forum

TAKA respect for J.S.B - Ubertreffen

posted
Total Posts
345
show more
theowest

Philippines wrote:

Idk. I'm just following what people think was right, If that's how they see it. D:
but you mapped it.
Did you seriously ask people: "Hey guys, do you think it's right to map a difficulty which gets harder in difficulty while playing it?"?

irc mod I guess?
SPOILER
16:17 <Philippines> : what do you mean 100 - 95 %...
16:17 <Philippines> : ?
16:18 <theowest> : well
16:19 <theowest> : let's show you
16:19 <theowest> : 00:00:473
16:19 <theowest> : (1,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,1,2,3,
16:19 <theowest> : 4,1,2,3,4,5,1,2,3,4) - this is baby easy
16:19 <theowest> : but WOAH
16:19 <theowest> : here comes some crazy shit
16:19 <theowest> : (still not as hard for me)
16:19 <Philippines> : i see D:
16:19 <theowest> : and then it continues with this much harder difficulty 00:19:956
16:19 <theowest> : (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,7,
16:19 <theowest> : 8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4) -
16:20 <theowest> : and WOAH even harder!
16:20 <Philippines> : yeah, that's quite intentional
16:20 <Philippines> : gets harder and harder.
16:20 <theowest> : boom boom boom! 00:39:266
16:20 <theowest> : (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,1,
16:20 <theowest> : 2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - so
16:20 <theowest> : many hard strearms! D:
16:20 <Philippines> : 5 5 3 streams
16:20 <theowest> : 001:00:818 (1,2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2) - continues crazy hard
16:21 <theowest> : now this
16:21 <theowest> : THIS
16:21 <theowest> : 01:05:818 (4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1) -
16:21 <theowest> : WHAAAAAAAAAAAAAAAAAA
16:21 <theowest> : boom
16:21 <theowest> : 90% fails
16:21 <theowest> : right there
16:21 <theowest> : out of all places
16:21 <theowest> : I had 99% after one try before that
16:21 <theowest> : after it
16:21 <theowest> : 93%
16:21 <Philippines> : lol
16:22 <theowest> : after that
16:22 <theowest> : it gets back to the previous pretty difficulty difficulty 01:10:990
16:22 <theowest> : (1,2,3,4,5,1,2,3,4,5,6,7,8,9,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) -
16:22 <theowest> : 0and then
16:22 <theowest> : BOOM BOOM BOOM again and again 01:16:852
16:22 <theowest> : (4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1) -
16:22 <theowest> : so HAAAAARD
16:22 <Philippines> : I hope that's not a bad thing.
16:22 <theowest> : and then gets back in difficulty 01:21:852
16:22 <theowest> : (7,1,2,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,1,
16:22 <theowest> : 2,1) -
16:23 <theowest> : sadly, I see it as a bad thing
16:23 <Philippines> : i'll shut up now then :o
16:23 <theowest> : the difficulty in this map is going from hard to insane to hard to insane to CRAAZY insane to insane to CRAAZY insane and then insane
16:23 <theowest> : it's very
16:24 <theowest> : inconsistent
16:24 <Philippines> : just like DeltaMax
16:24 <Philippines> : oh i forgot, i need to shut up. D:
16:24 <theowest> : ...but this isn't any higher BPM or anything like that
16:24 <theowest> : and the music stays pretty much the same
16:24 <theowest> : and this is getting RANKED
16:24 <theowest> : not graveyarded
16:24 <theowest> : you see??????
16:24 <theowest> : :v
16:25 <theowest> : stuff has to be done.
16:26 <theowest> : the other maps are better in consistency
16:27 <theowest> : difficulties*

Did I say I didn't like it? Just mentioning some extreme inconsistency in difficulty.
Topic Starter
Cygnus
I've finally decided some things around for this map.

1. If you are complaining about the Difficulty of [Gold], [Platinum], please keep in mind, these diffs are labeled as "Insane" and "Expert". Do not expect me to make an easy to FC difficulty like all other maps out there. I did not do this to give threat to people, I am just trying to define what "Insane" really means. So if you're here to tell me to make these diffs easier, please try to understand me as much as possible if i don't happen to agree on any of your suggestions.

2. If you don't like the map, don't play it, stop telling me to remap the whole thing or you don't want any of this crap, try to understand that I gave full time on my map just to avoid receiving negative opinions about my map. But if you really have to say it, say it nicely. Don't be rude because you're just gonna end up being ignored.
Topic Starter
Cygnus

Garven wrote:

Alright then.

[Easy]
00:02:714 (2) - I still don't see why this note is there.
It fits the music, but that's just me.

00:39:956 (1) - Eh, I'd still say it's too soon after a spinner for this level of difficulty.
I have moved the slider in the center so players can hit it right after they spin.

00:46:852 (2) - I also still worry about this from the IRC mod. The doubling back slider in an Easy diff is just plain confusing. Especially when the players are usually still trying to figure out how the slider works.
It feels okay for me though. Also, I think two (1/1) is enough to tell players that they should hit the note on the right part.

01:11:680 (1) - Same thing about the notes soon after spinners.
it's near on the center so i won't change this one. :O


[Normal]
You didn't change any of those rhythm switches that I mentioned. Why? That's one of my biggest problems with this difficulty. Fix them please.
The difficulty overall is still really bland with a samey feeling throughout the entire play. I know you can do better, as you had stated earlier that you had put more efforts into your harder difficulties instead of the easier ones. This is your chance to rectify that.
WIP for a moment, will update this post later.

[Taiko]
The difficulty name changed. Are you sure you want it this way without the Platinum in there?
Sounds good otherwise, though.
Keeping current name now. :O


[Edm]
00:38:921 (5) - Maybe you forgot to read this, but you need to extend this slider more please. It's too squished right now.
You really should see what you can do to tone this down a little bit too. It's still really close in difficulty to Chrome when the lower spread is what really needs to be addressed.
Fixed the slider.

Others are okay, I guess.
Mismagius

Philippines wrote:

I've finally decided some things around for this map.

1. If you are complaining about the Difficulty of [Gold], [Platinum], please keep in mind, these diffs are labeled as "Insane" and "Expert". Do not expect me to make an easy to FC difficulty like all other maps out there. I did not do this to give threat to people, I am just trying to define what "Insane" really means. So if you're here to tell me to make these diffs easier, please try to understand me as much as possible if i don't happen to agree on any of your suggestions.
Please remember that having a challenge doesn't mean that you should make anything to make the player miss. It should be very hard and enjoyable, not frustrating.
those
Hm.

[Platinum]
  1. 00:29:266 (9,10) - Why is this not the same as 00:30:646 (9) - , or the other way around? Each of your six combo endings sound the same and thus should have the same rhythm pattern. It's inconsistent of you to have a kickback slider for some and two sliders for others.
  2. 00:42:283 (4) - As I mentioned before, nothing's here. This is an overmapped stream which can be broken down. Otherwise, you're asking people do play a 65-stream at 174bpm when it's not even the end, which I feel is asking too much.
  3. 00:50:301 (1) - This stream as well. I recommend you break this section down to what you did with 00:11:680 (1) - .
  4. 01:27:714 (3) - Starting from here your stream looks ugly, mainly because the loop for (6,16) is flat compared to the previous loop.
Edit: after this, in IRC:

irc
12:04 <Philippines> : i'm a bit confused about your mod. :O
12:04 <those> : I'll go over it with you; what question do you have
12:05 <Philippines> : 00:50:301 (1) -
12:05 <Philippines> : Do you want it to look like 00:50:301 (1) -?
12:06 <those> : For 00:50:301 (1) -
12:06 <those> : I'm mainly talking about 00:51:335 (13,14,15,16) -
12:06 <those> : and how you can make that similar to 00:12:714 (13) -
12:07 <those> : or 00:18:232 (13,14) -
12:07 <Philippines> : I think I'll try this one out ^
12:07 <Philippines> : let's see, if it satisfies :O
12:07 <those> : Cuz a 65-stream is not reasonable at all.
12:07 <Philippines> : What about adding a little jump?
12:08 <those> : I'm not entirely sure what you mean
12:08 <Philippines> : like what i did in 00:18:232 (13,14) -
12:09 <Philippines> : But I'm planning to increase a little bit of a spacing
12:09 <Philippines> : If people can't face the challenge of 65-stream part, I'll add a bit of a challenge in Jumps.
12:09 <those> : I certainly thin 2.5 is enough of a spacing
12:09 <those> : `think
12:09 <Philippines> : How bout 3.5? :O
12:10 <those> : it's 86ms. 2.5 is large enough.
12:11 <Philippines> : Let's haggle, 3. :O
12:11 <those> : I think we're done here.
Mismagius

those wrote:

12:09 <Philippines> : If people can't face the challenge of 65-stream part, I'll add a bit of a challenge in Jumps.
Please read my previous post.


Please.


PLEASE.
Topic Starter
Cygnus
  • Changelog
  1. Followed all those's mod except the 1st one.
  2. Remapped the whole [Bronze].
those

Philippines wrote:

Followed all those's mod except the 1st one.
Would love to know why.
Topic Starter
Cygnus
I am so tired of this, I've never gotten any good response from now, lemme fix that those. -_____-

This unrank is just too much of a pain. :(
those

Philippines wrote:

I am so tired of this, I've never gotten any good response from now, lemme fix that those. -_____-

This unrank is just too much of a pain. :(
If you would accept that we're just trying to better your map as opposed to just pointing out mistakes because we feel like it (and we have the excess time to do so to make you feel bad), then it wouldn't be so much of a pain. Remember, you're mapping for the community before you are mapping for yourself.
theowest
We can understand your pressure, but keep in mind that many people like this beatmap and that you're almost there! The race is coming to an end.
Topic Starter
Cygnus
Okay, done with those's. :3

EDIT Why are some posts deleted? :O
Makar
Hey, since most people here are just looking at platinum, I'm going to take a look at the easier diffs, since I think those needed a bit of work as well, in my opinion. Remember when replying to my mod, if you deny anything, please explain why. I've noticed after reading this thread you tend to just ignore some great suggestions for no real reason. Modding is meant to help both the mapper and the modder, so please respect the other modders as well even if they may not give you the same respect.

[General]

  1. Everything's okay here~

[Rust]

  1. Overall, this SV is pretty fast. This is supposed to be the easiest diff of the set. If you feel like putting in the effort to change the SV, it will help.
  2. 00:44:783 (1,2) - The flow from (1) to (2) is really bad, it seems like you are only doing this because the notes wont fit on the screen any other way. http://osu.ppy.sh/ss/328117 here is just a simple suggestion, and yes this means you have to do some adjustments to the patterns after.
  3. 00:50:301 (1,2) - Same thing here that I mentioned above.
  4. 01:01:335 (1,2) - I find these pretty hard to hit with good accuracy. You have two notes by themselves with a huge gap in the timing between them. Newer players will have a hard to understanding when to hit these exactly because they don't have enough experience to read by looking at the approach circles, and the timing gap is just too high for them to understand that it is one-per-measure. My suggestion is to just do a slider like 01:04:094 (3)
  5. 01:16:508 (1,2,1,2,1,2) - This part, is a major problem. The ends of the sliders are so much stronger than the starts of it. Then, at the end you start on the 2nd and 4th beats with circles (in otherwords, changing the timing of when the player clicks). Please, shift 01:16:508 (1,2,1,2) forward to the next white tick, and add a note at 01:16:508 like so http://osu.ppy.sh/ss/328123. This makes the next part 01:19:611 (1,2,1,2) much less awkward to play.

[Bronze]

  1. 00:09:956 (2,1) - As I mentioned in Rust, it seems like you just did this due to the amount of room you have. THe flow here is bad and would look and play much better if this was flipped liked 00:10:990 (2)
  2. 00:19:956 (1,2,1,2) - This timing pattern is what bothered me the most about this diff before it got unranked. It's inconsistent when the patterns like 00:15:818 (1,2,1,2,1,2) and so (2) is always going to be hit early.
  3. 00:46:163 (1,2) - Same here as mentioned above.
  4. 00:48:921 (1,2) - Same here as mentioned above.
  5. 01:02:714 (1,2,1,2) - Again, same as mentioned above. I really hope you adjust this. It will make the map much more readable.
  6. 01:13:749 (1,2) - Same as above.

Remember, if you have any questions or would like to discuss something, PM me in-game. I'll do my best to help you as long as you cooperate as well.
Emdyion
Alright, I'm back from my trip-

WHOA THAT'S A LOT OF POSTS

I'm gonna look through all the mods for my diffs now. XD

EDIT: @Garven: Well then, I'll find a way to make it easier. After I added Derek's mod though, AIMod said it was at a Hard difficulty.

but whatever I'll see what I can do to lower it :)
Topic Starter
Cygnus

Makar8000 wrote:

[Rust]

  1. Overall, this SV is pretty fast. This is supposed to be the easiest diff of the set. If you feel like putting in the effort to change the SV, it will help.
    It seems fine for me.

  2. 00:44:783 (1,2) - The flow from (1) to (2) is really bad, it seems like you are only doing this because the notes wont fit on the screen any other way. http://osu.ppy.sh/ss/328117 here is just a simple suggestion, and yes this means you have to do some adjustments to the patterns after.
    I didn't follow your suggestion but I did a new one, hoping this one is better.

  3. 00:50:301 (1,2) - Same thing here that I mentioned above.
    Done

  4. 01:01:335 (1,2) - I find these pretty hard to hit with good accuracy. You have two notes by themselves with a huge gap in the timing between them. Newer players will have a hard to understanding when to hit these exactly because they don't have enough experience to read by looking at the approach circles, and the timing gap is just too high for them to understand that it is one-per-measure. My suggestion is to just do a slider like 01:04:094 (3)
    Done

  5. 01:16:508 (1,2,1,2,1,2) - This part, is a major problem. The ends of the sliders are so much stronger than the starts of it. Then, at the end you start on the 2nd and 4th beats with circles (in otherwords, changing the timing of when the player clicks). Please, shift 01:16:508 (1,2,1,2) forward to the next white tick, and add a note at 01:16:508 like so http://osu.ppy.sh/ss/328123. This makes the next part 01:19:611 (1,2,1,2) much less awkward to play.
    Well, this was really intentional. But I fixed it. I don't know If I got it right.

[Bronze]

  1. 00:09:956 (2,1) - As I mentioned in Rust, it seems like you just did this due to the amount of room you have. THe flow here is bad and would look and play much better if this was flipped liked 00:10:990 (2)
    Fixed

  2. 00:19:956 (1,2,1,2) - This timing pattern is what bothered me the most about this diff before it got unranked. It's inconsistent when the patterns like 00:15:818 (1,2,1,2,1,2) and so (2) is always going to be hit early.
    Changed (2) into a reverse and moved somewhere below the two sliders between this one.

  3. 00:46:163 (1,2) - Same here as mentioned above.
    Changed to kick slider.

  4. 00:48:921 (1,2) - Same here as mentioned above.
    ^.

  5. 01:02:714 (1,2,1,2) - Again, same as mentioned above. I really hope you adjust this. It will make the map much more readable.
    ^

  6. 01:13:749 (1,2) - Same as above.
    ^
on the other hand, Emdyion did some fixes on some mods.

SUBMITTED.
Emdyion
ALRIGHT ANOTHER MOD/HITSOUND CHECK

btw good luck on getting it re-ranked.

[Rust]
00:28:232 (1,2,3,4,5,6,1,2) - How about (3,1,2,3,1,2,3,1) ? [if you don't get this, i'll tell you to NC and stuff]

01:19:611 (1) - Clap [your choice to add or not]


[Bronze]
00:38:577 [Comment] - Seems like it gets harder from here..


the rest was irc modded LOL
GladiOol
I find it funny that this map gets SO MUCH mods after it got unranked. Maybe derek/mafiamaster were a bit too hasty with the rank? x)
Topic Starter
Cygnus
I was the one who got so hasty. :O

Submitted.

38 mods from Page 1. D:
Mercurial
6 pags in 1 day...

Dude, this map will be epic.
Topic Starter
Cygnus
lol, and almost 17k views.. and still counting D:

i'm glad this unrank flowed well, i wasn't actually expecting to be quiet, lol (:
TheVileOne
Okay I'll attempt at modding Bronze


Modder Comments

The pacing in this difficulty is perfect! Great use of sliders!

00:38:577 (2, 3, 4) - I think this triple should be replaced with a repeat slider. It will follow the other patterns. The next triple is where the patterns change, and so it plays better.
01:14:439 (2) - You forgot a clap?
01:17:887 (1) - Perhaps move 1/1 forward? It plays weird where it is. (It just threw me off the first time. So this can just be a comment that you can ignore if you want)


I came from the queue so I'll leave this diff modded for now, but I wouldn't mind modding the whole diffset.
Emdyion

Garven wrote:

I think this difficulty could use a slight toning down since this is only slightly easier than Chrome. Maybe use more sliders instead of circles in your 1/2 runs except for the really powerful parts that you accentuate with the kiai fountains.
I agree with what you said.

I replaced some circles with sliders, but if it still doesn't seem like it makes it a bit easier, I'll remake some parts..

Download: TAKA respect for J.S.B - Ubertreffen (Philippines) [Emdyion's Silver].osu
Topic Starter
Cygnus
Alright, I'm about to sleep D: It's like 5 am, I tried waiting for the presence of some BATs but they didn't happen to go online. I hope this map gets ranked anytime soon. :O
wmfchris
Garven: maybe it's because I uploaded the revised ver. with the old diff name, and I have no preference on the diff name and just let him to decide.
Topic Starter
Cygnus
It's staying Wmf's Taiko. Since it's the only Taiko diff in this mapset so there's no need to judge how hard it is.
Nyquill
I really like gold. Platinum is a tad bit too demanding for endurance though, I can never get a good enough accuracy to be considered a rank worthy play.

At any rate, certainly worth getting ranked again after a couple opinions considered. Good luck.
Topic Starter
Cygnus
Thanks for your opinion.
v2b
http://vjarmy.com/wiki/index.php/Ubertreffen

First Music Game Appearance: pop'n music 14 FEVER!
Topic Starter
Cygnus
Oh thanks for that v2b. :O
Topic Starter
Cygnus
#1 on Platinum still bothers me a lot. wow
vipto

val0108 wrote:

omg
i lol'd so hard
Natteke


why did you even have to remove when this work of gods exists http://osu.ppy.sh/s/15740
Topic Starter
Cygnus
Been waiting too long..
Emdyion
I think that my difficulty seems a bit too hard.

I was thinking of editing some parts a bit more..
Topic Starter
Cygnus
Nah. I think it's okay now.
Yuukari-Banteki
[Rust]
-beginning of the map has a lot of dead space, a bit boring
-the different notes and combos don't seem to form a coherent whole; usually this is formed by musical phrases, symmetry, and patterns
00:12:714 (1,2,3,4,5) - this is a coherent pattern
00:15:818 (1,2,3) - this is not
00:41:680 (3,1) - this is a coherent link between combos
00:43:404 (2,1) - this is not
if you have any more questions for how to move your notes around so that they are more coherent, ask me
I also think you have an opportunity to make some of the longer sliders really pretty shapes, but that is up to you :)
01:24:783 (1) - maybe move farther away?

[Bronze]
00:00:646 (1,1) - if you are going to overlap two sliders, try to make them symmetrical and/or overlapping in the center of each
00:05:473 (2,1) - overlap is messy
00:42:370 (2) - line this up with 1
00:43:059 (3) - and this up with 2
01:22:714 (2,3) - again, 3 should have some relation to 2 (linear, same x-axis, same y-axis, etc)
01:26:852 (2,3) - ^, etc

[wmf]
looks good. for a second i thought there were no kats and then i realized youre just incredibly good at them.

[Emdyon]
00:06:163 (1) - clap spam starts here and does not sound good
00:10:128 (4) - clap spam ends
00:25:473 (1,2,3,4,5,6) - nice
00:29:094 (2) - this gap feels like a hiccup
00:31:852 (2) - ^
00:35:646 (2,3) - a bit wtf
00:41:680 (8) - fit this around the end of 7
01:26:508 (1,2) - random whistles

[Chrome]
00:08:921 (1,2) - having one beat on every white and red tick and nowhere else is getting repetitive around here. Try to vary it up a bit more either with hitsounds or other rhythms
00:22:714 (1,2,1,2) - messy and hard to read, why not a square instead?
00:25:473 (1,2,1,2) - ^
00:49:956 (4) - this tiny slider feels kind of lost on the end here :o
01:16:508 (1,2,1,2) - this pattern here is quite well-done, good job

[Gold]
00:19:956 (1,2,3,4,5) - im not quite sure what part of the music this goes to
00:29:611 (1,2) - this is kind of wonky
01:00:818 (1) - again, not sure what part of the music this goes to. maybe if you made it quieter?
01:08:404 (2,3,4) - these jumps are not ok unless you want to storyboard in something that indicates to the player that they are jumps, not sightreadable

01:22:370 (2) - messy overlap, maybe curve it the other direction
01:24:783 (1,2,3,4,5....) - ok one stream of doom per map is plenty per map and you already did one. Are you trying to make a map that is challenging yet exhilarating or one that wears out the player and leaves them with bloody nubs where their fingers used to be? I might also mention that at this point its likely that you are giving them muscle cramps, which can cause the muscles to spasm involuntarily, which can make the player lose their combo through no fault of their own. Very bad, very sad players

[Platinum]
I would like to start by reminding you of the lecture at the end of my comments on Gold
00:18:404 (14) - no way to sightread this jump
00:19:783 (14) - ^
00:21:163 (14) - ^

00:21:335 (1,2,3,4,1,2,3,4,1,2,3,4) - messy
00:22:714 (1,2,1,2) - messy, why do they need to overlap? cant you put the second pair somewhere else? If you want it to be hard you could always put it in the opposite corner or something.
00:24:180 (2,3,4,1,2,3,4,1,2,3,4) - messy
00:25:473 (1,2,1,2) - as bfore
00:28:749 (6,7,8,9) - put a new combo to mark the jumps
00:30:128 (6) - ^
00:31:508 (6) - ^
oh the other reason for new combo, this will kill lots of people so the comboburst bonus hp will help frustrated players pass it
00:34:266 (6) - again
00:35:646 (6) - ^
tbh there are a bunch of places where you use very short sliders that would be better off as just hitcircles instead of sliders. It adds more focus to the EPIC parts and allows the players to rest their broken fingers
00:51:508 (14) - illegal jump
00:52:887 (14) - ^
00:54:266 (14) - ^

01:00:818 (1) - not sure what part of the music this goes to
01:02:370 (13,4,5,6) - messy overlap. Also the jump at 1 is ish :\
01:08:232 (1,2,3,4,1,2,3,4) - this is very very good. you need more of this kind of thing in your map.
01:12:197 (15,16,1,2....,3,4) - messy
01:15:301 (3,4,2,3,4,1,2,3) - ^
01:17:025 (1,2,3,4,5,6) - if you could do for this part kind of like what you did for Chrome where the combos all point towards the clap note, that'd be a lot better
01:21:852 (7,8,1,2,3,4,1) - i feel like the combos should start on the 7, 3, etc rather than the sliders
01:30:214 (16,1,2,3,4,1,2,3,4) - messy
01:30:990 (1) - how does this go to the music?

Talk to me if you have any questions.
Emdyion

Saturos-fangirl wrote:

[Emdyon] It's spelled Emdyion, but okay..
00:06:163 (1) - clap spam starts here and does not sound good Switched to whistles for some parts
00:10:128 (4) - clap spam ends Fixed.
00:25:473 (1,2,3,4,5,6) - nice XD
00:29:094 (2) - this gap feels like a hiccup Fixed whole section
00:31:852 (2) - ^ ^
00:35:646 (2,3) - a bit wtfonly put one instead of two
00:41:680 (8) - fit this around the end of 7 I tried my best to do so
01:26:508 (1,2) - random whistles Those whistles match the violins in the bgm, not changing
I'll also give a star. Good luck XD

...where did the "attach" button go? 0_0

EDIT: HERE --> http://puu.sh/yBuG

EDIT: Wait, the diff didn't save for some reason. Lemme fix that XD Fixed.
those

Emdyion wrote:

...where did the "attach" button go? 0_0
The attach feature was removed from the forum. Simply use puush or [code] tags to enclose your code now.
Makar
Can you fix the thread title please?
Topic Starter
Cygnus

Saturos-fangirl wrote:

[Rust]


-beginning of the map has a lot of dead space, a bit boring
How come? Would like to know why. D:

-the different notes and combos don't seem to form a coherent whole; usually this is formed by musical phrases, symmetry, and patterns
I believe it would be a bit more boring if i made all the patterns coherent. But I guess we're just not in the same point.

00:12:714 (1,2,3,4,5) - this is a coherent pattern


00:15:818 (1,2,3) - this is not


00:41:680 (3,1) - this is a coherent link between combos


00:43:404 (2,1) - this is not


if you have any more questions for how to move your notes around so that they are more coherent, ask me
Okay. I really don't understand what you're trying to say above. Do you mean like making the pattern consistent? But wouldn't that be a little more boring if the rhythm keeps repeating over and over? :O

I also think you have an opportunity to make some of the longer sliders really pretty shapes, but that is up to you :)
Believe me, I do too. But moving even a few grids might make a big tragedy in spacing. D:

01:24:783 (1) - maybe move farther away?
Away from what?

[Bronze]


00:00:646 (1,1) - if you are going to overlap two sliders, try to make them symmetrical and/or overlapping in the center of each
Is that really necessary? I believe the overlaps are just fine and smooth.

00:05:473 (2,1) - overlap is messy
Same thing I stated above.

00:42:370 (2) - line this up with 1
Fixed. But I believe this is unnecessary. lol

00:43:059 (3) - and this up with 2
Same as above.

01:22:714 (2,3) - again, 3 should have some relation to 2 (linear, same x-axis, same y-axis, etc)
Seriously? I don't see any requirement on this. No change.

01:26:852 (2,3) - ^, etc
Same as above.


[wmf]


looks good. for a second i thought there were no kats and then i realized youre just incredibly good at them.
Great. (:

[Chrome]


00:08:921 (1,2) - having one beat on every white and red tick and nowhere else is getting repetitive around here. Try to vary it up a bit more either with hitsounds or other rhythms
I'm trying to follow the rhythm here, and I don't see anything wrong here. No change, sorry.

00:22:714 (1,2,1,2) - messy and hard to read, why not a square instead?
Hard to read? It's great. Also, I'm trying to avoid super COMMON patterns on my map, trying to bring up new kind of note structures for the society. No change here, sorry.

00:25:473 (1,2,1,2) - ^
Same as above.

00:49:956 (4) - this tiny slider feels kind of lost on the end here :o
So what do you want me to do here?

01:16:508 (1,2,1,2) - this pattern here is quite well-done, good job
Thanks! (:


[Gold]


00:19:956 (1,2,3,4,5) - im not quite sure what part of the music this goes to
It's following the piano in the background.

00:29:611 (1,2) - this is kind of wonky
I'm trying to make a good hit sound for the music on this one.

01:00:818 (1) - again, not sure what part of the music this goes to. maybe if you made it quieter?
If you'll try to remove the slider, you will hear a little 1/8 on this part. But sure, I silenced this one a bit.

01:08:404 (2,3,4) - these jumps are not ok unless you want to storyboard in something that indicates to the player that they are jumps, not sightreadable
I've asked a few people about this part, and they said it was sight readable because they were actually expecting a hard part when the kiai time enters the scene.

01:22:370 (2) - messy overlap, maybe curve it the other direction
Fixed a little.

01:24:783 (1,2,3,4,5....) - ok one stream of doom per map is plenty per map and you already did one. Are you trying to make a map that is challenging yet exhilarating or one that wears out the player and leaves them with bloody nubs where their fingers used to be? I might also mention that at this point its likely that you are giving them muscle cramps, which can cause the muscles to spasm involuntarily, which can make the player lose their combo through no fault of their own. Very bad, very sad players
Come on, there is a repeat slider that gives the players a bit of time to rest. I am not an Insane Player but I definitely can hit all these notes. If you want a play from me, just ask me.


[Platinum]


I would like to start by reminding you of the lecture at the end of my comments on Gold


00:18:404 (14) - no way to sightread this jump
I guarantee that these notes are 100% sight readable.

00:19:783 (14) - ^
Same as above.

00:21:163 (14) - ^
Same as above.

00:21:335 (1,2,3,4,1,2,3,4,1,2,3,4) - messy
I would like to know why.

00:22:714 (1,2,1,2) - messy, why do they need to overlap? cant you put the second pair somewhere else? If you want it to be hard you could always put it in the opposite corner or something.
They look good when they overlap, but that's just me. Also, this is also the part in Chrome that you told me. So, no change.

00:24:180 (2,3,4,1,2,3,4,1,2,3,4) - messy
Same as above.

00:25:473 (1,2,1,2) - as bfore
Same as above too.

00:28:749 (6,7,8,9) - put a new combo to mark the jumps
Well, okay.

00:30:128 (6) - ^


00:31:508 (6) - ^


oh the other reason for new combo, this will kill lots of people so the comboburst bonus hp will help frustrated players pass it


00:34:266 (6) - again


00:35:646 (6) - ^
Followed all of the new combo suggestions above.

tbh there are a bunch of places where you use very short sliders that would be better off as just hitcircles instead of sliders. It adds more focus to the EPIC parts and allows the players to rest their broken fingers


00:51:508 (14) - illegal jump
This is not an illegal jump.

00:52:887 (14) - ^
Same.

00:54:266 (14) - ^
Same.

01:00:818 (1) - not sure what part of the music this goes to
Silenced this part like you suggested in Gold.

01:02:370 (13,4,5,6) - messy overlap. Also the jump at 1 is ish :\
This one is fine for me, no change.

01:08:232 (1,2,3,4,1,2,3,4) - this is very very good. you need more of this kind of thing in your map.
Thanks. But I will only use this on this part.

01:12:197 (15,16,1,2....,3,4) - messy
Not messy, really.

01:15:301 (3,4,2,3,4,1,2,3) - ^
Same as above.

01:17:025 (1,2,3,4,5,6) - if you could do for this part kind of like what you did for Chrome where the combos all point towards the clap note, that'd be a lot better
If I tried doing it in the center, there won't be enough space for a high jump. I'm trying to keep the amount of high jump because this is an Extra Difficulty.

01:21:852 (7,8,1,2,3,4,1) - i feel like the combos should start on the 7, 3, etc rather than the sliders
I don't think so. Because the new rhythm came on 01:22:025.

01:30:214 (16,1,2,3,4,1,2,3,4) - messy
This is fine for me.

01:30:990 (1) - how does this go to the music?
Listen closely to the music, there is a 1/8 part.

Talk to me if you have any questions.
show more
Please sign in to reply.

New reply