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m-flo + Bella Blue - own the sky (el poco maro Remix)

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on September 17, 2015 at 10:09:13 AM

Artist: m-flo + Bella Blue
Title: own the sky (el poco maro Remix)
Tags: dnb marathon FUTURE IS WOW
BPM: 174
Filesize: 7911kb
Play Time: 05:08
Difficulties Available:
  1. Flight (4.91 stars, 1192 notes)
Download: m-flo + Bella Blue - own the sky (el poco maro Remix)
Information: Scores/Beatmap Listing
---------------



Airplanes are the safest when they are on the ground,

But they were made to fly...
Raiden
pole

dem `L_`
Rapthorn

monstrata wrote:

Airplanes are the safest when they are on the ground,

But
they were made to fly...
Major color hax going on here boys
Echoy
Hello! M4M here!

Flight
00:52:963 (2,4) - 00:52:963 (2,4) - How about remove the two whistle
00:58:480 (2,4) - same here ↑
01:25:722 (1,2,3) - the vocal here gets slower, so I think a combination like 3/4 slider+single tap+3/4 slider would work
02:11:584 (3,3) - When I tried playing, the spacing here made me confused a little, got 3 100 here
02:42:963 (1) - I prefer a single 1/1 slider here
02:48:480 (1) - add drum/soft-whistle at the end like the sliders before, this hitsound is excellent
02:53:998 (1) - same here↑in which way I feel more interrelated of this part...
03:18:480 (5) - x1 or x0.85 this slider? speed up would be fun~
03:23:998 (5) - replace the single tap with a 1/4 slider to fill in the blank
04:23:653 (1,2,3,1,2,3) - and here...I got 100 again, maybe put 04:23:998 (3,3) - more far away would be better
04:30:549 (1) - a suggestion here, add drum-whistle (or some other hitsound) at the beginning, and repeat each time when this combination comes.
04:34:515 (1) - add soft-finish like 04:34:515 (1) - here?
04:46:239 (1,2) - I think it should be a 3x stream
05:03:653 (1) - is there a soft-finish missing ;w;
05:07:791 (1,2,1,2,1,2,1,2) - wonderful!!!!!

Sorry for my noob mod T T, map is fun, so most things I pointed out are suggestions only.
Topic Starter
Monstrata

Echoy wrote:

Hello! M4M here!

Flight
00:52:963 (2,4) - 00:52:963 (2,4) - How about remove the two whistle I like these whistles tho, they sound nice.
00:58:480 (2,4) - same here ↑
01:25:722 (1,2,3) - the vocal here gets slower, so I think a combination like 3/4 slider+single tap+3/4 slider would work Okay I did 1/1 instead of 3/4 but i think that's what you meant lol.
02:11:584 (3,3) - When I tried playing, the spacing here made me confused a little, got 3 100 here I think theyre straightforward enough.
02:42:963 (1) - I prefer a single 1/1 slider here Sure.
02:48:480 (1) - add drum/soft-whistle at the end like the sliders before, this hitsound is excellent Hmm idk, they sound fine without the drum sampleset
02:53:998 (1) - same here↑in which way I feel more interrelated of this part... ^
03:18:480 (5) - x1 or x0.85 this slider? speed up would be fun~ Ehh, idk. Not my style xD
03:23:998 (5) - replace the single tap with a 1/4 slider to fill in the blank Nahh, that'd look weird imo,
04:23:653 (1,2,3,1,2,3) - and here...I got 100 again, maybe put 04:23:998 (3,3) - more far away would be better Nah, i had them testplayed enough, they aren't that hard to read, you just have to play to the anti-jumps because this part is more quiet so jumps wouldn't fit as well.
04:30:549 (1) - a suggestion here, add drum-whistle (or some other hitsound) at the beginning, and repeat each time when this combination comes. Okay sure did something similar
04:34:515 (1) - add soft-finish like 04:34:515 (1) - here? Added a few ya
04:46:239 (1,2) - I think it should be a 3x stream It could be, but i want jumps xD
05:03:653 (1) - is there a soft-finish missing ;w; added
05:07:791 (1,2,1,2,1,2,1,2) - wonderful!!!!! <3

Sorry for my noob mod T T, map is fun, so most things I pointed out are suggestions only.
Thanks for the mod!!
pishifat
we changed soft-hitnormal2 because it was really quiet

that's it
Bearizm
why hello there..
Gero
I have nothing to say about this, good job.
~ Bubbled #2 ~
Topic Starter
Monstrata
Moved the preview point slightly so it sounds better online xD.
Bearizm
top kek






nice blanket le kappa xd.
Frim4503
i will go crazy if this go ranked now >.<

when BN will notice my map :'(
shARPII
mod coming soon. ~owo~
Taking this post, I'm looking at the map and I'll drop something here

------------------------------

Hello monstrata,

I've seen this coming really fast so I wanted to drop some ideas before it goes through the qualify process.
I'm scared to see this rushed. You've some nice ideas but I'm pretty sure it can be polished a little bit more.
Here's some thoughts after my play / tests on the editor, feel free to follow it or not but it needs at least a look at each points.

  1. 00:00:205 - | 00:08:136 - : I don't really understand the beginning of your map. After this part, you're following really well the rythm (small sliders/circles) so why are you not doing this in this part too? (I don't hear any changes between this part and the next one so it doesn't justify this to me)
  2. 00:30:032 (4,5,1,2) - You started something, why are you not finishing it? the slider/circle pattern in a straight line was good and the song repeats the pattern too so you could continue like this => 00:30:722 (2) - on 00:30:549 (1) -'s position and doing the same pattern for 00:29:687 (3,4) - and 00:30:205 (5,1) - http://puu.sh/kdw4X/e15bbce9c5.jpg
  3. 01:36:240 (4) - I don't really like this circle almost outside of the grid. It might be annoying for players who use a big health bar and you don't want that (+ I wasn't really comfortable with the flow of 01:36:067 (3,4,5,6,1) - . I tried to stack 01:36:411 (5,6) - with 01:33:308 (3,4) - and it looks ok (or at least better). 01:36:067 (3) - on x:332/y:108 and 01:36:240 (4) - on x:288/y:32 . I think I moved 01:36:756 (1) - a little bit too.
    => http://puu.sh/kdwzk/8742b2f232.jpg
  4. 01:56:929 (4,5,1) - flow is meh. I changed 01:57:273 (1) -'s position and orientation. you don't need to keep exactly your 2.0 SV on this. http://puu.sh/kdx1p/59998f75da.jpg You can try to replace 01:57:618 (2,3,4,5,6) - if what's coming next to this slider is not ok for you.
  5. 02:17:273 (4) - mhmmm, I don't really like where the slider's end is going but let's say it's 'okayish'. Same thing than my 3rd point.
  6. 02:26:411 (1,2,3,1,2,3,1,2,1,2,3,1,2,3,4) - cool stuff!
  7. 02:31:584 (5,6) - not really comfortable to play, I tried to widen the space between these 2 circles. Put 02:31:756 (6) - on 02:31:067 (3) -'s start looked much more enjoyable to me and it starts your jumping part here.
  8. 02:44:342 (1) - whistle on slider's end? It was missing something for me after your whistles on 02:42:963 (1,2) -
  9. 04:55:205 (8) - : the SV change between 1.7 and 2.0 has been weird to play, if you're increasing the SV, I was waiting for a bigger SV for 04:55:032 (7,8) -. You could move this circle on 04:52:101 (6) - and you still have a nice flow http://puu.sh/kdvdI/4f1e56dee5.jpg
  10. 04:59:687 (2,3,4,5,6) - didn't like the flow and the spacing too. I don't feel little SV is needed here, you can try something like this : http://puu.sh/kdycO/8050f9721a.jpg. 2 and 4 on the same position
I think this is all for me. Maybe I've missed something but you can double check all your flows/SV to be sure it's enjoyable to play.
It'll be a really cool map if you can get 1 or 2 more mods from other players so keep up the good work and good luck.
Topic Starter
Monstrata
At school atm but thanks for taking a look sharpii. It seems rushed but ive sat through over 2 hours worth of test plays from players 40k to top 300. I'll take a look at your mod shortly but I'm very likely going to reject anything related to flow xP. I'm confident in my note placement and flow lol. Anyways we'll see :D.
Topic Starter
Monstrata

shARPII wrote:

mod coming soon. ~owo~
Taking this post, I'm looking at the map and I'll drop something here

------------------------------

Hello monstrata,

I've seen this coming really fast so I wanted to drop some ideas before it goes through the qualify process.
I'm scared to see this rushed. You've some nice ideas but I'm pretty sure it can be polished a little bit more.
Here's some thoughts after my play / tests on the editor, feel free to follow it or not but it needs at least a look at each points.

  1. 00:00:205 - | 00:08:136 - : I don't really understand the beginning of your map. After this part, you're following really well the rythm (small sliders/circles) so why are you not doing this in this part too? (I don't hear any changes between this part and the next one so it doesn't justify this to me) For me, when I think of DnB i think of a looot of repetition. I really felt this part was a good place to create some simpler rhythm before moving into denser rhythm choices. Also, there is a pitch increase for 00:11:239 (1,2,3,4) - which I thought was a great opportunity to transition from a simpler rhythm to a denser rhythm. I enjoy buildup, however simple lol.
  2. 00:30:032 (4,5,1,2) - You started something, why are you not finishing it? the slider/circle pattern in a straight line was good and the song repeats the pattern too so you could continue like this => 00:30:722 (2) - on 00:30:549 (1) -'s position and doing the same pattern for 00:29:687 (3,4) - and 00:30:205 (5,1) - http://puu.sh/kdw4X/e15bbce9c5.jpg This is intentionally done because I don't want to use this kind of linear pattern. Also, I set up this structure specifically with the pattern 00:30:205 (5,1) - in mind. I wanted a visual jump from 5>1 but because 1 isn't a strong note, I didn't want a linear pattern. Linear movement usually suggests a stronger movement because there is less room to use slider-leniency to cut corners. Here the opposite was intended. I wanted a visual jump that played like 5>1 were almost like normal DS apart and the flow set up by making 3>4 not linear helps to guide players onto this flow path.
  3. 01:36:240 (4) - I don't really like this circle almost outside of the grid. It might be annoying for players who use a big health bar and you don't want that (+ I wasn't really comfortable with the flow of 01:36:067 (3,4,5,6,1) - . I tried to stack 01:36:411 (5,6) - with 01:33:308 (3,4) - and it looks ok (or at least better). 01:36:067 (3) - on x:332/y:108 and 01:36:240 (4) - on x:288/y:32 . I think I moved 01:36:756 (1) - a little bit too. Well, those who play with custom skins/big health bars have to deal with that issue :P. I map using the default skin and that's how the map should be considered. I find the flow interesting to play because it gives a zigzag (up/down) motion to it without creating jumps. Plus it's an interesting structure. 01:36:067 (3,4,5) - Create a triangle, while 01:36:240 (4,5,6) - set up a square pattern, back into another triangle. I tried the coordinates you proposed, but they didn't sit well with me. I generally don't accept coordinate changes anyways unless they fit the strict structural requirements for my mapping purposes lol.
    => http://puu.sh/kdwzk/8742b2f232.jpg
  4. 01:56:929 (4,5,1) - flow is meh. I changed 01:57:273 (1) -'s position and orientation. you don't need to keep exactly your 2.0 SV on this. http://puu.sh/kdx1p/59998f75da.jpg You can try to replace 01:57:618 (2,3,4,5,6) - if what's coming next to this slider is not ok for you. I really have to disagree with this. I actually don't see how this flow is in any way poor. It's a flow pattern I use for a lot of the map so saying this is meh, woulc mean saying quite a few other places are meh because this triangular + rotational flow plays very well for me, and i've used it in many of my maps. It's one of my oldest structures xD.
  5. 02:17:273 (4) - mhmmm, I don't really like where the slider's end is going but let's say it's 'okayish'. Same thing than my 3rd point. Yea, I don't consider health-bars anyways lol. It's definitely not creating an issue in readability.
  6. 02:26:411 (1,2,3,1,2,3,1,2,1,2,3,1,2,3,4) - cool stuff! Thanks!
  7. 02:31:584 (5,6) - not really comfortable to play, I tried to widen the space between these 2 circles. Put 02:31:756 (6) - on 02:31:067 (3) -'s start looked much more enjoyable to me and it starts your jumping part here. I understand your perspective here. Putting 6 where slider 3 stars is indeed a viable option because it also creates some nice flow. But i think my current position is better just because it creates more DS consistency with other parts of this section including: 02:30:205 (5,6) - 02:28:825 (3,4) - (Note how they are all on the 3rd white tick) I value this consistency, but additionally, the part you pointed out occurs right before an extended jump pattern. I don't want to create emphasis here because if I used a 2.00x DS (which is what you are propositing here). It will over-emphasize these two notes and make the next jump pattern feel less impactful. What I mean by this is that if i increase the DS here, it will feel like the same DS as the whole jump pattern on 02:31:929 (1,2,3,4,5,6,7,8,1,2,3,4) - and i don't want that, because then the sequence doesn't feel as intense. (Think of the dq of Asymmetry: because there are so many jumps, notes that "should" actually be emphasized don't seem as impactful because they feel just like any other jump)
  8. 02:44:342 (1) - whistle on slider's end? It was missing something for me after your whistles on 02:42:963 (1,2) - I originally had whistles there, but decided to remove them because some players felt confused by the hitsound. The background noises here are quite noticeable, and I chose not to map them because I wanted to make this section really simple and exclusively 1/1 rhythm to match the atmosphere of this section. This whole song is very calm, but this part is especially calm. Hitsounding it is definitely an option, but I ultimately decided not to hitsound it due to the background sounds.
  9. 04:55:205 (8) - : the SV change between 1.7 and 2.0 has been weird to play, if you're increasing the SV, I was waiting for a bigger SV for 04:55:032 (7,8) -. You could move this circle on 04:52:101 (6) - and you still have a nice flow http://puu.sh/kdvdI/4f1e56dee5.jpg I've slowly begun to think less about "proper emphasis". This pattern still plays very straight-forward the way it is, but since there was a very simple alternative to this, I changed the pattern anyways. Not what you did, but I moved 8, and slider 1 instead.
  10. 04:59:687 (2,3,4,5,6) - didn't like the flow and the spacing too. I don't feel little SV is needed here, you can try something like this : http://puu.sh/kdycO/8050f9721a.jpg. 2 and 4 on the same position I really dislike reusing circle-locations so quickly. I only do that once in the map: 00:53:998 (1,3) - . As for the spacing, I think it's interesting, and it still properly emphasizes the strong beats of the section: 04:59:687 (2,3,5,7) - . The flow works very well for me. This map uses a lot of zig-zag flow as opposed to conventional rotational flow because I've already exhausted that flow pattern with my previous maps.
I think this is all for me. Maybe I've missed something but you can double check all your flows/SV to be sure it's enjoyable to play.
It'll be a really cool map if you can get 1 or 2 more mods from other players so keep up the good work and good luck.
Yea, I am extremely critical about my flow/DS ysage since they are integral to my mapping style. I do a lot of self-modding to refine my map regardless of whether people mod my maps or not. I'm not one of those people who just submits and only updates their map whenever a mod is posted :P. Thank you for your time shARPII!! I really appreciate it because it allowed me time to explain my thought process behind all these patterns and why I intend to keep them the way they are. I suppose (since some people owe me m4m's) it wouldn't hurt to find another mod or two. My 3rd BN is sleeping atm anyways.
phaZ
casual mod
  1. 01:50:549 (1,2,3,4,5) - dont you actually think, full symmetry looks better? http://puu.sh/kercX/2af2065bf3.jpg this goes out of the grid right now but obviously this can be fixed :v (e.g lower the wohle section from 01:50:549 (1) to 01:58:738 (10) by y:+18 then fit in the stream (that 01:57:963 (4,7,1) - is definitely not 120° anyway so i guess this works fine~). or just change the angle of the sliders :p)
  2. 00:11:239 (1,2,3,4) - why the hitsounds? you used them on 00:05:722 (1,2,3,4) and on 00:16:756 (1,2,3,4). also if the voice-noise (yey a rhyme) gets louder, shouldnt the volume increase drastically instead (anyway 20% to 30% isnt even audible for just one note with different hitsounds)? as example 00:11:584 - change to 60% | 00:11:929 - add 60% (this is as loud as (2) actually) | 00:12:101 - add 20%
  3. 00:32:273 (2,3,4,5) - transition to 00:33:308 (1) looks like shit. but trying to change any placements is so hard to do in your map ;w; still i highly recommend making this look more beautiful
  4. 00:26:929 (3) - and all the other triplets that are missing.. ;w; igoring the half of them gives that song a different touch imo..
  5. 00:27:705 (6) - that sound (5-ticks-long drum stream)-> triplets missing at 00:24:946 - 00:30:463 - and so on
  6. i think this section 00:22:273 to 00:44:256 needs aonther difficulty increase compared to 00:11:239 to 00:22:273 other than just sv-change. imo the difficulty feels okay for me but the increase at 00:11:239 seems rather random to me (yea i read the previous mod)
  7. 00:33:911 - there is nothing?
  8. 01:28:480 to 01:45:032 - the whole section and the usage of triplets is kinda fucked up imo. it plays fine, but just because you dont use any weird rythms. i still feel so much more energy in my fingers cringing for action. at least map all triplets starting at 01:39:515 (1) :s
  9. 03:40:894 (1) to 03:57:446 (1) - ^
  10. 00:48:480 (1,2,3) - compared to 00:49:860 (1,2,3,4) why the different rhythms? same at 00:52:618 (1,2,3,4,5) compared to 00:53:998 (1,2,3,4,5,6,7) - and also at 00:58:136 (1,2,3,4,1,2,3,4). this feels weird after you were so consitent at the first and second section of the map 00:00:205 - 00:07:101 -
    (im not complaining about the vocal parts tho as they have different rhythms to different lyrics)
  11. 01:10:722 - missing out the beat which was mapped at 01:07:963 - and almost everywhere else when it appeared
  12. 01:25:894 - ^
  13. 01:41:239 (2,4,6,1) - hitsounds here but not at 01:43:998 (2,5,7,1) -
  14. 02:11:239 (1,2) - maybe just me but i missread this pattern as not being a 1/4-jump kick slider but a 1/2-jump.. obviously goes for 02:11:756 (1) - 04:23:653 (1,2) - 04:24:170 (1,2) - as well
  15. 05:08:825 (1,2) - nice invisible contruction :D
  16. 02:34:687 to 00:22:273 - im wondering much while playing why this is different from 00:00:205 to 02:56:756. i guess it can be more calm than the beginning after the "exhausting" kiai time (different sv's), but not haveing mapped on 1/1 (and then later 3/2-3/2-1/2)
  17. 02:59:170 (4) - is wrong placed http://puu.sh/keumk/d61a1943cf.jpg
  18. 03:16:411 (1,2,3,4,1,2,3,4,5) - gets no ds increas compared to 03:05:377 (1,2,3,4)? you did the same for03:10:894 (1,2,3,4,5) compared to 02:59:860 (1,2,3,4,5)
  19. 03:25:377 (4) - missing drum-whislte on head (you did it at 03:19:860 (4) or maybe thats on accident?)
  20. 03:30:894 (5) - ^
  21. 03:36:411 (5) - ^
  22. 03:36:067 (4) - missing soft-whistle
  23. 02:33:308 (1,2,3,4) - this pattern doesnt give this 3/2 emphasis. would stack (2,3). and use a different pattern. like http://puu.sh/kevaO/d6e215f60d.jpg which also groups the strong beats and the weak beats at two different spots
  24. 04:56:756 (1,2,3,4,5,6,7,8) - you mapped the 2nd last part in Seinabo Sey - Pistols at Dawn (Culture Shock Remix) x) (well all these 1.0x ds patterns.. must be you right)?
some objects arent perfectly stacked. turning off View->Stacking might help (i just hate it) and look through your map (i am lazy, diy)
[]
nice map
Topic Starter
Monstrata

phaZ wrote:

casual mod
  1. 01:50:549 (1,2,3,4,5) - dont you actually think, full symmetry looks better? http://puu.sh/kercX/2af2065bf3.jpg this goes out of the grid right now but obviously this can be fixed :v (e.g lower the wohle section from 01:50:549 (1) to 01:58:738 (10) by y:+18 then fit in the stream (that 01:57:963 (4,7,1) - is definitely not 120° anyway so i guess this works fine~). or just change the angle of the sliders :p) No, i don't use symmetry a lot in my style actually lol. This looks better for me cuz i like 120 degree patterns.
  2. 00:11:239 (1,2,3,4) - why the hitsounds? you used them on 00:05:722 (1,2,3,4) and on 00:16:756 (1,2,3,4). also if the voice-noise (yey a rhyme) gets louder, shouldnt the volume increase drastically instead (anyway 20% to 30% isnt even audible for just one note with different hitsounds)? as example 00:11:584 - change to 60% | 00:11:929 - add 60% (this is as loud as (2) actually) | 00:12:101 - add 20% I don't want to make it too loud. I think the volume in crease + drum sampleset is noticeable enough. This section is still very calm after all, actually the entire map is very calm.
  3. 00:32:273 (2,3,4,5) - transition to 00:33:308 (1) looks like shit. but trying to change any placements is so hard to do in your map ;w; still i highly recommend making this look more beautiful It plays fine for me... Actually the transition from the earlier linear patterns felt a bit more difficult for me to play, but no one complained about the trapezoid flow lol.
  4. 00:26:929 (3) - and all the other triplets that are missing.. ;w; igoring the half of them gives that song a different touch imo.. Talked about this in game with you. Yea, the triplets don't fit too well. Yes there are triplets but i chose not to map most of them because this is a very calm, simple song and mapping the triplets undercuts the density of the Kiai for me :P.
  5. 00:27:705 (6) - that sound (5-ticks-long drum stream)-> triplets missing at 00:24:946 - 00:30:463 - and so on ^
  6. i think this section 00:22:273 to 00:44:256 needs aonther difficulty increase compared to 00:11:239 to 00:22:273 other than just sv-change. imo the difficulty feels okay for me but the increase at 00:11:239 seems rather random to me (yea i read the previous mod) There's already a diff increase with sv-change I don't plan on making it any more difficult because yea, calm song, so calm transitions.
  7. 00:33:911 - there is nothing? I hear something, but i made this a 1/4 repeat instead.
  8. 01:28:480 to 01:45:032 - the whole section and the usage of triplets is kinda fucked up imo. it plays fine, but just because you dont use any weird rythms. i still feel so much more energy in my fingers cringing for action. at least map all triplets starting at 01:39:515 (1) :s Mentioned earlier
  9. 03:40:894 (1) to 03:57:446 (1) - ^
  10. 00:48:480 (1,2,3) - compared to 00:49:860 (1,2,3,4) why the different rhythms? same at 00:52:618 (1,2,3,4,5) compared to 00:53:998 (1,2,3,4,5,6,7) - and also at 00:58:136 (1,2,3,4,1,2,3,4). this feels weird after you were so consitent at the first and second section of the map 00:00:205 - 00:07:101 -
    (im not complaining about the vocal parts tho as they have different rhythms to different lyrics) They work. The music is quite ambiguous here and I think the rhythms play well. Also my take with DnB is to use different rhythms to complement an extremely repetitive music
  11. 01:10:722 - missing out the beat which was mapped at 01:07:963 - and almost everywhere else when it appeared
  12. 01:25:894 - ^
  13. 01:41:239 (2,4,6,1) - hitsounds here but not at 01:43:998 (2,5,7,1) - Added
  14. 02:11:239 (1,2) - maybe just me but i missread this pattern as not being a 1/4-jump kick slider but a 1/2-jump.. obviously goes for 02:11:756 (1) - Intentionally done. Anti-jumps yay. They aren't difficult to play if you can read them.04:23:653 (1,2) - 04:24:170 (1,2) - as well
  15. 05:08:825 (1,2) - nice invisible contruction :D Yes!
  16. 02:34:687 to 00:22:273 - im wondering much while playing why this is different from 00:00:205 to 02:56:756. i guess it can be more calm than the beginning after the "exhausting" kiai time (different sv's), but not haveing mapped on 1/1 (and then later 3/2-3/2-1/2) Yea. different rhythm choices.
  17. 02:59:170 (4) - is wrong placed http://puu.sh/keumk/d61a1943cf.jpg No this looks better than the one I had, and cuz Bearizm mistook it for a poor blanket pattern so others might too. This is visually better, even though the one you have is the pattern I originally intended xD.
  18. 03:16:411 (1,2,3,4,1,2,3,4,5) - gets no ds increas compared to 03:05:377 (1,2,3,4)? you did the same for03:10:894 (1,2,3,4,5) compared to 02:59:860 (1,2,3,4,5) They are slow build ups. The DS gets progressively bigger for the first 3 instances. the 4th uses denser rhythm.
  19. 03:25:377 (4) - missing drum-whislte on head (you did it at 03:19:860 (4) or maybe thats on accident?) Added a few (every other measure rather than every measure
  20. 03:30:894 (5) - ^Not here
  21. 03:36:411 (5) - ^Added
  22. 03:36:067 (4) - missing soft-whistle Added
  23. 02:33:308 (1,2,3,4) - this pattern doesnt give this 3/2 emphasis. would stack (2,3). and use a different pattern. like http://puu.sh/kevaO/d6e215f60d.jpg which also groups the strong beats and the weak beats at two different spots Nooo it plays so well with the previous jump sequence.
  24. 04:56:756 (1,2,3,4,5,6,7,8) - you mapped the 2nd last part in Seinabo Sey - Pistols at Dawn (Culture Shock Remix) x) (well all these 1.0x ds patterns.. must be you right)?Lol yep
some objects arent perfectly stacked. turning off View->Stacking might help (i just hate it) and look through your map (i am lazy, diy) Fixed a few, but most of these are due to slider-end stacks not aligning which is something that (if you look closely) is present in all my ranked maps. This is cuz over large areas, grid-style patterns will become less clean which is why you see me switching to different patterns rather than reusing a really big hexagon grid like some of my old maps to remedy this issue. Also, I don't map with Stacking enabled anyways xD.
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nice map
Thanks for checking it too!
Topic Starter
Monstrata
Well, at this point I already got an adequate amount of mods.

Off the record, I had 4 other modders check my map in-game they just didn't post logs (if they did I'd kudosu them).
Secretpipe
Beautiful map!
walaowey
lol.,, gratz :D
Thats fast >w<
Raiden
GZ monstra <3
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