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This beatmap wasn't updated since 5 June 2019 so it was graveyarded...
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00:03:397 (1,2,3) - idk if there's a concept for these sliders tho

  • if there's intentionally made because there's a concept behind this, you should also make this slider 00:05:442 (4) - overlapped like the sliders prior. so it would be consistent to the other sliders. clustering these sliders 00:03:397 (1,2,3) - and make this slider 00:05:442 (4) - apparent seems nonsense because there is no dominant sound at 00:05:442 - to make the hitobject here become conspicious.
  • if there's no concept behind this, i'd highly recommend to not overlapped these slider, for aesthetic's sake. making these sliders 00:03:397 (1,2,3) - clustered to one another and make 00:05:442 (4) - outstanding could cause a reading issue for players (1/2)
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because players could actually confuse that the gap between hitobjects between 00:04:760 (3,4) - and the spacing between the other three prior is different, and that could cause players an early clicking and cause lower score on this. i'd recommend to make the spacing here visually the same so players won't struggle on this issue. (2/2)

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There's actually no concepts behind this, the reason I put 4 over there is to make all of them have the same amount of spacing, I didn't think about 4 being too stood out.

I decided to spread all the sliders apart like you said. I can't think of any patterns though, so I just mirror them all for now.

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Resolved.

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00:06:806 (2) - listen well; you have no sound on (2). You better remove it

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There's actually a bass drum there, you need to wear both of your headphone to hear it.

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00:08:681 - how you hitsound these hitobjects in this part seems really tedious because you use the hitsound pattern the same as how you've done at the regular part, which doesn't go really well with the song part here. this part here, the hitsounds should be more outstanding and more emphasizing so this part here would be more predominant as this part is the part before getting a pre-verse.

i'd recommend you to add finishes at 00:09:192 (3) -, 00:09:533 (4) -, 00:10:556 (3) -, and 00:11:238 (6) -. in order to make the hitsound here getting emphasized, so that this part here would be more eminent.

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Sure.

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00:11:238 (6) - maybe you can increase a little SV to show the singuliar vocal ?

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I don't think it's necessary, I think they stand out enough already as I map sounds like this as sharp sliders in this diff. I'll make the first one the same though.

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00:12:431 (5) - imo ctrlG play and flow better, + consistency with 00:13:624 (4,5) -

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I intentionally map them differently to show how the melody is the opposite of each other. (One is going down, the other one is going up.)

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00:16:351 (4,5) - the spacing here looks apparently small compared to the others

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I see where you're coming from, but I do this for easier playability. I don't want the player to unnecessary break here as they only have a 1/4 gap between them.

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00:16:692 (5) - Aren't it a bit too close? Try adding more spaces if possible.

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01:27:601 (5) - same thing

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I think it's much more comfortable to play like this.

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00:23:170 (4) to 00:23:510 (7) - Put streams(Five circles) here is better?

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01:05:783 (5) to 01:06:124 (1) - same thing(4 circles)

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I try not to put any bursts in this difficulty.

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00:25:556 (2,3,4) - i firstly thought that you've intended to map this verse following the instrumental mainly, but as i noticed at the hitobjects after this, most of them are mainly following vocals (e.g 00:26:920 (2,3) -, 00:31:522 (4,5,6) -, etc.) this comes to a confusion whether you're mapping mainly instrumental or vocals. if your intention for this part is to map the hitobjects following mainly vocals, i'd highly recommend you to swap the rhythm of these hitobjects, because it emphasizes the vocals better and that could make the concept here become consistent.

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00:25:556 (2,3,4,5,6,1) - should follow vocals better now.

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00:28:283 (2,3) - similarly to the suggestion above #929890 i'd recommend swapping the rhythm here to make the vocals here become more outstanding.

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For this one. If I were to change it, its rhythm choice wouldn't match the drums that appear later. I'd keep it the same way as it is for now.

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00:29:135 (1) - you should replace this by a slider, would be more natural and follow better the vocals

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I'm mostly following the drum here, I feel that suddenly changing to map the drum just for this will make it seems out of place.

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00:29:476 - ลองซ้ำcombo 1 ดู

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ดิฟนี้ nc ทุก 1 ห้องๆ

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00:31:522 (4,5,6) - as how you've made the spacing here inflates larger in order to emphasize the strong vocals on these spots, this is overall a good idea! i'd recommend to add finish into these circles 4 & 5, in order to make the hitobjects here become more emphasized.

apply this with the hitobjects which has similarly vocals (e.g 00:32:885 (4,5) -, 00:42:431 (4,6) -, 00:43:795 (4,6) -).

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Alright

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00:33:056 (5,6) - the spacing is pretty different from the same pattern before 00:31:692 (5,6) - . consider nerf the spacing here.

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00:33:056 (5,6) - Alright.

00:44:135 (6) - I don't think there's any other way to place all these and emphasize both 00:43:795 (4,5,1) - at the same time, I will keep them as they are for now.

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00:33:397 (1,2) - looks subjective but you could also make the slider (1) blankets the circle (2) in order to make the aesthetic here become more pleasant-looking and make the blankets consistent as you've done with the other pairs of hitobjects in the difficulty. (e.g 00:49:760 (1,3) -, 00:54:704 (4,1) -)

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Sure.

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00:36:124 (1,2) - leaving here as a blank seems pretty abnormal, it'd better adding something here so it won't leave here as a blank. apply to the others after

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I see it as giving the player a time to rest after a big jump and to me, mapping a sound with just a circle makes it appears stronger. So I did it with this one.

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diff Bubbling 00:36:465 - ลองทับcombo 1 ดู

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มันจะทำลาย hype ที่ build มาอ่ะสิ

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00:38:851 - ควรเป็นสไล

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ผมแมพกลองอยู่อ่ะ 555

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00:40:045 (1) - you can add an hitsound on it, it's a rlly important sound

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It's not strong enough to put a finish on, if I put a clap on it'd ruin the drum patterns. I don't want to add whistle just for this single note.

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00:42:431 (4,5,6) - instead of making a huge jump here you instead making triples which gives no movement at all, which makes the strong vocals here lack of emphasizing and not really corresponding to the song's intensity at all. i'd highly recommend making huge jumps here, in order to make the vocals in this part getting more emphasized by giving players a large movement, and so that it would be consistent with the parts where you've made jumps before also. (e.g 00:31:522 (4,5) -, 00:32:885 (4,5) -)

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Fixed!

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00:53:851 (1) - Ctrl+g will provide flow better.

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00:53:851 (1) - I want it to be counter-clockwise due to the previous section being the opposite.

01:26:067 (5) - Consistency and #925884 (Differences between melodies.)

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01:01:351 (3) - drum slider hitsound?

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I'm already following the drum so I think it's fine as it is.

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01:04:931 (2) - ลองทับสไลcombo 4 ดู

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โอเคๆ

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01:06:976 (4,5) - i'd recommend having finishes at the circle (4) and the slider head (5) in order to emphasize the strong vocals at this part, this suggestion is actually the same case as i mentioned prior #929892

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Sure.

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01:09:363 (2) - fix blanket

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I don't want to sacrifice playability for aesthetic here.

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01:10:215 (1,2,3,4,5,6,7,8) - Change NC to 1-2 should do it better.

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1-2 comboing should only be used when the drum is what you're trying to emphasize.

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01:16:010 (7) - i prefer to change this slider to 1/2 jumps since this part of vocal is almost the same but you still divided into different rhythm/pattern to show it.

this slider looks very excess and strange 01:16:010 (7) - , maybe change to jumps to distinguish 01:14:306 (1,2,3,4) - slider part and 01:15:670 (5,6,7,1,2,3,4,5) - jump part.

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That makes sense, changed.

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01:16:351 (1) to 01:17:033 (5) - I think change this to stream on this part is better.

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Same as above.

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01:23:340 (5) - ctrlG ?

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Same reason as the first mod.

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Unclear suggestion.

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01:37:317 (3) - Too sudden ending: try to add a slider on this circle.

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If I were to do it, the slider tail wouldn't be snapped to anything in particular.

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