KD PLZ FOR IRCIGN for lik 4 dayys
also y is my small ass thign ther HOYl
also y is my small ass thign ther HOYl
19:29 emanfman: There are some stylistic things I disagree with, such as silent-ended kick sliders
19:29 emanfman: But that's not unrankable, just personal preference
19:29 emanfman: As for hitsounding in general though, I disliked those stacks going down to basically zero
19:30 emanfman: I like what you did by decreasing the volume but perhaps make it not so drastic
19:32 emanfman: 00:01:512 (5) - This is the only circle in the intro on a blue tick. It seems like you were trying to start by mapping to the rhythm of the synth, but you ended up switching to mapping drums as you continued.
19:32 emanfman: Consider editing this to be on a white tick, or keeping the syncopated timing for the rest of the intro.
19:34 emanfman: The first break is pretty long. Maybe do some slow funky shaped sliders to fill the gap? At least half of it.
19:36 emanfman: 00:53:477 - Spinner here until the next big white tick, same reason
19:38 emanfman: 01:16:084 (3,1,2) - This pattern is confusing because the song would seem like it calls for three circles here but the sliderend take up the first one. Do something about this :P Not sure what, maybe make the slider end on the red tick and add a circle to the stack of two?
19:40 emanfman: 01:26:905 (1,2,3) - The counterflow is okay here but results in nearly guaranteed slider-end drops. Consider shortening these sliders (and lowering the SV a tad to make up for it).
19:41 emanfman: 01:43:084 - Empty space doesn't belong here. Just because the song slowed down, it doesn't mean there's no motion still.
19:42 emanfman: 01:49:941 - Same here
19:44 emanfman: 02:03:548 (1,2) - Make these sliders fancier or something, the map gets too bland by the ending. Make sure you don't give up on putting effort into high quality through the WHOLE map! The "aftertaste" of a map is dependent on the quality of the ending - I know you're good at slider shapes, so show off here! :P
19:45 emanfman: One last thing:
19:46 emanfman: 00:27:548 (1,2) - This is just a huge opinion thing but I was very disappointed to see no emphasis on the big THUMP THUMP throughout the whole buildup section. Consider making some absurd spacing here just to make it that much more epic!
19:47 emanfman: That's pretty much it
19:47 emanfman: It's awesome and I loved playing it
19:47 emanfman: Something that I don't often say about maps under 5 stars
19:47 emanfman: Keep up the great work :D
2016-05-20 20:36 deetz: 00:02:691 (4) - can help to NC stuff like this
2016-05-20 20:36 deetz: to indicate the white tick
2016-05-20 20:36 Bandi: public knowledge and I don't know it? xD
2016-05-20 20:37 Bandi: ah
2016-05-20 20:37 deetz: 00:02:691 (4,5,6) - im not sure how you could indicate this best
2016-05-20 20:37 deetz: mayb itll work to just leave that as is and let the player figure it out
2016-05-20 20:38 deetz: but the NC will help a lot
2016-05-20 20:38 deetz: u could modify the spacing more maybe
2016-05-20 20:38 deetz: well
2016-05-20 20:38 deetz: its probably fine
2016-05-20 20:38 Bandi: NCing it, would make me have to NC something liiiiekkk
2016-05-20 20:38 Bandi: 00:09:548 (4,5,6) -
2016-05-20 20:39 Bandi: thisoops
2016-05-20 20:39 Bandi: 00:00:977 (1) -
2016-05-20 20:39 deetz: nc all the stuff like 00:09:548 (4) -
2016-05-20 20:39 Bandi: this
2016-05-20 20:39 deetz: lol
2016-05-20 20:39 deetz: notnecessarily
2016-05-20 20:39 deetz: as long as you have an overlaying system for ncs
2016-05-20 20:39 Bandi: But the color pattern :/
2016-05-20 20:39 deetz: u can place oter ncs as needed for readability oh
2016-05-20 20:39 deetz: oh
2016-05-20 20:39 deetz: is this colourhaxed
2016-05-20 20:39 deetz: i dont really notice that
2016-05-20 20:39 deetz: LOL
2016-05-20 20:39 deetz: sry
2016-05-20 20:39 Bandi: xD
2016-05-20 20:40 deetz: if u dont want to mess with ncs u could maybe adjust the spacing
2016-05-20 20:40 deetz: duno
2016-05-20 20:40 Bandi: Yea
2016-05-20 20:40 deetz: 00:20:691 - ur hitnormal sounds meh here
2016-05-20 20:40 deetz: too distinct
2016-05-20 20:41 Bandi: Tru
2016-05-20 20:41 Bandi: Maybe lower the volume
2016-05-20 20:41 deetz: if it were me i would just switch to something else like default soft altogether :p
2016-05-20 20:41 deetz: but its ur map after all
2016-05-20 20:42 Bandi: hmm
2016-05-20 20:42 Bandi: Maybe I could create a distant kick
2016-05-20 20:42 deetz: 00:48:548 (1,2,3,4,5,6) - wats the logic behind this
2016-05-20 20:42 deetz: 00:49:405 (5,6) -
2016-05-20 20:42 deetz: spacing decrease
2016-05-20 20:43 Bandi: the "at" is at a lower volume
2016-05-20 20:43 Bandi: "every body look (at)"
2016-05-20 20:43 Bandi: Also, pattern
2016-05-20 20:43 Bandi: lol
2016-05-20 20:43 deetz: o nvm i see it
2016-05-20 20:44 deetz: im not listening properly
2016-05-20 20:44 deetz: lol
2016-05-20 20:44 deetz: this map reminds me of VINXIS a bit
2016-05-20 20:44 Bandi: Oh really?
2016-05-20 20:44 Bandi: He did help alot lol
2016-05-20 20:44 Bandi: The placement
2016-05-20 20:44 Bandi: was mainly me
2016-05-20 20:44 Bandi: and then he's like
2016-05-20 20:44 Bandi: Do Ctrl + G here.
2016-05-20 20:45 deetz: 01:02:048 (1,2,3) - 01:02:691 (1,2,3) - these two feel too similar in rhythm/spacing to me but idk how u'd fix it
2016-05-20 20:45 deetz: 01:02:048 (1,2,3) - feels a lot more emphasized
2016-05-20 20:45 Bandi: The hitsounding is the change there
2016-05-20 20:45 Bandi: lol
2016-05-20 20:46 deetz: yea i can hear but
2016-05-20 20:46 deetz: idk
2016-05-20 20:46 deetz: i feel like ther should be something different in gameplay
2016-05-20 20:46 deetz: mayb just me
2016-05-20 20:46 Bandi: Hmm
2016-05-20 20:46 Bandi: I have an idea
2016-05-20 20:47 Bandi: [https://osu.ppy.sh/ss/5200782 better?]
2016-05-20 20:48 deetz: hm
2016-05-20 20:48 deetz: yea i see what ur doinog
2016-05-20 20:48 deetz: cool idea
2016-05-20 20:48 deetz: 01:21:548 (1,2,3,4,5,6) - you just love hiding stuff under small sliders dont u
2016-05-20 20:49 Bandi: XD
2016-05-20 20:49 deetz: 01:23:477 (1) - isnt the rhythm something that's more than just 1/2 slider
2016-05-20 20:49 Bandi: 01:21:548 (1,6) -
2016-05-20 20:49 Bandi: both the same sound
2016-05-20 20:49 Bandi: I wanted to keep them there
2016-05-20 20:49 deetz: i get your logic lol
2016-05-20 20:50 deetz: it just confused me while i was playing
2016-05-20 20:50 Bandi: That slider also gives me chills x3
2016-05-20 20:50 Bandi: 01:23:477 (1) -
2016-05-20 20:50 Bandi: I like it alot tbh
2016-05-20 20:50 Bandi: It feels like it just reversed into something different
2016-05-20 20:50 Bandi: like another damn dimension xD
2016-05-20 20:52 deetz: sounds like there are notes on some weird snaps there lol
2016-05-20 20:52 deetz: i just hope no1 will tell you to remove that slider cuz thers not much on the head
2016-05-20 20:52 deetz: but yea i see what ur doing
2016-05-20 20:52 Bandi: ew
2016-05-20 20:52 Bandi: I hear what you hear
2016-05-20 20:53 Bandi: It's like
2016-05-20 20:53 Bandi: 1/8th kicks
2016-05-20 20:53 deetz: yea
2016-05-20 20:53 deetz: maybe 1/6
2016-05-20 20:53 deetz: not sure
2016-05-20 20:53 Bandi: I'm following the noise sweep btw
2016-05-20 20:53 Bandi: on that slider
2016-05-20 20:53 deetz: ya
04:03 Bandi: Hey, I am going for ranked on a map
04:03 Bandi: :)
04:31 Taeyang: good luck :)
04:32 Bandi: Do you think you could give it a look?
04:32 Bandi: share some opinions?
04:32 Taeyang: hmm not now ;w; because too tired i'll go to bad soon (http://puu.sh/oZ3yI/82e0175e79.png)
04:33 Taeyang: at 4:00 AM :P
04:33 Bandi: lol
04:33 Bandi: Alright haha
04:33 Bandi: Maybe tomorrow?
04:33 Bandi: I'll give you the map rn haha
04:33 *Bandi is editing [https://osu.ppy.sh/b/982253 Neptune - Hollywood [Insane]]
04:34 Taeyang: ok tomorrow find me :3
04:34 Bandi: okay
05:37 Bandi: btw
05:37 Bandi: thread is always there
05:37 Bandi: If I can't get a hold of you tomorrow haha
05:37 Taeyang: o3o
03:30 Bandi: Mod? :3
03:36 Taeyang: oh
03:36 Taeyang: wait~
03:36 Bandi: ;3
03:36 Bandi: <3
03:37 Taeyang: insane right?
03:37 Bandi: yas
03:37 Bandi: Give it a play first?
03:37 Bandi: make sure you update
03:40 Taeyang: flow looks nice
03:40 Taeyang: 00:00:441 - take here sound
03:40 Taeyang: 00:02:155 - like here
03:41 Taeyang: there are sound same
03:41 Taeyang: use consistency rhythm play better
03:41 Bandi: Okay
03:41 Taeyang: 00:03:870 -
03:41 Taeyang: same
03:42 Taeyang: you can do triple
03:42 Taeyang: http://puu.sh/p07A1/4db7bb4da0.jpg
03:43 Taeyang: http://puu.sh/p07AP/3ddd2436f8.jpg
03:43 Taeyang: 00:04:191 (4,5) - reduce space(distance)
03:44 Taeyang: 00:00:762 (4,5) - also you didnt make jump (avoid here anti jump)
03:44 Taeyang: i think make jump looks better
03:44 Taeyang: 00:04:191 (4,5) - like here
03:44 Taeyang: 00:04:941 - add note so try this rhythm
03:44 Taeyang: http://puu.sh/p07IH/02da2cb0a5.jpg
03:45 Taeyang: if you use that rhythm
03:45 Taeyang: 00:01:512 - like here,you can make consistency rhythm
03:46 Bandi: 00:00:977 (4,5) -
03:46 Bandi: What do you mean with anti jump?
03:46 Taeyang: 00:05:584 (2,5) - space too near http://puu.sh/p07O7/dd9377d0a8.jpg
03:47 Bandi: Ohhhh
03:47 Taeyang: try this
03:47 Taeyang: http://puu.sh/p07QD/e74c8f0aa1.jpg
03:47 Taeyang: and antijump is
03:47 Taeyang: near jump
03:47 Taeyang: 00:00:762 (4,5) -
03:47 Taeyang: if you check DS here is almost 1.00 DS
03:47 Taeyang: between 4 and 5 circle
03:47 Taeyang: http://puu.sh/p07U6/a583f79384.jpg
03:48 Taeyang: look at that
03:48 Bandi: Alright
03:48 Bandi: I fixed that I think x3
03:48 Taeyang: 00:04:191 (4,5) - but saw this
03:48 Taeyang: 00:04:191 (4) - here is 2.7 DS
03:48 Taeyang: sry my english not good >< i hope understand for you
03:49 Taeyang: 00:04:191 (4) - add note (this diff insane level
03:49 Taeyang: so if you want, you can add note here
03:49 Taeyang: 00:04:834 (7,8) -
03:49 Taeyang: same
03:50 Taeyang: 00:10:405 (1,2,3,4,5) -
03:50 Taeyang: 00:11:262 (4) - ctrl+g
03:50 Taeyang: clickwise flow looks better
03:51 Taeyang: http://puu.sh/p086w/f4aa7d6f8e.jpg
03:52 Taeyang: 00:30:441 (3,1,2,3) - avoid stack
03:52 Taeyang: 00:30:548 (1) - NC too
03:52 Bandi: The ncs are in a patter
03:52 Taeyang: 00:33:762 (1,2,3) - avoid stack, and make improve jumps
03:52 Bandi: pattern
03:52 Bandi: so one nc, means another :/
03:53 Taeyang: but there stack a little unreadable pattern
03:53 Taeyang: with this 00:40:620 (1,2,3,1) -
03:53 Taeyang: 00:33:762 (1,2,3,1) -
03:54 Taeyang: 1/2 rhythm and 1/4 rhythm ... confuse
03:55 Taeyang: 00:36:120 (1,2) - you can do better
03:55 Taeyang: http://puu.sh/p08lB/b660d0f9b8.jpg
03:57 Taeyang: 00:50:262 (1,2,3,4,5,6) - hmmm.... just suggest
03:57 Taeyang: http://puu.sh/p08rD/073db19409.jpg
03:58 Taeyang: 01:00:977 (3) - well... jump too high >< http://puu.sh/p08vd/a9824fb7c1.jpg
03:58 Taeyang: 01:07:834 (3,4) - same
03:58 Taeyang: 01:00:762 (2) -
03:58 Taeyang: 01:04:834 (3) -
03:58 Taeyang: this short slide fine but
03:58 Taeyang: 01:00:977 (3,4) - 01:07:834 (3,4) -
03:59 Taeyang: like this 1/4 jump make slide beark
04:00 Taeyang: http://puu.sh/p08CC/bf43ce6c7d.jpg
04:00 Taeyang: 01:06:548 (1,2,1) - yeah you can do better (slide quality make more solidly)
04:00 Taeyang: 01:07:834 (3,5) - avoid overlap
04:01 Taeyang: if you want overlap , try this http://puu.sh/p08GF/968945a345.jpg
04:01 Taeyang: http://puu.sh/p08IG/a730ef72b8.jpg
04:01 Taeyang: 01:10:405 (1) -
04:01 Taeyang: slide suggest
04:02 Taeyang: for flow
04:02 Taeyang: 01:11:262 (1,2) - stack
04:02 Taeyang: 01:14:691 (1) - Nc?
04:03 Taeyang: 01:15:548 (1,2,3,4,1,2) - try this rhythm and pattern
04:04 Taeyang: https://osu.ppy.sh/ss/5206813
04:04 Taeyang: 01:15:977 - 01:16:084 - 01:16:191 - here make triple looks better
04:05 Taeyang: two circle a little confuse rhythm
04:05 Taeyang: also 01:16:191 - 01:16:298 - 1/4 rhyth, slide - circle(and stream ) space too far
04:05 Taeyang: so i recommend this
04:07 Taeyang: 01:30:977 (1,2) - http://puu.sh/p092i/57e5fe5c0f.jpg
04:07 Taeyang: nor blanket
04:08 Taeyang: 01:39:548 (1,2,3) -
04:09 Taeyang: http://puu.sh/p0963/333a773087.jpg
04:10 Taeyang: http://puu.sh/p09cl/0377b8771a.jpg
04:10 Taeyang: 01:41:262 (1,2) -
04:10 Taeyang: http://puu.sh/p09d9/e4ea99aaa5.jpg
04:11 Taeyang: 01:43:834 (1,2) - 01:44:262 (1,1) - avoid stack
04:11 Taeyang: in insane a little hard...
04:11 Taeyang: 01:45:762 (5,6) - avoid antijump
04:11 Taeyang: do ctrl+G
04:12 Taeyang: 01:45:977 (6) - this slide
04:12 Taeyang: 01:46:620 (2) - same ctrl+ G
04:12 Taeyang: 01:52:941 - add note
04:13 Taeyang: http://puu.sh/p09lD/4e43b34582.jpg
04:13 Taeyang: 01:51:548 (1,2) -
04:13 Taeyang: 01:59:798 - add note
04:13 Taeyang: 01:59:262 (3) - and improve more DS
04:15 Taeyang: 02:03:548 (1,2) - hmmm... suggest http://puu.sh/p09x5/64d4bd44e7.jpg
04:15 Taeyang: ok that's all
04:17 Taeyang: btw could you understand all?
04:17 Bandi: `I'm writing down some of the ones I don't
04:17 Bandi: Like a few of these seem to break the structure and patterns of the map
04:17 Bandi: http://puu.sh/p08CC/bf43ce6c7d.jpg
04:18 Bandi: That may have overlaps
04:20 Taeyang: https://osu.ppy.sh/ss/5206943
04:21 Taeyang: anyway brb o3o
04:21 Bandi: 6 is overlapping in the image ;-;
04:25 Taeyang: 01:06:120 (5,6,1,2,1) -
04:25 Taeyang: nah is not overlap
04:25 Taeyang: just try stack
04:26 Bandi: some of the jumps, they may be far... but some emphasize the sound in the song
04:28 Bandi: I think I made it a bit better
04:30 Taeyang: if you used emphasize jump
04:30 Taeyang: Do consistency jump DS
04:31 Taeyang: sometime too far and some time a little near... that's weird emphasize
04:35 Bandi: Hm
04:35 Bandi: Alright
04:35 Bandi: I'll keep it in consideration
04:35 Bandi: [https://osu.ppy.sh/ss/5207056 Is this okay? or nah]
04:38 Bandi: [https://osu.ppy.sh/ss/5207083 or this?]
04:38 Taeyang: https://osu.ppy.sh/ss/5207086
04:40 Taeyang: 01:15:870 - that's nor bed but... because here is clickable
04:40 Taeyang: so01:15:548 (1,2) - so jumpstream looks better ( for reading)
04:40 Bandi: I made what you showed
04:45 Bandi: 01:45:977 (6) -
04:45 Bandi: btw that anti jump is because it's playing the sub-bass which most players won't be able to hear due to bad headphones
04:45 Bandi: Sub bass is the lowest melodic sound you can get
04:46 Bandi: so it's the lowest spacing?
04:46 Taeyang: https://osu.ppy.sh/ss/5207165
04:47 Taeyang: https://osu.ppy.sh/ss/5207167
04:47 Taeyang: yeap anti jump mean lowest space
04:47 Bandi: I wanted to keep it there because it's sub bass :/
04:47 Taeyang: that's just my suggest
04:48 Taeyang: okay~!
04:48 Bandi: Yea that's actually good what you showed
04:48 Bandi: thanks
04:50 Bandi: Btw
04:50 Bandi: the last two sliders
04:50 Bandi: I was thinking of having the storyboard fill in the spots and make it look like HW
04:51 Bandi: [https://osu.ppy.sh/ss/5207211 HW]
04:53 Taeyang: http://puu.sh/p0bSi/ca60e7670a.jpg
04:53 Taeyang: H and W?
04:53 Taeyang: hmm
04:54 Taeyang: hmmmm....
04:54 Bandi: yaaa
04:54 Bandi: lol
04:54 Taeyang: just your mind XD
04:54 Taeyang: if you want keep on that
04:54 Bandi: 01:00:548 (1,2,3,4) -
04:54 Bandi: How do I fix this?
04:54 Bandi: I want to keep the structure
04:55 Bandi: but the spacing is really absurd
04:56 Taeyang: https://osu.ppy.sh/ss/5207247
04:56 Taeyang: try this
04:56 Taeyang: 01:00:120 (1,4) - stack
04:57 Taeyang: nor https://osu.ppy.sh/ss/5207262
04:58 Bandi: The first one is fun
04:58 Bandi: 01:00:548 (1,2) -
04:58 Bandi: What about these two?
04:59 Taeyang: if you want keep on
04:59 Taeyang: DS not bad
05:00 Bandi: What was it like before? lol
05:00 Bandi: I moved them
05:00 Bandi: thatt is scary too
05:00 Bandi: 01:00:762 (2,3) -
05:00 Taeyang: 01:00:762 (2) - x252 y84
05:00 Taeyang: 01:00:548 (1) - x332 y236
05:00 Taeyang: https://osu.ppy.sh/ss/5207291
05:03 Bandi: Alright
05:03 Bandi: I'll export it and send
05:03 Taeyang: good :)
05:03 Bandi: [http://puu.sh/p0crI/2ab7387a12.osz Neptune - Hollywood]
05:03 Bandi: There ya go
05:03 Bandi: tell me how it is
05:04 Taeyang: lol i lie down on the bed... so can plau o3o..
05:05 Taeyang: umm what's mean that?
05:05 Bandi: I mean give the map a look now
05:05 Bandi: I updated it :)
05:06 Bandi: well
05:06 Bandi: not on the thread
05:06 Bandi: http://puu.sh/p0crI/2ab7387a12.osz
05:06 Bandi: I agree!
05:16 Taeyang: well good job :)
ty for this, fix all except redStrategas wrote:
[Fort]
00:03:334 - don't ignore this drum pls it's way more natural to click it even if you follow the other sound
, especially because you keep following the drums here too 00:03:548 (1,1,1,2) - etc oh
00:20:691 (1) - well each reverse gets more powerful, so just having the same thing on repeat is kinda eh i like slider tick tbh
00:41:262 (1,2,3) - having such slow sliders and a big 1/4 jump is not that comfy tbh, should lower atleast a little
00:48:977 (6,7) - autostacking under the slider like that ends up not like you intended probably pic it's already stacked like that ._.
01:13:834 (1) - this is rather powerful and you put it so close looks this is locking my placement, but the flow seems really harsh and strong enough to make this slider powerful
01:17:584 (2,3) - flow is really harsh move 01:17:584 (2) - a bit
01:22:405 - mb circle into spinner? i guess that one can make spinner shorter lol
01:37:405 (1) - seems anticlimatic to me, to put a slow 1/1 slider on three intense drums here, something like this seems better
01:56:477 - add note?
gl
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TitleUnicode:Hollywood
Artist:Neptune
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256,196,90977,6,0,B|300:32|300:32|324:56|324:56|312:116,1,255.000004863739,6|0,0:0|0:0,0:0:0:0:
224,332,91405,2,0,B|280:296|280:296|488:312,1,255.000004863739,0|0,0:0|0:0,0:0:0:0:
160,184,91834,2,0,P|176:240|168:272,1,85.0000016212464,8|0,0:0|0:0,0:0:0:0:
356,216,92048,1,0,0:0:0:0:
380,212,92155,1,0,0:0:0:0:
88,236,92262,2,0,L|44:244,1,34.9999989318848,0|0,0:0|0:0,0:0:0:0:
384,120,92477,2,0,L|480:136,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
96,120,92691,6,0,P|76:68|80:12,1,100,2|0,0:0|0:0,0:0:0:0:
316,288,92905,1,0,0:0:0:0:
88,328,93012,1,0,0:0:0:0:
248,140,93120,6,0,B|256:108|256:108|276:96|276:96|276:72|288:40,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
166,227,93334,2,0,B|134:236|134:236|113:224|113:224|93:236|59:242,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
280,252,93548,2,0,B|303:274|303:274|304:298|304:298|324:310|346:336,1,85.0000016212464
32,172,93762,6,0,P|4:212|0:248,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
84,104,93977,2,0,P|37:89|1:97,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
176,116,94191,2,0,P|175:67|157:35,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
176,264,94405,6,0,P|216:328|388:288,1,255.000004863739,6|0,0:0|0:0,0:0:0:0:
388,292,94834,2,0,P|404:264|464:240,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
292,40,95048,2,0,P|312:92|304:160,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
280,252,95262,1,8,0:0:0:0:
440,124,95477,1,0,0:0:0:0:
456,116,95584,1,0,0:0:0:0:
209,106,95691,2,0,L|165:118,1,34.9999989318848,0|0,0:0|0:0,0:0:0:0:
384,192,95905,2,0,L|432:204,1,34.9999989318848,0|0,0:0|0:0,0:0:0:0:
144,52,96120,6,0,B|116:88|116:144|160:172|160:172|161:291|161:291|130:268|130:268|128:192,1,340.000006484985,6|0,0:0|0:0,0:0:0:0:
129,223,96762,1,0,0:0:0:0:
292,96,96977,2,0,P|284:148|264:184,1,85.0000016212464,8|0,0:0|0:0,0:0:0:0:
256,368,97191,2,0,P|264:316|284:280,1,85.0000016212464,0|0,0:0|0:0,0:0:0:0:
408,164,97405,6,0,L|401:119,1,34.9999989318848,2|0,0:0|2:0,0:0:0:0:
494,76,97620,2,0,L|462:45,1,34.9999989318848,0|0,0:0|2:0,0:0:0:0:
379,38,97834,5,6,3:0:0:0:
480,208,98048,1,0,0:0:0:0:
420,264,98262,6,0,L|340:264,1,69.9999978637696,4|4,0:0|0:0,0:0:0:0:
264,260,98691,1,12,0:0:0:0:
96,64,100620,6,0,L|112:160,1,85.0000016212464,0|0,3:0|3:0,0:0:0:0:
212,140,100834,2,0,L|192:248,1,85.0000016212464,0|0,3:0|3:0,0:0:0:0:
292,264,101048,2,0,L|240:336,1,85.0000016212464,0|0,3:0|3:0,0:0:0:0:
344,136,101262,6,0,L|332:56,1,69.9999978637696,6|0,3:0|0:0,0:0:0:0:
404,20,101691,1,0,3:0:0:0:
444,184,102120,1,12,0:0:0:0:
96,144,103834,6,0,L|112:188,1,34.9999989318848,8|0,3:0|0:0,0:0:0:0:
248,188,104048,2,0,L|240:236,1,34.9999989318848,0|0,3:0|0:0,0:0:0:0:
128,328,104262,1,2,3:0:0:0:
112,324,104370,1,0,3:0:0:0:
248,308,104477,1,8,3:0:0:0:
264,312,104585,1,0,3:0:0:0:
136,244,104691,6,0,L|64:224,1,69.9999978637696,6|0,3:0|0:0,0:0:0:0:
196,108,105120,2,0,L|344:96,1,139.999995727539,4|12,0:0|0:0,0:0:0:0:
348,116,107477,6,0,L|328:8,1,85.0000016212464,0|0,3:0|3:0,0:0:0:0:
312,220,107691,2,0,L|228:291,1,85.0000016212464,0|0,3:0|3:0,0:0:0:0:
416,200,107905,2,0,L|519:236,1,85.0000016212464,0|0,3:0|3:0,0:0:0:0:
232,152,108120,6,0,L|164:192,1,69.9999978637696,6|0,3:0|0:0,0:0:0:0:
100,228,108548,1,0,3:0:0:0:
88,312,108762,1,4,0:0:0:0:
160,352,108977,1,12,0:0:0:0:
68,64,110691,6,0,L|144:84,1,69.9999978637696,8|0,3:0|3:0,0:0:0:0:
204,128,111120,1,0,3:0:0:0:
244,120,111227,1,0,3:0:0:0:
284,112,111334,1,0,3:0:0:0:
324,104,111441,1,0,3:0:0:0:
364,96,111548,6,0,P|400:104|440:192,2,139.999995727539,6|0|12,3:0|3:0|0:0,0:0:0:0:
320,24,112620,1,4,0:0:0:0:
320,24,112941,1,0,0:0:0:0:
320,24,113262,6,0,L|216:48,1,104.999996795654,2|4,0:0|0:0,0:0:0:0:
48,92,113691,1,0,0:0:0:0:
124,128,113905,1,4,0:0:0:0:
148,208,114120,1,8,0:0:0:0:
116,284,114334,1,4,0:0:0:0:
116,284,114655,1,4,0:0:0:0:
116,284,114977,6,0,P|144:304|256:316,1,139.999995727539,2|4,0:0|0:0,0:0:0:0:
316,276,115620,1,4,0:0:0:0:
392,244,115834,1,12,0:0:0:0:
476,256,116048,1,4,0:0:0:0:
476,256,116370,1,0,0:0:0:0:
476,256,116477,1,0,0:0:0:0:
476,256,116691,6,0,P|488:220|484:116,1,139.999995727539,6|4,0:0|0:0,0:0:0:0:
416,68,117334,1,4,0:0:0:0:
332,60,117548,2,0,P|304:76|284:112,1,69.9999978637696,8|0,3:0|3:0,0:0:0:0:
300,192,117977,1,0,3:0:0:0:
296,232,118084,1,0,3:0:0:0:
272,264,118191,1,0,3:0:0:0:
236,284,118298,1,0,3:0:0:0:
196,280,118405,6,0,P|168:272|80:260,1,104.999996795654,6|0,3:0|0:0,0:0:0:0:
60,112,118834,1,4,0:0:0:0:
140,84,119048,1,4,0:0:0:0:
224,88,119262,1,12,0:0:0:0:
288,144,119477,1,4,0:0:0:0:
288,144,119798,1,0,0:0:0:0:
288,144,120120,6,0,P|324:156|428:132,1,139.999995727539,2|0,0:0|0:0,0:0:0:0:
488,188,120762,1,4,0:0:0:0:
440,256,120977,1,8,0:0:0:0:
392,48,121191,1,4,0:0:0:0:
392,48,121512,1,4,0:0:0:0:
392,48,121834,6,0,P|424:48|496:72,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
288,64,122262,2,0,P|264:76|212:84,1,69.9999978637696,4|4,0:0|0:0,0:0:0:0:
140,68,122691,1,12,0:0:0:0:
60,92,122905,1,4,0:0:0:0:
284,192,123120,1,4,0:0:0:0:
292,212,123227,1,0,0:0:0:0:
292,232,123334,1,4,0:0:0:0:
288,252,123441,1,0,0:0:0:0:
272,268,123548,1,6,0:0:0:0:
Yusomi wrote:
hii m4m from my queuefort00:05:584 (2) - how come you stopped using doubles to map this sound here? maybe just do something like this 00:01:834 (1,2) - He wanted me to mod it for him, so I mapped it
00:53:048 (6,7) - you could make the spacing of these two notes the same as 00:52:620 (3,4) - to improve consistency Fixed
01:01:620 (3) - i think this slider needs a more complex shape, looks out of place since all other sliders are so unique Fixed
01:14:691 (1,2,3,4,1) - looks very fun, but why such a dramatic change in spacing? Different sound, different style.
01:28:620 (6,7,8,9) - now it's the opposite, everything else is super spaced so why not space these as well? This is true, so I spaced it out for him.
01:59:798 (6) - there's a sound on the red tick just after this note. maybe make this a double similar to 01:56:370 (5,6) - ?Fixedinsane00:39:548 (1,2) - maybe use a repeat slider like here 00:32:691 (1) - ? Very true, fixed!
00:48:548 (1) - hmm why nc? and here 00:50:262 (1) - too? It was mainly for the emphasis on "Everybody look at..." I'll remove it though
01:02:048 (1,2,3) - maybe space this triple out a little since the sounds here are so much stronger than on 01:02:691 (1,2,3) - . feels weird to have them mapped the same way. Fixed!
01:16:727 (3,4,5,6) - i'd consider spacing these out just a little, so it's really clear to the player that there's 4 notes here and not 3 That was a tough one to work with, but I think I got it haha
01:58:405 (1,2) - it might be better to space these much more to show that it's actually a 3/4 gap between the notes and not a 1/2 There was a sound I was missing anyways, so I mapped it as a triple.advanced01:25:620 (3,1) - i don't think a stack is the best choice here, all the other times you use a stack there are clearly 2 similar beats like here 01:21:120 (2,3) - . But this time it's more like one weird wubby sound. I ended up making it overlap the slider end (slightly overlap)
It feels better now haha
i think there's two more of these, idk maybe just use a 1/2 slider with a red anchor or something. i think that would be more fitting
this diff is really solid can't find anything else to discusshardlooks good Noted!normalcheck AIMod, there's some distance snap issues That ai is terrible. I just went through and it had insanely inconsistent ds and was telling me not to stack on some parts, but leaving others alone. I pleased it the best I could lol
good luck with map !
Marmorexx wrote:
Hey there
From My modding queue
That's a lot of difficulties o.o Since i have a lot of requests, i hope it's fine if i just tackle half of them. ^^'
Hard Difficulty ---
Not much to find here. Just some minor details
00:27:977 (2) - This feels kinda unexpected. Maybe a NC would fix that Fixed it by adding some distance spacing.
00:45:120 (2) - Same thing here. The ones in between are fine because there isn't such a significant break Did it a little differently. Should be better.
01:19:191 (2) - Throughout this entire difficulty you didnt use perfectly straight sliders. It's like this one is not part of the group Maybe turn it CCW by like 10° so it doesn't feel lonely Fixed it, but yeah. I don't like straight things. They look old.
01:28:405 (3,4,5) - This one feels like it should be in this order. It does feel better, but it has too much distance for the difficulty. I would do it if it looked good enough.
01:54:120 (3) - This could be mistaken for a faster hit. maybe don't let it touch the slider Good call!
Insane Difficulty ---
Really solid difficulty. I have a few suggestions, but i don't see why you should change anything, so it's totally up to you.
What you should change though, is your combo colour 4, the dark purple. Its too dark for some skins, which makes the approach circles fade into the background.
00:11:691 (5,6) - Compared to the other sections, this one is really close to (4). Feels a little weird to go so slow after a relatively fast start like that Tried to change it. A lot of other possibilities were too gross.
00:59:477 (1) - This shouldnt stack 100% because the 3 didnt really disappear yet. Maybe move it just a tiny bit to the side to make it pop out more Good call
01:40:620 (1,2,3) - These are really fast compared to the slow mapping style before. Make them more visible by increasing the distance between 01:40:405 (3) and 01:40:620 (1). I was skeptical, but boi was there a better solution. Check it out
Fort's Hollysh*t ---
Leaving this to Fort. (He didn't want to do it. Doing it for him.)
The same issue with Combo Colour 4 should be fixed
00:04:834 (1) - To make the doubles pop out better you should add a new combo here. Not adding that, because it may cause confusion with 00:06:655 (1,2) -
01:14:691 (1,2,3,4,1) - Woah dude, i love this part It's hard AF but the notes feel really naturally placed. Its such a fluid motion.
01:41:691 (2,3) - I don't particularily like the break between (2) and (3) here... Maybe you should make (2) a slider Fixed
01:56:370 (5,6) - I'd make them pop out more by adding a NC Updated to have triples instead.
That's all for now Really fun map! Can see it ranked in no time ! It doesnt need many changes
Good Luck!
Strategas wrote:
normal
these are too confusing for a lowest diff 01:12:977 (2,3,1) - 01:14:691 (2) - 01:22:405 (1,1) - 01:30:120 (2) - 01:35:262 (1,2,3,4,1) - 01:44:262 (2) - 01:51:120 (2) - 01:57:977 (3) - try to keep it as simple to read as possible
00:48:120 (1,2,3,4,1,2) - swap them - sliders first, circles later - much better buildup that way I'm just gonna redo this and be as clean as possible. I realize that this difficulty wasn't really touched from a year ago. Might as well
advanced
reduce ar, od, hp, they are way too high for such diff Fixed!
insane
don't think you need 9.2AR for 140 bpm 4 star diff, something around 8.5-9 would suit it better Fixed!
the rest is fine more or less
Kenneph wrote:
[Normal]
00:02:691 (4) - fits with music yes BUT ending on red tick with this placement seems a little odd to me
-This can be fixed by changing the slider at 00:03:548 (1) - to two notes instead. OPTIONAL(since it's normal and not "easy") I would fix it, but I feel that it gets the player ready for all the red ticks in the kiai.
00:06:334 (4) - starting on red tick immediately after a white at this part of the song can also lead to issues for beginners.
-any fix on this should work. same for any other red tick starting after white ticks in the song. BUT ITS OPTIONAL It's a sound in the song I really want to emphasize. I see the potential in messing it up... but it's good for the player to start learning that stuff.
00:23:048 (3) - I suggest moving this slider a little further away from the one next to it. since it begins on a red tick. and beginners should find it more pleasing and easier to learn when they notice the visual difference in space.That would break DS.
01:40:405 (1) - I think it would be better to stack this 1 onto the following 2 slider
01:33:548 (3) - same with this 3
01:47:262 (1) - ^ I tried not to stack the whole map since it's a normal and stacking would cause reading issues. Then again I'm contradicting myself earlier. It should be good.
2017-11-12 17:19 Bandi: Hey can you mod this normal dif real quick. Trying to get it ranked tomorrow. Everything is setup... just remapped this dif and looking for mods to finish :)
2017-11-12 17:21 Stingy: oh
2017-11-12 17:21 Stingy: d
2017-11-12 17:21 Bandi: ye
2017-11-12 17:26 Stingy: np
2017-11-12 17:27 Stingy: ./np
2017-11-12 17:27 Bandi: ACTION is editing [https://osu.ppy.sh/b/985446 Neptune - Hollywood [Normal]]
2017-11-12 17:27 Bandi: tru
2017-11-12 17:27 Stingy: o
2017-11-12 17:27 Stingy: wtf
2017-11-12 17:27 Stingy: this is so
2017-11-12 17:27 Stingy: unique
2017-11-12 17:28 Stingy: 00:10:834 (1,2) - fix blanket or im slitting your pinky
2017-11-12 17:28 Stingy: 00:06:334 - this doesn't make sense because the kick is on a 1/4 tick
2017-11-12 17:29 Stingy: I suggest having a 1/2 slider
2017-11-12 17:29 Stingy: oops I mean 1/1
2017-11-12 17:29 Stingy: 00:29:262 (3,1) - these are touvhing im going to die
2017-11-12 17:30 Stingy: 00:29:905 (4,1,2) - if you move this pattern down, you can stack 00:29:262 (3,2) - ;)
2017-11-12 17:31 Stingy: 00:59:477 (3,1) - perfect parallel or bust OWO just kidding this is a meme
2017-11-12 17:31 Stingy: 01:01:620 (1,3) - (3) can really be loosened to fit 1's curve~
2017-11-12 17:32 Stingy: 01:15:120 (4,1) - loosen (4) please ;w;
2017-11-12 17:32 Stingy: 01:19:620 (2) - loosen please s
2017-11-12 17:32 Stingy: d
2017-11-12 17:33 Stingy: 01:20:048 (3,1) - parallel please o.O
2017-11-12 17:34 Bandi: It must look different to me
2017-11-12 17:34 Bandi: Maybe it's my skin with the loosening
2017-11-12 17:34 Bandi: what could cause that?
2017-11-12 17:34 Bandi: overlay?
2017-11-12 17:34 Stingy: could cause what?
2017-11-12 17:34 Bandi: 01:19:405 -
2017-11-12 17:34 Bandi: wati
2017-11-12 17:34 Bandi: https://osu.ppy.sh/ss/9530025
2017-11-12 17:35 Bandi: My circles are bigger than the slider
2017-11-12 17:35 Stingy: it's just an ugly blanket
2017-11-12 17:35 Stingy: it's not your skin
2017-11-12 17:35 Stingy: ,_,
2017-11-12 17:35 Bandi: ur ugly
2017-11-12 17:36 Stingy: ACTION runs away crying
2017-11-12 17:39 Bandi: lo0l
2017-11-12 17:39 Bandi: alright it's fiXed
2017-11-12 17:40 Stingy: lit
2017-11-12 17:40 Stingy: uwu
Desperate-kun wrote:
I found this mapset while checking out random maps from Pending. Actually I really like your (Bandi's) difficulties, they are well made especially for a mapper without a ranked map. Smoothie World's diff is cool, too. However there are some general things and more importantly things about Fort's difficulty that I want to mention before this gets ranked. The process is very nearly complete. Thanks for the compliments! I'll see what I can fix since Fort doesn't really map for ranked anymore.
[General]
- You should add tags. Atleast the guest mappers belong there, but some additional keywords related to the song would be nice aswell. Yeah, forgot about that part. Good call.
- I think the background is almost provocative and unfitting. The song's lyrics and tone are chearful but the background is extremely dark and shows some kind of warzone? I'm pretty sure you can find something more fitting here. It's a warzone for the violent dubstep feel. It's also the Hollywood sign so it fits better than most random anime backgrounds.
[Fort's Style]Overall I think Fort's diff is not ready for ranking in the slightest as it has random surprises in the beginning parts, inconsistent concepts and an underwhelming ending part. Fixing these things requires partial remapping so I didn't give many suggestions, I'll be happy to provide more advice if you deem it useful though. We'll give it a shot and see how it goes. Seems like everything is fine right now. If you want to help out, send a pm to me in-game and we can try to patch it up a bit more.
- 00:07:834 (4,5) - Why is there suddenly such a huge jump after you've only used small spacing for similar patterns before? It's unintuitive to play because it can't really be expected by the player and there's nothing in the music to support such a drastic change. Same applies for 00:09:548 (3,4) - I wondered how some things passed for rankable with Fort's difficulty. I understand that a higher game skill + higher mapping skill allows for some funky stuff. This however can't be rankable, I'll fix that.
- 00:11:048 (3,4) - Similar thing here but now you actually put the jump towards the snare which is a completely different situation again and it seems very random.
- 00:34:191 (2,3) - I understand that this large jump is used to highlight the impactful drum sounds, but exactly the same happens at 00:30:762 (2,3) - and 00:37:620 (2,3) - where small spacing is used. Inconsistencies like this are very noticable in a calm section without many objects and they make the section seem like it was mapped without thought. I Ctrl+G'd these two sections as well as the unmentioned one later at 00:41:262 (1) -
- 00:49:298 (7,8) - I think it's great that you introduce 1/4-jumps before they are required in a more complicated pattern during this part 00:52:405 -, but the high spacing threw me off when playing because it's so sudden. It would be much better if you used a lower spacing here and then repeat the pattern 00:50:691 (4,5) - where the music is the same anyway, with a larger spacing for the 1/4-jump. Fixed.
- 01:20:262 (1,2) - The slowed down sliders are introduced here to follow sounds that have been followed with regular speed sliders before (examples 01:14:262 (2,3) - 01:15:120 (1,2) - and so on) and then later used completely random throughout the map. Atleast I can't spot a concept behind their use since they are used for multiple different sounds, and not consistently for each. It seems like you tried to use different slider velocities and / or slidershapes to represent the different sounds, which is a great concept for a song like this, but you kept forgetting which slider you used for what after two measures so the fast section ends up feeling completely random. It's unfortunate because it has the potential to be great but is ruined by (what I suppose is) rushing the mapping process. The first example you showed above were actually different sounds. One is a pluck bass, the other is just a bass. The pluck got a slower slider than the full bass section. I don't see too many problems with randomness, it should be alright.
- 01:37:834 - The whole part from here on to the end feels extremely underwhelming. Not only do the breaks feel unfitting (as Chromoxx already mentioned) but also the map's intensity goes down by an extreme degree. Yes, the song does get less intense, but the song still has its 'jumpy' beat until the very end while only going down in density, so suddenly having low spacing almost everywhere feels like an overdone contrast to the fast part before this. This should be fine. I talked to Chromoxx and he seems to understand the reasoning and that a lot of it is down to the mapper's creative decision.
Good luck!
Chromoxx wrote:
upon further review of the map i do agree with desperate on the last 2 points. As for the breaks at the end i still feel like they are pretty unneccesary and should be mapped out, i just didn't mind it as much as desperate does apparently. Also the issue that the part is being mapped a lot less dense than similar parts at the beginning of the song is something i overlooked when checking the mapset, but it's something that i definitely agree on when brought to my attention.
I don't however agree on that the map is "not ready for ranked in the slightest". The general feel of the map seems fine enough to me, doing a bit of fine tuning should fix the issues pointed out to an extent where it is acceptable for everyone involved while still keeping the overall feel of the map.
Let's take a little bit of time to get some more opinions before pushing this further
I can maybe give a bit more input on the use of slider shapes for emphasis this weekend