bump. would star, but graved. : ((((
ps wil mod later
ps wil mod later
Thanks for being so thorough. It certainly made me think about what I was doing a bit more fervently. I'll probably change some other awkward jumps as well, especially the crazy honeycomb section and the end--that is, if I can think of ways which work. Have kudosu.TheVileOne wrote:
General
God this song is obnoxious. I'm referring to how it sounds not how you mapped it. That's a relief, but hooray for Coldplay anyway.
There are unnecessary green lines. Remove any greenlines you don't need/use. I will for the sake of tidiness, but those which don't actually affect anything aren't important.
Easy
01:05:450 (6,1) - Distance snap?? Yeah it's an anti-jump and a forced wrap, but there's nothing in the rest of the map to imply anything less than a beat's gap. Plus, 80% can't imply anything else (other than 1/4, but that wouldn't fit the song at all). Course, this is easy enough for me to change!
01:20:021 (3) - meh at this note's placement I'm not sure I like your modification to the beat. It sounds slightly better than the actual beat, but I kind of have to just click where i think the note is going to be, because it isn't a beat. Don't have to change for me. I might change the previous couple of patterns to be off the beat, as this might confuse new players. It definitely sounds better on the off beat anyway.
01:42:950 (1) - why crooked? Stylistic effect. Perhaps it'd make more sense to rotate it the other way, as the melody's lower at the end of the slider. That or I'll just rotate it upright.
02:20:663 (1) - Don't have notes this high up please... Move lower. Do the same for all similar notes. Sorry, but HP bar overlaps don't really bother me and they don't really affect gameplay at all. Lowering this would also jack up the pattern and yes, I will keep things like HP overlaps if it means preserving a pattern. What I might do is reduce the spacing slightly, so that the pattern's smaller and still readable.
02:33:307 (3,1) - not lined up That was distance snap and keeping the slider on the left symmetrical across the axis. Eh, I'll either move the circle up a bit or stretch the slider.
02:44:664 (1) - crooked again Perhaps having these upright would look better after all, although I wanted them to differ stylistically from the first verse.
03:27:950 (1) - I think this should be full sized slider without the repeat I wasn't comfortable with a slider which ignores an important part of the music. The melody uses a clashing note here, which I feel should be accentuated.
Normal
00:23:878 - Note here as part of the purple combo I added this, but I might just leave it out for variance. That and it might be better to give the player a rest after having to digest two large sliders.
00:24:521 (3) - perhaps spacing? I think that I left it here so that its start didn't overlap with the other slider, but the slider overlap as a whole kind of bothers me.
00:34:190 - Note?? Given that I'm mapping this to eliminate overlaps between circles, I'd have to make a stack and a larger jump than I'd like. Not everything needs to be mapped anyway.
00:37:807 (1,2) - I think this plays better
http://osu.ppy.sh/ss/270137 Bit of a subjective thing, so I'll leave it, as my way still fits the music (if not more of it) and plays similarly to previous patterns. Plus, this way makes the pattern work similarly to others.
00:42:307 (4) - please move back to the white tick It follows an established pattern in the music and I'm loathe to place too much on the beat, as doing that gets kind of boring.
00:44:450 (10) - perhaps new combo, just so the combo doesn't go over 10 I did it this way to keep it consistent with the other difficulties, but I may change this because it's a normal.
00:49:807 (3,1) - I don't know how you're going to do it, but this plays so much better with proper distance snap. Neither did I, which is why there's an anti jump. It's not such a bad thing to have between combos, but I'll try to make this work better.
00:52:807 - Add note here? I don't think the jump should go into a red tick sound. I'm really undecided here. It follows the vocal (hopefully with enough of an obvious cue) and currently, the pattern works well in itself. I could flip it, but then the anti jump might make it more awkward.
01:19:378 - add note to make a four stack, then move the next notes over half a beat I prefer the way that it feels this way. The off beats are plenty readable and I deliberately used the stacks to guide the player on and off the beat. Also, three stacks is enough, especially for this difficulty.
01:22:164 (1,2,3,4,5,6) - Same pattern with the four stack
01:25:164 (10,11) - Move half a beat back No. Instead, I rearranged the pattern so that things are on the beat. Much better.
http://osu.ppy.sh/ss/270141
01:49:592 (1,2,3,4,5,6,7,8,9,10) -
Perhaps this as the timeline. It doesn't sound right currently ...Yes, it does sound right. Your way ignores the beat AND would screw up the pentagon. My way has it going ONE, TWO, THREE AND four AND ONE, TWO AND three AND four AND ONE. This sort of syncopation does work musically.
http://osu.ppy.sh/ss/270142
02:01:807 - How about deleting this note,and moving this note 02:02:878 - 1/2th back
like this? I'll leave it as it is, because it still makes sense.
http://osu.ppy.sh/ss/270146
(Don't keep the new 1/1 notes stacked) Of course not, dear.
02:03:307 (1) - Delete this to go with the beat fix from before and then take the next note and flip horizontally or just use distance snap to get it on the other side of the screen. I'm afraid that I won't. The pattern works as-is and I won't change things around unless it's absolutely necessary.
02:03:950 (2) - Not centered with screen That's what I get for using distance snap too anally. Sliders with redpoints in the public build screw up velocity and how the slider fits with other stuff.
02:32:450 (5,6) -
Space like this in the timeline
http://osu.ppy.sh/ss/270149 No. I feel that it's more effective to have a gap after "still," as this accent should be more satisfying for players. Both half beats of "never" are also important enough to have their own hitcircles.
02:44:021 (1,2,3,4) -
Shouldn't the beat be this instead?
http://osu.ppy.sh/ss/270151 Not at all. I didn't want to ignore half of the drum fill. The stack is a similar effect to what happens at the end of the chorus and also to the long stacks and streams in [Hard] and [Expert] respectively.
02:48:093 (1,2) - I would rather this not be stacked. It goes a bit against what I'd done so far, but it's obvious that it's a 1/1 stack and I think that it feels pretty good with the pounding rhythm. I was going to move (2) so that I had a small star, but the pattern overlapped the long slider's end. Not good, when (2) would be covered by a hitburst. I could flip the star, but then I'd have to rearrange the pentagon and that would be more trouble than it's worth for the sake of removing a stack.
02:51:414 - Unsnapped and unnecessary green line here Oh, come on. Did you even playtest this bit? Firstly, it's snapped to 1/8. Secondly, it's used here and in the other difficulties to trigger a Kiai fountain. That's just how I roll (and it fits the song well and is fun). Sorry if I sound rude here, but I thought that what I was doing was blindingly obvious. Maybe you were already blinded enough by the gratuitous Kiai fountain.
02:54:092 (12) - New combo. I put a new combo on the huge stack before it. Both combos are kind of long, but this way, the combo colours are consistent as per the rest of the mapset and none of the combos are longer than 12. I think that long combos which begin/end with stacks are fair game. Feel free to protest against the notion.
03:28:592 (5) - Move half a beat forward. I think it sounds much nicer there. As this is subjective, I'll leave it. I'm catching the offbeat with this stack. If I change my mind, then this won't be hard to change.
Hard
00:29:664 (1) - new combo. Goes with the 5,5,5 patterns you're doing. Oh lord, you're right. I left it like that initially because I wasn't too sure where to split the combo. That, or I just forgot to split it/confused it with the longer pattern after it.
00:38:021 (1) - Remove new combo I extended the previous combo, simply because of how I want the combo to be phrased here.
00:55:807 (3,4,5) - Awkward - please change I don't think so. I feel that the stop works well with the lyrics and, sans the stack, this works in a similar way to [Insane] with less mouse movement.
01:16:378 (3,4,5) - fix small spacing difference Your suggestion makes me feel indifferent! Ha. Anyway, ignore errors like that, because you can see that the circles fit together well enough. Because of the grid, spacings will always change slightly and it's a well-known fact that the editor has calculation errors all over the place.
01:17:664 (6) - new combo Thanks for pointing this out as well, or I might never have bothered. Changed.
01:25:164 (4,5) - spacing is inconsistent Oh, I should have tended to this already. Either the shape got screwed up when I rearranged circles or I moved (4) down so that it'd fit. Either way, changing this, simply because it looks dumb. Also, the spacing keeps screwing me around, so the pattern has been reconstructed with some weird 1.03 crap going on. Ignore it, as it doesn't make a bit of difference to playability.
01:46:164 (7) - new combo I'm not sure why you're suggesting this, because there is no aesthetic or rhythmic gain from this. The vocal lands on the downbeat anyway, so I'm not going to displace the combo from the start of the bar.
01:46:378 (1) - remove new combo
01:48:307 (7,8,9,10,11) - follow the beat, not the vocals. (01:48:735 (9) - move forward half a beat and move 01:49:164 (10) - half a beat) Frankly, I refuse. I've kept the syncopation consistent throughout the entire pattern and it works better this way. Trust me.
02:18:092 (3,4,5) - Again no... Again no...
02:47:878 (12) - new combo As explained, no.
02:48:092 (1) - remove new combo
Insane
00:31:174 (1,2) - This doesn't play right to me x.x I realise that it's a fairly large jump, but the layout of the sliders makes it obvious what the player's supposed to do. The interlocking sliders and the upward motions give this part of the map a push, before the patterns after it flow more smoothly. I like the effect, so I'll keep it for now--however, I'll consider ways of changing it which still feel satisfying to play.
01:23:674 (4,5) - jump comes from nowhere.... It's a bad incombo jump When I asked Jarby about this in particular, he said was happy with it. I added a whistle to (5) to emphasise that this is another push. Either way, the regular arrangement of the rhombus, with the approach circle clearly visible, should make this jump intuitive enough to play. If you still want me to change this, then I will, because it wouldn't really affect anything.
02:44:567 (6,7,8) - 0.4 spacing facing away from a 2.13 jump just looks awkward to me. Feel free to seek another opinion. I did intend this as a challenge and I effectively rotated (8), so that it made the jump symmetrical, save for moving it a bit to make it fit behind the following pattern. I'll probably decide to flip the stream and do some other rearranging, but I want to be able to keep the pattern nice and angular with the followpoints.
02:54:960 (11,1) - ^ Consider this as considered as well. Hopefully, further modding will help me to decide whether or not I should change these post-stream jumps. I found that placing 1/1s anywhere on the screen was quite reasonable, but the direction of the streams could be misleading.
If you tend to some issues, I will star.
Graaaaah, I thought that I had already. I'll probably give this some TLC like next week or something.narakucrimson wrote:
Dude! Revive this!
I fixed the tags and finally fixed everything in AIBat. I know that you also suggested an offset change and a timing slip right at the end, so I'll see to those soon.Jacob wrote:
David! -hugs-
- General
(Issues or concerns with the map that has to do with the skin/SB elements, things in the folder, problems in all difficulties, etc.)
- You know the errors with the tags that I pointed out to you on Skype. Otherwise, everything checks out!
- Difficulty modding
(Issues or concerns with the specific difficulty. Anything can be in here, really!)
- Easy
Good point, but it only makes sense to finish with a symmetrical pattern and I want this to move down and up. I also don't want it to be too high on the playfield.
- 01:02:235 (2,4) - Align these with (1). I find it to be much more sexy. I should've done that in the first place. The only reason why the alignment was odd was because I used the rotate tool for the pentagon. I should just make these shapes by eye.
- 01:20:664 (4) - Soft slider-whistle is gross and you know it! Please remove it. Okay, fine. Slider whistles will be a thing of the past eventually, anyway.
- 01:49:807 (1) - I would move this note upwards to make sort of a large spacing blanket. It's pretty neat! If you don't know what I mean, see this. I considered this, but observe the overall flow and structure. The ring slider blankets the next circle, which falls onto the slider. I want to keep the subsequent pattern symmetrical. Besides, I don't always like blankets--sometimes, it's much more interesting to create irregular structures from objects and follow points.
- 02:24:520 (2,4) - Align with (1) like before~ Yes, sir. *squeeze*
- 02:30:521 (10) - Why does this combo go up to ten? Seems like you forgot to place a NC somewhere. I did it with the overall phrase in mind, but it is too long for easy AND is inconsistent.
- 02:51:521 (1) - Same thing with the large spacing blanket. Gyaaah, [/color]
- 03:30:521 (1) - Seems silly not to use distance snap here. Or at least space this out farther away.
- Normal
- 00:24:521 (3) - Should be a grid to the left to be aligned with (4)! It... Is? I have no idea what happened, but in the version that I have, both sliders are aligned perfectly.
- 00:39:521 (4) - Soft slider-whistle aaaaaaaaaaghghg Grrr, you gonna get it~
- 01:20:664 (7) - ^^^^^
- 02:35:664 (2) - Finish on this. It's totally sexy. OH GOD DAMN IT HOW DID I MISS THAT
- 03:24:092 (4) - Soft sli- you know what I'm gonna say.
- Hard
Okay, this one doesn't need the awkward manual stacking.
- 00:20:021 (5,6,7) - Why not just stack these? This is silly. Stacking them normally makes the stack look horrible with the patern. This is why I like manual stacking. It lets me control exactly where the stack moves. Maybe I'll change it?
- 00:38:021 (2) - Gross. (You know what)
- 00:39:735 (2) - ^
- 02:50:878 (10,11,12) - Stack.
I-I don't have time to mod insane. It looks gooodddd!
I've been meaning to, but pressing issues got in the way. After Wednesday, I'll be able to pay more attention to this sort of thing for a few weeks.Nerv_Mario wrote:
Revive this please D;!
Thanks for modding. Glad you like the map.Quiz-chan wrote:
Hi~ just stopping by and taking a look at this AWZUM map~
[General]
This song file's bit rate exceeds 192 kbps. Consider scaling the song file down. If it does, then it does it for very brief moments, as its bitrate is variable. Skipping through it in Foobar, I didn't even see it peak at above 192. As far as I'm aware, the limit's only there to reduce filesize and to not turn osu! into a piracy platform for high-quality music. The folder's small enough.
[Easy]
00:48:106 - This part sounds so empty.... problem is, nothing seems to fit.... I would put a circle on beat 3, but it'd be too close to the spinner. I can consider it anyway.
02:28:177 (2,3) - Sounds strange here. Maybe just use Normal hitsounds? I made them consistent with the other difficulties, but they do sound weak as individual beats.
lol, thassit already
[Normal]
lolwaaat, those settings are overkill for a Normal. I decided to make the settings like osu!stream and the DS games--they're the same for normal and hard. I don't know if there's any real need to reduce them, but I'll see what other people think.
00:24:534 (3) - Imperfect blanket? At the time, I had several reasons for ignoring the urge to blanket. I think that I didn't want there to be too much overlapping with the previous slider and I wasn't keen on fiddling with the spacing too much. That and laziness, I suppose. With smoother arcs, I managed to keep the spacing consistent after all.
Thassit for this diff too.
[Hard]
Nearly the same settings as in Normal... hmmm
Well, I can only suggest you to raise AR by +1 *since it is the same in Normal*. For instance, triplets look a lot better then. Same reason as before, but if it makes the stacks look better, then I might change it.
[Insane]
02:45:106 (8) - Better NC here instead of next (1) and let (4) be the next combo? I don't really want to split the combos like this, because the stream ends on the start of a phrase and it'd look inconsistent. The followpoints may also be helpful for such a large jump. I might change my mind.
AWZUM MAPSET~ <3
Good luck!!
Barely consequential points, but at the same time, the exacting level of detail that makes my maps as close to perfect as they can get. You get kudosu for sure. Glad you enjoyed it! I guess that #modreqs is worth the effort after all.Soaprman wrote:
I found this map in #modreqs and played it and had a good time. I played all four difficulties and found no gameplay issues. Just some tiny cosmetic nitpicks that I noticed while playing...
[Easy]
02:33:320 (3,1) - The gap between these has kind of a "broken circle" look. Would be neat if you adjusted these two sliders so they look more like they're part of the same curve. Then reposition 02:37:820 (2) to fix the blanketing.
Interesting point. I didn't do quite what you'd suggested, but in the name of good flow, I decided to make the sliders move in a more continuous pattern.
[Hard]
02:27:320 (1,2,3,4) - The sharp corners on the inner edges of the slider tracks look kind of unappealing next to all the long, smooth curves in the rest of the map. Make these sliders a little flatter, maybe? Perhaps try something along this line (AR reduced to 1 to include all objects in one screenshot)
I just kind of threw that together but maybe it helps get the idea across.
This has actually been bothering me for a long time, but I could never think of a more compelling way of arranging this which also fit. As it happens, if I hadn't been so damn lazy with point three-point arcs, these would never have looked so ugly. It also drew my attention to a slightly off blanket after it. Either way, I'm sure you'll agree that this looks better now.
[Insane]
01:20:677 (5,6) - 5's been tossing and turning and it got its blanket a wee bit messed up.
I probably wasn't even going for a blanket there, but I really should've. That also helped me to align that part of the pattern perfectly too
I think that's all? Good work here.
Thank you. All done.Shulin wrote:
[General][Easy]
- The 100% volume sections sound too loud to me and drown out the song slightly, I much prefferred 70%. You could probably tell by the inconsistencies that I buggered them up. I did have some volume-change voodoo in the first verse, but it's not worth the effort for me to do anything other than keeping the volume consistent.
- You have a lot of unsnapped inheriting sections, did you change the offset and forget to move them?I moved the offset a few times, but it turns out that the inheriting sections didn't impact the hitsounds--they all sound fine during gameplay. If they don't affect anything (tell me if they actually do, in practical sense), then I don't care about them.
They're an integral part of the music and they should be rather obvious by that point. Also, that AR issue, whoops.
- Approach Rate feels way too low especially compared to normal. I think +3 plays and looks much better (especially for patterns like 00:58:391 (1,2,3,4,1) - and 01:22:391 (1,2,3,4,5,6) - ) and is easier for things like 01:42:963 (1,1,2) - Yeah it was meant to be 3. Going for the classic 3s, 6s and 8s setup. Maybe I'll fiddle around with it.
- Some of the 1/2 rhythms do feel too tricky for an Easy, since it's consistent it shouldn't be too much of a problem but I definitely think a higher AR makes it easier to play.
01:00:105 (3) - Don't really understand why this one alone has the drum hitsounds. Normal finish sounds better to me. You'd rather have constant normal finishes? I changed the preceding circle to a hitnormal/drumclap to make it sound more fluent. The drumfinish is to be consistent with the other difficulties and to add variance.
01:06:534 (1,2) - I'm not keen on this anti jump on an Easy, I actually keep hitting 100 here. Try and move it further away? (This is less confusing with a higher AR I found). I never thought that it was an issue (when I hadn't stupidly left the AR at 0), but I was patterning for patterning's sake. How silly of me. I moved things around to fit properly. At least three-point circumscription makes blankets far easier to pull off.
01:20:677 (5) - Remove normal hitsound from the end? I think it works better with the pattern at 01:22:391 (1,2,3,4,5,6) - It sounded far too limp without the normal. I added a normal base to bolster the soft clap after it. It really emphasises the rhythm better that way.
01:53:248 (1) - End at the white tick at 01:55:820 - it seems to coincide with the main beat better. Also remove finish? Definitely not, because beat three isn't stressed. The offbeat is, by the integral backbeat and the vocal. Anything other than a finish would sound odd, especially in comparison to the other difficulties.
02:23:249 (4) - Like I said earlier this one sounds odd, maybe switch it to normal finish. For what it's worth, you might as well save yourself some typing when modding my maps, because I know when things recur.
02:27:748 (1,2,3) - This rhythm felt really strange, like it was only there to keep a pattern. White ticks sound much better but you'd have to readjust this a bit. Normal is the incongruence here and that was patterning for patterning's sake. No; this is hitting the offbeats, just like the other diffs.
[Normal]Fixed across the board.
- Kiai section at 00:48:106 - has 100% unlike the other diffs. Shouldn't it be 70%?
01:53:677 (1) - I think this sounds better ending on the white tick at 01:56:248 - without normal finish. Perhaps 01:56:677 (1) - would start too soon after for a normal diff? If so you could do something like Easy and end it on 01:55:820 - Same as before. If you mention it for the other diffs, then the same logic applies. I do indeed want to leave ample space, but trust me when I say that it fits just fine.
02:18:319 (4) - End isn't snapped. Arse.
02:22:390 (6) - End isn't snapped. Biscuits.
02:54:963 - I'd have liked another note here to be consistent with 02:50:678 (8,9,10,11,12) - and start the spinner one tick later. Sure thing. I think that I was avoiding making the stack too long, but it was inconsistent to [Hard] anyway.
03:16:820 (4) - Soft tick sounds better. Odd that you didn't mention this for [Easy], but it's been changed across the spread.
[Hard]tbh I'd only tried increasing it a bit when xgor suggested that I raise it. My bad.
- Consider reducing the stack leniency to the same level as normal to improve the presentation of stacks like 00:56:034 (4,5) -
00:26:034 (5) - Consider removing drum from here and replace with soft. This one stood out to odd whilst playing. I used hi-hats to give the phrases more impetus.
00:39:748 (4) - ^
01:53:677 (1) - This sounds better ending at 01:56:248 - and the normal finish feels too heavy. Changed to be consistent with E/N.
03:17:248 (3) - Normal tick sounds too heavy for this section, soft tick fits better.
[Insane]
01:29:248 - Add note here? For me it feels better because it's the end of the lyric. Placing it in the same position as 01:27:963 (2) - fits nicely. (You also ended a spinner at this spot in the other diffs.) I had thought that it'd be nicer to differentiate this by letting the break ease in, but I changed this in order to be consistent.
01:53:248 (1) - I didn't think this spinner fit as well as it could have and the heavy finish sounds too loud. Adding an extra return to 01:51:320 (5) - and mapping the rest might work better but it might be hard to make it fit with 01:55:177 (1,2,3) - I changed it to a soft finish.
02:44:034 (1,2,3,4,5,6,7) - I didn't like this stream straight after a break. It lacks build up and for me it just felt awkward and didn't fit. What you did in Hard fits better. It'd feel odd not to map the drum fill in the hardest map and I find it to be much more satisfying. It lunges into the next section.
03:17:034 (5) - Normal tick sounds too heavy for this section imo. Soft fits better like 03:24:748 (7,1) -
Those are my thoughts after playing, great spread overall, nice work.