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AVTechNO!xTreow - DYE/Re:flection+

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Topic Starter
dsco
This beatmap was submitted using in-game submission on Wednesday, July 26, 2017 at 6:09:29 PM

Artist: AVTechNO!xTreow
Title: DYE/Re:flection+
Tags: idm glitch breakcore drum and bass electronic electrocutica vocaloid megurine luka treow reminixe
BPM: 165
Filesize: 7603kb
Play Time: 05:03
Difficulties Available:
  1. RGB (5.57 stars, 1640 notes)
Download: AVTechNO!xTreow - DYE/Re:flection+
Information: Scores/Beatmap Listing
---------------
Saturnalize
SPOILER
HSL
  1. PREVENT USING WHITE COMBO COLOUR AS IT IS HARD TO READ, ESPECIALLY DURING KIAI. We have a guideline for that so consider this and change the color. Pale cream is good also, but would blend with the skin bg
  2. Please consult to other experienced metadata whether to use (feat. Vocaloid Luka) or not. We have two different source with two different title naming.
    Source 1: Amazon
    Source 2 : Nico Nico Douga
  3. CS too small, considering your map is almost all about jump and stuffs.
  4. Also OD is too high, I guess, since it affects sliders, too (iirc). Consult about this to other experienced mapper (BN would be better).
  5. 00:45:548 (4,1) - I believe this one has gone too far. Close the gap maybe?
  6. 01:16:549 (2,3,4,5,1) - This one is hard to read because it's deceptive. I suggest you to change the pattern from 4.
  7. 01:54:186 - You use normal clap here but 02:17:458 - you use soft hitclap. Since it's quite strong here, change all to normal hitclap. If you want to change it to soft, change all. (tl;dr change all to either soft or normal clap. Only one.) Same with 03:15:640 -
  8. 03:48:640 (2,1,2,3) - This gap is quite big, I should say.
  9. 04:12:913 (2) - The overlap looks not so pleasing.
  10. 04:40:004 (1) - Missing finish?
  11. 04:40:395 - Starting from here, use soft hitclap. The part here is quite quiet.
  12. 05:01:822 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Don't put normal whistle in every note. The warning wub only rings every red bars. Also, extend the stream gap little by little to emphasize the volume up?
Topic Starter
dsco

Saturnalize wrote:

SPOILER
HSL
  1. PREVENT USING WHITE COMBO COLOUR AS IT IS HARD TO READ, ESPECIALLY DURING KIAI. We have a guideline for that so consider this and change the color. Pale cream is good also, but would blend with the skin bg i cannot find anything about this in the ranking criteria, all that is mentioned is not using same color twice or colors that blend with bg, i will check with others though.
  2. Please consult to other experienced metadata whether to use (feat. Vocaloid Luka) or not. We have two different source with two different title naming.
    Source 1: Amazon
    Source 2 : Nico Nico Douga i am using the metadata from the official download of the music (which is the amazon format), so i think it is okay
  3. CS too small, considering your map is almost all about jump and stuffs. using high CS will hinder readability and aesthetic and the flow of the map since many patterns are very intricate/subtle and are near overlapping. i personally think that the high CS also improves the type of aim that the map is (tech aim), but if this comes up more often i will address it.
  4. Also OD is too high, I guess, since it affects sliders, too (iirc). Consult about this to other experienced mapper (BN would be better). i will check, though when i play the map i have no trouble maintaining accuracy.
  5. 00:45:548 (4,1) - I believe this one has gone too far. Close the gap maybe? it uses 1.8 as is used elsewhere in the map. i think the flow is improvable though to make this cleaner, i will think about this and consult others
  6. 01:16:549 (2,3,4,5,1) - This one is hard to read because it's deceptive. I suggest you to change the pattern from 4. i've thought about this, but i think the AR is appropriate to avoid reading those as a continuation of 2 since they do not begin appearing until the next slider.
  7. 01:54:186 - You use normal clap here but 02:17:458 - you use soft hitclap. Since it's quite strong here, change all to normal hitclap. If you want to change it to soft, change all. (tl;dr change all to either soft or normal clap. Only one.) Same with 03:15:640 - these were actually intentional choices to emphasize the increase in energy or movement from section to section. i'm not *very* experienced with hitsounding though so this could very well change.
  8. 03:48:640 (2,1,2,3) - This gap is quite big, I should say. yes, i think i may need to change this flow, though it uses the same spacing as elsewhere within this section. pondering ideas.
  9. 04:12:913 (2) - The overlap looks not so pleasing. edited
  10. 04:40:004 (1) - Missing finish? yes
  11. 04:40:395 - Starting from here, use soft hitclap. The part here is quite quiet. these two hitsounds are nearly identical with default set, so i dont believe it is a problem. using the most popular custom hitsounds, the normal hitclap is shorter and more staccato which is part of the reason it was used here.
  12. 05:01:822 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Don't put normal whistle in every note. The warning wub only rings every red bars. Also, extend the stream gap little by little to emphasize the volume up?fixed, i was a little lost on what to hitsound here. and good idea on spacing, implemented.
thank you for modding!!
LwL
Heyo, M4M from my queue.

RGB
-Regarding the white combo color as mentioned in the previous mod: I don't think there's anything about it in the old RC, but the Proposal says "Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.", so it might be a good idea to change it/don't use it during kiai.

-NC usage in general seems a bit spammy

-CS is fine imo, though I agree that lowering OD to 8.5 or so might be good, but it's not a must.


00:07:367 (1,1) - Both of these end on stronger ticks than they start. Could make it circle - slider - circle instead, would work much better imo.

00:21:913 (2,1) - ^

00:08:731 (1,1) - Completely subjective, but I don't really like this sudden jump with the flow reversal afterwards, consider angling the double further to the left.

00:13:095 (2) - 1/8 repeat slider? It's the same sound as 00:13:458 (2) as far as I can tell, and it shouldn't really mess with playability.

00:14:549 (1,1,1,2) - Unless I'm completely missing what sound you're mapping to here, I think it'd be more fitting to have 00:14:822 and 00:15:095 as clickable objects, they seem to be the dominant sound here, so having them as sliderends doesn't feel fitting. 00:14:913 (1) also doesn't really have much going on at its start. I'd suggest a rhythm like this (maybe two circles instead of the first slider depending on what you want to emphasize).

00:26:186 (1,1,1,2) - ^

00:28:973 (1,1) - ew NC stack

00:55:276 (3,4) - This is a bit bad in terms of flow. Also, should you prefer it as it is: They're slightly misaligned.

01:07:640 (1) - Seems unfitting to have such a strong note as a stack.

01:42:367 (2) - ends on a stronger sound than it starts on, make it a double maybe?

01:49:276 (6,7,8) - imo (6) to (7) should have higher spacing here, (7) is at least as intense than (8), if not more so, and while the DS is 1.8x for both, the effective spacing to (7) is much smaller due to slider leniency (6 is almost a kickslider after all, and it goes in the exact opposite direction of the following jump).

01:51:276 (1) - suddenly undermapping this seems a bit random, I think something like this would be more fitting

03:18:004 (6) - It's barely visible that this is a slider because it gets almost completely overlapped by the previous one.

03:23:822 (6) - ^

03:24:367 (1,2,3) - seems like poor flow to me, though this is the point where it's too far above my level to judge with any degree of certainty.

04:04:731 (1,2,1) - ^

05:01:822 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think for many if not all of these it would be appropriate to make them 1/8 kicksliders

Good Luck! :) While I'm far too bad at mapping to judge it from a technical standpoint, from what I've played it's definitely fun.
Topic Starter
dsco

LawL4Ever wrote:

Heyo, M4M from my queue.

RGB
-Regarding the white combo color as mentioned in the previous mod: I don't think there's anything about it in the old RC, but the Proposal says "Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.", so it might be a good idea to change it/don't use it during kiai. i'll wait for a BN opinion on this as i think the color fits the color theme of the lyrics and the difficulty name, if its a problem i will definitely change it :D

-NC usage in general seems a bit spammy the reason for this is to decrase the amount of followpoints and emphasize which parts in the music are being followed. the NC spam typically occurs during the synth jingle that is in the intro. the followpoints make the playfield cluttered which i find seriously hurts the readability for a map with this styleof tech aiming.

-CS is fine imo, though I agree that lowering OD to 8.5 or so might be good, but it's not a must. again, will think about it :D


00:07:367 (1,1) - Both of these end on stronger ticks than they start. Could make it circle - slider - circle instead, would work much better imo. the reason for this is the emphasis on the melody of the synth which has emphasized notes here

00:21:913 (2,1) - ^

00:08:731 (1,1) - Completely subjective, but I don't really like this sudden jump with the flow reversal afterwards, consider angling the double further to the left. i improved flow in a different way using the previous kickslider

00:13:095 (2) - 1/8 repeat slider? It's the same sound as 00:13:458 (2) as far as I can tell, and it shouldn't really mess with playability. there is a sound that makes a 1/8 (maybe 1/16 rhythm) here, its glitched like in breakcore music

00:14:549 (1,1,1,2) - Unless I'm completely missing what sound you're mapping to here, I think it'd be more fitting to have 00:14:822 and 00:15:095 as clickable objects, they seem to be the dominant sound here, so having them as sliderends doesn't feel fitting. 00:14:913 (1) also doesn't really have much going on at its start. I'd suggest a rhythm like this (maybe two circles instead of the first slider depending on what you want to emphasize). i will consider it. i think a rhythm like this would be pretty difficult to read and would cause more problems than the downtick rhythm

00:26:186 (1,1,1,2) - ^

00:28:973 (1,1) - ew NC stack this is to emphasize to the player that this section is 1/3.

00:55:276 (3,4) - This is a bit bad in terms of flow. Also, should you prefer it as it is: They're slightly misaligned. fixed alignment

01:07:640 (1) - Seems unfitting to have such a strong note as a stack. messing around with other stack forms or jumps doesn't emphasize it as well imo

01:42:367 (2) - ends on a stronger sound than it starts on, make it a double maybe? i couldn't find an immediate solutioin but this could be a potential fix, noted for later.

01:49:276 (6,7,8) - imo (6) to (7) should have higher spacing here, (7) is at least as intense than (8), if not more so, and while the DS is 1.8x for both, the effective spacing to (7) is much smaller due to slider leniency (6 is almost a kickslider after all, and it goes in the exact opposite direction of the following jump). this is also noted for later, though i think this is fine since changing the spacing would introduce something new to the section when 1.8x is used everywhere else.

01:51:276 (1) - suddenly undermapping this seems a bit random, I think something like this would be more fitting i was following the 'siren-esque' noise in the music, though i did change the pattern to increase the energy, just in a different way

03:18:004 (6) - It's barely visible that this is a slider because it gets almost completely overlapped by the previous one. i didn't have problems with it in playtesting with others, i think since the slider plays as a kickslider its direction is implied enough, given the jump to the circle following

03:23:822 (6) - ^

03:24:367 (1,2,3) - seems like poor flow to me, though this is the point where it's too far above my level to judge with any degree of certainty. i struggled mapping this part, i will see if i can find something better.

04:04:731 (1,2,1) - ^ i think this one is fine.

05:01:822 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think for many if not all of these it would be appropriate to make them 1/8 kicksliders since the synth from the last measure continues i think switching to kicksliders wouldn't match the rhythm as well

Good Luck! :) While I'm far too bad at mapping to judge it from a technical standpoint, from what I've played it's definitely fun.
thanks so much for modding! :D
Kujinn
I kind of struggle modding technical maps so I'm just gonna shoot some stars cause I really like this :)
Topic Starter
dsco

Kujinn wrote:

I kind of struggle modding technical maps so I'm just gonna shoot some stars cause I really like this :)
thank you so much!! :)
Caput Mortuum
hi

[RGB]
00:06:549 (1,1,1,1,1,1,1,2,1) - I don't know why would you use ncs on those sliders.
00:28:367 (1,1,1,1) - try do this? http://osu.ppy.sh/ss/6596098
00:30:004 (1) - why nc?
03:30:186 - I don't think this part should be mapped this way. it's less intense than the kiai, but it has the same movement speed as the kiai. it'll be better if you map this part like the beginning.
04:09:458 (1,2,3,1,2,3,4,5) - a bit too crowded here.

sorry for short mod. good luck.
Topic Starter
dsco

Eraser wrote:

hi

[RGB]
00:06:549 (1,1,1,1,1,1,1,2,1) - I don't know why would you use ncs on those sliders. i believe the way i have the NC's is fine, though i did go through the map and make them more consistent and slightly less spammed.
00:28:367 (1,1,1,1) - try do this? http://osu.ppy.sh/ss/6596098 i might consider a different rhythm, but the current way is definitely truest to the song. i think that suggestion also has the danger of reading as kicksliders
00:30:004 (1) - why nc? to separate the pattern as done with the doubles and other uses of this spacing
03:30:186 - I don't think this part should be mapped this way. it's less intense than the kiai, but it has the same movement speed as the kiai. it'll be better if you map this part like the beginning. i disagree. to explain why; it is the song's chorus, as with the kiai. it is far more energetic than the intro, and i think mapping it with a 1.25x SV green tick compared to the 1.5x in the kiai is very suitable, plus the energy / tension from the section immediately before it makes this part very important, compositionally
04:09:458 (1,2,3,1,2,3,4,5) - a bit too crowded here. altered slightly

sorry for short mod. good luck.
thank you
Topic Starter
dsco
implemented some quick changes based on other's thoughts.
xChorse
hi brb kms
RGB


F6, select all timing and inherited points with CTRL+A and then move the offsets by 20 then resnap the notes

00:16:004 (1,2,3,4,5) - how about this rhythm? Yours currently ignores the chip sounds http://puu.sh/sJt3H/03e599fbae.png

00:22:549 (1,2,3) - similar as above, but this one has different sounds http://puu.sh/sJteX/726d057fa2.png

00:28:610 (1,1) - could be stacked, 00:28:731 (1) - the head doesn't have a distinct sound so stacking would be a bit better imo (You can also change 00:28:731 (1) - tail to be a hitcircle because there's a strong sound on there, but I can see why you made it a slider since it's timing is weird)

00:34:004 (2,1) - nazi blanket

01:02:549 (4) - make this a 1/4 return slider so it would still focus on the vocals but it won't miss the 1/4 sounds

01:19:095 (7) - stack on one of these 01:19:822 (3,4,6) - . Even it it's a triangle between 01:18:731 (5,6,7) - imo it looks cleaner when it's stacked

01:27:458 (5,2,5) - you can make these spaced the same distance to make it look cleaner

02:43:640 (1,1) - stack their tails

There's a strong sound on 03:20:004 - so mapping 03:19:822 (9) - as hitcircles would be better imo

04:07:095 (2,3,4,5,6) - awkward curve imo

good luck friend
Topic Starter
dsco

xChorse wrote:

hi brb kms
RGB


F6, select all timing and inherited points with CTRL+A and then move the offsets by 20 then resnap the notes ~14 seemed to be right

00:16:004 (1,2,3,4,5) - how about this rhythm? Yours currently ignores the chip sounds http://puu.sh/sJt3H/03e599fbae.png i chose to follow the drum sounds, same with elsewhere in this section for consistency.

00:22:549 (1,2,3) - similar as above, but this one has different sounds http://puu.sh/sJteX/726d057fa2.png ^

00:28:610 (1,1) - could be stacked, 00:28:731 (1) - the head doesn't have a distinct sound so stacking would be a bit better imo (You can also change 00:28:731 (1) - tail to be a hitcircle because there's a strong sound on there, but I can see why you made it a slider since it's timing is weird) yeah this part is weird. the reason i didn't stack is because it would read like 1/4, moving it like i did was to try and show that it is 1/3.

00:34:004 (2,1) - nazi blanket fixed

01:02:549 (4) - make this a 1/4 return slider so it would still focus on the vocals but it won't miss the 1/4 sounds implemented

01:19:095 (7) - stack on one of these 01:19:822 (3,4,6) - . Even it it's a triangle between 01:18:731 (5,6,7) - imo it looks cleaner when it's stacked i think the bits are far enough away that it visually doesn't connect. plus, the kick sliders to stack under are part of a triangle as well, so i'd have to unravel the next combo which is very neat

01:27:458 (5,2,5) - you can make these spaced the same distance to make it look cleaner changed

02:43:640 (1,1) - stack their tails makes pattern uglier imo.

There's a strong sound on 03:20:004 - so mapping 03:19:822 (9) - as hitcircles would be better imo here i'm following the vocals though, which are strongly emphasized on the offbeat

04:07:095 (2,3,4,5,6) - awkward curve imo changed

good luck friend
thank you for mod
Silverboxer
this mod might be garbage but here we go anyway

RGB

00:15:472 (1) - 00:15:836 (1) - can get rid of nc on these two? pattern is symmetrical and it really messes with my brain that they are all nc with criss cross jumps. probably just me but it also doesn't look bad with combos of 2 here anyway :thinkin:
00:51:836 (1) - 00:52:200 (1) - same here since patterns are symmetrical copied and the same shape
00:56:927 (2,3) - note on this blue tick since you are still following the vocals in this pattern
02:57:472 (2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,3,4,5,6,1) - this entire part is symmetrical... but not around the y-axis? not really a problem, just not sure why you did this lmao
03:17:654 (4) - this should be 1/4 notes?
03:17:927 (5) - and then I don't hear anything here but there is a circle?
03:23:472 (4) - should be 1/4 notes?
03:23:745 (5) - I hear the sound on this tick now, but the previous one I think there isn't for some reason
04:25:472 (1,1,1,1) - it seems like you do nc spam when it's weird sounds like in the beginning section but here sounds quite normal. can do combos of 2 because it is copied patterns of 2 like my suggestion before?
04:28:381 (1,1,1,1) - same here ^
04:34:200 (1,1,1,1) - and here again if you want

amazing map, good luck
Topic Starter
dsco

Silverboxer wrote:

this mod might be garbage but here we go anyway

RGB

00:15:472 (1) - 00:15:836 (1) - can get rid of nc on these two? pattern is symmetrical and it really messes with my brain that they are all nc with criss cross jumps. probably just me but it also doesn't look bad with combos of 2 here anyway :thinkin: i do NC every 1/2 for the synth bleeps
00:51:836 (1) - 00:52:200 (1) - same here since patterns are symmetrical copied and the same shape ^ removed NC on 00:51:472 (2) though
00:56:927 (2,3) - note on this blue tick since you are still following the vocals in this pattern there's no vocal there D: i think you were hearing the 'f' at the end of that syllable
02:57:472 (2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,3,4,5,6,1) - this entire part is symmetrical... but not around the y-axis? not really a problem, just not sure why you did this lmao ||| cause of the angles of the last part it the circles: 02:57:836 (3,1) - didn't end up around the y-axis. i just made it symmetrical from that point of origin
03:17:654 (4) - this should be 1/4 notes? it's same sound as the kickslider before it. both are fine rhythms i think, but the one i use reinforces the symmetry
03:17:927 (5) - and then I don't hear anything here but there is a circle? there's a snare hit there, its quiet but its the same rhythms as elsewhere in teh map
03:23:472 (4) - should be 1/4 notes? following vocal
03:23:745 (5) - I hear the sound on this tick now, but the previous one I think there isn't for some reason as above :D
04:25:472 (1,1,1,1) - it seems like you do nc spam when it's weird sounds like in the beginning section but here sounds quite normal. can do combos of 2 because it is copied patterns of 2 like my suggestion before? its for the synth bleeps
04:28:381 (1,1,1,1) - same here ^
04:34:200 (1,1,1,1) - and here again if you want

amazing map, good luck
thanks my man

also, went through and updated hitsound volumes a fair bit. should feel even better now.
sammish
shot a star, gl with ranking this
Izzz
Yo, here for the M4M my dude!

I like this map, so lets see if I can help you make it any better.

SPOILER
I know it was pointed out before but 00:06:563 (1,1,1,1,1,2,1,1,2) - is way over nc'd. I understand you're giving a new combo after every new pair of bleeps with exceptions at 00:07:290 (1,2) - and 00:07:745 (1,2) - but this could be simplified down to something like this where the new combo is on the beep boop synth's emphases. Hell, default skin has some of the worst followpoints but I could still do the first four notes without any issues using it on test. Plus, 00:07:290 (1,2,3,1,2) - wouldn't be affected at all since they're too close for followpoints to be produced. Since you used this pattern a lot, don't forget to do something similar with the other instances of this.

00:16:745 (1,2,3,1,1,2,1) - shouldn't this be patterned more like 00:08:018 (1,2,3,1,1,2,1) since you were sticking to that consistently before? Overlapping 00:16:745 (1,2) for example would keep up the consistency and I can't identify a reason for to have been switched up like this in the first place. Same goes for 00:17:472 (1) - which should be a circle. This consistency error seems to happen a ton through the map, so going through and fixing this when it pops up would benefit the map's structure.

00:17:472 (1) and 00:17:836 (2) - if you didn't make 1 a circle you should adjust it so it isn't overlapping here.

00:18:745 (1) - The sound on the blue tick here is way more important than the red tick so adjusting this is in order. I'd suggest doing the rhythm like this but this would also work.

00:19:200 (2) - and 00:19:472 (2,3) - Maybe emphasize these more with some higher spacing here?

00:22:563 (1,2,3) - Having equal distances between the slidertail of 1 and the slider head of 2 as well as the slider heads of 1 and 3 would be pretty cool

00:26:927 (1,1) - Why not decreasing the sv for these sliders to reflect this suddenly quieter section?

00:27:290 (1,2) - The red tick is kinda important here but I think this makes enough sense as is.

00:52:472 (2) - sound on the red tick here should probably be clickable, especially since the synth beeping here doesn't seem as strong of a noise as the drums are. Ctrl+g'ing the rhythm would probably be the best fix.

00:57:018 - Aren't you missing a note here? There are vocals here after all.

00:59:109 (2) - since you've started to map to the drums in tandem with the vocals around here, wouldn't this pattern fit better than a repeat slider? Otherwise it isn't consistent with 00:59:654 (4) - where you end the slider with the drum on the blue tick and not the end of the vocals around the following blue tick.

01:02:745 - is missing a note, repeating 01:02:472 (4) - an extra time would suffice.

01:30:927 (1) - I know you have that rotational symmetry going on here, but this is way under-emphasized. Same goes with 01:32:381 (1) . You emphasized this sound pretty well with 01:33:836 (1) - though, so I'd suggest doing something similar to that.

01:49:472 (7,8) - This is really hard to read, moving 7 left and/or down (x=214 y=318 maybe?) would improve it a ton. (at the expense of the stack :^< )

01:52:745 (1) - The blue tick here should probably get emphasis if you're emphasizing the white tick after it.

02:40:745 - pls emphasize this sound too thanks

02:40:927 (1,2,3,4,5,6,1,2,3,1,2,1,2,1,2,3,1) - nice

Confused by how you chose to map the blue ticks before the beats 1 and 3 from 02:58:018 - until 03:15:654 - since sometimes you did map them and sometimes you didn't, what am I missing?

03:17:654 (4) - Why do you map this to the vocals but map 03:18:018 (6,7,8,1) - to the drums?

03:23:472 (4) - Why did you map this to the vocals but map 03:23:836 (6,7,8) - to the drums?

03:45:200 (4) - Drum on the slider end should definitely be clickable, especially since 03:45:381 (5) - is clickable and I can barely hear anything going on then.

04:57:472 (1,2,3,4,5,6,7,8,9,10,11,12,1,1,1,1,1) - liked this part and 05:00:381 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - a whole bunch whoa
Fun fact when I was highlighting the last part it sent me to the beginning and highlighted everything and it crashed my game.
Bad at phrasing mods woo
Topic Starter
dsco

Joezapy wrote:

Yo, here for the M4M my dude!

I like this map, so lets see if I can help you make it any better.

SPOILER
I know it was pointed out before but 00:06:563 (1,1,1,1,1,2,1,1,2) - is way over nc'd. I understand you're giving a new combo after every new pair of bleeps with exceptions at 00:07:290 (1,2) - and 00:07:745 (1,2) - but this could be simplified down to something like this where the new combo is on the beep boop synth's emphases. Hell, default skin has some of the worst followpoints but I could still do the first four notes without any issues using it on test. Plus, 00:07:290 (1,2,3,1,2) - wouldn't be affected at all since they're too close for followpoints to be produced. Since you used this pattern a lot, don't forget to do something similar with the other instances of this. i don't think its necessary and doesn't highlight that part as well, it makes the map feel much messier and less well composed

00:16:745 (1,2,3,1,1,2,1) - shouldn't this be patterned more like 00:08:018 (1,2,3,1,1,2,1) since you were sticking to that consistently before? Overlapping 00:16:745 (1,2) for example would keep up the consistency and I can't identify a reason for to have been switched up like this in the first place. Same goes for 00:17:472 (1) - which should be a circle. This consistency error seems to happen a ton through the map, so going through and fixing this when it pops up would benefit the map's structure. this specific case is a slider because of the 'siren' sound, which i map with sliders elsewhere. otherwise, the rhythm that follows is consistent with elsewhere in the map.

00:17:472 (1) and 00:17:836 (2) - if you didn't make 1 a circle you should adjust it so it isn't overlapping here. fixed

00:18:745 (1) - The sound on the blue tick here is way more important than the red tick so adjusting this is in order. I'd suggest doing the rhythm like this but this would also work. this is actually the same arpeggio as the first one and others in this same section, this would sorta compromise that structure. the drums are different here and that rhythm follows those but this part prioritizes the bleeps

00:19:200 (2) - and 00:19:472 (2,3) - Maybe emphasize these more with some higher spacing here? edited this part around

00:22:563 (1,2,3) - Having equal distances between the slidertail of 1 and the slider head of 2 as well as the slider heads of 1 and 3 would be pretty cool edited slightly in different way

00:26:927 (1,1) - Why not decreasing the sv for these sliders to reflect this suddenly quieter section? readability, would be only time i use it in this section

00:27:290 (1,2) - The red tick is kinda important here but I think this makes enough sense as is.

00:52:472 (2) - sound on the red tick here should probably be clickable, especially since the synth beeping here doesn't seem as strong of a noise as the drums are. Ctrl+g'ing the rhythm would probably be the best fix. following bleeps here still, same rhythm as other sections

00:57:018 - Aren't you missing a note here? There are vocals here after all. there isn't. the you are hearing the 'f' of the word "beautiful" which is the 3 downbeats here. "i want to become beautiful mind"

00:59:109 (2) - since you've started to map to the drums in tandem with the vocals around here, wouldn't this pattern fit better than a repeat slider? Otherwise it isn't consistent with 00:59:654 (4) - where you end the slider with the drum on the blue tick and not the end of the vocals around the following blue tick. there's no drum on blue tick for the first part, there is for the second part.

01:02:745 - is missing a note, repeating 01:02:472 (4) - an extra time would suffice. 01:02:563 (4) - was supposed to start on white tick LOL oops

01:30:927 (1) - I know you have that rotational symmetry going on here, but this is way under-emphasized. Same goes with 01:32:381 (1) . You emphasized this sound pretty well with 01:33:836 (1) - though, so I'd suggest doing something similar to that. mapping to vocals here, all of this section has same spacing.

01:49:472 (7,8) - This is really hard to read, moving 7 left and/or down (x=214 y=318 maybe?) would improve it a ton. (at the expense of the stack :^< ) i think this part is quite important, reading this bit keeps the intensity of the map high, the follow points make it pretty easy to read imo.. might change but i think its quite good for now.

01:52:745 (1) - The blue tick here should probably get emphasis if you're emphasizing the white tick after it. not sure which bluie tick you mean. do you mean 1:52:836? if so, all taps here are sync'd with the loud drums.

02:40:745 - pls emphasize this sound too thanks mapping to vocals, i think this is a good transition to quiet part

02:40:927 (1,2,3,4,5,6,1,2,3,1,2,1,2,1,2,3,1) - nice <3

Confused by how you chose to map the blue ticks before the beats 1 and 3 from 02:58:018 - until 03:15:654 - since sometimes you did map them and sometimes you didn't, what am I missing? the drums aren't consistent here, sometimes there are triples and sometimes there aren't. each blue tick that has a triple has slider end or circle there, the latter half of this section i used kicksliders since the drum sound for the triples is a low sound and is less emphasized

03:17:654 (4) - Why do you map this to the vocals but map 03:18:018 (6,7,8,1) - to the drums? both are mapped. the red tick vocal is emphasized by the drum fill which is mapped since it is a fill

03:23:472 (4) - Why did you map this to the vocals but map 03:23:836 (6,7,8) - to the drums? ^

03:45:200 (4) - Drum on the slider end should definitely be clickable, especially since 03:45:381 (5) - is clickable and I can barely hear anything going on then.

04:57:472 (1,2,3,4,5,6,7,8,9,10,11,12,1,1,1,1,1) - liked this part and 05:00:381 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - a whole bunch whoa
Fun fact when I was highlighting the last part it sent me to the beginning and highlighted everything and it crashed my game.
Bad at phrasing mods woo
thanks a ton, really good mod :D went through and fixed some other things too that i was looking at
Rumia-
hey! from my m4m queue..
im so sorry for delaying for quite a time and i finally get to look at the map..

and i couldnt bring up any suggestion that would help/improve the map due to your mapping style is very unique and abstract ( not in a bad way! ) and it contradicted with a lot possible way of my mapping influence

very fun to play and cool map but i cant find any alternative ways to fit my suggestion into making this map better so i gave 2 stars and very good luck!
the map is very cool!
-Mo-
osumapping Discord

RGB
Colourhaxing for this map would be so damn good. Please do something about that.

- 00:14:927 (1) - Maybe shorten this and add a circle on 00:15:109 instead? I feel the rhythm would be smoother to play that way, and there's an interesting sound I can hear on this beat that could be mapped to an active beat.
- 00:17:290 (3) - Ctrl+G for smoother circular flow, which is welcome for these sort of slider patterns.
- 00:28:381 (1,1,1,1,1) - It's really hard to see that this is in 1/3 timing, and spamming NCs doesn't feel help since this map has spammy NCs anyway. I would maybe map excludively to sliders so that the rhythm doesn't seem so out of place. - 00:37:654 (3) - Random suggestion, maybe use a linear red-point bend for this slider to match with the straight sliders better?
- 00:38:200 (1) - I would maybe adjust the flow of this so that it's not in the same direction as 00:38:018 (1,2) to emphasise the different sounds better. Maybe something along the lines of this? - 00:38:745 (1) - Seems like an unnecessary NC to me. The introduction of vocals and the NC on 00:38:563 (1) should be enough to indicate a SV change already.
- 00:54:290 (1,1,1) - NC spam on these seem a little unnecessary to me too but eh.
- 01:46:927 (1,2) - Why not kick sliders to keep with the consistency?
- 01:50:654 (2,1) - Nazi stack thing if you care about that.
- 02:07:836 (3) - I'd probably flip the direction this slider is going for a smoother flow.
- 03:14:200 - I would make this an active note since there's a strong beat on the downbeat. Perhaps replace 03:14:018 (8) with a triple?
- 03:30:018 (3) - Repalcing this with a 1/8 slider stream could help with building up the tension better than just a reverse 1/4.
- 03:31:290 (3) - 03:34:381 (3) etc - NC these for consistency, seeing as how you did that for the previous times you used these patterns?
- 04:19:290 - As before, make this an active note if possible. Shorten 04:19:109 (4) and place a circle?
- 04:52:745 (1,1,1,1) - 04:58:563 (1,1,1,1) - These NC spams seem kinda silly to me.

I like this. This is cool.
Topic Starter
dsco

-Mo- wrote:

osumapping Discord

RGB
Colourhaxing for this map would be so damn good. Please do something about that. :thinking:

- 00:14:927 (1) - Maybe shorten this and add a circle on 00:15:109 instead? I feel the rhythm would be smoother to play that way, and there's an interesting sound I can hear on this beat that could be mapped to an active beat. changed
- 00:17:290 (3) - Ctrl+G for smoother circular flow, which is welcome for these sort of slider patterns. this originally was ctrl+g LOL thank you
- 00:28:381 (1,1,1,1,1) - It's really hard to see that this is in 1/3 timing, and spamming NCs doesn't feel help since this map has spammy NCs anyway. I would maybe map excludively to sliders so that the rhythm doesn't seem so out of place. changed in different way
- 00:37:654 (3) - Random suggestion, maybe use a linear red-point bend for this slider to match with the straight sliders better? true
- 00:38:200 (1) - I would maybe adjust the flow of this so that it's not in the same direction as 00:38:018 (1,2) to emphasise the different sounds better. Maybe something along the lines of this? i actually like this flow a lot personally
- 00:38:745 (1) - Seems like an unnecessary NC to me. The introduction of vocals and the NC on 00:38:563 (1) should be enough to indicate a SV change already. yes
- 00:54:290 (1,1,1) - NC spam on these seem a little unnecessary to me too but eh. i think it looks cool and doesnt cost any readability
- 01:46:927 (1,2) - Why not kick sliders to keep with the consistency? to emphasize vocals here
- 01:50:654 (2,1) - Nazi stack thing if you care about that. might as well, ez
- 02:07:836 (3) - I'd probably flip the direction this slider is going for a smoother flow. disagree
- 03:14:200 - I would make this an active note since there's a strong beat on the downbeat. Perhaps replace 03:14:018 (8) with a triple? changed in different way, re-edited spacing
- 03:30:018 (3) - Repalcing this with a 1/8 slider stream could help with building up the tension better than just a reverse 1/4. i think emphasizing the vocals is important for rhythm here
- 03:31:290 (3) - 03:34:381 (3) etc - NC these for consistency, seeing as how you did that for the previous times you used these patterns? there was a reason i didn't but i don't remember it and its definitely better for consistency
- 04:19:290 - As before, make this an active note if possible. Shorten 04:19:109 (4) and place a circle? personally disagree with this one, i think this fits better
- 04:52:745 (1,1,1,1) - 04:58:563 (1,1,1,1) - These NC spams seem kinda silly to me. it matches intro and brings that bit of the map back at no cost, i think its fine

I like this. This is cool.
very good mod my man, 2 thumbs up
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