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MY FIRST STORY - Kimi no Uta

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Total Posts
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Topic Starter
Feb
This beatmap was submitted using in-game submission on Freitag, 9. September 2016 at 12:56:39

Artist: MY FIRST STORY
Title: Kimi no Uta
Tags: emo post hardcore antithese
BPM: 110
Filesize: 11763kb
Play Time: 05:28
Difficulties Available:
  1. Iron Oath (4,11 stars, 778 notes)
Download: MY FIRST STORY - Kimi no Uta
Information: Scores/Beatmap Listing
---------------


long ass intro
ProfessionalBox
Hello Feb! M4M from my que

Iron Oath

  1. Í suggest you raise the volume up to 20% for the whole intro since I can see people complaining about it being inaudible.
  2. 01:05:644 (4,1) - Minor stack fix
  3. 01:09:735 (1,2) - ^, make sure that 01:10:826 (2,1) - are fixed aswell with the new adjustment
  4. 01:13:553 (3) - Really nazi but this isn't in the center of the screen, which appears to be what you were after.
  5. 01:17:916 (3,1) - Stack fix
  6. 01:22:280 (3,1) - ^
  7. 01:32:371 (1) - Maybe use a repeat slider like this here
  8. 01:49:007 (1) - Unnecessary NC
  9. 02:12:735 (4,5) - This distance is a bit too big in my opinion. If you blanket the curve of 02:13:280 (9,10,11,12,13) - With 02:12:462 (3,4) - That should fix the big spacing and improve visuals. Also I suggest NC for 02:12:916 (5) -
  10. 02:30:462 (4) - NC this if you did it for the previous suggestion
  11. 02:51:735 (3) - I'd make the tail of this point upwards to nerf the distance to the next object a bit. It also improves the flow
  12. 05:17:371 (1,2) - This spacing feels a bit too big again, might just be me
  13. 05:20:098 (2,3) - Not perfectly stacked to the curve. Move the (2) to x:214 y:243 for the fix
  14. 05:28:007 (1) - You can definetly improve this curve on this slider

All in all a well made map with only minor polishing needed, thus the somewhat short mod.
That's it for the mod, I hope it helped. Good luck with the map!
Topic Starter
Feb

ProfessionalBox wrote:

Hello Feb! M4M from my que

Iron Oath

  1. Í suggest you raise the volume up to 20% for the whole intro since I can see people complaining about it being inaudible. sure
  2. 01:05:644 (4,1) - Minor stack fix snnf y
  3. 01:09:735 (1,2) - ^, make sure that 01:10:826 (2,1) - are fixed aswell with the new adjustment yy
  4. 01:13:553 (3) - Really nazi but this isn't in the center of the screen, which appears to be what you were after. wanted to have it at the the centre but only for right and left.
  5. 01:17:916 (3,1) - Stack fix its perfectly already tho
  6. 01:22:280 (3,1) - ^ ^
  7. 01:32:371 (1) - Maybe use a repeat slider like this here extended it to white to cover both guitar and vocal, snapping it to 1/6 tick sounds weird imo
  8. 01:49:007 (1) - Unnecessary NC staying consistent with 01:40:007 (1) -
  9. 02:12:735 (4,5) - This distance is a bit too big in my opinion. If you blanket the curve of 02:13:280 (9,10,11,12,13) - With 02:12:462 (3,4) - That should fix the big spacing and improve visuals. Also I suggest NC for 02:12:916 (5) - 02:12:735 (4) - is stacked with the sliderhead its not supposed to be a blanket. I don't like ncing streams for no reason. >:
  10. 02:30:462 (4) - NC this if you did it for the previous suggestion ^
  11. 02:51:735 (3) - I'd make the tail of this point upwards to nerf the distance to the next object a bit. It also improves the flow the flow is fine imo, the flow is more like that "wishing from one side to the other", the distance is kay too we speak about 110 bpm extendeds here.
  12. 05:17:371 (1,2) - This spacing feels a bit too big again, might just be me i agree that this is higher than the other times i did this, but you have to see that this part is very strong in the music, little spacing would be kinda anticlimatic don't you think?
  13. 05:20:098 (2,3) - Not perfectly stacked to the curve. Move the (2) to x:214 y:243 for the fix fixed
  14. 05:28:007 (1) - You can definetly improve this curve on this slider made a different slider at the end.

All in all a well made map with only minor polishing needed, thus the somewhat short mod.
That's it for the mod, I hope it helped. Good luck with the map!
Thank you for the mod!
lit120
oh hi

[iron path]
  1. i heard a drum beat (whistle) there, but u added a clap instead, which makes no sense for the instrumental on this song :/
  2. 00:02:098 (1,2,1,2,1,2,1) - try this NC stuff. feels more better if u do this imo http://puu.sh/pXDOf/b8938478c9.jpg this applies to all of the uses of this that u did
  3. 00:06:462 (1,2,1,2,1,2,3) - ^ and so on bla3
  4. 02:35:644 (1) - add finish
  5. 02:50:644 (4,1) - remove those claps and use whistle instead
  6. 03:23:780 - try to add a spinner here to 03:32:371 - if u wanna extend the drain time more xd
slow songs r hard4me2mod xd
Topic Starter
Feb

lit120 wrote:

oh hi

[iron path]
  1. i heard a drum beat (whistle) there, but u added a clap instead, which makes no sense for the instrumental on this song :/ u forgot to timestamp this?
  2. 00:02:098 (1,2,1,2,1,2,1) - try this NC stuff. feels more better if u do this imo http://puu.sh/pXDOf/b8938478c9.jpg this applies to all of the uses of this that u did i actually ncd it like this to make the patterns which are overlapping sometimes easier to read, but fixed a minor nc thing at the start which was incorrect.
  3. 00:06:462 (1,2,1,2,1,2,3) - ^ and so on bla3 ddddff
  4. 02:35:644 (1) - add finish +
  5. 02:50:644 (4,1) - remove those claps and use whistle instead technically your right, because tehy are just kicks, but i'd rather have the claps here since 1. i stay consistent this way and 2. the whistles don't give that much feedback.
  6. 03:23:780 - try to add a spinner here to 03:32:371 - if u wanna extend the drain time more xd nah i try to avoid spinning since i hate it.
slow songs r hard4me2mod xd
thank
Makeli
hei!!!!!!!

diffname
  1. ar=overdose
  2. 00:23:644 (1) - these would make a lot more sense if you had mapped the vocals when they started... wait this doesn't even map the vocals wat? what are you doing lol... 00:28:280 (1) - this maps the vocals but is still random. Tbh imo trying to combine instrument and vocal mapping is kinda bad since you're mixing something consistent with something inconsistent (especially in some prog songs where you don't even have a chorus lol)
  3. 01:40:007 (1) - lol these are still super random to me. making a long slider at 01:39:735 (2) - would make a lot more sense tbh cause the sound holds or w/e
  4. 01:58:007 (3) - lo spacing pls. cause this is a snare and i think it needs more emphasis woooooo
  5. 02:12:735 (4,5) - no one is going to expect this 1/3 gap or w/e that is
  6. 02:12:916 (5,6,7,8,9,10,11,12,13,14) - pls you had a cool stream at 02:30:462 (4,5,6,1,2,3,4,5,6) - . also make 02:30:735 (1) - this stream more circlural so it looks better wo wooo
  7. 02:46:825 (2) - since you made this a kickslider why not make 02:47:098 (3) - a kickslider too cause snares
  8. 03:21:735 (2,3) - i would make these kicksliders too cause kinda similar to the point above
  9. 04:26:917 (1) - tbh i think you shouldäve done this type of slidershapes from the start for this to fit the theme. same at 04:29:371 (2) - and at 05:10:553 (1) - and some other places im too lazy to mention
  10. don't know what to point out teach me how to map
Topic Starter
Feb

Maakkeli wrote:

hei!!!!!!!

diffname
  1. ar=overdose im really bad at judging Ar for my maps lol
  2. 00:23:644 (1) - these would make a lot more sense if you had mapped the vocals when they started... wait this doesn't even map the vocals wat? what are you doing lol... 00:28:280 (1) - this maps the vocals but is still random. Tbh imo trying to combine instrument and vocal mapping is kinda bad since you're mixing something consistent with something inconsistent (especially in some prog songs where you don't even have a chorus lol)
  3. 01:40:007 (1) - lol these are still super random to me. making a long slider at 01:39:735 (2) - would make a lot more sense tbh cause the sound holds or w/e answering here for both of the points since they are basically the same concern. I do agree that it might sound a bit weird since i skip alot of the vocals, however on the other side if i keep using the same rhythm again and again it gets really monotonous. The Intro of the song is really long too so fuck this part. Y i keep the vocals i suppose lol´z
  4. 01:58:007 (3) - lo spacing pls. cause this is a snare and i think it needs more emphasis woooooo did ccccccc
  5. 02:12:735 (4,5) - no one is going to expect this 1/3 gap or w/e that is bad for them i supposeeee
  6. 02:12:916 (5,6,7,8,9,10,11,12,13,14) - pls you had a cool stream at 02:30:462 (4,5,6,1,2,3,4,5,6) - . also make 02:30:735 (1) - this stream more circlural so it looks better wo wooo ddd yyyyyes
  7. 02:46:825 (2) - since you made this a kickslider why not make 02:47:098 (3) - a kickslider too cause snares yeeeeeppp
  8. 03:21:735 (2,3) - i would make these kicksliders too cause kinda similar to the point above
  9. 04:26:917 (1) - tbh i think you shouldäve done this type of slidershapes from the start for this to fit the theme. same at 04:29:371 (2) - and at 05:10:553 (1) - and some other places im too lazy to mention eeeeeee prolly fine i suppossee gonna change if mor ppl complain.
  10. don't know what to point out teach me how to map well im not your man :>
Thanks sir!
Smokeman
m4 r rm4r4r4 rm4r m4wrm m4m

[Feerum's oath] pls change to this :^)

  1. 00:05:371 (2) - fix the stack on 00:05:098 (1,1) - . (if you ctrl+g and move it to stack it will stack a bit more.. sneaky stacking secrets !!1!!!1!1!) (this 00:06:462 (1) - needs some moving aswell)
  2. 00:09:462 (1,2,1) - dunno if those are intended. You dont rly notice since the ar is so high but idunno ranked maps have to be perfect or smth :/
  3. 00:13:825 (1,2,1) -
  4. 00:20:371 (1,2,1) -
    ok fuck those, lets talk about cooler things
  5. 00:27:735 (3) - you could put a 1/1 slider here and change 00:28:280 (1) - into a 1/2 slider starting here 00:28:280 (1) - . You are putting those sick sliders on vocals so i thought this might follow them a bit better. i did it like this but this second slider isnt fully representing the style you had going up till now so dont mind it too much.
  6. 01:05:644 (4) - you coudl concider removing this. why? because i think having a break between 01:04:825 (3,1) - would emphasise these painful vocals on 01:04:825 (3) - a lot more ;_;
  7. 01:32:371 (1) - i know this has almost the same line like 01:31:007 (3) - , but if you chnaged it to smth slightly curved instead, as to contrast the straight and edgy previous slider, you would emphasis this warm guitar chors better :^D so warm and comfy!
  8. 03:05:098 (1,2,3,4,5) - this was by far the hardest thing i played in this map. Its fine to have it the hardest pattern in the map but i thought it was a bit too over the top. You suddenly had to be rly fast to hit those kicks which woke me up fromt the trance the map put me in. (Its not over the top hard to play, just a bit unfittingly hard to play imo)
  9. 05:18:189 (3,4,5,6) - kinda op aswell, but i was prepared :^)
  10. 05:28:007 (1) - sick..
fun map to play and well mapped!

rank this soon,ok?thx.bye!
Topic Starter
Feb

Smokeman wrote:

m4 r rm4r4r4 rm4r m4wrm m4m

[Feerum's oath] pls change to this :^)

  1. 00:05:371 (2) - fix the stack on 00:05:098 (1,1) - . (if you ctrl+g and move it to stack it will stack a bit more.. sneaky stacking secrets !!1!!!1!1!) (this 00:06:462 (1) - needs some moving aswell)
  2. 00:09:462 (1,2,1) - dunno if those are intended. You dont rly notice since the ar is so high but idunno ranked maps have to be perfect or smth :/
  3. 00:13:825 (1,2,1) -
  4. 00:20:371 (1,2,1) - all of these are properly stacked on my end tho :o
    ok fuck those, lets talk about cooler things
  5. 00:27:735 (3) - you could put a 1/1 slider here and change 00:28:280 (1) - into a 1/2 slider starting here 00:28:280 (1) - . You are putting those sick sliders on vocals so i thought this might follow them a bit better. i did it like this but this second slider isnt fully representing the style you had going up till now so dont mind it too much. 00:27:735 (3,1) - i wanted to have the stack here since the stack makes the last guitar string sound really song and the spacing does the job there too
  6. 01:05:644 (4) - you coudl concider removing this. why? because i think having a break between 01:04:825 (3,1) - would emphasise these painful vocals on 01:04:825 (3) - a lot more ;_; I agree, deleted the slider and made the other one longer.
  7. 01:32:371 (1) - i know this has almost the same line like 01:31:007 (3) - , but if you chnaged it to smth slightly curved instead, as to contrast the straight and edgy previous slider, you would emphasis this warm guitar chors better :^D so warm and comfy! meeeeeeh doesn't fit with the other slider's art tho.
  8. 03:05:098 (1,2,3,4,5) - this was by far the hardest thing i played in this map. Its fine to have it the hardest pattern in the map but i thought it was a bit too over the top. You suddenly had to be rly fast to hit those kicks which woke me up fromt the trance the map put me in. (Its not over the top hard to play, just a bit unfittingly hard to play imo) I found this a very powerful way to end the first kiai. As its one of the hardest moments in the map.
  9. 05:18:189 (3,4,5,6) - kinda op aswell, but i was prepared :^) shud b k
  10. 05:28:007 (1) - sick.. ha nice sarcasm, im known for my really awesome sliderarts :>>>
fun map to play and well mapped!

rank this soon,ok?thx.bye!
thank you sir.

Did some selfchanges like putting the cs back to cs4 since I liked it more and put the od up to 8.5 since the rhythm unless they are stream is very simplistic and not to hard to catch all.
kunka
Hiiii
From your Q~
Iron Oath

  1. 01:44:916 - Would you add a circle? I think that it becomes the good vocal follow. In addition, it is easy to take rhythm because distance with the 01:45:462 (1) - becomes 1 beat blank.
  2. 02:12:916 (5) - nc?
  3. 03:19:007 (4) - fmm,,I don't understand the intention of the jump. I think that distance same as 03:18:189 (1,2,3) - is better.
  4. 03:55:280 (2) - The sound is the same as 03:48:735 (2) - . I recommend 1/4 reverse slider.
  5. 03:57:462 (2,3) - It's simple and is not bad. but how about this?w http://puu.sh/qMIw6.jpg
  6. 05:01:553 (6) - I think that the jump is bigger than required lol
  7. 05:08:371 (3,1) - nc thinks that 05:08:371 (3) - is good.
gl ;)
Topic Starter
Feb

kunka wrote:

Hiiii
From your Q~
Iron Oath

  1. 01:44:916 - Would you add a circle? I think that it becomes the good vocal follow. In addition, it is easy to take rhythm because distance with the 01:45:462 (1) - becomes 1 beat blank. y
  2. 02:12:916 (5) - nc? not really needed and i don't mind long combos.
  3. 03:19:007 (4) - fmm,,I don't understand the intention of the jump. I think that distance same as 03:18:189 (1,2,3) - is better. guitar follows only 1-2-3 and not 4 also 4 is a kick whereas 1-2-3 are weak beats therefore less distance there.
  4. 03:55:280 (2) - The sound is the same as 03:48:735 (2) - . I recommend 1/4 reverse slider. o y
  5. 03:57:462 (2,3) - It's simple and is not bad. but how about this?w http://puu.sh/qMIw6.jpg don't even know what i mapped there i missed the rhythm entirely.
  6. 05:01:553 (6) - I think that the jump is bigger than required lol the empasizes is okay since the vocal is really intense.
  7. 05:08:371 (3,1) - nc thinks that 05:08:371 (3) - is good.
i don't understand this one D:
gl ;)
thanks for modding.
-Mo-
Hello

Iron Oath
- I don't know how much you care about nazi stacking for the first section, but I see them slightly off too.
- 01:14:371 - You could add a circle here if you wanted for the vocals.
- 01:32:371 (1) - This could be a repeat slider that matches with the strings form the guitar chord. This note is noticably different from stuff like 01:31:007 (3) so a different kind of slider would be pretty good.
- 02:12:735 (4,5) - This switch straight into 1/6 timing was very confusing to play. Switching to 1/6 is already confusing in an of itself, and the rest of the combo leads the player to believe this is a normal 1/2 gap. I would make polarity switch easier by making these two a slider, or at the very least a NC on 02:12:916 (5).
- 02:48:189 (7) - Ctrl+G on this would make this a little less confusing on the flow visually. The way it's pointed right now I expected there to be only one repeat so the slider would point back into the next combo, but with two repeats this points away from the slider.
- 02:52:007 (1,2,3) - I misread this personally since the spacing made me assume these were at 1/2 timing where they're actually 1/4.
- 03:04:007 (1,2) - Similar thing as before about switcing to 1/6. This is also more confusing as 1-2 has very similar spacing to 4-1.
- 03:10:007 (1,2) - If you're mapping to the guitar then it would make sense to follow the 1/3 rhythm here.
- 04:14:098 (2,3) - I understand the reasoning behind stacking these, but I feel these would have a better effect unstacked since this gives 3 less emphasis in the mapping when these two notes in the song have similar emphasis.
- 04:18:735 (2,3,4) - From the music, it doesn't really make sense to have 2-3 as large spacing to then reduce it going into 4 since 4 has a strong beat from the snare drum whilst 3 has fairly little in the music.
- 04:21:462 (4,5) - It doesn't make much sense to make these two a large jump in my opinion. Placing this around 340:64 would suffice for not over-spacing these two whilst still allowing for a jump into the next combo.
- 05:01:280 (5,6,1) - Similar thing here. 6-1 makes sense as a jump, but 5-6 doesn't.
- 05:13:553 (3,4) - This stack doesn't make sense since there should be emphasis on 4 because of the snare drum, but stacking eliminates that.

Good luck.
Topic Starter
Feb

-Mo- wrote:

Hello

Iron Oath
- I don't know how much you care about nazi stacking for the first section, but I see them slightly off too. its not really noticeable in gameplay anyways so nah.
- 01:14:371 - You could add a circle here if you wanted for the vocals. the vocal resets so it makes sense to me to have a pause here.
- 01:32:371 (1) - This could be a repeat slider that matches with the strings form the guitar chord. This note is noticably different from stuff like 01:31:007 (3) so a different kind of slider would be pretty good. had an reverse slider at 01:32:916 - at first, but it seemed weird to me to have the vocal stop at 01:32:916 - here, but having it longer with a reverse sooo uhhhghghghg
- 02:12:735 (4,5) - This switch straight into 1/6 timing was very confusing to play. Switching to 1/6 is already confusing in an of itself, and the rest of the combo leads the player to believe this is a normal 1/2 gap. I would make polarity switch easier by making these two a slider, or at the very least a NC on 02:12:916 (5). ncing it to make it clear
- 02:48:189 (7) - Ctrl+G on this would make this a little less confusing on the flow visually. The way it's pointed right now I expected there to be only one repeat so the slider would point back into the next combo, but with two repeats this points away from the slider. sure
- 02:52:007 (1,2,3) - I misread this personally since the spacing made me assume these were at 1/2 timing where they're actually 1/4. i played the map too, i didn't, but i could change it up a bit if more ppl mention it. I mean its very similar to 04:38:916 (4,5,6) - this kind of pattern and that plays fine as well.
- 03:04:007 (1,2) - Similar thing as before about switcing to 1/6. This is also more confusing as 1-2 has very similar spacing to 4-1. I completely agree, i nc'd 03:04:189 (1) - this one and also changed the pattern up at 03:03:735 (4,5) - so ppl don't misread it easily.
- 03:10:007 (1,2) - If you're mapping to the guitar then it would make sense to follow the 1/3 rhythm here. this is reallys interesting, i know where you coming from maybe it indicates because of the nc that this follows the guitar at all, but it doesn't i heavily focused the drums in the entire map, so it didn't make sense to me to focus the guitar in this one case here. You could say its background addition to the drums which make the jumps there higher too.
- 04:14:098 (2,3) - I understand the reasoning behind stacking these, but I feel these would have a better effect unstacked since this gives 3 less emphasis in the mapping when these two notes in the song have similar emphasis. i want to have the stop in the music representing those two, so it makes sense to me even tho they are stronger than other beats.
- 04:18:735 (2,3,4) - From the music, it doesn't really make sense to have 2-3 as large spacing to then reduce it going into 4 since 4 has a strong beat from the snare drum whilst 3 has fairly little in the music. yep agreeing there i am avoiding blankets all day long, and there we have it.
- 04:21:462 (4,5) - It doesn't make much sense to make these two a large jump in my opinion. Placing this around 340:64 would suffice for not over-spacing these two whilst still allowing for a jump into the next combo. the last three points are vocal heavy spikes in the song, so i decided to give them more or less emphasizes for the first point i don't think the jump here is to amazing that it needs to be changed.
- 05:01:280 (5,6,1) - Similar thing here. 6-1 makes sense as a jump, but 5-6 doesn't. vocal here is a spike doesn't make sense to have less spacing here.
- 05:13:553 (3,4) - This stack doesn't make sense since there should be emphasis on 4 because of the snare drum, but stacking eliminates that. stacking makes 05:14:098 (1) - this more important as it resets the vocal if this makes any sense to you, also i nc'd 05:14:098 (1) - this so it makes more sense.

Good luck.
Thank you!
Sieg
Hello there! Your lucky number is 8 :O

General
[]
  1. Would be good if you can provide metadata source. I bet you have one and I just don't need to waste my time for searching. :3
Iron Oath
[]
  1. Hitsounding: you should raise volume level for your soft-hitnormal sample, current one is inaudible and gives no feedback on play for the sections where they used. If you wonder why not just raise volume level for sections where they used? That's because volume level for your other samples will become imbalanced.
  2. The second issue comes right from the first, you should use hitsounds (whistle, clap, finish). While I understand that you wanted to give all attention / hitsounding variety work to the music itself it shouldn't work this way. Consider to add some hitsounds, for example it can be some kind of custom whistle placed rarely for the first part and then more often and\or in combination with another suitable hitsound.
  3. 02:12:735 (4,1,2,3) - Transition, while it's rhythmically correct it would be good to give player a hint to increase playability here because of 1/3 transition 02:12:735 (4,1). Consider to replace 02:12:916 (1,2,3) - with repeat slider, it will give enough time to player to realize that this is 1/6 and some hit-error window. <- Making this as repeat and leaving circles for the rest same spots is fine because players already will be aware.
  4. 02:51:735 (3,1,2,3) - Pretty much the difficulty spike over kiai, while all used spacing is quite mild, this one for 1/4 will be surprising and harsh. I agree that it can be to a certain degree such large but then you must indicate this somehow for players, colorhax maybe?
  5. 03:11:916 (4,5,1,2) - ^same as above // 04:38:780 (3,4,5,6) - // 05:18:053 (2,3,4,5,6) -
  6. 03:05:098 (1,2,3,4,5,6,7) - Stream jumps seems like out of nature from overall mapping and difficulty level here. The intense itself is already high due to the stream itself yet you push it even further by adding stream jumps. I suggest you to find more opinions on these.
  7. 03:40:825 (1) - As i mentioned already, this part is completely inaudible and gives no feedback to players.
  8. 05:28:007 (1) - huh
[]

cheers~
Topic Starter
Feb

Sieg wrote:

Hello there! Your lucky number is 8 :O \o/

General
[]
  1. Would be good if you can provide metadata source. I bet you have one and I just don't need to waste my time for searching. :3
    Metadata: http://myfirststory.net/discography/
    See the album "Antithese" and the song number 9. Unluckily its only written in japanese, therefore i went ahead and asked kwan

    Confirmed romanised title with kwan click!
Iron Oath
[]
  1. Hitsounding: you should raise volume level for your soft-hitnormal sample, current one is inaudible and gives no feedback on play for the sections where they used. If you wonder why not just raise volume level for sections where they used? That's because volume level for your other samples will become imbalanced. i raised the volume quite a bit. See if you are comfortable with it. It seems quite audible to me now.
  2. The second issue comes right from the first, you should use hitsounds (whistle, clap, finish). While I understand that you wanted to give all attention / hitsounding variety work to the music itself it shouldn't work this way. Consider to add some hitsounds, for example it can be some kind of custom whistle placed rarely for the first part and then more often and\or in combination with another suitable hitsound. i think finishes and claps are not appropriate for this section (i think you will agree), however i agree on the whistle part, so i added whistles exponentially.
  3. 02:12:735 (4,1,2,3) - Transition, while it's rhythmically correct it would be good to give player a hint to increase playability here because of 1/3 transition 02:12:735 (4,1). Consider to replace 02:12:916 (1,2,3) - with repeat slider, it will give enough time to player to realize that this is 1/6 and some hit-error window. <- Making this as repeat and leaving circles for the rest same spots is fine because players already will be aware. ok alot of people agreed upon this, that the gap might be confusing so i nc'd this at first to make it more reasonable, but nonetheless, i put an reverse there now, also
  4. 02:51:735 (3,1,2,3) - Pretty much the difficulty spike over kiai, while all used spacing is quite mild, this one for 1/4 will be surprising and harsh. I agree that it can be to a certain degree such large but then you must indicate this somehow for players, colorhax maybe? did sth here
  5. 03:11:916 (4,5,1,2) - ^same as above // 04:38:780 (3,4,5,6) - // 05:18:053 (2,3,4,5,6) - i don't really agree on these ones since they have much easier introduction into the pattern sinc they start out with a single note note like pure which you had pointed out.
  6. 03:05:098 (1,2,3,4,5,6,7) - Stream jumps seems like out of nature from overall mapping and difficulty level here. The intense itself is already high due to the stream itself yet you push it even further by adding stream jumps. I suggest you to find more opinions on these. i did a different pattern, because i didn't like it myself tbh. Let me know what you think of the current one.
  7. 03:40:825 (1) - As i mentioned already, this part is completely inaudible and gives no feedback to players. should be more audible now.
  8. 05:28:007 (1) - huh im pretty uncreative when it comes to things like this. or what do you mean ha
[]

cheers~
Thank you!

Will ask some people about the stream. If they think its okay, before i do anything else.
Topic Starter
Feb
little fix: 03:21:735 (2,3,4) - these notes were silenced for some reason. should be fine now.
Sieg
awesome
#1
Electoz
[Iron Oath]

  1. 00:41:098 (1) - To me 00:41:371 sounds more prominent tho? Not sure whether this is a mistake since I was expecting this to end on 00:41:916 like what you did with other sliders anyways.
  2. 01:32:916 - The break isn't necessary imo but it's a matter of preference I guess.
  3. 02:12:916 (1,2) - Would be more comfortable if the stream was starting on the white tick, I suggest extending another repeat instead of 02:13:189 (2) so the stream will start on 02:13:280 (3) which is white tick so it's more comfortable that way.
  4. 03:10:416 - You can map a guitar here like what you did on 03:11:916 (4,5,1,2) . In my opinion guitar is the most prominent thing here so would be nice if you can take the advantage of it.
  5. 03:20:371 (3,1,2,3) - Is this triangle supposed to be on 03:20:371 (3,1,2) instead? Since 03:21:189 (3) is pretty strong and the spacing for it is so small lol, I pointed this out based on how you did a triangle 03:18:189 (1,2,3) with the weaker sounds on 03:18:462 (2,3) so I was expecting the same thing here.
  6. 04:06:735 - Kinda curious why you used 60% volume here cuz it's not the most intense part in the song and the rhythm is pretty much similar as 02:09:462 also would be nice if a green line with a higher volume was added on 04:11:644 considering that you made this part more intense with higher spacings.
  7. 04:23:644 - This beat is very strong should be clickable.
  8. 05:06:189 - Add finish?
Yeah that's it, so call me back when you're done.
Topic Starter
Feb

Electoz wrote:

[Iron Oath]

  1. 00:41:098 (1) - To me 00:41:371 sounds more prominent tho? Not sure whether this is a mistake since I was expecting this to end on 00:41:916 like what you did with other sliders anyways. moved it there.
  2. 01:32:916 - The break isn't necessary imo but it's a matter of preference I guess. removed it.
  3. 02:12:916 (1,2) - Would be more comfortable if the stream was starting on the white tick, I suggest extending another repeat instead of 02:13:189 (2) so the stream will start on 02:13:280 (3) which is white tick so it's more comfortable that way. k why not.
  4. 03:10:416 - You can map a guitar here like what you did on 03:11:916 (4,5,1,2) . In my opinion guitar is the most prominent thing here so would be nice if you can take the advantage of it. put an 1/4 there instead of the current.
  5. 03:20:371 (3,1,2,3) - Is this triangle supposed to be on 03:20:371 (3,1,2) instead? Since 03:21:189 (3) is pretty strong and the spacing for it is so small lol, I pointed this out based on how you did a triangle 03:18:189 (1,2,3) with the weaker sounds on 03:18:462 (2,3) so I was expecting the same thing here. the first one you have hl'd is acutally correct the second not só much. I mainly follow the guitar strings on the new combo. So im not followin the drums in this case. I adjusted 03:18:462 (1) - because this one was wrong.
  6. 04:06:735 - Kinda curious why you used 60% volume here cuz it's not the most intense part in the song and the rhythm is pretty much similar as 02:09:462 also would be nice if a green line with a higher volume was added on 04:11:644 considering that you made this part more intense with higher spacings. agreed, also I added a new greenline besides the ones you mentioned at 04:13:825 - to lower the volume here again since the spacings is much lower again and the msuic as well.
  7. 04:23:644 - This beat is very strong should be clickable. i mapped the whole song very vocal heavy, so it didn't make much sense to me even tho the drum is kinda strong here i still prefer it to have it a down here, like i did at 02:19:007 (2) - so y i prefer the current one.
  8. 05:06:189 - Add finish? oooo forgot to add here. added.
Yeah that's it, so call me back when you're done.

Thanks a lot!
updated.
Electoz
[Iron Oath]

  1. 00:40:825 (3,1) - Should be placed differently cuz the way you placed them looks like 00:00:735 (1,2) - 00:33:462 (1,2) - 00:42:189 (1,2) - etc which they have a 1/2 beat spacing.
  2. 05:08:371 (3,1) - Swap NC? Cuz every downbeat around this part got NC'd so far.
  3. 05:08:371 - Optional but you can fade kiai out here and fade it in at 05:10:553 like what you did on 04:33:462 - 04:50:916 .
Ok these are just stuff I noticed later on so call me back again when you're ready.
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