Thank you for the mods!
captin1
Hey, m4m from my queue
[Timing]
Offset: +10, feels much better to play
Changed. After loading the .mp3 in Audacity and FL I noticed the offset was actually 30ms too early, but for some reason +30 just sounds way too late in osu.
[Storyboard]
You go over 5.0x SB load multiple times throughout this, please try to work and alleviate this. This link may help
Working on fixing.
[Normal]
01:50:666 - The background fade out here seems like a mistake, when compared to the other two diffs
The BG fade here is the same for all three difficulties. If you're talking about the one I have here in the beginning, it's because I don't map this section, so there's no point in having the monochrome effect.
This is too difficult of a map to be the lowest in the set. Please look into making or finding an Easy for this song
I'm not sure what to do yet, I'll have to think about this.
Going off of the assumption that you will be doing that, I'd suggest hp and od +1 to fit the difficulty of this map better
00:15:999 (1) - The blanket effect you're going for here is cool, but imo on its own this slider doesn't look very good, since it doesn't wrap around 3 very much.
Fixed.
00:22:333 (2,3,4,5,6) - Things like this are the biggest reason why I say this is too hard. Jumps in the lowest diff are very highly discouraged. Now, with an easy to catch the lower spectrum of players, these would be cool and interesting, but with the full set in mind they're not good.
00:27:666 (2,3,4,5) - Same idea as ^, although I would say that even in a harder normal this pattern could be confusing, since 4 is appearing as you hit 2 and it's very close to it.
I'll have to think about what to do with these, depending on whether I make an Easy or just make this difficulty easier.
00:29:333 (1,2,3) - Try to fiddle around with 2 so that there's the same amount of blanket space from 1 as 3
00:30:666 (3,1) - oooh jeez super nazi slider blanket error here, yeah almost there
00:33:333 (3,4) - another nazi, but this triangle could be easily fixed. x:388 y:180 looks better
00:42:666 (1) - I don't think this jump fits, plus it's very drastic, especially 4 to 1. ctrl g this please
00:43:833 - I feel a note here would sound nice, it's the climax of the drum build up and it's kinda left empty
00:50:666 (1,2,3) - not particularly fond of how this flows, perhaps this could work well? the jump just didn't suit the music at that point
01:06:666 (1) - Yikes. Really bad idea, slider speed ups are very unexpected and not good at all for a normal. Keep in mind the audience you're mapping for here. They're usually people who don't have a strong understanding of the game yet
01:43:676 (3) - (nazi) triangle hah
01:16:343 (4) - I don't think this jump fits well, the ones after do though. try x:180 y:296 for this guy
01:49:843 - I definitely feel these notes should be mapped, the map doesn't conclude well without them
Fixed all above, thanks!
[Lunatic]
Replay
While it does play fine, and isn't too much trouble, it just kinda seems like jump spam when the song doesn't make me feel like there should be all of these jumps the entire time.
Not saying it's not fun, but it's a little excessive
collapsed text
00:05:333 (5,6,7) - I think these three sliders should interact with each other more. like the first two sets 00:02:666 (1,2) and 00:03:999 (3,4) both do so well, but these just seem random
I'm going to remap this section.
00:07:333 (1) - NC here since you start a new idea
I've been getting a lot of suggestions about this, but this isn't something I want to change.
I'd have to add another black combo color, which would only be used in this one section.The single continuous combo here reinforces the idea of uniformity and monotoneity.At the end of the day, the combo is only 13 notes long.
00:09:333 (5,6) - again, these two should interact and balance each other out more
I'll find some way to change the arrangement at these two spots you mentioned.
00:11:999 (3) - NC here to signify the start of a stream after all those jumps
I don't want to be left with a two-object combo. 3 is the link between the triangular pattern and the stream, so I wouldn't be able to NC it in either direction.
00:19:333 to 00:22:999 - this is one of the sections I think of when I say that the jumps get a little excessive. This just seems never ending, and the song really isn't that intense at this point.
This was actually what I was trying to illustrate here. There are musical phrases that are endlessly repeating in this section: 00:19:343 (3,4,5,6,7,8) focuses on the circular arpeggiation and 00:21:343 (1,2,3,4,5,6,7,8) brings the continuous off-beat synth hits into the forefront. My use of repetition here is meant to convey a feeling of "never ending", as you say.
00:29:333 (1,2) - Here, since a new barline has hit and we're in a new miniphrase, I think the design idea should change so it's not hanging over from the previous one. It's like, you went to a new idea like a count late
Continuity. I wanted to preserve the bass rhythm that I focus on here by continuing it into the next musical measure.
00:31:999 (1,2) - Same as ^, the idea hanging over the barline like this doesn't feel as good as it could
Continuity again, this time with the circular arpeggiation, which is why I also chose this particular object arrangement.
00:34:666 to 00:42:666 - a section that just doesn't fit with the music at all. It's alright to have slightly easier, tasteful sections in the insane. This is just non-stop motion that gets tiring very quickly, and isn't warranted at all. I mean, it's a soft melody, the bass, and vocals here.
I disagree with this. This section is still fast-paced with the constant kick drum beat and the quick and steady bass; slow vocals isn't enough to warrant a slow section in my opinion. The persistence of speed is what I want to illustrate here.
00:56:666 (4,5,6) and 00:58:666 (1,2,3,4,5,6) - The offbeat notes here are hard to read, especially since a couple times they're covered up by the sliders preceding them ( 00:59:166 (3) ) This transition 00:59:166 (3,4) - is also very hard to read.
I'm not too sure what I can do here. I've exaggerated the spacing based on the rhythm, and there isn't a better way to do this that I can think of.
01:07:166 (3,4,5,6) - I think a slight rearrangement in these couple notes feels better. Try this out? This rhythm sits a bit better with the music, and the notes keep a good flow going
collapsed text
This rhythm does fit better, thank you!
01:10:833 (1,2) - ctrl g for much smoother flow from the pattern before
I want to actually disrupt the flow here; the clockwise flow that I have now is to prepare the player for the stream of counter-clockwise circles that come just after this.
01:18:666 (6,7) - The reverse jump here is a little too abrupt imo, I think rotating 7 some and moving it closer to 6 makes it feel better
Fixed this a bit.
The rest plays much better in comparison. The beginning is just unnecessarily hard for the mood of the music at those points
It's actually a pretty solid map, I just had a good amount to say about it I guess ha. Good luck!
Thank you for your detailed suggestions!
[Timing]
Offset: +10, feels much better to play
Changed. After loading the .mp3 in Audacity and FL I noticed the offset was actually 30ms too early, but for some reason +30 just sounds way too late in osu.
[Storyboard]
You go over 5.0x SB load multiple times throughout this, please try to work and alleviate this. This link may help
Working on fixing.
[Normal]
01:50:666 - The background fade out here seems like a mistake, when compared to the other two diffs
The BG fade here is the same for all three difficulties. If you're talking about the one I have here in the beginning, it's because I don't map this section, so there's no point in having the monochrome effect.
This is too difficult of a map to be the lowest in the set. Please look into making or finding an Easy for this song
I'm not sure what to do yet, I'll have to think about this.
Going off of the assumption that you will be doing that, I'd suggest hp and od +1 to fit the difficulty of this map better
00:15:999 (1) - The blanket effect you're going for here is cool, but imo on its own this slider doesn't look very good, since it doesn't wrap around 3 very much.
Fixed.
00:22:333 (2,3,4,5,6) - Things like this are the biggest reason why I say this is too hard. Jumps in the lowest diff are very highly discouraged. Now, with an easy to catch the lower spectrum of players, these would be cool and interesting, but with the full set in mind they're not good.
00:27:666 (2,3,4,5) - Same idea as ^, although I would say that even in a harder normal this pattern could be confusing, since 4 is appearing as you hit 2 and it's very close to it.
I'll have to think about what to do with these, depending on whether I make an Easy or just make this difficulty easier.
00:29:333 (1,2,3) - Try to fiddle around with 2 so that there's the same amount of blanket space from 1 as 3
00:30:666 (3,1) - oooh jeez super nazi slider blanket error here, yeah almost there
00:33:333 (3,4) - another nazi, but this triangle could be easily fixed. x:388 y:180 looks better
00:42:666 (1) - I don't think this jump fits, plus it's very drastic, especially 4 to 1. ctrl g this please
00:43:833 - I feel a note here would sound nice, it's the climax of the drum build up and it's kinda left empty
00:50:666 (1,2,3) - not particularly fond of how this flows, perhaps this could work well? the jump just didn't suit the music at that point
01:06:666 (1) - Yikes. Really bad idea, slider speed ups are very unexpected and not good at all for a normal. Keep in mind the audience you're mapping for here. They're usually people who don't have a strong understanding of the game yet
01:43:676 (3) - (nazi) triangle hah
01:16:343 (4) - I don't think this jump fits well, the ones after do though. try x:180 y:296 for this guy
01:49:843 - I definitely feel these notes should be mapped, the map doesn't conclude well without them
Fixed all above, thanks!
[Lunatic]
Replay
While it does play fine, and isn't too much trouble, it just kinda seems like jump spam when the song doesn't make me feel like there should be all of these jumps the entire time.
Not saying it's not fun, but it's a little excessive
collapsed text
00:05:333 (5,6,7) - I think these three sliders should interact with each other more. like the first two sets 00:02:666 (1,2) and 00:03:999 (3,4) both do so well, but these just seem random
I'm going to remap this section.
00:07:333 (1) - NC here since you start a new idea
I've been getting a lot of suggestions about this, but this isn't something I want to change.
I'd have to add another black combo color, which would only be used in this one section.The single continuous combo here reinforces the idea of uniformity and monotoneity.At the end of the day, the combo is only 13 notes long.
00:09:333 (5,6) - again, these two should interact and balance each other out more
I'll find some way to change the arrangement at these two spots you mentioned.
00:11:999 (3) - NC here to signify the start of a stream after all those jumps
I don't want to be left with a two-object combo. 3 is the link between the triangular pattern and the stream, so I wouldn't be able to NC it in either direction.
00:19:333 to 00:22:999 - this is one of the sections I think of when I say that the jumps get a little excessive. This just seems never ending, and the song really isn't that intense at this point.
This was actually what I was trying to illustrate here. There are musical phrases that are endlessly repeating in this section: 00:19:343 (3,4,5,6,7,8) focuses on the circular arpeggiation and 00:21:343 (1,2,3,4,5,6,7,8) brings the continuous off-beat synth hits into the forefront. My use of repetition here is meant to convey a feeling of "never ending", as you say.
00:29:333 (1,2) - Here, since a new barline has hit and we're in a new miniphrase, I think the design idea should change so it's not hanging over from the previous one. It's like, you went to a new idea like a count late
Continuity. I wanted to preserve the bass rhythm that I focus on here by continuing it into the next musical measure.
00:31:999 (1,2) - Same as ^, the idea hanging over the barline like this doesn't feel as good as it could
Continuity again, this time with the circular arpeggiation, which is why I also chose this particular object arrangement.
00:34:666 to 00:42:666 - a section that just doesn't fit with the music at all. It's alright to have slightly easier, tasteful sections in the insane. This is just non-stop motion that gets tiring very quickly, and isn't warranted at all. I mean, it's a soft melody, the bass, and vocals here.
I disagree with this. This section is still fast-paced with the constant kick drum beat and the quick and steady bass; slow vocals isn't enough to warrant a slow section in my opinion. The persistence of speed is what I want to illustrate here.
00:56:666 (4,5,6) and 00:58:666 (1,2,3,4,5,6) - The offbeat notes here are hard to read, especially since a couple times they're covered up by the sliders preceding them ( 00:59:166 (3) ) This transition 00:59:166 (3,4) - is also very hard to read.
I'm not too sure what I can do here. I've exaggerated the spacing based on the rhythm, and there isn't a better way to do this that I can think of.
01:07:166 (3,4,5,6) - I think a slight rearrangement in these couple notes feels better. Try this out? This rhythm sits a bit better with the music, and the notes keep a good flow going
collapsed text
This rhythm does fit better, thank you!
01:10:833 (1,2) - ctrl g for much smoother flow from the pattern before
I want to actually disrupt the flow here; the clockwise flow that I have now is to prepare the player for the stream of counter-clockwise circles that come just after this.
01:18:666 (6,7) - The reverse jump here is a little too abrupt imo, I think rotating 7 some and moving it closer to 6 makes it feel better
Fixed this a bit.
The rest plays much better in comparison. The beginning is just unnecessarily hard for the mood of the music at those points
It's actually a pretty solid map, I just had a good amount to say about it I guess ha. Good luck!
Thank you for your detailed suggestions!
Saten
[Lunatic]
00:05:333 (5) - a new combo would fit here, you'll need to add another monochrome combo color then
00:07:999 (6) - NC here as well. You might want to re-check the whole map to remove those colors later on
I've been getting a lot of suggestions about this, but this isn't something I want to change.
I'd have to add another black combo color, which would only be used in this one section.The single continuous combo here reinforces the idea of uniformity and monotoneity.At the end of the day, the combo is only 13 notes long.
00:23:500 (8) - a finish fits a lot better than a clap here imo
I think a clap has a more explosive impact; I might try to look for another custom hitsound though.
00:32:666 (3) - ^
I don't hear this one.
00:56:916 (6) - would be nice if you also followed the music/instruments here as well. That means adding a not on 00:56:833 - and 00:56:999 - . This will also allow you to add more hitsounds.
00:58:916 (3,8) - same goes here as well
I think this would disrupt the 3/4 rhythm and patterns that I have here.
01:31:833 (11,1) - This part kinda plays a bit weird as a double rather than a triple like the previous notes. And there's a noticable beat at 01:31:999 - which shouldn't be skipped imo
I feel like this diversifies the rhythm, and I prioritize the rhythm of the synth lead here over all else.
00:02:666 (1) - add a finish here
00:29:333 (1) - finish
00:50:499 (3) - finish on end
00:51:999 (1) - finish on start
00:55:499 - something should be added here
01:01:333 (1) - a clap here?
01:23:999 (6) - finish
01:25:333 (3) - finish on start
01:25:833 (5) - finish on end
01:26:333 (1) - ^
01:33:333 (1) - finish
01:35:333 (5) - finish on end
01:36:666 (5) - finish on start & end
01:44:000 (1) - finish
All fixed. Thanks for pointing these out!
[Normal]
00:07:999 (1) - You could extend it to 00:12:499 - and add a whistle
I want this spinner to finish before the drum roll starts.
00:54:666 (3) - This plays better if you move it to 00:54:499 - . It also makes more sense with the spacing too
01:06:666 (1) - this is way too unexpected
01:33:333 (1) - finish on start
01:45:999 (5) - finish on end
01:50:666 - this ending feels a bit meh, you could add another repeat on the slider to make it end on a more appropriate point
Fixed all above.
AR 6 plays much better imo
The Normal has too many jumps and the star rating should be below 3,25. For being the easiest difficulty in the mapset, it is really too difficult.
It's really recommended that you make an Easy difficulty to make the spread much better.
I'm still not sure what to do yet. I really don't want to make a difficulty that's just like my Normal except with longer sliders.
The Normal is my only concern here, but the rest is pretty solid imo.
And I have to say that the effects and stuff in your SB is pretty good~♪
The Finish hitsounds I suggested are actually audible in the music, would be nice if you added them.
Anyways, good luck!
Thank you!
00:05:333 (5) - a new combo would fit here, you'll need to add another monochrome combo color then
00:07:999 (6) - NC here as well. You might want to re-check the whole map to remove those colors later on
I've been getting a lot of suggestions about this, but this isn't something I want to change.
I'd have to add another black combo color, which would only be used in this one section.The single continuous combo here reinforces the idea of uniformity and monotoneity.At the end of the day, the combo is only 13 notes long.
00:23:500 (8) - a finish fits a lot better than a clap here imo
I think a clap has a more explosive impact; I might try to look for another custom hitsound though.
00:32:666 (3) - ^
I don't hear this one.
00:56:916 (6) - would be nice if you also followed the music/instruments here as well. That means adding a not on 00:56:833 - and 00:56:999 - . This will also allow you to add more hitsounds.
00:58:916 (3,8) - same goes here as well
I think this would disrupt the 3/4 rhythm and patterns that I have here.
01:31:833 (11,1) - This part kinda plays a bit weird as a double rather than a triple like the previous notes. And there's a noticable beat at 01:31:999 - which shouldn't be skipped imo
I feel like this diversifies the rhythm, and I prioritize the rhythm of the synth lead here over all else.
00:02:666 (1) - add a finish here
00:29:333 (1) - finish
00:50:499 (3) - finish on end
00:51:999 (1) - finish on start
00:55:499 - something should be added here
01:01:333 (1) - a clap here?
01:23:999 (6) - finish
01:25:333 (3) - finish on start
01:25:833 (5) - finish on end
01:26:333 (1) - ^
01:33:333 (1) - finish
01:35:333 (5) - finish on end
01:36:666 (5) - finish on start & end
01:44:000 (1) - finish
All fixed. Thanks for pointing these out!
[Normal]
00:07:999 (1) - You could extend it to 00:12:499 - and add a whistle
I want this spinner to finish before the drum roll starts.
00:54:666 (3) - This plays better if you move it to 00:54:499 - . It also makes more sense with the spacing too
01:06:666 (1) - this is way too unexpected
01:33:333 (1) - finish on start
01:45:999 (5) - finish on end
01:50:666 - this ending feels a bit meh, you could add another repeat on the slider to make it end on a more appropriate point
Fixed all above.
AR 6 plays much better imo
The Normal has too many jumps and the star rating should be below 3,25. For being the easiest difficulty in the mapset, it is really too difficult.
It's really recommended that you make an Easy difficulty to make the spread much better.
I'm still not sure what to do yet. I really don't want to make a difficulty that's just like my Normal except with longer sliders.
The Normal is my only concern here, but the rest is pretty solid imo.
And I have to say that the effects and stuff in your SB is pretty good~♪
The Finish hitsounds I suggested are actually audible in the music, would be nice if you added them.
Anyways, good luck!
Thank you!