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Slider Savant
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This beatmap was submitted using in-game submission on 2017년 8월 26일 토요일 at 오후 9:27:57

Artist: Dreamcatcher
Title: Fly High
Tags: Dreamcatcher Prequel 날아올라 Fly high 지유 수아 시연 한동 유현 다미 가현 JiU SuA Siyeon Handong Yoohyeon Dami Gahyeon
BPM: 154
Filesize: 21103kb
Play Time: 03:28
Difficulties Available:
  • Easy (1.4 stars, 229 notes)
  • Hard (3.14 stars, 503 notes)
  • Insane (4.12 stars, 733 notes)
  • Normal (1.99 stars, 338 notes)

Download: Dreamcatcher - Fly High
Download: Dreamcatcher - Fly High (no video)
Information: Scores/Beatmap Listing
---------------
Image
Fly high~ Let's get it started!


Beatmap Updates
2017.07.28. Uploaded beatmap
2017.07.29. Finished Insane diff
2017.07.31. Finished Hard diff
2017.08.01. Finished Normal diff and Easy diff
2017.08.02. Applied Sandrew's mod
2017.08.03. Applied josh1024's mod
2017.08.08. Applied ShiiTsuin's mod
2017.08.10. Applied Zunv's mod
2017.08.11. Applied UniqueBlock11's, QuiescentRabbit's mod[
2017.08.13. Applied -CerealBox-'s, Arphimigon's mod
2017.08.16. Applied niruko's mod
2017.08.19. Few changes in Normal diff
2017.08.20. Few changes in Easy diff
2017.08.24. Few changes in Hard diff
2017.08.26. Applied AJamez's mod
Last edited by dingo424 on , edited 19 times in total.
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Spinner Sage
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From my queue

general
close countdown and widescreen support in each of your diff
have no hitsound, you should add it if you want it get ranked
use more space when you map a song
make sure you end each diff on the same time

easy
00:14:119 (3,5) - they look like overlap, try to move 5's tail to nearby place
00:15:677 (5) - since you follow the drum in beginning, it's strange not to put note on 00:16:456, you can stretch slider to 00:16:456 to follow the drum
00:18:794 (4) - the same, I won't point out the same problems in next time, have a check by yourself
00:41:391 (1,2) - why not put two 1/2 slider here to follow the heavy drum?
00:52:690 (5,6) - don't overlap in this way, check other problems like that by yourself
01:00:872 (4) - change this into a note, and start put patterns in your starting point of kika time
02:06:327 (3) - It's better not to put slider tail on your starting point of kika time
03:04:378 (7) - same problem, you can change the beat before kika time
03:15:288 (5,6,7) - this way of stacking is not recommended in your diff with lowest stars
03:26:586 (5,6,7) - make 5 symmetry to the middle line, and then ctrl+j it to make 7

normal
this diff is not better than easy diff, some time I don't know what track you are following
00:17:820 (3) - why not make this slider tail to the left instead of making it back to the under place
00:14:703 (5) - at the beginning, it's strange not to follow the heavy drum and try to follow the light string track
00:23:469 (1,2) - don't overlap in this way, look like a mess
00:25:807 (5,6) - you can use the same beat in easy here, it's more fit to the drum
00:41:391 (1,2) - change this two into two returning sliders will be better, or two 1/2 slider
01:46:846 (1,2) - same

hard
When you put 1/2 notes, try not to keep using triangle, you can put them in a line, in other ways
00:12:950 (4,1) - not appreciate to miss the 1/4 beats
00:13:145 (1) - make a long slider from here to 00:13:729 in order to follow the long string track here pls
00:16:262 (5) - same problem like easy diff, miss drum in hard diff is not right
00:58:340 (5) - heavy sound on tail like that is not recommended, espcecially when it's a speeding up slider, in the next patterns you have same problems, try to put silder head on a heavy sound
02:32:041 (1,2) - this patterns are not recommended in a hard diff, as your mapset bpm is 154
00:23:275 (5,6,7,8,9) - I guess this is hell for hard diff players, and the previous slider make them look in a mess

insane
since it's a nm, and a full ver song, I will take a quick check
00:23:663 (6,7,8) - stack them in a normal way, check the same stack and fix it
other problems are mainly focus on your map's Cleanliness, they look not in order in most time, you have same problem in normal,hard diff
Good luck :)
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Sandrew wrote:
From my queue

general
close countdown and widescreen support in each of your diff -Done!
have no hitsound, you should add it if you want it get ranked -Actually I have, but I reduced the sound to 50%
use more space when you map a song -I used the space as much as I could.. :?
make sure you end each diff on the same time -Fixed!

easy
00:14:119 (3,5) - they look like overlap, try to move 5's tail to nearby place -Fixed!
00:15:677 (5) - since you follow the drum in beginning, it's strange not to put note on 00:16:456, you can stretch slider to 00:16:456 to follow the drum
-It seemed to hard for easy diff to put a circle, so I stretched the slider!
00:18:794 (4) - the same, I won't point out the same problems in next time, have a check by yourself -All fixed!
00:41:391 (1,2) - why not put two 1/2 slider here to follow the heavy drum? -Added!
00:52:690 (5,6) - don't overlap in this way, check other problems like that by yourself -Fixed!
01:00:872 (4) - change this into a note, and start put patterns in your starting point of kika time -Added!
02:06:327 (3) - It's better not to put slider tail on your starting point of kika time -Fixed!
03:04:378 (7) - same problem, you can change the beat before kika time -Fixed!
03:15:288 (5,6,7) - this way of stacking is not recommended in your diff with lowest stars -Fixed!
03:26:586 (5,6,7) - make 5 symmetry to the middle line, and then ctrl+j it to make 7 -I think it's fine this way, but I'll think about it

normal
this diff is not better than easy diff, some time I don't know what track you are following -Yeah, I know it's a mess, but it's based on vocals.
00:17:820 (3) - why not make this slider tail to the left instead of making it back to the under place -Fixed!
00:14:703 (5) - at the beginning, it's strange not to follow the heavy drum and try to follow the light string track -Beacuse of the vocal
00:23:469 (1,2) - don't overlap in this way, look like a mess -Maybe fixed?
00:25:807 (5,6) - you can use the same beat in easy here, it's more fit to the drum -Fixed!
00:41:391 (1,2) - change this two into two returning sliders will be better, or two 1/2 slider -Made it to two 1/2 sliders!
01:46:846 (1,2) - same ^

hard
When you put 1/2 notes, try not to keep using triangle, you can put them in a line, in other ways I'll think about it
00:12:950 (4,1) - not appreciate to miss the 1/4 beats
00:13:145 (1) - make a long slider from here to 00:13:729 in order to follow the long string track here pls -Done!
00:16:262 (5) - same problem like easy diff, miss drum in hard diff is not right -Added a circle
00:58:340 (5) - heavy sound on tail like that is not recommended, espcecially when it's a speeding up slider, in the next patterns you have same problems, try to put silder head on a heavy sound -Removed the slider and replaced it to a circle
02:32:041 (1,2) - this patterns are not recommended in a hard diff, as your mapset bpm is 154 -Changed it to the next pattern
00:23:275 (5,6,7,8,9) - I guess this is hell for hard diff players, and the previous slider make them look in a mess -Fixed!

insane
since it's a nm, and a full ver song, I will take a quick check -Thanks!
00:23:663 (6,7,8) - stack them in a normal way, check the same stack and fix it -Fixed!
other problems are mainly focus on your map's Cleanliness, they look not in order in most time, you have same problem in normal,hard diff
Good luck :)

Thanks for your mod!
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Spinner Sage
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From the queue:

General
  • Use AiMod and the Check distance snap function (just tick the box) to find unintended gap sizes.
  • Work a bit more on aesthetics, slider shapes in particular.
  • Rhythm choices could be better.
  • Keep combo lengths even.
Easy
Check for similar thing in other parts of the map as well as in other diffs.

Normal
  • 00:11:781 (1,2) same sound, different shape. keep it consistent.
  • 00:13:339 (3) this starts 1/2 beat after strings sound while 00:14:119 (4,5) starts exactly on strings sound. clarify what sound you want to represent with notes by keeping things consistent.
  • 00:15:677 (7,8) now you're mapping the vocal. pick one (usually one only) dominent sound (vocal, bg melody, drum etc.) to map and stick with it thoughout a section, again to keep things consistent.
  • 00:19:378 (6) shape sliders better.
Hard
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josh1024 wrote:
From the queue:

General
  • Use AiMod and the Check distance snap function (just tick the box) to find unintended gap sizes.
  • Work a bit more on aesthetics, slider shapes in particular.
  • Rhythm choices could be better.
  • Keep combo lengths even.
Okay!
Easy
  • 00:11:781 (1) could be better shaped, at least make the curve even. -Fixed!
  • 00:13:339 (2,3) and 00:14:898 (4,5) etc. could be blanketed better. -Fixed!
  • 00:16:846 (1,2) generally slider heads have more impact than tails, it's best to start a slider on downbeats. -Okay, but I have many sliders that doesn't start on downbeats aaaa :?
  • 00:16:846 (1) this combo lasts 2 measures while 00:19:963 (1) this lasts 4. since the song doesn't change much, neither should combo lengths. -Fixed!
  • 00:19:963 (1,2) well done. Thanks
  • 00:23:859 (5,6) this is where rhythm choice could be improved. here I would end slider 5 1/2 beat later and remove circle 6. -Didn't think about that! Fixed!
  • 00:27:560 (2,3) could be lined up better. -Fixed!
  • 01:12:560 (7) sound that can't be mapped for simplicity sake can alternatively be represented with slider shapes like this.
-It's like a repeat(?) to (5) and I think it should be shaped the same.. or should I change the combo?
Check for similar thing in other parts of the map as well as in other diffs.

Normal
  • 00:11:781 (1,2) same sound, different shape. keep it consistent. -Fixed!
  • 00:13:339 (3) this starts 1/2 beat after strings sound while 00:14:119 (4,5) starts exactly on strings sound. clarify what sound you want to represent with notes by keeping things consistent. -Moved (3) 1/2 beat front
  • 00:15:677 (7,8) now you're mapping the vocal. pick one (usually one only) dominent sound (vocal, bg melody, drum etc.) to map and stick with it thoughout a section, again to keep things consistent. -I should follow the vocals, fixing!
  • 00:19:378 (6) shape sliders better.
-Fixed!
Hard
  • since you used a lot of these 00:20:352 (2,3,4) , this 00:21:521 (6,1) looks out of place.
  • 00:30:872 (4,5,6) unintuitive visuals should be avoided, even in harder diffs. not having to follow time-distance equality doesn't mean representing 1 & 1/2 beat gaps (time) with the same gap size (distance) is a good idea. -I didn't realize that! Fixed!
  • 00:55:223 (1) to me this note feels unnecessary. -So.. That part follows the vocal, and I added a circle to notify(?) it.
  • 00:56:391 (5,6,7) not even stacked. -Fixed!
  • 01:06:716 (8,9) if you want to emphasize vocal, try making head of 8 a circle and start 9 where 8 used to end. -Fixed!
  • 01:07:885 (3) that slight kink can be avoided. -Maybe fixed?


Thanks for your mod & some tips! I really needed some general advice!
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Insane
Your offset and initial timing position is a good second or so after the first major note and circle. Change to ~11791. Note that by doing this, it offsets the other timing points by a bit.
I'm admittedly a higher AR player (9-10.33 is my sweetspot), but i feel as though the map plays a bit better on a higher AR, maybe 8.5. This change just increases the difficulty of certain aspects of the map, while making the small triangle jumps play a bit nicer. Once again, this is preference and coming from someone who can't read anything lower than ~AR8 .

00:12:564 (3) - Move up to 384,120, this keeps the initial spacing you set out for the 3 cymbals, whilst lining up a bit better with the following triple
00:18:414 (5) - Have this be a blanket slider, so that it wraps around the previous circle, 00:18:220 (4). This just neatens it up a bit and if done properly, could help lead into the triple-stack.
00:29:713 (1) - Not a fan of the slider shape, it's playable, and goes straight into the next note and keeps the circular flow you have going on, but just looks a bit ugly. Maybe Try making it into a blanket slider around 00:30:491 (2) , rather than using that slider shape.

01:01:466 to 01:26:596 should all be one big kiai time, the little gap you have in the middle is still a part of the chorus, and it's lower intensity could represented through different spacing and positioning, rather than the loss of the kiai. Furthermore, you could also play with the hitsounds, by increasing the hitsound volume at higher intensity sections, such as most of the kiai time, and have changes in volume during the buildups.

01:01:466 to 01:26:596 should also feature different spacing to the non-kiai sections, as it's supposed to be a "special" part of the beatmap, and the only thing that actually differentiates your kiai time and the non-kiai sections are the increased slider velocities. The velocity change shows that you understand that emphasis is needed here, but spacing in the jumps doesn't really reflect this that much. If you decide to keep the same spacing, i suggest using conventional flow, rather than the mostly circular flow that you use in this beatmap.
01:43:349 (1) - The curvature of the slider implies that it is supposed to line into 01:43:738 (2) , but has too sharp a curve.
02:06:920 - Like I've already mentioned, this kiai time split could be better represented as one kiai, with hitsounding and spacing used to represent the lower intensity section in the middle
02:19:194 (2,3,4) - This triple leads straight into 02:19:778 (2) rather than 02:19:583 (1) , which is a bit confusing on ar8 (for me). I feel like you could make this triple have a sharper curve leading into 02:19:583 (1)
02:31:272 (2,3,4,5,6) - This is playable as is, but it isn't much of a curve, but rather a wide-angle corner. I feel like the curve of this stream could be made more distinct if you didn't rely on gridsnap for spacing the notes.
02:38:674 (5,6) - I understand the purpose of these kick sliders, but at the slider velocity you are using at this point, it's a bit awkward to play. That and you could get away with just the 1 kick slider, and have more of a streamy bit here, given that it is a very guitary heavy, intense section.
02:49:194 (1,2,3,4,5,6,7) - I like this gently rotating triangle and how it plays.
02:52:310 to 03:03:024 - You could hitsound this section to be quieter than the rest of the map, as it feels quite low intensity, and it's implied to be a quieter section by the music. There is a gradual increase in intensity into the stream at the end, so you could play around with the hitsounds to represent this.
03:03:999 (6) - I feel like the use of this second kick slider here works well, better than the previous use of two kick sliders, but the increasing intensity gives the opportunity to have an increased spacing stream to bring into the final chorus.
03:03:999 (6) - As this kiai time is for the last chorus, you could increase the difficulty further by using larger spacing. Once again, hitsounding here would be much appreciated.
03:23:479 (4,5,6) - Preference here, but if you want to try and look fancy, you could experiment with having each slider on a different combo, as they are different words and are distinct from each other.
03:29:128 - This might be considered overmapping, but the sound here could be mapped to as a circle with seperate spacing and combo from the previous circles.

The map plays quite nicely, with use of circular flow and varying slider velocity making it play quite well. I feel like there's some underdevelopment here, and hitsounding would make a nice difference to sections and individual instruments. Main thing I'd like to see changed is the spacing of the jumps for the chorus' and the high intensity sections, just to give more character to the map - though i'm concerned that this might increase the difficulty too greatly :|

Anything you disagree with, feel free to say and explain away :)
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ShiiTsuin wrote:
Insane
Your offset and initial timing position is a good second or so after the first major note and circle. Change to ~11791. Note that by doing this, it offsets the other timing points by a bit. -How about 11781? I changed to 11781
I'm admittedly a higher AR player (9-10.33 is my sweetspot), but i feel as though the map plays a bit better on a higher AR, maybe 8.5. This change just increases the difficulty of certain aspects of the map, while making the small triangle jumps play a bit nicer. Once again, this is preference and coming from someone who can't read anything lower than ~AR8 . -I'll think about it!

00:12:564 (3) - Move up to 384,120, this keeps the initial spacing you set out for the 3 cymbals, whilst lining up a bit better with the following triple -Fixed!
00:18:414 (5) - Have this be a blanket slider, so that it wraps around the previous circle, 00:18:220 (4). This just neatens it up a bit and if done properly, could help lead into the triple-stack. -Fixed!
00:29:713 (1) - Not a fan of the slider shape, it's playable, and goes straight into the next note and keeps the circular flow you have going on, but just looks a bit ugly. Maybe Try making it into a blanket slider around 00:30:491 (2) , rather than using that slider shape. -I'll change if I get mentioned about this

01:01:466 to 01:26:596 should all be one big kiai time, the little gap you have in the middle is still a part of the chorus, and it's lower intensity could represented through different spacing and positioning, rather than the loss of the kiai. Furthermore, you could also play with the hitsounds, by increasing the hitsound volume at higher intensity sections, such as most of the kiai time, and have changes in volume during the buildups. -Fixed, I'll just change the hitsound volume.

01:01:466 to 01:26:596 should also feature different spacing to the non-kiai sections, as it's supposed to be a "special" part of the beatmap, and the only thing that actually differentiates your kiai time and the non-kiai sections are the increased slider velocities. The velocity change shows that you understand that emphasis is needed here, but spacing in the jumps doesn't really reflect this that much. If you decide to keep the same spacing, i suggest using conventional flow, rather than the mostly circular flow that you use in this beatmap. -I'll try to emphasis this section
01:43:349 (1) - The curvature of the slider implies that it is supposed to line into 01:43:738 (2) , but has too sharp a curve. -Moved it a bit away to line into (2)
02:06:920 - Like I've already mentioned, this kiai time split could be better represented as one kiai, with hitsounding and spacing used to represent the lower intensity section in the middle -Fixed!
02:19:194 (2,3,4) - This triple leads straight into 02:19:778 (2) rather than 02:19:583 (1) , which is a bit confusing on ar8 (for me). I feel like you could make this triple have a sharper curve leading into 02:19:583 (1) -Fixed!
02:31:272 (2,3,4,5,6) - This is playable as is, but it isn't much of a curve, but rather a wide-angle corner. I feel like the curve of this stream could be made more distinct if you didn't rely on gridsnap for spacing the notes. -Fixed!
02:38:674 (5,6) - I understand the purpose of these kick sliders, but at the slider velocity you are using at this point, it's a bit awkward to play. That and you could get away with just the 1 kick slider, and have more of a streamy bit here, given that it is a very guitary heavy, intense section. -Decreased slider velocity
02:49:194 (1,2,3,4,5,6,7) - I like this gently rotating triangle and how it plays. -Thanks
02:52:310 to 03:03:024 - You could hitsound this section to be quieter than the rest of the map, as it feels quite low intensity, and it's implied to be a quieter section by the music. There is a gradual increase in intensity into the stream at the end, so you could play around with the hitsounds to represent this. -Thanks for your tip
03:03:999 (6) - I feel like the use of this second kick slider here works well, better than the previous use of two kick sliders, but the increasing intensity gives the opportunity to have an increased spacing stream to bring into the final chorus.
03:03:999 (6) - As this kiai time is for the last chorus, you could increase the difficulty further by using larger spacing. Once again, hitsounding here would be much appreciated. -I think it will be too hard if I increase the spacing. Added hitsounds!
03:23:479 (4,5,6) - Preference here, but if you want to try and look fancy, you could experiment with having each slider on a different combo, as they are different words and are distinct from each other. -Thanks for your tip!
03:29:128 - This might be considered overmapping, but the sound here could be mapped to as a circle with seperate spacing and combo from the previous circles. -Actually, 03:28:924 (4) was a slider that ended there, but because Easy and Normal ended at 03:28:924, so I replaced it to a circle

The map plays quite nicely, with use of circular flow and varying slider velocity making it play quite well. I feel like there's some underdevelopment here, and hitsounding would make a nice difference to sections and individual instruments. Main thing I'd like to see changed is the spacing of the jumps for the chorus' and the high intensity sections, just to give more character to the map - though i'm concerned that this might increase the difficulty too greatly :| -Thanks!

Anything you disagree with, feel free to say and explain away :)


Thanks for your tips with emphasis!
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Rhythm Incarnate
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Hard and Insane

There isn't much for me to say about this map so this post isn't truely kd worthy

Just like to point out that u have some sliders in both hard and insane where blankets like this 1 00:43:340 (3,4) - (this came from the hard diff) can be adjusted

- this is minor and didn't really wanted to make a mod just about blankets sorry :( -
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Slider Savant
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Hey,

NM from my Modding Queue

Insane
Your map feels really repetetive since you used so many same pattern. Also You mapped like 80% just in the center area. If you look at this you can see places you never touched. You mapped in a way so it may seems the editor is only This big If you look at other similar maps with the same length and difficulty you can see They used WAY more space of the editor ( it is this map i was refering to https://osu.ppy.sh/b/1222361)
    Flow: Flow seems to be okai throughout the map. Pretty repetetive tho.
    Aesthetics: You asked especially about this. I see the ideas you had going on but they are not very clean. You never really did good blankets, pattern or streams.
    Emphasizes: Sometimes you skipped important beats or put sliders offbeat. You did a good job in reflecting the music besides that tho in he slower parts.

    Emphasizes


  • You mapped to the synth at the start but thats not really fitting or done wrong since you land so many sliderends on more important sounds than they start on: 00:14:703 (7,4,1,2,2,3,9,1,2) - and you also skipped a important sound 00:18:014 You did this even later on. You should keep in mind to end a slider on the same or less important sound than you started it in general.
  • 00:28:923 (1,2,3,1) - This part: 00:29:703 (1) - beside this shape looking kinda weird, it also is emphasized wrong. Again you have that strong drum sound on the sliderend wich is unfitting. Next you did weak emphasis here 00:29:313 (3) - To get a good emphasis you can do two things. 1 beeing you change the direction of flow. If you do that on such key sounds or a music change it will have a good and huge impact to the player. For example, this is how i would arrange this part https://puu.sh/x5753/b8f0b4a892.png For explaining why I did that:
    00:29:703 (3) - Is an outstanding sound so I increased the spacing compared from 00:28:923 (1,2) - Also i did this a slider and ended it on 00:29:508 - to get the drum emphasized too. Then i put a circle very close after the slider fitting to the lyrics because the song is going "calmer" now. 00:29:897 (5) - again to catch the drum and create a so called filler rhythm because on 00:30:481 (6) - we have a outstanding drum sound and start of a new part of the lyrics, so (6) is also a slider.

    Aesthetics

  • 00:12:755 (4,5,6) - This is an example of a stream beeing poor made. The snap distance varies because you placed it by hand and without snap distance. If you want to make a stream, you should always use the 'convert slider to stream' tool (CTRL + SHIFT + F)
  • 00:13:924 (3,4,5) - this is also just placed unclean with 00:14:119 (4) - beeing closer to (5) than to (3) i guess it should be a perfect triangle. Try to use the 'Polygonal Circle creation' tool by pressing CTRL + Shift + D or you can also copy and paste 00:13:924 (3,4) - then rotate it by -120° and place where you now have 00:14:508 (6) - ontop of 00:13:924 (3) - https://puu.sh/x53ZP/30565139ef.png
  • Next thing is, you should try to work with copy and paste more. For example you always created "new" curved sliders instead of just creating one and using it over again ( 00:18:404 (5,2,6,2,3,9) - ) If you always do it it helps to improve the cleanliness of the map a lot.
  • Another thing that will help to make you map more appealing: do clean blankets 00:20:936 (7,2) - 00:21:521 (1,3) - 00:23:858 (8,9) - those are just some examples but these mistakes are all over the map. Not pointing out all the others but im sure you will see them if you keep that in mind while going over the whole map again. If you have troubles creating blankets, just use the approach circles as a key on how to shape your sliders. Bad example and then if you fix it Good example
    Generally looking at approach circles helps to improve the cleanliness of the map a ton.
  • 01:07:885 (3,4,5,6,7,8) - If you place circles, don't make it look randomly placed. Try to allign them, so all the distances are similar or parts of it. If you look at the Apporoach circles here you can see all distances are different. https://puu.sh/x54KY/0b6f3036a5.png. A lot of new mappers do this mistake so they place circles like this for example All distances are different Try to use as I said approach circles and align all the stuff to a clean pattern. Like I did here
  • 01:25:807 (2,3,4,5,6) - again this stream is unclean. Kroytz did an insane job explaining how to create clean streams I will link the Forum post down below

So a quick tldr;

Keep in mind to Emphasize stuff correctly:

  • Don't put sliderends on stronger sounds than you start them
  • Don't skip important sounds
  • Use changes in flow or spaceing on outstanding sounds

Work out your ideas in a clean way:
  • Make sure blankets are clean
  • Use similar distances on the playfield to objects when you place them
  • Use old slidershapes instead of creating new ones
  • Use tools If you create streams or shapes like the 'Convert slider to stream' or 'Polygonal circle creation' tool (CTRL + Shift + F and CTRL + Shift + D)

So now go over your map again with the stuff I told you and look if you can see the other mistakes you did I haven't pointed out.

I also suggest you to watch Pishifats Mapping Tutorials on Youtube
Also read through Kroytz guide for stream Mapping

I still wish you good luck with this and your next maps :)

Feel free to ask me questions anytime!
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Slider Savant
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DJ Lucky wrote:
Hard and Insane

There isn't much for me to say about this map so this post isn't truely kd worthy

Just like to point out that u have some sliders in both hard and insane where blankets like this 1 00:43:340 (3,4) - (this came from the hard diff) can be adjusted -Fixed!

- this is minor and didn't really wanted to make a mod just about blankets sorry :( -


Thanks for your mod!

Zunv wrote:
Hey,

NM from my Modding Queue

Insane
Your map feels really repetetive since you used so many same pattern. Also You mapped like 80% just in the center area. If you look at this you can see places you never touched. You mapped in a way so it may seems the editor is only This big If you look at other similar maps with the same length and difficulty you can see They used WAY more space of the editor ( it is this map i was refering to https://osu.ppy.sh/b/1222361) -I'll use some more space
    Flow: Flow seems to be okai throughout the map. Pretty repetetive tho.
    Aesthetics: You asked especially about this. I see the ideas you had going on but they are not very clean. You never really did good blankets, pattern or streams.
    Emphasizes: Sometimes you skipped important beats or put sliders offbeat. You did a good job in reflecting the music besides that tho in he slower parts.

    Emphasizes


  • You mapped to the synth at the start but thats not really fitting or done wrong since you land so many sliderends on more important sounds than they start on: 00:14:703 (7,4,1,2,2,3,9,1,2) - and you also skipped a important sound 00:18:014 You did this even later on. You should keep in mind to end a slider on the same or less important sound than you started it in general. -Fixed!
  • 00:28:923 (1,2,3,1) - This part: 00:29:703 (1) - beside this shape looking kinda weird, it also is emphasized wrong. Again you have that strong drum sound on the sliderend wich is unfitting. Next you did weak emphasis here 00:29:313 (3) - To get a good emphasis you can do two things. 1 beeing you change the direction of flow. If you do that on such key sounds or a music change it will have a good and huge impact to the player. For example, this is how i would arrange this part https://puu.sh/x5753/b8f0b4a892.png For explaining why I did that:
    00:29:703 (3) - Is an outstanding sound so I increased the spacing compared from 00:28:923 (1,2) - Also i did this a slider and ended it on 00:29:508 - to get the drum emphasized too. Then i put a circle very close after the slider fitting to the lyrics because the song is going "calmer" now. 00:29:897 (5) - again to catch the drum and create a so called filler rhythm because on 00:30:481 (6) - we have a outstanding drum sound and start of a new part of the lyrics, so (6) is also a slider. -Thanks for your suggestion! Fixed!

    Aesthetics

  • 00:12:755 (4,5,6) - This is an example of a stream beeing poor made. The snap distance varies because you placed it by hand and without snap distance. If you want to make a stream, you should always use the 'convert slider to stream' tool (CTRL + SHIFT + F) -Thanks
  • 00:13:924 (3,4,5) - this is also just placed unclean with 00:14:119 (4) - beeing closer to (5) than to (3) i guess it should be a perfect triangle. Try to use the 'Polygonal Circle creation' tool by pressing CTRL + Shift + D or you can also copy and paste 00:13:924 (3,4) - then rotate it by -120° and place where you now have 00:14:508 (6) - ontop of 00:13:924 (3) - https://puu.sh/x53ZP/30565139ef.png -So there was a way to make a perfect triangle :o Thanks
  • Next thing is, you should try to work with copy and paste more. For example you always created "new" curved sliders instead of just creating one and using it over again ( 00:18:404 (5,2,6,2,3,9) - ) If you always do it it helps to improve the cleanliness of the map a lot. -Thanks for your tip
  • Another thing that will help to make you map more appealing: do clean blankets 00:20:936 (7,2) - 00:21:521 (1,3) - 00:23:858 (8,9) - those are just some examples but these mistakes are all over the map. Not pointing out all the others but im sure you will see them if you keep that in mind while going over the whole map again. If you have troubles creating blankets, just use the approach circles as a key on how to shape your sliders. Bad example and then if you fix it Good example
    Generally looking at approach circles helps to improve the cleanliness of the map a ton. -Okay.. perfect blankets
  • 01:07:885 (3,4,5,6,7,8) - If you place circles, don't make it look randomly placed. Try to allign them, so all the distances are similar or parts of it. If you look at the Apporoach circles here you can see all distances are different. https://puu.sh/x54KY/0b6f3036a5.png. A lot of new mappers do this mistake so they place circles like this for example All distances are different Try to use as I said approach circles and align all the stuff to a clean pattern. Like I did here -Didn't realize that thje distance were different
  • 01:25:807 (2,3,4,5,6) - again this stream is unclean. Kroytz did an insane job explaining how to create clean streams I will link the Forum post down below
-Fixed

So a quick tldr;

Keep in mind to Emphasize stuff correctly:

  • Don't put sliderends on stronger sounds than you start them
  • Don't skip important sounds
  • Use changes in flow or spaceing on outstanding sounds

Work out your ideas in a clean way:
  • Make sure blankets are clean
  • Use similar distances on the playfield to objects when you place them
  • Use old slidershapes instead of creating new ones
  • Use tools If you create streams or shapes like the 'Convert slider to stream' or 'Polygonal circle creation' tool (CTRL + Shift + F and CTRL + Shift + D)

So now go over your map again with the stuff I told you and look if you can see the other mistakes you did I haven't pointed out.

I also suggest you to watch Pishifats Mapping Tutorials on Youtube
Also read through Kroytz guide for stream Mapping

I still wish you good luck with this and your next maps :)

Feel free to ask me questions anytime!


Thanks for your mod! I really needed some aesthetics tips, and you really saved me :)
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Hello, from my queue.

general

Unused video sitting inside the folder. You'll need to fix that. (this is probably a bug for me, download your map from the osu! website and see if there's still a video)
The hitsounds are also barely audible! Increase it to 65% or 70% volume average.


easy

This is easy difficulty, you shouldn't have distance snapping problems:
collapsed text
Image

Also the AIMod box shows unsnapped Kiai time, fix those too

I noticed you use 50% and 55% volume to emphasize some sounds in the song, which is fine, but 55% is barely of a difference. Try 65% or 70% whenever you need to emphasize something.

00:18:404 (4,5) - Blanket is off slightly, just move (4) up a grid unit
00:20:742 (2,3) - ^, move (3) down a grid unit
00:39:443 (5,6) - ^, move (6) closer to (5)
00:43:729 (2) - What sound does this slider end emphasize? The slider started on a drum sound and should end on a drum sound at 00:44:118
00:45:677 (4) - Add NC, the combo lasts too long.
00:49:573 (2) - This slider should repeat once to emphasize the drums again.
00:50:158 (3) - This slider shouldn't start on a red tick, it sounds really awkward especially since the slider is quite long. Move it to the next white tick and shorten the slider end.
00:51:521 (4) - This slider ending on a red tick also sounds awkward since it skips an obvious drum sound in the song. Move the slider end to 00:51:910 and add a circle at 00:52:300 to emphasize the changing chords in the song.
00:52:690 (5) - Add NC, the combo lasts too long. If you used the suggestion above ^ add NC to 00:52:300 instead.
00:53:859 (6,7) - Blanket is off, move (7) down and left a grid unit
01:12:560 - Dosn't really make sense to quiet this section down, the music didn't exactly quiet down either.
01:23:469 (4,5,6,7) - This entire combo doesn't need a finish hitsound. Consider using the default drum hitsound instead.
01:26:586 - Kiai time probably didn't end yet, the song still sounds like its in the highlight portion. End Kiai time at 01:35:936 instead (you can have breaks in Kiai time)
01:41:781 (1,2) - Blanket is off, move (2) to the right a unit

01:49:184 (2) - You mostly likely don't need the middle anchor. Just move the other two adjacent anchors further away from the slider to produce the same result.
01:52:301 (5,6) - Blanket is off, move (6) up a unit
02:07:495 (1,2) - (1) touching (2) looks a bit uncomfortable, move the two anchors on (2) further away to create a "blanket."
02:19:963 (2,3) - Blanket is off, middle anchor should be further away from (2)
02:21:521 (4) - Again, you mostly likely don't need the middle anchor. Move the other two adjacent anchors further away from the slider.
02:45:677 (8,1) - Blanket is off, move (1) down a unit (you may need to disable distance snapping)
02:49:184 (3,4,5,6) - This combo doesn't need finish hitsounds too. You can replace them with the default drum hitsound.
02:52:300 - Hitsounds are barely audible, which is in most cases, unrankable. 30% volume is fine.
02:58:534 - Don't use 5% volume differences! Try 40% volume here.
03:00:093 (2) - This slider is awkwardly placed, it's not that obvious what sounds you're trying to emphasize with it. This rhythm should work better:
Image
03:01:651 - Kiai time is about to start, you should use many inherited timing points that gradually raise the hitsound volume until it reaches 60%, the volume when Kiai time begins.
03:23:469 (1) - Lengthen this slider so that it repeats on the next red tick. This emphasizes the vocals and the drums at the same time.


normal

00:16:262 (6) - Add NC here and remove NC at 00:17:236 (1).
00:19:378 - Follow this rhythm and NC below:
Image
There is a drum and finish sound at 00:19:573 that deserves a NC. This is where I have NCed in the screenshot. Also at 00:19:378, I added a circle to emphasize the vocals in the song as well.
00:33:015 (1) - Remove NC from here and add NC at 00:33:404 (2). JiU starts singing before the next big white tick, so she sings on an upbeat, which generally means that you shouldn't NC yet.
00:36:132 (1) - ^, add NC at 00:36:521 (2)
00:38:080 (1) - Add NC here and change it to a slider that lasts to 00:38:664 since you did the exact same thing at 00:36:521 (1).
00:38:858 - Add a circle here if you remove the slider that ends here, just to add in JiU's vocals.
00:45:482 (1) - Remove NC here and add it on 00:45:872 (2). It's the upbeat thing again
00:48:404 (1,2) - ^, add NC at 00:48:989 (3).
00:47:430 (4,1,2) - Blanket is off, move (1,2) up and to the right a unit
00:52:106 (4) - Yoohyeon holds the note until 00:52:690, so end the slider there. Also add NC here as well.
01:02:430 (2,3) - I think this would be better off as a single repeat slider, since the vocals here are all the same pitch, and it would be better to associate it all with one slider.
01:04:963 (2,3) - ^
01:16:651 (1,2,3) - Why not curve these more so that they almost blanket? Just for appeal.
01:26:196 - You should add another slider here that ends at 01:26:586. Siyeon's vocals change pitch at 01:26:196 and end at 01:26:586, perhaps you'd like to emphasize that.
01:26:586 - Kiai time probably didn't end yet, the song still sounds like its in the highlight portion. End Kiai time at 01:35:936 instead (you can have breaks in Kiai time)
01:35:158 (1,2,3) - Curve these so they almost blanket for appeal.
01:38:664 (1) - Remove NC here and add it on 01:39:054 (2). #upbeatlivesmatter
01:41:586 (1,2) - ^, add NC to 01:42:171 (3).
01:43:340 (1,2) - ^, add NC to 01:43:729 (3).
01:44:703 (1,2) - ^, add NC to 01:45:288 (3).
01:45:871 - Add a circle here, you've missed a really important part of the vocals here.
01:50:158 (5,6) - Since you're emphasizing the vocal reverb here, I think a single repeat slider would emphasize this a lot better.
01:50:936 (1) - Remove NC here and add it to 01:51:132 (2). You should probably add an object at 01:51:326 to account for the upbeat.
01:51:132 (2) - You mixed fast vocals with a slow drum in this slider, which sounds slightly awkward. A rhythm like this should sound better:
Image
This rhythm also makes sure that 01:51:911 (3) can start without sounding like it's missing a beat.
01:53:859 (1,2) - Remove NC and add NC to 01:54:443 (3) for the upbeat.
01:59:314 (4) - Move the slider end to x:328 y:328. This makes a little secret blanket with 02:00:093 (5).
02:06:911 (1) - You probably don't need the middle anchor. Move the two adjacent anchors further away from the slider for the same result.
02:25:806 (1) - ^
02:41:976 (1) - I actually lost my combo here while testplaying because I was expecting the slider to start on the drums, not the vocals. Change this rhythm to prevent other players from doing the same thing. A single repeat slider starting at 02:41:781 would be fine.
02:52:300 - The hitsounds are barely audible. Use 30% volume instead.
02:58:534 - Don't use 5% volume differences! Try 40% volume here.
03:11:002 (2,3) - Blanket is off, move (3) up a grid unit


OK, you map to the vocals way too much. Keep a balance between the drums and the vocals, so that you can keep a variety throughout the entire song. Still, good luck with your map!

I love kpop thanks for this
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Hello, from my queue.

general

Unused video sitting inside the folder. You'll need to fix that. (this is probably a bug for me, download your map from the osu! website and see if there's still a video)
The hitsounds are also barely audible! Increase it to 65% or 70% volume average.


easy

This is easy difficulty, you shouldn't have distance snapping problems:
collapsed text
Image

Also the AIMod box shows unsnapped Kiai time, fix those too -Fixed

I noticed you use 50% and 55% volume to emphasize some sounds in the song, which is fine, but 55% is barely of a difference. Try 65% or 70% whenever you need to emphasize something. -Fixed

00:18:404 (4,5) - Blanket is off slightly, just move (4) up a grid unit -Fixed
00:20:742 (2,3) - ^, move (3) down a grid unit -Fixed
00:39:443 (5,6) - ^, move (6) closer to (5) -Fixed
00:43:729 (2) - What sound does this slider end emphasize? The slider started on a drum sound and should end on a drum sound at 00:44:118 -Fixed
00:45:677 (4) - Add NC, the combo lasts too long. -It's length is similar to others, so I don't think I should NC
00:49:573 (2) - This slider should repeat once to emphasize the drums again. -Fixed
00:50:158 (3) - This slider shouldn't start on a red tick, it sounds really awkward especially since the slider is quite long. Move it to the next white tick and shorten the slider end. -Fixed
00:51:521 (4) - This slider ending on a red tick also sounds awkward since it skips an obvious drum sound in the song. Move the slider end to 00:51:910 and add a circle at 00:52:300 to emphasize the changing chords in the song. -Fixed
00:52:690 (5) - Add NC, the combo lasts too long. If you used the suggestion above ^ add NC to 00:52:300 instead. -Like above
00:53:859 (6,7) - Blanket is off, move (7) down and left a grid unit -Fixed
01:12:560 - Dosn't really make sense to quiet this section down, the music didn't exactly quiet down either. -Because of the vocals
01:23:469 (4,5,6,7) - This entire combo doesn't need a finish hitsound. Consider using the default drum hitsound instead. -okay
01:26:586 - Kiai time probably didn't end yet, the song still sounds like its in the highlight portion. End Kiai time at 01:35:936 instead (you can have breaks in Kiai time) -Okay
01:41:781 (1,2) - Blanket is off, move (2) to the right a unit -Fixed

01:49:184 (2) - You mostly likely don't need the middle anchor. Just move the other two adjacent anchors further away from the slider to produce the same result. -Fixed
01:52:301 (5,6) - Blanket is off, move (6) up a unit -Fixed
02:07:495 (1,2) - (1) touching (2) looks a bit uncomfortable, move the two anchors on (2) further away to create a "blanket." -Fixed
02:19:963 (2,3) - Blanket is off, middle anchor should be further away from (2) -Fixed
02:21:521 (4) - Again, you mostly likely don't need the middle anchor. Move the other two adjacent anchors further away from the slider. -Fixed
02:45:677 (8,1) - Blanket is off, move (1) down a unit (you may need to disable distance snapping) -Fixed
02:49:184 (3,4,5,6) - This combo doesn't need finish hitsounds too. You can replace them with the default drum hitsound. -Okay
02:52:300 - Hitsounds are barely audible, which is in most cases, unrankable. 30% volume is fine. -Fixed
02:58:534 - Don't use 5% volume differences! Try 40% volume here. -Fixed
03:00:093 (2) - This slider is awkwardly placed, it's not that obvious what sounds you're trying to emphasize with it. This rhythm should work better:
Image -Thanks for your tip
03:01:651 - Kiai time is about to start, you should use many inherited timing points that gradually raise the hitsound volume until it reaches 60%, the volume when Kiai time begins. -Okay
03:23:469 (1) - Lengthen this slider so that it repeats on the next red tick. This emphasizes the vocals and the drums at the same time. -Fixed


normal

00:16:262 (6) - Add NC here and remove NC at 00:17:236 (1).
00:19:378 - Follow this rhythm and NC below:
Image
There is a drum and finish sound at 00:19:573 that deserves a NC. This is where I have NCed in the screenshot. Also at 00:19:378, I added a circle to emphasize the vocals in the song as well.
00:33:015 (1) - Remove NC from here and add NC at 00:33:404 (2). JiU starts singing before the next big white tick, so she sings on an upbeat, which generally means that you shouldn't NC yet. -But the vocal line changes and normal is based on vocals.. I'll change if it gets pointed again.
00:36:132 (1) - ^, add NC at 00:36:521 (2) -^
00:38:080 (1) - Add NC here and change it to a slider that lasts to 00:38:664 since you did the exact same thing at 00:36:521 (1). -Fixed
00:38:858 - Add a circle here if you remove the slider that ends here, just to add in JiU's vocals. -Fixed
00:45:482 (1) - Remove NC here and add it on 00:45:872 (2). It's the upbeat thing again -Same as above
00:48:404 (1,2) - ^, add NC at 00:48:989 (3). -Same as above
00:47:430 (4,1,2) - Blanket is off, move (1,2) up and to the right a unit -Fixed
00:52:106 (4) - Yoohyeon holds the note until 00:52:690, so end the slider there. Also add NC here as well. -Fixed
01:02:430 (2,3) - I think this would be better off as a single repeat slider, since the vocals here are all the same pitch, and it would be better to associate it all with one slider. -I'll think about it
01:04:963 (2,3) - ^ -^
01:16:651 (1,2,3) - Why not curve these more so that they almost blanket? Just for appeal. -Fixed
01:26:196 - You should add another slider here that ends at 01:26:586. Siyeon's vocals change pitch at 01:26:196 and end at 01:26:586, perhaps you'd like to emphasize that. -I think it doesn't fit right if I put a slider there, but I'll think about it
01:26:586 - Kiai time probably didn't end yet, the song still sounds like its in the highlight portion. End Kiai time at 01:35:936 instead (you can have breaks in Kiai time) -Fixed
01:35:158 (1,2,3) - Curve these so they almost blanket for appeal. -Fixed
01:38:664 (1) - Remove NC here and add it on 01:39:054 (2). #upbeatlivesmatter -Same
01:41:586 (1,2) - ^, add NC to 01:42:171 (3). -Same
01:43:340 (1,2) - ^, add NC to 01:43:729 (3). -Same
01:44:703 (1,2) - ^, add NC to 01:45:288 (3). -Same
01:45:871 - Add a circle here, you've missed a really important part of the vocals here. -Fixed
01:50:158 (5,6) - Since you're emphasizing the vocal reverb here, I think a single repeat slider would emphasize this a lot better. -Fixed
01:50:936 (1) - Remove NC here and add it to 01:51:132 (2). You should probably add an object at 01:51:326 to account for the upbeat. -Fixed
01:51:132 (2) - You mixed fast vocals with a slow drum in this slider, which sounds slightly awkward. A rhythm like this should sound better:
Image -Fixed
This rhythm also makes sure that 01:51:911 (3) can start without sounding like it's missing a beat.
01:53:859 (1,2) - Remove NC and add NC to 01:54:443 (3) for the upbeat. -Fixed
01:59:314 (4) - Move the slider end to x:328 y:328. This makes a little secret blanket with 02:00:093 (5). -Fixed
02:06:911 (1) - You probably don't need the middle anchor. Move the two adjacent anchors further away from the slider for the same result. -Fixed
02:25:806 (1) - ^ -Fixed
02:41:976 (1) - I actually lost my combo here while testplaying because I was expecting the slider to start on the drums, not the vocals. Change this rhythm to prevent other players from doing the same thing. A single repeat slider starting at 02:41:781 would be fine. Added a circle
02:52:300 - The hitsounds are barely audible. Use 30% volume instead. -Fixed
02:58:534 - Don't use 5% volume differences! Try 40% volume here. -Fixed
03:11:002 (2,3) - Blanket is off, move (3) up a grid unit -Fixed


OK, you map to the vocals way too much. Keep a balance between the drums and the vocals, so that you can keep a variety throughout the entire song. Still, good luck with your map! -Normal diff's concept was to base on vocals

I love kpop thanks for this -And I thank you for your mod!


Thanks for your mod! I needed some advice with the lower diffs
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Hello from my queue! I'll try my best to mod even after all the mods received thus far.

Insane

Mod
00:23:761 (7) - There's no sound here, so the stack doesn't match the music.

00:28:534 (4) - This drum sound would better fit a slider seeing as it lasts a full beat

00:35:157 (1,2,3,4,5) - Using all of these overlapping triangles is kind of hard to hit for me, especially at AR8. I'd either change the AR, or make a less overlapping pattern. It's a bit repetitive anyway, in a song that doesn't repeat too much.

00:37:300 (6,1) - Between these circles a drum sound is played, but nothing is mapped.

00:38:858 (5) - And.. again? Since this repeats Im guessing you're doing it on purpose, but it really feels out of place for a strong sound like that to just be totally ignored.

00:42:170 (3,4) - Wouldn't a stack near the 3 fit the close group of sounds instead of a single circle? I might be crazy, but I feel like a lot of drum sounds are being ignored for no reason.

00:46:651 (4,5,6,7,8) - Ok again these triangle jumps feel really unsmooth to play. Its way below what I normally do and Im struggling to hit these correctly.

01:23:468 (1,2,3,4,5,6) - Compared to a very symmetrical song (TRIANGLES) these jumps seem sloppily placed at best


01:35:352 (2,3,4,1) - The distance between this stream and this slider is zero, yet there's a large gap in the timeline? Very easy to combo break on this, and it doesn't really fit.

02:11:586 (1,2,3,4) - You go from using stacks on top of sliders to a stack before a jump to a slider, yet these stacks are already slightly over mapped without a real justification for them being there and now you're making them even more noticeable. It would make far more sense to just keep putting stacks like this on sliders.

03:20:352 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3) - You go from using these weird rotating triangle jumps I can't hit for the life of me to using this more spaced out and straight jumps, which I prefer, but have no reason to be different if you kept using the same thing. If all the jumps were different, that'd be fine, or if all the jumps were the spaced out straight jumps, that'd be fine, but the sudden use of different jumps when a very similar sound is playing feels out of place

That's all! Sorry if I said anything others had already modded, but I don't have time to read all the other mods.
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QuiescentRabbit wrote:
Hello from my queue! I'll try my best to mod even after all the mods received thus far.

Insane

Mod
00:23:761 (7) - There's no sound here, so the stack doesn't match the music.

00:28:534 (4) - This drum sound would better fit a slider seeing as it lasts a full beat -It seemes ok with a circle

00:35:157 (1,2,3,4,5) - Using all of these overlapping triangles is kind of hard to hit for me, especially at AR8. I'd either change the AR, or make a less overlapping pattern. It's a bit repetitive anyway, in a song that doesn't repeat too much. -Changed to AR 8.5

00:37:300 (6,1) - Between these circles a drum sound is played, but nothing is mapped. -Cause the vocals ended

00:38:858 (5) - And.. again? Since this repeats Im guessing you're doing it on purpose, but it really feels out of place for a strong sound like that to just be totally ignored. -I'll put something if I get pointed again

00:42:170 (3,4) - Wouldn't a stack near the 3 fit the close group of sounds instead of a single circle? I might be crazy, but I feel like a lot of drum sounds are being ignored for no reason. -Added circles

00:46:651 (4,5,6,7,8) - Ok again these triangle jumps feel really unsmooth to play. Its way below what I normally do and Im struggling to hit these correctly. -I can't find a way to make it smooth. Any suggestions?

01:23:468 (1,2,3,4,5,6) - Compared to a very symmetrical song (TRIANGLES) these jumps seem sloppily placed at best


01:35:352 (2,3,4,1) - The distance between this stream and this slider is zero, yet there's a large gap in the timeline? Very easy to combo break on this, and it doesn't really fit. -Fixed

02:11:586 (1,2,3,4) - You go from using stacks on top of sliders to a stack before a jump to a slider, yet these stacks are already slightly over mapped without a real justification for them being there and now you're making them even more noticeable. It would make far more sense to just keep putting stacks like this on sliders. -Fixed

03:20:352 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3) - You go from using these weird rotating triangle jumps I can't hit for the life of me to using this more spaced out and straight jumps, which I prefer, but have no reason to be different if you kept using the same thing. If all the jumps were different, that'd be fine, or if all the jumps were the spaced out straight jumps, that'd be fine, but the sudden use of different jumps when a very similar sound is playing feels out of place -Fixed!

That's all! Sorry if I said anything others had already modded, but I don't have time to read all the other mods.


Thanks for your mod!
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Hi, from my mod queue.

Insane
00:13:144 (1,2) - Consider lowering these objects for better flow.

00:22:690 (1,2,3,4,5) - Try to make these equally spaced inbetween one another, there's no reason to increase the spacing on the vertical line.

00:24:053 (9) - Maybe this could flow better with the triple before it, maybe rotate it slightly or nudge it to the right a little bit.

00:24:443 (2,3,4) - These objects here feels like its under map, consider doing something about it.

01:05:352 (5,6) - Ugly shape :(

01:20:547 (2,4,5) - ^ (Sliders also seem to be in-consistent with their shape, try abusing the copy+paste tool so your map can have some aesthetics players can notice.)

01:33:014 (2,4,6,8) - ^

01:35:352 (2,3,4) - Try to space these equally, consider the Slider to Stream tool.

01:47:430 (3,4,5,6) - This feels a little awkward to play and doesn't really follow the sounds of the song (At least I don't think so) maybe try changing up the objects in the timeline. (Rather than this Try something like this

02:39:832 (4,5) - These objects here feels like its not timed with the beat you're trying follow, I think some of them are a tick too late, consider increasing the slider length and re-position them in the timeline.

02:46:066 (4,5) - Maybe move these two down a little bit.

02:46:651 (6,7) - Ugly stack.

03:08:469 (1,2) - These two here are unpredictably fast, and is very likely to break a players combo, consider changing it up a little bit in the timeline, or just stack the objects.


Well, that's all I could find worth talking about in the mod. Good luck mapping.
This is a BSS beatmap submission. Click here to view full beatmap information.
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