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tomatomerde - Brave Shine

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Total Posts
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Topic Starter
Mir
This beatmap was submitted using in-game submission on Monday, April 24, 2017 at 1:46:38 PM

Artist: tomatomerde
Title: Brave Shine
Source: Fate/stay night [Unlimited Blade Works]
Tags: tomato french fate stay night anime remix エメ 2nd second Season opening フェイト/ステイナイト Aimer drum and bass dnb shawn
BPM: 175
Filesize: 4933kb
Play Time: 01:38
Difficulties Available:
  1. Easy (1.7 stars, 116 notes)
  2. Hard (3.39 stars, 253 notes)
  3. Insane (4.79 stars, 351 notes)
  4. Light Insane (4.23 stars, 289 notes)
  5. Normal (2.13 stars, 171 notes)
  6. Reflection (5.27 stars, 382 notes)
Download: tomatomerde - Brave Shine
Information: Scores/Beatmap Listing
---------------
tomatomerde's remix of "Brave Shine" which I took a liking to.

All diffs by me.

Hitsounding done by me.
Metadata snippets along with the MP3 and timing taken from Milan-'s set.
Vivyanne
mod
2017-03-26 20:57 Mir: ACTION is listening to [https://osu.ppy.sh/b/1250271 tomatomerde - Brave Shine]
2017-03-26 20:57 Mir: mod my set that i made in 15 hours (with breaks) :eyes:
2017-03-26 20:57 HighTec: :eyes:
2017-03-26 21:01 HighTec: ez
2017-03-26 21:01 HighTec: 00:13:863 (4,5) - inconsistent use of flow, in all previous situations the slider before points at the slider after but only here it doesnt?
2017-03-26 21:02 HighTec: 00:31:520 (5) - [https://gabepower.s-ul.eu/vUW8qvWL triggered]
2017-03-26 21:05 HighTec: 01:00:491 (1) -
2017-03-26 21:05 HighTec: NO
2017-03-26 21:05 HighTec: this is
2017-03-26 21:05 HighTec: obv
2017-03-26 21:05 HighTec: nOT
2017-03-26 21:05 HighTec: symmETRICAL
2017-03-26 21:06 HighTec: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
2017-03-26 21:06 Mir: IM
2017-03-26 21:06 Mir: TRYIng
2017-03-26 21:06 Mir: REALLY
2017-03-26 21:06 Mir: HARd
2017-03-26 21:06 HighTec: d
2017-03-26 21:12 HighTec: 00:08:377 (1,3) - not same slidershape :thinking:
2017-03-26 21:13 HighTec: 00:26:891 (4,5) - would be more fun to have this 1/2 sliders cuz lots of 1/2 in song D
2017-03-26 21:15 HighTec: 00:38:549 (7,1) - nc stuf fhere d
2017-03-26 21:15 HighTec: 00:41:806 (2) - tbh dont rly know about this slider as the strong beat is on its tail
2017-03-26 21:16 HighTec: i get that ur following vocals but im just rly insecure about htis one
2017-03-26 21:17 HighTec: 00:42:320 - no note?
2017-03-26 21:20 HighTec: 01:13:862 (7) - feeling like a 1/2 would be more
2017-03-26 21:20 HighTec: appropriate
2017-03-26 21:20 HighTec: cuz u have the same rythm stuff on the (6)
2017-03-26 21:22 HighTec: 01:33:406 (5) - nc major rythm change etc
2017-03-26 21:22 HighTec: o perhaps lower the ar a bit, i think its a little too high for the note density ngl
2017-03-26 21:22 HighTec: would put ar4 or 4,5
2017-03-26 21:24 HighTec: 00:32:977 (7) - overmapped??
2017-03-26 21:27 HighTec: 01:02:891 (6,1) - dont think the stack is appropriate
2017-03-26 21:27 HighTec: cuz i think (1) deserves more emphasis
2017-03-26 21:27 HighTec: since it rly strongu soundu
2017-03-26 21:29 HighTec: 01:09:234 (2,3) - idk about this
2017-03-26 21:30 HighTec: since u used way more 1/2 before
2017-03-26 21:30 HighTec: but here u go down in note density
2017-03-26 21:31 HighTec: 01:25:177 (1,2,3) - this shhould be more dense tho :thOOONkgd:
2017-03-26 21:32 HighTec: 01:26:549 (6) - nc to emphasise change thank
2017-03-26 21:32 HighTec: 01:33:406 (1,2) - .
2017-03-26 21:34 HighTec: 00:10:091 (5) - did you honestly try
2017-03-27 14:24 HighTec: 00:10:949 (6,7) - y u no 1/8
2017-03-27 14:25 HighTec: 00:17:291 (3,4) - kinda unsure about this spacing
2017-03-27 14:25 HighTec: cuz 00:17:291 (3) - is a louder drum beat but yet has less spacing d
2017-03-27 14:43 HighTec: 00:48:834 (6) - nc song intensity etc yea
2017-03-27 14:45 HighTec: 00:49:520 (1) - highly discourage diz amount of reverses cuz its rly awkward to read
2017-03-27 14:45 HighTec: tho i get what u wanna archieve in the song i still believe 1 reverse - circle is better generally for playing
2017-03-27 14:46 HighTec: 01:03:234 (1,2) - higher spaicng pls
2017-03-27 14:47 Mir: okok
2017-03-27 14:47 Mir: fixing stuff
2017-03-27 14:47 Mir: for the record
2017-03-27 14:47 HighTec: D
2017-03-27 14:47 Mir: Q
2017-03-27 14:48 HighTec: this
2017-03-27 14:48 HighTec: 01:16:263 (1,2,3) - cud u seperate this from the rest of the stream roz
2017-03-27 14:48 HighTec: i get wat u want but its more dense here in rythm so i think a change in emphasis wud be cool
2017-03-27 14:48 HighTec: :>
2017-03-27 14:49 HighTec: https://gabepower.s-ul.eu/vB1jrGfs
2017-03-27 14:50 HighTec: 01:22:263 (5,6) - since u changed the other stuff to 1/8
2017-03-27 14:53 HighTec: 00:10:949 (9,1) - imsotriggered
2017-03-27 14:57 HighTec: 01:00:149 (6) - dis is lower spacing than the 5 but has song change on it so imo worth emphasising more
2017-03-27 14:58 HighTec: 01:19:177 (11,1) - perhaps blnaketlol
2017-03-27 14:59 HighTec: 01:22:091 (10,11,12,1) - dis spacing feels way too small
2017-03-27 14:59 HighTec: dude
2017-03-27 15:00 HighTec: ngl
2017-03-27 15:00 HighTec: 01:25:177 (1,2,3,4,5,6,7,8) - also more spacing cuz dense rythm intensifies
2017-03-27 15:00 HighTec: so imo spacing should also intensify
2017-03-27 15:01 HighTec: notably
2017-03-27 15:03 HighTec: 00:24:491 (9) - could be worth to make 2 circles?
2017-03-27 15:03 HighTec: cuz thats what the melody plays
2017-03-27 15:04 HighTec: 01:00:149 (7) - no emphasis on this note? ):
2017-03-27 15:07 HighTec: 01:28:949 (1,4) - 4 not perfectly overlapping in 1 ):
2017-03-27 15:07 Mir: yayayay afixing
2017-03-27 15:08 HighTec: gud mapset
2017-03-27 15:08 HighTec: take my virginity
2017-03-27 15:08 Mir: same.

did most in voice
Topic Starter
Mir

HighTec wrote:

mod
2017-03-26 20:57 Mir: ACTION is listening to [https://osu.ppy.sh/b/1250271 tomatomerde - Brave Shine]
2017-03-26 20:57 Mir: mod my set that i made in 15 hours (with breaks) :eyes:
2017-03-26 20:57 HighTec: :eyes:
2017-03-26 21:01 HighTec: ez
2017-03-26 21:01 HighTec: 00:13:863 (4,5) - inconsistent use of flow, in all previous situations the slider before points at the slider after but only here it doesnt?
2017-03-26 21:02 HighTec: 00:31:520 (5) - [https://gabepower.s-ul.eu/vUW8qvWL triggered]
2017-03-26 21:05 HighTec: 01:00:491 (1) -
2017-03-26 21:05 HighTec: NO
2017-03-26 21:05 HighTec: this is
2017-03-26 21:05 HighTec: obv
2017-03-26 21:05 HighTec: nOT
2017-03-26 21:05 HighTec: symmETRICAL
2017-03-26 21:06 HighTec: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
2017-03-26 21:06 Mir: IM
2017-03-26 21:06 Mir: TRYIng
2017-03-26 21:06 Mir: REALLY
2017-03-26 21:06 Mir: HARd
2017-03-26 21:06 HighTec: d
2017-03-26 21:12 HighTec: 00:08:377 (1,3) - not same slidershape :thinking:
2017-03-26 21:13 HighTec: 00:26:891 (4,5) - would be more fun to have this 1/2 sliders cuz lots of 1/2 in song D
2017-03-26 21:15 HighTec: 00:38:549 (7,1) - nc stuf fhere d
2017-03-26 21:15 HighTec: 00:41:806 (2) - tbh dont rly know about this slider as the strong beat is on its tail
2017-03-26 21:16 HighTec: i get that ur following vocals but im just rly insecure about htis one
2017-03-26 21:17 HighTec: 00:42:320 - no note?
2017-03-26 21:20 HighTec: 01:13:862 (7) - feeling like a 1/2 would be more
2017-03-26 21:20 HighTec: appropriate
2017-03-26 21:20 HighTec: cuz u have the same rythm stuff on the (6)
2017-03-26 21:22 HighTec: 01:33:406 (5) - nc major rythm change etc
2017-03-26 21:22 HighTec: o perhaps lower the ar a bit, i think its a little too high for the note density ngl
2017-03-26 21:22 HighTec: would put ar4 or 4,5
2017-03-26 21:24 HighTec: 00:32:977 (7) - overmapped??
2017-03-26 21:27 HighTec: 01:02:891 (6,1) - dont think the stack is appropriate
2017-03-26 21:27 HighTec: cuz i think (1) deserves more emphasis
2017-03-26 21:27 HighTec: since it rly strongu soundu
2017-03-26 21:29 HighTec: 01:09:234 (2,3) - idk about this
2017-03-26 21:30 HighTec: since u used way more 1/2 before
2017-03-26 21:30 HighTec: but here u go down in note density
2017-03-26 21:31 HighTec: 01:25:177 (1,2,3) - this shhould be more dense tho :thOOONkgd:
2017-03-26 21:32 HighTec: 01:26:549 (6) - nc to emphasise change thank
2017-03-26 21:32 HighTec: 01:33:406 (1,2) - .
2017-03-26 21:34 HighTec: 00:10:091 (5) - did you honestly try
2017-03-27 14:24 HighTec: 00:10:949 (6,7) - y u no 1/8
2017-03-27 14:25 HighTec: 00:17:291 (3,4) - kinda unsure about this spacing
2017-03-27 14:25 HighTec: cuz 00:17:291 (3) - is a louder drum beat but yet has less spacing d
2017-03-27 14:43 HighTec: 00:48:834 (6) - nc song intensity etc yea
2017-03-27 14:45 HighTec: 00:49:520 (1) - highly discourage diz amount of reverses cuz its rly awkward to read
2017-03-27 14:45 HighTec: tho i get what u wanna archieve in the song i still believe 1 reverse - circle is better generally for playing
2017-03-27 14:46 HighTec: 01:03:234 (1,2) - higher spaicng pls
2017-03-27 14:47 Mir: okok
2017-03-27 14:47 Mir: fixing stuff
2017-03-27 14:47 Mir: for the record
2017-03-27 14:47 HighTec: D
2017-03-27 14:47 Mir: Q
2017-03-27 14:48 HighTec: this
2017-03-27 14:48 HighTec: 01:16:263 (1,2,3) - cud u seperate this from the rest of the stream roz
2017-03-27 14:48 HighTec: i get wat u want but its more dense here in rythm so i think a change in emphasis wud be cool
2017-03-27 14:48 HighTec: :>
2017-03-27 14:49 HighTec: https://gabepower.s-ul.eu/vB1jrGfs
2017-03-27 14:50 HighTec: 01:22:263 (5,6) - since u changed the other stuff to 1/8
2017-03-27 14:53 HighTec: 00:10:949 (9,1) - imsotriggered
2017-03-27 14:57 HighTec: 01:00:149 (6) - dis is lower spacing than the 5 but has song change on it so imo worth emphasising more
2017-03-27 14:58 HighTec: 01:19:177 (11,1) - perhaps blnaketlol
2017-03-27 14:59 HighTec: 01:22:091 (10,11,12,1) - dis spacing feels way too small
2017-03-27 14:59 HighTec: dude
2017-03-27 15:00 HighTec: ngl
2017-03-27 15:00 HighTec: 01:25:177 (1,2,3,4,5,6,7,8) - also more spacing cuz dense rythm intensifies
2017-03-27 15:00 HighTec: so imo spacing should also intensify
2017-03-27 15:01 HighTec: notably
2017-03-27 15:03 HighTec: 00:24:491 (9) - could be worth to make 2 circles?
2017-03-27 15:03 HighTec: cuz thats what the melody plays
2017-03-27 15:04 HighTec: 01:00:149 (7) - no emphasis on this note? ):
2017-03-27 15:07 HighTec: 01:28:949 (1,4) - 4 not perfectly overlapping in 1 ):
2017-03-27 15:07 Mir: yayayay afixing
2017-03-27 15:08 HighTec: gud mapset
2017-03-27 15:08 HighTec: take my virginity
2017-03-27 15:08 Mir: same.

did most in voice
Fixed lots of NC stuff, some nazi things, emphasis, and some rhythm.

Thanks HoghTec.~
Hythes
Can i GD the insane one?
Topic Starter
Mir

hanif1711 wrote:

Can i GD the insane one?
But the set is already full lol. Thanks for the offer but I don't usually accept GDs on tv-sizes
lcfc
really smooth map, good luck! (pls rank d)
Nokashi
Random (short) Birthday (I have Birthday today \o/) Mod <3

[ General]
  1. Unused hitsounds:
    soft-hitwhistle-old1.wav
    soft-hitwhistle-old2.wav

    Judging from the "-old" i reckon you just forgot to delete those :thinking:


[ Easy]
  1. 00:13:863 (4) - Move second red anchor to x:170|y:211 for a cleaner shape imo
  2. 00:12:320 (2) - Feels wayy too linear, you should give it some slight rotation, like 5 degrees. You did it here 00:15:063 (5) -, why not here as well?
  3. 00:15:920 (6) - I Encourage this being a 1/2 slider instead of 2 circles, mainly because of the fact that 00:16:263 (7) - this doesnt actually land on the prominent beat, which is actually here 00:16:177 - . Thus, since i wont recommend playing with 1/4 as it is, making this non-clickable with a use of a 1/2 slider will surely make the feedback to the player better, as this irregular rhythm you expressed with a more simple rhythm might not be differentiated better by newer players, causing them to hit it early since they will be taken aback by this sudden beat change. I Might not have worded this correctly, so if i confused you, pm me :3
  4. 00:20:549 (5) - Blanket PLeaaSE
  5. 00:28:777 (2) - A Slight 5 degree rotation wouldnt hurt here as well
  6. 00:31:520 (5,1) - Improve this blanket, can easily be done if u temporarily ctrlg 00:31:520 (5) - and play around with its approach circle
  7. 00:43:349 (3) - Why are you starting to map this constant 1/2 rhythm you ignored before. It slightly throws me off, i would still keep ignoring it to be honest.
  8. 00:45:234 (2) - Muuhhh 5 degree rotation please
  9. 00:54:491 - Theres a similar sound to this one here 00:54:149 - . You could extend 00:53:634 (7) - to 00:54:149 - so you are consistent with the sounds you work with
  10. 00:58:777 (5) - Move the second anchor lower so this 00:58:777 (5,6,7) - triangle is neater (n i t p i c k s)
  11. 01:23:806 (2,1) - feels too sharp of a jump. maybe soften the transition a bit?

[ Normal]
  1. 00:13:520 (5) - Shouldnt this be a 1/2 to be consistent with 00:24:491 (6) - ?
  2. 00:22:091 (1) - Spread out the red achors so theres more shape consistency with other sliders like 00:05:634 (1) - ( actully this was the only slider with red anchors in previous measures, so might as well make it consistent)
  3. 00:24:834 (1) - Maybe a bit more of a rotation to lead in to next object better?
  4. 00:37:006 (3) - wew lad DS inconsistency here
  5. 00:38:206 (6) - wew lad DS Inconsistency 2 : The Return. In Cinemas this Fall
  6. 00:41:291 (8) - Shouldnt the NC be here?
  7. 00:41:977 - The fact that this strong sound is on a reverse really throws me off. In previous measures you prioritized these sounds, so this change is really sudden for me
  8. 00:58:777 (4,5) - Blanket!
  9. 01:03:234 (1,2) - Why did you choose to stack all of a sudden? The sounds are pretty intense and the fact that you are stacking them is killing their inherited intensity. As such, you should space them in my opinion
  10. Why are your kiais so clean
  11. 01:26:549 (1,2) - Blanket!
  12. 01:33:063 (4,1) - Not the nicest overlap to be honest, almost half the object is overlapped

[ Hard]
  1. 00:09:063 (6,7) - BlAnKeT
  2. 00:10:091 (8,1) - This kinda contradicts what you did earlier here 00:07:349 (4,5) - . Pretty sure you had a reason for this, still wanted to point it out
  3. 00:12:834 (4,5) - Similar to above
  4. 00:13:863 (5,6) - Not a big fan of this visually, i feel it would have been so much more if 00:14:549 (6) - was a Curved slider as well.
  5. 00:27:234 (9,10) - So, this is the first time you introduce the 1/2 stack, and then suddenly the following stack is 1/1. I Feel like they need to be differentiated more in terms what sounds they follow. As it stands people might read it as a 1/2 since the first stack introduced, some beats earlier, was a 1/2 stack
  6. 00:27:749 (2,3) - Ds Inconsistency
  7. 00:31:006 (2,3) - Weew DS Inconsistency
  8. 00:35:634 (6,7,1) - Sounds like an overmapped triple tbh
  9. 00:49:520 (1) - Blanket
  10. 00:49:520 (1,2) - DS
  11. 01:22:949 (2) - Blanket
  12. Another clean af kiai wtf

[ Light Insane]
  1. 00:06:149 (2,3) - I Feel like it deserves more emphasis than the one given, you might want to give it a check
  2. 00:13:863 (1) - Be more generous with slider rotations, this could have been so much more
  3. 00:15:063 (4) - I dont like pointing out blankets but, holy fix this
  4. 00:28:434 (3) - Maybe a curve as well for shape consistency
  5. 00:30:149 (6,1) - Definitely deserves more spacing, its the downbeat after all
  6. 00:37:691 (3,4) - You might need to reduce the spacing here, so as to make this 00:37:691 (4,5) - more noticable
  7. 00:38:377 (8) - Maybe move to somewhere like x:164|y:212 to make the jump to the next object sharper and larger. Its the jump to the downbeat i feel like it should be emphasized more
  8. 00:49:177 (3,4) - I Feel like it should be emphasized more as well
  9. 00:52:091 (1) - Pretty strong beat on reverse really throws me off, maybe circle and 1/2 instead?
  10. 01:09:063 (2,3) - Feel like this should have similar spacing emphasis as 01:08:549 (10,1) - for the vocal intensity consistency
  11. 01:16:263 (1) - Extend as reverse, theres more 1/8 sound
  12. 01:17:806 (4,5,6) - This jump seems so uncomfortable as its almost 90 degrees, maybe go for a 60-70 degree jump
  13. 01:19:520 (10,1,2) - Maybe something like this to better emphasize the jump since its a downbeat. 01:19:691 (1) - is on x:227|y:208
  14. 01:33:234 (7,8,1) - You didnt hesitate to map 1/8 buzzsliders in the past, why not do it here as well
  15. 01:36:149 (1,2,3,4,1,2,3,4,1) - Fuck yes my dude <3

[ Insane]
  1. 00:06:663 (4) - Maybe x:112|y:112 for a more noticable jump?
  2. 00:14:549 (3,4) - Blanket!
  3. 00:15:920 (7) - NC Since a new rhythm is introduced here?
  4. 00:25:520 (3) - Same as above i reckon, also 00:25:777 (4) - adjust previous and next DS so its equalized
  5. 00:38:377 (12) - Maybe x:188|y:172 or something for more circlular flow since thats the theme previous jumps followed
  6. 00:47:291 (3) - Really strong beat on slider end, kinda throws me off
  7. 00:57:749 (1,2) - Blanket!
  8. 01:06:491 (2,3,4) - Line up properly and then stack this 01:07:863 (9) -
  9. 01:11:977 (2,3,4) - Also line up properly for that sharp jump
  10. 01:16:949 (1) - Only way i can see this slider working is if it perfectly overlapped the stream path, but then again that might hinder readability. I'd try something else here altogether these pattern just feels really disconnected from the structure since you havent introduced this before
  11. 01:23:291 (4,5) - Should be 2.00x DS like 01:22:777 (2,3) - for consistency
  12. 01:23:977 (8,9) - Lackluster spacing, definitely deserves something more
  13. 01:34:949 (2,3,4) - This fully vertical jump flowbreaks all circlular flow u previously built up, i would recommend something else here that better accompanies the patterning of this section

[ Reflection]
  1. 00:09:577 (5,6) - In contrast with 00:06:834 (5,6) - which was a nice use of the 3/4 rhythm here it feels like it isnt the optimal pattern. 00:09:577 - Circle here and 1/2 here 00:09:749 - would work better here
  2. 00:13:520 (9) - Both the sliderend and the sliderhead are distinct sounds, they would play so much better if they were 2 circles instead
  3. 00:16:177 (1,1,1) - Maybe something like this will work so much better due to intensity put here 00:16:434 (1,1) - and consistency here 00:15:920 (1,1,1) -
  4. 00:18:149 (6,8) - Blanket
  5. 00:19:863 (2,3) - at least make this somewhat consistent with 00:22:091 (1) - , maybe increase by 0.30x DS or something
  6. 00:23:806 (7,8) - Also increase spacing here, beat on here 00:24:149 (8) - pretty intense
  7. 00:25:777 (1) - Maybe have a more equalized DS Difference between prev and next object here
  8. 00:30:320 (1) - Pls line this up
  9. 00:38:891 (2) - Improvable stack
  10. 01:05:463 (1,2) - Line them up
  11. 01:11:463 (1) - maybe 5 degree rotation Here?
  12. 01:14:034 (1) - Downbeat on slider reverse bleh. Could have been adjusted better to take advantage of this strong beat
  13. 01:19:520 (1) - ^ Also a peak in vocals here so i really dont agree with this

Solid set, as always <3
Good luck ma boi <3
lcfc
blanket
Yohanes
Hello!

Reflection
Why your combos are so long? Please put a new combo around the downbeat, I really see no reason to do so ._.
- 00:10:949 (9,10,1) - I'd say that this pattern could be caught player by surprise because of how unusual they put together. By lining them up in a simple line and doesn't make the slider tail of each slider placed in the opposite direction, it would pretty much fix the problem for me http://puu.sh/v19uy/bc07d0703f.jpg
- 00:15:920 (1,1,1) - This particular pattern actually play better if you ctrl+g 00:16:177 (1) -
- 00:17:291 (3,4,5) - How this pattern flows actually is pretty unnatural. If you notice, the angle that these patten makes is quite large (more than 150 degrees). It actually defy player cursor's movement momentum which will makes it quite difficult to hit that comfortably, (watch this -Mo- video for more explanation https://www.youtube.com/watch?v=0uGeZzyobSY). This in particular can be fixed by simply placing (6) lower in the playfield example= http://puu.sh/v19Nx/5025a283c1.jpg
- 00:24:149 (8,9,10,1) - you can place them like this instead for better circular flow http://puu.sh/v1a2j/990e03e5ff.jpg
- 00:25:520 (1,1,1,1,1,1) - these pattern feels so disconnecte while the music calls for continuous, kinda "flowy" patterns. I think you should re-arrange them
- 00:27:406 (4) - put it around 370|362 instead?
- 00:37:520 (8,9) - I'd rather change this into one 1/2 slider instead, because on the red tick there're no drum that you'd seems to be following
- 01:02:549 (8,9,10,1,2) - I have to say that this jump isn't optimal because it feels like you forcing your way moving from (10) to (1). I'd arrange them like this instead http://puu.sh/v1aoV/f8f81f8d52.jpg
- 01:10:434 (3,4,5,6,7) - Not gonna lie, I messed up every single time at this pattern. One main problem is mostly your rhythm choice here, try to swap 01:10:434 (3,4) - rhythm, and then arrange them like http://puu.sh/v1aDK/e22ad1add3.jpg that should make it have more intuitive pattern
- 01:10:949 (5,6,7) - and 01:22:263 (8,9,1) - same thing as I mentioned before
- 01:26:549 (1,2,3,4,5,6,7,8,9,10,1) - imo this would be better if you make them as 1 continuous pattern instead of "break stream" with occasional 1/4 slider. Or at least make them more flowy like in your insane diff
- 01:37:520 - start your last slider here instead? there're no sound at 01:37:863 -
some jumps could be improved, but overall not bad

Insane
Same about NC
- 00:37:520 (7) - same thing as on reflection
- 01:01:006 (3) - do not cover the clap with the reverse, it strong enough to be clicked
- 01:19:349 (12) - put it around 334|344 instead?
- 01:37:520 (1,1) - same as on reflection diff
actually, some that I said on highest diff is also applicable here. So, do pay attention to the things that I pointed out that are similar

Light Insane
Yeah, NC again
- 00:21:920 (6,1) - this jump feels too forced, I would suggest you to rotate 00:22:091 (1,2,3) - by at least 30 degrees counter-clockwise. Oh, don't forget to re-arrange some pattern if it'd be out of the playing field
- 00:58:777 (3,4) - The difference in snapping and spacing wil definetly make this looks and probably plays awkwardly. Try to put (4) behind (3) instead so that It can hides the spacing & snapping difference better
- 01:16:263 (1) - this is a no-no for light insane as it could confuse the hell out of people. Change this into a circle to make it a regular stream is highly recommended
I have to say this diff is more solid than reflection and Insane lol

I did take a look at other diffs, and they seems fine to me
Good Luck! :D
Topic Starter
Mir

Nokashi wrote:

Random (short) Birthday (I have Birthday today \o/) Mod <3

[ General]
  1. Unused hitsounds:
    soft-hitwhistle-old1.wav
    soft-hitwhistle-old2.wav

    Judging from the "-old" i reckon you just forgot to delete those :thinking: - fuck my life


[ Easy]
  1. 00:13:863 (4) - Move second red anchor to x:170|y:211 for a cleaner shape imo - yeah
  2. 00:12:320 (2) - Feels wayy too linear, you should give it some slight rotation, like 5 degrees. You did it here 00:15:063 (5) -, why not here as well? - it's my style
  3. 00:15:920 (6) - I Encourage this being a 1/2 slider instead of 2 circles, mainly because of the fact that 00:16:263 (7) - this doesnt actually land on the prominent beat, which is actually here 00:16:177 - . Thus, since i wont recommend playing with 1/4 as it is, making this non-clickable with a use of a 1/2 slider will surely make the feedback to the player better, as this irregular rhythm you expressed with a more simple rhythm might not be differentiated better by newer players, causing them to hit it early since they will be taken aback by this sudden beat change. I Might not have worded this correctly, so if i confused you, pm me :3 - fixed it in a different way
  4. 00:20:549 (5) - Blanket PLeaaSE - for every blanket you point out consider it fixed or ignored
  5. 00:28:777 (2) - A Slight 5 degree rotation wouldnt hurt here as well - style
  6. 00:31:520 (5,1) - Improve this blanket, can easily be done if u temporarily ctrlg 00:31:520 (5) - and play around with its approach circle
  7. 00:43:349 (3) - Why are you starting to map this constant 1/2 rhythm you ignored before. It slightly throws me off, i would still keep ignoring it to be honest. - the bass comes in so i made it slightly denser
  8. 00:45:234 (2) - Muuhhh 5 degree rotation please - style
  9. 00:54:491 - Theres a similar sound to this one here 00:54:149 - . You could extend 00:53:634 (7) - to 00:54:149 - so you are consistent with the sounds you work with - uhhhh i think it's okay as it is
  10. 00:58:777 (5) - Move the second anchor lower so this 00:58:777 (5,6,7) - triangle is neater (n i t p i c k s) - aaaa whatever fixed d
  11. 01:23:806 (2,1) - feels too sharp of a jump. maybe soften the transition a bit? - I'm sure it'll be okay

[ Normal]
  1. 00:13:520 (5) - Shouldnt this be a 1/2 to be consistent with 00:24:491 (6) - ? - yea
  2. 00:22:091 (1) - Spread out the red achors so theres more shape consistency with other sliders like 00:05:634 (1) - ( actully this was the only slider with red anchors in previous measures, so might as well make it consistent) - im being oppressed
  3. 00:24:834 (1) - Maybe a bit more of a rotation to lead in to next object better? - it's fine as it is
  4. 00:37:006 (3) - wew lad DS inconsistency here
  5. 00:38:206 (6) - wew lad DS Inconsistency 2 : The Return. In Cinemas this Fall - fixed both, idk what happened here
  6. 00:41:291 (8) - Shouldnt the NC be here? - yeah
  7. 00:41:977 - The fact that this strong sound is on a reverse really throws me off. In previous measures you prioritized these sounds, so this change is really sudden for me - it's following the vocals so it's inevitable. I'm merging these two rhythms together at least
  8. 00:58:777 (4,5) - Blanket!
  9. 01:03:234 (1,2) - Why did you choose to stack all of a sudden? The sounds are pretty intense and the fact that you are stacking them is killing their inherited intensity. As such, you should space them in my opinion - I think these have their own intensity as a stack, and I would like to leave it like this, especially considering they're two of the same sounds
  10. Why are your kiais so clean - hue idk
  11. 01:26:549 (1,2) - Blanket!
  12. 01:33:063 (4,1) - Not the nicest overlap to be honest, almost half the object is overlapped - inevitable though im p.sure i changed this already

[ Hard]
  1. 00:09:063 (6,7) - BlAnKeT
  2. 00:10:091 (8,1) - This kinda contradicts what you did earlier here 00:07:349 (4,5) - . Pretty sure you had a reason for this, still wanted to point it out
  3. 00:12:834 (4,5) - Similar to above - removed the stack is it better now dad
  4. 00:13:863 (5,6) - Not a big fan of this visually, i feel it would have been so much more if 00:14:549 (6) - was a Curved slider as well. - nah i think this is okay as it is, i like the overlap
  5. 00:27:234 (9,10) - So, this is the first time you introduce the 1/2 stack, and then suddenly the following stack is 1/1. I Feel like they need to be differentiated more in terms what sounds they follow. As it stands people might read it as a 1/2 since the first stack introduced, some beats earlier, was a 1/2 stack - true but this is to introduce the varied stacking concept. I use the 1/1 stacks throughout the verses and switch to 1/2 stacks in kiai, this is just to make sure the player is aware that at high intensity there will be faster stacks
  6. 00:27:749 (2,3) - Ds Inconsistency
  7. 00:31:006 (2,3) - Weew DS Inconsistency
  8. 00:35:634 (6,7,1) - Sounds like an overmapped triple tbh - you must be deaf lmfao
  9. 00:49:520 (1) - Blanket
  10. 00:49:520 (1,2) - DS - because it's stacked
  11. 01:22:949 (2) - Blanket
  12. Another clean af kiai wtf - <3

[ Light Insane]
  1. 00:06:149 (2,3) - I Feel like it deserves more emphasis than the one given, you might want to give it a check - I think it's okay tbh, the movement is more the emphasis point here
  2. 00:13:863 (1) - Be more generous with slider rotations, this could have been so much more - nah, style remember
  3. 00:15:063 (4) - I dont like pointing out blankets but, holy fix this - fine holy shit thats bad
  4. 00:28:434 (3) - Maybe a curve as well for shape consistency - it's fine since the next two are straight
  5. 00:30:149 (6,1) - Definitely deserves more spacing, its the downbeat after all - adjusted
  6. 00:37:691 (3,4) - You might need to reduce the spacing here, so as to make this 00:37:691 (4,5) - more noticable - you must have linked the wrong thing but either way I think these jumps emphasize the drums fine with movement over spacing
  7. 00:38:377 (8) - Maybe move to somewhere like x:164|y:212 to make the jump to the next object sharper and larger. Its the jump to the downbeat i feel like it should be emphasized more - stacked it on something
  8. 00:49:177 (3,4) - I Feel like it should be emphasized more as well - snares are emphasized here how i want them so it's cool
  9. 00:52:091 (1) - Pretty strong beat on reverse really throws me off, maybe circle and 1/2 instead? - I want all the vocal held so I made it a reverse
  10. 01:09:063 (2,3) - Feel like this should have similar spacing emphasis as 01:08:549 (10,1) - for the vocal intensity consistency - but that one is a downbeat so it got more emphasis :c
  11. 01:16:263 (1) - Extend as reverse, theres more 1/8 sound - okay dad
  12. 01:17:806 (4,5,6) - This jump seems so uncomfortable as its almost 90 degrees, maybe go for a 60-70 degree jump - spacing isn't too big here so I think it should be okay, it's supposed to be emphasized somehow lol, again - movement
  13. 01:19:520 (10,1,2) - Maybe something like this to better emphasize the jump since its a downbeat. 01:19:691 (1) - is on x:227|y:208 - sure
  14. 01:33:234 (7,8,1) - You didnt hesitate to map 1/8 buzzsliders in the past, why not do it here as well - cuz i forgot d
  15. 01:36:149 (1,2,3,4,1,2,3,4,1) - Fuck yes my dude <3 - <3

[ Insane]
  1. 00:06:663 (4) - Maybe x:112|y:112 for a more noticable jump? - seems fine here to me
  2. 00:14:549 (3,4) - Blanket!
  3. 00:15:920 (7) - NC Since a new rhythm is introduced here? - okay
  4. 00:25:520 (3) - Same as above i reckon, also 00:25:777 (4) - adjust previous and next DS so its equalized - okay
  5. 00:38:377 (12) - Maybe x:188|y:172 or something for more circlular flow since thats the theme previous jumps followed - emphasizing different sounds so flow changed
  6. 00:47:291 (3) - Really strong beat on slider end, kinda throws me off - following vocals
  7. 00:57:749 (1,2) - Blanket!
  8. 01:06:491 (2,3,4) - Line up properly and then stack this 01:07:863 (9) - done
  9. 01:11:977 (2,3,4) - Also line up properly for that sharp jump - could cause misreads so i actually left it unstacked lol
  10. 01:16:949 (1) - Only way i can see this slider working is if it perfectly overlapped the stream path, but then again that might hinder readability. I'd try something else here altogether these pattern just feels really disconnected from the structure since you havent introduced this before - fuck you you made me remap this whole part plus half of the jump section </3
  11. 01:23:291 (4,5) - Should be 2.00x DS like 01:22:777 (2,3) - for consistency - DOESNT EVEN APPLY BECAUSE OF REMAP
  12. 01:23:977 (8,9) - Lackluster spacing, definitely deserves something more
  13. 01:34:949 (2,3,4) - This fully vertical jump flowbreaks all circlular flow u previously built up, i would recommend something else here that better accompanies the patterning of this section - again fuck you

[ Reflection]
  1. 00:09:577 (5,6) - In contrast with 00:06:834 (5,6) - which was a nice use of the 3/4 rhythm here it feels like it isnt the optimal pattern. 00:09:577 - Circle here and 1/2 here 00:09:749 - would work better here - I'm following the drums and I do this consistently in the intro
  2. 00:13:520 (9) - Both the sliderend and the sliderhead are distinct sounds, they would play so much better if they were 2 circles instead - yeah, done
  3. 00:16:177 (1,1,1) - Maybe something like this will work so much better due to intensity put here 00:16:434 (1,1) - and consistency here 00:15:920 (1,1,1) - would ruin the pattern and the awkward flow i build here
  4. 00:18:149 (6,8) - Blanket
  5. 00:19:863 (2,3) - at least make this somewhat consistent with 00:22:091 (1) - , maybe increase by 0.30x DS or something - did something
  6. 00:23:806 (7,8) - Also increase spacing here, beat on here 00:24:149 (8) - pretty intense - okay
  7. 00:25:777 (1) - Maybe have a more equalized DS Difference between prev and next object here - all below nazi so i fix if i feel like it
  8. 00:30:320 (1) - Pls line this up
  9. 00:38:891 (2) - Improvable stack
  10. 01:05:463 (1,2) - Line them up
  11. 01:11:463 (1) - maybe 5 degree rotation Here?
  12. 01:14:034 (1) - Downbeat on slider reverse bleh. Could have been adjusted better to take advantage of this strong beat
  13. 01:19:520 (1) - ^ Also a peak in vocals here so i really dont agree with this - funny because im mapping to the vocals with those repeats. I'm getting the whole vocal and the direction change on slider reverse emphasizes the downbeat

Solid set, as always <3
Good luck ma boi <3
Thanks, great mod!
Topic Starter
Mir
8-)

Yohanes wrote:

Hello! - Hi!

Reflection
Why your combos are so long? Please put a new combo around the downbeat, I really see no reason to do so ._.
- 00:10:949 (9,10,1) - I'd say that this pattern could be caught player by surprise because of how unusual they put together. By lining them up in a simple line and doesn't make the slider tail of each slider placed in the opposite direction, it would pretty much fix the problem for me http://puu.sh/v19uy/bc07d0703f.jpg - it... actually doesn't matter either way lol. it's the same sliders just different direction - the way it plays literally doesn't change
- 00:15:920 (1,1,1) - This particular pattern actually play better if you ctrl+g 00:16:177 (1) - nah i like it as it is
- 00:17:291 (3,4,5) - How this pattern flows actually is pretty unnatural. If you notice, the angle that these patten makes is quite large (more than 150 degrees). It actually defy player cursor's movement momentum which will makes it quite difficult to hit that comfortably, (watch this -Mo- video for more explanation https://www.youtube.com/watch?v=0uGeZzyobSY). This in particular can be fixed by simply placing (6) lower in the playfield example= http://puu.sh/v19Nx/5025a283c1.jpg - it's actually fine because slider leniency
- 00:24:149 (8,9,10,1) - you can place them like this instead for better circular flow http://puu.sh/v1a2j/990e03e5ff.jpg - not intended to be circular
- 00:25:520 (1,1,1,1,1,1) - these pattern feels so disconnecte while the music calls for continuous, kinda "flowy" patterns. I think you should re-arrange them
- 00:27:406 (4) - put it around 370|362 instead? - it's my interpretation lol it's fine for me
- 00:37:520 (8,9) - I'd rather change this into one 1/2 slider instead, because on the red tick there're no drum that you'd seems to be following - bass is 1/2
- 01:02:549 (8,9,10,1,2) - I have to say that this jump isn't optimal because it feels like you forcing your way moving from (10) to (1). I'd arrange them like this instead http://puu.sh/v1aoV/f8f81f8d52.jpg - nono that's the point ;-;
- 01:10:434 (3,4,5,6,7) - Not gonna lie, I messed up every single time at this pattern. One main problem is mostly your rhythm choice here, try to swap 01:10:434 (3,4) - rhythm, and then arrange them like http://puu.sh/v1aDK/e22ad1add3.jpg that should make it have more intuitive pattern - actually agree with this lol what was i thinking
- 01:10:949 (5,6,7) - and 01:22:263 (8,9,1) - same thing as I mentioned before - yeah same tbh
- 01:26:549 (1,2,3,4,5,6,7,8,9,10,1) - imo this would be better if you make them as 1 continuous pattern instead of "break stream" with occasional 1/4 slider. Or at least make them more flowy like in your insane diff - then there's no emphasis, and the flow is supposed to be harsher because.. it's a higher diff level xD
- 01:37:520 - start your last slider here instead? there're no sound at 01:37:863 - it's okay for me, having it start on a white is more intuitive
some jumps could be improved, but overall not bad

Insane
Same about NC
- 00:37:520 (7) - same thing as on reflection - actually applies here the flow is absolute shit lol
- 01:01:006 (3) - do not cover the clap with the reverse, it strong enough to be clicked - vocals
- 01:19:349 (12) - put it around 334|344 instead? - it's fine where it is
- 01:37:520 (1,1) - same as on reflection diff - same reply
actually, some that I said on highest diff is also applicable here. So, do pay attention to the things that I pointed out that are similar

Light Insane
Yeah, NC again
- 00:21:920 (6,1) - this jump feels too forced, I would suggest you to rotate 00:22:091 (1,2,3) - by at least 30 degrees counter-clockwise. Oh, don't forget to re-arrange some pattern if it'd be out of the playing field - it's meant to be forced lol
- 00:58:777 (3,4) - The difference in snapping and spacing wil definetly make this looks and probably plays awkwardly. Try to put (4) behind (3) instead so that It can hides the spacing & snapping difference better - nc'd instead
- 01:16:263 (1) - this is a no-no for light insane as it could confuse the hell out of people. Change this into a circle to make it a regular stream is highly recommended - changed in previous mod
I have to say this diff is more solid than reflection and Insane lol

I did take a look at other diffs, and they seems fine to me
Good Luck! :D
NC is my style tbh, song has stronger downbeats every two than one.

Thanks for mod!
Grrum
Hi. Here for M4M. I started this mod before your most recent updates, so if anything sounds off/old, that's why. Hope this helps!

[Easy]

00:15:920 – I can understand that you have some intention by skipping this beat and doing (6), but it still feels weird not to play this strong beat. Consider 1/1 slider here.

00:31:520 (5) – When I played this, I did not like that the strong beat at 00:32:377 – was skipped. When I listened closer to the song though, I absolutely see what you're going for, and I like what you're going for, but I think it could be conveyed way stronger/more intuitively if you put a whistle on the reverse at 00:32:034 - . This will make it way more clear what instrument the map follows, and you'll have less players like me wanting to go with that strong white tick at the end.

00:50:549 (2) – ½ slider with a 1/1 gap is too complex for what is overall a calm part of the song. Please consider a simpler rhythm. Suggestion if you want it: http://puu.sh/v1gt2/cec5a5f893.png

01:07:006 (3,5) – this looks too close and so the equilateral triangle of 3,4,5 looks off. Very easy fix is to take all of 01:05:463 (1,1,2,3) – and move it so that 01:05:463 (1) – is at 104, 340

01:16:091 (4) – I really expected this to be at 01:16:263 - . I'm okay with 3/2 rhythms, but what beat in the music are you trying to reflect? I don't really hear anything strong at 01:16:091 – , but I do hear a strong beat at 01:16:263 - .

01:22:434 (1) - Easy Guidelines suggest avoiding multiple reverses since they are hard to read for Easy players. I think that applies here, especially since doing one reverse into circle like http://puu.sh/v1hbp/b376c53e48.jpg fits very well. If you insist, then please provide an explanation on the information page on why it's better to have multiple reverses.
01:33:406 (1,2) - ^

01:25:863 (2) – I know my skin's a bit messed up, but I see that this overlaps the HP bar http://puu.sh/v1hd4/5a199d7087.jpg please give yourself more room to avoid this issue
01:30:663 (1) - ^

01:28:606 (2,3,4) – some level of symmetry or other aesthetic like blankets could be nice here: http://puu.sh/v1hmD/e712386f01.png

[Normal]

00:27:577 (1,2) – Rhythm got kind of complicated here which is strange because this part is kind of clam, but that's not my issue. Really consider stacking these guys. Like, test it out and if you don't like it go back, but I do think putting stacks on some of these ½ rhythms will be nice.
00:30:320 (8,1) - ^ implement elsewhere while testing like here and other ½ rhythms.

00:40:949 (7,8,1,2) – This rhythm felt pretty complex to me. I suggest not trying to do too much at once. Either follow the drums or follow the singer, but making transitions between the two seems too complicated and you left me with an intense, unintuitive rhythm here.

00:58:091 (2) – You're following the singer quite strongly in general, but this part felt odd because this note doesn't go with the singer (the singer's 'ku' lyric is so hushed it's really like she doesn't have a note here), and there's no strong harmony/drum to transition to. Test out how it feels deleting this note and leaving a 3/2 pause.

01:10:434 (4,5) – 3/2 pause felt awkward

[Hard]

00:37:006 (3,4) – Delete and make a ½ slider here? This feels a bit dense/intense as a whole and I don't really hear too strong a note at (4) to justify it (in the music).

00:50:206 (2) – delete this and make (1) end here.

00:57:234 (1,2,3) – This feels weird. The only note at 00:58:091 (2) – is the singer's hushed 'ku' sound, and that's a way weaker sound than her strong note at 00:57:749 - . So in the map, it feels weird that you underemphasize this strong note with a sldier end and then emphasize a weak note with a circle. Getting 00:57:749 – to be a 1/1 slider seems better to me.

01:06:320 (2,3) – consider making these a ½ slider.

01:15:577 (5,6,7) – really did not enjoy the ¼ rhythms here. I don't know how to describe it, it's just that 01:15:577 (5,6,7,1,2,3,4,5) – was too complex and too intense for enjoyment.

01:17:977 (6,8,9) – Try getting the visual spacing to be nicer here.

[Light Insane]

01:13:177 (7,8,9,10) – DS seems a bit weak for a bit too long. Consider putting a small jump somewhere (like into 9).

01:16:263 (1,2) – This is a cool effect, but I'm very skeptical that this is the right difficulty to use it. Having a more normal direction and letting the 1/8 do the work of expressing the music seems more appropriate for a Light Insane since right now it might be too hard to read.

[Insane]

00:33:749 (3) – This spacing into this object felt more intense than expected. Originally I wasn't going to mention it and blamed myself for being bad, but when I looked back on the map, you haven't been emphasizing these snare beats at all in this section. Get more reactions to this jump and consider a weaker DS.

00:57:234 (8) – purely from a DS perspective, I think doing a small jump into this object could be cool because the singer seems emphasized here. I think there is a good aesthetic that could incorporate a jump here, so think about it.

[Reflection]

00:10:949 (9,10,1) – By making (9,10) opposite directions, you make them pretty intense. I'd rather you save this level of intensity for the chorus to match the pacing of the song better, so consider making them go the same direction for now.

00:27:063 (2,3) – If you move this so that (2) is at 230, 293, your trapezoid will look a little more symmetric

00:27:577 (1,2) – This small DS made the transition between a strong section of music and a weak section of music too abrupt. Try finding a way to increase the DS between these guys. (Not that suggestions help, but if you'd like one, you could make a different trapezoid like http://puu.sh/v0fku/6111d9c7b6.jpg and then blanket the (2) circle with your (2) slider)

00:37:863 (10) – moving this to 458, 315 will make (8,9,10) collinear.

01:19:177 (6,7,1) – I think making this angle be more acute would make it nicer, so try moving (1) down (I have an idea of a structure to use, but if you want it, find me in game)

Your higher level diffs are nice fun maps! You may want to use more NC (not really a big issue though). Your lower diffs are also good but may need some rhythm/complexity issues looked at. Good luck!
Topic Starter
Mir

pinataman wrote:

Hi. Here for M4M. I started this mod before your most recent updates, so if anything sounds off/old, that's why. Hope this helps!

[Easy]

00:15:920 – I can understand that you have some intention by skipping this beat and doing (6), but it still feels weird not to play this strong beat. Consider 1/1 slider here. - works for me

00:31:520 (5) – When I played this, I did not like that the strong beat at 00:32:377 – was skipped. When I listened closer to the song though, I absolutely see what you're going for, and I like what you're going for, but I think it could be conveyed way stronger/more intuitively if you put a whistle on the reverse at 00:32:034 - . This will make it way more clear what instrument the map follows, and you'll have less players like me wanting to go with that strong white tick at the end. - cool, added whistle

00:50:549 (2) – ½ slider with a 1/1 gap is too complex for what is overall a calm part of the song. Please consider a simpler rhythm. Suggestion if you want it: http://puu.sh/v1gt2/cec5a5f893.png - removed it

01:07:006 (3,5) – this looks too close and so the equilateral triangle of 3,4,5 looks off. Very easy fix is to take all of 01:05:463 (1,1,2,3) – and move it so that 01:05:463 (1) – is at 104, 340 - i actually think that this looks fine o.o maybe it's just me but there's no reason in my eyes to move everything like that

01:16:091 (4) – I really expected this to be at 01:16:263 - . I'm okay with 3/2 rhythms, but what beat in the music are you trying to reflect? I don't really hear anything strong at 01:16:091 – , but I do hear a strong beat at 01:16:263 - . there's a snare there that i'm mapping to which is actually the stronger note here

01:22:434 (1) - Easy Guidelines suggest avoiding multiple reverses since they are hard to read for Easy players. I think that applies here, especially since doing one reverse into circle like http://puu.sh/v1hbp/b376c53e48.jpg fits very well. If you insist, then please provide an explanation on the information page on why it's better to have multiple reverses.
01:33:406 (1,2) - ^ - for the build-up's sake. I don't want to make it too repetitive and this is a good introduction for 1/2 reverses seeing as they're not actually too fast

01:25:863 (2) – I know my skin's a bit messed up, but I see that this overlaps the HP bar http://puu.sh/v1hd4/5a199d7087.jpg please give yourself more room to avoid this issue
01:30:663 (1) - ^ - these are both fine considering they don't heavily overlap it

01:28:606 (2,3,4) – some level of symmetry or other aesthetic like blankets could be nice here: http://puu.sh/v1hmD/e712386f01.png - i tried

[Normal]

00:27:577 (1,2) – Rhythm got kind of complicated here which is strange because this part is kind of clam, but that's not my issue. Really consider stacking these guys. Like, test it out and if you don't like it go back, but I do think putting stacks on some of these ½ rhythms will be nice.
00:30:320 (8,1) - ^ implement elsewhere while testing like here and other ½ rhythms. - I actually prefer having these 1/2 rhythms unstacked since it encourages a more flowy experience

00:40:949 (7,8,1,2) – This rhythm felt pretty complex to me. I suggest not trying to do too much at once. Either follow the drums or follow the singer, but making transitions between the two seems too complicated and you left me with an intense, unintuitive rhythm here. - I think this might have been changed in the update? That said I removed the reverse to maybe make it easier

00:58:091 (2) – You're following the singer quite strongly in general, but this part felt odd because this note doesn't go with the singer (the singer's 'ku' lyric is so hushed it's really like she doesn't have a note here), and there's no strong harmony/drum to transition to. Test out how it feels deleting this note and leaving a 3/2 pause. - I prefer having this note mapped since it is technically an audible vocal note

01:10:434 (4,5) – 3/2 pause felt awkward - added a 1/2

[Hard]

00:37:006 (3,4) – Delete and make a ½ slider here? This feels a bit dense/intense as a whole and I don't really hear too strong a note at (4) to justify it (in the music). - I'm following the bass here and it is a sort of transition section so I mapped it more dense. It's also a sort of "wake up call" to say that there will be a lot of tapping later in the map

00:50:206 (2) – delete this and make (1) end here. - done

00:57:234 (1,2,3) – This feels weird. The only note at 00:58:091 (2) – is the singer's hushed 'ku' sound, and that's a way weaker sound than her strong note at 00:57:749 - . So in the map, it feels weird that you underemphasize this strong note with a sldier end and then emphasize a weak note with a circle. Getting 00:57:749 – to be a 1/1 slider seems better to me. - gonna agree here since it's a hard diff xd

01:06:320 (2,3) – consider making these a ½ slider. - i would rather them be circles, it's the kiai so should be intense

01:15:577 (5,6,7) – really did not enjoy the ¼ rhythms here. I don't know how to describe it, it's just that 01:15:577 (5,6,7,1,2,3,4,5) – was too complex and too intense for enjoyment. - then I can't really change it can I? just saying it's bad doesn't help me lol, nc'd it to make it a bit more obvious that it's a rhythm change

01:17:977 (6,8,9) – Try getting the visual spacing to be nicer here. - i tried

[Light Insane]

01:13:177 (7,8,9,10) – DS seems a bit weak for a bit too long. Consider putting a small jump somewhere (like into 9). - tried something

01:16:263 (1,2) – This is a cool effect, but I'm very skeptical that this is the right difficulty to use it. Having a more normal direction and letting the 1/8 do the work of expressing the music seems more appropriate for a Light Insane since right now it might be too hard to read. - i'm not sure i get your point, but I made the 1/8 a reverse that goes into a triple if that's any better

[Insane]

00:33:749 (3) – This spacing into this object felt more intense than expected. Originally I wasn't going to mention it and blamed myself for being bad, but when I looked back on the map, you haven't been emphasizing these snare beats at all in this section. Get more reactions to this jump and consider a weaker DS. - 00:35:120 (7) - 00:36:320 (2,3) - 00:44:377 (3,4) - yeah i'm emphasizing them

00:57:234 (8) – purely from a DS perspective, I think doing a small jump into this object could be cool because the singer seems emphasized here. I think there is a good aesthetic that could incorporate a jump here, so think about it. - I'm willing to sacrifice that jump for the emphasis on 00:57:749 (1) - instead

[Reflection]

00:10:949 (9,10,1) – By making (9,10) opposite directions, you make them pretty intense. I'd rather you save this level of intensity for the chorus to match the pacing of the song better, so consider making them go the same direction for now. - since everyone seems to be so against this minor change that actually doesn't affect how this pattern plays whatsoever, I'll change it. Fine

00:27:063 (2,3) – If you move this so that (2) is at 230, 293, your trapezoid will look a little more symmetric - moved 4 instead

00:27:577 (1,2) – This small DS made the transition between a strong section of music and a weak section of music too abrupt. Try finding a way to increase the DS between these guys. (Not that suggestions help, but if you'd like one, you could make a different trapezoid like http://puu.sh/v0fku/6111d9c7b6.jpg and then blanket the (2) circle with your (2) slider) - I think this abrupt change emphasizes the change in intensity quite well though

00:37:863 (10) – moving this to 458, 315 will make (8,9,10) collinear. - okay

01:19:177 (6,7,1) – I think making this angle be more acute would make it nicer, so try moving (1) down (I have an idea of a structure to use, but if you want it, find me in game) - i actually like this angle, so i made the one before it like this as well instead.

Your higher level diffs are nice fun maps! You may want to use more NC (not really a big issue though). Your lower diffs are also good but may need some rhythm/complexity issues looked at. Good luck!
NCing is staying because song is stronger on every two downbeats.

Thanks for the mod.~
Vivyanne
brave shawn
anna apple
I think I told you I wanted to mod this ? lol

Having these files in the folder is unrankable since they are unused

Easy

  1. Base sv of .7 and DS of 1.4 is really weird and seems unfitting esp for this bpm. You should try to keep the pace of the cursor relatively even throughout the diff and this counter acts it seeing the sliders move slowly and between objects are essentially jumps.
  2. 00:24:834 (1) - should probably remove nc because it breaks the 4 measure nc rule you had going so far.
  3. 00:30:320 (8,1) - swap nc :^)
  4. 00:35:120 (3,4) - since you have some interesting rhythm gaps in this map (like 3/2) this should be more obvious as 2/1
  5. 00:37:177 (1,3) - nc swap OR you should nc 3 if you want to nc that change in phrase and keep your nc system relevant
  6. 00:41:291 (1,2,3) - this should not be only 2 measures long since rest of NC's are 4 measure based or have some kind of reason for breaking the rule. Though I think you can change your NC density at shifting points of intensity: for example 00:27:577 - this is the start of the section out of the intro. so you could change to 2 measures. (or vice versa since the intro seems more intense.)
  7. 00:49:520 - this section is super dense for a lesser intense section. also some of the rhythms are unintuitive for lower level plays since you make a lot of 3/2 gaps and red ticks clickable when the music isn't providing something simple for these easy players to follow.
  8. I can suggest some rhythms to try and solve this high rhythm density like this and this one is more ??.
  9. 01:05:463 (1) - personally I would not NC this just to avoid the three 1's in a row. its not really important since you have a clear reason for it LOL
  10. 01:05:977 - nice sv change (not sarcasm I like it.)
  11. 01:05:977 - you can lower NC density at this point also.
  12. 01:22:434 (1,2) - 01:33:406 (1,2) - double repeats with only 1/1 gap might be hard for easy players to read, I suggest getting testplays to figure this out :^)

Normal

  1. 00:13:520 (5) - 00:24:491 (6) - I don't think you need this note. Your rhythms so far have been focused around the drums an d you don't map the hi-hat sounds at 00:08:034 - or 00:10:777 - so its kind of weird to do one here just to accommodate for the guitar sound
  2. 00:27:577 - this drum/vocal hybrid focus is interesting. but it has draw backs when I can say you are inconsistent for not mapping 00:28:434 - and 00:31:177 - . but if you want to say its drum focus then you should explain parts like 00:27:749 - and 00:29:977 -
  3. 00:40:949 (7,1,2,3) - couple of things I can bring up about this. the first being you have 1/2 clickability here 00:41:291 (1,2) - although its much weaker than places like 00:37:863 (5,6,1) - which could use it. The second point I can bring up is you have a pattern of making the snare sounds clickable when it wouldn't conflict with another drum sound., so its strange you decide to do something like this 00:41:806 (3) - as late as you did
  4. 00:53:291 (2,3) - should have more sounds mapped to some kind of object if referencing this 00:50:549 (2) - . Though again I think you just tried to map too many sounds for this less intense part.
  5. 01:07:006 - it doesn't make sense to reduce ds during SV change.
  6. 01:10:434 (4,5) - 01:13:177 (5,6) - this jump :eyes: tbh just polish up ur ds and stuff its kind of messy LOL
  7. 01:25:177 (1,1) - you never used this concept before this point, thus its not fitting. (plus the bounces aren't even that intense for normal players lol) I understand you tried to make something work with your buildup but I'm not sure what to pose to you for a solution other than 01:22:434 - make these 1/1 sliders and start from there, : ^)
    -Also note when you do slider bounces that you should try and make the red point as centered in the slider tick as you possibly can lmao

Hard


  • Base sv from .8 to 1.2 :thinking:
  1. 00:05:634 - you should match the normal diff and make NC every two measures.
  2. 00:37:006 (3,4,5,6,7,8,9) - is this a diff spike ? it almost seems unwarranted the amount of diff spike it could be considered as.
  3. 00:49:520 - so far this is the best rhythm of the lower diffs of this section. probably because hard diffs make more sense with this dense of rhythm for this part, though I would still try to avoid being this dense relative to parts like 00:38:549 (1,2,3,4,5) -
  4. 01:02:891 (6,1,2) - these look all the same, it might be too difficult for a hard player to read because of this. you should probably stack 1 and 6 to avoid this.
  5. 01:05:977 - this section would make more sense to increase NC density to 1 measure.
  6. 01:05:977 (1,2,3,4,5,6,7,8,9,10) - 01:11:463 (1,2,3,4,5,6,7,8,9,10,11) - this combo is rhythm to mostly drums where as the next combo is mostly vocals. DON'T DO THAT MIR!!
  7. 01:37:520 (5,1) - this would be super sexy if you stacked considering how the sound on 01:37:863 - works

Light Insane

  1. 00:05:634 (1,2) - this blanket denies the effect of the first slider. Players at this level start to realize they don't need to play the sliders all the way and start to abuse slider leniency and because of this your slider end has no meaning behind it. (plus you don't even continue a circular motion that the blanket could enforce.
  2. 00:10:949 (6) - are you trying to offend me
  3. 00:49:520 - this started off really well because you prioritized the guitar and put the motion on vocals which is a cool ass effect. then you chose to YOLO for no reason and change it up here 00:54:491 (8) - and 00:57:234 (7) - and on.
  4. 00:59:806 - how come you didn't map this sound, I thought you would since its technically a vocal xD
  5. 01:16:263 (1,2,3,4) - I hate 1/8 for this diff level, in other places with isolated 1/8 its technically makes more sense, but it doesn't fit the spread since the hard diff does 1/4 clickable and instead. (example of isolated 1/8 that I'm talking about 00:10:949 (6) - 01:10:949 (8) - )
  6. 01:22:349 (10) - 01:33:320 (8) - this is a bit spicy for this diff tho
  7. 01:37:520 (1,1) - YES YES YES DUDE HEL SKDJFALS;F

Insane

  1. 00:06:149 (2,3,4,5,6,7,8) - did you just meme monstrata??? :^)
  2. 00:10:434 (8,9) - you would consider this to be a jump right? if so doesn't make much sense, also I think you should map this as 1/4 to spread balance top diff. (basically same thing as light insane too.
  3. 00:15:063 - 00:23:291 (5) - this isn't a snare sound you should avoid making this a jump to create a more clear distinction between your sound representation.
  4. 00:15:920 (1,2,3) - nice effect.
  5. 00:27:577 - it doesn't make sense to me to switch to full vocal focus in this section. and the next.
  6. 00:37:006 (4,5,6,7,8,9,10,11,12) - some spacing here makes sense becuase of snare sounds, but sounds like 00:37:691 (8) - make no sense to have large spacing like this.
  7. 00:49:520 - I can make roughly the same comment as I did with the light insane though you could be more specific with movement and w/e
  8. 01:16:263 (5) - lol

I'm not a fan of jump maps so not going to talk about top diff, Good luck with rank!
Topic Starter
Mir

bor wrote:

I think I told you I wanted to mod this ? lol

Having these files in the folder is unrankable since they are unused - deleted them already


Easy

  1. Base sv of .7 and DS of 1.4 is really weird and seems unfitting esp for this bpm. You should try to keep the pace of the cursor relatively even throughout the diff and this counter acts it seeing the sliders move slowly and between objects are essentially jumps. - i don't think anyone else has complained about this but if it gets mentioned again i'll consider upping the sv
  2. 00:24:834 (1) - should probably remove nc because it breaks the 4 measure nc rule you had going so far.
  3. 00:30:320 (8,1) - swap nc :^)
  4. 00:35:120 (3,4) - since you have some interesting rhythm gaps in this map (like 3/2) this should be more obvious as 2/1 - are you implying I should make it move obvious or that it is obvious? o.O
  5. 00:37:177 (1,3) - nc swap OR you should nc 3 if you want to nc that change in phrase and keep your nc system relevant
  6. 00:41:291 (1,2,3) - this should not be only 2 measures long since rest of NC's are 4 measure based or have some kind of reason for breaking the rule. Though I think you can change your NC density at shifting points of intensity: for example 00:27:577 - this is the start of the section out of the intro. so you could change to 2 measures. (or vice versa since the intro seems more intense.)
  7. 00:49:520 - this section is super dense for a lesser intense section. also some of the rhythms are unintuitive for lower level plays since you make a lot of 3/2 gaps and red ticks clickable when the music isn't providing something simple for these easy players to follow. - true, I made some changes
  8. I can suggest some rhythms to try and solve this high rhythm density like this and this one is more ??.
  9. 01:05:463 (1) - personally I would not NC this just to avoid the three 1's in a row. its not really important since you have a clear reason for it LOL - eeeeeeeeeeeeeeeeeeeeee i'll keep it xd
  10. 01:05:977 - nice sv change (not sarcasm I like it.) - thanks dad
  11. 01:05:977 - you can lower NC density at this point also. - did
  12. 01:22:434 (1,2) - 01:33:406 (1,2) - double repeats with only 1/1 gap might be hard for easy players to read, I suggest getting testplays to figure this out :^) - yeah will do

Did all NC stuff.

Normal

  1. 00:13:520 (5) - 00:24:491 (6) - I don't think you need this note. Your rhythms so far have been focused around the drums an d you don't map the hi-hat sounds at 00:08:034 - or 00:10:777 - so its kind of weird to do one here just to accommodate for the guitar sound - aaand removed because i didn't really like it to begin with
  2. 00:27:577 - this drum/vocal hybrid focus is interesting. but it has draw backs when I can say you are inconsistent for not mapping 00:28:434 - and 00:31:177 - . but if you want to say its drum focus then you should explain parts like 00:27:749 - and 00:29:977 - made more drum focus
  3. 00:40:949 (7,1,2,3) - couple of things I can bring up about this. the first being you have 1/2 clickability here 00:41:291 (1,2) - although its much weaker than places like 00:37:863 (5,6,1) - which could use it. The second point I can bring up is you have a pattern of making the snare sounds clickable when it wouldn't conflict with another drum sound., so its strange you decide to do something like this 00:41:806 (3) - as late as you did
  4. 00:53:291 (2,3) - should have more sounds mapped to some kind of object if referencing this 00:50:549 (2) - . Though again I think you just tried to map too many sounds for this less intense part. - tried to reduce density
  5. 01:07:006 - it doesn't make sense to reduce ds during SV change. - reverted ds decrease
  6. 01:10:434 (4,5) - 01:13:177 (5,6) - this jump :eyes: tbh just polish up ur ds and stuff its kind of messy LOL - fixed all
  7. 01:25:177 (1,1) - you never used this concept before this point, thus its not fitting. (plus the bounces aren't even that intense for normal players lol) I understand you tried to make something work with your buildup but I'm not sure what to pose to you for a solution other than 01:22:434 - make these 1/1 sliders and start from there, : ^) - yeah i tried something else ;/
    -Also note when you do slider bounces that you should try and make the red point as centered in the slider tick as you possibly can lmao

Hard


  • Base sv from .8 to 1.2 :thinking: - they can handle it :^)
  1. 00:05:634 - you should match the normal diff and make NC every two measures. - done
  2. 00:37:006 (3,4,5,6,7,8,9) - is this a diff spike ? it almost seems unwarranted the amount of diff spike it could be considered as. - nerfed
  3. 00:49:520 - so far this is the best rhythm of the lower diffs of this section. probably because hard diffs make more sense with this dense of rhythm for this part, though I would still try to avoid being this dense relative to parts like 00:38:549 (1,2,3,4,5) - nerfed a tiny bit and made placement more intuitive
  4. 01:02:891 (6,1,2) - these look all the same, it might be too difficult for a hard player to read because of this. you should probably stack 1 and 6 to avoid this. - done
  5. 01:05:977 - this section would make more sense to increase NC density to 1 measure. - Okay
  6. 01:05:977 (1,2,3,4,5,6,7,8,9,10) - 01:11:463 (1,2,3,4,5,6,7,8,9,10,11) - this combo is rhythm to mostly drums where as the next combo is mostly vocals. DON'T DO THAT MIR!! - actually I wanted a more vocal focus but the previous combo has no discernable vocal, so I mapped to the drums instead. The vocals come in on the second combo each time so I mapped them there instead. If this becomes an issue i'll rework it too
  7. 01:37:520 (5,1) - this would be super sexy if you stacked considering how the sound on 01:37:863 - works - yeah i did this elsewhere so xd

Light Insane

  1. 00:05:634 (1,2) - this blanket denies the effect of the first slider. Players at this level start to realize they don't need to play the sliders all the way and start to abuse slider leniency and because of this your slider end has no meaning behind it. (plus you don't even continue a circular motion that the blanket could enforce. - changed
  2. 00:10:949 (6) - are you trying to offend me - no dad i changed it
  3. 00:49:520 - this started off really well because you prioritized the guitar and put the motion on vocals which is a cool ass effect. then you chose to YOLO for no reason and change it up here 00:54:491 (8) - and 00:57:234 (7) - and on. - okay did more of it
  4. 00:59:806 - how come you didn't map this sound, I thought you would since its technically a vocal xD - it's just a breathe in and doesn't really count to me as a vocal sound xD
  5. 01:16:263 (1,2,3,4) - I hate 1/8 for this diff level, in other places with isolated 1/8 its technically makes more sense, but it doesn't fit the spread since the hard diff does 1/4 clickable and instead. (example of isolated 1/8 that I'm talking about 00:10:949 (6) - 01:10:949 (8) - ) - removed all 1/8
  6. 01:22:349 (10) - 01:33:320 (8) - this is a bit spicy for this diff tho
  7. 01:37:520 (1,1) - YES YES YES DUDE HEL SKDJFALS;F - oh boy

Insane

  1. 00:06:149 (2,3,4,5,6,7,8) - did you just meme monstrata??? :^) - i don't know x.x
  2. 00:10:434 (8,9) - you would consider this to be a jump right? if so doesn't make much sense, also I think you should map this as 1/4 to spread balance top diff. (basically same thing as light insane too. - mmmm I think i'll actually keep this 1/8 because eventually i'll have to use it to balance the spread
  3. 00:15:063 - 00:23:291 (5) - this isn't a snare sound you should avoid making this a jump to create a more clear distinction between your sound representation. - the first one I'm keeping because the entire song is emphasizing that note, but the second one I fixed
  4. 00:15:920 (1,2,3) - nice effect. - thanks
  5. 00:27:577 - it doesn't make sense to me to switch to full vocal focus in this section. and the next. - well the vocals are the main focus of the song here so i switched map focus as well
  6. 00:37:006 (4,5,6,7,8,9,10,11,12) - some spacing here makes sense becuase of snare sounds, but sounds like 00:37:691 (8) - make no sense to have large spacing like this. - adjusted
  7. 00:49:520 - I can make roughly the same comment as I did with the light insane though you could be more specific with movement and w/e - tried
  8. 01:16:263 (5) - lol - lol

I'm not a fan of jump maps so not going to talk about top diff, Good luck with rank!
Thanks bor!
Halfslashed
[Easy]
Your DS is way too high compared to your base SV, which violates the guideline for DS in Easy diffs. If you want to keep a DS close to what you have right now, you should raise your base SV. Also, you use 1/2 sliders too frequently in this difficulty, which also doesn't fit with being an Easy, though it is fine to use them occasionally to highlight some important parts.
00:07:691 (3,4) - I agree with bor on this as well, you should increase the visual distance between 00:06:834 (2,4) to make this 2/1 gap more readable.
00:13:863 (4,6) - Fix overlap pls, I know you care so I pointed it out.
00:20:549 (5,6) - This is quite a jerky movement you're having easy level players do, and honestly it's kind of confusing since they haven't gotten used to slider mechanics yet. I recommend placing 6 farther away from the head of 5.
00:24:491 (4) - You've skipped sounds like this quite a bit before, and though I understand it's more intense right now, I recommend deleting this and changing 00:24:149 (3) into a 1/1 slider or just skipping it anyways to avoid the chain of sliders.
00:35:806 (4,5,6) - If you can, I'd space 4 and 6 farther apart visually to avoid a confusing path for newbies. You've got quite a few like this and some are "fine but edgy" and some are pretty ambiguous.
00:42:491 (2,3) - Honestly, something like this would work better as a base rhythm and progression from the previous one. If you don't like that, starting a 3/2 slider on 00:43:006 also works.
01:00:491 (1,2) - Yeah this rhythm is both unnecessarily hard and simple at the same time. Try something like this since you're following drums?
01:07:006 (3,4,5) - Here's an example of where the equal distance makes the path ambiguous.
01:22:434 (1,2) - If you wanted the build up feeling, I don't see why you couldn't just make these pairs of 1/1 sliders and turn 01:36:834 (2) into circles.
01:33:406 (1,2) - ^

[Normal]
00:37:006 (3,4) - I just recommend a 3/2 slider here honestly, since making 4 clickable makes this rhythm a bit hard to follow.
01:06:491 (2,3) - These rhythms would be okay if they didn't lead to consistently massive 1/2 chains later on. It's better to just change these into pairs of circles. Though it might be more straining to tap, it's not as hard to keep up with as these rhythm chains.
01:16:263 (5,6) - It hurts, I know, but you really need to turn these into circles with 1/1 gaps, since right now this object chain is way too big.
01:20:206 (2) - Please just use 1/1 circles here, this chain of sliders is extremely stressful.
01:38:377 - It's not an easy anymore, use a 1/2 slider here like you did with 01:05:463 (1).

[Hard]
00:07:349 (4) - This isn't a normal anymore. This rhythm is way too simple for this difficulty when you have such a strong beat on the reverse arrow. Find a solution to make that clickable, maybe something along these lines.
00:27:577 - Lowering SV for intensity contrast is cool and all, but now you created a massive difference between slider speed and distance. Though it's not as strict in Hard diffs as it is for Easy/Normals, it becomes a big problem when your base DS ends up being 1.9x or something like that. I'd just suggest raising the SV here.
00:52:091 (1) - I don't like the rhythm here at all honestly, since you have the vocal you're following skipped over. Try this.
00:54:149 (5) - Similar to the above.
01:02:891 (6) - Shouldn't be clickable if you're following drums considering how weak this is, I recommend turning 01:02:549 (5) into a 1/1 slider.
01:09:577 (3,1) - Jump comes out of nowhere honestly, and you don't use these sorts of jumps anywhere else.
01:34:949 (2,3,4,5,6,7,1,2) - You've got the stress completely backwards here. There isn't a reason for 6 clickable objects in a row when there aren't strong red ticks. I'd just advise not mapping 01:34:949 (2,4,6). I'd also change 01:34:434 (1) -to a pair of circles if you're doing this, by the way.
01:37:863 (1) - Feels so out of place to start on such a weak beat, even if there is an increasing sound here. Also this isn't a normal anymore, so you can make 01:38:377 clickable, and space it accordingly.

[Light Insane]
00:07:349 (5) - Okay, maybe Ijust straight up hate 1/1 reverses for difficulties this high. I recommend some 1/1 circles so that it doesn't feel like the pace is completely dead.
00:15:920 (6) - This is an Insane, and the 3/4 are pretty important in this song, I'd recommend this.
00:32:034 (6,7) - Using 1/1 stacks all the time might work out great when 1/1 isn't common, but when it's so common I'd recommend spacing them out, especially when the stop-and-go effect doesn't really fit.
00:36:834 (4,5,1,2,3,4,5,6,7,8,1) - Kill the PP. Jokes aside, this is a massive difficulty spike within a calm section, I don't really care how fitting it might seem, but these do not all deserve the spacing emphasis they have, nor do they really all deserve to be clickable. 00:36:834 (4,5) - One of these should be passive, whether by making 00:36:491 (3) a 1/1 slider or making 00:36:834 (4) a 1/2 slider. 00:37:520 (3,4) - doesn't really deserve this kind of spacing. As far as the rest of the jumps, they're just in general too big imo. Something like 2.6x might work well here.
00:41:120 (8,9) - 9 is so faint, it's not worth mapping as a circle honestly. Try a 1/4 slider here.
00:49:520 - This isn't a calm section at all. It has more 1/2 filler than both of the more intense parts before this. I shouldn't have to tell you how to approach lowering the rhythm density here to be more appropriate, but I will definitely tell you that it feels like the 1/2 is way too continuous here.

Good luck!
Underdogs
add aimer to tags or change artist to Aimer and the song title as "Brave Shine (tomatomerde remix)

no kds, also feel free to apply or reject
Topic Starter
Mir

Halfslashed wrote:

[Easy]
Your DS is way too high compared to your base SV, which violates the guideline for DS in Easy diffs. If you want to keep a DS close to what you have right now, you should raise your base SV. Also, you use 1/2 sliders too frequently in this difficulty, which also doesn't fit with being an Easy, though it is fine to use them occasionally to highlight some important parts.
00:07:691 (3,4) - I agree with bor on this as well, you should increase the visual distance between 00:06:834 (2,4) to make this 2/1 gap more readable. - done
00:13:863 (4,6) - Fix overlap pls, I know you care so I pointed it out. - fixed
00:20:549 (5,6) - This is quite a jerky movement you're having easy level players do, and honestly it's kind of confusing since they haven't gotten used to slider mechanics yet. I recommend placing 6 farther away from the head of 5. - fixed
00:24:491 (4) - You've skipped sounds like this quite a bit before, and though I understand it's more intense right now, I recommend deleting this and changing 00:24:149 (3) into a 1/1 slider or just skipping it anyways to avoid the chain of sliders. - remapped
00:35:806 (4,5,6) - If you can, I'd space 4 and 6 farther apart visually to avoid a confusing path for newbies. You've got quite a few like this and some are "fine but edgy" and some are pretty ambiguous. - ok
00:42:491 (2,3) - Honestly, something like this would work better as a base rhythm and progression from the previous one. If you don't like that, starting a 3/2 slider on 00:43:006 also works. - ok
01:00:491 (1,2) - Yeah this rhythm is both unnecessarily hard and simple at the same time. Try something like this since you're following drums? - changed?
01:07:006 (3,4,5) - Here's an example of where the equal distance makes the path ambiguous. - changed
01:22:434 (1,2) - If you wanted the build up feeling, I don't see why you couldn't just make these pairs of 1/1 sliders and turn 01:36:834 (2) into circles.
01:33:406 (1,2) - ^ - did both

[Normal]
00:37:006 (3,4) - I just recommend a 3/2 slider here honestly, since making 4 clickable makes this rhythm a bit hard to follow. -
01:06:491 (2,3) - These rhythms would be okay if they didn't lead to consistently massive 1/2 chains later on. It's better to just change these into pairs of circles. Though it might be more straining to tap, it's not as hard to keep up with as these rhythm chains.
01:16:263 (5,6) - It hurts, I know, but you really need to turn these into circles with 1/1 gaps, since right now this object chain is way too big.
01:20:206 (2) - Please just use 1/1 circles here, this chain of sliders is extremely stressful.
01:38:377 - It's not an easy anymore, use a 1/2 slider here like you did with 01:05:463 (1).

Applied all.


[Hard]
00:07:349 (4) - This isn't a normal anymore. This rhythm is way too simple for this difficulty when you have such a strong beat on the reverse arrow. Find a solution to make that clickable, maybe something along these lines. - actually like the snare being on the reverse here because there isn't actually much going on in the back so simplifying this in a way that makes the reverse at least hold some emphasis is fine for me
00:27:577 - Lowering SV for intensity contrast is cool and all, but now you created a massive difference between slider speed and distance. Though it's not as strict in Hard diffs as it is for Easy/Normals, it becomes a big problem when your base DS ends up being 1.9x or something like that. I'd just suggest raising the SV here. - changed
00:52:091 (1) - I don't like the rhythm here at all honestly, since you have the vocal you're following skipped over. Try this.
00:54:149 (5) - Similar to the above. - it's fine because reverse still has emphasis, but not as strong. I'm reducing clickable rhythm to reflect the lower density of the song
01:02:891 (6) - Shouldn't be clickable if you're following drums considering how weak this is, I recommend turning 01:02:549 (5) into a 1/1 slider. - removed it xd
01:09:577 (3,1) - Jump comes out of nowhere honestly, and you don't use these sorts of jumps anywhere else.
01:34:949 (2,3,4,5,6,7,1,2) - You've got the stress completely backwards here. There isn't a reason for 6 clickable objects in a row when there aren't strong red ticks. I'd just advise not mapping 01:34:949 (2,4,6). I'd also change 01:34:434 (1) -to a pair of circles if you're doing this, by the way.
01:37:863 (1) - Feels so out of place to start on such a weak beat, even if there is an increasing sound here. Also this isn't a normal anymore, so you can make 01:38:377 clickable, and space it accordingly.

[Light Insane]

00:07:349 (5) - Okay, maybe Ijust straight up hate 1/1 reverses for difficulties this high. I recommend some 1/1 circles so that it doesn't feel like the pace is completely dead. - Don't hate me but I disagree, this is fine since the pace of the song is relatively slow this rhythm fits
00:15:920 (6) - This is an Insane, and the 3/4 are pretty important in this song, I'd recommend this. - hmeh I think it's still pushing it but I tried something even more simple
00:32:034 (6,7) - Using 1/1 stacks all the time might work out great when 1/1 isn't common, but when it's so common I'd recommend spacing them out, especially when the stop-and-go effect doesn't really fit. - the stop and go effect does fit imo and the stacks shouldn't take much getting used to
00:36:834 (4,5,1,2,3,4,5,6,7,8,1) - Kill the PP. Jokes aside, this is a massive difficulty spike within a calm section, I don't really care how fitting it might seem, but these do not all deserve the spacing emphasis they have, nor do they really all deserve to be clickable. 00:36:834 (4,5) - One of these should be passive, whether by making 00:36:491 (3) a 1/1 slider or making 00:36:834 (4) a 1/2 slider. 00:37:520 (3,4) - doesn't really deserve this kind of spacing. As far as the rest of the jumps, they're just in general too big imo. Something like 2.6x might work well here. - nerfed all of it xd
00:41:120 (8,9) - 9 is so faint, it's not worth mapping as a circle honestly. Try a 1/4 slider here. - removed it instead
00:49:520 - This isn't a calm section at all. It has more 1/2 filler than both of the more intense parts before this. I shouldn't have to tell you how to approach lowering the rhythm density here to be more appropriate, but I will definitely tell you that it feels like the 1/2 is way too continuous here. - lowered density

Good luck!
Thanks Halfy. <3
-Promise
Hi!,
From my modding queue.
Insert self advertisement here: p/5928394/

Kinda tired when making this, sorry if anythings wrong.

Reflection
Turn the volume up for the kiai timings. Keeping it at the same volume just makes it blend in with everything else. Volume increase can also signal the difficulty spike in the kiai.
00:27:749 (2) - Turn down volume for this section since you made SV slower too.
^ Do for all difficulties.
Also, consider using the clap hitsound for the notes that are on the same tick as the drum.

Insane
Same as above, map also feels copy pasta'd

Light's Insane
Nothing wrong, still feels like some copy pasta
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