieter and less dense and most importantly, the thing that player/listener is following (due short soloish part at 01:45:702 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - ) suddenly get's very slow with loooong notes, while still staying in the foreground of the musical picture. TL:DR it feels like it calms down even more from the already somewhat lenient section at 01:36:368 - while the drums actually begin doing something new and interesting (new rhythm) which I then map with low spacing but accurate rhythm. It's similar feeling like what some difficult quiet pizzicato part would be in orchestra: it sounds quiet and it's doesn't feel intense but underlying it demands accuracy and focus. Decreasing volume slightly is a good idea though (even tho the drum volume doesn't really get that down tbh) Lowered slightly

04:54:368 (1) - Shouldn t this end on white tick or idk should you have a circle on a white tick You are right, the sound (at that point) is at the white tick. The reason for the current one, is that that's the way the pattern actually does (should) go. You can (and probably did) check from that on. Now that's why this slider is done like this, it's the one introducing the rhythm to the player with the more lenient object. Mapping only the first one differently would just be hella confusing and unnecessary here

Nice map nothing much to mod here tho xd
Thanks for the mod!
yoshee4232
Hey, From my queue :)

[acquiescence]

  • map is pretty neat ;)
  1. 00:15:035 (1) - This slider should just be two circles, you switched over to representing these sounds with only circles but you still have the random slider at the beginning that kinda takes away from that idea.
  2. 00:20:368 (1) - ^
  3. 00:30:201 (1) - Usually you wouldn't use NC for emphasis on the end of a stream, remove the NC and maybe you could use a kick slider instead
  4. 00:53:702 (1) On this whole kaiai time you should really break this section up with a few slider mapped parts, right now it feels really excessive, especially so early into the map. This section also stays fairly constant while your spacing can be really variable so you should probably keep your spacing more consistent to match the music and intensity better.
  5. 01:16:535 (2,3) - I think these would work better if changed into a kick slider as the guitar sounds much more like a held note then 2 distinct notes
  6. 01:19:202 (2,3) - ^
  7. 01:29:035 (6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10,11,12,1) - You were mapping the sort of chimes noises with the sliders but then unexpectedly switched to mappign the guitar sounds in this section, you should just stick to mapping the chime noises. You have the same problem everywhere else you pasted this pattern so you might want to check those out too
  8. 02:05:702 (1,2) - I don't think there should be a break in between the streams here as there is no real break in the guitar sound
  9. 02:08:369 (1) - still think this kaiai time should have more sliders
  10. 02:55:952 (4) - Is this for emphasis? if it is there are a lot better ways to create emphasis like a stream kink or a a change in spacing, if it isn't for emphasis I'm a little confused as to why it's there
  11. 01:41:285 (4) - ^
  12. 04:07:035 (1) - ^
  13. 03:00:701 (5) - There are some very loud sounds here and also here 03:01:035 (1) that I think you could reflect through a change in spacing or stream shape
  14. 03:06:534 (5,6,7) - why is this mapped different to this? 03:05:200 (5,6,7) they both seem to have the same rhythm
  15. 05:03:868 (5,6,7) - ^
  16. 03:33:368 (1) - I wouldn't say there is enough of an audible change in tone to put a stream kink here
  17. 03:57:702 (1,2,3,4,1,2,3,4) - I think you have the spacing change here reversed, you have higher spacing on the higher notes and this stream starts on a higher note so increase spacing for the first half and lower spacing for the second half
  18. 04:05:035 (1) - Slider looks kinda ugly, maybe go with a larger more pronounced loop to it?
  19. 04:09:868 (1) - remove NC
  20. 04:31:702 (1) - Maybe make this slider kink more pronounced, right now it's really only noticeable because of the NC
  21. 04:42:535 (1,2,1) - try turning this whole section into one longer slider because what you are mapping has a held note and you probably shouldn't just switch to mapping the drums so quick
  22. 04:47:701 (1,2,3) - this whole part should be a slider since you are mapping the main guitar sound with the stream before it anyways and you could use the longer slider to reflect the change in tone
  23. 04:54:368 (1,2) - You should have one more of these things after it so the unusual snapping in the next section becomes more intuitive to play. just having that one there isn't enough to make the switch over to the different timing concept.
  24. 05:17:701 (1,2) - these two streams should be connected because there is no real rhythmical reason to separate them by a jump and a 1/2 gap
  25. 05:39:202 (2,3,4,5,1,2,3,4,5,1) - I think the ends of these streams could be better emphasized with kick sliders

    sidenote - Really like how you used smooth spacing changes to represent the changes in pitch :)
Topic Starter
TheKingHenry

cooldude4232 wrote:

Hey, From my queue :)

[acquiescence]

  • map is pretty neat ;)
  1. 00:15:035 (1) - This slider should just be two circles, you switched over to representing these sounds with only circles but you still have the random slider at the beginning that kinda takes away from that idea. It's kinda the other way, 00:15:535 (3,4) - are no longer going according to the overall idea all the ones before have gone, reason for that being the change at 00:15:868 - with the triple. Basically doing the same thing as I've done would work here too, but I feel like circles work better since triple like this feels better with little more space and freedom around it. Sliders would be more confining.
  2. 00:20:368 (1) - ^ ^
  3. 00:30:201 (1) - Usually you wouldn't use NC for emphasis on the end of a stream, remove the NC and maybe you could use a kick slider instead Works better this way. NCs are exactly for that emphasis (and then there's 1/2 break after every emphasised beat). Kicksliders would indeed be good if there would be sounds for them, but there aren't (atleast really audible, rhythm guitars may have some stuff at some parts) and thus I think current one works better
  4. 00:53:702 (1) On this whole kaiai time you should really break this section up with a few slider mapped parts, right now it feels really excessive, especially so early into the map. This section also stays fairly constant while your spacing can be really variable so you should probably keep your spacing more consistent to match the music and intensity better. Not really wanting to add sliders, I'll try to get some testplayers to get some enlightment on that one. I don't think being early in the map or not is relevant in any way, if the music is what it is. In this map I didn't even go for any "progression" unlike I usually like to do but instead kept every single iteration of the same music spaced the same way. This holds true for the kiais too (except the solo which is completely different case and the last kiai and especially the first part of it, which differs as well). Also the it's not only the section, the whole song stays fairly constant volume-wise and how it feels to you if you listen to it without getting too much into it. However, I'm trying to interpret slightly more than that, and for example my spacing in the kiais is solely based on the pitch of the melody guitar I'm following there for the most part.
  5. 01:16:535 (2,3) - I think these would work better if changed into a kick slider as the guitar sounds much more like a held note then 2 distinct notes
  6. 01:19:202 (2,3) - ^ Same drill for both of these: you are basically right, but I'm not following the rhythm guitar there. Basically this section is mostly following rhythm guitars (like I've explained to some guys before you as well) but occasionally I follow the drums or melody guitar or smth else as well. Here these both have pretty much the same soundscape so I'm going to only explain that. Basically here there's this melody sound at 01:19:035 - which is ofc going to be clickable (it's white tick too lol). Rhythm guitar, as you said, has pretty much the similar stuff at both 01:19:035 (1) - and 01:19:202 (2,3) - doing them both with kicksliders would lessen the emphasis on the strong melody sound at the white tick however, since it would make the both clicks play the same. It would also neglect the drum this time. So I instead decided here to follow the drum triple so that the part where the kickslider follows the rhythm guitars and emphasises the melody sound stands out more. Tbh there's like dozens of similar cases of compromises during these sections since all the different instrumental parts contradict each other pretty much all the time there.
  7. 01:29:035 (6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10,11,12,1) - You were mapping the sort of chimes noises with the sliders but then unexpectedly switched to mappign the guitar sounds in this section, you should just stick to mapping the chime noises. You have the same problem everywhere else you pasted this pattern so you might want to check those out too You are right on what I did. Some kind of explanation on shit above, similarly I'm here changing the thing I'm mapping. Basically I try to map what's interesting, and create variation by changing it sometimes, when the musical elements aren't particularly dominant or whatnot compared to each other. "unexceptedly" is good point by itself, I don't know how changing the objects of following changes how it plays, but I don't think it's really bad, it's not like player is really capable of analyzing the song structure by all the instrumental layers while playing, and will instead rely more on intuition, which this should work with.
  8. 02:05:702 (1,2) - I don't think there should be a break in between the streams here as there is no real break in the guitar sound You are right, there's no break in the guitar sound and actually initially I thought I would (and most ppl would) map this with slider from 02:05:702 - to 02:05:868 (2) - that'd make the pattern just a string of objects tho and it would restrict the structuring capabilites a lot, and thus I ended up doing this for more freedom. It might feel slightly lacking, but it plays rhythmically mostly the same as adding a slider would, except it has more space
  9. 02:08:369 (1) - still think this kaiai time should have more sliders Can't really disagree, Working on getting some testplayers
  10. 02:55:952 (4) - Is this for emphasis? if it is there are a lot better ways to create emphasis like a stream kink or a a change in spacing, if it isn't for emphasis I'm a little confused as to why it's there It's there because there's sound at 02:55:993 - same to below
  11. 01:41:285 (4) - ^
  12. 04:07:035 (1) - ^
  13. 03:00:701 (5) - There are some very loud sounds here and also here 03:01:035 (1) that I think you could reflect through a change in spacing or stream shape True, tho since I'm strictly following the guitar (and it's pitch) here, it would kinda break the intended result. Otherwise, sure
  14. 03:06:534 (5,6,7) - why is this mapped different to this? 03:05:200 (5,6,7) they both seem to have the same rhythm True and this is one I'm kinda hesitant with myself, basically 03:06:702 (7) - is expressing the guitar sound that cuts through the music there and 03:06:534 (5,6) - are drums as usual. Basically the drums continue the usual pattern, with sounds at red+blue+blue+red ticks. The guitar just comes in at the white tick, which I then map. But as said, I'm not really sure if I want to keep it this way, and might change it later to something else (perhaps just continue with the drums or smth)
  15. 05:03:868 (5,6,7) - ^ ^
  16. 03:33:368 (1) - I wouldn't say there is enough of an audible change in tone to put a stream kink here Hmm maybe so, it's just mapped the same way as 00:32:035 (1) - currently. Agreed, it might be musically kinda overdone, but thematically it's kinda fitting as the final leading stream towards the new section.
  17. 03:57:702 (1,2,3,4,1,2,3,4) - I think you have the spacing change here reversed, you have higher spacing on the higher notes and this stream starts on a higher note so increase spacing for the first half and lower spacing for the second half Uh, it's actually highest spacing for the middle part where it's high. It actually starts out relatively low pitch. Granted for some reason 03:58:035 (1) - has higher spacing than 03:57:952 (4) - despite the pitches being the other way lul. Probably the snare sound at 03:58:035 (1) -
  18. 04:05:035 (1) - Slider looks kinda ugly, maybe go with a larger more pronounced loop to it? Agreed, I just have no idea how to make it look better while still maintaining the status quo with the surrounding stream, like, you see how it's currently in like blanketed Did some stuff
  19. 04:09:868 (1) - remove NC Lol yeah it's kinda spammed and "unnecessary" in normal conditions but it's necessary here for the colorhax with the 1/6 streams
  20. 04:31:702 (1) - Maybe make this slider kink more pronounced, right now it's really only noticeable because of the NC Slider kink? Do I misunderstand the term or what but there's not sliders here? Anyways for the stream kink I don't think it's needed to do anything, it's pretty much similar to many others during that kiai
  21. 04:42:535 (1,2,1) - try turning this whole section into one longer slider because what you are mapping has a held note and you probably shouldn't just switch to mapping the drums so quick The held note begins at 04:42:452 - tho which is a blue tick and making it the emphasised clicking point would feel even more weird. Also due the nature of the held note, the drums coming in are more distinct and thus need attention more. Also simply more interesting that way
  22. 04:47:701 (1,2,3) - this whole part should be a slider since you are mapping the main guitar sound with the stream before it anyways and you could use the longer slider to reflect the change in tone Similar to above, except here I actually though if I'd make it that way. Like, the guitar sound is pretty much ideal for cool slider and all that stuff, but in the end I though this section has enough longer sliders as is, and mapping the drums was more interesting for the player
  23. 04:54:368 (1,2) - You should have one more of these things after it so the unusual snapping in the next section becomes more intuitive to play. just having that one there isn't enough to make the switch over to the different timing concept. I think it's sufficient since the coming rhythm is pretty simple as well. Tho this is fairly easy to change so I'll do just that depending on testplay feedback later on.
  24. 05:17:701 (1,2) - these two streams should be connected because there is no real rhythmical reason to separate them by a jump and a 1/2 gap
  25. 05:39:202 (2,3,4,5,1,2,3,4,5,1) - I think the ends of these streams could be better emphasized with kick sliders True, basically what you mentioned earlier as well. Same drill here ^^

    sidenote - Really like how you used smooth spacing changes to represent the changes in pitch :)
Thanks for the mod!
Myxo
01:41:285 (4) - 02:55:952 (4) - 04:07:035 (1) - These play really weird in the context of the streams they are placed in. A single 1/8 slider feels offthrowing on each of these places and the sounds aren't that noticable, so replacing them with single circles should work better.

Please check AiMod for some 2ms unsnapped objects and slider tails, safer to fix these.

Otherwise, we already talked about everything related to the map during the mentoring sessions! Good job :)

This map deserves my last bubble more than any other map. Please fix it up before it's too late!
Topic Starter
TheKingHenry

Desperate-kun wrote:

01:41:285 (4) - 02:55:952 (4) - 04:07:035 (1) - These play really weird in the context of the streams they are placed in. A single 1/8 slider feels offthrowing on each of these places and the sounds aren't that noticable, so replacing them with single circles should work better. While I'm pretty sure the negative effect on gameplay is pretty negligent, the short sliders play essentially the same as one circle would, I guess the positive aspect isn't too significant either, consisting mostly of "mapping the song rhythmically as accurately as possible" So removed, perhaps it's more clear now.

Please check AiMod for some 2ms unsnapped objects and slider tails, safer to fix these. lol done

Otherwise, we already talked about everything related to the map during the mentoring sessions! Good job :)

This map deserves my last bubble more than any other map. Please fix it up before it's too late!
Maybe too late, maybe not ¯\_(ツ)_/¯
Myxo
Bubble #1 :)
jeanbernard8865
b

[Acquiescence]

00:00:369 (1) - I don't believe there’s a snare here, so clap is rather unnecessary

00:04:702 (2,3,4) - not too sure about this pattern in terms of flow, cause 00:04:368 (1,2,3) sets up circular flow ( which is odd in the first place considering the 3 previous measures are similar and are built around back & forth movement ), which is then broken by 00:05:035 (4)

00:05:368 (1) - I like how the SV change was portrayed through a combo colour that stand out, but don’t you think a red anchor is too much ?

00:17:702 (1,3,5) - why is the curve so much lighter than with the previous sliders ?

00:20:868 (3,5,6,1,2) - not sure how to feel about that quasi-overlap

00:23:702 (5,6) - I feel like you could do something to catch those 2 guitar sounds ; just my opinion though

00:36:035 (10,11) - aren’t those 2 combo colours a bit similar ? Might only be my skin tho

00:37:368 (10,11) - since you follow the melody in the following measures you might want to make those 2 stand out a bit cause they just seem like there’s nothing changing while the melody is arguably denser

01:41:035 (1,2,3,4,1,2,3,4) - 02:55:702 (1,2,3,4,1,2,3,4) - just my 2 cents there but I think red/orange combo colours are overdone as opposed to their other usages ; their spacing is going down, while in other usages it was notably higher than the rest of their respective part

05:35:035 (1,2,3,4,5,6,7,8,9,10,11,12,13) - idk this curve feels out of place compared to the others in that part, I think it’s the fact that the stream doesn’t change direction which throws me off ; all the other streams here do have a direction change, so it would make sense to have one here as well

I legit didn’t find anything else on the rest of the map lol ( didn’t do the solo part though since it’s not updated ), that’s a solid map just like the other one. Good luck with pushing this forward !
Topic Starter
TheKingHenry

AyanokoRin wrote:

b

[Acquiescence]

00:00:369 (1) - I don't believe there’s a snare here, so clap is rather unnecessary lol true, wonder why I haven't noticed it before

00:04:702 (2,3,4) - not too sure about this pattern in terms of flow, cause 00:04:368 (1,2,3) sets up circular flow ( which is odd in the first place considering the 3 previous measures are similar and are built around back & forth movement ), which is then broken by 00:05:035 (4) Kinda disagree,
the angle from 00:04:368 (1,2) - to 00:04:702 (2,3) - is too sharp to create proper circular motion and it will play more like lowish angled back-and forth.
Which it actually is until 00:05:035 (4) - where it use sharper curve and more spacing to emphasis the triple 00:05:202 (5,6,1) - and then further emphasis the music with the slowed down slider. Stuff like that


00:05:368 (1) - I like how the SV change was portrayed through a combo colour that stand out, but don’t you think a red anchor is too much ? Not really. It's also handy to have the different shape also portray the difference, since combo-colorless skins also exist. Imo it's very fitting

00:17:702 (1,3,5) - why is the curve so much lighter than with the previous sliders ? Tbh I coulda used the exact same shape for all of the patterns in this section, but imo slight variation allows for alterations to the angles in flow and rotation. Thus the shapes differ a lil'. Now why this bothers you is because it kinda goes from the more curved to the more straight one. There's actually examples of both ones already used before in the section, it's just that as subsequent choices they stand out more. Or smth

00:20:868 (3,5,6,1,2) - not sure how to feel about that quasi-overlap Well it's still clearly not overlapping so it should be fine. I guess I could move it slightly tho since it's fairly simple here EDIT: is what I thought but it's actually pain in the ass due the strict structure I have done

00:23:702 (5,6) - I feel like you could do something to catch those 2 guitar sounds ; just my opinion though Lol I actually originally had these parts mapped differently, but things have changed

00:36:035 (10,11) - aren’t those 2 combo colours a bit similar ? Might only be my skin tho Agree they are fairly similar but still clearly distinguishable (atleast with my skin ¯\_(ツ)_/¯)

00:37:368 (10,11) - since you follow the melody in the following measures you might want to make those 2 stand out a bit cause they just seem like there’s nothing changing while the melody is arguably denser Yeah I could do it with kicksliders too for example but imo the current one works fine as well

01:41:035 (1,2,3,4,1,2,3,4) - 02:55:702 (1,2,3,4,1,2,3,4) - just my 2 cents there but I think red/orange combo colours are overdone as opposed to their other usages ; their spacing is going down, while in other usages it was notably higher than the rest of their respective part Yeah you are right about the spacing, but the reason for the usage of those combo colors isn't actually spacing all the time, for the most part they are just used for parts that are differing from the normal stuff (see 00:16:035 (1) - for example). So thus they are also used for drum fills. Which in this case isn't too intense

05:35:035 (1,2,3,4,5,6,7,8,9,10,11,12,13) - idk this curve feels out of place compared to the others in that part, I think it’s the fact that the stream doesn’t change direction which throws me off ; all the other streams here do have a direction change, so it would make sense to have one here as well Good point. It's mostly because there's kinda no space to do good one (downwards), but I might mess with it later

I legit didn’t find anything else on the rest of the map lol ( didn’t do the solo part though since it’s not updated ), that’s a solid map just like the other one. Good luck with pushing this forward !I'm not going to update this now (since my solo things aren't ready, and when those are ready I'm probably going to revisit this to see if I'll change more things and whatnot.)
Thanks for the mod!
I'll prob mod your map tomorrow ^^
Topic Starter
TheKingHenry
Updated solo parts with 1/6 and the things in AyanokoRin mod
Drummer
hllo im doing m4m
mod
[Acquiescence]
wtf this is like perfect what the hell do i even say here
01:06:535 (6,8) - not that this was a real problem but maybe move the bottom one just a little so it would be noticed under the first one a little easier. same in other similar places
01:51:035 (1,2) - blanket could be improved
01:53:702 (1,2) - this too, the slider could look a little more smoother
03:50:702 (7,1) - blanky
04:01:035 (1) - to follow the guitar then this slider would be better if it started on 04:00:868 (3) instead. still fits ok_hand though
04:54:368 (1,2,1,2,3,1,2,3,1,2,3,1,2,3) - this section could maybe be mapped like this http://i.imgur.com/zCMk9Lj.jpg to create a little more intense buildup

ye i really can't say much else, this is too good for me. have a star
im just gonna mod the other map too then

good luck!
Topic Starter
TheKingHenry

Drummer wrote:

hllo im doing m4m
mod
[Acquiescence]
wtf this is like perfect what the hell do i even say here
01:06:535 (6,8) - not that this was a real problem but maybe move the bottom one just a little so it would be noticed under the first one a little easier. same in other similar places Yeah I don't think it's really problem, these sections are practically based on the exact same type of completely overlapping (=stacked) jump patterns, it's just that this one is a short kickslider instead of a circle
01:51:035 (1,2) - blanket could be improved tru
01:53:702 (1,2) - this too, the slider could look a little more smoother ^
03:50:702 (7,1) - blanky wtf this one was actually a lot how have I not fixed it yet lul
04:01:035 (1) - to follow the guitar then this slider would be better if it started on 04:00:868 (3) instead. still fits ok_hand though Yeah I know the actual guitar sound begins 1/4 earlier. It's just that due the nature of the beginning of the sound it sounds as if it would begin on the white tick when listening with 100%. Combine with the fact that there are drums there, it's better to map it this way imo, since it's more natural for the player
04:54:368 (1,2,1,2,3,1,2,3,1,2,3,1,2,3) - this section could maybe be mapped like this http://i.imgur.com/zCMk9Lj.jpg to create a little more intense buildup
True I guess tbh, but since my idea for this is to follow the guitar, mashing together more parts would kinda lessen the impact of my initial idea.
ye i really can't say much else, this is too good for me. have a star
im just gonna mod the other map too then

good luck!
Thanks for the mod!
[Nemesis]
M4M.
00:13:702 (1,2,3,4,5) - this is inconsistent. This pattern has never occured before and can be misleading.
(suggestion) 00:38:368 (1,2,3) - I'd shorten all the sliders and put circles in between (try something like this)
01:52:368 - why are you suddenly changing patterns even though there is almost no change in music?
02:26:535 (6) - inconsistency
03:32:202 (2,3) - I wouldn't say it flows too well

That's all from me. I know the mod was really short (and maybe not too helpful), but I can't really find any other flaws in the map, outside of some inconsistencies. Good luck with your map. No kds if it wasn't helpful.
Topic Starter
TheKingHenry

[Nemesis] wrote:

M4M.
00:13:702 (1,2,3,4,5) - this is inconsistent. This pattern has never occured before and can be misleading. You are kinda both right and wrong.
Sure, this kinda of patterning with the overlaps/stacks and shit hasn't happened before, but the way it plays is almost identical to everything before. It's just that instead of blankets, the sliders are connected with stacks. I guess it looks more confusing than what has been before but it's still fairly simple

(suggestion) 00:38:368 (1,2,3) - I'd shorten all the sliders and put circles in between (try something like this) Are those 2 objects intentionally at the same timestamp in your pic lol? Anyways that's actually not bad idea, it's just that since the sliders 00:38:368 (1,2) - aren't that long, shortening them changes the way they play (from 1/2 to 1/4 they are kicksliders instead) and that would lose some of what it's supposed to emphasize in the music at the moment, while I guess arguably the current one is losing some other aspects too (it's basically either melody or rhythm guitars + drums, and I prefer melody here due how it clearly pops up with something different to offer
01:52:368 - why are you suddenly changing patterns even though there is almost no change in music? First of all, the change in the pattern is very minimal, you can see larger changes for no reason in most maps lol. Nevertheless you are right it changes, but I think there is little change in the music too (similar to the small change in patterning). The sounds don't really change, but the melody picks up slightly, progresses, this section gets repeated rhythmically, which increases the tension, it's basically slowly building up towards something. That's why I map the 2nd iteration with pattern that's slightly more dense to click. Hope that made sense
02:26:535 (6) - inconsistency Mind elaborating? I don't see what you mean. Tbh I don't think there are any inconsistencies in my choruses as I literally used the same DS and same angles for every one of them, only changing how they are positioned on the screen to make it flow
03:32:202 (2,3) - I wouldn't say it flows too well Can't really say anything to that, haven't played it myself, so I rely on testplayers (haven't gotten any complaints so far). Also from theoretical mappers point of view I see what you mean, but it's not really that bad imo

That's all from me. I know the mod was really short (and maybe not too helpful), but I can't really find any other flaws in the map, outside of some inconsistencies. Good luck with your map. No kds if it wasn't helpful. Couple good ideas tbh, but no real problems and since I like my current constructs for now, didn't change anything. If you think this mod was short, you could also mod either this or this if you want.
Thanks for the mod!
LMT

  • [Acquiscence]
  1. 00:00:369 (1,2,3,4,5,1) - spacing is way too big to start out giving a slightly bad first impression. Spacing is a lot smaller later on 00:05:702 (1,2,3,4,5,1) - -> kinda inconsistent imo.
  2. 00:05:702 (1,2,3,4,5) - these plays more like back-and-forth rather than a circular flow like 00:07:035 (1,2,3,4,5) - . https://osu.ppy.sh/ss/8735924 this is more consistent with the movement later on.
  3. 00:48:035 (10,11) - parallel so they stand out more? Looks random the way this pattern is organised atm.
  4. 01:51:868 (5,6,7) - you're way too committed to the drum line to ignore it at this point.
  5. 03:06:534 (5,6,7) - ^ and also the stuff after the solo
  6. 01:57:035 (4,5,6) - this is fine tho since the drum line overlaps with the guitar rhythm.
  7. 03:23:035 (1,2,3,4,5,6,1,2,3,4) - the intensity in this section is a lot less than the kiai ones so this spacing feels forced while playing. I'd use more sliders in this part and scale down the overall spacing a bit.
  8. 04:00:868 (3,4) - can these be a 1/4 slider? The guitar plays a bending sound that deserves some differentiation
  9. 04:47:701 (1) - 1/4 slider to emphasise the bend?
I personally dislike the rhythm choice in the riffs, you choose to follow drums most of the time even though the guitar rhythm is more interesting imo, but it's your choice.

Nice solo btw!


gl!!

Edit: Oh btw can you lower the hp to 5 ? The kiais are like if you miss 3 or 4 of them in the whole section you're kinda ded which isn't fair considering this is a marathon.
Topic Starter
TheKingHenry

LMT wrote:


  • [Acquiscence]
  1. 00:00:369 (1,2,3,4,5,1) - spacing is way too big to start out giving a slightly bad first impression. Spacing is a lot smaller later on 00:05:702 (1,2,3,4,5,1) - -> kinda inconsistent imo. true enough I guess, although it's not like it feels terribly inconsistent to me. It's kinda high to sort of wake up the player from the beginning since the spacing changes so that it isnt "out of nowhere anymore". But I guess tuning it little wouldn't hurt EDIT: how the fuck do I tune with structure this strict AAAAAAAAA I guess I did something
  2. 00:05:702 (1,2,3,4,5) - these plays more like back-and-forth rather than a circular flow like 00:07:035 (1,2,3,4,5) - . https://osu.ppy.sh/ss/8735924 this is more consistent with the movement later on. It's not like 00:00:369 (1,2,3,4,5) - is very circular either. You see, the patterns flow evolve in each of them, always beginning anew (like the riff). Well, except the last one in this section, which as the transition to the next section is slightly different in that sense
  3. 00:48:035 (10,11) - parallel so they stand out more? Looks random the way this pattern is organised atm. Why would it need to stand out more tho? They are currently organized according to rough flow directions
  4. 01:51:868 (5,6,7) - you're way too committed to the drum line to ignore it at this point. How am I way too committed? This section is mostly just drums doing anything interesting. Since I guess you are referring to the verse stuff, lemme comment on that later. Anyways, I'm following the guitar here since it's doing something new which takes priority here
  5. 03:06:534 (5,6,7) - ^ and also the stuff after the solo ^
  6. 01:57:035 (4,5,6) - this is fine tho since the drum line overlaps with the guitar rhythm. That's partly why it is so, woulda most likely mapped guitar-focused pattern here if they didn't line
  7. 03:23:035 (1,2,3,4,5,6,1,2,3,4) - the intensity in this section is a lot less than the kiai ones so this spacing feels forced while playing. I'd use more sliders in this part and scale down the overall spacing a bit. I see no need, first of all I wouldn't necessarily say "a lot less" the music is basically teh same except the drum parts have less emphasis on stuff. The spacing is already lower than kiai and it already has sliders to lessen the strain. Completely fine imo Also this same section was already at 00:21:702 - but you didn't mention, did the feel fine or did you just let it sink for while and mentioned it here later?
  8. 04:00:868 (3,4) - can these be a 1/4 slider? The guitar plays a bending sound that deserves some differentiation Sure they could, but the bend is not between those (okay, would not be that bad on those either since they have the same note), but on 04:00:952 (4,1) - which, for understandable reasons, doesn't work, so it's mapped the way it is currently
  9. 04:47:701 (1) - 1/4 slider to emphasise the bend? Not liking the idea here tbh. Making longer sliderart stuff until the guitar picks again would be an option but I prefer to briefly switch the focus to drums since they are doing fill (which imo makes it more interesting here than the long guitar note
I personally dislike the rhythm choice in the riffs, you choose to follow drums most of the time even though the guitar rhythm is more interesting imo, but it's your choice. Now kinda also comment from above somewhere. I actually (pretty sure) explained this to (atleast one) modder before too,
but I'm not really following only one part of the band here. The TL:DR version would be smth like, "following all the rhythms while emphasising the ones with importance." What this means in practice, is that I mostly follow rhythm guitars and drums (since, well, aside from the occasional 00:38:368 (1,2,3) - the melody isn't doing anything interesting/mapping worthy. Thus melody is, aside from that occasional lead, only emphasising the stuff that is based on the rhythms of other instruments (this probably leads to the things that you noted as following the drums) Now for the drums and rhythm guitars itself tho. For example, 00:39:202 (2,3,4,5,6,7,8,9,10,11,12) - you could see that I'm "following drums". Half right, half wrong. The rhythm I'm following is indeed what the drums have (except the kicksliders 00:39:369 (4,7,10) - ends, which don't have drums sounds to support them. They are 1/4 to catch the constant feeling of 1/4 that the rhythm guitars make (due the, well, pretty much constant 1/4 they are playing lol. Which actually would make them hella boring to map if they didn't have those emphasis points with "breaks"). But, trick here is, that the reason I'm mapping the drum rhythms in this measure is because the melody is having sounds on each white tick. Thus, mapping the "more interesting" rhythm guitar riffage wouldn't end up with the same emphasis points. Prioritities. Then case 2: 00:44:035 (9,10,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10) - you see this is actually pretty big block of stuff. Same rhythmical structure repeated in every verse. This is the main place where I follow the rhythm guitars. Actually, there is only one measure of following drums before this (after the fills or transitions) and one measure after this (before the melody emphasisions) that don't necessarily have melody influences. And 00:43:035 (1,2,3,4,5,6,7,8) - is pretty much a hybrid (since rhythms guitars and drums have more common than in most of the other measures. Actually similarly 00:47:035 (1,2,3,4,5,6,7,8,9,10,11) - they have lot of common points. Basically that leaves actually fairly little to "following drums only" for these sections. Even if you would count out these "halfies" here, there's still fairly big chunk of rhythm guitars. Hopefully this explanation made something clearer :)


Nice solo btw! o(≧o≦)o


gl!!

Edit: Oh btw can you lower the hp to 5 ? The kiais are like if you miss 3 or 4 of them in the whole section you're kinda ded which isn't fair considering this is a marathon. It's supposed to be fairly punishing, but tuned down to 5,5 instead
Thanks for the mod!
frogyfro
m4m from your queue

firstly i want to comment on the overall map. i genuinely believed while playing that you had been directly copy-pasting these sections and was surprised to find out that you didn't when i opened the map in the editor. i'm usually a proponent for consistency over variety so you're completely in the right for doing this and i can't really fault you for it, but from a playing perspective i want this to be said: i was bored while playing this map. the repetition of the overall sections as well as the repetition within the sections themselves was so much that it felt i was doing the same thing over and over again for 5 minutes. anyways, like i said i completely understand if you shrug this off and stick with what you're doing, but i felt the need to include this anyway because its a perspective i feel like you may not have considered before.

00:05:035 (4) - given that this circle has the same sound that every slider has been earlier (the difference only begins at 00:05:202 (5,6,1) ), i don't think this change in rotation is justified. it'd make much more sense if 00:05:035 (4) rotated in the same direction, but 00:05:202 (5,6,1) is the point that changes direction.

00:36:368 (1) - the sliders throughout this section feel really messy. i feel like you should remap this and focus on just putting the sliders in symmetrical locations. just for comparison:


just doing minor stuff like that would really make this part look better

00:47:868 (8,9,10,11,1) - i feel like the way you emphasize the melody is a bit inconsistent. you're putting the melody notes on either the last note of a triple or a jump. both serve to emphasize, but it feels slightly off to me because of how much you switch between the two. for these notes, the melody notes you're trying to emphasize are 00:48:035 (10,11,1), but i feel like this pattern in its current state gives more attention to 00:47:868 (8,11,1). i'd put every melody note as a snap rather than mixing it up.

00:55:868 (6,7,8) - i don't understand why this isn't stacked with 00:55:535 (4). seems like an odd choice to break the established pattern of the jump section. you even avoid breaking the pattern at 01:03:868 (6,7,1,2,3,4,1).

01:01:201 (6,7,8,9,10,1) - these stacks appear super messy. i think its a combination of using 1 pixel stacking instead of the traditional 4 pixel stacking, as well as the fact that you change the direction they're stacking for every single one. there's not much flow to account for when it comes to stacks, is there anything wrong with just using the traditional 4 pixel stack for these?

01:46:952 (8,1,2) - this sudden shift in spacing between the end of the stream and the beginning of this next section really doesn't make sense to me. i'd definitely space this entire next section out more it feels unnecessarily cramped in comparison to the rest of the map.

01:47:868 (5,6,7) - at no point prior to this have you used time distance equality in any meaningful way, and suddenly you rely on time distance equality to make this rhythm playable. it's extremely unintuitive to realize that the gap between the circle and the slider is 1/4. if you put 01:53:202 (5,6,7,8) this pattern first, i think it would be a lot more intuitive as this is very clearly 1/4. i would seriously consider changing this one, imo this is the most glaring flaw of the map.

02:26:868 (8,1,2) - wide angle jump? doesn't seem to make sense

04:13:702 (1,2,3,4,5,6,7,8) - i love what you're going for with the decrease in spacing to reflect the melody but i'd space 04:14:035 (3) and 04:14:368 (5) slightly more. as is it really loses a lot of intensity when it gets to these notes and i think you can get the same effect with more intensity if you use slightly higher spacing.

hopefully this helps at least a little, in retrospect this is a pretty messy mod lol. solo was very well mapped, good job on that.
Topic Starter
TheKingHenry

frogyfro wrote:

m4m from your queue

firstly i want to comment on the overall map. i genuinely believed while playing that you had been directly copy-pasting these sections and was surprised to find out that you didn't when i opened the map in the editor. i'm usually a proponent for consistency over variety so you're completely in the right for doing this and i can't really fault you for it, but from a playing perspective i want this to be said: i was bored while playing this map. the repetition of the overall sections as well as the repetition within the sections themselves was so much that it felt i was doing the same thing over and over again for 5 minutes. anyways, like i said i completely understand if you shrug this off and stick with what you're doing, but i felt the need to include this anyway because its a perspective i feel like you may not have considered before. Okay, so where should I begin? Anyways, this isn't perspetive I haven't considered before. It was the first perspective I considered when I originally decided to go for this approach (why would I begin with an idea without thinking of what the idea does anyways). I'm completely aware that many people might get bored while playing this map. That, however, might not necessary all be in the map.
The TV-size phenomenon, making different patterns just for the sake of it or just the overall decline in people's prolonged concentration, their attention span. Whatever you wanna have here. Nevertheless, I didn't get bored. I have gotten testplayers saying they really liked the map. Does that mean the map is boring? Wouldn't make sense then I guess. So, what I mean, I don't see the problem of the map "being boring" in the map itself. The music is repetitive,
so is the map. Repetitive ≠ boring? Is the music boring too? To some maybe, not to me. I personally have fun playing this (well, for the parts I can play it ¯\_(ツ)_/¯) tho thinking more about that, me having fun is partly due the map being very challenging for me. If you can play it without breaking a sweat,
maybe you begin thinking about the repetition.


00:05:035 (4) - given that this circle has the same sound that every slider has been earlier (the difference only begins at 00:05:202 (5,6,1) ), i don't think this change in rotation is justified. it'd make much more sense if 00:05:035 (4) rotated in the same direction, but 00:05:202 (5,6,1) is the point that changes direction. Kinda see your point, but I don't think it's necessary. I don't think any of these "fill measures" are really following strictly to the "rules" of the patterning used in the sections before them.

00:36:368 (1) - the sliders throughout this section feel really messy. i feel like you should remap this and focus on just putting the sliders in symmetrical locations. just for comparison: I don't really think not-symmetrical = messy. If I wanted them to be symmetrical, I woulda just mapped them according to it originally. Now currently there are 2 leading principles for most of these sections. I'm trying to implement some kind of natural flow while slightly avoiding overlapping objects that are somewhat close to each other in the timing-axel. Symmetry can avoid overlaps but the flow isn't as natural as freely placed objects.


just doing minor stuff like that would really make this part look better

00:47:868 (8,9,10,11,1) - i feel like the way you emphasize the melody is a bit inconsistent. you're putting the melody notes on either the last note of a triple or a jump. both serve to emphasize, but it feels slightly off to me because of how much you switch between the two. for these notes, the melody notes you're trying to emphasize are 00:48:035 (10,11,1), but i feel like this pattern in its current state gives more attention to 00:47:868 (8,11,1). i'd put every melody note as a snap rather than mixing it up. Agree on the emphasised notes, tapping-wise. However, how the pattern actually is supposed to work, is that with all those triples like 00:47:202 (2,3,4,5,6,7,8,9) - there are those drums and rhythm guitars and that stuff. Now when the melody emphasis kicks in at 00:48:035 (10,11) - what do we get? Two kicksliders clickable on the melody notes. But not only that. The emphasis, which you commented one here, is working like, from 00:47:868 (8,9) - to 00:48:035 (10) - we have the triple. Movement is slight. Now when the melody kicks in, the movement kicks in. Simple as that. What differentiates it from 00:47:702 (7) - where the movement kicks in for the rhythm guitar tone kicking in, is that there is 2nd kickslider. Tldr it's working as intended. Gotta say tho that there hasn't been a single mod on this yet I think that hasn't mentioned these sections, complaining about inconsistensies, but none of them seem to have even gotten what I'm doing here (neither seem they have read my responds to the previous ones ¯\_(ツ)_/¯

00:55:868 (6,7,8) - i don't understand why this isn't stacked with 00:55:535 (4). seems like an odd choice to break the established pattern of the jump section. you even avoid breaking the pattern at 01:03:868 (6,7,1,2,3,4,1). Uhm, it's not "breaking pattern". Stacking it there would be "breaking the pattern" You see, there's 2 variants of the patterns during the choruses. The one with only one bass drum triple (most of stuff are stacked) and the one with two bass drum triples (where stuff isn't as much stacked, instead forming a triangle with two of those stack systems).
And please, I don't think the measure with the drum fill is any relevant here. I mean, I couldn't break the system in the same way as with the other "counterparts" as you meant even if I wanted to since the drum roll 01:03:868 (6,7,1,2,3,4,1) - takes way too much space from the measure. Lol


01:01:201 (6,7,8,9,10,1) - these stacks appear super messy. i think its a combination of using 1 pixel stacking instead of the traditional 4 pixel stacking, as well as the fact that you change the direction they're stacking for every single one. there's not much flow to account for when it comes to stacks, is there anything wrong with just using the traditional 4 pixel stack for these? I don't think 01:01:534 (9,10,1) - is that messy, looks fine to me.
Good catch on 01:01:201 (6,7,8) - fixed that one. And no, why would I remove the changes in direction?
I agree that with your point about flow. But simultaneously it also says that it has some effect on flow (while small) So why would I remove that fine tuning?
I also find it more visually appealing. And if traditional stacks mean the manual stacks editor does, not really fan of those. I use them very little


01:46:952 (8,1,2) - this sudden shift in spacing between the end of the stream and the beginning of this next section really doesn't make sense to me. i'd definitely space this entire next section out more it feels unnecessarily cramped in comparison to the rest of the map. "rest of the map"
is highly misleading as there are like 3 or 4 sections exactly like that. Anyways that's aside the point. I believe this has been mentioned few times as well (and actually tuned already from the original). I want it to be the low spacing it currently is, I think it expresses what I see in the music there. Anyways if you want longer (the usual) essay out of me, go check some of the other mods, I think i have longer shit written somewhere for this too.


01:47:868 (5,6,7) - at no point prior to this have you used time distance equality in any meaningful way, and suddenly you rely on time distance equality to make this rhythm playable. it's extremely unintuitive to realize that the gap between the circle and the slider is 1/4. if you put 01:53:202 (5,6,7,8) this pattern first, i think it would be a lot more intuitive as this is very clearly 1/4. i would seriously consider changing this one, imo this is the most glaring flaw of the map. Okay, so first of all, not gonna change it so that the more intense variant is before the more easier one lol. And then, time distance equality aside, I wanna really know how that is unintuitive to see it's 1/4. Like, good heavens man, what else could it be with that kind of patterning lol. And for that matter, this variant that is used first is also the better one to begin since due the slider it's more lenient to click, thus making the player familiar with the rhythm before the actualy click-to-the-rhythm part begins. So, glaring flaws aside too, I have no idea where you are coming from (well, other than the point above that you clearly dislike this section already ¯\_(ツ)_/¯)

02:26:868 (8,1,2) - wide angle jump? doesn't seem to make sense Yeah I kinda dislike it too. It's there cuz I ran out of space
(FeelsBadMan) and putting the pattern with very sharp angle to the other side would then run out of space mid-pattern (iirc). But if I get complaints from the testplays I get, I guess I'll get on tuning this one


04:13:702 (1,2,3,4,5,6,7,8) - i love what you're going for with the decrease in spacing to reflect the melody but i'd space 04:14:035 (3) and 04:14:368 (5) slightly more. as is it really loses a lot of intensity when it gets to these notes and i think you can get the same effect with more intensity if you use slightly higher spacing.Pretty legitimate suggestion tbh, but I couldn't get very drastic changes off without breaking the pattern, and without drastic changes the effect isn't big enough so it would be worth to break the stacks they are positioned on atm. So no changes atleast for now

hopefully this helps at least a little, in retrospect this is a pretty messy mod lol. solo was very well mapped, good job on that.
Thanks for the mod!
hohol454
Very late M4M from weekend Queue 1/3.

01:37:535 (2,1,2,3,4) - I think it would look better if you spaced 01:37:702 (1,2) - a bit more so the slider and following stream are roughly in the middle of 01:37:535 (2,1) - like this.

01:43:036 (1,2,3,4) - same thing, maybe use this spacing as a reference point since it's the same SV 01:47:035 (1,2,3) - . Makes the map more consistent too, as if it wasn't enough.

Idk about some of those 1/6 streams, 04:08:368 (1,2,3,4,5,6,1) - and 04:09:035 (1,2,3,4) - sound pretty similar for example.

04:42:035 - shouldn't the slider end here? you map the sound later 04:45:368 (3) - . 04:42:035 -

Not much I can say here, everything makes sense to me and looks nice.

modding your other maps very soon
Topic Starter
TheKingHenry

hohol454 wrote:

Very late M4M from weekend Queue 1/3.

01:37:535 (2,1,2,3,4) - I think it would look better if you spaced 01:37:702 (1,2) - a bit more so the slider and following stream are roughly in the middle of 01:37:535 (2,1) - like this.

01:43:036 (1,2,3,4) - same thing, maybe use this spacing as a reference point since it's the same SV 01:47:035 (1,2,3) - . Makes the map more consistent too, as if it wasn't enough. I don't think it works. There are multiple instances of this pattern, and 01:37:702 (1,2,3,4) - is always the same spacing, with the following jumps having little more freedom. Not only would moving it remove the current low spacing I wanted on 01:37:702 (1,2,3,4) - but it'd also make the different places have different spacing due the jumps having different ones. Unless, of course, I'd have all the jumps have the same spacings as well, but I think this map needs some freedom in somewhere atleast, since it's already pretty damn strictly structured. Basically, I don't see the visual change being worth it for the other aspects it'd apply.

Idk about some of those 1/6 streams, 04:08:368 (1,2,3,4,5,6,1) - and 04:09:035 (1,2,3,4) - sound pretty similar for example. 100% speed?
The point isn't what they sound like here, but what they actually are.
They are very similar in terms of what the guitarist does. But listening with 25% speed, you can hear that while 01:37:702 (1,2,3,4) - is 1/4 (not exactly on timing but the guitarist is human too), 04:08:368 (1,2,3,4,5,6) - is clearly 1/6 (it's actually one of the cleanest 1/6s in the solo, most of the 1/6 is due the guitarist being early on the 1/4 and then adding some notes of 1/6 and then being just about in time. Or slightly late (see 04:03:035 (1,2,3,4,1,2,3,4,1,2,3) - for example))

04:42:035 - shouldn't the slider end here? you map the sound later 04:45:368 (3) - . 04:42:035 - There is clear difference though. The fact that 04:41:702 (1) - is longer guitar sound are more fitting for the "artful" slider aside, the point is that after it there is 1/4, which goes nicely straight from the sliderend. At 04:45:702 (1,2) - there isn't that though, and making the slider longer would only swallow up one sound more (04:46:202 (2) - which is clearly strong enough to be clicked since we are following guitar. To combine the fact that there just happens to be good sound on 04:46:035 - I see no reason not to pattern it like this.

Not much I can say here, everything makes sense to me and looks nice.

modding your other maps very soon
Can't really give kudosu for that since I didn't accept anything, but thanks for the mod!
Saileach
m4m from your queue!

Acquiescence
  1. 00:21:701 00:29:368 - I feel the spacing in this section is a little large as this is most likely meant to be the calm section after this semi-intense intro
  2. compare 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) - to 00:52:536 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - In the first section you didnt space the first part and spaced the second while its vice versa for the second even though the have really similar drum structure
  3. 01:35:202 (2,3,4,5,6,1,2,3,4,1,2,3,4) - compared to 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) -, basically use the ones used on 1:35 rather than the one used at 31,not only would it help consistency but establishing certain stream spacings for certain types of drums adds to structure
  4. 01:43:036 (1,2) - could probably do with some breathing rom
  5. 02:55:368 (2,3,4,5,1) - i feel these could use some more spacing
  6. 03:23:035 - again, calm section after, feel the spacing is a little much, what makes it feel like a calmer section is that it lacks any real drum track in the back and its purely the guitar(?)
  7. 03:32:202 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - higher intenisty drums at the start, less at the end yet mapped vice versa

all i got, seems good, cant wait to see it in the ranked section someday
Topic Starter
TheKingHenry

DakiniBrave wrote:

m4m from your queue!

Acquiescence
  1. 00:21:701 00:29:368 - I feel the spacing in this section is a little large as this is most likely meant to be the calm section after this semi-intense intro Howd you fuck up that link lol Anyways, I don't think there's need to nerf it more (it got already at some point). So basically it used to be (almost?) all the way circles, but then considering it has like no drums the rhythm was kinda overdone in that aspect.
    That being said the riff/melody/whatever you wanna call it is actually "fairly intense" (thus spacing; I think I have commented on this before). What I haven't said before I think is that this is also "the main theme" of sorts (see kiai), which is part of the reason for emphasising it in some way (which basically just means I won't ignore it at the very least)
  2. compare 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) - to 00:52:536 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - In the first section you didnt space the first part and spaced the second while its vice versa for the second even though the have really similar drum structure See below
  3. 01:35:202 (2,3,4,5,6,1,2,3,4,1,2,3,4) - compared to 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) -, basically use the ones used on 1:35 rather than the one used at 31,not only would it help consistency but establishing certain stream spacings for certain types of drums adds to structure This is actually good point, and tbh looking at several drum fills I'll probably do something. Only subjects of change will probably are 00:30:868 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - and same one (03:32:202 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The rest are fine imo; the most similar one in music,
    the one before the first kiai is still not the same and it's patterned differently (and spaced accordingly already). The other ones leading to kiais and the ones leading to calm sections are both fine (and they are consistent). The ones during the calm sections are also fine, since it's fine for the overall spacing to be lower there. As for other occasional drum fills don't see any problems (and not like there'd really be consistency problems considering they are occasional and not linked to each other). But yeah I'll do smth to these couple
  4. 01:43:036 (1,2) - could probably do with some breathing rom Not really necessary, 01:43:202 (2) - is as if sidekick of 01:43:036 (1) - anyways
  5. 02:55:368 (2,3,4,5,1) - i feel these could use some more spacing above on the drum fill thingys ^ basically I think the calm sections are fine to have lower spacing
  6. 03:23:035 - again, calm section after, feel the spacing is a little much, what makes it feel like a calmer section is that it lacks any real drum track in the back and its purely the guitar(?) Yeah right you are on the guitar. But yeah basically the same as the first one.
  7. 03:32:202 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - higher intenisty drums at the start, less at the end yet mapped vice versa Yeah above on that wall of text, this is the other one

all i got, seems good, cant wait to see it in the ranked section someday
Thanks for the mod!
Mking
Hello old M4M I still had to return ~

First Id like to suggest lowering the HP drain to 5 or lower, when you play the map the HP drain is fine on the streams but if you get a couple of 100s on the jumps you just almost get drained to death.

00:33:202 (8) - Change this to a double? you can hear 2 guitar sounds that you mapped as doubles on the previous notes
00:35:451 (4) - there is no sound on this note and it just makes it weird when playing, so leave it out?
00:42:118 (4) - ^
03:32:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - starting here you use a NC every 5th note (I think to express the drum sounds?) and later on 04:36:368 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you dont, which is good, cause the drum sounds fall away. But then here 05:09:702 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - you dont do this anymore? might apply it here as well as there are drum sounds here too

The rest of the map is basically a lot of the same part over and over :p Good map though I like it!
Goodluck ~
Topic Starter
TheKingHenry

Mking wrote:

Hello old M4M I still had to return ~

First Id like to suggest lowering the HP drain to 5 or lower, when you play the map the HP drain is fine on the streams but if you get a couple of 100s on the jumps you just almost get drained to death. While I can't really deny it since I can't actually play this through, according to what experience I have it's not that terrible, you can actually fuck up quite a bit before you die and I don't want it to become too lenient. Also haven't gotten comments about it from testplayers (as far as I can remember) so it'll stay for now. I'll keep my eyes open though, this is easy fix anyways if it comes to it.

00:33:202 (8) - Change this to a double? you can hear 2 guitar sounds that you mapped as doubles on the previous notes I mean, guitars are 1/4 pretty much most of the time here, but whether circles or sliders fit better changes. For example here 00:32:368 (1,2,3,4,5,6,7,8) - 00:32:368 (1,2,3) - and 00:32:702 (4,5,6) - both sound like the 1/2+ triple pattern they are but 00:32:702 (4,5,6) - is actually full 1/4 thus the kickslider. Similarly 00:33:035 (7,8) - sounds quite like 1/2, making kicksliders fitting here. Also have to note here that in these sections I don't strictly follow any one instrument but rather switch the focus all the time, preferably catching the nuances of as many different parts as possible. For more info, if interested, just read some of the previous mods in this thread, since pretty much almost every one noted on some part and most of the time my response is some kind of massive paragraph lol
00:35:451 (4) - there is no sound on this note and it just makes it weird when playing, so leave it out? There's pretty clear sound though
00:42:118 (4) - ^ same here
03:32:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - starting here you use a NC every 5th note (I think to express the drum sounds?) and later on 04:36:368 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you dont, which is good, cause the drum sounds fall away. But then here 05:09:702 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - you dont do this anymore? might apply it here as well as there are drum sounds here too Okay so where to begin? Don't quite get where you are coming from here, tl:dr there ain't the same drums at 05:09:702 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - (unless it's wrong link but hey dunno) As for the difference between 03:32:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and 04:36:368 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - it's pretty simple; in the first one the drums change every 5 notes in the latter one they change every 8 notes (which is only once in that pattern). All drum fills are mapped in the similar way (though most of them are of the groups of 4 variants, I don't think there's many of the groups of 8 variation, if any other than the linked one here)

The rest of the map is basically a lot of the same part over and over :p Good map though I like it!
Goodluck ~
Thanks for the mod!
Can't quite give kudosu since I didn't exactly accept anything though.
Keada
Hi there o/ the M4M I was supposed to be doing.


  • Acquiescence

  1. 00:01:201 (4) - move this to x:316 y:80 to make the distance snap more consistant
  2. 00:01:702 (1,2) - why does this have alot more ds than 00:00:369 (1,2) - ? its the same melody so why not keep it consistant? :>
  3. 00:03:035 (1,2) - same here and so on, youll get it.
  4. 00:05:202 (5,6,1,2,3,4) - really cramped here, try to space up a bit
  5. 00:20:868 (3,5) - not that nice with overlaps like this
  6. 00:21:701 (1,2) - not sure why you have such a big distance with these, the melody is the same and the music actually calms down a bit comparrison to the part before
  7. 00:21:868 (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - try this part with soft hitsounds. Sounds a bit better
  8. same with the part after where there is no drums
  9. 00:37:535 (11,2) - overlap D:
  10. 00:42:702 (5,6,7,8,1,5) - this overlap also isnt that nice, try to make the stream shape a bit more out like this https://puu.sh/zcTNB/28f299df19.png
  11. 01:06:535 (6,8) - actually hard to read try something like this https://puu.sh/zcTRn/831f2f6d89.png same with the others after
  12. 01:18:369 (6,7,8,9,10,5) - overlap again, try to space out a bit more
  13. 01:37:702 (1,2) - space out a bit so it looks better
  14. 01:43:036 (1,2) - ^
  15. 01:44:368 (1,2,3,1,2,3,1,2,3,1,2,3,1) - space them a bit more so the overlapping doesnt happen
  16. 01:47:035 (1) - from here and until 01:57:702 (1) - try to space out a bit more again, its reeeeeaaally cramped and the music is kinda intense so you could use more space
  17. 02:21:202 (6,8) - same as I said above and with future parts
  18. 02:28:535 (2,3,4,5,6) - use soft hitsounds
  19. 02:40:035 (5,6,7,8,1,5) - same as I said above https://puu.sh/zcTNB/28f299df19.png
  20. 02:54:202 (1,1,1) - stronger note on this one. space these out more than the rest of the pattern
  21. 03:01:702 (1) - here until 03:12:368 (1) - really cramped again
  22. 03:55:757 (2) - dont hear any sound here
  23. 04:05:952 (2,1,2,3) - this is gonna be really hard to read/fc. I would recommend 1/6 repeat sliders on the 1/6 parts since the map is kinda easy from before and suddenly comes this hard part. But thats up to you, if you want people to break on this part then youre evil :^)
  24. 04:51:202 (2,4) - ugly overlap 04:51:535 (4) - just space this out a bit to the right then youre fine
  25. 04:54:368 (1) - should end on white tick
  26. 04:54:868 (2,3,4,5) - timeline here should be mapped like this https://puu.sh/zcUla/02ecec0e32.png 04:55:285 - cause I hear no sound here, just listen to the music and map from there, it kinda looks like you rushed this part xD
Rest of the map looks nice tho!
Good luck!
Topic Starter
TheKingHenry

Keada wrote:

Hi there o/ the M4M I was supposed to be doing.


  • Acquiescence

  1. 00:01:201 (4) - move this to x:316 y:80 to make the distance snap more consistant Not really necessary, the difference is really small and the readjusting of the future patterns related in placing to 00:01:201 (4) - would be far more work than what'd be worth it
  2. 00:01:702 (1,2) - why does this have alot more ds than 00:00:369 (1,2) - ? its the same melody so why not keep it consistant? :> The spacing fluctuates somewhat throughout the sections, sort of to match the phrasing of the music (or not) but essentially they both work the same way and play very similarly, I don't think it's necessary to DS every single bit perfectly to each other. It's would actually just end up far more restricting both for mapper and player (and as a matter of fact, I'm pretty sure I DS stuff far more than most mappers lol)
  3. 00:03:035 (1,2) - same here and so on, youll get it. ya same indeed
  4. 00:05:202 (5,6,1,2,3,4) - really cramped here, try to space up a bit It's cramped (or lower spacing) because the flow changes from the back-and-fortish ones to the circular motion here, so I begin with lower spacing. Not like any object are really overlapping either so it's more like tight and neat rather than cramped. [color=#008000(expect 00:06:035 (2) - to land on the end of following slider but tuned 'em)[/color]
  5. 00:20:868 (3,5) - not that nice with overlaps like this they don't overlap though
  6. 00:21:701 (1,2) - not sure why you have such a big distance with these, the melody is the same and the music actually calms down a bit comparrison to the part before Only drums. The melody section actually goes upwards in intensity imo. Also speaking of spacing, the section before this isn't necessarily of lower spacing than this, it's just that there are both higher and lower spacings there than 00:21:701 (1,2) - and also should noted that this specific spacing (with these pitches) is the highest one in the following section, it goes only down from here with the others (the other pitch changes, basically larger change in pitch = larger spacing, while taking the overall pitch into consideration).
  7. 00:21:868 (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - try this part with soft hitsounds. Sounds a bit better Depends on skin tbh but I agree changed to all relevant sections
  8. same with the part after where there is no drums ^
  9. 00:37:535 (11,2) - overlap D: no?
  10. 00:42:702 (5,6,7,8,1,5) - this overlap also isnt that nice, try to make the stream shape a bit more out like this https://puu.sh/zcTNB/28f299df19.png close ≠ overlap; dis actually very comfortable blanket
  11. 01:06:535 (6,8) - actually hard to read try something like this https://puu.sh/zcTRn/831f2f6d89.png same with the others after Not necessary, it's exactly the same thing as the one with only one kickslider so even their reading aside, players are also familiar with the pattern. Haven't gotten any complaints from testplays so far. If I do it's anotha thing though
  12. 01:18:369 (6,7,8,9,10,5) - overlap again, try to space out a bit more as above
  13. 01:37:702 (1,2) - space out a bit so it looks better not necessary; here it's also visuals aside preferably to have low spacing since I want to bring the intensity down
  14. 01:43:036 (1,2) - ^ ^
  15. 01:44:368 (1,2,3,1,2,3,1,2,3,1,2,3,1) - space them a bit more so the overlapping doesnt happen they ain't overlapping though
  16. 01:47:035 (1) - from here and until 01:57:702 (1) - try to space out a bit more again, its reeeeeaaally cramped and the music is kinda intense so you could use more space It's not actually very intense. It's sort of that kind of place, where the intensity is down but there is still something bubbling underneath, basically here see how the melody goes long af but the drums are still "bubbling" underneath. Resulting in section like this with the rhythms but low spacing, which is as if relaxed and easy calm section with the low spacings but still keeps you on your toes with the rhythms. I have actually discussed this in many mods before so refer to those if you want to read more.
  17. 02:21:202 (6,8) - same as I said above and with future parts yeah same
  18. 02:28:535 (2,3,4,5,6) - use soft hitsounds done as mentioned above
  19. 02:40:035 (5,6,7,8,1,5) - same as I said above https://puu.sh/zcTNB/28f299df19.png same indeed
  20. 02:54:202 (1,1,1) - stronger note on this one. space these out more than the rest of the pattern could do this tbh, done. Now it's also nice progression from the last iteration (there one circle was stable but here all move during the pattern)
  21. 03:01:702 (1) - here until 03:12:368 (1) - really cramped again same as before
  22. 03:55:757 (2) - dont hear any sound here It's pretty clear though (and one of the better timed ones as well) Just use lower music speeds for this, like 50% or 25% if you can't hear with faster ones
  23. 04:05:952 (2,1,2,3) - this is gonna be really hard to read/fc. I would recommend 1/6 repeat sliders on the 1/6 parts since the map is kinda easy from before and suddenly comes this hard part. But thats up to you, if you want people to break on this part then youre evil :^) What do I hear?
    Solo part harder than the rest of the map? Blasphemy! You are right it's going to be tough, but that's pretty much the point here. The solo is clearly next level in intensity compared to most of the song, so so shall it be. As for readability I will of course try my best within the frames I want the solo to have. It's actually been improved already according to testplayer feedback.
  24. 04:51:202 (2,4) - ugly overlap 04:51:535 (4) - just space this out a bit to the right then youre fine I don't quite get these overlaps of yours, most of the time they clearly aren't touching
  25. 04:54:368 (1) - should end on white tick Agree, but it's for the rhythmical consistency during this pattern. This pattern has actually been discussed hella lot in the earlier mods so check those if ya interested.
  26. 04:54:868 (2,3,4,5) - timeline here should be mapped like this https://puu.sh/zcUla/02ecec0e32.png 04:55:285 - cause I hear no sound here, just listen to the music and map from there, it kinda looks like you rushed this part xD Similar to above. Not what I had originally but this has been discussed quite the much already, read those for more information. (also worth mentioning that you are right there are unmapped drum sounds but that's intentional since the focus in clearly on guitar here, and pretty much guitar only)
Rest of the map looks nice tho!
Good luck!
Thanks for the mod!
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