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Mayu Sakuma - Renai Syndrome

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Total Posts
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Topic Starter
Mir
This map has been deleted on the request of its creator. It is no longer available.
Vivyanne
  • [Beginner]
  1. 00:08:480 (1,2) - These are the only hitcircles in the entire intro, making it inconsistent with the rest of the part. Consider making this into a slider as well!
  2. 00:24:480 (3) - NC here? to emphasise the glass break at the tail and change in song orz w/e
  3. 00:59:146 (1,2) - blanket LUUL

  • [Normal]
  1. 00:15:812 (6) - Ugly curve tbh and ye thats coming out of my mouth xd just make it more similar to 00:14:479 (3,4) - so u have a consistent slidershape through the whole combo
  2. 00:37:479 (5) - Should be 1/2 slider to catch more sound etc
  3. 00:47:145 (4) - NC song change
  4. 01:08:479 (1,1) - There should most definitely be more reaction time for noobs to spin, i know the length might get short but rly having a spinner start on a blue tick on easier diffs is just highly gya. dont do it

  • [Hyper]
  1. 00:06:980 (4,7) - avoid overlap its more ugly than me irl
  2. 00:18:813 (8) - Should be curved equally to 00:18:480 (7) - to finish off the pattern better. Random slider shapes the whole time make it look like my assx d
  3. 00:32:813 (2,3,4,5,6) - Why is this not a perfect triangle rrrrrrrrr
  4. 00:56:146 (4,5,6,1) - This actually sound strange, since the piano is really loud on (4,5) but not on (6) which makes it feel inconsistent tbh. The other situations sounded better since they had the same loudness of piano. Would make this a reverse slider becus of this all ya
  5. 01:02:313 (3,4,5) - Why is this not a perfect triangle rrrrrrrrr

  • [Nao (mod my map pls)'s Insane]
  1. yea would lower the ar just a little bit, maybe to something like 8,5 or 8,7 to fit spread better
  2. 00:07:146 (1,2,3) - Tbh this pattern doesn't fit music imo as the pitch is clearly lower at (3) than on (1,2) so I don't see the reason for the spacing being like this. Please reduce the spacing to (3) ;w;
  3. 00:15:480 (2) - Would be cooler to have this actually blend in with the triple of 00:14:813 (7,8,9) - instead of spacing it more :^)
  4. 00:24:146 (6) - tf dis note LOL its offscreen by a little bit in 4:3 so fix this
  5. 00:34:646 (5,6,7) - imo would be cooler like this so that it cathes the circular movement better that the slider after creates. sharp angles on easier diffs are something as gya as me so better avoid with triples tbh
  6. 00:35:480 (1,3) - stack
  7. 00:35:813 (2,4) - HOW IS THIS LEGIT BADLY STACKED
  8. 00:42:313 (2,3) - Not aligned *triggered*
  9. 00:52:035 (5) - NC so u show that the 1/3 spacing will become higher than in my diff
  10. 00:54:146 (1,1,1) - Would remove NCs to make it look more neat and remove unneeded pressure of the player. I know it indicates that there will be some crazy spacing but still, it's not really needed as the section stays p consistent in its rythm
  11. 00:56:341 (8) - resnap

  • [Another]
  1. 00:04:980 (3) - why is this note so spaced compared to the rest i mean like a a a a
  2. 00:24:480 (3) - my god this emphasis kill dont do it pls no pls dont nono unstack rn
  3. 00:42:313 (3,4) - tbh due to this spacing (4) loses all the emphasis it should get. i know ur running low on space but then think of something else nice :3/
  4. 00:55:813 (3,4) - jump here but not on 00:54:480 (3,4) - nice consistency m8
  5. 01:09:813 (9) - NC for emphasis pls thanks

  • [Clarence's Extreme]

i should reread the CoC okbye
Topic Starter
Mir

HighTec wrote:

  • [Beginner]
  1. 00:08:480 (1,2) - These are the only hitcircles in the entire intro, making it inconsistent with the rest of the part. Consider making this into a slider as well! - musically the pitch is higher so i made it circles. Having the whole intro as sliders would be boring imo
  2. 00:24:480 (3) - NC here? to emphasise the glass break at the tail and change in song orz w/e - sure
  3. 00:59:146 (1,2) - blanket LUUL

  • [Normal]
  1. 00:15:812 (6) - Ugly curve tbh and ye thats coming out of my mouth xd just make it more similar to 00:14:479 (3,4) - so u have a consistent slidershape through the whole combo - changed the slider shape to look nicer
  2. 00:37:479 (5) - Should be 1/2 slider to catch more sound etc - 00:37:812 (1,2,3,4) - avoiding high density due to this part
  3. 00:47:145 (4) - NC song change - sure
  4. 01:08:479 (1,1) - There should most definitely be more reaction time for noobs to spin, i know the length might get short but rly having a spinner start on a blue tick on easier diffs is just highly gya. dont do it - removed spinner

  • [Hyper]
  1. 00:06:980 (4,7) - avoid overlap its more ugly than me irl - sure
  2. 00:18:813 (8) - Should be curved equally to 00:18:480 (7) - to finish off the pattern better. Random slider shapes the whole time make it look like my assx d - okay
  3. 00:32:813 (2,3,4,5,6) - Why is this not a perfect triangle rrrrrrrrr - :/
  4. 00:56:146 (4,5,6,1) - This actually sound strange, since the piano is really loud on (4,5) but not on (6) which makes it feel inconsistent tbh. The other situations sounded better since they had the same loudness of piano. Would make this a reverse slider becus of this all ya - I honestly think this is okay because the more distinct sound starts on the slider, and the 6 still is part of that fall in pitch. Not having this be a stream would be more inconsistent imo.
  5. 01:02:313 (3,4,5) - Why is this not a perfect triangle rrrrrrrrr - :/

  • [Another]
  1. 00:04:980 (3) - why is this note so spaced compared to the rest i mean like a a a a - Emphasis on the pause. It's not a demanding jump so I'd like to keep it.
  2. 00:24:480 (3) - my god this emphasis kill dont do it pls no pls dont nono unstack rn - I actually like this emphasis. It forces a stop then a jump for the glass break sound.
  3. 00:42:313 (3,4) - tbh due to this spacing (4) loses all the emphasis it should get. i know ur running low on space but then think of something else nice :3/ - made the 3 blanket the previous slider
  4. 00:55:813 (3,4) - jump here but not on 00:54:480 (3,4) - nice consistency m8 - 4 is noticeably stronger than in the one with the jump than the one without the jump
  5. 01:09:813 (9) - NC for emphasis pls thanks - sure

i should reread the CoC okbye
Thanks Clarence. o/

Nao says all applied from his diff too.
Korey
Extreme

pretty good

00:04:979 (3) - http://puu.sh/txwfa/e0066575d8.jpg move the placement of 3 so it has a sharper angle like 00:09:813 (1,2,3) -
00:17:146 (3) - 00:19:812 (3) - 00:22:479 (7) - kick sliders here would be nice to for emphasis 00:17:646 (3) - ignoring redticks like this is okay though since youre main focus isnt the melody atm but the white tick ones i listed arern't just the melody theyve also got that whatever you call it.
00:31:313 (2) - 00:36:646 (2) - 00:41:980 (2) - NC should be here. 00:28:479 (1) - Ncing downbeat is fine here since theres actually a new rhythm
00:40:479 (1) - shouldnt be NC;d
00:40:813 (1,3,5,1) - atm 3 and 1 especially are noticably too close. id use slider to stream to get it right.
00:44:979 (7) - NC should be here if you listen that whasever noise is here
00:47:646 (2) - maybe a 1/2 slider to cover the sound on the white tick
00:49:813 (1) - spacing change isnt noticable enough imo
01:08:480 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - not sure how you placed these but looks pretty sloppy compared to the rest of the map imo

also took a quick look at the other diffs nao's seems fine but i honestly dont like the top diff at all. hope my mod helps out gl with ranking.
SLM
Hello, returning m4m


[General]

* possibly a kiai here? 00:27:146 - ~ 00:47:146 -


[Beginner]

* 00:14:480 (2,3) - really minor thing, rotate 00:14:480 (2) - a bit so that it heads toward 00:15:146 (3) - http://puu.sh/txVLt/75f0e02b67.jpg

* 00:30:813 (2,1) - I bet every newbies will miss 00:31:313 (1) - at their first try.
The flow is changing in very sharp angle with 2 clickables in a row , therefore players(newbies) will just immediately click at 00:31:146 - since it's spaced visually similar with 00:30:813 (2) - from 00:30:146 (1) - .
I'd skip 00:30:813 - or make this 00:30:146 (1) - into a reversing slider like 00:40:813 (2) - .

* 00:38:646 (2,3) - ^ same issue

* 00:35:480 (1,2,1,2) - ^ this is somehow better to read than 00:30:146 (1,2,1) - but still, it's a hard rhythm for a Beginner diff. I'd skip 00:36:146 - or make this 00:35:479 (1) - reverse.

* 00:57:813 (1) - remove NC

* 01:07:146 (1) - just my opinion, this 2 red anchor slider doesn't fit the music really well.


[Normal]

* 00:20:479 (4) - why 3/4 reverse here? this doesn't match other parts' rhythm choice really well.

* 00:27:645 (2,3) - maybe move sth like this? http://puu.sh/txXTE/cc99bd80d9.jpg 00:27:645 (2) - is having sharp flow change although it's a weak sound.

* 00:42:479 (6) - just a suggestion, maybe use a curvy one? cuz this sound is kinda smoothier compared to other similar parts. 00:31:812 (4) - 00:37:145 (4) -

* 00:53:812 (1,3) - this feels a bit awkward since you used same shaped sliders here 00:48:479 (1,3,1) -

* 01:01:145 (2,3) - maybe stack them for simpler visual?
to prevent ppl click 01:01:145 (2) - at 01:00:979 - due to this rhythm 00:59:145 (1,2) -
or making 01:00:479 (1) - this into a reverse slider would work well.

* 01:03:812 (2,3) - 01:06:479 (2,3) - ^

* 00:59:146 - ~ 01:08:477 - why shorter NC cycle here?


[Hyper]

* 00:13:146 (1) - unnecessary NC imo

* 00:15:146 (1) - remove NC

* 01:06:646 (4,5) - ctrl+g this rhythm?


[Nao's Another]

* 00:20:980 (3,4) - this jump seems a bit huge compared to the music, maybe consider nerfing it a bit.

* 00:26:313 (3) - maybe NC for better readability?

* 00:39:563 (2) - delete this? since you used triples at very audible sounds but here is not.

* 00:56:146 (6,7,8) - kinda looks ugly

* 00:54:146 (1,1,1) - why NC here?


[Extreme]

* 00:21:480 (4) - how about ctrl+g? to make similar flow like 00:15:646 (3,4) -

* 00:26:313 (3) - maybe NC for better readability?

* 00:52:480 (1,2,3,1,2,3,1,1,2,3) - this is too hard compared to other parts, maybe consider nerfing them


[Clarence's Ultra]

* 00:47:148 (1,2,3,4) - maybe space them more, it could be confusing as a stream cuz they're overlapped each other.

* 00:54:815 (4) - ctrl+g for a similar spacing with 00:53:815 (1,2,3) - ?

* 00:57:148 (3,4) - maybe switch their position?


That's all from me. Good luck!
Vivyanne

SLM wrote:

Hello, returning m4m


[Clarence's Ultra]

* 00:47:148 (1,2,3,4) - maybe space them more, it could be confusing as a stream cuz they're overlapped each other. ok

* 00:54:815 (4) - ctrl+g for a similar spacing with 00:53:815 (1,2,3) - ? nah dude, would break the mirroring thing that i have going on here

* 00:57:148 (3,4) - maybe switch their position? ok


That's all from me. Good luck!
thanks!

https://gabepower.s-ul.eu/5BBZKqxT
Topic Starter
Mir

SLM wrote:

Hello, returning m4m o/


[General]

* possibly a kiai here? 00:27:146 - ~ 00:47:146 - we decided the song doesn't need a kiai (and the bn test set didn't have one either lul)


[Beginner]

* 00:14:480 (2,3) - really minor thing, rotate 00:14:480 (2) - a bit so that it heads toward 00:15:146 (3) - http://puu.sh/txVLt/75f0e02b67.jpg

* 00:30:813 (2,1) - I bet every newbies will miss 00:31:313 (1) - at their first try.
The flow is changing in very sharp angle with 2 clickables in a row , therefore players(newbies) will just immediately click at 00:31:146 - since it's spaced visually similar with 00:30:813 (2) - from 00:30:146 (1) - .
I'd skip 00:30:813 - or make this 00:30:146 (1) - into a reversing slider like 00:40:813 (2) - .

* 00:38:646 (2,3) - ^ same issue

* 00:35:480 (1,2,1,2) - ^ this is somehow better to read than 00:30:146 (1,2,1) - but still, it's a hard rhythm for a Beginner diff. I'd skip 00:36:146 - or make this 00:35:479 (1) - reverse.

* 00:57:813 (1) - remove NC

* 01:07:146 (1) - just my opinion, this 2 red anchor slider doesn't fit the music really well.

Fixed all.

[Normal]

* 00:20:479 (4) - why 3/4 reverse here? this doesn't match other parts' rhythm choice really well. - made 00:15:146 - a 3/4

* 00:27:645 (2,3) - maybe move sth like this? http://puu.sh/txXTE/cc99bd80d9.jpg 00:27:645 (2) - is having sharp flow change although it's a weak sound. - The sound is actually strong, but I made it slightly less sharp

* 00:42:479 (6) - just a suggestion, maybe use a curvy one? cuz this sound is kinda smoothier compared to other similar parts. 00:31:812 (4) - 00:37:145 (4) - no it's okay, sound doesn't seem any more smooth than before to me o-o

* 00:53:812 (1,3) - this feels a bit awkward since you used same shaped sliders here 00:48:479 (1,3,1) - true, changed

* 01:01:145 (2,3) - maybe stack them for simpler visual?
to prevent ppl click 01:01:145 (2) - at 01:00:979 - due to this rhythm 00:59:145 (1,2) -
or making 01:00:479 (1) - this into a reverse slider would work well. - mmm we'll see about the second point, but i stacked all those ones you mentioned.

* 01:03:812 (2,3) - 01:06:479 (2,3) - ^

* 00:59:146 - ~ 01:08:477 - why shorter NC cycle here? - fixed lol i must have forgotten, i mapped this at like 12am


[Hyper]

* 00:13:146 (1) - unnecessary NC imo - o ya fixed

* 00:15:146 (1) - remove NC - I CAN'T NC

* 01:06:646 (4,5) - ctrl+g this rhythm? - changed slightly


[Nao's Another]

* 00:20:980 (3,4) - this jump seems a bit huge compared to the music, maybe consider nerfing it a bit.

* 00:26:313 (3) - maybe NC for better readability?

* 00:39:563 (2) - delete this? since you used triples at very audible sounds but here is not.

* 00:56:146 (6,7,8) - kinda looks ugly

* 00:54:146 (1,1,1) - why NC here?


[Extreme]

* 00:21:480 (4) - how about ctrl+g? to make similar flow like 00:15:646 (3,4) - ya seems good

* 00:26:313 (3) - maybe NC for better readability? - did some ncing

* 00:52:480 (1,2,3,1,2,3,1,1,2,3) - this is too hard compared to other parts, maybe consider nerfing them - nerfed SLIIIGHTLY

That's all from me. Good luck!


Thanks for the mod!~ Helped point out some really obvious things I missed.... Don't map after 12am! :?
Topic Starter
Mir

ikorza wrote:

Extreme

pretty good

00:04:979 (3) - http://puu.sh/txwfa/e0066575d8.jpg move the placement of 3 so it has a sharper angle like 00:09:813 (1,2,3) - sure
00:17:146 (3) - 00:19:812 (3) - 00:22:479 (7) - kick sliders here would be nice to for emphasis 00:17:646 (3) - ignoring redticks like this is okay though since youre main focus isnt the melody atm but the white tick ones i listed arern't just the melody theyve also got that whatever you call it. - mmm i think the way i have it is fine. I don't want too many kicksliders this early, especially with how streamy this diff is
00:31:313 (2) - 00:36:646 (2) - 00:41:980 (2) - NC should be here. 00:28:479 (1) - Ncing downbeat is fine here since theres actually a new rhythm - sure
00:40:479 (1) - shouldnt be NC;d - i can't ncccc
00:40:813 (1,3,5,1) - atm 3 and 1 especially are noticably too close. id use slider to stream to get it right. - fixed
00:44:979 (7) - NC should be here if you listen that whasever noise is here - i think the nc i have now is better tbh :c. The sound it's on is noticeably stronger I think compared to the one you linked
00:47:646 (2) - maybe a 1/2 slider to cover the sound on the white tick - i don't hear a sound worth mapping there
00:49:813 (1) - spacing change isnt noticable enough imo - made it more noticeable
01:08:480 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - not sure how you placed these but looks pretty sloppy compared to the rest of the map imo - i tried so hard but in the end it doesn't even matter

also took a quick look at the other diffs nao's seems fine but i honestly dont like the top diff at all. hope my mod helps out gl with ranking. - i think it'd be cool if you explained why you didn't like it, so at least i know :c
Thanks for modding! :3
Saileach
M4M from Discord

I'll be modding 3 difficulties chosen at random via the ingame random map button

Clarence's Ultra
00:04:479 (1,2) - You are missing 2 really important notes inbetween here that you mapped the last 2 times
00:08:479 (1) - You could probably use this as emphasis to change the rotational flow direction
00:09:813 (1,2) - refer to 00:04:479 (1,2) -
00:21:813 (1) - move this up a little bit to blanket a little better asthis shows its a little off
00:47:647 (4) - maybe increase the spacing a little bit to add emphasis to the unique sound
00:51:146 (1,2,3,4) - For you and your mapset creator, http://puu.sh/tyjLO/75f9b8183b.wav, use this soft slider slide to make it sound better for this part, it is just a blank mp3 so it will remove the slider sound which imo would sound better for this part

Some of the stream and kicks could be neater

http://puu.sh/tyk74/e4be5ebf74.jpg remove your bookmarks to make the map look neater

Nao's Another
First of all, congrats on bn

00:13:980 (2,3,4) - This doesnt look very neat in my opinion tho there is nothing objectively wrong with it, something like this maybe
00:27:646 (3,4,5) - Maybe just default stack these notes
00:29:313 (5,6,7) - same as 00:13:980 (2,3,4) -
00:13:980 (2,3,4) - Either have the stack perfectly verticle or you go for an angle dont do some mid point,this might work better
00:43:646 (3,4,5) - Going from your perfectly verticle/horizontal theme, this just feels a little out of place
00:56:035 (5,6,7,8,1) - This looks a little weird
01:08:480 (1) - Please make the red anchor points land on at least some of the ticks

Remove bookmarks to make the diff look neater

Extreme
00:13:813 (1) - I feel like the 1/3 on this isnt needed as there is something on the 1/2 part that could be used to end the slider
00:16:480 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1) - 00:19:146 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2) - After listening to this with effects on 0, i feel it may be a little overmapped i just feel like it wouldnt accurately represent the song as you are giving that back beat way too much priority than the part than the music box sounds if you are going to keepit, i would add the kicks on the music box sounds to at least emphasize it
00:28:313 (7) - I would silence the ends on all of these
00:35:313 (3) - This kick slider isnt emphasising anything and feels out of place
00:40:646 (10) - ^
00:50:812 (4,5,6) - I would keep this a repeat slider and and start the notes on the next section, keep things broken up into parts of 4 as the section is 3/4 i believe it would be called, so keep the notes as 3 and the patterns as 4 if that makes sense

That's all from me, Remember to hitsound...
GL with ranking

also mod this https://osu.ppy.sh/s/562021
Topic Starter
Mir

- Rain - wrote:

M4M from Discord

I'll be modding 3 difficulties chosen at random via the ingame random map button

Extreme
00:13:813 (1) - I feel like the 1/3 on this isnt needed as there is something on the 1/2 part that could be used to end the slider - wasn't supposed to be 1/3 lmao idk how this happened
00:16:480 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1) - 00:19:146 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2) - After listening to this with effects on 0, i feel it may be a little overmapped i just feel like it wouldnt accurately represent the song as you are giving that back beat way too much priority than the part than the music box sounds if you are going to keepit, i would add the kicks on the music box sounds to at least emphasize it - I disagree. I think that the backbeat is more interesting, since the musicbox thing is present throughout this entire section, and it gets way more interesting later.
00:28:313 (7) - I would silence the ends on all of these
00:35:313 (3) - This kick slider isnt emphasising anything and feels out of place - It would remove emphasis from the next note. Having a stream into it wouldn't suit it either to be honest. A suggestion would be nice maybe.
00:40:646 (10) - ^
00:50:812 (4,5,6) - I would keep this a repeat slider and and start the notes on the next section, keep things broken up into parts of 4 as the section is 3/4 i believe it would be called, so keep the notes as 3 and the patterns as 4 if that makes sense - I don't really get it but I think the way I did it is fine since the piano does fluctuate in intensity a lot in this part, so I didn't map it 100% consistently.

That's all from me, Remember to hitsound... - Will do. :3
GL with ranking

also mod this https://osu.ppy.sh/s/562021 will do~
Thanks for modding, expect your mod soon.~

Nao also applied most of it.
Vivyanne

- Rain - wrote:

M4M from Discord

I'll be modding 3 difficulties chosen at random via the ingame random map button

Clarence's Ultra
00:04:479 (1,2) - You are missing 2 really important notes inbetween here that you mapped the last 2 times ye but tbh im killing the emphasis here on purpose becus i wanted it all to slow down. mainly focussing the strongest beats here ya
00:08:479 (1) - You could probably use this as emphasis to change the rotational flow direction yea i could,, but i dont like how the patterning that comes up would then happen ya
00:09:813 (1,2) - refer to 00:04:479 (1,2) - refer to 00:04:479 (1,2) -
00:21:813 (1) - move this up a little bit to blanket a little better asthis shows its a little off i should just avoid blankets because fuk em x D
00:47:647 (4) - maybe increase the spacing a little bit to add emphasis to the unique sound idk man, i like the pattern because of its equal spacing... will reconsider this tho becus u made a gud point
00:51:146 (1,2,3,4) - For you and your mapset creator, http://puu.sh/tyjLO/75f9b8183b.wav, use this soft slider slide to make it sound better for this part, it is just a blank mp3 so it will remove the slider sound which imo would sound better for this part mir will do this x D

Some of the stream and kicks could be neater i think it looks neat, and most curves are just changed to an ugly state unluckily to catch flowowowowo

http://puu.sh/tyk74/e4be5ebf74.jpg remove your bookmarks to make the map look neater it's my style

That's all from me, Remember to hitsound...
GL with ranking

also mod this https://osu.ppy.sh/s/562021
thanks!

https://gabepower.s-ul.eu/FWmkNbM8
Shyotamaze
Halfslashed
Reminder to everyone that my points may apply in more places than where I stated.

[General]
Check your metadata, I'm not entirely sure you can be so sure on it.
Put a notice about your 0.2x slider velocities in the description, since those are non-standard.
Clarence's Ultra
00:03:479 (2,3,2,3) - You could make these evenly spaced and linear for some better visuals.
00:09:480 (2,1) - Visible overlap that looks unintentional.
00:22:646 (6,7) - Didn't mention the previous instance since I find this sort of angle to be easier after a stack, but if you're going to use wide angles, you should be using them to reflect certain sounds in the music consistently. Wide angles aren't something you can just throw in due to the uncomfortable movement.
00:22:813 (7,8,9,10,1) - Not really a fan of the visuals here. Your patterns before followed the curve better, and emphasizing this sound with uncomfortable movement is something you didn't really establish before for similar sounds.
00:22:479 (5,6,7) - Where'd this spacing come from? I didn't really hear any intensity increase that justifies such a dramatic increase.
00:23:813 (4,5,6,7,1) - Star is sloppy, please fix the visual distances here.
00:24:313 (7,1,2) - I think emphasis from 1 to 2 could be improved if you lowered the spacing between 7 and 1, but this would break the star pattern you have.
00:27:980 (6,1) - You've got a conflict of emphasis here. This is a comfortable movement that has the player follow most of the slider, which isn't consistent with your emphasis at 00:27:146 (1,2) with a similar sounds, where the player doesn't follow the entire thing, accentuating the "snappy" nature of the sound here. You should apply a similar concept consistently, though I prefer your previous one.
00:38:480 (1) - What does this stream turn
00:38:646 (3,7) - You go from emphasizing the stronger sounds like the ones above, to completely ignoring them when more 1/4 comes in. In addition, this is a fairly big rhythm density spike compared to the intensity here.
00:38:813 (5,6,7,8,1) - Audibly more intense sounds here, why not raise the spacing? Or I guess, decrease the spacing of the previous sounds (though that makes less sense).
00:44:646 (2,4,5,9) - Maybe a more clear relationship between these 4 notes would be nice, since they don't really resemble anything right now.
00:46:396 - Intensity hasn't decreased, but you stopped mapping the 1/4 here. Doesn't make any sense.
00:47:480 (3,4) - I don't really like the lack of emphasis here, since this note is definitely stronger than the preceding three, why not add some emphasis by stacking 4 on 00:47:647 (4). A personal suggestion would also be changing 4 to a 1/8 slider with it's end slienced in order to accentuate the chord.
00:48:480 (1,2,3,4) - At this difficulty level, players should be able to adjust to 1/3 given a single repeat slider. You can change the 2nd and 4th repeats to something more complex, like perhaps a 1/3 slider + circle to better represent the individual intensity of those notes in comparison to the previous ones.
00:49:813 (1,2,3,4,5,6) - It's more like a general problem with this section, but your 1/3 are all evenly spaced and circles, with direction changes between each set of 6. This is a problem because it doesn't provide individual emphasis all, and the lower difficulties do a better job of emphasis, which doesn't really make sense. Basically I'd just try to focus on pitch and strength of the notes in this section, maybe even look to the lower difficulties for an idea of what can work.
00:50:480 (1,2,3,4,5,6) - Inconsistent with the rest of your 1/3 streams in this section due to being straight. This actually negatively influences gameplay because a diagonal like this isn't predictable based on your curved patterning before this.
00:59:146 (1,2) - No emphasis on the kick, seems pretty small spacing compared to what you do right after this.
00:59:646 (3,4) - Not a 1/4 slider like the rest of the section.
00:59:980 (7,1) - Another general problem is just the massive spacing increase in this section. Intensity increased, but this is pretty ridiculous compared to previous established spacings. Not to mention, I couldn't notice any sort of pattern between angles/direction changes between the kicks.
01:08:646 (2,3,4,5,6,1,2,3,4,5,6,7) - You just heightened the intensity for the section right before this, and yet for the final section you decrease spacing, making it look like these notes have no intensity, but yet they are stronger than any of the sounds mapped to 1/4 before this.

Extreme
00:13:146 (4,5) - 45 degrees?!!?!?!? :OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
00:15:480 (2,3) - I don't think you give this sort of beat enough emphasis. It was established as one of the stronger notes, based on the melody you mapped earlier. Intensity has gone up so you're mapping different rhythms, but you should still be able to represent this sound with movement.
00:18:813 (5,1) - Not a fan of the movement here because I don't feel like the slider pointing in this direction has any purpose. I don't think you're emphasizing anything by having the player skip out on the slider like this, but rather it would represent the sound it's mapped to by pointing towards 1.
00:20:480 (1,2) - Visually these seem too close together.
00:28:313 (7,1) - Here's a pattern that would benefit from having the slider point the opposite direction, since it sounds like the next sound interrupts the previous one. The problem is how you would accomplish that with your current patterning. How I would do it is individually Ctrl+G 00:27:980 (6,7). This way you can give both the same movement emphasis, while leaving the slider lengths to do the rest of the work. Chances are you won't like the flow though.
00:31:313 (1,3) - Again, you should be consistent on the type of movement you use to these sounds.
00:31:813 (3,4,5) - The 1/4 notes could follow the curve better. Bonus points if you make 00:32:980 (3,4,5) follow the curve as well, somehow.
00:37:146 (3,4,5) - Seems completely different from what you did at 00:31:813 (3,4,5).
00:43:980 (6,4) - It's not visible in game but I'm sure this overlap will trigger you now that I've pointed it out.
00:59:480 (2,3) - This jump makes sense, but you don't repeat it consistently, so it looks out of place. I advise that you decide whether you're going to use spacing to emphasize the kicks or not, and that will determine what you do here.
01:00:813 (2,3) - I cannot tell what you're emphasizing with this jump. The stronger beat here is 2.
01:03:979 (7,8,9) - 8 is clearly stronger than 9, so there's no reason why they should have the same spacing.
01:09:062 (8) - Sorry to ruin your pattern, but I don't hear anything here.

Nao's Another
00:06:480 (3,2) - 00:08:146 (4,2) - I'd say stick to one type of overlap concept for the map, I prefer the second of the two, but I see you use the other one more consistently.
00:10:479 (3,1) - Autostacking sucks.
00:13:980 (2,3,4) - Triple doesn't follow the curve as well as it should. You could either make the circles create a wave shape with the slider to keep comfortable flow, or introduce some uncomfortable flow by having it follow the curve, but as is this looks sloppy.
00:16:146 (5,1) - This could use some more emphasis.
00:18:146 (2,3) - I don't understand why the spacing here is so high.
00:24:813 - Pretty strong beat on this slider tail, Not a fan that this isn't clickable.
00:25:813 (1,3) - Nice red nodes fam.
00:28:313 (1,5) - I think you wanted the head of 1 to follow the stream that 5 starts on, so these should have even spacing.
00:45:813 (8,9,10,11,1) - Looks messy. Usually this pattern works better when it creates a pentagon shape with this spacing.
00:43:813 (5,1) - This is a bit hard to see so i'll point it out again, the tail of 1 would look nice if it looked like it was part of the triple that 5 is a part of.
00:47:480 (2,3) - You could give this last beat ab it more emphasis.
00:49:146 (3,4) - It'd be nice if both of these each had the same distance from the heads of 00:48:480 (1,2), forming a rhombus between all of the slider heads.
00:49:813 (1,2,3,4,5,6,7,8,9,10,11,12) - This might be a bit too much for players at this level. I'd suggest simplifying it to something involving more 1/3 sliders (repeats or not).
00:51:813 (3,4,5,1,2,3) - This is overkill for this type of difficulty, i've gotta say. Not exactly confident in players being able to read spacing changes like this on this level.
01:02:813 (3,4,5,1) - I like that you remember that the 1/3 exists, but I'm not sure you want to introduce it this late into the section.If you plan on using it, you should introduce this almost immediately, since there is 1/3 present all throughout, but make sure you do it consistently. You could map the also audible 1/4, but that's boring.

Hyper
00:08:480 (1,3,4) - Some even distance would be nice here.
00:23:813 (8,1) - Not a fan of the broken circular flow here.
01:08:480 (1,2) - Not sure if players at this level can read these repeats - I know I was told off for using repeats like this. You might have to skip some beats here and try a different rhythm, here's my suggestion: https://halfslashed.s-ul.eu/aGjVz7Mb

Tfw Hard difficulty had almost no issues.

Normal
00:03:812 (3) - The issue i'm having here is that the stronger beat for the rhythm you're following is on 00:04:313. The problem though is that if you extend the slider to end here, I think you'll have a density issue, so I suggest you just map a circle for this slider and the next note.
00:13:812 (1,2,3) - This isn't the rhythm you seem to be following later on. In fact, I have no idea what you're following here.
00:15:146 (4) - This doesn't make sense. Intensity picked up yet you use an extremely simple rhythm here. This would've been better suited for the intro. Try switching to a different instrument instead, after 00:15:646.
00:17:145 (3) - Since this rhythm is in a more intense section, why not shorten this to end on the red tick, then put a circle on 00:17:646? Should be a more intense version of the first point I listed.
00:27:979 (3) - Try two 1/1 circles instead, or a 1/2 slider + circle. A slider tail doesn't really feel strong enough here.
00:48:479 (1,2) - How about two repeats on the 1/1 slider? This should be readable for players at this level, and doesn't put unnecessary emphasis on a note that doesn't deserve it.
01:01:145 (5,6) - I don't understand why 5 is mapped. If I were you, i'd just change the 1/2 slider to a circle and move this rhythm a red tick later.
01:08:479 (1) - I don't think this captures the importance of these notes. Why not try two 1/1 sliders and a circle instead?

Beginner
00:17:813 (3) - The reverse here lands on the first of the two strong beats as opposed to the second like 00:16:479 (1) does. I suggest changing this to a 2/1 slider and mapping a circle to 00:18:813.
00:48:480 (1,2) - There's a held sound in the background, yes, but you're not mapping that here, so there's no real reason to have a reverse. This also does feel a bit dense for this section. I recommend just having two circles 2/1 apart here, or mapping a 3/1 slider. Basically the idea here is that you only map the white ticks when the intensity is picking up, or hold over it with sliders. Either way, I suggest introducing some variety in this section, because right now it's pretty boring when it doesn't need to be.
01:01:480 (3) - Reminder that you can use 1/2 sliders in easies, as long as you have appropriate gaps and it fits. It would make sense for a 1/2 slider to start a red tick earlier than this, but at the same time contradicts the logic of the first point.
C00L
Sorry to say this, but its better to say it than leave it till a DQ moment, but your map cant get ranked because as the ranking criteria states:

Ranking Crotoria wrote:

Approved Category is only for Marathon maps. Long maps with over 5 minutes of draining time fit the Approval category. Only then they are allowed to be single difficulty mapsets. If they are below 5 minutes of draining time, a full difficulty spread is needed and the map will have to be ranked instead.

So as the rule itself says this mapset cannot be ranked since it only has 1min drain time. You could however loop the song to reach the 5 min mark so thst its rankable :) sorry for ruining hopes and dreams and Good Luck in future mapping !!!
Vivyanne

Halfslashed wrote:

Reminder to everyone that my points may apply in more places than where I stated.

00:03:479 (2,3,2,3) - You could make these evenly spaced and linear for some better visuals. k
00:09:480 (2,1) - Visible overlap that looks unintentional. wtf is that note doing there LOL
00:22:646 (6,7) - Didn't mention the previous instance since I find this sort of angle to be easier after a stack, but if you're going to use wide angles, you should be using them to reflect certain sounds in the music consistently. Wide angles aren't something you can just throw in due to the uncomfortable movement. i dont think that angles really bring different emphasis into a song, all it does is making parts harder that i want to intensify, which makes the use of it yet to be consistent as some parts are harder spacingwise and some then anglewise.
00:22:813 (7,8,9,10,1) - Not really a fan of the visuals here. Your patterns before followed the curve better, and emphasizing this sound with uncomfortable movement is something you didn't really establish before for similar sounds. changing patterning since the rtyhm that's coming up is gonna change as well
00:22:479 (5,6,7) - Where'd this spacing come from? I didn't really hear any intensity increase that justifies such a dramatic increase. everything in this diff has increasing difficulty, that means that the sections in themselves have that too. giving this lower spacing would defeat that purpose
00:23:813 (4,5,6,7,1) - Star is sloppy, please fix the visual distances here. i first never inclined to make it a star but if i did then id have problems with 00:23:813 (4,6) - as the rest of the spacing would then be more retarted than me lo
00:24:313 (7,1,2) - I think emphasis from 1 to 2 could be improved if you lowered the spacing between 7 and 1, but this would break the star pattern you have. wouldve loved to give it more emphasis ;w;
00:27:980 (6,1) - You've got a conflict of emphasis here. This is a comfortable movement that has the player follow most of the slider, which isn't consistent with your emphasis at 00:27:146 (1,2) with a similar sounds, where the player doesn't follow the entire thing, accentuating the "snappy" nature of the sound here. You should apply a similar concept consistently, though I prefer your previous one. i dont get the similarity youre implementing here? pitches are different and amount of tunes is different, so why wouldnt it be different !
00:38:480 (1) - What does this stream turn sound changes i change my stream curve
00:38:646 (3,7) - You go from emphasizing the stronger sounds like the ones above, to completely ignoring them when more 1/4 comes in. In addition, this is a fairly big rhythm density spike compared to the intensity here. yea i know! i couldnt make the 16 note streams before so i took my chance here. to make the streams not complicated i decided to ignore the strong beats that i emphasised before.
00:38:813 (5,6,7,8,1) - Audibly more intense sounds here, why not raise the spacing? Or I guess, decrease the spacing of the previous sounds (though that makes less sense). stronger yea, but not more important imo. ye i wanna keep the streams equal except for that one turn so i kept it to that
00:44:646 (2,4,5,9) - Maybe a more clear relationship between these 4 notes would be nice, since they don't really resemble anything right now. 00:44:646 (2) - blankets 00:43:813 (1,2,3,4,5,6,7,8,1) - , more things in the box below

00:46:396 - Intensity hasn't decreased, but you stopped mapping the 1/4 here. Doesn't make any sense. it does! making the jumps here gives a bigger ending to the section since the cursor movement greatly increases for this part, making the pattern harder to hit. its also imo a nice way to transist into a pattern like 00:47:147 (1,2,3,4) -
00:47:480 (3,4) - I don't really like the lack of emphasis here, since this note is definitely stronger than the preceding three, why not add some emphasis by stacking 4 on 00:47:647 (4). A personal suggestion would also be changing 4 to a 1/8 slider with it's end slienced in order to accentuate the chord. i get your point but dudd its not a big deal to have the slower part being simple in the song, i also believe that the silence emphasises the instrument nicely. will change if i feel like it tho
00:48:480 (1,2,3,4) - At this difficulty level, players should be able to adjust to 1/3 given a single repeat slider. You can change the 2nd and 4th repeats to something more complex, like perhaps a 1/3 slider + circle to better represent the individual intensity of those notes in comparison to the previous ones. i prefer simplification over intensity, especially when u consider the song being like this
00:49:813 (1,2,3,4,5,6) - It's more like a general problem with this section, but your 1/3 are all evenly spaced and circles, with direction changes between each set of 6. This is a problem because it doesn't provide individual emphasis all, and the lower difficulties do a better job of emphasis, which doesn't really make sense. Basically I'd just try to focus on pitch and strength of the notes in this section, maybe even look to the lower difficulties for an idea of what can work. honestly i dont care about the emphasis at this part. this is a personal thing yea. as a player i hate it so damn much when the 1/3 sections are complicated, so i decided to give the 1/3 the shorter end of the stick and make it simple. i also dont think a lot of emphasis would be needed anyways since the piano is kinda the only thing present at this point so making that heavy wouldnt make sense to me
00:50:480 (1,2,3,4,5,6) - Inconsistent with the rest of your 1/3 streams in this section due to being straight. This actually negatively influences gameplay because a diagonal like this isn't predictable based on your curved patterning before this. i think the straight stream is fine, its actually is easier to hit than the other streams which is again fitting to my theme
00:59:146 (1,2) - No emphasis on the kick, seems pretty small spacing compared to what you do right after this. clearly buildup tbh to make clear the rythm and song changes
00:59:646 (3,4) - Not a 1/4 slider like the rest of the section. thought beginning the streams here would be enough emphasis already
00:59:980 (7,1) - Another general problem is just the massive spacing increase in this section. Intensity increased, but this is pretty ridiculous compared to previous established spacings. Not to mention, I couldn't notice any sort of pattern between angles/direction changes between the kicks. direction is constantly the same thing as the next stream always catches the circular rotation of the stream before that. also i dont believe that this is too much of a diff spike, considering the song has way more instruments playing than ever before and thus that is emphasised through playing. the angle changes are a challenge for the player to have a final boss feeling in the map
01:08:646 (2,3,4,5,6,1,2,3,4,5,6,7) - You just heightened the intensity for the section right before this, and yet for the final section you decrease spacing, making it look like these notes have no intensity, but yet they are stronger than any of the sounds mapped to 1/4 before this. how is this even stronger? the song clearly becomes less intense with all instruments and such. wouldnt make sense to have it higher spaced
tbh this is a good mod to let my intentions out with the map, thanks for that!

https://gabepower.s-ul.eu/WHxtx902
Topic Starter
Mir

Halfslashed wrote:

Reminder to everyone that my points may apply in more places than where I stated.

[Extreme]
00:13:146 (4,5) - 45 degrees?!!?!?!? :OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - :OOOOOOOOOOOOOOOO
00:15:480 (2,3) - I don't think you give this sort of beat enough emphasis. It was established as one of the stronger notes, based on the melody you mapped earlier. Intensity has gone up so you're mapping different rhythms, but you should still be able to represent this sound with movement. - but it is represented with movement - you move with the slider then back. And the sound isn't THAT much more powerful here since there's so much else going on so players will barely notice this lack of emphasis imo
00:18:813 (5,1) - Not a fan of the movement here because I don't feel like the slider pointing in this direction has any purpose. I don't think you're emphasizing anything by having the player skip out on the slider like this, but rather it would represent the sound it's mapped to by pointing towards 1. - well this slider isn't really supposed to emphasize anything, the emphasis is more from the jump to the stream if you follow the slider, which players should do considering how the sv is atm.
00:20:480 (1,2) - Visually these seem too close together. - ok mom :c
00:28:313 (7,1) - Here's a pattern that would benefit from having the slider point the opposite direction, since it sounds like the next sound interrupts the previous one. The problem is how you would accomplish that with your current patterning. How I would do it is individually Ctrl+G 00:27:980 (6,7). This way you can give both the same movement emphasis, while leaving the slider lengths to do the rest of the work. Chances are you won't like the flow though. - it already kinda does. Most of the movements i use are subtle but noticeable. it doesn't have to be wildly noticeable to be felt by the player. The player will want to go down for this kickslider, but the slider after forces a 90 degree direction change, which is uncomfortable and serves its purpose in "interrupting" the sound :?
00:31:313 (1,3) - Again, you should be consistent on the type of movement you use to these sounds. - i do, the one i use right afterwards because there's more sounds
00:31:813 (3,4,5) - The 1/4 notes could follow the curve better. Bonus points if you make 00:32:980 (3,4,5) follow the curve as well, somehow. - okay :c
00:37:146 (3,4,5) - Seems completely different from what you did at 00:31:813 (3,4,5). - yeah as i pointed out above it has another "BAM" sound on the 4 so i did it differently
00:43:980 (6,4) - It's not visible in game but I'm sure this overlap will trigger you now that I've pointed it out. -..... fixed.
00:59:480 (2,3) - This jump makes sense, but you don't repeat it consistently, so it looks out of place. I advise that you decide whether you're going to use spacing to emphasize the kicks or not, and that will determine what you do here. - yeah, changed
01:00:813 (2,3) - I cannot tell what you're emphasizing with this jump. The stronger beat here is 2. - done
01:03:979 (7,8,9) - 8 is clearly stronger than 9, so there's no reason why they should have the same spacing. - true
01:09:062 (8) - Sorry to ruin your pattern, but I don't hear anything here. - ... there's a snare there? i'm dumb, changed

[Hyper]
00:08:480 (1,3,4) - Some even distance would be nice here. - okay
00:23:813 (8,1) - Not a fan of the broken circular flow here. - but emphasis on the glass break
01:08:480 (1,2) - Not sure if players at this level can read these repeats - I know I was told off for using repeats like this. You might have to skip some beats here and try a different rhythm, here's my suggestion: https://halfslashed.s-ul.eu/aGjVz7Mb - i just reduced one reverse

Tfw Hard difficulty had almost no issues. xd

[Normal]
00:03:812 (3) - The issue i'm having here is that the stronger beat for the rhythm you're following is on 00:04:313. The problem though is that if you extend the slider to end here, I think you'll have a density issue, so I suggest you just map a circle for this slider and the next note.- yeah i did this intentionally so i can differentiate between the rhythm of this part and this part 00:07:145 (4,5,6) -
00:13:812 (1,2,3) - This isn't the rhythm you seem to be following later on. In fact, I have no idea what you're following here. - the background streamy stuff, so i just did 1/2 sliders to give that extra sense of momentum
00:15:146 (4) - This doesn't make sense. Intensity picked up yet you use an extremely simple rhythm here. This would've been better suited for the intro. Try switching to a different instrument instead, after 00:15:646. - what? I think the intensity peaks on the start of this combo and lowers as it goes on. I don't think it's the opposite like that
00:17:145 (3) - Since this rhythm is in a more intense section, why not shorten this to end on the red tick, then put a circle on 00:17:646? Should be a more intense version of the first point I listed. - sure, fixed this up
00:27:979 (3) - Try two 1/1 circles instead, or a 1/2 slider + circle. A slider tail doesn't really feel strong enough here.
00:48:479 (1,2) - How about two repeats on the 1/1 slider? This should be readable for players at this level, and doesn't put unnecessary emphasis on a note that doesn't deserve it. - because i absolutely despise how many flow changes two repeats force. I think that this is fine since it's a normal
01:01:145 (5,6) - I don't understand why 5 is mapped. If I were you, i'd just change the 1/2 slider to a circle and move this rhythm a red tick later. - it's mapped to keep the timeline gap somewhat equal. It makes it easier to follow this part. If anyone else mentions it I might find another way to do this
01:08:479 (1) - I don't think this captures the importance of these notes. Why not try two 1/1 sliders and a circle instead? - hmm, I kinda think it's a way of gently ending off the map. like the streamy bit lowers in intensity so quick that i think a 1/2 would capture the drums well and still leave enough awkwardness to capture those notes

[Beginner]
00:17:813 (3) - The reverse here lands on the first of the two strong beats as opposed to the second like 00:16:479 (1) does. I suggest changing this to a 2/1 slider and mapping a circle to 00:18:813. - yeah, I redid the rhythm of this part a bit
00:48:480 (1,2) - There's a held sound in the background, yes, but you're not mapping that here, so there's no real reason to have a reverse. This also does feel a bit dense for this section. I recommend just having two circles 2/1 apart here, or mapping a 3/1 slider. Basically the idea here is that you only map the white ticks when the intensity is picking up, or hold over it with sliders. Either way, I suggest introducing some variety in this section, because right now it's pretty boring when it doesn't need to be. - I don't think it's really matters on this low a diff, and it isn't boring because i do use different patterning for the different sections
01:01:480 (3) - Reminder that you can use 1/2 sliders in easies, as long as you have appropriate gaps and it fits. It would make sense for a 1/2 slider to start a red tick earlier than this, but at the same time contradicts the logic of the first point. - yeah, I like how I have it better xd
Thanks Halfy! <3

Also Nao replied:

00:06:480 (3,2) - 00:08:146 (4,2) - I'd say stick to one type of overlap concept for the map, I prefer the second of the two, but I see you use the other one more consistently. +
00:10:479 (3,1) - Autostacking sucks. +
00:13:980 (2,3,4) - Triple doesn't follow the curve as well as it should. You could either make the circles create a wave shape with the slider to keep comfortable flow, or introduce some uncomfortable flow by having it follow the curve, but as is this looks sloppy. +
00:16:146 (5,1) - This could use some more emphasis. +
00:18:146 (2,3) - I don't understand why the spacing here is so high. - (create contrast with loud sound compared to quiet on 2)
00:24:813 - Pretty strong beat on this slider tail, Not a fan that this isn't clickable. - (song stops so no more clicking, not big deal imo)
00:25:813 (1,3) - Nice red nodes fam. - (thanks)
00:28:313 (1,5) - I think you wanted the head of 1 to follow the stream that 5 starts on, so these should have even spacing. +
00:45:813 (8,9,10,11,1) - Looks messy. Usually this pattern works better when it creates a pentagon shape with this spacing. +
00:43:813 (5,1) - This is a bit hard to see so i'll point it out again, the tail of 1 would look nice if it looked like it was part of the triple that 5 is a part of. +
00:47:480 (2,3) - You could give this last beat ab it more emphasis. +
00:49:146 (3,4) - It'd be nice if both of these each had the same distance from the heads of 00:48:480 (1,2), forming a rhombus between all of the slider heads. - (looks that way already)
00:49:813 (1,2,3,4,5,6,7,8,9,10,11,12) - This might be a bit too much for players at this level. I'd suggest simplifying it to something involving more 1/3 sliders (repeats or not). - (12 note 120 bpm is not hard for 4.3 star player i think.. will ask other)
00:51:813 (3,4,5,1,2,3) - This is overkill for this type of difficulty, i've gotta say. Not exactly confident in players being able to read spacing changes like this on this level. - (sucks for them, it represents song just fine. might nerf if others mention)
01:02:813 (3,4,5,1) - I like that you remember that the 1/3 exists, but I'm not sure you want to introduce it this late into the section.If you plan on using it, you should introduce this almost immediately, since there is 1/3 present all throughout, but make sure you do it consistently. You could map the also audible 1/4, but that's boring. - (i did it in the parts where i thought the piano was the loudest, i might make them all 1/3 sliders if more people mentioning it though)
Shiguma
Clarence Ultra
Isn't ar9.5 really high?

00:09:480 (2,3,1) - Visual distance between these could be equal
00:30:480 (2,3,4,5,6) - Could make the star shape nicer
00:33:646 (1,2) - You have been doing a certain type of circular flow for most of the map and this seems out of place compared to the rest
00:42:313 (4,5) - Jump is fine, but I think the distance is a little overdone
00:52:702 (3,4) - Nothing here to capture the difference in sound?

When you go back to 1/4th, first I think its hard to distinguish the fact that the player no longer is doing 1/3 but rather 1/4th streams, and the angles from the 1/2 sliders into the start of the streams seem weird for some of them.

01:08:979 (6) - kickslider maybe
01:08:812 (4,5) - tfw not stacked

Extreme
00:11:146 (1,2) - Certain distance, but then 00:11:813 (3,4) - is more distance?
00:19:646 (1,2,3,4,5) - Move this more to the right for visual equality with the one before/after it
00:30:813 (5,6,7) - Why is (7) such an outlier in the back and forths? It's much lower than the others but nothing that crazy is going on in the music 00:36:146 (5,6,7) - This idea is good so maybe you should do it for the one mentioned before?
00:40:980 (2,3,4,5,6,7) - hmm idk if this is a good idea especially with 00:41:313 (4,5,6,7) - these angles
00:46:313 (2,3,4,5,6) - this one is pretty good tho

Nao's Another
Check AImod for two unsnapped objects

00:15:146 (1,4) - Is this overlap that nice?
00:20:312 (8,3) - I get what you're going for but I feel like not overlapping would be a better idea
00:25:813 (1,2,3) - Equal distance from each other?
00:32:146 (5,2) - 00:32:313 (6,3) - I really feel like these overlaps are not that good
00:45:813 (8,9,10,11,1) - mmmmm this stream would be better as a normal one I think
00:56:258 (7,8,1) - 00:56:480 (1) - needs to be a little further out

Overall I think that the map isn't bad but those overlaps really don't sit well with me

Hyper
00:03:146 (1,2,3) - Equal distance
00:24:813 (2) - Slightly more distance?
00:34:646 (4,5,6) - Move this so it looks more like part of 00:33:646 (1,2,3) -
01:00:146 (5,1) - Low spacing imo

Normal
Lot of unsnapped objects according to AImod (think you just have to wiggle the slider in the timeline cuz its like 1ms off or something like that)

00:19:812 (3,4) - blanket slightly off
00:23:812 (7,1) - same bro blankets are soooooo important keepo
00:56:479 (1,2) - when you have nothing to say so u mention blankets
00:57:812 (3) - Why a red node? or if you want red node on the slider why is 00:57:145 (2) - this a curve?
Marethyu
Hi there.

General
I should note that the some piano sounds in the intro (like 00:03:147 (1) - in the higher diffs) are technically 2/3. However, they play just fine as 1/2 and there's no need to change those. Just telling.

Hyper
Having the same slider velocity for the whole song is unusual. A slight increase feels natural.
00:47:146 (1,2) - Rip blanket
00:54:035 (3,7) - No sound
00:56:369 (6) - Softer than the other two, I recommend changing 00:56:258 (5) - into an 1/3 slider.
01:08:479 (1,2,3) - Which are you trying to follow, the piano or the 1/4 background noise? The current patterns strikes between those two, and plays weird.

Nao's Another
00:05:146 (3) - You're mapping clicks to the piano, so having a slider start on a non-piano sound feel really wrong. Changing 00:04:980 (2) - to a slider would be a solution. Same at 00:10:479 (3) -
01:03:146 (1) - You used spacing increases to signify this increase in intensity before 00:52:146 (1,2,3) - . Changing this slider to circles would be a good idea
I really like this diff, keep it up!

Extreme
00:13:813 - The sliders here feel slow. A little more increase in sv would be great imo.
00:16:646 (3,3) - Same issue as on Ultra. You're ignoring strong sounds here (00:16:646 (3,3,3) - ) that could just as easily be mapped with kicksliders. I think they would represent the music better.
00:26:813 (1) - Flip horizontally for flow?
00:30:146 (1,2,3,4,5,6,7) - This pattern is a bit to hard imo, a little less ds wouldn't hurt.
00:58:478 (3,4,5) - I feel like this should just be another 1/3 slider.
01:08:479 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - Nice

Clarence's Ultra

00:13:479 (3) - I don't think 3 needs this much spacing, as the sound there is really soft. Maybe stack it on 00:12:813 (2) - ? This also puts more emphasis on the sudden increase from 00:13:813 - https://puu.sh/tycIp/228ebaa44c.png
00:14:813 (7,8,9,10) - You're ignoring the strong sounds here. It is justifiable because of the background noise, but I think you should really replace some of these with kicksliders for emphasis like you did from 00:59:979 - onwards. I think it would a lot better.
00:15:146 (1,2) - Rip blanket
00:35:813 (2,3,4,5,6) - The spacing increase is uncalled for. The music doesn't increase that much and you used way less spacing for 00:30:480 (2,3,4,5,6) -
00:37:813 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Similar to the point above, you're ignoring strong sounds. You really should use some form of emphasis on sounds like 00:38:145 (5,7,3,7) - imo. I highly suggest kicksliders.
00:53:007 (6,2) - The overlap looks kinda ugly. A triangle would look nicer for example, or maybe use the same angle as 00:55:702 (6,1,2) -
01:04:813 (3,4,1) - This spacing is really high compared to 01:06:646 (5,6) - . How about stacking 01:04:979 (4) - on 01:04:480 (3) - ?
01:06:479 (3) - I think you shouldn't ignore the bell here, it's really strong. That is expected after 01:05:813 (5) - is coincidentally mapped to a bell and a snare.
01:08:813 (4,5) - It would be nice if those were aligned, especially since you just started using full overlaps like 01:07:146 (3,4,1) -
Topic Starter
Mir

Shiguma wrote:

[Extreme]00:11:146 (1,2) - Certain distance, but then 00:11:813 (3,4) - is more distance? - fixed ;-;
00:19:646 (1,2,3,4,5) - Move this more to the right for visual equality with the one before/after it - sure
00:30:813 (5,6,7) - Why is (7) such an outlier in the back and forths? It's much lower than the others but nothing that crazy is going on in the music - if you listen closely 1-6 are held sounds but 7 is a sharp sound, also a lower pitch, so i made it stand out some more
00:36:146 (5,6,7) - This idea is good so maybe you should do it for the one mentioned before?
00:40:980 (2,3,4,5,6,7) - hmm idk if this is a good idea especially with 00:41:313 (4,5,6,7) - these angles - they're supposed to be taxing jumps xP
00:46:313 (2,3,4,5,6) - this one is pretty good tho - :3

[Hyper]00:03:146 (1,2,3) - Equal distance
00:24:813 (2) - Slightly more distance?
00:34:646 (4,5,6) - Move this so it looks more like part of 00:33:646 (1,2,3) -
01:00:146 (5,1) - Low spacing imo

Fixed all.

[Normal]Lot of unsnapped objects according to AImod (think you just have to wiggle the slider in the timeline cuz its like 1ms off or something like that)
00:19:812 (3,4) - blanket slightly off
00:23:812 (7,1) - same bro blankets are soooooo important keepo
00:56:479 (1,2) - when you have nothing to say so u mention blankets
00:57:812 (3) - Why a red node? or if you want red node on the slider why is 00:57:145 (2) - this a curve?

Fixed all.
Nao's reply:

00:15:146 (1,4) - Is this overlap that nice? > changed
00:20:312 (8,3) - I get what you're going for but I feel like not overlapping would be a better idea > i think its fine i do similar stuff later too anyway
00:25:813 (1,2,3) - Equal distance from each other? > changed
00:32:146 (5,2) - 00:32:313 (6,3) - I really feel like these overlaps are not that good > changed to be similar to the triple + extra circle thingy
00:45:813 (8,9,10,11,1) - mmmmm this stream would be better as a normal one I think > whatever you can keep cursor still anyway and i think it looks nice
00:56:258 (7,8,1) - 00:56:480 (1) - needs to be a little further out > equalized spacing between 7 8 1

Thanks Shigu! <3

maarten1278 wrote:

Hi there.

General
I should note that the some piano sounds in the intro (like 00:03:147 (1) - in the higher diffs) are technically 2/3. However, they play just fine as 1/2 and there's no need to change those. Just telling. - Okay :3

Hyper
Having the same slider velocity for the whole song is unusual. A slight increase feels natural. - Hmm, I think it's fine. the song intensity makes up for it and spacing increases imo
00:47:146 (1,2) - Rip blanket - unnoticeable
00:54:035 (3,7) - No sound - there are sounds there, the piano is constant 1/3
00:56:369 (6) - Softer than the other two, I recommend changing 00:56:258 (5) - into an 1/3 slider. - I think in this particular case it fits because I've used quads for the whole time now and introducing a double all of a sudden wouldn't really be intuitive for a Hyper player I think. If more people say something I'll change it
01:08:479 (1,2,3) - Which are you trying to follow, the piano or the 1/4 background noise? The current patterns strikes between those two, and plays weird. - I'm following drums xd

Extreme
00:13:813 - The sliders here feel slow. A little more increase in sv would be great imo. - I think they feel fine and nobody else has really said anything about it, you don't always have to increase sv imo.
00:16:646 (3,3) - Same issue as on Ultra. You're ignoring strong sounds here (00:16:646 (3,3,3) - ) that could just as easily be mapped with kicksliders. I think they would represent the music better. - the strongest sounds here in my opinion is the one at the end of the stream, that one is way more noticeable than the ones you pointed out, so i emphasized them more. Also, if I did too make kicksliders it would make this part of the map too hard for what I intended it to be
00:26:813 (1) - Flip horizontally for flow? - sure
00:30:146 (1,2,3,4,5,6,7) - This pattern is a bit to hard imo, a little less ds wouldn't hurt. - nerfed slightly (i kinda was wondering about this xd)
00:58:478 (3,4,5) - I feel like this should just be another 1/3 slider. - Hmm, I think this is okay because it kinda plays like an increase of pitch like the piano in the song does, so I'll keep it for now.
01:08:479 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - Nice - thanks <3
Nao's reply:

Nao's Another
00:05:146 (3) - You're mapping clicks to the piano, so having a slider start on a non-piano sound feel really wrong. Changing 00:04:980 (2) - to a slider would be a solution. Same at 00:10:479 (3) - > no change cuz clock ticking sound on red tick
01:03:146 (1) - You used spacing increases to signify this increase in intensity before 00:52:146 (1,2,3) - . Changing this slider to circles would be a good idea > no change cuz that section is mainly 1/4 don't want extended 1/3 stuff in there

Everything else applied.

Thanks maarten!
Vivyanne

Shiguma wrote:

[Clarence Ultra]Isn't ar9.5 really high? ya maybe, ill see what more have to say before changing as i think the ar helps out the ending a lot

00:09:480 (2,3,1) - Visual distance between these could be equal ye
00:30:480 (2,3,4,5,6) - Could make the star shape nicer idk i like that its different ;;
00:33:646 (1,2) - You have been doing a certain type of circular flow for most of the map and this seems out of place compared to the rest more sharp angles and other rotations to make the ending of the section harder
00:42:313 (4,5) - Jump is fine, but I think the distance is a little overdone nerfed
00:52:702 (3,4) - Nothing here to capture the difference in sound? simplification in 1/3 ;w;

When you go back to 1/4th, first I think its hard to distinguish the fact that the player no longer is doing 1/3 but rather 1/4th streams, and the angles from the 1/2 sliders into the start of the streams seem weird for some of them. i think this is fine due to me already clarifying that the setion already went back to 1/2 and ill consider changing the first jump yea

01:08:979 (6) - kickslider maybe nah the sound i am mapping isnt present on where the kickslider end would be
01:08:812 (4,5) - tfw not stacked why would i stack in a stream wtf?
thanks for modding!

maarten1278 wrote:

Hi there.

Clarence's Ultra

00:13:479 (3) - I don't think 3 needs this much spacing, as the sound there is really soft. Maybe stack it on 00:12:813 (2) - ? This also puts more emphasis on the sudden increase from 00:13:813 - https://puu.sh/tycIp/228ebaa44c.png tbh i just made a triangular form to keep the spacing consistent as i did that with the rest of the section. i dont intend to go after literally every pitch in the section. also im not rly a fan of patterns that you suggested since i hate going from jumps to nothing to jumps
00:14:813 (7,8,9,10) - You're ignoring the strong sounds here. It is justifiable because of the background noise, but I think you should really replace some of these with kicksliders for emphasis like you did from 00:59:979 - onwards. I think it would a lot better. kicksliders would make the setion harder, breaking the concept of the map and its section-uniqueness
00:15:146 (1,2) - Rip blanket it's my style
00:35:813 (2,3,4,5,6) - The spacing increase is uncalled for. The music doesn't increase that much and you used way less spacing for 00:30:480 (2,3,4,5,6) - gimmick ive been explaining in previous mods, have a look through them
00:37:813 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Similar to the point above, you're ignoring strong sounds. You really should use some form of emphasis on sounds like 00:38:145 (5,7,3,7) - imo. I highly suggest kicksliders. given the theme of the map, i think i highly suggest to not use kicksliders as again then the note density that i inclined on doing here would be damn ruined
00:53:007 (6,2) - The overlap looks kinda ugly. A triangle would look nicer for example, or maybe use the same angle as 00:55:702 (6,1,2) - tbh the overlap is fine as the curve plays as intented. i care more about gameplay than aesthetics, especially when im making a section easy af
01:04:813 (3,4,1) - This spacing is really high compared to 01:06:646 (5,6) - . How about stacking 01:04:979 (4) - on 01:04:480 (3) - ? i had that first, but when i testplayed i realised it read way too hard so i increased the spacing since the drums are already more intense
01:06:479 (3) - I think you shouldn't ignore the bell here, it's really strong. That is expected after 01:05:813 (5) - is coincidentally mapped to a bell and a snare. i'd rather not have inconsistencies in rythm choice
01:08:813 (4,5) - It would be nice if those were aligned, especially since you just started using full overlaps like 01:07:146 (3,4,1) - 01:09:146 (1,2,3) - all blanket 01:08:646 (2,3,4,5,6) - so ye the overlap had to happen to get the consistent blanket happen
thanks!

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