forum

sweet ARMS - Installation [CatchTheBeat]

posted
Total Posts
85
show more
Hareimu
holy shit dude
nice map.
Topic Starter
Nitsches

Hareimu wrote:

holy shit dude
nice map.
Thanks ^^ i work hard on it to make it rank ! Hopefully i got those supers modders :3
And btw 1year on it, there can only be improvement :)
Deif
You actually never told me which map should I take a look at, so I'm guessing you wanted this one. Hopefully it's the right one!

[General]
  1. Combo colors: yours are definitely too dark for the current background picture. Consider making those red/violet lighter than they are. Using a pure black (0,0,0) and a pure white (255,255,255) is also not recommendable, so you should substitute them for other alternatives.
[Halvanhelev]
  1. 00:20:108 (3) - Try moving this note a bit to the right to reduce the curve on this stream? It's kinda edgy for the beginning of the map.
  2. 00:44:107 (2) - Add a clap at the end of the slider as you did with the previous one to remark the lyric?
  3. 00:45:224 (3,4,5,6) - In fact, these notes could also carry some hitsounds as well. They look kinda naked without them. eg: Claps at the end of (3) and (5) and Whistles at (4) and (6).
  4. 00:47:177 (6,1) - Is it possible to add a hyper between those notes to remark the beginning of a new section?
  5. 00:47:456 - 00:55:549 - In this section the hitsounds also look insufficient and rather quiet. Consider adding some more to help players get further feedback on their playrun.
  6. 01:03:503 (2,1) - To go with the high-pitched vocals you should also add a hyper between those sliders.
  7. 01:05:317 (1) - The curve this slider has doesn't go that well with the previous hyper as it cause a rather uncomfortable antiflow pattern. Consider curving that slider to the right side instead, like ">".
  8. 01:17:456 (1,2,3,4) - I also like using this kind of pattern in my maps but you have to be extra careful with the distance you use in the middle notes. You'll need to place (2,3) a bit closer to reduce the strength of the middle dash, since it's quite borderline at the moment.
  9. 01:22:340 (2,3,4) - Seeing your previous patterns, I sort of missed that you didn't use a multiple hyper on (2,3,4,1) to remark the vocals. It'd be cool if you could include it here as well, but be careful not to mess with the flow of the next notes!
  10. 01:24:293 (1) - Something similar as the issue mentioned at 01:05:317 (1) - . I'd try to avoid this kind of antiflow structures in high-BPM songs like this one.
  11. 01:37:968 (2,3,4,5,6,7,1) - On the other hand, a bit of antiflow could be included in here to make a better introduction into the calm section. The pattern you used looks quite safe and a bit boring for the drums of the music so here's an alternative you could use: https://osu.ppy.sh/ss/7320733 (only moved (2) to x:112 and (5) to x:400).
  12. 01:41:038 (1,2) - In this calm section consider reducing the intensity of such dashes, as they're somehow unexpected.
  13. 01:47:456 (4,1) - Something similar as 00:47:177 (6,1) - could be done here as well, if you applied that previous suggestion.
  14. 01:49:968 (1,2,3) - I'd rather get the hyper done between (1,2) instead of your current (2,3). It looks more intuitive to have it on the vocals, but both options could be valid. Your call.
  15. 01:54:433 (1,2,3) - Kind of mean that you placed such a strong dash and then a hyper with direction change. Consider placing (2) more to the right to reduce a bit its intensity.
  16. 02:24:572 (1) - 02:25:689 (1) - Add a Finish at the beginning of those sliders to be consistent with the 1st half of this kiai?
  17. 02:42:991 - You don't need to finish the break time manually unless there's something relevant on the melody to do so. That could be removed.
  18. 02:53:596 (5,1,2,3,4) - Aesthetically you could place that little stream closer to the slider (5), so all notes have a similar distance. On the other hand, I'd get (3) removed to remark better the current chords the guitar offer.
  19. 03:00:154 (5,6,1) - Try looking for alternatives at the end of that stream, since the transition to the next note would be a pain for many players with that sudden direction change + hyper.
  20. 03:07:688 (1,2,3,4,1,2,3,4) - Whoa, calm there buddy. You're coming from an almost ~9.0x note distance and you propose such bestiality. First of all, consider moving 03:07:618 (7) - to x:96 or similar to reduce the intensity of that hyper. Then you should reduce the curve the notes 03:07:688 (1,2,3,4) - make, and include the notes 03:07:968 (1,2) - into that curve cancelling the hyper. This should be mostly made because the high-pitched sound goes at 03:08:107 (3) - where a hyper would be recommendable to use. Last of all, I wouldn't recommend using such strong direction change regarding 03:08:107 (3,4) - with such a high BPM. Have fun modifying this section!
  21. 03:09:642 - Did you miss a note here? It'd be a shame not to map the snare on this one, but be careful not to do a hard pattern with the previous repeating slider!
  22. 03:22:340 (4,1,2) - The slider (1) is a bit flow-breaker being so vertical. Consider moving its ending a bit to the left to at least include some more movement. What about placing that point at around x:344?
  23. 03:23:735 - Please avoid using flash kiai times like this one. You remarked this note more than enough with the current hitsound.
  24. 03:38:945 (1,2,3,4,5,6,1,2,3,4,5,6) - Consider looking for alternatives to those streams, mainly due to the hypers with direction changes... Try to make them softer at least.
  25. 03:50:386 - 03:53:875 - The Claps in this section are rather unfitting. Care to substitute them for another hitsound? Same would go for the section 03:55:131 - 03:58:061 - .
  26. 03:57:502 (1,2,1,2,1,2,1,2) - Try making all those (2) notes closer to their correspondant (1)s to make the pattern a bit more vertical. You didn't used this kind of pattern so often on your beatmap and it's quite unexpected to perform it 4 consecutive times properly.
  27. 04:05:526 (4) - Remove this note? There's no hearable beat on that one.
  28. 04:16:200 (1,2,1,2,1,2) - Unexpected usage of the N-Whistles in there. You should probably reduce their volume, or add Claps instead like in the rest of the section.
  29. 04:18:433 (1,2,3,4,5,6) - Those beats are clearly 1/3s instead of 1/4s as you mapped.
  30. 04:18:991 (1,2,3,4,5,6) - I'm kind of impressed with this pattern, even found out that you have to move the catcher constantly to the right but press the dash button only when a jump comes. The problem is that it's quite unexpected, taking into account that your beatmap is mostly made of 1/4 beats and you suddenly have such a challenging pattern with 1/3 beats. To make it easier to perform, you should rather group those notes in 2 groups of 3 notes, instead of the current 3 groups of 2 notes you have. This way you'd make more clear that those notes are 1/3 since you included jumps only at white ticks.
  31. 04:19:479 - This timing line affects no object and can be removed.
  32. 04:23:666 (4) - I know you mainly follow other instruments while mapping this section, but it'd be cool to include this beat on ~x:332 to remark the notorious guitar.
  33. 05:09:642 (1,2) - Include a hyper in this transition if possible, as the current dash is quite extreme if you add it to the next hyper.
  34. 05:15:084 (4,5) - Consider removing (5) as there's no hearable sound and move (4) to about x:192 to remark the piano.
  35. 05:17:596 (1) - Missed a Finish in there?
  36. 05:20:805 (1,1) - A bit surprising that you only left a 1/4 distance between the note and the spinner, considering you left at least 1/2 in similar cases in the rest of the map. Increase the distance here as well to keep it consistent?
[]
You'll probably need some more mods or playtests from experienced players before trying to get it qualified, but it's going into the right direction. Had a lot of fun playing it though. Good luck!
Topic Starter
Nitsches

Deif wrote:

You actually never told me which map should I take a look at, so I'm guessing you wanted this one. Hopefully it's the right one! You guessed right ! And mb :c

[General]
  1. Combo colors: yours are definitely too dark for the current background picture. Consider making those red/violet lighter than they are. Using a pure black (0,0,0) and a pure white (255,255,255) is also not recommendable, so you should substitute them for other alternatives. Allright changed those things
[Halvanhelev]
  1. 00:20:108 (3) - Try moving this note a bit to the right to reduce the curve on this stream? It's kinda edgy for the beginning of the map.
    It doesn't change that much but i don't mind change it so why not
  2. 00:44:107 (2) - Add a clap at the end of the slider as you did with the previous one to remark the lyric?
    Sure!
  3. 00:45:224 (3,4,5,6) - In fact, these notes could also carry some hitsounds as well. They look kinda naked without them. eg: Claps at the end of (3) and (5) and Whistles at (4) and (6).
    Done
  4. 00:47:177 (6,1) - Is it possible to add a hyper between those notes to remark the beginning of a new section?
    Theoretical yes but no, because i don't thinks it'll be good here, first because this a "slow part" or something that lead to a strong beat and second it's because that a new section i don't want to, it's like progressive and really start here 00:55:270 (1) -
  5. 00:47:456 - 00:55:549 - In this section the hitsounds also look insufficient and rather quiet. Consider adding some more to help players get further feedback on their playrun.
    I will take a lot on that later but thanks for noticing it !
  6. 01:03:503 (2,1) - To go with the high-pitched vocals you should also add a hyper between those sliders.
    I thinks that'll be much Hdash but why not
  7. 01:05:317 (1) - The curve this slider has doesn't go that well with the previous hyper as it cause a rather uncomfortable antiflow pattern. Consider curving that slider to the right side instead, like ">".
    Fixed
  8. 01:17:456 (1,2,3,4) - I also like using this kind of pattern in my maps but you have to be extra careful with the distance you use in the middle notes. You'll need to place (2,3) a bit closer to reduce the strength of the middle dash, since it's quite borderline at the moment.
    Alright reduced the distance in the minimum HDash possible in here
  9. 01:22:340 (2,3,4) - Seeing your previous patterns, I sort of missed that you didn't use a multiple hyper on (2,3,4,1) to remark the vocals. It'd be cool if you could include it here as well, but be careful not to mess with the flow of the next notes!
    I don't really understand what you mean here, i'll ask you IG if i can
  10. 01:24:293 (1) - Something similar as the issue mentioned at 01:05:317 (1) - . I'd try to avoid this kind of antiflow structures in high-BPM songs like this one.
    Hmm.. Yep i should said that too, but i thinks for this one there's no problem, i didn't saw anyone complaining about this one in particular ^^
  11. 01:37:968 (2,3,4,5,6,7,1) - On the other hand, a bit of antiflow could be included in here to make a better introduction into the calm section. The pattern you used looks quite safe and a bit boring for the drums of the music so here's an alternative you could use: https://osu.ppy.sh/ss/7320733 (only moved (2) to x:112 and (5) to x:400).
    Ok, i like this !
  12. 01:41:038 (1,2) - In this calm section consider reducing the intensity of such dashes, as they're somehow unexpected.
    Well this jump was an Hdash but it bugged ? Fixed
  13. 01:47:456 (4,1) - Something similar as 00:47:177 (6,1) - could be done here as well, if you applied that previous suggestion.
    Well i tried, but in this the HDash will be too heavy for that, so i prefer to not do one here
  14. 01:49:968 (1,2,3) - I'd rather get the hyper done between (1,2) instead of your current (2,3). It looks more intuitive to have it on the vocals, but both options could be valid. Your call.
    Nah, i'm good with the current one
  15. 01:54:433 (1,2,3) - Kind of mean that you placed such a strong dash and then a hyper with direction change. Consider placing (2) more to the right to reduce a bit its intensity.
    Done ^3^
  16. 02:24:572 (1) - 02:25:689 (1) - Add a Finish at the beginning of those sliders to be consistent with the 1st half of this kiai?
    Sure
  17. 02:42:991 - You don't need to finish the break time manually unless there's something relevant on the melody to do so. That could be removed.
    That was just to make that "cool" in the editor because that's not finish on a white tick and this not really edit the gameplay right ?
  18. 02:53:596 (5,1,2,3,4) - Aesthetically you could place that little stream closer to the slider (5), so all notes have a similar distance. On the other hand, I'd get (3) removed to remark better the current chords the guitar offer.
    Yeah sure why not seems good
  19. 03:00:154 (5,6,1) - Try looking for alternatives at the end of that stream, since the transition to the next note would be a pain for many players with that sudden direction change + hyper.
    I don't see a problem for that, if i can pass this easily why other will miss here ? And i like this pattern so this is a no
  20. 03:07:688 (1,2,3,4,1,2,3,4) - Whoa, calm there buddy. You're coming from an almost ~9.0x note distance and you propose such bestiality. First of all, consider moving 03:07:618 (7) - to x:96 or similar to reduce the intensity of that hyper. Then you should reduce the curve the notes 03:07:688 (1,2,3,4) - make, and include the notes 03:07:968 (1,2) - into that curve cancelling the hyper. This should be mostly made because the high-pitched sound goes at 03:08:107 (3) - where a hyper would be recommendable to use. Last of all, I wouldn't recommend using such strong direction change regarding 03:08:107 (3,4) - with such a high BPM. Have fun modifying this section!
    Ho god.. ._.' Edited somes thing but i stay on my position for 03:07:618 (7) -
  21. 03:09:642 - Did you miss a note here? It'd be a shame not to map the snare on this one, but be careful not to do a hard pattern with the previous repeating slider!
    I'm not following the guitar but the drums here so nope i didn't forget anything :)
  22. 03:22:340 (4,1,2) - The slider (1) is a bit flow-breaker being so vertical. Consider moving its ending a bit to the left to at least include some more movement. What about placing that point at around x:344?
    I don't see any problem with that, done
  23. 03:23:735 - Please avoid using flash kiai times like this one. You remarked this note more than enough with the current hitsound.
    Ho mb forget to delete this one, thanks for noticing !
  24. 03:38:945 (1,2,3,4,5,6,1,2,3,4,5,6) - Consider looking for alternatives to those streams, mainly due to the hypers with direction changes... Try to make them softer at least.
    Nah i'm good :^)
  25. 03:50:386 - 03:53:875 - The Claps in this section are rather unfitting. Care to substitute them for another hitsound? Same would go for the section 03:55:131 - 03:58:061 - .
    Hmmm i don't really knows how to make a good hitsounds, i just followed the mod from rew0825 here
  26. 03:57:502 (1,2,1,2,1,2,1,2) - Try making all those (2) notes closer to their correspondant (1)s to make the pattern a bit more vertical. You didn't used this kind of pattern so often on your beatmap and it's quite unexpected to perform it 4 consecutive times properly.
    That why i like do that, because that unexpected and make the game more difficult >:)
  27. 04:05:526 (4) - Remove this note? There's no hearable beat on that one.
    Fixed
  28. 04:16:200 (1,2,1,2,1,2) - Unexpected usage of the N-Whistles in there. You should probably reduce their volume, or add Claps instead like in the rest of the section.
    Done both
  29. 04:18:433 (1,2,3,4,5,6) - Those beats are clearly 1/3s instead of 1/4s as you mapped.
    That clearly clever ! Fixed back
  30. 04:18:991 (1,2,3,4,5,6) - I'm kind of impressed with this pattern, even found out that you have to move the catcher constantly to the right but press the dash button only when a jump comes. The problem is that it's quite unexpected, taking into account that your beatmap is mostly made of 1/4 beats and you suddenly have such a challenging pattern with 1/3 beats. To make it easier to perform, you should rather group those notes in 2 groups of 3 notes, instead of the current 3 groups of 2 notes you have. This way you'd make more clear that those notes are 1/3 since you included jumps only at white ticks.
    Again like before, i'm good with those hard pattern :^)
  31. 04:19:479 - This timing line affects no object and can be removed.
    Fixed
  32. 04:23:666 (4) - I know you mainly follow other instruments while mapping this section, but it'd be cool to include this beat on ~x:332 to remark the notorious guitar.
    Done !
  33. 05:09:642 (1,2) - Include a hyper in this transition if possible, as the current dash is quite extreme if you add it to the next hyper.
    Again idk why but some HDash are quitting the beatmap, like they took vacations or something to do
  34. 05:15:084 (4,5) - Consider removing (5) as there's no hearable sound and move (4) to about x:192 to remark the piano.
    Aaaanw.. I liked this one :( but you're right
  35. 05:17:596 (1) - Missed a Finish in there?
    Fone
  36. 05:20:805 (1,1) - A bit surprising that you only left a 1/4 distance between the note and the spinner, considering you left at least 1/2 in similar cases in the rest of the map. Increase the distance here as well to keep it consistent?
    Fixed !
[]
You'll probably need some more mods or playtests from experienced players before trying to get it qualified, but it's going into the right direction. Had a lot of fun playing it though. Good luck!
That long.. But i enjoyed you get fun playing it ! ^^ Thanks for modding bro
Topic Starter
Nitsches
Double post sh*t :D
DUKI MODODIABLO
Epic map, hope to see it ranked
Razor Sharp
from my queue: p/6028288

in general the map needs alot of polishing. Will only mention some stuff, as i guess you can figure out the rest yourself. There are also some spacing issues and unjustified hypers here and there.

00:00:573 (1,1,1) - move these where the spinners start please. as you dont miss any start bananas.

00:10:200 (2,3) - this hyper should not be here

00:15:084 (1,2,3,5,6) - ^

01:28:619 (5) - move this under the spinner start too

01:56:107 (3,4,5,6) - i find this weird to play

02:28:898 (1) - move this under the spinner start too

02:57:852 (1,2,3,4,1,2,3,4) - this needs to change. Its weird to look at, and feels weird to play due to the spacing. Try something else

03:00:084 (4,5,6) - Unexpected movement. This is suggested to change.

03:07:688 (1,2,3,4,1,2,3) - This is kinda hard to catch. And its weird to play. Try something else

03:38:945 (1,2,3,4,5,6,1,2,3,4,5,6) - honestly, this is pretty bad imo. both the spacing and patterning here. unexpected 1/4 left right is also not good.

03:57:502 (1,2,1,2,1,2,1,2) - nononono, this is annoying to play imo. ctrl+g each section here and increase distance a little

04:18:433 (1,2,3,4,5) - again, distance. Also this is weird to play

04:18:991 (1,2,3,4,5,6) - this also needs to be changed.

05:20:805 (1) - should be under spinner start

good luck!
Topic Starter
Nitsches

Razor Sharp wrote:

from my queue: p/6028288

in general the map needs alot of polishing. Will only mention some stuff, as i guess you can figure out the rest yourself. There are also some spacing issues and unjustified hypers here and there.

00:00:573 (1,1,1) - move these where the spinners start please. as you dont miss any start bananas.
Idk because the sound is clearly indicating that the hit need to be 2 ticks before the spinner aaannd, it's not a big deal to miss 1 or 2 bananas ? ;_;
00:10:200 (2,3) - this hyper should not be here
Fixed
00:15:084 (1,2,3,5,6) - ^
I won't change that because it made consistency with this one: 00:37:689 (2,3,4,5,6,7) -
01:28:619 (5) - move this under the spinner start too
Why ? I disagree with this idea of putting every hit exactly before the spinner idk why you want that but it'll not change for me
01:56:107 (3,4,5,6) - i find this weird to play
Only for you, it's just a simple pattern ¯\_(ツ)_/¯
02:28:898 (1) - move this under the spinner start too
Nah
02:57:852 (1,2,3,4,1,2,3,4) - this needs to change. Its weird to look at, and feels weird to play due to the spacing. Try something else
Done
03:00:084 (4,5,6) - Unexpected movement. This is suggested to change.
I didn't change it but i nerfed it a bit
03:07:688 (1,2,3,4,1,2,3) - This is kinda hard to catch. And its weird to play. Try something else
Done
03:38:945 (1,2,3,4,5,6,1,2,3,4,5,6) - honestly, this is pretty bad imo. both the spacing and patterning here. unexpected 1/4 left right is also not good.
Changed it a bit but i don't want the pattern to change sorry :v
03:57:502 (1,2,1,2,1,2,1,2) - nononono, this is annoying to play imo. ctrl+g each section here and increase distance a little
nononono, this is annoying to play for you ! I get a lot of ppl saying that was a really cool pattern and stuff here so i'll not change this too :)
04:18:433 (1,2,3,4,5) - again, distance. Also this is weird to play
I don't thinks it's weird, it's like the opening for the 1/6 section
04:18:991 (1,2,3,4,5,6) - this also needs to be changed.
Nananana you're wrong it's a cool pattern for ppl again (see above)
05:20:805 (1) - should be under spinner start
Again ! :'D
good luck! Thanks for modding ! And whats stand "imo" for ? Idk this word dude :')
Razor Sharp
For the notes i aaid to move where spinner starts, i ment move as the fruits drops down where the first bananas of the spinner comes. Not move the note on the spinner
-Aerith-
Hello Hitsound Modding from my Queue

Just like i said before on my queue this is a short mod so here we go :


Halvanhelev

-00:09:782 add whistle
-00:10:061 add clap
-00:10:619 add whistle
-00:10:898 add whistle
-00:11:177 add clap
-00:11:317 add whistle
-00:11:875 remove whistle
-00:12:014 add whistle
-00:12:293 add clap
-00:12:852 add whistle
-00:13:270 add clap
-00:13:549 add whistle
-00:13:689 add clap

Done !!! Good luck :) :) :)
Topic Starter
Nitsches

-Aerith- wrote:

Hello Hitsound Modding from my Queue

Just like i said before on my queue this is a short mod so here we go :


Halvanhelev

-00:09:782 add whistle Done
-00:10:061 add clap Done
-00:10:619 add whistle Done
-00:10:898 add whistle Done
-00:11:177 add clap Done
-00:11:317 add whistle Done
-00:11:875 remove whistle Done
-00:12:014 add whistle Done
-00:12:293 add clap Done
-00:12:852 add whistle Done
-00:13:270 add clap Done
-00:13:549 add whistle Done
-00:13:689 add clap Done
ctrl+c ctrl+v Done

Done !!! Good luck :) :) :)
Sorry for the late kudo(s) i was terribly busy !!
Time Series
M4M from my queue~

You already have FIVE PAGES of mods so why you say you need tons of mods

ハルヴァンヘレヴ

00:31:131 (3) - I think it would be better if it is nearer to 2 than 4, say at x:232

00:33:224 (2,3) - Please change them into two sliders of 1/2 beat because 00:33:503 should be stressed

00:38:526 (1,2,3,4) - This pattern should be consistent with 00:42:991 (1,2), so please change either of the group

00:42:852 - I guess there should be a note here

00:53:317 - Add a note beside the head of 1, say x:160

01:10:898 (1,2,3) - This part did not follow the vocal but inherited the pattern before. I think they should be mapped by vocal

01:22:340 (2) - Split it into a 1/2 beat slider + circle

01:24:433 - This is a slider anti-flow, so I think it would be better if the beat here is a fruit instead of a droplet

01:29:875 - There should be a circle/slider here

01:38:805 (1,2,3,4) - Should be consistent with 01:43:270 (1,2), or at least 01:43:270 (1,2) shouldn't be two simple sliders

02:05:317 (2,3) - Please replace them by a 1/2 beat slider. If you really want to stress both sounds, please place 2 on the left and 3 on the right

02:11:177 (1,2,3) - This part did not follow the vocal

02:27:224 (3,4) - I guess they don't need to be hyper because 4 is not a stressed beat

02:28:898 (1,1,1) - This is a crazy idea: Can you try to replace them by a super long slider?

02:48:293 (2) - Please split it into slider + circle

Streams after 02:57:224 (2,3,4,5,6) - This is not a mod. Although each stream's initial fruit does not lie on the white tick, I personally think this is even better than have it lie on a white tick, so please DON'T change it. However, if anyone mentions that to be a problem, you need to consider modifying this part.

03:13:689 (1,1,2,3,4,1,2,3,4) - Please listen slowly and carefully. This stream did not follow the drum, so I think you'd better change it

I can't mod the part around 03:55:131 (1,2,3,4)... It's so lunatic

The part between 04:57:503 (1) and 05:05:317 (1) - There is no problem there. But as the music is really weak, I don't think you need to map this part so dense. Some simple long sliders here can make great comparisons to the strong music behind, which may make this map better

05:22:061 - I think here it need a circle/slider

Very nice song, very impressive map, and very cute background! Good luck with your map!
Topic Starter
Nitsches

liuzicheng4732 wrote:

M4M from my queue~

You already have FIVE PAGES of mods so why you say you need tons of mods
BN's stuff u know, more mod = more eligible map ¯\_(๑❛ᴗ❛๑)_/¯

ハルヴァンヘレヴ

00:31:131 (3) - I think it would be better if it is nearer to 2 than 4, say at x:232
Hmm you right, since i change this i did 3 in same distance of 2 and 4
00:33:224 (2,3) - Please change them into two sliders of 1/2 beat because 00:33:503 should be stressed
Wow, i got 5 pages of mod but nobody noticed this, changed as you said !
00:38:526 (1,2,3,4) - This pattern should be consistent with 00:42:991 (1,2), so please change either of the group
Well, yes and no. I do an another pattern because the map is already a tons of repetitive so i like when people play the same "consistency" but differently ..
00:42:852 - I guess there should be a note here
If you listen with x0.25 you'll ear.. nothing here :/
00:53:317 - Add a note beside the head of 1, say x:160
Alright done
01:10:898 (1,2,3) - This part did not follow the vocal but inherited the pattern before. I think they should be mapped by vocal
I feel like it's false, but that totally cool dude, added
01:22:340 (2) - Split it into a 1/2 beat slider + circle
Done
01:24:433 - This is a slider anti-flow, so I think it would be better if the beat here is a fruit instead of a droplet
I followed the vocals here, no need of a circle in the droplet
01:29:875 - There should be a circle/slider here
Well it could be true but i don't like it. The sound makes the spinner-end even stronger
01:38:805 (1,2,3,4) - Should be consistent with 01:43:270 (1,2), or at least 01:43:270 (1,2) shouldn't be two simple sliders
Well it's a slow part and i thinks people need a bit of rest before going again in full speed, that let to them like, 8 sec to breath a bit :)
02:05:317 (2,3) - Please replace them by a 1/2 beat slider. If you really want to stress both sounds, please place 2 on the left and 3 on the right
I'll choose to stress both sounds :)
02:11:177 (1,2,3) - This part did not follow the vocal
ThIs PaRt DiD nOt FoLlOw ThE vOcAl
Alright changed like 01:10:898 (4,5,6) -

02:27:224 (3,4) - I guess they don't need to be hyper because 4 is not a stressed beat
You right, again =w= changed
02:28:898 (1,1,1) - This is a crazy idea: Can you try to replace them by a super long slider?
Well i could but i like how the things is make to start the pause before the guitar solo soooo, that a nope.
02:48:293 (2) - Please split it into slider + circle
Sure !
Streams after 02:57:224 (2,3,4,5,6) - This is not a mod. Although each stream's initial fruit does not lie on the white tick, I personally think this is even better than have it lie on a white tick, so please DON'T change it. However, if anyone mentions that to be a problem, you need to consider modifying this part.
Alright, will remind
03:13:689 (1,1,2,3,4,1,2,3,4) - Please listen slowly and carefully. This stream did not follow the drum, so I think you'd better change it
I don't not follow the drum, but the guitar here
I can't mod the part around 03:55:131 (1,2,3,4)... It's so lunatic
Ehehe :3 np
The part between 04:57:503 (1) and 05:05:317 (1) - There is no problem there. But as the music is really weak, I don't think you need to map this part so dense. Some simple long sliders here can make great comparisons to the strong music behind, which may make this map better
I'll try smth, and if that good i will let it, if i don't thinks that is, i will not
05:22:061 - I think here it need a circle/slider
Well again, the sound makes the spinner-end even stronger :)

Very nice song, very impressive map, and very cute background! Good luck with your map!
Very cool mod, very impressive player, and very thanks to you !
Divine Cake
Responding to NM

This map feels like a map from 2015. Maybe not a big shocker since it was first posted then, but i still think this map feels outdated.

to clarify before the mod: imo = in my opinion. used when i disagree with your mapping style, but its not bad necessarily. Im either unsure or i make a suggestion on how i would like the map.

00:08:386 (1,2,3) - imo would have 3 at slider tail of 1 instead and move the whole section more towards the right to keep the hyper on 3. flows better
00:11:317 (3) - what sound compliments a 1/1 slider here? id rather have a 1/2 beat repeat
00:12:293 (3) - ^
00:13:270 (5,6) - imo would reduce spacing a bit. its in the intro, high spacing is just unconfertable to play
00:14:247 (2,3,4,1) - same with spacing regarding these notes too, fell spacing is a bit to high between them. especially 00:14:805 (4,1)
00:23:456 (3,4,5) - imo would have 5 back at 3 instead. (sections after will need remapping too)
00:39:084 (2,3,4) - spacing here too high.
01:01:689 (3,1) - with the hyper on 3, 1 becomes really unconfertable to play.
01:07:549 (1) - same here, i would curve this slider so the tick isnt too far away from the slider head.
01:18:014 (4,5) - this really does not deserve a hyper, i suggest putting 5 on 4's slider head and 01:18:433 (6) - on the slider tail of 4.
01:22:061 (1,2) - imo this spacing is a bit high.
01:39:363 (2,3) - i would like these 2 more with ctrl + h. just my preffrence tho.
01:42:154 (1) - this one is almost a hyper. i dont feel its strong eanogh to get such a large dash. in normal play it would be hard to hit.
01:56:386 (5) - would move this more to the left, so dash from 4 becomes larger (if you agree, also keep distance from 5 to 01:56:526 (6) - the same as it is now [1.54x]).
02:02:666 (2,3) - imo spacing to large.
02:50:945 (3) - isnt it better to have the hyper from 3 to 4 than from 2 to 3? theres a clearer sound on 4 than on 3.
03:06:293 (7,1) - why is the jump here? instead of for example 03:06:084 (4,5) - since strong drum beat is on 5
03:06:572 (4,1) - why jump here instead of 03:06:642 (1,2) - since strong drum beat is on 2
03:07:270 (2) - strong beat here not 03:07:200 (1) -
03:07:688 (1) - this has a hyper, but is a weaker beat than 03:07:828 (3) -
03:08:107 (3) - pretty sure the guitar goes higher pitch here not on 03:08:177 (1) - so the jump should be on 3.
03:05:875 - 03:08:875 - pretty much this whole section has wierd spacing emphasis.
03:14:107 (2) - jump should be here not 03:14:038 (1) - here. As the drum and guitar hits on the red tick.
03:18:154 (1) - correct spacing emphasis.
02:56:945 - 03:59:317 - i won't point out any more spacing errors here, but there are alot of them. this is the most unpolished part of your map.
04:16:200 (1,2,1,2,1,2) - personaly dont find this pattern fitting to the song.
05:04:479 (2,3) - spacing to high imo
Topic Starter
Nitsches

Divine Cake wrote:

Responding to NM

This map feels like a map from 2015. Maybe not a big shocker since it was first posted then, but i still think this map feels outdated. Yeah that because i started it on 2015 and i tried to rank it since this date, so it keeps improving months by months, and getting mods keeps getting harder :/

to clarify before the mod: imo = in my opinion. used when i disagree with your mapping style, but its not bad necessarily. Im either unsure or i make a suggestion on how i would like the map.

00:08:386 (1,2,3) - imo would have 3 at slider tail of 1 instead and move the whole section more towards the right to keep the hyper on 3. flows better
I could, but in your case you are not following the drums as i do :p
00:11:317 (3) - what sound compliments a 1/1 slider here? id rather have a 1/2 beat repeat
Agree
00:12:293 (3) - ^
Agree
00:13:270 (5,6) - imo would reduce spacing a bit. its in the intro, high spacing is just uncomfortable to play
Reduced by 3 lil squares
00:14:247 (2,3,4,1) - same with spacing regarding these notes too, fell spacing is a bit to high between them. especially 00:14:805 (4,1)
Agree, corrected
00:23:456 (3,4,5) - imo would have 5 back at 3 instead. (sections after will need remapping too)
Nope, i thinks it's good like this
00:39:084 (2,3,4) - spacing here too high.
I don't see any problems with the spacing, it's only 1.9x :thinking:
01:01:689 (3,1) - with the hyper on 3, 1 becomes really uncomfortable to play.
Agree
01:07:549 (1) - same here, i would curve this slider so the tick isnt too far away from the slider head.
Done
01:18:014 (4,5) - this really does not deserve a hyper, i suggest putting 5 on 4's slider head and 01:18:433 (6) - on the slider tail of 4.
Well, your idea is cool but i don't really like it. It means "destroying" the pattern and i really like this one, and lot of people never talk about it difficulty so i'll just let it
01:22:061 (1,2) - imo this spacing is a bit high.
imo your just bad. Joke i mean on the paper it seems hard but in the game it isn't, i mean yeah that a bit harsh jump but it still possible at a point so.. no change ¯\_(ツ)_/¯
01:39:363 (2,3) - i would like these 2 more with ctrl + h. just my preference tho.
It'll kill the previous pattern with 01:38:805 (1,2) - in your case
01:42:154 (1) - this one is almost a hyper. i don't feel its strong enough to get such a large dash. in normal play it would be hard to hit.
Alright this one's now a hyper
01:56:386 (5) - would move this more to the left, so dash from 4 becomes larger (if you agree, also keep distance from 5 to 01:56:526 (6) - the same as it is now [1.54x]).
Alright done !
02:02:666 (2,3) - imo spacing to large.
Editor problems, it suppressed the hyper, fixed !
02:50:945 (3) - isnt it better to have the hyper from 3 to 4 than from 2 to 3? theres a clearer sound on 4 than on 3.
You right, modified !

=====================================================================
03:06:293 (7,1) - why is the jump here? instead of for example 03:06:084 (4,5) - since strong drum beat is on 5
03:06:572 (4,1) - why jump here instead of 03:06:642 (1,2) - since strong drum beat is on 2
03:07:270 (2) - strong beat here not 03:07:200 (1) -
03:07:688 (1) - this has a hyper, but is a weaker beat than 03:07:828 (3) -
03:08:107 (3) - pretty sure the guitar goes higher pitch here not on 03:08:177 (1) - so the jump should be on 3.
03:05:875 - 03:08:875 - pretty much this whole section has weird spacing emphasis.
03:14:107 (2) - jump should be here not 03:14:038 (1) - here. As the drum and guitar hits on the red tick.
03:18:154 (1) - correct spacing emphasis.
02:56:945 - 03:59:317 - i won't point out any more spacing errors here, but there are a lot of them. this is the most unpolished part of your map.

=====================================================================
I'll try my best to rework on this section but atm i don't have so much time with work and stuff so i thinks it'll take some times

04:16:200 (1,2,1,2,1,2) - personally don't find this pattern fitting to the song.
That the last streaming part so it has to be "harder" ? :)
05:04:479 (2,3) - spacing to high imo
Fixed
Thanks for fast modding ! Woaw I'll edit all of this tonight when i got some time for it.
Unlucky_w
Hello hello
From modding queue

Mod
00:15:782 (4,5) - It kinda feels like an edge jump here, maybe slightly reduce distance...

00:35:456 (2) - Kinda useless making shaped like this, curve it will make it more efficiently imo.

00:41:735 (4) - It's too close to (1)

01:24:293 (1) - Add "finish" hitsound at the beginning of this slider, make consistency with the others same hitsounds.
01:25:410 (1) - ^

02:57:852 (1,2,3,4,1,2,3,4) - This pattern (the brakes) is kinda hard, especially for 02:58:131 (1,2,3,4) - you can easily go pass it.
02:58:340 (1,2,3,4) - ^, players can miss the (1,3) notes

03:07:758 (8,1,2,3) - This insta-back-forth pattern is pretty hard, as well as 03:08:317 (8,1,2,3) - , I recommend that you ctrl+g these: 03:07:827 (1,2,3,4,5,6,7,8) - then make the distance of 03:08:386 (1,2,3,4) - stick the together.

03:38:735 (4,5,6,7,8) - I wouldn't do that, just curve it... even though it's possible, I didn't expect (and prepared) for such pattern...

03:55:340 (4) - x:352

04:19:177 (3,4,5,6) - Another kinda similar unexpected pattern, I suggest to ctrl+g these 04:19:177 (3,4,5,6) - then move 04:18:991 (1,2) - to x:240.

04:23:735 (4) - ctrl+g, kinda fits better

04:46:480 (2,3,4) - I would ctrl+g then move them to close to (5), the "brake" pattern just doesn't fit..

05:06:991 (3,4) - The end of slider (3) and the beginning of (4) has a bit far distance...

Now... for my usual process for the "General":
MetaData is okay
Rest of hitsounds are fine.
Combos are fine

Great map, good luck! :)
Topic Starter
Nitsches

_wwwww wrote:

Hello hello hello hello
From modding queue

Mod
00:15:782 (4,5) - It kinda feels like an edge jump here, maybe slightly reduce distance...
I didn't see any difficulties to pass this but reduced a bit
00:35:456 (2) - Kinda useless making shaped like this, curve it will make it more efficiently imo.
Well it looks cool C: modified
00:41:735 (4) - It's too close to (1)
Fixed
01:24:293 (1) - Add "finish" hitsound at the beginning of this slider, make consistency with the others same hitsounds.
01:25:410 (1) - ^
Both done
02:57:852 (1,2,3,4,1,2,3,4) - This pattern (the brakes) is kinda hard, especially for 02:58:131 (1,2,3,4) - you can easily go pass it.
02:58:340 (1,2,3,4) - ^, players can miss the (1,3) notes
Modified a bit
03:07:758 (8,1,2,3) - This insta-back-forth pattern is pretty hard, as well as 03:08:317 (8,1,2,3) - , I recommend that you ctrl+g these: 03:07:827 (1,2,3,4,5,6,7,8) - then make the distance of 03:08:386 (1,2,3,4) - stick the together.
Changed like you said and modified a bit the streams
03:38:735 (4,5,6,7,8) - I wouldn't do that, just curve it... even though it's possible, I didn't expect (and prepared) for such pattern...
It was really mean yeah ^^" changed
03:55:340 (4) - x:352
NO! x:344.
04:19:177 (3,4,5,6) - Another kinda similar unexpected pattern, I suggest to ctrl+g these 04:19:177 (3,4,5,6) - then move 04:18:991 (1,2) - to x:240.
Changed but not exactly at the same x position
04:23:735 (4) - ctrl+g, kinda fits better
:thinking done
04:46:480 (2,3,4) - I would ctrl+g then move them to close to (5), the "brake" pattern just doesn't fit..
Alright then.. :( *sad*
05:06:991 (3,4) - The end of slider (3) and the beginning of (4) has a bit far distance...
It seems that the editor destroy some Hdash by there and there, fixed !
Now... for my usual process for the "General":
MetaData is okay
Rest of hitsounds are fine.
Combos are fine

Great map, good luck! :)
Thanks bud ! Sorry for late responding ~
Will edit if i got some time, got busy with IRL stuff here, thanks for modding !
tatatat
when rankerino.
Topic Starter
Nitsches

tatatat wrote:

when rankerino.
:thinking: when bn'inos decided to :'(
Hareimu

Nitsches wrote:

tatatat wrote:

when rankerino.
:thinking: when bn'inos decided to :'(
or when the glaring issues of this map are resolved accordingly, which include but are not limited to:

[New Comboing]
You should stick to placing NCs over downbeats (big white ticks that appear every 4 normal white ones), since not doing so can begin to look really, really weird and inconsistent. Examples of this are:
00:09:503 (5) - This should have a NC, not 00:09:782 (1) - this, since the most important and prominent cymbal sound is 00:09:503 - here and therefore should have the NC.
00:10:759 (1) - You should probably remove this NC, it doesn't look right having it there (you didn't place a 00:12:852 - NC here anyway so it would also fix some inconsistencies). Doing so with 00:15:084 (1) - would also be a good idea for consistency's sake.
00:16:200 (1) - Removing this NC would also be great, since 00:17:317 (1) - already has one and having both of them makes the catcher's plate clear itself twice, which is odd to see.
00:45:224 (3) - This should have a NC since you've been placing NCs every two downbeats so far. Following this logic, you should also remove the NC from 00:41:875 (1) - for consistency.
00:48:572 (5,1) - NCs should be switched here for obvious reasons, the slider that has the NC now isn't either on a downbeat or stands out at all. 00:52:898 (5,1) - Same with these.
00:54:154 (5) - I'm gonna stop pointing these out now since I think you're smart enough to figure out how to fix the next inconsistencies by yourself, but NC this, and remove the NC from 00:55:270 (1) - for consistency.
01:03:921 (1,2) - Switch NCs, same reason as the similar points before this one (gonna stop pointing these out too)
01:10:898 (4) - Why doesn't this have NC? You've been adding NCs every downbeat until now.
01:48:293 (1) - Remove NC here, add it 01:48:852 (3) - here instead. Also remove 01:49:131 (1) - .
02:28:898 (1) - This NC shouldn't be here, since the plate is gonna clear itself after the next spinner finishes anyway.
02:56:945 - From this point on, on the streams, you should add a NC every 8 notes (or every two white ticks). Right now it looks like an utter mess. With the new newcomboing, you should be able to figure out that the patterning of the streams is wrong, too. The downbeats should be emphasized with hyperdashes, not the notes after the downbeats.
03:05:875 - Same as before applies here on the streams (stopping pointing these out now).


[Readability]
00:00:573 (1,1,1,1,1,1,1) - The distance between the start/end of spinner and the notes should be of at least a full beat, not 1/2 of a beat, since having such a fast BPM makes the bananas and the fruits look really dense together.

I'd go more in depth with all this, but the map is so plagued with these repetitive issues that I'd rather just leave the job to somebody who can take their time to go through all them for me (which I already did, just wait a few days hopefully)

this map needs a lot of work in order to be rankable.
Topic Starter
Nitsches

Hareimu wrote:

or when the glaring issues of this map are resolved accordingly, which include but are not limited to:

[New Comboing]
You should stick to placing NCs over downbeats (big white ticks that appear every 4 normal white ones), since not doing so can begin to look really, really weird and inconsistent. Examples of this are:
00:09:503 (5) - This should have a NC, not 00:09:782 (1) - this, since the most important and prominent cymbal sound is 00:09:503 - here and therefore should have the NC.
00:10:759 (1) - You should probably remove this NC, it doesn't look right having it there (you didn't place a 00:12:852 - NC here anyway so it would also fix some inconsistencies). Doing so with 00:15:084 (1) - would also be a good idea for consistency's sake.
00:16:200 (1) - Removing this NC would also be great, since 00:17:317 (1) - already has one and having both of them makes the catcher's plate clear itself twice, which is odd to see.
00:45:224 (3) - This should have a NC since you've been placing NCs every two downbeats so far. Following this logic, you should also remove the NC from 00:41:875 (1) - for consistency.
00:48:572 (5,1) - NCs should be switched here for obvious reasons, the slider that has the NC now isn't either on a downbeat or stands out at all. 00:52:898 (5,1) - Same with these.
00:54:154 (5) - I'm gonna stop pointing these out now since I think you're smart enough to figure out how to fix the next inconsistencies by yourself, but NC this, and remove the NC from 00:55:270 (1) - for consistency.
01:03:921 (1,2) - Switch NCs, same reason as the similar points before this one (gonna stop pointing these out too)
01:10:898 (4) - Why doesn't this have NC? You've been adding NCs every downbeat until now.
01:48:293 (1) - Remove NC here, add it 01:48:852 (3) - here instead. Also remove 01:49:131 (1) - .
02:28:898 (1) - This NC shouldn't be here, since the plate is gonna clear itself after the next spinner finishes anyway.
02:56:945 - From this point on, on the streams, you should add a NC every 8 notes (or every two white ticks). Right now it looks like an utter mess. With the new newcomboing, you should be able to figure out that the patterning of the streams is wrong, too. The downbeats should be emphasized with hyperdashes, not the notes after the downbeats.
03:05:875 - Same as before applies here on the streams (stopping pointing these out now).

All done, will change the stream NC part and check out for any other unconsistent NC on the whole map

[Readability]
00:00:573 (1,1,1,1,1,1,1) - The distance between the start/end of spinner and the notes should be of at least a full beat, not 1/2 of a beat, since having such a fast BPM makes the bananas and the fruits look really dense together. I don't really what you mean by full beat tbh :/ will ask u

I'd go more in depth with all this, but the map is so plagued with these repetitive issues that I'd rather just leave the job to somebody who can take their time to go through all them for me (which I already did, just wait a few days hopefully)

this map needs a lot of work in order to be rankable.
Alostis
This mod will be in french.

Note : Je vais beaucoup parler de spacings pour rendre la map le plus propre possible, cela de dépend que de toi de les suivre ou non.

00:10:759 (5) - si tu regardes bien en haut à droite : prev x1.27, next x1.03, ça se voit quand on joue ces petits problèmes donc faut faire attention, au début tu l'as respecté 00:10:200 (3) - , il faut faire de même avec la suite. Même si ça reste très mineur, c'est ça qui fait fait la différence entre deux maps.

00:09:503 (1) - là, on a droit à un petit dash, et là 00:11:735 (1) - on a droit à un hyperdash full screen intense alors que c'est le même son avec la même puissance. Pareil là 00:13:968 (1) - , celui là est beaucoup moins intense que le deuxième, alors que c'est la même chose. Pour changer, il faudrait remap, ce qui serait trop compliqué et chiant, surtout après tous ces mods, mais réduire le deuxième avec le x5.18 devrait suffire car le premier peut se comprendre, tu n'as pas voulu le mettre en valeur et le 3èmeet lui : 00:16:200 (11) - ont tous les deux à peut prêt le même spacing.

AH j'ai trouvé une solution à ce problème justement, 00:10:898 (6,7) - le spacing entre ceux deux sliders devrait être le même que entre ces deux là 00:11:875 (2,3) - , rien n'explique que l'un ait un hyper et l'autre non. Donc tu pourrais rapprocher par exemple les deux 00:11:735 (1,2) - du slider 3 pour réduire le spacing que j'ai noté au dessus pour avoir une distance similaire entre les deux sliders (x2.00) ou augmenter la distance entre le 6 et le 7 pour avoir un hyper comme après (x3.03)

00:14:247 (2,3,4) - les spacings sont respectés (~x1.6) puis tu augmentes l'intensité avec eux 00:15:084 (5,6) - justifié probablement par la guitare, mais elle justifie que ces deux là, pas l'augmentation d'intensité de ces circles 00:15:642 (7,8,9,10) - , tu peux garder l'effet du gauche droite sans rajouter de spacing tu sais, t'auras quand même ton hyper de fin et ça change rien, ce sera juste plus logique.

00:18:014 (4,5) - le pattern était cool jusqu'à ce spacing absolument absurde, le hyper est justifié mais pas à cette intensité. Il aurait dû être le même que celui là 00:17:596 (2,3) - . Réduire le spacing te demandera juste de déplacer le slider 00:18:433 (1) - pour faire l'effet que tu voulais faire, ou changer sa forme. Pour introduire le stream qui suit, je l'aurai courbé vers la droite en arc de cercle, comme ça tu pourras garder l'intensité que tu voulais avoir de base avec 00:18:154 (5) - lui en déplaçant le slider 1 vers sa droite tout en amortissant avec la courbe, ce qui rendrait le pattern parfait.

00:19:549 (1,2,3,4,5,6,1,2,3,4,5,6) - Cette partie a aussi beaucoup de problèmes, je m'explique : le pattern est cool et n'a aucune raison d'être changé, c'est encore une histoire de spacing qui se voit ingame et qui rend le pattern pas propre du tout, ce qui peut entraîner des shitmiss. 00:19:549 (1,2,3,4) - là tu as gardé un spacing constant de x1.18 entre chaque circle, mais là 00:19:968 (1,2,3,4) - tu as voulu amortir, du coup l'effet de symétrie que le pattern devait donner ne le donne plus. On entre dans le stream avec un hyper, alors tu peux très bien commencer par un amortis tout comme le second, il suffit de copier coller, ou tu peux aussi changer le deuxième en le rendant comme le premier, c'est ton choix. Ensuite, 00:19:829 (5) - et 00:20:248 (5) - devraient avoir le même spacing, rien ne prouve cette différence de x0.30.

Je ne vais pas approfondir sur les distances, à part celles qui me semblent importantes car sinon je ne vais jamais finir. Il faudrait que tu polisses ta map en regardant tous les spacings que tu as utilisé pour tel ou tel son et intensité.

00:24:433 (3) - Au début de ce slider, il y a un petit coup de guitare puis il y en a un autre en pleins milieu du slider qui n'est exprimé par aucun circle/slider alors qu'on l'entend bien, ça déstabilise le joueur donc a voir ce que tu veux faire, soit mettre 3 circles à la place du slider, soit un circle au début puis un slider allant du tic blanc au tic rouge, jsp.

00:25:550 (2) - Ce spacing est trop close, il faudrait un peu le nerf.

00:37:689 (2) - Rapprocher aussi ce circle du slider 1, ce spacing semble trop important et se démarque du reste alors qu'il ne devrait pas.

Petit avis sur toute cette partie guitare, elle me semble plate et on a l'impression que tu as voulu mettre de la difficulté et donc tu as mis beaucoup d'hyper qui sont ou ne sont pas justifiés, c'est pas les hyper qui font la difficulté mais bien le mouvement, et là il en manque clairement, le seul pattern que je trouve sympa c'est celui là : 00:28:759 (2,3,4) - (d'ailleurs 00:29:317 (4) - celui là devrait avoir un prev : 1.60x~ pas 1.5x) qui donne du mouvement sans hyper. Le reste c'est juste du gauche droite avec des hyper..

00:39:084 (2,3,4) - arrête avec les sliders droit sérieusement, c'est plat et sans mouvement, de plus, pourquoi 00:39:642 (3) - il est courbé de cette manière ? Il ne va qu'augmenter l'inconsistance et les shitmiss avec lui >:( .

00:42:573 (8) - augmente ce spacing à 1.00x minimum, comme celui là 00:42:293 (6) - , ça rendra le pattern plus propre, la première fois que j'ai vu le pattern je l'ai trouvé horrible car tu suis la chanteuse puis d'un coup il te prend de suivre la guitare en arrière qu'on entend presque pas en ajoutant un dash.. Je sais pas mec, fait comme tu veux.

00:50:386 (3,1,2) - là j'ai pas compris, il y a un tout petit bruit derrière mais, suis pas ça, on dirait clairement du overmapping, quand on joue, on dirait que tu suis rien, même pas d'hitsounds pour expliquer ce passage. Tu suis la chanteuse ou tu suis rien et là bah tu suis rien. A ta place, j'aurai fini le slider 3 au tic blanc et j'aurai fait un gros slider allant de 00:50:666 à 00:51:224.

00:52:340 (2) - Encore une fois, overmapping. Si il y a du overmapping, la map est unrakable, du coup fait bien gaffe avec ça :!: .

00:53:317 (6,1) - overmapping, on entend pas beaucoup l'instrument derrière voir pas du tout... Si tu veux justifier, met des hitsounds qui s'entendent, cela évitera le joueur à être déstabilisé

00:55:828 (4,5,6,7) - L'augmentation d'intensité n'est pas justifié mais rend un petit côté d'impulsion qui remet dans l'intensité, intéressant ici.

Tout la partie de 00:56:386 à 01:10:619 est remplie d'hyper a distances inégales et complètement abusées plus ou moins non justifié qui rendent cette partie très irrégulière et shitmissable. Je te conseil de regarder un peu et de tester par toi même pour voir si tu peux réduire tous ces screen jumps et distances irrégulières. Je vais te donner un exemple :
Bien que 01:06:852 (2,3,1) - et 01:07:968 (2,3,1) - tu as respecté la symétrie en gardant les mêmes distances, qui te dis que ce n'est pas shitmissable pour autant. Je m'explique, le pattern est intéressant mais les distances à l'intérieur de celui-ci font qu'il devient plus ou moins horrible à cause de lui 01:07:270 (3) - Prev: 3.19x, Next: 2.44x. Pourquoi avoir changé et ne pas l'avoir gardé équidistant entre les deux sliders où il est entre ? Cela aurait rendu le pattern plus jouable et plus propre.

Il en est de même pour le kiai, les distances irrégulières le rend extrêmement shitmissable et pas très fun, il faut que tu revois les spacings et faire bien attention à toujours garder les mêmes, surtout avec les DASH :!: Les hypers sont pas très importants car ils sont très rarement source de shitmiss mais la distance entre deux fruits doit toujours être contrôlé pour qu'un dash puisse l'atteindre aisément et qu'il soit constant pour que le joueur s'imprime du spacing et qu'il n'ait pas à être en constant stresse à cause d'un random spacing plus grand que les autres.

Je ne sais pas si il est nécessaire pour moi de continuer à modder la maps car c'est un problème de polissage qu'il faut que tu fasses toi même selon tes goûts. Je n'ai pas envie de préciser tous les spacings qui ne vont pas et dire ce qu'il faudrait faire car c'est à toi de le faire avant de proposer le ranking. Pour moi, la map est loin d'avoir la possible d'être rank et ce n'est pas une insulte ou de la méchanceté envers ta map et ton mapping bien au contraire, elle a du potentiel et a le mérite d'être une bonne première map pour toi, elle va justement te permettre de t'améliorer avec les conseils que les gens te font avec les mods, donc continue comme ça et ne t'arrête pas. Mon mod est certes rude et pas très sympa et peut se voir comme un remord envers toi mais il doit l'être pour te permettre de progresser et de comprendre tes erreurs pour qu'elles ne se répètent pas. Merci d'avoir pris la patience de check tout ça et bonne continuation.
Topic Starter
Nitsches

Aqliva wrote:

This mod will be in french.
Merci déjà d'avoir pris le temps pour faire un NM c'est très admirable de ta pars o/
Note : Je vais beaucoup parler de spacings pour rendre la map le plus propre possible, cela de dépend que de toi de les suivre ou non.

00:10:759 (5) - si tu regardes bien en haut à droite : prev x1.27, next x1.03, ça se voit quand on joue ces petits problèmes donc faut faire attention, au début tu l'as respecté 00:10:200 (3) - , il faut faire de même avec la suite. Même si ça reste très mineur, c'est ça qui fait fait la différence entre deux maps.
Okay, j'ai corrigé

00:09:503 (1) - là, on a droit à un petit dash, et là 00:11:735 (1) - on a droit à un hyperdash full screen intense alors que c'est le même son avec la même puissance. Pareil là 00:13:968 (1) - , celui là est beaucoup moins intense que le deuxième, alors que c'est la même chose. Pour changer, il faudrait remap, ce qui serait trop compliqué et chiant, surtout après tous ces mods, mais réduire le deuxième avec le x5.18 devrait suffire car le premier peut se comprendre, tu n'as pas voulu le mettre en valeur et le 3ème et lui : 00:16:200 (11) - ont tous les deux à peut prêt le même spacing.
En effet, j'ai corrigé le problème en mettant 00:09:503 (1,1,1,11) - tous a a peut prêt 3.93/94 pour avoir un jolie consistance

AH j'ai trouvé une solution à ce problème justement, 00:10:898 (6,7) - le spacing entre ceux deux sliders devrait être le même que entre ces deux là 00:11:875 (2,3) - , rien n'explique que l'un ait un hyper et l'autre non. Donc tu pourrais rapprocher par exemple les deux 00:11:735 (1,2) - du slider 3 pour réduire le spacing que j'ai noté au dessus pour avoir une distance similaire entre les deux sliders (x2.00) ou augmenter la distance entre le 6 et le 7 pour avoir un hyper comme après (x3.03)
Bas ducoup je l'es fais même avant de lire ceci tbh :thinking:

00:14:247 (2,3,4) - les spacings sont respectés (~x1.6) puis tu augmentes l'intensité avec eux 00:15:084 (5,6) - justifié probablement par la guitare, mais elle justifie que ces deux là, pas l'augmentation d'intensité de ces circles 00:15:642 (7,8,9,10) - , tu peux garder l'effet du gauche droite sans rajouter de spacing tu sais, t'auras quand même ton hyper de fin et ça change rien, ce sera juste plus logique.
J'ai essayé de faire un truc propre, ça devrais être "mieux", enfin du moins j’espère

00:18:014 (4,5) - le pattern était cool jusqu'à ce spacing absolument absurde, le hyper est justifié mais pas à cette intensité. Il aurait dû être le même que celui là 00:17:596 (2,3) - . Réduire le spacing te demandera juste de déplacer le slider 00:18:433 (1) - pour faire l'effet que tu voulais faire, ou changer sa forme. Pour introduire le stream qui suit, je l'aurai courbé vers la droite en arc de cercle, comme ça tu pourras garder l'intensité que tu voulais avoir de base avec 00:18:154 (5) - lui en déplaçant le slider 1 vers sa droite tout en amortissant avec la courbe, ce qui rendrait le pattern parfait.
j'ai pas réussi à vraiment tout tout comprendre mais je pense avoir fait approximativement comme tu l'entendais

00:19:549 (1,2,3,4,5,6,1,2,3,4,5,6) - Cette partie a aussi beaucoup de problèmes, je m'explique : le pattern est cool et n'a aucune raison d'être changé, c'est encore une histoire de spacing qui se voit ingame et qui rend le pattern pas propre du tout, ce qui peut entraîner des shitmiss. 00:19:549 (1,2,3,4) - là tu as gardé un spacing constant de x1.18 entre chaque circle, mais là 00:19:968 (1,2,3,4) - tu as voulu amortir, du coup l'effet de symétrie que le pattern devait donner ne le donne plus. On entre dans le stream avec un hyper, alors tu peux très bien commencer par un amortis tout comme le second, il suffit de copier coller, ou tu peux aussi changer le deuxième en le rendant comme le premier, c'est ton choix. Ensuite, 00:19:829 (5) - et 00:20:248 (5) - devraient avoir le même spacing, rien ne prouve cette différence de x0.30.
Tout changé, mais ducoup j'ai augmenter le spacing total a 1.34x pour 00:19:549 (1,2,3,4) - & 00:19:968 (1,2,3,4) -

Je ne vais pas approfondir sur les distances, à part celles qui me semblent importantes car sinon je ne vais jamais finir. Il faudrait que tu polisses ta map en regardant tous les spacings que tu as utilisé pour tel ou tel son et intensité. Aawww j'essayerais de prendre une aprem pour me pencher sur ça mais la je peux pas trop :'(

00:24:433 (3) - Au début de ce slider, il y a un petit coup de guitare puis il y en a un autre en pleins milieu du slider qui n'est exprimé par aucun circle/slider alors qu'on l'entend bien, ça déstabilise le joueur donc a voir ce que tu veux faire, soit mettre 3 circles à la place du slider, soit un circle au début puis un slider allant du tic blanc au tic rouge, jsp. J'ai changé en circle + slider ducoup

00:25:550 (2) - Ce spacing est trop close, il faudrait un peu le nerf.
Pour être honnête je vois pas ducoup de quoi tu veux parler ici ,_,

00:37:689 (2) - Rapprocher aussi ce circle du slider 1, ce spacing semble trop important et se démarque du reste alors qu'il ne devrait pas.
Fixé

Petit avis sur toute cette partie guitare, elle me semble plate et on a l'impression que tu as voulu mettre de la difficulté et donc tu as mis beaucoup d'hyper qui sont ou ne sont pas justifiés, c'est pas les hyper qui font la difficulté mais bien le mouvement, et là il en manque clairement, le seul pattern que je trouve sympa c'est celui là : 00:28:759 (2,3,4) - (d'ailleurs 00:29:317 (4) - celui là devrait avoir un prev : 1.60x~ pas 1.5x) qui donne du mouvement sans hyper. Le reste c'est juste du gauche droite avec des hyper..
Les seuls hyper que j'ai highlight sur toute la partie guitare c'est quand on entend comme un pitch d'une guitare ( a l'exception de 00:28:759 (2,3,4) - & 00:33:224 (2,3,4) - )

00:39:084 (2,3,4) - arrête avec les sliders droit sérieusement, c'est plat et sans mouvement, de plus, pourquoi 00:39:642 (3) - il est courbé de cette manière ? Il ne va qu'augmenter l'inconsistance et les shitmiss avec lui >:( .
;___; j'ai pas trouvé mieux tbh, mais soit, j'ai courbé les sliders mais je vois pas vraiment de grands changement au niveau du mouvement :(

00:42:573 (8) - augmente ce spacing à 1.00x minimum, comme celui là 00:42:293 (6) - , ça rendra le pattern plus propre, la première fois que j'ai vu le pattern je l'ai trouvé horrible car tu suis la chanteuse puis d'un coup il te prend de suivre la guitare en arrière qu'on entend presque pas en ajoutant un dash.. Je sais pas mec, fait comme tu veux.
Tu as totalement raison, fixé

00:50:386 (3,1,2) - là j'ai pas compris, il y a un tout petit bruit derrière mais, suis pas ça, on dirait clairement du overmapping, quand on joue, on dirait que tu suis rien, même pas d'hitsounds pour expliquer ce passage. Tu suis la chanteuse ou tu suis rien et là bah tu suis rien. A ta place, j'aurai fini le slider 3 au tic blanc et j'aurai fait un gros slider allant de 00:50:666 à 00:51:224.
Changé aussi
00:52:340 (2) - Encore une fois, overmapping. Si il y a du overmapping, la map est unrakable, du coup fait bien gaffe avec ça :!: .
Fixé :!:

00:53:317 (6,1) - overmapping, on entend pas beaucoup l'instrument derrière voir pas du tout... Si tu veux justifier, met des hitsounds qui s'entendent, cela évitera le joueur à être déstabilisé
La je ne suis pas d'accord, car on entend presque autant la batterie que la chanteuse, alors soit ton son est vraiment trop bas aka 5/100,
ou alors je sais pas :thinking:


00:55:828 (4,5,6,7) - L'augmentation d'intensité n'est pas justifié mais rend un petit côté d'impulsion qui remet dans l'intensité, intéressant ici.
C'est le but :D :D :D
Tout la partie de 00:56:386 à 01:10:619 est remplie d'hyper a distances inégales et complètement abusées plus ou moins non justifié qui rendent cette partie très irrégulière et shitmissable. Je te conseil de regarder un peu et de tester par toi même pour voir si tu peux réduire tous ces screen jumps et distances irrégulières. Je vais te donner un exemple :
Bien que 01:06:852 (2,3,1) - et 01:07:968 (2,3,1) - tu as respecté la symétrie en gardant les mêmes distances, qui te dis que ce n'est pas shitmissable pour autant. Je m'explique, le pattern est intéressant mais les distances à l'intérieur de celui-ci font qu'il devient plus ou moins horrible à cause de lui 01:07:270 (3) - Prev: 3.19x, Next: 2.44x. Pourquoi avoir changé et ne pas l'avoir gardé équidistant entre les deux sliders où il est entre ? Cela aurait rendu le pattern plus jouable et plus propre.Alors j'ai eu pas mal de problèmes avec 00:57:224 (3,3) - etc etc et j'ai passé presque 1h pour trouver le bon spacing (qui est donc de ~2.65x) mais ducoup, tout est nickel propre avec des spacings consistent et tout le tralala

Il en est de même pour le kiai, les distances irrégulières le rend extrêmement shitmissable et pas très fun, il faut que tu revois les spacings et faire bien attention à toujours garder les mêmes, surtout avec les DASH :!: Les hypers sont pas très importants car ils sont très rarement source de shitmiss mais la distance entre deux fruits doit toujours être contrôlé pour qu'un dash puisse l'atteindre aisément et qu'il soit constant pour que le joueur s'imprime du spacing et qu'il n'ait pas à être en constant stresse à cause d'un random spacing plus grand que les autres.

Je ne sais pas si il est nécessaire pour moi de continuer à modder la maps car c'est un problème de polissage qu'il faut que tu fasses toi même selon tes goûts. Je n'ai pas envie de préciser tous les spacings qui ne vont pas et dire ce qu'il faudrait faire car c'est à toi de le faire avant de proposer le ranking. Pour moi, la map est loin d'avoir la possible d'être rank et ce n'est pas une insulte ou de la méchanceté envers ta map et ton mapping bien au contraire, elle a du potentiel et a le mérite d'être une bonne première map pour toi, elle va justement te permettre de t'améliorer avec les conseils que les gens te font avec les mods, donc continue comme ça et ne t'arrête pas. Mon mod est certes rude et pas très sympa et peut se voir comme un remord envers toi mais il doit l'être pour te permettre de progresser et de comprendre tes erreurs pour qu'elles ne se répètent pas. Merci d'avoir pris la patience de check tout ça et bonne continuation.
Merci beaucoup encore pour ce mod sorti de nul part (merci kasumi quand même quand même[/spoiler])
DUCOUP ! J’essayerais de trouver un peu de temps pour regarder tout ça en profondeur même si je risque d'avoir besoin de quand même pas mal d'aide a ce niveau.. :o
Kimitakari
Why is this haven't ranked yet? Gotta drop some 2 cents here. Mostly in-game issues so yeah. 10 miss run.

  • Halvanhelev
  1. 00:23:177 (2,3,4,5) - Move this to x:336 because after (1) the movement here is almost highly spaced.
  2. 00:24:293 (2) - x:288.
  3. 00:38:108 (5,6) - In my opinion (5) should be marked as a hyperdash note because of these strong sounds of (6,7). Move (5) to x:332 and (6) to x:136.
  4. 00:50:666 (4) - That's some high spacing in calm parts. Makes players to miss here sometimes which is bad looking movement. Move it to x:216.
  5. 00:55:270 (3) - Same with the previous suggestion. x:416.
  6. 00:56:247 (7) - This note feels a bit too much spaced. In my opinion this should be decreased. Move it to x:32.
  7. 01:00:572 (3,4) - Heavily spaced in my opinion. Since decreasing the spacing on (4) causes to a pixeljump then move (3) a bit to x:164 and after (4) - x:284.
  8. 01:10:200 (1) - Remove NC.
  9. 01:10:898 (1,2,3) - Once you've applied to my previous suggestion then move this pattern to x:160. Difference between this note and this pattern would be suitable now.
  10. 01:13:689 (1,2,3,4) - This is awkward spacing. Move (2) to x:128 and (3) - x:200. After that move (3,4) to x:328 to keep the hyperdash on (2). Once you applied you have to make a result something like this.
  11. 01:14:666 (2,3) - This one went really far from the spacing issues and I might say that is unrankable. You need to decrease the spacing so that would result really normally. Move (2) to x:304 and then move (3) to x:192.
  12. 01:37:410 (4) - A bit highly spaced. Move it to x:136.
  13. 01:55:828 (2,3,4,5,6) - Another spacing issue for (2) it feels rough to catch. Move it to x:160. Once you accept it move (3,4,5,6) pattern to x:296 so this sliderend on (2) could be hyperdashed.
  14. 02:20:805 (5) - With the previous suggestion, move this slider to x:288.
  15. 02:23:177 (4) - x:432.
  16. 02:47:875 (8) - There is no some ultra mega sound to emphasize this kind of spacing. Move it to x:104.
  17. 03:08:386 (1,2,3,4,5,6,7,8) - Okay, what the hell is this breaking flow? I don't say it's impossible but it feels out of place. On top of that you broke the overall flow there. You should either rework this pattern or make it look the same but somehow changed to the flow side. Dunno if this sentence is exists but I hope you got my suggestion.
  18. 03:22:898 (2) - Very huge spacing here. x:456.
  19. 03:59:177 (4) - Move it to x:232.

I personally still not sure if this map is ready for ranking or not. Call experienced mappers/modders for a detailed help but I hope that it'll help that much. Bonne chance!
Topic Starter
Nitsches

Nelly wrote:

Why is this haven't ranked yet? Gotta drop some 2 cents here. Mostly in-game issues so yeah. 10 miss run.
Oh wow, is this what we call the legendary random mod ? Thanks dude ! Nice run btw. o/
  • Halvanhelev
  1. 00:23:177 (2,3,4,5) - Move this to x:336 because after (1) the movement here is almost highly spaced.
  2. 00:24:293 (2) - x:288.
  3. 00:38:108 (5,6) - In my opinion (5) should be marked as a hyperdash note because of these strong sounds of (6,7). Move (5) to x:332 and (6) to x:136.
    Done, though the spacing is not really consistency or have a consistent multiplicator
  4. 00:50:666 (4) - That's some high spacing in calm parts. Makes players to miss here sometimes which is bad looking movement. Move it to x:216.
  5. 00:55:270 (3) - Same with the previous suggestion. x:416.
  6. 00:56:247 (7) - This note feels a bit too much spaced. In my opinion this should be decreased. Move it to x:32.
  7. 01:00:572 (3,4) - Heavily spaced in my opinion. Since decreasing the spacing on (4) causes to a pixeljump then move (3) a bit to x:164 and after (4) - x:284. The problem of this one is a can't move much because it'll kill the spacing consistency of the whole section, and if i change it to a slider it's the same thing, soo i'll let it like that for the moment and speak about with a friend, ty for the hl tho
  8. 01:10:200 (1) - Remove NC.
  9. 01:10:898 (1,2,3) - Once you've applied to my previous suggestion then move this pattern to x:160. Difference between this note and this pattern would be suitable now.
  10. 01:13:689 (1,2,3,4) - This is awkward spacing. Move (2) to x:128 and (3) - x:200. After that move (3,4) to x:328 to keep the hyperdash on (2). Once you applied you have to make a result something like this.
    Done, but it thinks you mean (4) and not (3) to be on x:200 :'), also x:328 would be only (3) then, not (3,4) - weird -
  11. 01:14:666 (2,3) - This one went really far from the spacing issues and I might say that is unrankable. You need to decrease the spacing so that would result really normally. Move (2) to x:304 and then move (3) to x:192.
  12. 01:37:410 (4) - A bit highly spaced. Move it to x:136.
  13. 01:55:828 (2,3,4,5,6) - Another spacing issue for (2) it feels rough to catch. Move it to x:160. Once you accept it move (3,4,5,6) pattern to x:296 so this sliderend on (2) could be hyperdashed.
  14. 02:20:805 (5) - With the previous suggestion, move this slider to x:288.
  15. 02:23:177 (4) - x:432.
  16. 02:47:875 (8) - There is no some ultra mega sound to emphasize this kind of spacing. Move it to x:104.
  17. 03:08:386 (1,2,3,4,5,6,7,8) - Okay, what the hell is this breaking flow? I don't say it's impossible but it feels out of place. On top of that you broke the overall flow there. You should either rework this pattern or make it look the same but somehow changed to the flow side. Dunno if this sentence is exists but I hope you got my suggestion.
  18. 03:22:898 (2) - Very huge spacing here. x:456.
  19. 03:59:177 (4) - Move it to x:232.
    All has been changed, tho i didn't wrote "fixed" or "done" on each thing

Edit: HOLY SHIT WHAT 34 STARS R U CRAZY MAN ??
I personally still not sure if this map is ready for ranking or not. Call experienced mappers/modders for a detailed help but I hope that it'll help that much. Bonne chance!
-Luminate
Hi! From your request in my queue
Btw, I really suck at playing and modding nowadays so sorry if I'm being unreasonable on some point
  1. 01:18:433 (6,1) - I think it should be hyper to emphasize hitfinish here
  2. 01:22:619 (3,4,5) - zigzag patterns might reflect the vocal more, try (3) on x:352 - (4) on x:208 and (5) stays the same for hyper
  3. 01:30:433 (2) - should be horizontally spaced like 01:31:549 (3) - for consistency
  4. 01:31:968 (1,2) - somehow no important sound can be hyperdashed here also it isn't big white tick note that could be recognized for big dash, I suggest (2) on x:128 / (3) on x:280 and (4) on x:368
  5. 01:34:759 (2,3) - same as above as to why it is hyperdashed
  6. 01:35:317 (1) - that flat slider make the movement too straight, I suggest make a ")" shape for this one and put on x:344
  7. 01:43:270 (1,2,3) - why is it less dense than 01:38:805 (1,2,3,4) - as they're the same pace and follows the same vocal, make it similar (also spacing on 01:44:386 (2,3) - is too close for 1/1)
  8. 02:19:131 (1) - I would ctrl+g this to reflect the vocal
  9. 02:20:386 (2,3,4,5) - less intense than previous pattern on same vocal pace for some reason, make it more intense. I suggest 02:20:386 (2,3,4) - antiflow pattern
  10. 02:58:759 (7,8,1,2) - quite high ds despite not being any strong sounds just the guitar, consider fix this?
  11. 03:06:154 (1,2,3,4,5,6,7,8) - try this? it plays like normal 1/2 split but more precise, plays better imo
  12. Also it shouldn't be a jump on 03:06:642 (8,1) - because there's no important note support this jump and since the guitar note changes on 03:06:852 - I think it should jump on this instead
  13. 03:07:200 (8,1) - like above, no reason to jump on this, pitch tone isn't even on here but it should be on 03:08:106 (5) - here instead, Even while it's not a jump, you could add some trick on snaking streams like a zigzag or similar. This would make long streams interesting without jumps, jumps should be consider on pitch changes or important sounds or big white tick. the jumps would be more visually noticable this way, I'll let you revise your streams and fix these issues by yourself.
  14. 03:14:386 (7) - stream on this section should ends here and 03:14:526 (8) - should be single note with double hyper on 03:14:386 (7,8,1) - to emphasize the next beat like this
  15. 03:22:340 (4,1) - should be hyper, important sound on 03:22:619 (1) -
  16. 03:52:759 - this is minor things but I think these streams could be 1/3 for some reason lol
  17. 04:09:224 (4,1) - no hyper?
  18. 04:11:457 (4,1) - same^
  19. 04:13:689 (4,5,6,1) - and you hyper here :thinking: xD
  20. 04:18:433 (1,2,3,4,5,6,7,8,9,10,11) - are you sure you snap 04:18:805 (5) - 1/3 properly? resnap it also, patterns here is quite confusing whether to follow 1/4 or 1/3 so I suggest this to make 1/3 beat more obvious and to create a buildup rhythm on 04:19:177 (8,9,10,11) - with a zigzag pattern to finish the intensity of solo guitar phase here
  21. 04:23:177 (2,3) - edgy space here
  22. 04:39:363 (3,1) - more space, very much likely to stand still here
  23. 04:42:712 (3,1) - space this 1/1 spacing more, too close
  24. 04:57:503 - these calm point shouldn't even have hypers, at least if you want hyper, hyper on big white tick instead(but I don't recommend it) 05:04:759 (3,4) - this one is okay because it's the finisher for these section
Aw, take me 3hrs modding this tho. Hope it helps :)
Aside from streams and random jump, I think this is a really good map tbh. Good luck ranking this!
btw take 20 stars for the song and map xdxd
Edit : sorry for the late hehe
Topic Starter
Nitsches

-Luminate wrote:

Hi! From your request in my queue
Btw, I really suck at playing and modding nowadays so sorry if I'm being unreasonable on some point That alrigh bud (:
All in this color has not been changed, in the other case i leave blank or add a commentary with what i changed or so
  1. 01:18:433 (6,1) - I think it should be hyper to emphasize hitfinish here
  2. 01:22:619 (3,4,5) - zigzag patterns might reflect the vocal more, try (3) on x:352 - (4) on x:208 and (5) stays the same for hyper
  3. 01:30:433 (2) - should be horizontally spaced like 01:31:549 (3) - for consistency
  4. 01:31:968 (1,2) - somehow no important sound can be hyperdashed here also it isn't big white tick note that could be recognized for big dash, I suggest (2) on x:128 / (3) on x:280 and (4) on x:368 Done but not the way you showed, just changed it
  5. 01:34:759 (2,3) - same as above as to why it is hyperdashed
  6. 01:35:317 (1) - that flat slider make the movement too straight, I suggest make a ")" shape for this one and put on x:344 Changed this section, but not like you said
  7. 01:43:270 (1,2,3) - why is it less dense than 01:38:805 (1,2,3,4) - as they're the same pace and follows the same vocal, make it similar (also spacing on 01:44:386 (2,3) - is too close for 1/1)
  8. 02:19:131 (1) - I would ctrl+g this to reflect the vocal I'll give it a try, tho that make it antiflow af, but we'll not see if that work if we don't use at all
  9. 02:20:386 (2,3,4,5) - less intense than previous pattern on same vocal pace for some reason, make it more intense. I suggest 02:20:386 (2,3,4) - antiflow pattern
  10. 02:58:759 (7,8,1,2) - quite high ds despite not being any strong sounds just the guitar, consider fix this? I'm not following any strong songs here but more like the guitar pitch that we can start to hear at 02:58:759 (7) - (more and more acute, like something piercing through it)
  11. 03:06:154 (1,2,3,4,5,6,7,8) - try this? it plays like normal 1/2 split but more precise, plays better imo That was my ancien pattern that i make, and lot of people think that plays well but don't fit good on this song, no change.
  12. Also it shouldn't be a jump on 03:06:642 (8,1) - because there's no important note support this jump and since the guitar note changes on 03:06:852 - I think it should jump on this instead
    On this part, the guitar is followed close by the drum, instead of being "alone" like from 02:56:945 (5) - to 03:00:293 (1) - , what i mean is that the guitar is less pitchy here and the player will focus more on it than when the 2nd part comes, and that we can hear better the drum. It's like switching between both to not forget one (hope i explained well because it was going so well on my mind xD)

  13. 03:07:200 (8,1) - like above, no reason to jump on this, pitch tone isn't even on here but it should be on 03:08:106 (5) - here instead, Even while it's not a jump, you could add some trick on snaking streams like a zigzag or similar. This would make long streams interesting without jumps, jumps should be consider on pitch changes or important sounds or big white tick. the jumps would be more visually noticable this way, I'll let you revise your streams and fix these issues by yourself.
  14. 03:14:386 (7) - stream on this section should ends here and 03:14:526 (8) - should be single note with double hyper on 03:14:386 (7,8,1) - to emphasize the next beat like this Great idea, but a pain to copy that :'D
  15. 03:22:340 (4,1) - should be hyper, important sound on 03:22:619 (1) -
  16. 03:52:759 - this is minor things but I think these streams could be 1/3 for some reason lol You should reconsider and hit that 0.25x button ;);)
  17. 04:09:224 (4,1) - no hyper?
  18. 04:11:457 (4,1) - same^
  19. 04:13:689 (4,5,6,1) - and you hyper here :thinking: xD
  20. 04:18:433 (1,2,3,4,5,6,7,8,9,10,11) - are you sure you snap 04:18:805 (5) - 1/3 properly? resnap it also, patterns here is quite confusing whether to follow 1/4 or 1/3 so I suggest this to make 1/3 beat more obvious and to create a buildup rhythm on 04:19:177 (8,9,10,11) - with a zigzag pattern to finish the intensity of solo guitar phase here this section (04:18:991 (6,7,8,9,10,11) - ) will not move to follow the guitar, but more the drum as a part-finisher of the whole guitar/drum-stream section (02:48:014 (1) - to 03:58:061 (1,2,3) - then the final part 03:59:456 (1) - to 04:19:549 (1) - ) and 04:17:317 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - see it purpose to slow down the player's movement to make him understand that the solo guitar high pichty-stream of doom is finally finished and he can still shitmiss on this (;
  21. 04:23:177 (2,3) - edgy space here
  22. 04:39:363 (3,1) - more space, very much likely to stand still here
  23. 04:42:712 (3,1) - space this 1/1 spacing more, too close Don't understand what you really mean here, sorry.
  24. 04:57:503 - these calm point shouldn't even have hypers, at least if you want hyper, hyper on big white tick instead(but I don't recommend it) 05:04:759 (3,4) - this one is okay because it's the finisher for these section Changed a bit of it, but since i follow the vocals i'll still make some hdash (actually 5 in it) follow the high pitch voice that the singer take (you can can -easily- hear and understand what i mean here)
Aw, take took me 3hrs modding this tho. Hope it helps :)
Aw, took me 2hrs mapping this tho. It helps :)
Aside from streams and random jump, I think this is a really good map tbh. Good luck ranking this!
btw take 20 stars for the song and map xdxd
Dude. Holy ctbshit o_o, 20 stars ? Nununu i'm dreaming.
Edit : sorry for the late hehe
Sakary
wow. this is interesting! <(*o*)>
tatatat
hi
Topic Starter
Nitsches

Hi_Hello wrote:

wow. this is interesting! <(*o*)>
glad you like it (:

tatatat wrote:

hi
hi whatudoing there taiko player
Kurokami
I should look at this already, but so hard to find the time. :c
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply